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nonsi
2014-05-27, 11:43 AM
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3.5e Overhaul


Thread Ready for Evaluation & Critique






Index


1. Index (http://www.giantitp.com/forums/showthread.php?352036#1)
2. Introduction (http://www.giantitp.com/forums/showthread.php?352036#2)
3. Combat Rules (http://www.giantitp.com/forums/showthread.php?352036#3)
4. Spellcasting Rules (http://www.giantitp.com/forums/showthread.php?352036#4)
5. General Rules (http://www.giantitp.com/forums/showthread.php?352036#5)
6. Races (http://www.giantitp.com/forums/showthread.php?352036#6)
7. Skills (http://www.giantitp.com/forums/showthread.php?352036#7)
8. Feats (http://www.giantitp.com/forums/showthread.php?352036#8)
9. Feats (Cont.) (http://www.giantitp.com/forums/showthread.php?352036#9)
10. Classes Intro (http://www.giantitp.com/forums/showthread.php?352036#10)

11. - Warrior (http://www.giantitp.com/forums/showthread.php?352036#11)
12. - Rogue (http://www.giantitp.com/forums/showthread.php?352036#12)
13. - Priest (http://www.giantitp.com/forums/showthread.php?352036#13)
14. - Mage (http://www.giantitp.com/forums/showthread.php?352036#14)
15. - Druid (http://www.giantitp.com/forums/showthread.php?352036#15)
16. - Warlock (http://www.giantitp.com/forums/showthread.php?352036#16)

17. - Bard (http://www.giantitp.com/forums/showthread.php?352036#17)
18. - Witch (http://www.giantitp.com/forums/showthread.php?352036#18)
19. - Hexblade (http://www.giantitp.com/forums/showthread.php?352036#19)
20. - Spellthief (http://www.giantitp.com/forums/showthread.php?352036#20)

21. - Monk (http://www.giantitp.com/forums/showthread.php?352036#21)
22. - Soulknife (http://www.giantitp.com/forums/showthread.php?352036#22)
23. - Dragonfury Disciple (http://www.giantitp.com/forums/showthread.php?352036#23)
24. - Disciple of the Weirding Ways (http://www.giantitp.com/forums/showthread.php?352036#24)
25. - Time Bender (http://www.giantitp.com/forums/showthread.php?352036#25)

26. Miscellaneous (http://www.giantitp.com/forums/showthread.php?352036#26)
27. Miscellaneous Cont. (http://www.giantitp.com/forums/showthread.php?352036#27)

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nonsi
2014-05-27, 11:45 AM
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Introduction



We’re all here in this forum because certain aspects of our selected RPG clash with our preferences.
Myself, I find 3.5e to be the best RPG baseline ever.
The things that bother me most (which stem from countless reasons) are:
- Character imbalance.
- Constant need to min-max, with too much volume of official materials to cope with.
- Too much gear dependency – especially magical gear.
- A lot of game time spent not being able to contribute (due to lack of class options or not making the right daily choices).
- Too much pre-encounter prep-time. Way way too much. This is the number one hurting factor to campaign/adventure/storyline advancement and credibility.


The main goals of this overhaul are:
1. Killing the "Christmas Tree" syndrome - meaning 3.Xe's intense item dependency.
2. Dramatically increasing characters' range of options stemming from level progression alone.
3. Significant reduction of pre-encounter prep time.
4. Better game balance between the different classes, removing the need for DM cuddling.
5. Multiclassing that actually works and negates the need for PrCs.
6. Tons of options without the need to further expand the rules.
7. Killing the need for game-mastery (minmaxers won't like this one, I guess). As in all cases, players that are more familiar with the rules would probably get more out of them, but newbies won't be left biting the dust.
8. A far longer "work day".



In terms of average power level, my aim is for non-casters and partial casters to be mid-high T3 and full casters to be low-mid T2.
I value options over raw power.

The main drive for this compendium was born from the realization that to truly make the game better, one needs to address many aspects, not just classes or feats or spells, and that the different changes will affect each other.

This compendium will probably undergo a lot of in-motion changes in the next few months, but for the moment I have a solid notion what I want the end result to look like and that’s where I’m going… until shared insights lead me to make minor changes (or take things into different directions entirely).

Since everything in this compendium is connected with everything, I might not apply suggestions immediately, or skip them altogether due to “knowing better” as far as how the different changes reflect on one another, but let no one be discouraged by that and anyone who feels like they have questions, suggestions, or anything to contribute – please don’t hold back.



And a preliminary apology
This compendium is a compilation of materials gathered and processed over several years and I long since lost track and count regarding all sources, so materials in it that are not originally mine will initially not come with proper credits to their originators.
This by no means mean that I don’t have full appreciation to their originators or have any intention of robbing them of their glory.
On the contrary. Crediting some and not others will be prioritizing, as I'm bound by maximum message length (50000 characters per post).
Therefore, if someone’s offended by not being properly credited, PM me with valid links and I’ll add credit where credit is due (with posting space constraints taking precedence though).

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nonsi
2014-05-27, 11:46 AM
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Combat Rules


Iterative Attacks:

BAB +6: Full Attack as a standard action.
BAB +6: When making a full attack as a full round action, you may take a 5'-step after each attack.
BAB +6: Holding Your Ground: When attacking from a stand-still as a full round action, you gain +2 to all melee attacks and +2 dodge AC. This bonus increases to +3 at BAB +11, and finally to +4 at BAB +16.
BAB +11: Single Attack at max BAB as a move action.
BAB +16: As full round action, move up to your speed while spreading your attacks among opponents within reach as you see fit.



Action Breakdown:

- Swift actions and Immediate actions are completely separate actions - neither comes at the expense of the other, unless specifically noted or when provoking special circumstances that prevent usage.
- 5'-step is a swift action.
- AoO is an Immediate action.
- A standard action can be forfeited for gaining a 2nd swift action.
- Total Defense does not prohibit AoOs. Just like when fighting defensively, AoOs taken while in Total Defense suffer a -4 attack-roll penalty.



Fractional BAB & Saves:

It's highly unreasonable that someone with 1st Monk level and 1st Rogue level (which is quite combative) would trail behind a 2nd level mage in terms of BAB. It's also unreasonable that the same character would have double the initial Ref save boost.


Calculating fractional BAB accumulation is really easy:

Full BAB = 1
Average BAB = 3/4
Poor BAB = 1/2.


Say you take 1 Mage level and 1 Monk level.
All you do is add 1/2 + 3/4 = 5/4 ---> +1 (rounding fractions down).
If you know where you were in the previous level, then you know where you got to now.



Weapons & Armors:

Except for the rules below, use PF’s weapons (http://www.d20pfsrd.com/equipment---final/weapons) and armors (http://www.d20pfsrd.com/equipment---final/armor):


Omitted Weapons:

Dart:
An arrow-like bolt designed for throwing – I don't remember seeing that anywhere on TV or on the big screen (or anywhere else for that matter).

Dire Flail:
Totally unwieldy, a problem to carry around and dangerous to the user.

Siangham:
No such weapon (there never was).


Modified Weapons:

Halberd:
- The halberd is a double weapon, with the back side dealing 1d6 base damage (same as quarterstaff).

Shuriken:
- Does 1d3 piercing damage.
- Has 15’ range increment.
- being a Monk weapon, Shuriken may be used in a FoB sequence.. Shuriken don't get damaged when thrown and may be retrieved.
Special: Vs. soft materials (strings / cords / ropes / leather / cloth / targets with ZERO Armor modifier to AC), Shuriken damage also counts as Slashing.

Trident:
- The wielder may Skewer an opponent if the attack roll exceeds the DC by +4 or more (avoidable with a Ref save vs. DC [10 + dmg]). Removing a skewered trident causes d6 damage and requires a full round's action. Continuing to fight with the trident in place deals d3 points per round.


New Weapons:

Battlestaff:
This double weapon is a massive steel-reinforced version of the quarterstaff with studded steel tips.
- It deals 1d8 bludgeoning damage.
- It's durable to sundering as greatsword.
- It is not a Monk weapon.

Blowgun (large):
- Has 60' range increment.
- Deals 1d3 points of damage.

Buckler Axe:
This special exotic weapon functions both as a buckler and an axe
- It deals 1d4 slashing damage.
- Buckler Axe may function as a light offhand weapon, or a 2nd shield – both with no penalties.

Garrote:
A garrote is a 2H weapon – basically a sturdy 2ft cord attached to a wooden grip on each end – that's useable by making a successful grapple attempt.
If the target is aware of your presence, you take a -5 hit penalty to your attempt to start a grapple at all and -10 to make it count as given below.
- A garrote does [1d4 + STR-mod] bludgeoning damage and [1d6 suffocation damage] each round.
- Prevents verbal communication or speech of any kind and renders the target slowed.
- As long as the garrote is in place, the wielder gains a +5 circumstance bonus to its opposed grapple checks against the held target.
- A garrote is ineffective against an opponent in heavy armor, or any armor that covers the neck (such as chainmail).

Pounding Staff:
This weapon (introduced in “crouching tiger, hidden dragon”) is a 4’ “cubistic” fashioned steel staff with a sword-like 2-handed handle.
- It’s serrated throughout the entire length and does 1d8 bludgeoning & slashing damage.
- Adds +4 to all sundering attempts.

Sword Stick:
This is a long, slender, rapier-like blade concealed within what appears to be a walking stick or cane.
Those who wish to take a weapon somewhere where weapons are not allowed, mainly use this weapon.
- The blade deals 1d4 piercing damage.

Three-Section-Staff *:
Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal length, joined at the ends by chain, leather, or rope.
Three-Section-Staff functions very similar to quarterstaff, with the following exceptions:
- Requires BAB +2, 4 ranks in Tumble skill and an exotic weapon proficiency (this weapon is very tricky to use, and monks are not automatically proficient with it).
- May be used for either TWF (or flurry, if you're a monk) or reach attacks. Switching modes can be done either as a swift action or a move action. When used for TWF, each side counts as 1-handed weapon and both hands count as primary hand.
- Disarming someone who's proficient with a Three-Section-Staff is extremely difficult. An opponent must disarm the wielder twice during the same attack sequence, or overcome the defender by +4 or more, in order to actually make a successful disarm.
This weapon is totally unwieldy without proper proficiency.

Throwing Iron:
This weapon is a 5-6 inches long nail-like or dagger-like blade.
It's statistically identical to Shuriken, except the damage it deals is purely piercing damage.

Tonfa *:
Tonfa uses the same stats as Light Mace, with the following benefits:
- Tonfa counts as small weapon for TWF purposes and as 1-handed weapon for all other purposes (small sized weapon with superior momentum).
- The wielder receives +1 Shield bonus to AC for each wielded Tonfa (+2 for TWF).
- The wielder receives +2 to resist Disarm attempts.
Tonfa is a Monk weapon, and as such, may be used in a FoB sequence.

Turtlesting:
This special exotic weapon functions both as a buckler and a dagger
- It deals 1d4 piercing damage.
- Turtlesting may function as a light offhand weapon, or a 2nd shield – both with no penalties.


* The special benefits of this weapon are applicable only when light loaded and wearing light or no armor (and you must be proficient with the weapon, of course)



General Notes on Weapons:
• When wielding a two-handed melee weapon, you add twice your Str-mod to damage (not 1-1/2 times as core dictates).
• Unless noted otherwise, all melee weapons have a range increment of 5'.
• Except for combat in confined places, all reach weapons allow attacks against adjacent opponents.



AC Modifiers – The Whole Story:

There are 4 types of AC modifiers: Armor, Shield, Dodge & Deflection.

Armor:
Natural and manufactured Armor bonuses to AC stack with each other.
One cannot wear one armor over another (even if one manages it somehow, the lesser one is ignored and the wearer counts as non-proficient)
Armor doesn’t apply to touch AC.
Armor doesn’t apply vs. incorporeal attackers.
Armor applies in situations where one loses his Dex-bonus to AC.


Shield:
Shield AC has the potential of stacking with itself, if one possesses TWF and is wielding 2 small shields.
Shield applies to touch AC.
Shield doesn't apply vs. incorporeal attackers.
Shield doesn't apply in situations where one loses his Dex-bonus to AC.

Special: A shield's AC bonus also applies to Ref saves vs. AoE attacks or rays that deal elemental damage (how often do you see a knight blocking a dragon’s breath attack with his shield in fantasy art? All the time, and it is cool).


Dodge:
Except for Circumstance and Morale bonuses, these are strictly limited to character abilities and they always stack.
Dodge applies to touch AC.
Dodge applies vs. incorporeal attackers.
Dodge doesn't apply in situations where one loses his Dex-bonus to AC.

Dodge AC Progression

Among the more puzzling facts about all D&D incarnations, the one that shines above all is the fact that there's no built in rule for characters to improve their dodging capabilities with level progression.
I mean, a melee character battles the greatest horrors of creation throughout 20 levels advancement and learns nothing about avoiding getting hit?
NOTHING?! Really?!

So, to show this learning curve that characters/creatures demonstrate, for each 2 points of BAB gained by class-level advancement, a subject gains +1 to their dodge AC.
This benefit does not apply when one loses his Dex-bonus to AC, carries more than medium load, or wears armor without proper proficiency.



Deflection:
Deflection bonuses to AC are exclusively magical and gained at a rate of +1 AC / odd SL (+5 max).
Deflection applies to touch AC.
Deflection applies vs. incorporeal attackers.
Deflection applies in situations where one loses his Dex-bonus to AC.

Deflection bonuses to AC always overlap. If one carries 2 rings of protection, a magical armor and a magical shield, only the most powerful AC modifier applies, rendering all the others moot.
Deflection is the only type of magical AC enhancement, regardless of whether it is applied to garments, armor, shield or person. Magical effects might make an armor or shield more durable, but they never make an armor grant a better AC modifier. The only exception to this rule is polymorph, when natural armor is gained according to the assumed form.

That’s right people. This means that the party’s over. No more abusing the system.
Lighting up with magical gear like a Christmas tree can’t make one’s AC shoot to the stratosphere anymore.



Note: Circumstantial AC bonuses (e.g. Cover, Prone) have the same status as Deflection bonuses.
They cannot be circumvented by either the attacker's or the defender's status (flatfooted, touch AC etc).




Basically, it all boils down to this table:



Applied To / Applied When

Source Touch AC Vs. Incorporeal No Dex-bonus to AC
Armor (and Nat. Armor)
N
N
Y
Shield
Y
N
N
[td] Dodge (+ 1/2 BAB)
Y
Y
N
[td] Deflection / Circumstance
Y
Y
Y






Combat Hustle, Definition:

You may move up to twice your speed as a standard action.
When hustling, you lose your Dex-bonus to AC.
Note: This definition will also have use in the redefinition of AoOs.



Flanking Tweak:

"When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."

Reason: According to the core rules:
If C is your character and E1, E2, E3 & E4 are your enemies
Then C is not flanked.

[td]E2E3
E1C
E4


Common sense dictates that your character most definitely is.
This proposal makes:
- E1 flank with E3 & E4.
- E4 flank with E1 & E2.

It leads to some edge-cases with large+ creatures, but those are rather insignificant and don't break suspension of disbelief (http://en.wikipedia.org/wiki/Suspension_of_disbelief).
This is the result of squares not properly modeling circular proximity.
It's a relatively small price to pay for an overall better modeling of combat proximity.
It's a non-issue when using hex-grid.



Attacks of Opportunity (AoOs):


You can provoke AoOs in two ways:

Being Defenseless
Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an AoO.
You can be defenseless for several reasons. Some examples are given below.
- If you are not wielding a melee weapon or shield (unless you possess natural weapons or the Improved Unarmed Strike feat).
- If you can't use a weapon or shield to defend yourself, you are defenseless. This can happen if you are trying to wield a heavy weapon in one hand, or if you aren't proficient with your only weapon.
- If you are busy doing something else that requires your full attention (such as casting a spell), you are defenseless.

Moving Recklessly in the Battlefield
Movement-based AoOs are provoked in either of the following cases:
- You hustle or run within an opponent's threatened area – regardless of where you're coming from or where you're going to.
- You move into or out of or through a square that would render you flanked. You provoke vs. anyone who's flanking you. Taking a 5'-step, is the exception to this rule.



Forced Movement:
You do not provoke AoOs for movement you didn't take intentionally, such as from a shove.


Taking Attacks of Opportunity:
If a creature within your threatened area provokes AoOs, you can immediately make a single melee attack against that creature.
The AoO ''interrupts'' anything else the creature has been doing.
The creature can continue its turn after your AoO is resolved.


How Many Attacks of Opportunity?
You can make a number of AoOs each round equal to your iterative attacks:
- 1 at BAB +5 or less
- 2 at BAB +6 - +10
- 3 at BAB +11 - +15
- 4 at BAB +16 and on
You can never take more than a single AoO per round against a particular opponent.



Natural 1s and natural 20s:

There is no more auto-success or auto-failure.
When you roll 1, if your modified attack roll does not score a hit against your target, you fumble (optional rule - see below).
When you roll 20, don't roll your attack's damage dice - automatically count the dice rolled as scoring their maximum result.

This rule extends to all d20 rolls and overrides automatic success/hit & automatic failure/miss of all sorts.


Fumbles (Optional Rule)

Note: Many D&D groups practice fumble rules (I've entered 2 groups that did - both oblivious to the other). Problem with most Fumble rules is that they're cumbersome and tedious. My goal here is to present something simple enough that will not force one to "get back to the pages" to figure out the results........ and yet feel somewhat realistic.

When scoring a natural 1 on a melee attack (1-2 for non proficient), unless you actually score a hit (some targets are just too easy), you fumble.
Roll d6.
- On a result of 1 or 2, have the attacker roll an additional attack against a square adjacent to the target that's within his reach (including self, for self inflicted injury). The target of such an attack always loses its Dex-bonus to AC. If no target is available, the attacker simply missed stylishly. This option is discarded in case of a reoccurring fumble (you never fumble a fumble).
- On 3 or 4 the attacker drops his weapon.
- On 5 or 6 the attacker is rendered prone.

Special: When fumbling, one provokes AoOs.
Special: When fumbling, if the result is becoming Prone or Disarmed, a successful Ref save vs. DC 15 negates the effect, and prevents provoking AoOs (and since rolling 1 is not an auto-fail, then with all sorts of modifiers, there will come a time when one becomes immune to getting himself prone/disarmed).




Feats turned into combat options available for all:

PA: As per PF (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final)
Weapon Finesse: Applicable automatically to all light & finesseable weapons you're proficient with.
Combat Expertise: As per PF (http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat). You may also do the exact opposite – which is to fight recklessly and trade AC for better hit chances.



Hit Points:

All creatures (including monsters) gain max HP for their racial HD (either as given in the relevant Monster Manual or character races' HD).
HD gained from level progression are averaged, with fractions rounded up (e.g. 6 HP for d10).
Every level also adds Con-mod.
Note: This would grant 9HP to a 1st level halfling Mage with Con 10, but a formidable Half Orc Warrior with Con 20 would have as many as 26HP (requiring some serious damage to take out of the equation with a single strike). For further details, see the “Races” entry below.

Resting & Recovering Damage
The following rule is based on the notion that HP are an abstraction.
You get 4 rests per day: two short 10-minute ones, one 1-hour one, and one 8-hours of sleep (except for elves).
Every time you take a short rest, you regain your HD worth of HP.
Full Night's Rest recovers more HP: 2xHD or 1/2 remaining damage – whichever's higher.

Dropping below 0 HP:
Disabled state: Up to the creature's HD in negative HP value. Disabled creatures automatically stabilize.
Dying: Any negative value between HD + 1 and HD + Con-score (consciousness is lost after 1 round per positive Con-mod).
Death: Anything beyond "dying".

Documentation Note: to keep things simple, I will continue to regard HD throughout this thread in the traditional manner. HP are to be extrapolated out of HD as given here.



Crit Substitution:

There are no longer Critical Hits. You no longer roll extra dice to calculate critical damage.


Instead of crit threat/confirmation and damage-multipliers:

1. A successful attack would deal extra damage according to how much it was successful beyond the to-hit DC (zero extra damage when attack-roll = AC). To prevent True Strike abuse and other loopholes, this value cannot exceed the highest of attacker's BAB.

2. Officially noted modifiers to crit threat/multiplier are ignored for all weapons.

3. Keen property doubles the extra damage and Vorpal triples it (reducing "Vorpal" to a 3rd level effect). To balance things out for bludgeoning weapons, 2 new enhancements are intruduced: “Crushing” and ”Shattering”.

4. Rolling a natural 20 automatically maximizes the weapon's base damage without rolling the dice.


Note for #1 & #2: Some feats allow circumstantial damage multipliers. Under these rules, the added damage counts as base damage, so it is also multiplied on those special circumstances.



That’s basically all there is to say about attack rolls and enhanced damage.


So, for instance, a 5th level bard attacking with a Keen Rapier and scoring an attack roll of 18 vs. AC 15 would result in damage as follows:

Step 1:
Calculate damage normally – as you did in the past (1d6 + Str-mod + extra from feats + magical enhancements).

Step 2:
The extra damage = 3 (18 - 15).
Since the Rapier is Keen, the overall damage addition is +6.



So the total damage equals 1d6 + 6 + Str-mod + extra from feats + magical enhancements.

That same, attack made with a regular quarterstaff, would leave that extra damage at 3 (1d6 + 3 + . . .)

Special: When attacking objects or opponents with no discernible anatomies, remove the extra damage once, still applying it for the Keen/Vorpal/Crushing/Shattering properties (meaning no extra damage for non-enhanced weapon).


If that same 5th level bard would score 19 or more on his attack roll, the extra damage, being capped by the bard's +3 BAB, is calculated as if scoring 18 on the d20 roll.
If he rolls a natural 20, the damage calculation = 6 + 6 + Str-mod + extra from feats + magical enhancements (maximizing the d6 roll).



Fiery/Icy/Shocking Burst weapons

Burst effect is set as a swift action and is triggered upon the next successful strike to come before the beginning of the character's next combat turn.
After Burst effect is triggered (or if not set in the first place), the weapon functions like a regular Flaming/Frost/Shock weapon.




Saving-Throws Modifiers – Redefined:

Fort: Use the better of Str (power) / Con (toughness)
Ref: Use the better of Dex (speed) / Int (wit)
Will: Use the better of Wis (insight) / Cha (force of personality)

The reason behind this rule is to make dump ability scores less of a dump-stat and count for more.

Since encounters are usually pre-designed, replacing Con/Dex/Wis with Str/Int/Cha for monster saving throws is trivial.
I'm ok with it making some monsters hardier on certain aspects, and the difference is usually not that significant.



Gaze Attacks:

Gaze attacks require eye-to-eye contact in order to be applicable.
When one recognizes an opponent (usually a monster) as having a gaze attack, he can avoid meeting its gaze. Avoiding a creature's gaze grants it partial concealment (20%) against you, while you also take -2 to dodge AC and to all opposed rolls against it.
Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.



Magic Projectiles & Magical Pluses:

Magic projectile weapons stacked their enhancement bonuses with those of their ammunition (the weapon guides your hand while the projectiles "home-in" on the target).
Now archers and such are no longer less effective than melee combatants and there's actually value in having magical ammo.



Massive Damage:

Massive Damage is redefined as 50% of maximum health HP.
When subject to massive damage, a target needs to make a Fort save vs. DC = 10 +1/2 damage dealt.
- If the Save fails, the target is nauseated from the pain for 1d4 rounds.
- If the save succeeds, the target is sickened for 1d4 rounds.



Ability Scores & Speed Increase:

For each cumulative +5 total modifier to both Str & Dex a creature gains above its racial average (+0 for all character races), its speed increases by +5'.
This increase is capped by 1/2 extra Dex modifier.






Combat Actions – (N)ew / (R)edified / More (O)ptions:

Aim (N)

You can aim a ranged weapon attack, and do so vs. targets within [twice the weapon's range multiplier].
You can aim a melee weapon attack, but only when targeting an immobile object.

By taking a full round action to line up and execute an attack, you get a +1 bonus to your attack roll.
At BAB +6/+11/+16, this bonus increases by +1, and you add your weapon's base damage once over (e.g. +1d8 for a longbow). This added damage doesn't count as damage multiplier, but it does count as precision damage.
Starting at BAB +8, you can Aim as a standard action.
Example: A 16th level warrior, making an aim with a longbow, rolls to hit as follows: [d20 + 16 + 4 + <ATTACK MODIFIERS>]. If he hits, he deals [4d8 + 4 + <DAMAGE MODIFIERS>].

While aiming, you're flat-footed. If you're struck or distracted in any way before your attack, you must make a Concentration Check vs. DC 15+damage dealt or lose your attack.

You can aim ranged powers, but only as a full round action (regardless of your BAB), and you still only add a single damage die at BAB +6/+11/+16, no matter how many damage dice are dealt by the power you wield.
Exception to the rule: if you wield a power that deals multiple dice per CL (e.g. disintegrate), you add that many dice at BAB +6/+11/+16.



Block Line of Effect (N)

A character/creature that is not flatfooted may spend an immediate action to block any line of effect that pass through their space or threatened space.
Any effect blocked in this manner affects the blocker as if they were targeted at them instead.
To make a successful block, you must match or exceed the attacker’s attack roll
Blocking line of effect must be declared before an attack roll is calculated vs. the actual target.



Bull Rush (O)

When successfully Bullrushing, the attacker may attempt to "shove" his target just outside its reach without completing its move with the target.



Charging (O)

When determining the line on which you charge, you do not have to take the shortest route to your opponent. Instead, you may charge in any straight line on which you would threaten your opponent. You must make your attack when you enter the first square in which you threaten your opponent.



Climbing Your Enemy's Back (N)

There aren't many reasons for climbing an opponent in combat, but sometimes it's just what you need to do (e.g. sneak-attack a storm giant, or remove a crown he's wearing).
Doing so is extremely difficult. There are many reasons why such an attempt would fail, but sometimes it is doable.

You: Initiating a climb uses the mechanics of initiating a Grapple. Then you make a Climb check (DC = [opponent's HD + Str-mod]) to climb over your opponent instead of an opposed Grapple check. Attempting to climb an opponent provokes AoOs. If you're hit, you fail to climb.
Your Opponent: assuming you were not hit, your Climb check is also evaluated vs. your opponent's Escape Artist check.

During each round after you succeed for the first time, your opponent may either attack you or make an Escape Artist check (but not both). Success in either, makes you automatically fail your Climb check.
Hanging on to your current position, without further climbing, grants a +5 bonus to your Climb check.
While hanging on and not climbing, you can attack it with a one handed weapon, but all attacks or power checks take a -4 penalty.
While hanging on and not climbing, you are in its space and move with it.



Coup-de-Grace (O)

Getting into Coup de Grace position takes a move action - execution is a standard action.
Maintaining the threat requires you to ready an action, which needs to be repeated each round you wish to maintain the threat.
This allows on-the-fly hostage scenarios.

You can choose to sever/demolish extremities, blind, deafen, or otherwise maim with 1d4 points of Con drain for a small body part (hand/foot) and 2d4 points of Con drain for a large body part (arm/leg), instead of attempting to kill a helpless target.
A severed/demolished body part is lost, so the victim is unable to take any actions that would require the use of that body part.



Delay In-Turn (N)

It is possible to delay after starting your turn, at the expense of a move action.
If you just make a swift action, you still have a standard action available.
If you already made a standard or move action, then this ends your turn.



Feint (R)

Feinting is BAB-derived, not Bluff-derived, and it goes like this:
- Aggressor's score = d20 + BAB + Cha-mod + Sleight of Hand synergy
- Defender's score = d20 + BAB + Wis-mod + Sense Motive synergy



Grapple (R)

The cumbersome 3.5e Grapple rules cause many gaming tables to use hand-waving when dealing with grappling situations (or bar it altogether).

What's the problem here? Why are so many people leery of the grappling rules?

The rules for actually initiating a grapple are relatively simply (being largely similar to the rules for Bull Rushing, disarming, and the like). The problem is that, once you're in a grapple, there's a whole slew of new rules to determine what you can and cannot do in the grapple.
- Sometimes you can't attempt the action.
- Sometimes you make an opposed grapple check in addition to (or instead of) the normal check.
- Sometimes the scope of the action is limited (attack, but only with a light weapon; cast a spell, but only if the action is no more than 1 standard action).
- Sometimes the rules aren't changed at all.
- And then, on top of all that, there's pinning... which introduces a completely different set of conditional rules.

This set of optional rules tries to fix that problem by applying a simple, consistent rule to actions attempted in grappling.

Starting a Grapple
First, make a touch attack (provokes AoOs) – if successful, make an opposed Grapple check.
The winner has its opponent held (or can break the hold).

IN A GRAPPLE:
• You do not threaten opponents that are not grappling.
• You lose your Dex-bonus to AC (if any) against opponents that are not grappling.
• "You take a -4 penalty to attack rolls made with weapons that are not light".
• "You must use a free hand (or equivalent limbs) to grapple, preventing you from taking any actions which would require having two free hands. If you cannot free a hand, you suffer a -10 penalty to all attack rolls, including grapple attacks, until you have a free hand.
• When attempting any melee combat action (including the use of tossed objects) or movement, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple (in case of multiple grapplers). This check is a free action (Note: When making a full attack you must make an opposed grapple check before each attack)

Movement
A holding opponent can move as much as its opponent's additional total weight allows. Each additional opponent that overcomes the holder's Grapple check also adds its weight to the total.

Pinning
Overcoming a held opponent by 10 or more, or a free opponent by 20 or more, means the opponent is pinned (or the Grapple ends; winner's choice).
Pinned opponents take -5 on all Grapple checks and -4 on all attack rolls. They can’t move, and you may put ropes or manacles on them if you wish to, using a standard action.
At the end of any turn you are pinning your opponent, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack with natural weapons or light weapons with no penalty.

Lift
A held opponent can be handled by expending an attack action as if it were inanimate gear of twice its weight (since it's struggling).
A pinned opponent can be handled as if it were inanimate gear of its actual weight.
Throw: A lifted opponent can be thrown just out of your reach if it can be lifted off ground, and up to twice as far if it can be lifted over head.

Escaping a Grapple
Escaping a grapple requires an attack action. As with any action in a grapple, the character must succeed at an opposed grapple check against everyone in the grapple.

Combined Effort
When 2 or more grapplers are engaged in a grapple, take the highest BAB, highest Str-mod and greatest size within the group.
The largest sized grappler (or the one with the greates , if that are multiple grapplers of the largest size) leads the grapple.
Each additional grappler in the group, beyond the 1st, also adds to the group's grapple check result according to its size:
1. Medium & Small grapplers contribute +2 each.
2. Tiny or smaller grapplers contribute +1 each.
3. Large/Huge/Gargantuan/Colossal sized grapplers contribute +3/+4/+5/+6 each (respectively).



Overrun (R)

The idea behind overrunning is moving through an enemy square, knocking the enemy down in the process without attempting to deal damage.
The 3.Xe execution of this option has one major problem - Only one overrun per combat turn.
This defies the image of a mighty warrior plowing his way through a goblin horde.
On top of everything else, it costs a move action AND a standard action to complete. So you can move to your target and potentially knock it down, but not attack.

No wonder I've never encountered Overrun discussions on these boards.
It's a crappy combat option – even if you only have a single attack

Let's redefine:

An Overrun attempt is a maneuver that allows you to attempt to move [b]through squares occupied by enemies, attempting to knock all of them prone in your wake. Overrunning provokes AoOs.

Actions
- Full round action: You can move up to twice your speed and attempt to overrun everyone in your path.
- Standard action: You can move up to your speed and attempt to overrun everyone in your path.
- Special: You can Overrun on your way to making a Charge / Bull Rush attempt as a full round action. Your start with twice your base speed as movement distance, taking a movement decrease for every successful Overrun (see below).

Movement
- Whatever option you choose to utilize, it must be made in a straight line from where you started.
- You must gain at least 5' movement before engaging your 1st target.
- Every opponent of your size category you successfully overrun detracts 5' (1 square) from your movement. Opponents of 1 size category larger reduce your speed by 10'. Smaller opponents don't hinder your movement (e.g. a human successfully overrunning 3 orcs loses 15' from his maximum distance (-20' for 2 orcs, an ogre and a halfling)).

Avoid / Block
- An avoiding opponent must make a Ref save (DC = overrunner's attack roll) and spend an immediate action to move 5' into an unoccupied square. If successful, the defender is entitled to an AoO against the overrunner as a free action (as part of avoiding the overrun).
- A blocking opponent is automatically entitled to an AoO. If the attack hits, the overrunner takes damage and suffers a -4 penalty on his opposed checks against the blocking opponent (checked the same as for tripping, but the defender cannot use his Dex instead of Str).

Success / Failure
- If your opponent fails to avoid/block, you knock it prone and continue with your overrun (or terminate your action anywhere midway).
- If your opponent successfully avoids, you may continue with your overrun (or terminate your action anywhere midway).
- If you're blocked, your overrun ends immediately, you fail to enter your enemy's square and the defender may immediately react and make an opposed Str check to try to knock you prone. If you lose or are currently in an occupied square, you're immediately rendered prone.

Note: An opponent 2-sizes smaller than the aggressor (or smaller) automatically loses if it tries to block (the mass difference is simply too significant). Likewise, you automatically fail to overrun someone 2 size categories (or more) larger than you.


Improved Overrun
You do not provoke an AoO from your target(s), whether they block or successfully avoid.



Play Dead (N)

To fool an opponent in mid-combat, make a Perform (acting) check, synergized by Bluff. Everyone who sees you gets a Spot check, synergized by Sense Motive, to discover the ruse.



Pulling Punches (N)

Pulling your punch successfully works just like making a successful non-lethal attack.
You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood.

If your attack would've hit normally but misses due to the attack roll penalty for non-lethal damage, you cause your weapon's base damage (no stats/feats related modifiers).
This is an "Oops".

A weapon's traits (magical bonuses/effects etc) are added to the damage result if you deal even a single point of damage.

By taking a cumulative -4 hit penalty, you can delay the decision to pull a punch to after confirming a hit. If the damage is enough to drop your opponent to 0 or less (you will not know how far down it will take your opponent, just that it will drop it to 0 or less), or if it’s a massive damage, you get a free Intimidate check with a +4 bonus to the result.




Foil Action

Some actions are difficult to carry out in combat, or are easy to disturb (because they're delicate or intricate).
Such actions are foiled by a successful attack roll for damage or by one of the following checks: Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip.

Actions that can be foiled include (with the howto and what determins success/failure of foil attemp):

Activating a device (magical or otherwise):
- Disarm: Opposed check. Applicable for devices that are held in hand.
- Bull Rush / Overrun / Trip: Opposed check. Applicable for devices that are stationary.
- Grapple: Opposed check. Applicable for both devices that are stationary or held in hand.
- Sunder: Attacker's check.
Special: Some activations are trivial (e.g. flipping a lever or switch / hitting a button) while others require accuracy (e.g. turning a dial to a certain value / multi-step activation). It's up to the DM to decide if a scenario mandates bonuses/penalties to the attacker or the defender.

Consuming edible/drinkable substance:
- Attack Roll for Damage: Fort save vs. 10 + damage
- Disarm: Opposed check.
- Grapple: Opposed check. If grappled, Ref save vs. DC [15 + Grapple-check diff].
- Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [15].
- Sunder: Attacker's check.

Carrying fragile stuff, or open containers with liquid in them.
- Attack roll for Damage: Ref save vs. DC [15 + damage]
- Bull Rush: Ref save vs. DC [15].
- Disarm / Grapple: Opposed check.
- Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [20].
- Sunder: Attacker's check (usually auto-success).
In all of the above, the defender loses his/her Dex-bonus to AC.

Using Skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope.
- Attack roll for Damage: Ref save vs. DC [15 + damage].
- Bull Rush* / Grapple* / Overrun* / Trip*: Opposed check.
- Disarm: Opposed check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
- Sunder: Attacker's check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
* the defender takes a -5 penalty to the check.


Note: Regarding all Foil scenarios, the DM should determine if the to-be-foiled action is short enough to require the attacker to Ready an action or if s/he can make the attempt on his/her turn. In both cases, the calculations are as given above.


.

nonsi
2014-05-27, 11:50 AM
.


Spellcasting Rules



Spellcasting based on Strain & Tolerance

I tried countless variations of spell-points systems, but they always failed.
Also, every spell-points system I’ve ever encountered also failed.
The reason is that spellcasters either:
- gain too much to put on the high level spell.
- don’t get enough to put on all spell levels.
Both may coexist, but it’s impossible to resolve both with spell points.

The solution I’ve found to be effective was to make spell levels cost less with level progression while increasing the cost of newly acquired higher spell levels.
As much as I do my best to avoid the use of tables, this time it was the only practical solution.



The Motivation behind Strain & Tolerance:

The idea is to have more flexibility to play around with the spell levels, but not as much as with having spell points, where you can stack all your points to gain a lot of higher-level spells.
Upon gaining a certain spell-level, one gains automatic access to a bit more than 1 or 2 spells of the given level, but at an evident expense in availability of lower level spells.
The recovery from spellcasting would be gradual rather than "all or nothing" upon full night's rest (yes/no).
Also, a high-level caster would not be able to pile up tons of spell-buffs ahead of combat and still have 80% of his fire power available for blasting & debuffing (....... and then go to sleep).

The objectives (all of equal priority) are as follows:
1. No more "Fire & Forget".
2. More versatility at the expense of raw spellpower capacity.
3. Preserving the classic literature theme, where spellcasters are taxed by spellcasting and can overcast.
4. The ability to regain some spell power in between sleep-time periods.
5. Getting rid of all Spells-Per-Day tables.




Strain & Tolerance:

When a Spellcaster casts a spell, he has to channel a portion of the magical forces he's using through his own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a Spellcaster can cast without resting.
Every Spellcaster has a Strain-Tolerance score that's equal to his [main spellcasting ability score] + [caster-level] + [Con-mod] (with this approach, btw, all casters are full spellcasters).

As a Spellcaster casts more spells, the Strain accumulates. When he spends enough time resting, the strain decreases. As long as the total Strain a Spellcaster has accumulated is lower than his Strain Tolerance, the Spellcaster suffers no ill effect. Continuing to cast spells once his Strain is over his Tolerance, however, is extremely taxing on a Spellcaster's body and mind. As soon as a Spellcaster's total Strain exceeds his Tolerance, he becomes fatigued. If a fatigued Spellcaster wishes to cast another spell, he must first make a Fort save with a DC = (20 + the spell's level + the amount of Strain he has over his Tolerance prior to casting the spell). If the save is successful, the Spellcaster casts the spell as normal. If the save is failed, the spell fizzles with no effect and the Spellcaster takes damage equal to the spell's strain-toll.

A Spellcaster loses one point of Strain per hour if he does not cast spells, fight, run, or otherwise exerts himself. A Spellcaster who is fatigued due to excess Strain ceases to be fatigued as soon as his total Strain is no longer over his Tolerance. However, a Spellcaster does not recover strain while exhausted. During sleep, a Spellcaster loses 3 Strain points per hour. If he completes his night's rest, he loses additional points equal to his main casting ability modifier + Con-mod.


(Note: At high class levels, some spells have no Strain Cost, and this is fine - a powerful spellcaster should be able to cast basic spells all day long)





Strain-Costs table: Primary Spellcasters (Mage, Priest, Druid)



Caster <------- Strain Cost by SL ------->
Level 0 1 2 3 4 5 6 7 8 9
===========================================
1 4 7 - - - - - - - -
2 4 6 - - - - - - - -
3 3 6 7 - - - - - - -
4 3 5 6 - - - - - - -
5 2 5 6 7 - - - - - -
6 2 4 5 6 - - - - - -
7 1 4 5 6 8 - - - - -
8 1 3 4 5 7 - - - - -
9 0 3 4 5 7 8 - - - -
10 0 2 3 4 6 7 - - - -
11 0 2 3 4 6 7 8 - - -
12 0 1 2 3 5 6 7 - - -
13 0 1 2 3 5 6 7 9 - -
14 0 0 1 2 4 5 6 8 - -
15 0 0 1 2 4 5 6 8 9 -
16 0 0 0 1 3 4 5 7 8 -
17 0 0 0 1 3 4 5 7 8 9
18 0 0 0 0 2 3 4 6 7 8
19 0 0 0 0 2 3 4 6 7 8
20 0 0 0 0 1 2 3 5 6 7





Strain-Costs table: Bard



Caster <---- Strain Cost ---->
Level 0 1 2 3 4 5 6
===============================
1 5 - - - - - -
2 5 7 - - - - -
3 5 7 - - - - -
4 4 7 - - - - -
5 4 6 7 - - - -
6 4 6 7 - - - -
7 3 6 7 - - - -
8 3 5 6 7 - - -
9 3 5 6 7 - - -
10 2 5 6 7 - - -
11 2 4 5 6 8 - -
12 2 4 5 6 8 - -
13 1 4 5 6 8 - -
14 1 3 4 5 7 8 -
15 1 3 4 5 7 8 -
16 0 3 4 5 7 8 -
17 0 2 3 4 6 7 8
18 0 2 3 4 6 7 8
19 0 2 3 4 6 7 8
20 0 1 2 3 5 6 7





Strain-Costs tables: Witch’s Primary Circle



Primary Circle:
Caster <--- Strain Cost by SL --->
Level 0 1 2 3 4 5 6 7
===================================
1 5 7 - - - - - -
2 4 7 - - - - - -
3 4 7 - - - - - -
4 4 6 7 - - - - -
5 3 6 7 - - - - -
6 3 6 7 - - - - -
7 3 5 6 7 - - - -
8 2 5 6 7 - - - -
9 2 5 6 7 - - - -
10 2 4 5 6 8 - - -
11 1 4 5 6 8 - - -
12 1 4 5 6 8 - - -
13 1 3 4 5 7 8 - -
14 0 3 4 5 7 8 - -
15 0 3 4 5 7 8 - -
16 0 2 3 4 6 7 8 -
17 0 2 3 4 6 7 8 -
18 0 2 3 4 6 7 8 -
19 0 1 2 3 5 6 7 9
20 0 1 2 3 5 6 7 9





Strain-Costs tables: Spellthief & Witch’s Secondary Circle



Secondary Circle:
Caster <-- Strain Cost -->
Level 0 1 2 3 4 5
===========================
1 5 - - - - -
2 5 7 - - - -
3 5 7 - - - -
4 5 7 - - - -
5 4 7 - - - -
6 4 6 7 - - -
7 4 6 7 - - -
8 3 6 7 - - -
9 3 5 7 - - -
10 3 5 6 8 - -
11 3 5 6 8 - -
12 2 5 6 8 - -
13 2 4 5 7 - -
14 2 4 5 7 8 -
15 1 4 5 7 8 -
16 1 3 5 7 8 -
17 1 3 4 6 7 -
18 1 3 4 6 7 9
19 0 3 4 6 7 9
20 0 2 3 5 7 9







Writer's insights:
Although I quite resent the need to "go to the tables to figure the numbers", I find several significant advantages to this spellcasting mechanism.
Going NOVA (relying almost exclusively on the highest SLs) would result in rapid resources exhaustion, quickly leaving you next to powerless. OTOH, relying on lower level spells when possible would significantly lengthen a spellcaster's "work day" and allow him to remain relevant for much longer periods of time before he needs to rest to renew his spell access (thus keeping low level spells relevant). This result could not be achieved with a spell-points system where there's a linear increase in cost according to SL.
The numbers also add up for a faster strain recovery.




Spellcasters, Ability Scores & Skills:

No more a single ability for spellcasting.
Spell access + auto-maximized skill ranks are both a derivative of class level progression.

Int-bonus determines bonus spells known
Wis-bonus determines SR penetration
Cha-bonus determines spell DC.


Mages’ Tolerance is keyed off of their Int and they gain maximized ranks* in Spellcraft.
Priests’ Tolerance is keyed off of their Cha and they gain maximized ranks* in Knowledge (religion)
Druids’ Tolerance is keyed off of their Wis and they gain maximized ranks* in Knowledge (nature)
Bards’ Tolerance is keyed off of their Cha and they gain maximized ranks* in a chosen Perform skill (e.g. singing/oratory/harp/...)
Witches’ Tolerance is determined by their primary circle and they gain maximized ranks in Craft (alchemy)

* maximized ranks means [CL + 3] - where CL doesn't include modifiers (e.g. Practiced Spellcaster feat).




Spell Ranges Redefined:

Close: 60’
Medium: 120’
Long: 240’
Far: 500’



Spell Durations Redefined:

Instantaneous: Zero
Short: Concentration + 5 rounds
Medium: 5 minutes
Long: 1 hour
Extended: 12 hours
Permanent: Never ending (sometimes until dispelled)



Metamagic:

Once applied, a metamagic feat may not be used again for a number of rounds equal to the feat's SL adjustment.
Metamagic feats with no SL adjustment may be used at any given round.
Note: With this limit of metamagic cooldown, you can't spam the best metamagics over and over again. This is also very likely to make previously underused metamagics a lot more valuable.



The Mechanics of Spellcasting:

The following spells categories have their casting time elevated to at least full-round action:
- Spells that create minions (either by summoning creatures or animating objects)
- Spells that selectively target multiple opponents.
- All Save-or-Lose spells: spells that would directly impose (by definition of the effect, not situation/tactic related) a status on a target that limits the actions they can take:
• Blinded
• Confused
• Cowered
• Dazed
• Dead
• Disabled
• Dying
• Fascinated
• Frightened
• Helpless
• Nauseated
• Panicked
• Paralyzed
• Petrified
• Stunned
• Unconscious

Battlefield control spells:
Spells that change the environment (e.g. Entangle & Black Tentacles, Spike Stones, Blade Barrier, Wall of Thorns, Web) have a minimum casting time of 1-round.

Concentration-Controlled Spells:
All spells whose effects are concentration-managed (e.g. Telekinesis, Implosion) require a standard action to control.
If the spell's casting time is standard-action, then During the combat turn in which they're cast, the caster may spend a swift action to cast the spell and use it in the same round as a full round action.

Special: This activation time does not extend to (Sp) abilities which are activated conditionally.
Example: The petrifaction ability of a basilisk or cockatrice does not require 1-round to activate. It requires either gaze (can be avoided) or a successful attack (can miss) to execute.




Spellcasting and Concentration Checks When Taking Damage:
When casting a spell, if a spellcaster receives damage, s/he must succeed on a Concentration check vs. DC = [10 + 1/2-damage + 2*SL]. Success means the spellcaster was able to endure the pain and continue to cast the spell normally. Failure means that the spell fizzles (as noted for Strain & Tolerance above).
Alternatively, a spellcaster taking damage during spellcasting may decide to forgo the effort of going through with casting and snuff it pre-casting, to avoid taking the strain toll. To do so, s/he must succeed on a Concentration check vs. DC = [10 + 2*SL], losing whatever actions s/he had remaining during that round (including swift/immediate actions and AoOs).




Casting Defensively:
Casting full round action spells Defensively requires DC = [15 + 3*SL + 1/2 highest BAB among creatures threatening you]
Casting move action spells Defensively requires DC = [10 + 2*SL + 1/2 highest BAB among creatures threatening you]
Casting Defensively cannot be applied to spells that require more than a full round action (1-round or longer)
When flanked, the DC rises by +2 per enemy in a flanking position against you.

Writer’s Note:

I’m well aware that Casting Defensively as a full round action is nightmarishly tough. It’s meant to force spellcasters to rely on the more martially inclined allies to pose a buffer between themselves and enemy forces (expand the analysis spoiler below).
Casting Defensively is an option, but a spellcaster would have to put all available resources into it - and even then, there's n oguarantee for success... meaning that taking the combat-caster role is no longer a no-brainer.

Casting Defensively – DCs vs. a single opponent

Full-Round-Action Casting DCs


SL
\
BAB 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
================================================== =================================
1 15 18 21 24 27 30 33 36 39 42
2 16 19 22 25 28 31 34 37 40 43
3 16 19 22 25 28 31 34 37 40 43
4 17 20 23 26 29 32 35 38 41 44
5 17 20 23 26 29 32 35 38 41 44
6 18 21 24 27 30 33 36 39 42 45
7 18 21 24 27 30 33 36 39 42 45
8 19 22 25 28 31 34 37 40 43 46
9 19 22 25 28 31 34 37 40 43 46
10 20 23 26 29 32 35 38 41 44 47
11 20 23 26 29 32 35 38 41 44 47
12 21 24 27 30 33 36 39 42 45 48
13 21 24 27 30 33 36 39 42 45 48
14 22 25 28 31 34 37 40 43 46 49
15 22 25 28 31 34 37 40 43 46 49
16 23 26 29 32 35 38 41 44 47 50
17 23 26 29 32 35 38 41 44 47 50
18 24 27 30 33 36 39 42 45 48 51
19 24 27 30 33 36 39 42 45 48 51
20 25 28 31 34 37 40 43 46 49 52



Move-Action Casting DCs


SL
\
BAB 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
================================================== =================================
1 10 12 14 16 18 20 22 24 26 28
2 11 13 15 17 19 21 23 25 27 29
3 11 13 15 17 19 21 23 25 27 29
4 12 14 16 18 20 22 24 26 28 30
5 12 14 16 18 20 22 24 26 28 30
6 13 15 17 19 21 23 25 27 29 31
7 13 15 17 19 21 23 25 27 29 31
8 14 16 18 20 22 24 26 28 30 32
9 14 16 18 20 22 24 26 28 30 32
10 15 17 19 21 23 25 27 29 31 33
11 15 17 19 21 23 25 27 29 31 33
12 16 18 20 22 24 26 28 30 32 34
13 16 18 20 22 24 26 28 30 32 34
14 17 19 21 23 25 27 29 31 33 35
15 17 19 21 23 25 27 29 31 33 35
16 18 20 22 24 26 28 30 32 34 36
17 18 20 22 24 26 28 30 32 34 36
18 19 21 23 25 27 29 31 33 35 37
19 19 21 23 25 27 29 31 33 35 37
20 20 22 24 26 28 30 32 34 36 38








Concentration:

You can only ever concentrate on a single spell.
It's impossible to simultaneously maintain 2 or more spells that require concentration.



Magic-Propelled Flight:

The problem with flying casters isn't so much that they can fly, as that flying doesn't penalize their casting anywhere near enough to balance off the greater difficulty of hurting a flying mage.
After all how dangerous would a caster be if they had to expend their standard action every round to maneuver themselves in the air?
So:
1. Creatures flying via magical means may levitate without spending any action.
2. Maneuvering oneself requires a standard action.
3. Maintaining momentum without changing direction requires a move action.



Summoning & Domination:

You cannot maintain more than a single summoning spell effect at a time. Also, at no given time can a spellcaster dominate more HD of creatures than his CL. If you summon while a previous summoning is still on, the previous summoning either ends or you lose control over it.
At no given time can a character dominate more HD of creatures than his HD.
Same goes for undead controlled via spells/features.
Summoned creatures cannot be forced to use spells or Sp/Su abilities.



Wild Shape and Alteration:

You can't change into legendary animals and size increase is limited to one category larger/smaller than your original form (unless you have the Wild Shape class feature that specifically says otherwise). Also, creatures polymorphed/shaped into a different size already count as being under size change, so further size-increase/decrease factors don't stack.
Furthermore, You can't change into creatures with either more HD than your levels in the class that granted you the power to polymorph, or higher CR than your [class-level - 2].
Finally, to polymorph into a given creature, you must have at least its CR worth of skill ranks in the appropriate Knowledge skill to identify it and its weaknesses.


Polymorph & Flight
Reduce speed by 10' (min 5') and maneuverability by 1 step (min clumsy).



Teleportation:

Teleport Trace: Teleportation takes 1 round per mile travelled. Characters at the destination of the teleport can make a DC 20 Spot check. Success means they notice something's not right. Making a DC 25 Spellcraft reveals the incoming teleport. The same goes for outgoing teleportation. Outgoing teleport spells leave a teleport trace during the duration of the teleport. Teleport spells and similar effects can be used to automatically follow the original teleport, although you will not know where the teleport spell goes until they arrive. Scrying sensors can be sent through a teleport trace.

Dispelling/Counterspelling Teleports: Spellcasters who are aware of the outgoing/incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster). If a teleport is counterspelled, blocked, or otherwise disrupted, the character or object being teleported appears where the spell took them so far.



Blasphemy / Dictum / Holy Word / Word of Chaos:

These spells are the worst offenders of CL boosting.
With enough CL manipulation, a spellcaster can TPK any CR-appropriate group of opponents (gaining +5 to your CL is not impossible).

Therefore, the following changes are to be applied to these spells:
The spell is not keyed off of HD (not exactly, see below) and allows a normal save with the following effects:
Failed save Dazed.
Failed save by 2-5 Weakened, dazed.
Failed save by 6-10 Paralyzed, weakened, dazed.
Failed save by 11 or more Killed, paralyzed, weakened, dazed.
Banishment is applied as given for the spell by RAW (a separate save).
Creatures whose HD or CR exceed your character level by 3 or more are unaffected by the spell.



Scrying:

• Scrying Location: You can choose to scry on a particular location instead of a creature. Doing so requires a DC 20 Spellcraft check, using the same modifiers for the DC that applies to the Will save (see scrying spell). If the check is successful, you can observe an area within a radius of 10' per CL. While scrying on a location, your scrying sensor cannot be moved.
• Spotting the Sensor: With detect magic or similar effects active, a scrying sensor can be spotted with a successful Spellcraft check (DC 20).
• Counterspelling the Sensor: Spellcasters who are aware of a scrying sensor can attempt to counterspell the scrying (even though they are unable to see the caster).
• Learn Scryer: If you determine that you’re being scried upon, you can learn the identity of the scryer with a Spellcraft check (DC 30). If successful, you learn the name, race, and location of the scryer. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction, to prevent you from learning the information.
• Break Scrying: If you determine that you’re being scried, you can make a Spellcraft check (DC 30) to attempt to break the scrying. On a successful check, the scrying ends and the scryer may not target you with a Divination (Scrying) spell or similar effect for at least 24 hours. The scryer may make an opposed Spellcraft check as a reaction to prevent you from breaking the scrying in this way.
• Return Scrying: If you determine that you’re being scried upon, you can look back through the sensor at the scryer with a successful Spellcraft check (DC 40). This allows you to spy on the scryer as if you had cast a scrying spell upon that person. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from looking back through the sensor. Alternatively, you can cast scrying or use a similar effect to target the character currently scrying on you. The character scrying on you can cancel the scrying as a reaction to your spell, but if they do not, they suffer a -20 penalty on their Will save to resist the attempt.



Heighten Spell:

Given all spellcasting according to this compendium is spontaneous (see the classes), all spellcasters enjoy this benefit on-the-fly, free of charge.
One can always cast a given spell at a higher level than its minimum level.



Reversible Spells:

Reversible spells are spells that have 2 opposite effects and are comprised of pairs of such official spells.
The reversible spells are:
First Form/Second Form
- enlarge / reduce
- locate object / obscure object
- water breathing / air breathing Savage Species
- remove curse / bestow curse
- dream / nightmare
- transmute rock to mud / transmute mud to rock
- stone to flesh / flesh to stone
- antipathy / sympathy
- imprisonment / freedom
- bless / bane
- cure light wounds / inflict light wounds
- cure moderate wounds / inflict moderate wounds
- cure serious wounds / inflict serious wounds
- cure critical wounds / inflict critical wounds
- heal / harm
- raise dead / slay living
- resurrection / destruction
- remove fear / cause fear
- heat metal / chill metal
- neutralize poison / poison
- remove blindness / remove deafness / blindness / deafness
- cure disease / contagion



Banned/Omitted Spells:

- All spells that mimic feats or grant class abilities: spells don’t grant temporary training of any sort
- Celerity and derivatives
- Contact Outer Plane: For many reasons
- Divine Power, Transformation and any other spell or power that elevates BAB.
- Fabricate.
- Glibness: somebody went a bit overboard on that one.
- Mage’s Lucubration: Meaningless when spells are not lost upon casting.
- Mnemonic Enhancer: Meaningless when spells are not lost upon casting.
- Rope Trick: Tearing a hole in the fabric of space to another dimension via a 2nd level spell. C'mon. 5th SL maybe. Maybe.
- Shadow Conjuration and derivatives
- Shadow Evocation and derivatives
- Stone to Flesh: Break Enchantment covers this one (and you don’t turn a lump of stone into a meatball).



Spell Tweaks:

- Alter Self: Use the PF version.
- Baleful Polymorph: Baleful Polymorph has duration of 1 day per CL and the target keeps its identity (even with the decreased Int), so it can later contemplate the consequences of its actions.
- Deathwatch: Not foul and not evil in any way whatsoever.
- Disintegrate: Any creature KILLED by this spell is entirely disintegrated
- Dominate Person: Allows the victim to make a repeated save each day – the "concentrate on it for 1 round per DAY to keep your hold" part is omitted.
- Explosive Runes: AoE of multiple simultaneous effects overlaps and the damage doesn’t stack.
- Feeblemind: Duration is one month/caster level.
- Fly: This spell is now a 4th level spell (5th character level seems too early to me for characters to reach for the skies). Furthermore, when Fly is dispelled - you drop. Slow fall applies only when the spell ends on its own (same goes for Overland Flight and other such spells).
- Forcecage: This spell is modified so that it allows a Ref save to negate, but you must be able move out of the area of effect as an immediate action.
- Freedom: Let's face it; this is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Let's redefine. Freedom is an 8th level spell. It also functions as a greater version of Break Enchantment, undoing any and all effects of the appropriate categories. At the caster's discretion, the spell also confers the full effect of Freedom of Movement spell.
- Gate: The option of "Calling Creatures" to fight for you is cancelled.
- Greater Shout: This spell nullifies magical silence along its path.
- Knock: Caster counts as having maximized Ranks (capped at 20) in Open Lock when attempting to unlock mechanical locks. The Caster can choose to Take 10 while not threatened or rushed, but can never Take 20 with elevated ranks.
- Minor/Major/True Creation: Can't create material costing more than [10gp * spell level * CL] with a single casting of the spell. Also, Acid, Alchemist's Fire, Poisons and similar materials (alchemical or otherwise) cannot be created via this spell.
- Polymorph: Use the PF version.
- Polymorph Any Object: You may polymorph living creatures into other living creatures, plants into other plants or objects into other objects. You cannot polymorph a target from one category into another. (Writer's note: not every Disney movie scene has to be a possibility in RPG). Maximum durations equal to 1 month / CL.
- Prismatic Wall/Sphere: Belong to the Conjuration school, not Abjuration. Also, the caster is not immune to the effects of his own wall/sphere (spell effects don't "recognize" their caster).
- Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against thrown weapons such as spears. Giant-thrown rocks and siege weaponry is not affected by this spell.
- Reincarnate: The new physical body is proportionately as far through your current age category as your old one, and that is your new age.
- Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD and CR cap = CL.
- Solid Fog: Any creature attempting to move through it must make a DC 20 strength check. If successful, the creature can move up to half its speed in a straight line; if it moves less than its allowed distance, it may make another strength check to move in another direction. If unsuccessful, the creature can move 5 feet in any direction, ending its move action.
- Spider Climb: Moved back to 1st level.
- Time Stop: Instead of hasting the Mage to ridiculous speed, this spell has an AoE of 40' radius sphere centered on the Mage with no save (this makes sense of some creatures being immune to TimeStop). While this power is active, only personal range spells can be cast. This prevents abuse such as dropping a forcecage on someone and then filling their cell with lava.
- Transmute Rock to Mud: Any creature attempting to move through it must make a strength-check. For every 5 points by which the check result exceeds 10, the creature can move 5’ (up to a maximum of half its speed).
- True Seeing: Make opposed CL checks when trying to see through any spell from the Illusion school of equal or higher level (you receive a +4 to you check). A successful check reveals the illusion for what it is, whereas a failed check fails to penetrate the illusion for the duration of True Seeing.
- Vision: An 8th level spell (just compare with Legend Lore to understand this one).
- Wall of Iron: As written, this spell will single-handedly make you rich and ruin local economies. Therefore, any part of the wall that's removed disappears.
- Wall of Force/Iron/Stone: Range: Touch. The spell fails if there's a creature occupying the space of the wall.
- Wail of the Banshee: Emanates from the caster's mouth (ZERO-range) and affects everybody within the AoE except the caster. The spell doesn't differentiate between friend and foe and Evasion is inapplicable.
- Waves of Exhaustion: Allows Fort save for Fatigues status rather than exhausted (unless a target is already fatigued, in which case no save is allowed).
- Waves of Fatigue: Allows Fort save to negate.
- Wind Wall: Imposes only a -4 penalty to ranged attacks that go through it, like severe wind.
- Wood Shape: The limitations of this spell are overridden with the proper Craft skill(s). In fact, used in conjunction with an appropriate Craft skill, the spell's duration is concentration. It Cuts crafting time in half and grants a +3 competence bonus.



Spell Cabal:

Cooperative Spell (CArc) covers this one beautifully.
There's just one small change: instead of just for SR penetration, the CL is increased for all intents and purposes.
This is fair and reasonable, because multiple casters all need to take the same feat, and they must focus on the same spell(s) and coordinate their spellcasting for the benefit to take place.








Redefining Magical Items' Creation:


The Creation Spells

Designer’s Note: Why spells and not feats

Well, I find 3 compelling motivations for that:
1. Enchanting an item with a magical power means (to me at least) to bind the magical energies to the item, not to beat them into it with a hammer.
2. D&D 3.5e categorizes magical-crafting according to the physical shape of the item to be enchanted. This makes no sense whatsoever, given totally different items can have similar or even identical powers (and wondrous items have no predefined shape/form/usage).
3. One might decide that bestowing magical powers is done while an item is physically crafted. In such case, a spellcaster can always find a crafter and pay for his time (or take the appropriate Craft skill) – but then it would make no sense that an item could be bestowed with magical powers later on.

The binding process itself should be something that’s applicable only magically – and since:
1) I don’t know of any other case where both a specific spell and a specific feat are a requirement for anything
2) the level-“tax” of known spells is already a high enough payment
I see no justification in also requiring the expenditure of feats.
This notion also leads me to the conclusion that magical effects should never depend upon mechanically moving parts for activation (what’s the verdict when the button’s spring breaks – is the magic still in there or not?). Every mechanized magical item (e.g. Rod of Immovability) can easily have a non-mechanized version and no one should even feel the difference (e.g. tapping with a finger rather than pressing a button).




Enchant Item (Universal)
Level: Bard 4, Druid 3, Mage 3, Priest 3, Witch 3
Components: V, S, M
Casting Time: Varies (see below)
Range: Touch
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows the creation of magical items. It is cast repeatedly during the creation process (the exact frequency & casting time are of no significant consequence and are left to the DM’s imagination).
The items to be affected by this spell are solid, manufactured items.
Druids are limited to items made of wood, stone & animal remains (bones, hide, tendons etc).
Enchant Item can also be used to repair damaged magical gear (see the "Repairing Magical Equipment" spoiler below).

Create Golem (Conjuration (Creation))
Level: Bard 6, Druid 5, Mage 5, Priest 5, Witch 5
This spell uses the same rules as Enchant Item, but enables the creation of Golems – mindless constructs. Golems have Str, Dex, Int stats.
Golems always have Int score 2, which is just enough to respond to 5 different short commands issued by their creator only.
Golems don’t have Con, Wis or Cha stats.
Golems usually possess human-level sight & hearing and no other senses.
Used in conjunction with Enchant Item, the spell allows bestowing a golem with (Su) & (Sp) powers – including other senses and special sensory powers.
The CL of spell effects generated by golems cannot exceed their HD - regardless of the creator's CL.
Druids must create their golems from wood, stone & animal remains.

Create Artificial Sentience (Conjuration (Creation))
Level: Druid 7, Mage 7, Priest 7, Witch 7
This spell uses the same rules as Enchant Item, but enables the creation of items with personality (Int, Wis & Cha), including sentient constructs. A spellcaster cannot bestow higher mental scores (Int/Wis/Cha) than s/he possesses.
Any and all sensory & communication capabilities of such items are gained by assigning appropriate magical effects via Enchant Item. The exception to this rule is when the spell is used in conjunction with Create Golem, in which case sight & hearing and the ability to speak (Int 3 or more) are already included.
The alignment of sentient items can be either identical to that of the creator or one step away on either axes, but not both.
The CL of spell effects generated by golems may exceed their HD, but still limited to the creator's CL.

Discern Species (Divination)
Level: Bard 1, Druid 1, Mage 1, Priest 1, Witch 1
Range: Touch
Components: S (touch)
Casting Time: Swift action.
Duration: Instantaneous
Target: Creature touched
SR: Yes
Save: No
You immediately know the name of the species (the name by which they refer to themselves - in their language and your own) to which the target you touched belongs and what are their inborn natural traits.
The spell's main usage is in the preparation of magical items that would react to certain creature types in whatever manner the creator would choose them to.



Prices

Base costs (per effect):
[1000gp x spell-level *] for an expendable power (500 for zero-level spells).
[500gp x SpL] for one-time-use items **.
[4000gp x SpL] for a permanent (reusable) power.
[6000gp x SpL] for emanating ***(always-active) effects of spells with duration other than instantaneous or permanent.
[10000gp x SpL] for ever repeating effects ***: once per round.
[20000gp x SpL] for ever repeating effects ***: per attack.
* Spell level 0 counts as spell level 1/2 for the purpose of pricing items.
** One-time-use items: the following magical items are exclusively class-associated and do not require (or gained via) spells/feats/skills:
- Scrolls can be scribed by the two classes that study their magical art via written text: Priests and Mages.
- Un-tampered vegetation (herb, root, fruit, vegetable, mushroom, bud etc) infused with magical powers can be created by druids.
- Disposable substances (e.g. potions, balms, powders, smoke etc) with magical properties can be concocted in Witches’ cauldron.
*** Emanating & Ever-Repeating effects are valid either for a user of an item (e.g. Boots of Flight) or for the item itself (e.g. trap room with Incendiary Cloud or teleportation chamber).


Note: Any and all percentage-based calculations below relate directly to base costs, not any mid-way results.

CL:
Each CL adds 5% to the initial cost. If CL is irrelevant to a spell’s effect, use the minimal level that grants access to the spell’s level (creator’s choice otherwise).

Charges:
Each charge costs 10% of initial cost.
For non rechargeable items, detract 25 % of the base cost.
Temporary/rechargeable magical effects can have up to 50 charges.
Charging rechargeable items demands full cost per charge.

Cost reductions for permanent magical items (by frequency of use):
Permanent magical items have #charges according to the frequency of use per time quota (each #uses is regarded as a charge):
-0% – activation per 10-min (once)
-10% – activation per hour (up to 3 times)
-20% – activation per day (up to 6 times)
-30% – activation per week (up to 7 times)
-50% – activation per month (up to 12 times)

Price Increases by Means of Activation:
+0% – Spell Completion (Casting the spell(s) regularly, but without paying the strain toll): Action cost as given in the spell’s description
+10% – Simple activation with vocal & somatic component (irrelevant to the spell’s actual components): Standard action
+20% – Simple activation without vocal or somatic (at least one is mandatory): Move action
+30% – Simple activation with either vocal or somatic (owner’s choice with each activation) : Move action
+50% – Reactive powers (power activates on its own, according a predefined scenario): Non action


Pricing Constructs:
( 2000 x HD) + [1000 x (total of ability scores)] + (any of the above, appropriately)


Magical Vehicles:
This is where my inspiration did not prevail in regards to any officially published spells.
The best option I see so far is to make high-level spells specifically for this purpose. These spells will follow the creation rules as given in this topic for other spell effects.


Notes:
- Instant, changing or exhaustible powers (such as disintegrate, mirror image, quest etc) can't be used to create emanating effects.
- An item’s property must conform to a particular spell effect available to the caster. A spellcaster cannot assign an item with a magical property/behavior unless s/he has an appropriate spell (e.g. Ioun Stone).
- Being magical does not make an item physically more durable to damage/manipulation by any means, unless specific magical effects are keyed particularly for this purpose.
- Use Magic Device skill doesn't exist. An item either requires spell-completion or not.



Sample magical items

Sword +1 of Flaming (assuming Flaming amounts to a 1st level spell)
- Emanating 1st level effect (+6000)
- CL 1st (+300)
- Emanating 1st level effect (+6000)
- CL 1st (+300)
- No spell completion required to use (+600)
This amounts to: 13200gp

Non-rechargeable Wand of Fireball with 20 charges for 7d6:
- Temporary 3rd level effect (+3000)
- CL 7th (+1050)
- Non-rechargeable (-750)
- 20 charges (+6000)
This amounts to: 9300gp

Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:
- Permanent 2nd level power (+10000)
- CL 5th (+2500)
- Hourly use (-1000)
- 3 “charges” (+3000)
- Can be turned on/off with no spell completion and no voice requirement (+2000)
This amounts to: 16500gp




Creation Time

The process of enhancing an item with a magical power requires creation time of 1 day per 1000gp.




Chances of Success

Creating magical items is by no means a guaranteed success. Far from it, there’s about 50% failure chance when attempting to enchant an item with an effect belonging to the highest available spell-level.

- To successfully enchant an item with a magical power, make a [level + STAT-mod] check vs. DC [10 + (3 x Spell-Level)]
- Each effect is checked for separately. In case of failure, no harm done – one can always try again.
- Failure is evident after ½ the process is complete. A spellcaster may either stop there and save the extra cash, or see the process through and gain a cumulative +2 on his next attempt regarding the same effect on a given item.
- Alleviating Factors: Magical items’ creation doesn’t come with an XP toll.

The idea is to slow down the “production line” and to make WBL a little less significant factor. Furthermore, I regard magical items as fantastically-mechanized gadgets. I see no reason whatsoever why items should feed off of one’s XP.



Repairing Magical Equipment

If a magical item is damaged, but can still be physically repaired, then it is possible to restore its enchantment.
If the item has been partially or wholly destroyed (disintegrated, burned, dissolved, etc), then it cannot be physically repaired.
First, the item must be fully repaired to its original masterwork quality.
Second, the enchantment needs to be rekindled. The broken pieces still contain residual magical energies, so once the item is made whole, those energies need to be refocused to get the item to full working order.
Repairing the enchantment costs 30% of its creation price and requires 1/2 the time it would take to enchant that item in the first place.
Success, in tis case, is automatic.

Note: Disposable substances, obviously, cannot be repaired.



Banned Magical Items

- Items that make specific actions faster: This restriction prevents action-abuse via strange combinations of magical items and features/feats from different sources.

- Items that grant/enhance Class-features/Class-levels/Feats: It's near inconceivable to make a magical item "know" something. It's far too unreasonable to make an item make someone else know how to do something (and then you have the paradox of that someone forgetting what he knew while possessing the item). Furthermore, this restriction would prevent a lot of power-abuse options.

- Portable Hole and other trans-dimensional containers: Way too Disney. There are no reserved "pockets" on other planes/dimensions waiting for someone to "log-in" onto them



Animated constructs & Craft skill

Unlike other magical items, a construct is something that is created magical from the get go. One must combine crafting knowledge and magical prowess during an animation’s physical creation.
Once a construct is finished, its powers cannot be altered. Enchantments that have failed during the construct’s creation cannot be added later on. The only thing to do with “defective” constructs is either live with the result or make a new one.

For the purpose of creating a golem or any other animated construct (humanoid/animal/plant/furniture/structure...), a spellcaster must have at least 1/2 the ranks as the intended HD in the appropriate Craft branch, and must match or top the target’s HD with his Craft check.




Offensive and Defensive Magical Plusses:

There are no longer standalone offensive or defensive magical plusses to gear.
The basic magical plusses are derived from 5 spells:
- (Greater) Magic Weapon
- (Greater) Magic Fang
- Magic Vestment

This kills the need to tie magical plusses to SLs – something that would either make them too weak or break the RNG.
To keep Rings of Protection viable, Magic Vestment is modified to apply to any donned object – including rings.

Note: some high-level magical effects grant multiple modifiers and that's fine by me.
Make them emanating and you get magical items that grant multiple modifiers.



Body 'Slots':

Given that the problem of over-stacking magical effects via gear doesn't exist anymore, there's no more reason to limit body slots.
Nothing should prevent a character from donning as many as 20 rings (10 fingers & 10 toes). Multiple rings of protection would overlap, so there's no balance abuse there.
A character could also don multiple items on the same slot.
The only limitation on body slots is that the same body slot cannot benefit from multiple items with emanating effects.
When multiple items with emanating effects occupy the same body slot, they cancel each other out.


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nonsi
2014-05-27, 11:51 AM
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General Rules


Ability-Score Progression:

Characters add 1 point to one ability score at each level (including 1st).
You cannot increase the same ability twice in 2 consecutive levels, and you cannot push your racial ability-score limits faster than +1 per 4 class levels via level-progression alone.
This adheres to the notion that practice makes perfect, and serves as a decent compensation for a bad start and/or MAD. It also puts yet a greater impact on level progression vs. gear.
Special: Once per 6 character levels, a general feat can be used to raise one's ability score and ability limits by +1.



Int Increment:

Apply extra skills from Int bonuses retroactively. It's only reasonable that someone who becomes more intelligent can learn new things, and otherwise, if you're making a character above first level, you'd have to go through all his levels to nail the end result.



Carrying Capacity (in pounds) – Realistically Simplified:

Unencumbered: Up to 5 times your Str-score.
Medium Load: Up to 10 times your Str-score.
Heavy Load: Up to 15 times your Str-score.
Lift Overhead*: Up to 20 times your Str-score.
Push/Drag*: Up to 30 times your Str-score.

* Your speed drops to 5'.


Size and Strength:
Larger creatures can bear more weight, whereas smaller creatures can carry less.
For each size category above Medium, double a creature’s carrying capacity.
For each size category below Medium, divide a creature’s carrying capacity by 2.



LA Buyoffs:

There's no mathematical formula to calculate the right level to alleviate LA.
The DM should exercise common-sense and decide when a character's racial benefits no longer synergize with its class(es) in a manner that warrants its original LA value.

Example: Half-Giant.
If the character goes full BAB all the way, then he never loses his racial combat edge, so he never loses the +1 LA.
If, otoh, the character has gained 5 Mage levels for instance, then he'd already lost a substantial amount of his Massively Built trait - especially given that mages don't tend to rely on their physique (anyone that does, spreads himself thin as it is)........ and he'd already payed the XP toll 4 levels straight. Therefore, a half-giant who's a 5th level mage no longer counts as having LA +1. He might be a better brawler than the average mage, but that won't make him a better mage.



Omitted Mechanics:

- Permanent ability-score enhancements by magical means (tomes and such).
- Stacking ability-score enhancements or other magical effects.
- Stacking the same bonus multiple times (I've encountered a build that uses 2 PrCs that grant Wis-bonus to AC - no go, it only counts once)
- Racial-substitution class features



XP “Payment”:

Nothing can ever cause a character to lose experience points.
Any effect with an experience point cost, such as a spell or item creation, instead costs the character 10gp per experience point that would have been traded as per official rules.
Characters that die and are brought back to life do not lose a level of experience. They instead receive a permanent -2 penalty to Constitution as would normally be applied to a level 1 character that died and was raised. This penalty is incurred each time the character is raised by an effect that would normally have resulted in a lost level of experience.
Characters may however still be level drained and receive negative levels.


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nonsi
2014-05-27, 12:06 PM
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Races



According to the PHB, an individual has no existence without picking a class (even a commoner is considered a class).
This, of course, is ridiculous, especially given that “Commoner” is the only class that gets swapped when someone acquires their 1st character level.
Here's an attempt to define typical 0-level characters of the classic character races:
- Each character starts with BAB and all saves at +0.
- Zero-level skill points amount to [4 x 4 + Int-mod], separated from skills gained from class levels. This takes care of the 1st level Skill points-multiplication absurdity.
- Zero-level player races have a skill-rank-max of 3, treating all skills as class skills for 0-level skill points only.
- Weapon Familiarity is omitted from all races




Common Races 


Dwarf

Zero-level HP: 8
Racial Traits changes/additions:
- Ability modifiers are: Con +2 / Dex -2.
- Base land speed = 25’. Dwarves are slowed down by medium and heavy armor to 20'.


Elf

Zero-level HP: 6
Racial Traits changes/additions:
- Ability modifiers are: Cha & Dex +2 / Str-2.
- Elves never age beyond "Old" category. They’re immune to magical aging and have an unlimited lifespan.
- While trancing, elves are partially aware of the world around them: they are not considered helpless, merely prone and flat-footed, and may continue to make Spot and Listen checks at a -5 penalty.
- Auto-detection of secret doors is omitted.
- Elves gain +2 to all Knowledge checks.


Gnome

Zero-level HP: 6
Racial Traits changes/additions:
- 120’ Darkvision (Gnome – originally "Genomos" – means "earth-dweller") and Low-light vision x 4.
- Speak with Animals is replaced with the CAdv Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not Cha-score dependant.
Physical appearance: Well, the physical appearance of Gnomes was never fully established in D&D. Personally, I prefer to see them in a more folklore-oriented manner. Gnomes are similar to dwarves, with larger ears, potato noses and a spark in their eyes. In terms of height and physical build, they’re somewhere between dwarves and Halflings.


Half-Elf

Zero-level HP: 8
Racial Traits changes/additions:
- Gain +2 competence modifier to ALL Cha-based skills, as well as all skill checks to oppose Cha-skills (such as Sense Motive). This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.
- Also, Half-Elves also enjoy the benefit of "Once a class skill – always a class skill.


Half-Orc

Zero-level HP: 10
Racial Traits changes/additions:
- Also gain +2 to Con, +3 on all Intimidate checks and +2 to all Survival checks.
- Also, Half-Orcs also enjoy the benefit of "Once a class skill – always a class skill.


Halfling (AKA ‘Hin’)

Zero-level HP: 6
Racial Traits changes/additions:
- Base land speed is set to 25'. Meduim armor reduces their speed to 20' and heavy armor reduces their speed to 15'.
- Halflings also gain a +2 racial bonus to all Balance and Ride checks.



Racial Feats:


Rock Skipping Shot
It is common knowledge that all halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons well into their adventuring career. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff, but the most fiercely competitive contests are held for their own sake. The participants in these games are often professional rock-throwers; athletes who make their living by traveling to various towns and winning cash prizes. The best of the best become famous for their uncanny aim and prowess
Requirements: BAB +8 or Halfling with BAB +4
Benefits: When throwing a stone or launching a stone with a sling, you can make it bounce from one target to another, damaging multiple opponents.
This grants a unique mechanical advantage:
If after hitting a target, another is present within 10’, you can make an iterative attack at -4.
If after hitting a target, another is present within 20’, you can make an iterative attack at -5.
If after hitting a target, another is present within 30’, you can make an iterative attack at -6.
This can go on for as long as your next iterative BAB is ZERO or higher (as usual for iterative attacks), but when an attack roll indicates a miss, the sequence ends.
The above numbers encompass the scenarios of regain ownership on the launched projectile (basically: "Returning") and multiple re-bouncing between the same targets.
You may also bounce rocks off walls, trees, ceilings, etc., in order to make a difficult shot. While you must make a ranged touch attack roll to hit the wall, most walls have a touch AC of 1 (smaller targets, such as trees, have AC 10 or higher).
If successful, the rock can bounce and continue on its way. This trick is used to attack opponents hiding behind cover (in which case it ignores that cover) or with which you don’t have line of sight (in which case regular miss chances for concealment still apply).


Denial Feats

These are (for me) basically nostalgia-driven feats.
Back in the days of BECMI D&D, when there was absolutely no excuse in the world for taking a Halfling character, they tried to give this race some added value when they published "The Five Shires" gazetteer.
Thematically speaking it was wonderful. However, mechanically speaking it was weird and too cumbersome. One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.
So here's an attempt to "import" the idea and make it applicable to the 3.Xe mechanics while preserving the original feel. As for "goodies" for the other races... I'll leave them for others who are interested in coming up with them.



Denial
Requirements: Hin (Halfling) only, Wis 13+, Cha 13+, base Fort save +5
Benefits: Using the ready action, Warrior's Tide of Battle ability (see the Warrior class) or any other acceptable action, the character may throw himself in the way of a spell or a (Sp) ability, and stop it from causing harm to the intended target.
This is done by the character launching himself in front of the caster, shouting "No!".
To succeed, he must make a saving throw as if he were the intended target of the spell. If the character is indeed the intended target, he saves at +2.
If the save is successful, the spell has no effect.
Denial may only be used when the character is within the borders of a Hin Homeland (Five Shires, Leehashire etc).
Whether successful or not, using this ability more than once in a given day deals 1 Con damage to the defender. This damage cannot be cured with spells, (Su) or (Sp) effects, only via normal rest.

Directed Denial
Requirements: Denial, base Ref save +3
Benefits: When making a Denial attempt, the character may reflect the effect back onto the caster for full effect, by beating the save DC by +5 or more. The reflected spell's DC is recalculated using the defender's Cha-mod instead of the caster's ability modifier.
Directed Denial, whether successful or not, deals 1d4 Con damage (1d4+1 for repeated attempts during a given day).

Hin Master
A Hin Master carries his homeland in his hart. He hears his peoples' echoes whispered in the wind. He reaches out to his homeland through the very foundations of the earth.
Requirements: Directed Denial, Druid level 10th
Benefits: The character may now use Denial whenever he benefits from his Nature Sense class feature.
Furthermore, he automatically negates 1 Con damage on each failed attempt and 2 Con damage on each successful attempt.



Writer's note for those readers that have previously encountered Hins' Denial somewhere else: I saw no point in trying to incorporate the partial effect stuff, because there are already plenty of means for reducing or resisting effects, so I concluded that the "All or Nothing" approach would be the most appropriate.



Human

Zero-level HP: 8
Racial Traits changes/additions:
- Also gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait. A human that wishes to have more skill points can simply apply these extra +2 ability points to Int (this is obviously better than "+1 skill point per level").
- Humans also enjoy the benefit of "Once a class skill – always a class skill". This benefit extends to Half-Human races, such as Half-Elf & Half-Orc.





Unommon Races 


Changeling

Zero-level HP: 6
• Medium
• Base land speed of 30’
• +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks
• +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
• Minor Change Shape (Ex): Changelings have the extraordinary ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. Using this ability is a full-round action. Many changelings also favor the Racial Emulation feat (RoE p.110).
• Sound Imitation (Ex): A changeling may replicate any sounds it has previously heard with all the limitations of the ventriloquism spell. This ability is useable at will.
• Resistance to Transmutation: Being shapechangers, Changelings possess a natural resistance to uninvited attempts to control their forms. Changelings gain a bonus to saves against Transmutation spells equal to the higher of their Con/Wis modifier + 2 (minimum +1).
• Morphic Recovery: Changelings' control over their physiology grants them elevated recovery. They heal twice as fast during rest, effectively recovering twice as many HP (or ability damage where relevant).
• Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.




Racial Feats:


Animal Shapeshift (Ex) [General]
Requirements: Changeling, Character level 6, Con 13
Benefits: You may use Minor Shapeshift to take the shape of Land animals as well as Humanoids; you may only transform into animals of your size with an equivalent number of limbs.
The total number of shapes you possess via this feat equals your unmodified Con-bonus. Should your Con-bonus increase, you gain a new form of your choice 24 hours later; should it decrease, you lose a form of your choice.

Aquatic Shapeshift (Ex) [General]
Requirements: Changeling, Animal Shapeshift, Con 15, Swim 8, Athletic or Skill Focus: Swim
Benefits: You may use Minor Shapeshift to take the shape of Aquatic and amphibian animals as well as Humanoids, as per the Animal Shapeshift rules.

Airborn Shapeshift (Ex) [General]
Requirements: Changeling, Animal Shapeshift, Con 15, Jump 8, Acrobatic or Skill Focus: Jump
Benefits: You may use Minor Shapeshift to take the shape of Flying animals as well as Humanoids, as per the Animal Shapeshift rules.


Drow (Dark Elves) and Half-Drow

Basically, Drow and Half-Drow have the same traits as their above-ground counterparts, but with the following differences:
• Darkvision 90’ + Light Sensitivity
• +3 racial bonus on Spot checks (this benefit is lost while exposed to bright light).
• Automatic Languages: Elven and Undercommon.


Goblin

Zero-level HP: 6
• Small
• Base land speed of 30’
• +2 Dex
• Darkvision out to 60’
• Iron Stomach: Goblins can eat almost anything. They gain a +5 bonus to Survival checks made to find food, and are immune to being sickened or nauseated by rotten food or drink.
• Hardy Blood Chemistry: Goblins thrive in the foulest of environments. Goblins gain +5 to all checks to resist nonmagical poison and disease.


Goliath

Use all the info found in RoS (p.53-84).
The race is perfectly balanced as given.

Zero-level HP: 10


Kobold

Zero-level HP: 6
• Str -2, Dex +2, Con -2
• Small
• Humanoid (dragonblood, reptilian): Kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon.
• Base land speed of 30’
• +1 natural armor bonus.
• Darkvision: 60’
• +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. Craft (trapmaking) always counts as class skill for kobolds.
• Light Sensitivity: Kobolds become dazzled for 1d4 rounds when exposed to bright sunlight or within the radius of a daylight spell.
• Automatic Language: Draconic. Bonus Languages: Common and Undercommon.
• Slight Build (optional): The physical stature of some kobolds lets them function in many ways as if they were one size category smaller, whenever it is advantageous to them. This affects all size-related checks and values except AC and attack rolls (such as hiding, "squeezing" through a restrictive space, using weapons designed for a creature one size smaller etc). Slight Build kibolds have racial Str adjustment of -4 instead of -2.

Special: Since this codex doesn't contain the Sorcerer (or a Sorc.-equivalent) class, Draconic Rite of Passage (RotD) is removed.
Special: A Dragonwrought Kobold is never Slight Built. Those are always the larger specimens of the race.





Exceedingly Unommon Races 


Anubid

Anubids are jackal-headed desert nomads and scavengers that consume the corpses of the dead.
Anubids are rarely spellcasters, nor do they charge headfirst into combat. Instead, they prefer to work alone or from the sidelines in a way that befits their nomadic nature.
Anubids are often not the most charming of comrades, due to their general isolation from other races, preference for solitude, and carrion-eating. However, they are undeniably tough, having survived in a harsh desert climate on a diet of decayed raw meat.
Anubid warriors are often encountered armed with Khopesh and bolas – their preferred weapons.
Racial Traits:
Zero-level HP: 8
• +2 Constitution, -2 Charisma
• Medium size
• An anubid’s base land speed is 30'
• Darkvision 60'
• Scent
• Desert Lore: Anubids gain a +2 racial bonus on Knowledge (geography), Knowledge (nature), and Survival checks
• +4 racial bonus on saving throws vs. poison, death effects and negative energy effects. Also, anubids never suffer from indigestion
• Gains Track as a bonus feat
• Automatic Languages: Common. Bonus Languages: Dwarven, Goblin, Orc, Ignan, Terran


RaceAdulthoodMiddle AgeOldVenerableMaximum Age
Anubid20 years58 years85 years112 years+3d20 years



RaceBase HeightHeight ModifierBase WeightWeight Modifier
Anubid, male4' 11"+2d10110 lb.x(2d4) lb.
Anubid, female4' 7"+2d1080 lb.x(2d4) lb.



Gargoyle

Gargoyles (http://www.lucanemolato.com/wp-content/uploads/2014/01/1.jpg) are winged monstrous humanoids, with powerful claws and various designs of small horns.
Gargoyles' skin texture and dull grey color makes them look like stone statues that had come to life.
All gargoyles are completely hairless.

Some gargoyles possess prominent canine teeth, and can use them to make secondary bite attack (http://www.artofvfx.com/IFRANKENSTEIN/IFRANKENSTEIN_ILOURA_VFX_03.jpg).
Some gargoyles possess bony horned foreheads, and can make gore attacks (http://1.bp.blogspot.com/-Pt4P8Kxh8cU/Uumn6JjaUPI/AAAAAAAABCU/cPUXQadPrdY/s1600/ASC_Queen_Fullbody1.jpg).
No gargoyle possesses both bite and gore attack (see the racial feats below).


GARGOYLE RACIAL TRAITS:
• Zero-level HP: 8
• +4 Str, +2 Con, –2 Cha. Gargoyles are extraordinarily strong and very tough, but their sinister countenance repels others.
• Medium: As a Medium creature, a gargoyle has no special bonuses or penalties due to her size.
• Movement: Gargoyle base land speed is 30 feet.
• Darkvision: A gargoyle has darkvision out to 60'.
• Claws: A gargoyle has two claw attacks, dealing 1d4 + Str-mod slashing damage. Gargoyle claws count as both 1-H and small weapons (whatever's best for the character) for game mechanics such as TWF, PA etc.
• Gliding: Gargoyles can use their wings to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A gargoyle glides at a speed of 40' (average maneuverability).
• Climbing: Gargoyles have a climb speed of 20'.
• Frightening: +4 racial bonus on Intimidate checks.
• Freeze: A gargoyle can hold itself so still it appears to be a statue.
An observer must succeed on a Spot check vs. DC [20 + the gargoyle's character level + Cha-mod] to notice that the gargoyle is really alive.
While frozen, a gargoyle's metabolism drops tenfold. This means that:
- It can hold its breath 10 times longer than normal.
- It can go 10 times longer without food and water.
- The secondary effect from poison takes 10 times longer to take effect.
Furthermore, a frozen gargoyle gains DR 5/adamantine and 50% resistance to precision damage.
One thing that doesn't slow down when frozen, is the gargoyle's recovery rate. A gargoyle rests frozen, but never actually sleeps. Unless comatose, a gargoyle always remains aware of its surroundings.
Becoming Frozen is a standard action that provokes AoOs. Starting at 7HD, this changes to a move action.
Breaking Frozen state is a move action that provokes AoOs, except from creatures that have no clue that you're alive beforehand. Starting at 7HD, this changes to a swift action that doesn't provoke AoOs.
• Automatic Languages: Common. Bonus Languages: Auran, Draconic, Dwarven & Terran
• Level Adjustment: +1



Special: A gargoyle is eligible for taking the Improved Dragon Wings feat (RotD, p.100).
Writer's Note: Given that gargoyle wings are bat-like and function just about the same as Dragon Wings gained by some kobolds, this seems most appropriate to me.




Racial Feats:


Gargoyle Mandibles (General)
Prerequisite: Gargoyle, on character creation only
Benefit: You possess a secondary bite attack as a natural attack. The bite causes 1d4 (medium) piercing and slashing damage, plus half your Str-bonus.
As a natural attack, a bite attack does not provoke AoOs.

Gargoyle Horns (General)
Prerequisite: Gargoyle, on character creation only
Benefit: You possess a secondary gore attack as a natural attack. The attack causes 1d4 (medium) bludgeoning damage, plus half your Str-bonus.
As a natural attack, a gore attack does not provoke AoOs.

Fearsome Gargoyle (General)
Your extensive practice in the use of natural attacks makes them more ferocious, dealing more damage.
Prerequisite: Gargoyle Mandibles or Gargoyle Horns, BAB +6, Str 15.
Benefit: The damage of your natural attacks increases to 1d6 (medium). Furthermore, you may decide to deal piercing damage with your claws and slashing damage with your secondary attack (bite / gore).


Killoren (RotW)

Zero-level HP: 6
• Low-Light Vision is 4 times farther and more accurate than humans’.
• May switch the chosen Aspect of Nature with an uninterrupted 10min meditation.
• Aspect of the Destroyer: Instead of smiting, a Killoren manifesting this aspect treats any "foes of nature" (aberrations, constructs, humanoids, oozes, outsiders and undead) as a Favored Enemy (see the "New Feats" spoiler) and gains a continuous +2 Str increase and +2 to all Intimidate checks. Starting at characters level 12, a Killoren may choose any specific group among "foes of nature" as a Signature Enemy (see the "New Feats" spoiler). With each level beyond 12th, a Killoren may choose another Signature Enemy among "foes of nature".


Mandrake

The seeds for this race began long ago in the days when I was part of a BECMI D&D group.
Back then, materials outside core were very rear and gazetteer #3 (The Principalities of Glantri), where they wrote about this deadly magical root that can be animated, had really stirred our imagination.
Well, I thought to myself, "if the root is alive, why can't it be animated into life instead of a construct? let's make something entirely different and with multiple purposes"

So, this is what's been cooking in my mind for a long time, mixed with stuff I gathered from other people's works, to take the following form.



Mandrake


Mandrakes are commonly thought to be plant creatures that were created to be an approximation of humanoids, much like a homunculus. However, mandrakes are products of nature, in that they sprung from the lands themselves, vitalized by the sun and the magic in the soil.
Mandrakes are extremely rare beings, formed only when a disembodied wondering fey spirit passes in the proximity of a Mandragora – a poisonous magical root – during a surge of powerful magical energies with multiple effects (e.g. the activation of a gate / prismatic wall / storm of vengeance spell), and even then, there's only 5% for this transformation to occur.


Physical Description
Mandrakes appear as a humanoid fashioned root, roughly of Halfling height and weight.
They are capable of wearing clothing fitted for a humanoid.
Mandrakes are not separated into males and females. There's no such thing as Mandrake Ecology. Despite this, mandrakes are given an outward gender appearance, though occasionally a mandrake will look like neither. Their skin is a deep reddish-black or blueish-black.
Unlike most other plant creatures. They have capillaries that pump their poisonous blood, eyes to see, and teeth and stomachs to digest food.
Mandrakes are Plant with the Fey subtype.

Personality
For plants, mandrakes are surprisingly emotional and hot-headed. However, they mellow and relax just as often, simply ignoring others rather than dealing with the fuss.
Folk often describe mandrakes as "terse", "sour" or "grumpy", but that distinction varies from individual to individual.

Alignment
Mandrakes rarely muster the motivation to fight for good, evil or law, doing what they please.
As such, they are most likely Chaotic Neutral, but may be of any alignment.

Names
Mandrakes prefer using classical Sylvan names, albeit shorter ones. They don't carry a lot of importance on names, and will respond to much of anything, as long as it isn't an insult. A mandrake might often be simply called Root, Bulb, Tuber or Plant.


Zero-level HP: 8
Racial Traits
• Ability Modifiers: Dex -2, Con +2, Int -2, Wis +2, Cha -2. A Mandrake is tough and bears the wisdom of the earth; however, it is stolid and inflexible (both physically and mentally), and finds it hard to relate to other, quick-blooded races.
• Fey: Mandrakes are of the fey type although they have many plant-like qualities and are therefore not affected by spells such as charm person and hold person. Spells which affect plant creatures beyond normal plants also affect them. Unlike many fey creatures, mandrakes can be brought back from the dead.
• Small: As a Small creature, a mandrake gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Base land speed: 20'.
• Vision: Low-light.
• Immunities: poison, sleep effects and paralysis.
• +4 on saves against stunning, mind-affecting effects and polymorph.
• Resistance to Precision-Based Damage (Ex): Mandrakes are difficult to wound and resist attacks that target vital areas, such as critical hits and rogue's sneak attack. Whenever a mandrake is subject to precision damage, there's 50% chance that the precision damage doesn't apply.
• Cold Resistance: 5.
• Vulnerability to Fire (Ex): A mandrake takes half again as much damage as normal (+50%) from fire.
• Metabolism & Ecology: Mandrakes don't need to sleep but they breathe and eat. Spellcasting mandrakes still need to rest for 8 hours to renew spells. Mandrakes have a much slower metabolism than than flesh creatures. They can hold their breath for 10 times their Constitution modifier in rounds. Mandrakes can feed off of plant remains, but greatly prefer to gain their sustenance from Earthen Rest, from which they also gain restorative benefits. If a mandrake consumes meat (either by accident or forcibly), it becomes Sickened for 1d4 hours.
• Earthen Rest (Ex): Once a day as a 1-round action, a mandrake can submerge underground in order to absorb nutrients and heal. While submerged, a mandrake heals 1 HP per minute and heals 1 point of ability damage per 10 minutes. It can absorb enough nutrients in 5 minutes to sustain itself for 24 hours though it still needs to drink to ward off thirst. When a mandrake is submerged for rest, it leaves a ventilation crack for breathing. It takes a DC 20 Spot check to notice a mandrake's ventilation crack. In areas of tall grass, the DC is 25. Emerging from underground is a move action.
• Poisonous Blood (Ex): A mandrake itself is quite toxic. Mandrake's blood is an ingested poison. Any creature that scores a bite attack on the mandrake is treated as ingesting the poison, taking an initial 1d4 Con damage and Paralysis a minute later as secondary damage lasting 1d6+1 rounds - Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod]. Ingesting a mandrake whole (with the Swallow Whole ability) is treated as a successful bite attack every time the mandrake takes damage within the creature's stomach. Mandrake poisonous blood cannot be manipulated on weapons, because it loses its poisonous qualities 15 seconds after leaving the Mandrake's body.
• Death Shriek (Ex): When slain, a mandrake ends its life in a terrible supernatural shriek, as it shrivels up. Everyone within 20' of the mandrake takes 1d6 damage per HD of the mandrake. This damage is 1/2 mental and 1/2 spiritual, dealing only 50% damage to mindless creatures and 50% damage to creatures without a soul (no damage to monsters that possess neither, such as animated skeletons). Any creature whose HD total 10 less than that of the mandrake must make a Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod] or die. Mandrakes are naturally immune to this effect.
• Automatic Languages: Sylvan. Bonus Languages: Any.
• LA: +1




Sidebar: MANDRAGORA Root


A diminutive poisonous magical plant whose purplish-white root grows in the shape of a male or female human body, with a thick batch of bladelike leaves sprouting from its "head".
It is dangerous to harvest, since when pulled out of the ground it emits a horrifying shriek which can be fatal to those within earshot. Consequently it is relatively rare.

Price: 500gp.
Poison: Ingested DC 19
Initial Effect: +2 alchemical bonus to effective CL for 1 hour.
Secondary Effect: 1d4+1 points of Con-damage.
Overdose: If more than one dose is taken in an 8-hour period, the user must make a Will save vs. DC 19 or become incapacitated with fear, cowering for 1d8 hours (unable to take actions, -2 AC, loses Dex-bonus to AC)


Harvesting a Mandragora Root
Mandragora roots grow only in dank swamps and dark, hazardous places. They are notorious for the piercing scream they emit when uprooted.
What most people familiar with this plant don't know, is that there's a way to harvest it safely, by carefully digging around the root, avoiding uprooting it or ripping its leaves off.
Even when safely harvested, when the root dies for any reason (dehydration/cutting/crushing...) it emits the same death shriek.

Knowledge (nature) DC 24: You recognize the Mandragora root by its leaves.
Trigger: When the Mandragora root is uprooted. The Mandragora root dies and unleashes a piercing scream which tears into the souls of all present.
Effect: Close burst 20'
Damage: 4d6 psychic damage and dazed (save ends).



Undermountain Dwarf

unlike their cousins, the hill dwarves, undermountain dwarves are truly the iconic folklore types. They actually do look like the PHB drawings present dwarves – like walking tin-cans (and usually heavier than the average human).
Racial Traits:
Zero-level HP: 10
• Ability scores: Str +2, Dex -2, Con +2, Cha -2
• Darkvision 60’
• Incredibly tough: Undermountain dwarves gain Endurance & Toughness as bonus feats.
• Incredibly hardy: +2 to Fort saves
• Incredibly stubborn: +4 to Will saves vs. fear and compulsion effects, and +4 to oppose any and all Cha-based skill checks.
• Stability: +4 to Balance and vs. maneuvers when on steady ground (a sailing ship is not a steady ground).
• At one with the earth: Stonecunning, +2 to all stone/metal/Gem related skill checks (which include Appraise, Craft etc).
• Slow: speed 20.
• Earth Bound: -4 to Balance checks when not standing on steady ground; -4 to all Climb, Jump, Swim & Tumble checks.
• LA: +1


Vulcan

Vulcans physically resemble a crossbreed between an Indian (Native American) warrior and an elf. They're slender, as tall as humans and have small pointy ears and an ever tan skin. They originate from a volcanic land with radical weather shifts, frequent earthquakes, toxic fumes and other natural disasters.
Vulcan aging stages are twice as long as human's.
Racial Traits:
Zero-level HP: 8
• Ability scores: Str +2, Int +2, Wis +2, Cha -2. Vulcans are exceptionally strong. They have exceptional memory and an analytical mind. This stems from their recluse nature, which hinders their force of personality.
• Vulcan base land speed is 30’.
• Cold & Heat Resistance: 5
• +2 to save vs. mind affecting effects. Vulcan's have strong minds.
• +2 to save vs. magical sleep. Vulcan's can go without sleep for [1 + Con-mod] days.
• +2 to resist fear (for a total +4), poison & disease.
• +2 to Autohypnosis and Concentration. Vulcans are exceptionally contemplative and can easily recuperate from mental strain, distractions and physical pain.
• Bonus Feat: A vulcan chooses one of the following feats to start with: Alertness, Blind Fight, Great Fortitude or Iron Will.
• Instability: Inherently, vulcans have much more intense emotions than any other species. During their adolescence they develop their recluse nature to keep their emotions under control. However, they never totally overcome this weakness. While enraged, a vulcan is automatically confused (no save). They stop being confused as soon as their rage dies out. Such condition is always accompanied with a sense of guilt that results in a -2 penalty to initiative and Ref saves for 24 hours.
• Automatic Languages: Vulcan, Common. Bonus Languages: Any.
• LA: +1




Racial Feats:


Through contemplation and meditation, vulcans have unlocked 3 feats that require vulcan blood, mind and logic:

Mind Meld
Requirements: Vulcan, 3HD, Autohypnosis 6, Concentration 6, Introspective
Benefits: You may form a mental bond with another willing or unconscious target with Int-score 1 or greater, by touching the target's face, concentrating for 2 rounds and making a Concentration check vs. DC [10 + 1/2 target's HD].
Mind Meld can be initiated Wis-bonus times per day and maintained for up to Cha-bonus rounds.
Alternatively, a Mind Meld can be initiated and maintained from a distance of up to 5ft, but then the DC is upped by +5 and the duration is cut by half.
During a Mind Meld, both can probe each other's memories for whatever question their counterpart can answer (1 question per round) and can sense their counterpart's surface thoughts, emotions and intentions toward them (no save on both sides).
Willing targets do not get a Will save, but unconscious creatures can make a Will save (DC 10 + ½ character level + Wis-mod) to resist such attempt.
Once a Mind Meld begins, both sides are locked helpless, until the initiator either willingly breaks the meld or runs out of Ki to maintain it.
A commitment given under Mind Meld cannot be broken unless Break Enchantment or a more powerful abjuration spell is used, but such intent in advance is revealed during the Mind Meld.

Tal-Shaya
Requirements: Monk level 6th, Freezing the Life Blood
Benefits: The monk may perform a devastating nerve pinch against a foe one size larger than itself or smaller. In order for this attack to be effective, the target creature must have a visible neck and cannot be immune to precision damage. This attack is a standard action melee touch attack that consumes 2 uses of Stunning Fist. If it succeeds, the target must make a Fort save vs. DC [10 + 1/2 Monk level + Wis-mod], or fall comatose for 1d6+6 minutes.

Logical Mind
Requirements: Vulcan, Monk level 9th, Autohypnosis 12, Concentration 12, Introspective
Benefits: The monk has learned to suppress his emotions to an extreme, and view the world in the most calculating way.
The monk becomes immune to all forms of illusion, charm and emotional manipulation, and can never again enter a state of Rage.
When Diamond Essence class feature is gained, the monk receives total immunity to all mortal-level mental manipulation.


Xeph (XPH)

Zero-level HP: 6
• Ability Scores: +2 Dex & Wis; -2 Str. Xeph are very agile and have a tranquil and analytical mind, but their small physique renders them a bit weaker than humans.
• Blind Sense 60’ and Blind Sight 30’. Xephs have an inexplicable ability of sensing everything that is in their recent vicinity, provided it’s within their line of effect. Xephs’ Blindsense/Blidsight require triggering (see the features’ descriptions).
• +2 racial bonus on saving throws against spells, spell-like and supernatural effects. Xephs have an innate resistance to magic.
• Burst of Speed (Su): 3 times per day, a Xeph can enter a state that enables him to gain short bursts of speed. For a number of rounds equal to [3 + ¼ HD], a Xeph may enhance one of his movements in a given round (be it considered a move, standard or full round action) by 10’. This speed enhancement increases to +20’ at 5 HD and +30 at 9 HD. These bursts of speed are considered a competence bonus to the xeph's base speed.
• Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Hin and Sylvan.
• LA: +1



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nonsi
2014-05-27, 12:07 PM
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Skills


Omitted Skills 

Forgery
Forging manuscripts is folded into the study of Languages (see below).
Forging non-manuscripts is distributed among the various branches of the Craft skill.

Open Lock
Folded into Disable Device (see below).

Speak Language
See "Skills and the study of Languages" spoiler below.

Use Magic Device
An item either requires spell-completion or not (see the "Redefining Magical Items' Creation" spoiler in entry #4 for more details).



Modified Skills 

Craft (Int)
The following classes don’t get Craft as class skill (don't remember ever seeing an official class that doesn't have this one):
- DFDs: Their entire being revolves around honing their natural facilities.
- Soulknives: They shape their own equipment by the power of their minds.
- Warlocks: Their defensive and offensive capabilities come from within and are not dependent upon mundane gear – certainly not to a point that requires master craftsmanship.

Craft (alchemy) (Int)
Except for Everburning Torch & Holy Water, Special Substances And Items don't require any spellcasting background.
Also, all alchemical substances detailed in CSco and RoS are also viable for creation by non-casters.
The creation time for alchemical gear is measured vs. silver pieces, not copper - making them 10 times faster. This makes an adventuring alchemist a viable concept, but without allowing one to always be prepared with limitless supply of arsenal (which would've been the result of measuring preparation time vs. gp).
And here's an interesting approach for speeding up alchemy results with particularly successful checks (however, I don't subscribe to the possibility of noncasters producing magical items/substances).

Craft and Appraise
Ranks in a given craft automatically count as ranks in Appraise regarding products of that specific craft - even for someone that has no ranks in Appraise.

Diplomacy (Cha)
Redefinition: http://www.thealexandrian.net/creations/advanced-rules/diplomacy.html
Motivation: http://www.thealexandrian.net/creations/advanced-rules/diplomacy-design.html
Note: Diplomacy is ineffective in combat, unless you know something of relevance to your target that would make it pause and think.

Disable Device (Dex, Trained Only)
Disable Device and Open Lock boil down to single skill - Disable Device. The DC for un/locking a lock is always +5 to the given value. This actually makes locks a lot harder to handle properly than just jamming an arbitrary device. The DC for jamming a lock is actually -5 to the given value. Jamming a lock is relatively easy.
If you fail by -5 or more, you jam the lock or set off the trap you were trying to disable.
Handling a jammed lock is done at a -5 penalty.
Retries: yes. Each retry is made at a cumulative -1 penalty – to a maximum of -10 penalty.

Heal (Wis)
Use the Pathfinder version of the Heal skill (http://www.d20pfsrd.com/skills/heal).
It's more detailed and I also find it more accurate.
I also recommend the following modifications:
1. Treat Poison: Without an appropriate alchemical substance or a magical effect, Treat Poison takes 1 round, not a standard action.
2. Treat Deadly Wounds: Takes 30 minutes.
3. Erode Willpower: As long as the subject is held captive, recovery takes 1 day per point eroded.
I also suggest the following addition (DC 20):
Repair Injury: You can repair permanent injuries or debilitations, such as a crippled leg, blindness, or permanent ability drain to a single ability score. The patient can’t regrow missing tissue, so recovering lost limbs or repairing blindness from having one’s eyes torn out cannot be accomplished. Each injury or debilitation requires a separate check when attempting a repair.

Hide (Dex)
Hiding is not just a matter of being totally out of sight – it's also about timing and positioning (e.g. going behind someone's back, or passing when no one's looking at your direction) – people actually do such things IRL. However, in the absence of cover, it's much more difficult to hide successfully, and when observed, you must really be a wizard at hiding to escape someone's notice. Therefore, the following options are open to anyone who's "good enough" at hiding:
• Camouflage: There's no terrain requirement, but you must beat the best Spot check by 10 points or more.
• Hide in Plain Sight: HiPS is a skill-trick that requires 12 ranks in Hide and 5 ranks in Bluff & Sense Motive. To successfully benefit from HiPS, you must beat the best Spot check by 15 points or more

Profession (siege engineer) (Wis)
Each rank is attributed to a different siege weapon.
5 ranks cover them all (Ballista, Heavy Catapult, Light Catapult, Ram & Siege Tower)

Spot & Survival (Wis)
Track feat uses Spot skill rather than Survival (you're checking for discrepancies in the landscape)
You need at least 2 Survival ranks in a given terrain (including urban) in order to track.

Tumble (Dex, Trained Only)
- Tumbling in a threatened area: Roll once. The DC is 10 + BAB of the threatening opponent(s). Evaluate separately against each opponent. It's more realistic that you usually manage to elude some and some still get a crack at hitting you (and DC 15 gets way too easy at higher levels)
- Moving through occupied space: DC = [20 + BAB + Dex-mod]
- Avoiding an AoO: A swift action. DC = [the "to-hit" result]



Additional Skills 

Autohypnosis (Wis, Trained Only)
This skill is described here: http://www.d20srd.org/srd/psionic/sk...tohypnosis.htm
Autohypnosis is a class skill to the Monk & Soulknife.

Fly (Dex, Trained Only)
Use the PF rules (at least one thing they got right) as given. They’re wonderfully detailed and easy to use, and they make a lot of sense.

Lucid Dreaming (Wis, Trained Only)
This skill is redefined here: http://www.ruleofcool.com/smf/index.php/topic,871.0.html
Lucid Dreaming is a class skill to some Priest variants and the Monk class.

Perform (mimic) (Cha, Trained Only)
As a move action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee's wail. Use the Perform skill opposed by the audience's Listen skill to be convincing.



Skills and the study of Languages 

It's no secret that the language systems in D&D are bluntly degenerated.
The problem with the study of language is that it doesn't fit well to any of the game mechanics. Also, using common sense, Decipher Script and Forgery are actually language-dependant abilities.
Detailed below are the rules that I believe will fully flesh out the different lingual skills in different languages. At first glance, it would seem like a heavy toll, but given all characters gain quite a bit more skill points and quite a bit more class skills, I view this toll as more than worthwhile for RP's sake.



You may develop the basic training in verbally using a given language by investing 1 to 3 skill points, in the order given below:

Rudimentary conversation with a limited vocabulary [Int 3+]
You're able to convey basic intentions, or obtain very common and straightforward information. Make a DC 14 intelligence check to understand general meaning of another conversation.

Casual conversation with an average vocabulary [Int 6+]
You're able to communicate effectively regarding common matters, generally understandable and able to understand conversation. Incur a -2 competence penalty to attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature (such as matters requiring a Knowledge (the planes) skill).

Complete fluency [Int 9+]
You're able to speak the language as any native speaker.



Below are additional things you can learn regarding a language, other than using it verbally, by investing 1 skill points for each.
(some primitive languages have no associated alphabet, so the language rules below don't apply for them)

Literacy [Rudimentary conversation, Int 7+]
You're able to read, write and understand grammatical rules as well as you can speak your selected language.

Extensive vocabulary [Complete fluency + Literacy, Int 13+]
Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with all speakers of the given language.

Mastery [Extensive vocabulary, Decipher Script (see below), Int 16+]
You have mastered this language, including obscure or ancient forms of it. Gain a +2 competence bonus on all checks associated with this language.

Decipher Script & Forgery are skill-like language-dependant abilities. Once their requirements are met and a single SkPt is invested in either/both, each invested rank in a given language counts as ranks in both so-called skills and applies to that language.
Forgery requires casual conversational skill + literacy. Forging scripts in unfamiliar languages raises the DC by +10. Once you can forge without penalties in 3 languages, the DC for unfamiliar languages is +5.
Decipher Script requires extensive vocabulary. Once you can decipher scripts in 3 languages, you can attempt to decipher scripts in unfamiliar languages with +10 DC. Once you can decipher scripts without penalties in 5 languages, you can attempt to decipher scripts in unfamiliar languages with +5 DC.

Note: Skill points' investment in the study of a language has the same limit as skills. You can't invest more skill points on a language than on any other skill. This limit is not applied to literacy, Decipher Scrip or Forgery and they themselves are not counted as language ranks.



Character build & advancement, and further lingual expansion:
- Characters start the game with the highest level of verbal fluency that their Int score allows in all of their automatic languages.
- Without any skill points investment, any bonus language starts 1 verbal fluency level below that.
- Spells such as Comprehend Languages and Tongues grant the equivalent of 2 temporary ranks in all languages to their recipients.
- Elves start out literate in their native tongue.
- Class-related bonus languages:
. Bard: Any
. Dragonfury Disciples gain Draconic as automatic language.
. Hexblade: Abyssal.
. Mage: Abyssal, Celestial, Draconic, Infernal.
. Priest: Abyssal, Celestial, Infernal.
. Witch: Abyssal, Celestial, Draconic, Infernal.
Bards, Mages, Priest & Witches are literate with all of their 'startup' languages. Other characters need 2 skill points to gain literacy in a chosen language.

Note: For any language related advancement beyond character creation, Bards consider language studying as class skill (1 point per level). All others consider language studying as C-C skill (2 points per level).



New Uses for Old Skills 

Note: This section is an expansion of the CAdv sub-chapter of the same name... unless the rules conflict, in which case the ones below take precedence.


Diplomacy: Combat Diplomacy
You can make a Diplomacy check in combat as a full-round action by accepting a +10 modifier to the DC. Opponents in combat with you are considered hostile.
If successful, after the end of combat, you may make another Diplomacy attempt.
The validity of both checks is subject to the DM’s approval, according to his/her assessment of the circumstances.

Disable Device: Hide Tampering
If you add +5 to your DC, you can conceal any tampering with a device. Anyone who inspects the device must make a Spot check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed.

Escape Artist: Conceal Efforts
In exchange for a +5 to the DC, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Spot check with a DC equal to your Escape Artist check result. If the check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in place so a villain doesn't realize that you're actually free.

Handle Animal: Obey Master Only
You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the DC of all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the +5 DC) in order to gain this benefit. If you increase the DC of the tricks you teach an animal by 10, you increase the penalty others take on their Handle Animal checks to -10.

Heal: Draw Poison
In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison.
With a successful Heal skill check against a DC equal to the saving throw DC of the injected poison, a character can suck the poison from his own wounds, or from the wounds of another and negate the poison’s secondary effects from taking place.
In order for this skill use to have an effect, it must be applied before the victim is required to save versus secondary effects.
This skill use requires a full round to complete – one standard action to prepare the wound and a move action to draw forth the poison.
Draw poison can only be used to treat non-magical injected poisons.
Try Again: Draw Poison cannot be tried again, as the healer will not know whether his attempt was successful until the time when the victim must attempt his secondary save against the poison’s effects have passed.
Special: A healer’s kit applies to attempts to draw poison.

Heal: Heal Self
Taking a -5 penalty on your check, you can use the Heal skill on yourself to provide care, or treat disease or poison.

Intimidate: Power Intimidate
For each +5 you skill check exceeds the minimum required result, you increase the penalty you inflict by another -1.

Jump: Long and High Jump
Normally, when a character makes a Jump check, he must either decide to jump for height, or for distance, not both, meaning it is difficult for a character to leap across a pit and onto the top of a low hanging wall.
Using this optional new use, however, it is possible for a character to both leap forward and upwards.
When performing a long and high jump, the DC of the check is equal to the sum total of the standard DCs for distance to be leapt and height to be reached.
So, for example, a character who wishes to leap across a 20' gap and grab the edge of a 4ft high stone wall on the other side would have to succeed vs. DC 20 + 16, or 36. Likewise, to leap across a 5' gap and grab a branch 6ft above the character’s head, he would require a successful Jump check vs. DC 5 + 24, or 29.
A long and high jump can be performed from a standing position but the DC of the check is doubled as normal, so it will be a nearly impossible maneuver for all but the most skilled adventurers.
Failure to successfully complete a long and high jump can be disastrous. On a failed Jump check, the character lands directly at the foot of the high object he was attempting to grab; if the character was leaping across a chasm, this means he will fall, potentially to his death.

Sense Motive: Evaluate
You can use Sense Motive to make an assessment of a social situation. With a successful check (DC 20), you can get a feeling when something is wrong. You can also tell if someone is trustworthy and honorable (or not) with an opposed Sense Motive against their Bluff check. For every +5 you top the DC of your Sense Motive check, you learn one fact about the situation at hand when evaluating a situation or individual. The DM may tell you things like someone's apparent goal(s), the nature of an interaction, and so forth.

Sense Motive: Combat Evaluate
As a full-round action, you study a single opponent to understand his fighting style, current disposition, and combat plans. This target must be within 30' of you. Make a Sense Motive check opposed by your target's attack bonus. If you succeed, you gain a +1 to your hit rolls and AC against that target. If you fail your check by 5 points or more, you read your foe incorrectly. For the rest of the encounter, you suffer a -1 penalty to your combat bonus against her. In return for a -5 penalty to your skill check, you increase the bonuses provided by the combat evaluate use of Sense Motive by +1. You can increase the penalty to -10 to increase the bonuses by +2. The penalties you suffer for a check that fails by 5 points or more do not increase.

Sense Motive: Notice Influence
You can make a Sense Motive check to notice someone acting under supernatural influence. The DC is 10 + the power's equivalent spell-level.

Sleight of Hand: Misdirection
You can use exaggerated movement to misdirect someone's attention away from someone or something else.
As a move action, make a Sleight of Hand check opposed by your target’s Spot check. If you succeed, you gain a bonus to your next Sleight of Hand check (current or next round only) equal to the amount by which you beat the target’s Spot check. A successful check also creates enough of a diversion to allow others to attempt Hide or Move Silently checks in regards to your target. Your target must be able to see you in order to use this skill to distract them.
Special: You gain a +5 bonus to this check if your target wants to believe you.
Sleight of Hand: Mass Misdirection
In return for a –5 penalty, you can misdirect everyone within 30'. If you increase the penalty to –10, you can misdirect everyone within 100'.

Swim: Rescuing
Rescuing another character that cannot swim (for whatever reason) requires 2 successful consecutive Swim checks at DC+5, and allows both of you to remain afloat.



New Skill Tricks 

Catfall [Jump 8, Tumble 12]
Your ability to survive falls has become so extraordinary as to seem supernatural.
When using the Tumble skill to reduce the effective distance of a fall, for each 10 points you beat DC 15, you reduce the effective distance of a fall or throw by an additional 10'.

Combat Balance
You move with such grace and agility that you are no longer flat-footed when balancing.

Combat Climb [Climb 10, Concentration 5, Tumble 2]
You’re not flat-footed while climbing. Also, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.

Conceal Action [Sleight of Hand 9, Spot 5]
You can hide actions performed in plain view, performing them so stealthily and quickly that others can only see the results and not the action itself. This ability lets you draw and conceal one object secreted on your person as a free action each turn, before and after using it in a concealed action. Opponents receive a spot check against your Sleight of Hand roll to see what you did. If they fail their roll and there are no discernible results, they will not be aware you performed an action at all.
Potential uses: Stabbing someone in the middle of a crowd. To passersby it'll seem as though the victim suddenly gained a stab wound, while you don't appear to have done anything.

Delayed Sabotage [Disable Device 5]
You can set an object to break after a certain amount of use.
When making a Disable Device check to sabotage an item, you can spend an extra full-round action to gain greater control over when it breaks.
You can set the item to break after a set number of usages (up to 100) or to break after a set amount of time (up to one week).

Eyes on the Prize [Appraise 8, Spot 5]
You have trained your eyes to pick out valuable items out with but a cursory glance.
As a full-round action, you can make a DC 20 Appraise check to recognize the single most visibly valuable item within your range of sight (disregarding unseen factors such as most magic) and of which other items are visible worth at least 100 gp.
The precise value of items is not revealed in this way.

Face in the Crowd [Disguise 1, Hide 5]
You gain a +5 circumstance bonus to your Hide checks when within a crowd.

Haggler [Diplomacy 5, Negotiator]
You can talk others into making more profitable transactions, at least for yourself.
As a full round action, you can make a DC 15 diplomacy check against an indifferent, friendly, or helpful merchant.
If you succeed, you may increase the amount that you sell a single item for or decrease the amount that you buy a single item for by 1d6 gp + 1d6 gp for every 5 points by which your check exceeded the DC.
If the item is worth at least 1,000 gp, multiply this result by 10. If the item is worth at least 10,000 gp, multiply this result by 100.
You may not increase or decrease the price of any item beyond 75% of its market price in this way.
You can use this skill trick on a given merchant once per day.

Kangaroo Leap [Jump 5, Athletic]
You can use the inertia from one jump to make another
If you have jumped at least 10' within the past round, you may spend a swift action to avoid doubling the DCs of Jump checks made without running starts for a single round.
If you do make a running start, you gain a +4 bonus to the check.

Leaping Crane [Climb 4, Jump 5, Tumble 2]
Normally, when a high jump is successfully attempted, the jumper is left holding onto the ledge or the branch that he leapt up to grab, and must pull himself onto the object with a Climb check and a move action.
With powerful legs and more than enough control, you simply bound to the top of the object you wish to scale, by increasing the DC of your Jump check to five times the height of the jump, rather than four times, thus forgoing the need for another move action and a Climb check.

Master Tracker [Search 8, Survival 5, Track]
You have seen hundreds of tracks before, allowing you to identify them on sight.
As a swift action, you may make a Search check in place of a knowledge check to identify what kind of creature left a set of tracks (though no other information is provided in this way).

More You than You [Disguise 12, Diplomacy 8]
You can trick others into thinking the one you impersonate is the imposter.
If both you and a creature you disguise as are visible in the same place and at the same time, you may spend a swift action to make a disguise check opposed by the original’s diplomacy check with a +10 bonus. If you succeed, all creatures who haven’t pierced through your disguise assume that the original is the fake (though future evidence may place this in doubt).

My Own Creation [Craft (SOMETHING) 7, Spot 3]
You made the sword. Of course you're good with it.
You gain a +1 modifier in your favor on all numeric values and checks associated with all objects of your selected Craft skill (+1 to attack, damage and maneuvers for weaponsmithing; +1 to AC & Max-Dex and -1 ACP for armorsmithing; +1 on all Perform checks with a musical instrument or lock picks etc).
Note: You must be proficient/trained in the use of the item you're creating and the result must be a masterwork item for this benefit to take place.

Read Lips [Spot 4, Concentration 2]
You can understand what others are saying by watching their lips move. You must be able to see them speak and understand the speaker's language.
The base DC is 10. Add +5 to the DC for complex speech, an inarticulate speaker and for each 10' distance.
You have to concentrate on reading lips for a full round before making your Spot check, and you can't perform some other action during this time. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read.
If the check succeeds, you can understand the general content, but you usually still miss certain details. If the check fails, you can't read the speaker's lips.
If the check fails by 5 or more, you draw some incorrect conclusion about the speech.
Writer's Note: I initially thought of making this a skill on its own, but in terms of both realism and skill points cost, it's much more fitting for this one to be a skill-trick.
The main reason I've separated this ability from the standard Spot skill is because very few people - even most of the best scouts - can truly discern what one's saying just by seeing their lips moving. And as an added value, it's now more effective.

Resuscitation [Heal 5]
You can save the life of a suffocating creature.
As a full-round action, you can make a DC 20 Heal check against a suffocating creature. If you succeed, and the target is in an environment where it can breathe, it stops suffocating.
Note: If the drowning creature was previously below their current hit points before they started drowning, this skill trick has no effect on them. Nice try, though.

Roll with it [Jump 6, Tumble 4]
When falling, you take damage as if the fall were 20' shorter than it actually is.

Split-Second Forgery [Literacy, Forgery, Sleight of Hand 5]
You can forge a short note, message, or memo with the greatest of ease.
As a full-round action, you may make a Forgery check with a –5 penalty to write down a short message with up to one word per rank in Forgery you possess.

Tend to the Many [Heal 12]
You can provide medical care to a great many people.
By spending an extra eight hours tending to the sick, you can provide long-term care for up to one person per rank of Heal that you possess, rather than just for 6 individuals.
You can use this skill trick once per day.

Trap Spotter
Whenever you come within 10' of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the DM.

[b]Uncanny Awareness [Search 8, Spot 5, Investigator]
You have a knack for spotting the hidden, even when not actively trying to.
As a swift action, you can make a single Search check as if searching all squares within 20' line of sight, learning as much as if you had taken 10.
This does not enable you to notice details obviously hidden from your immediate line of sight (such as writing written on the underside of a table).

Whip Climber
You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight bearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for securing a grappling hook (PH 86) but takes only a move action.



[u]Skill Synergies  

In addition to the +2 Synergy bonus at 5 ranks, for each additional 5 ranks you increase the Synergy bonus by +1 (e.g. at 15 ranks the Synergy bonus would be +4).

New Skill Synergies

- Bluff syn. to Innuendo (fool others)
- Craft (locksmithing) syn. to Disable Device
- Diplomacy syn. to Gather Information
- Heal syn. to +K HP to all healing spells, where K = [Synergy value * Spell-Level]
- Perform (acting) syn. to Bluff.
- Perform (dance) syn. to Balance & Tumble
- Perform (oratory) syn. to Diplomacy & Intimidate
- Profession (herbalist) syn. to Heal
- Profession (sailor) syn. to Use Rope & Balance (on floating surfaces and otherwise unsteady ground)
- Sense Motive syn. to Innuendo (deliver message to target)
- Sleight of Hand syn. to Use Rope
- Survival syn. to Searching for tracks in the specified area (also makes Survival viable for granting synergies in multiple landscapes)



Skills for the other 3 senses (optional rules) 

Smell (Dex)



Smell DC Task
15 Notice (but not identify) a distinct and obnoxious smell, such as ghast’s stench. No action required.
20 Identify a familiar smell.
20 Locate a particular scent when actively sniffing for it. Requires 1 minute. No retry.
25 Identify a known distinct and obnoxious smell, such as ghast’s stench. No action required except on retries (which requires a
move action).
25+spell level Identify a potion. Requires 1 minute. No retry.
25+spell level Smell the lingering effects of a magical spell with material components. Requires 1 minute. No retry.
30 Identify a semi-familiar smell.
30 Notice a particular scent without actively sniffing for it. No action required.
30 Determine if a particular creature is diseased. Requires 1 minute. No retry.
40 Determine the type of infliction a diseased creature has. Requires 1 minute. No retry.

[B]Check: The DCs for Smell checks relating to various tasks are summarized on the table above.
Action: Varies, as noted above.
Try Again: See above.
Special: If you have either the Assimilate or Connoisseur feat, you get a +2 bonus on smell checks.
If you have Resonance Hound and/or Resonance Sniffer feats, you may use the smell skill instead of the appropriate skill listed with the feat.
Creatures with the Scent ability gain a +8 racial bonus to all smell checks.


Taste (Dex)



Taste DC Task
5 Identify the type of food or drink being consumed. No action required.
10 Determine if some food or drink is spoiled.
20 Determine if some food or drink is poisoned. Requires a full-round action. No retry.
25+spell level Identify a potion. Requires 1 minute. No retry.
30 Determine the type of poison within food or drink. Requires a full-round action. No retry.

Check: The DCs for Taste checks relating to various tasks are summarized on the table above.
Action: Varies.
Try Again: Yes.
Special: If you have either the Assessor or Connoisseur feat, you get a +2 bonus on taste checks.


Touch (Dex)



Touch DC Task
10 Recognize a familiar face.
15 Recognize a word in a hand-written text. 1 Round
20 Recognize an unfamiliar face.
20 Notice fine cracks, scrapes or dents upon a hard surface
25 Find hidden writing on a piece of paper or parchment
30 Recognize a word from a printed text. 3 Rounds

Check: The DCs for Touch checks related to various tasks are summarized on the table above.
Action: Typically 1 minute.
Try Again: No.
Dwarves receive their stonecunning bonus when the hard surface is rock or stone.
Special: Creatures with the Tremor Sense ability gain a +4 racial bonus to all Touch checks.



Sense-Skills as Class-Skills


Smell: Bard, Druid, Rogue, Witch
Taste: Bard, Druid, Witch
Touch: Bard, Monk, Rogue, Soulknife


More Skill-Synergies


Smell - Craft (herbalism)
Taste - Craft (herbalism)
Touch - Craft (all hand-made items)




Perception Skills – Reactive Mechanics 

When a character/creature is to make a Spot/Listen (/Smell/Taste) check for something it is unaware of, replace the d20 roll with a fixed 10.
This rule is set because of the unrealistic (and game hurting) mechanic of needing to beat impossible odds when trying to sneak vs. multiple creatures.
So, if for instance, you're trying to sneak a group of low-level guards, just take the one with the highest overall Spot modifiers and roll for Hide vs. DC [10 + Spot-modifiers].
Next take the one with the highest overall Listen modifiers and roll for Move Silently vs. DC [10 + Listen-modifiers].
If you're successful vs. both checks, you successfully sneak passed them.
This rule is symmetrical for both PCs and NPCs/monsters.

If a perception check is made when the characters/creatures know they're supposed to be looking for something but don't know what they're looking for, the DC is increased by +5.
If the characters/creatures know what they're looking for, the DC is increased by +10 (as if taking 20).







Note: Every time a skill name appears within these house rules with a number attached, the number indicates a skill rank.

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nonsi
2014-05-27, 12:08 PM
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Feats


Omitted Feats


By Categories

Spellcasting Action Modifiers
Action-Economy manipulation by spellcasters (Quicken/Chain/Twin Spell) is the worst game balance offender of them all. There’s a handful of quicken/immediate action spells – that’s the only way of casting more than a single spell per round.

Extra Slot
Inappropriate mechanics according to these rules.

Faith Feats (CDiv)
No faith points under these rules.

Luck feats
Any feat that increases/adds stats/rolls based on luck/karma/watchful spirits/divine intervention.

Metamagics Reducers (CA)
No. just plain simple NO. This is no more than a cheap minmaxer's tool.

Multi Class-Feature advancement (e.g. Ascetic Mage)
See the multiclassing rules in the "Classes Intro" entry.

Sudden Metamagics (CA)
No need anymore. Automatic Metamagic (see the new feats below) covers them all neatly now.


PHB I

Dodge
This is a really crappy feat. Furthermore, these rules already provide rules for built in Dodge AC progression.
Disregard all requirements for this feat.

Great Cleave
See the modified Cleave.

Heighten Spell
See the Spellcasting entry

Improved/Greater TWF
See the redefined TWF rules.

Improved Critical
No crit under these rules.

Improved Initiative
Add base Ref-save bonus to initiative instead.

Natural Spell
See the Druid remake.

Point Blank Shot
PBS is plain simple targeting something within 1st range multiplier distance.

Quicken Spell
GONE. Anyone who wishes to cast swift spells should take spells with swift-action for casting time.

Scribe Scrolls
Not a feat.
It's available automatically to the Priest (excluding Elemental Adept), Mage and Bard classes – the ones that study magical powers via written scripture, but to no other class presented here.

Spring Attack
See the combat rules section.

Weapon Focus/Spec/Mastery/Supremacy
In the PHB, these are Fighter-only feats. Now the Fighter remake has intrinsic combat stats increase with chosen weapons.
All prereqs for those feats are nixed; however, the "Fighter Level" requirements are carried forward as "BAB" requirements.


PHB II

Bonded Familiar
This type of bond never exists under these rules.

Combat Acrobat
Plane simple unnecessary (there are skill feats that do it better).

Combat Focus
See the Warrior's 3rd-level class feature.

Combat Strike
See the Warrior's 17th-level class feature.

Ki Blast
Crappy feat.

Lunging Strike
See the Warrior class.

Robilar's Gambit
The Warrior class already gains this ability at no penalty.

Short Haft
This is how Polearms function, they just cannot be used in confined spaces.

Telling Blow
No crits under these rules.

Tumbling Feint
Tumbling to avoid AoOs… to augment feint… to augment Attack roll(!) Way too complicated.

TW-Pounce
This is already covered by the revised TWF rules.


CAdv

Danger Sense
Natural perception capabilities don't have #uses.

Dual Strike
See the combat rules section.

Oversized TWF (CAdv)
According to the description of TWF in the Modified Feats, this one becomes a no-brainer. Also, if someone wishes to dish out more damage and enjoy PA – it comes at the expense of accuracy.

Versatile Performer
Just because it makes no sense (why should oratory skills have any bearings on how you play the violin?).


CW

Arcane Strike
See Spellstrike - post #10, "Spellcasters and Multiclassing" spoiler.

Shock Trooper
There are already plenty of ways in these rules to enhance damage, and the other aspects of the core feat are covered by other feats below.

Spinning Halberd
See Double Weapon Fighting below.

TW-Defense
Warriors won’t need it (see the Warrior class), the rest won’t take it anyway.




Modified Feats


By Categories

Improved Combat Maneuvers
Imp. Bull Rush, Imp. Disarm, Imp. Sunder & Imp. Trip allow the attacker to choose one of the following when used:
- Not allow enemies to retaliate on a failed attempt.
- On success, the attacker can make an immediate follow-up attack (in the vein of the official Improved Trip feat).
In both cases, the attacker gains +4 to all <MANEUVER> related opposed checks and doesn’t provoke AoOs.

Skill-Feats
A skill-feat makes the two selected skills class-skills regardless of class. Furthermore, the bonuses granted by skill-feats actually count as skill-ranks for all intents and purposes. Skill-feats never stand by themselves as requirements for anything, as all they do is improve your aptitude regarding the selected skills - it's the ranks that count.

Saving Throw Focus (Fort/Ref/Will)
Benefits: Choose a save type (Fort, Ref or Will).
If the save progression is poor, it becomes good. If it's already good, it's increased by +2.
This feat may be taken twice for a poor saving throw, making it [good +2].
Note: Whenever Great Fortitude, Iron Will or Lightning Reflexes are mentioned in this document, they refer to this feat with a specific save selection.



PHB I

Blind-Fight
Also permanently adds Listen to your list of class skills.

Cleave
Requirements: BAB +4, wielding a slashing weapon.
Benefits: You know how to, in certain cases, seize the moment after an attack and gain a no-cost attack vs. an opponent who's distance from you AND your primary target doesn't exceed your reach.
The situations that allow you to cleave an additional target are:
- Felling your primary target. You may follow-up a cleave with another cleave whenever you fell an opponent
- Starting at BAB +6, you may cleave when make a single attack as a standard action. You have to hit your primary target in order to cleave, but you don’t have to fell your primary target.

Combat Reflexes
Requirements: base Ref save +2
Benefits: You may take an immediate actions while flatfooted, but you must be aware of your opponent and technically able to react (e.g. a humanoid usually cannot react while climbing through a narrow passage).
BAB +6 allows you to strain yourself and attempt an additional AoO at the expense of a move action in your next combat turn.
BAB +11 allows you to strain yourself and attempt a 3rd AoO. Your 2nd & 3rd AoOs come at the expense of a standard action in your next combat turn.
Lastly, with BAB +16, you can now attempt a 4th AoO by forfeiting your next turn altogether.

Deflect Arrow
Snatch Arrow (S&F) is folded into this feat.

Diehard
You also gain +2 increase to all Con-associated ability checks.

Eschew Materials
This feat encompasses increasing values of spell components with level increase:
Level 1: Eschew up to 1gp worth of materials.
Level 5: Eschew up to 5gp worth of materials.
Level 9: Eschew up to 10gp worth of materials.
Level 13: Eschew up to 20gp worth of materials.
Level 17: Eschew up to 50gp worth of materials.

Improved Bull Rush
DOES NOT have PA as prereq, but it DOES require Str 13+.

Improved Disarm
If you have a free hand when you successfully disarm an opponent, you may make a DC 15 Ref save to catch the weapon in your free hand, or cause the weapon to fall into any space adjacent to you.

Improved Feint
Starting at BAB +6, you may feints as a swift action.

Improved Trip
Also add Balance to your list of class skills.

Improved Turning
Grants +2 levels on turning checks, not +1.

Maximize Spell
Damage of area-effects can't be maximized, only sing-target spell effects.

Mounted Combat
Requirements: Ride 4
Encompasses Ride-By Attack in it. Protecting your mount is an immediate action, not a free action.

Precise Shot
Also add Spot to your list of class skills.

Run
Also encompasses Dash, to grant +5’ speed increase.

Skill Focus
Requirements: 4 skill ranks
Benefits: This feat makes the chosen skill a class skill for you, for all classes. Furthermore, it grants a +3 bonus to that skill and allows you to take 10 when performing it, even while rushed or threatened.
Special: If you have 12 or more ranks in the selected skill, the bonus from Skill Focus increases to +5.

Track
Tracking someone that has taken the Track feat, automatically takes a penalty equal to 1/3 the target's total Search modifier, if the target moves no faster that his regular travel speed.
If that someone moves at ½ travel speed in an attempt to cover their tracks, the tracker takes a penalty equal to 2/3 the target's total Search modifier and 1/3 for the target's traveling companions (should they follow his guidance). The target may choose to move at ¼ travel speed to apply the 2/3 penalty to all his companions and full-rank penalties to his own tracks.

Toughness
Grants 2HP + 1HP per HD. Toughness can be taken [1 + BAB/10] times at most.

TWF
Benefits: You gain iterative attacks with each of your held weapons, taking penalties on all attacks, including AoOs (attack penalties are as per core rules).
A 20th level warrior with TWF that holds 2 small weapons thus has +18/+18 / +13/+13 / +8/+8 / +3/+3.
You do not need to make a full round action in order to gain a single offhand attack.
You can refrain from attacking with the offhand weapon and use it to feint, or to “aid self” on your primary iteratives, or gain a shield bonus to AC equal to your number of iterative attacks (+4 at BAB +16) until the beginning of your next turn. The latter replaces the TW-Defense line.

Whirlwind Attack
Requirements: BAB +6, Cleave, Mobility
Works according to the SRD, but is inapplicable with piercing damage.



PHB II

Acrobatic Strike
Requirements: Mobility, Tumble 6
After avoiding an enemy's AoO using Tumble, if you hit that enemy with an attack before the end of your turn, that enemy must succeed on a Will save (DC [10 + 1/2 BAB + Dex-mod]) or be Confused for 1 round.

Brutal Strike
Requirements: Str 19+, BAB +6
Benefits: Whenever using PA, if your attack hits and deals damage, the struck foe must succeed on a Fort save (DC [10 + 1/2 BAB + Str-mod]) or be Sickened for 1 round.
If you hit a foe twice or more in the same round, a 2nd failure means the target is Nauseated for 1 round and then Sickened for the next round.

Combat Awareness (combat form)
Requirements: Combat Focus class feature
This ability's blindsense stacks with blindsense from any other source.

Combat Defense (combat form)
Requirements: Combat Focus class feature
+1 dodge AC during Combat Focus for each Combat Form feat taken (including Combat Defense).

Combat Stability (combat form)
Requirements: Combat Focus class feature
No change except the prereq.

Combat Vigor (combat form)
Requirements: Second Wind class feature
No change except the prereq.

Crossbow Sniper
Requirements: BAB +3 , Far Shot , Precise Shot , Weapon Proficiency (any crossbow)
You add your Dex-mod to damage when using a crossbow. If you have SA ability, the maximum range at which you can make such attacks increases to 3 times the weapon's range multiplier.

Einhander
Requirements: BAB +6, Tumble 6, Sleight of Hand 4
Benefits: When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you gain the following 3 tactical advantages:
- Narrow Profile: You receive a +2 Dodge bonus to AC when fighting defensively or using Total Defense.
- Off-Hand Balance: You receive a +2 bonus on Tumble checks.
- Off-Hand Swap: If you also possess the TWF feat, you may, as part of a full attack, feint once as a free action. If you already possess the ability to feint as a free action, then this maneuver adds +4 to your next attack roll rather than granting you a second free action feint.

Penetrating Shot
Limited to 1 target per Str bonus (minimum between your Str-mod and the bow's modifier) and requires a composite long/short bow.

TW-Rend
The extra damage = [1d6 + (2 * Str-mod)].



CAdv

Brachiation
Not usable in medium/heavy load or heavy armor.

Disguise Spell
May not be used in conjunction with metamagic feats.

Improved Swimming
Also grants +4 to all swim checks.



CArc

Persistent Spell
Requirements: Extend Spell
Benefits: Spells affected by this metamagic have their duration increased to the next time category (to a maximum of 24 hours):
- Each round counts as a minute.
- Each minute counts as 10 minutes.
- 10 minutes count as an hour.
- An hour counts as 6 hours.
Spells with concentration, instantaneous, or permanent duration are unaffected by this feat.
Spells whose effects are discharged still end normally when they are discharged.
A persistent spell counts as a spell of 2 levels higher than the spell’s actual level.
Note: Extend Spell and Persistent Spell DON'T stack.



CDiv

Disciple of the Sun
Spend 2 turning attempts at once to gain a 2-level boost + Daylight illumination for [1 + Cha-mod] rounds.

Divine Spell Power
The priest gains +1 CL increase for each 8 class-levels (rounded down).



CW

Anvil of Thunder (weapon style)
Improved Sunder prerequisite is omitted.

Bear Fang (weapon style)
Has Improved Grapple instead of Power Attack as a prerequisite.

Clever Wrestling
Has Improved Grapple instead of Improved Unarmed Strike as its prerequisite.

Combat Brute
Requirements: Str 15+, BAB +4, Improved Bull Rush, Improved Trip
Benefits: This feat grants the following options
- Directed Push: you can Bull Rush your opponent on a diagonal axis and not just straight forward to you.
- Explosive Power: you can Bull Rush from a stand still.
- Toss: You can make an automatic trip attempt against a successfully bull-rushed opponent at the end of your Bull Rush distance. Even if successfully tripping, you're not entitled to an additional attack.

Crescent Moon (weapon style)
Rapier is also an acceptable weapon (and Rapier was the weapon used for this style IRL).

Dash
Once per round, you may add 10’ to your speed when moving as a standard/full-round action. You can do this a number of times per day equal to your Con-score. Also, your overall land movement speed is increased by 10’ when traveling.

Elusive Target
This feat is inapplicable when wearing medium or heavy armor (regardless of feats that would alleviate their movement restriction) and when carrying medium or heavy load.
Reason: Now that Dodge feat is omitted, this one would become a no-brainer otherwise. Also it makes more sense that way.

Formation Expert
Wall of Polearms also grants a +2 damage bonus against charging or mounted foes (+4 damage to charging mounted foes) under the indicated circumstances.

Hammer’s Edge (weapon style)
Improved Bull Rush is omitted.

Improved Familiar
Goes with the territory of gaining levels as a Witch. All presented monsters in CW, FrCS, PGtF, RoF and CSco are good to go.

Improved Rapid Shot
Doesn’t have Manyshot as prerequisite, but does have BAB +8.

Lightning Mace
Requires BAB +6, but for each successful hit, your next attack roll (within your combat turn) gains a cumulative +1.

Net & Trident (weapon style)
With Quick Draw, you can draw an alternative offhand weapon and use it in the full attack.

Phalanx Fighting
Does not require you to use a light weapon.

Prone Attack
Doesn’t have Lightning Reflexes as a prerequisite, but does have BAB +3.

Raptor School
Each +10 to the DC adds another +2 to damage. Hawk's eye bonus is not wasted after 3 rounds have passes (the edge is maintained as long as the target is being observed).

Sun School
Flash of Sunset allows attacks according to the remaining combat-turn action-quota.

Three Mountains (weapon style)
Does not have Improved Bull Rush as a prerequisite. DC = [10 + ½ BAB + Str-mod]



Others

Dragontouched DrMg
In addition, this feat grants you a +1 save bonus vs. spells and powers with the energy type of the chosen ancestry (rather than being untyped ancestry), and makes you count as being Dragon blooded.
This removes the need for Draconic Heritage feat.

Greenbound Summoning LEoF
A metamagic feat with +2 spell-level adjustment.

Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a)
Benefits: This feat functions as given, but may be taken multiple times, according to the rules below.
For each level divisible by 6, a character may take this feat one more time. Each time this feat is taken beyond the first, the character’s level counts as being 3 levels below the character’s actual level - cumulative.
So, in practice, a 6th level character is eligible for taking an additional Wild Cohort, counting as a 3rd level character for that specific Wild Cohort feat.
Starting at 12th level, a character is eligible for taking a tertiary Wild Cohort. For the purpose of taking a tertiary Wild Cohort, the character counts as a 6th level character for that specific Wild Cohort feat.
And so on.
Special: A character may take 2 tertiary wild cohorts instead of one secondary companion, and a tertiary wild cohort may be replaced with 2 wild cohorts, according to the character’s level minus 9 rather than 6 (and so on).



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nonsi
2014-05-27, 12:09 PM
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Feats (Cont.)


New Feats


Martial Combat Feats


Agile Archery
Requirements: Mounted Archery, Shot on the Run
Benefits: You can move around and shoot things with surprising effectiveness.
You suffer no penalties for firing from unstable ground, a running steed, or any of that.
You may take a full round action running and make a single ranged attack from any point during your movement. You retain your Dex-mod to AC while running.

Always Ready
Requirements: Danger Sense, BAB +8
Benefits: You are never surprised and always act on the first round of any combat.
When (and if) benefiting from Combat Focus, you cannot be caught flat footed - except when climbing.

Armor Mastery (medium)
Requirements: BAB +4, Str 15+, Medium Armor Proficiency
Benefits: Medium armor no longer hinders your base land speed and your max-Dex increases by +1 when wearing any type of light/medium armor.
Dwarves: A Dwarf is automatically considered to have med. armor mastery when he gains med. armor proficiency.

Armor Mastery (heavy)
Requirements: BAB +9, Str 19+, Heavy Armor Proficiency, Armor Mastery (medium)
Benefits: Heavy armor no longer hinders your base land speed and your max-Dex increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
Dwarves: A Dwarf can take heavy armor mastery at BAB +6 and doesn't need med. armor mastery.

Armor Specialization
Benefits: Choose one specific type of armor you are proficient with that doesn't hinder your land speed. When wearing that armor type, your armor check penalty is reduced by 2, your max-Dex bonus is increased by 1 and your ASF is decreased by -10%. This feat can be taken multiple times, to be applied to different armor types.

Armor Optimization
Requirements: Armor Specialization
Benefits: Your experience with your armor of choice has taught you how to receive blows in a manner that will penetrate your armor's defenses less efficiently, effectively increasing your armor AC with your armor of choice by +2.

Armored Invoker
Requirements: Invocations class feature
Benefits: You have learned how to limit your movements while using your class-related invocations and no longer suffer any chance of ASF while donning light armor.

Bend like a Reed
Requirements: Monk level 5th, Dex 15
Benefits: Even the strongest, most straightforward and brutal martial artists know that the best way to resist an opponent is not always brute force versus brute force.
Instead, monks know that the best way to defeat a strong opponent is very often to yield to him, to bend before his fury as the reed bows to the wind.
- When making a defensive check against Bull Rush, Grapple, Overrun or Trip attempts, the monk can use Balance as a free action to attempt to negate any advantages in size, Strength, or momentum the opponent may possess. The monk must succeed on a Balance check vs. a DC [15 + the opponent’s Str-mod + size modifier (if any)].
- By increasing the DC of the check to [25 + the opponent’s Str-mod + size modifier], the monk can truly turn his opponent’s own Strength against him – turning all opponent's Str & momentum bonuses into penalties.

Bladed Cover
Requirements: Proficiency with a bludgeoning/slashing weapon, Base Ref +5
Benefits: When applying total defense and not threatened in melee, all missile attacks from a 90-degree cone (selected by you at the beginning of your turn) take a -2 hit penalty and have 20% miss chance.

Charge Breaker
Requirements: BAB +4
Benefits: Opponent that charge you provoke AoOs from you.
When making an AoO against a charging foe with a weapon which may be set against a charge, you may treat your weapon as if it were actually set to receive a charge without taking the ready action.
When taking the ready action (with any weapon), you gain +4 to hit an opponent that's charging you. If you hit, you deal double damage (or triple damage with a weapon that can be set vs. charge).

Close Combat Archery
Requirements: BAB +6, Mobility, Shot on the Run
Benefits: You can attack with a Bow (any type) or tossed objects, even while threatened, and not provoke AoOs.

Combat Cloak Expert
Requirements: Dex 15+, BAB +3, proficient with a shield/buckler, Bluff 3
Benefits: while wearing a cloak and having a free hand, you gain +1 dodge AC and +1 deflection bonus to AC. 

Combat Grip
Requirements: Combat Focus class Feature
Benefits: You have been trained to guard your weapon from being manipulated by your foes.
you add +4 to your defensive opposed roll vs. maneuvers that target your weapon, such as Disarm and Sunder.
If you have 2 additional Combat Form feats, this bonus is increased to +8.

Confound the Big Folk
Requirements: BAB +8, Underfoot Combat (RofW; p.152), Tumble 10
Benefits: When you occupy a square with a creature at least two size categories larger than you, you may use the following 3 tactical maneuvers:
- Knee Striker: The creature is considered Flat-Footed against you.
- Underfoot Defense: When you Fight Defensively or use Total Defense, any melee or ranged attack on you, other than by the creature that shares his space with you, has a 50% chance of striking the creature instead of hitting you.
- Unsteady Footing: You may initiate a Trip attack on the creature without provoking AoOs from it. You can add your choice of Str/Dex-mod to you check. Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.

Controlled Rage
Requirements: Rage, Concentration 4
Benefits: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreat while raging is now a viable option.

Counterattack
Requirements: Warrior level 10th or BAB +14, Elusive Attack
Benefits: Counterattack is based on the core Fighter's feature described in PHB II, but modified as follows:
When counter-attacking, you can react to as many attackers as your regular number of attacks per round - all at full BAB, but just once per attacker.
Anyone that remains threatened by you from the beginning of your Counterattack turn till the beginning of your next turn (including one of your attackers) provokes an AoO that (if applicable) is resolved before your next turn.

Crack Shell
Requirements: Int 13+, BAB +6, Spot 6]
Benefits: You've learned how to make attacks that can damage your foes' armor or natural armor.
By spending a swift action and making a successful Spot check vs. DC [10 + your opponent's armor AC] you can reduce your opponent's armor value by 1 point per 10 points of damage your attack inflicts.
Manufactured armor damaged this way is destroyed when its armor bonus is reduced to 0 (armor bonus includes magical enhancements). Furthermore, damaged armor dangles in an uncomfortable way, which increases its ACP by 1 per AC loss. This extra ACP can be negated in 1d6 minutes of improvised stitching.
Natural armor damaged this way is restored by any means that restore Con damage, and in equal amount.

Crippling Strike
Requirements: BAB +3, Int 13, Spot 6
Benefits: When making an attack roll and scoring a hit, for each +5 by which your roll beats your opponent’s AC, you may calculate your attack roll as -5 below your actual score (see Crit Substitution in the combat rules entry).
Pick a movement mode used by your target, such as climbing, flying, or walking. For each -5 penalty voluntarily taken, you reduce its speed by 5’. If you reduce your target’s speed to 0, it cannot move on its next turn using that mode and is restricted to 5’ on further actions. A flying creature drops one maneuverability category for every 10’ of speed it loses (to a minimum of clumsy). At speed of 0 it immediately falls and takes damage as normal.
Note that this effect reduces a target’s base speed as well as its speed after accounting for armor and encumbrance.
The effects of this maneuver stack with other effects that reduce speed. They last until the creature receives healing of any kind.
Special: You cannot negate a creature’s movement if it moves without the aid of an obvious anatomical means, such as wings or legs. You target muscles, bones, etc. Thus, you could not negate the aerial movement of a mage who is using a Fly spell.

Danger Sense
Requirements: Uncanny Dodge, BAB +4
Benefits: You react to danger with uncanny effectiveness.
You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60’ of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.

Disgorgement Fist
Requirements: Monk level 1 or Superior Unarmed Strike, BAB +4, Heal 5, Spot 3
Benefits: You know how to make unarmed attacks with surgical accuracy, attacking the target’s diaphragm with incredible force, forcing it to disgorge the contents of their stomachs and lungs in a convulsive gasp.
You may use this ability either to save allies from the negative effects of ingested / inhaled poisons, or to injure your opponents.
When using Disgorgement Fist to negate poison, you must dedicate a standard action to centering yourself and prepare your target to receive the blow and then must strike them with an unarmed attack using your palm. You then strike your ally in the area between the stomach and chest. In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison takes effect.
If the target is willing to receive the blow, you must make a successful attack vs. AC 10.
If the target is not willing, then the monk must succeed with a normal attack roll. If the attack roll is successful, then the targeted creature is entitled to a Fort save vs. DC [10 + ½ Heal ranks + Wis-mod] to resist the effect.
When Disgorgement Fist is successful, the target instantly disgorges the contents of their stomach and exhales their breath in a long gasp, vomiting and breathing out whatever non-magical ingested or inhaled poisons and toxins are within their body, negating the poison’s secondary effect.
The target is then nauseated for one full round.
You can also use Disgorgement Fist to deal normal damage and nauseate opponents without providing its beneficial effect.

Disrupt Special Ability
Requirements: BAB +8, Crippling Strike, Int 15, Spot 8
Benefits: using a standard action, you chop at a creature’s eyestalk, slice at its mouth, or otherwise act to disrupt one of its special abilities.
You can make a full round action attack, selecting a part of the creature’s anatomy that is obviously the source of, or provides the impetus for a supernatural or Ex ability, such as a creature’s mouth (for a breath weapon) or its eyes (for a gaze attack).
You cannot target a spell-like ability unless the DM judges that the creature generates it through the use of some organ or other body part. If your attack hits, the creature loses the benefit of that ability until it receives magical healing or heals naturally.

Double Step
Requirements: Tumble 6, Jump 9, movement rate 40 or more
Benefits: When in light or no armor and light loaded, you can take two consecutive 5’-steps instead of the usual single 5’-step.

Double Weapon Fighting
Requirements: Tumble 2 or Perform (dance) 2 or Balance 2.
Benefits: DWF is different than TWF.
You gain a single iterative attack with your weapon’s back side, taking a -5 to your attack roll.
This attack counts as made by a 2-H weapon for all intent and purpose (increased Str-bonus, PA etc).
A 20th level warrior, thus has the following attack bonuses (not including modifiers): +20/+15/+10/+5 / +15.

Dungeon Crasher
Requirements: BAB +3, Knowledge (dungeoneering) 6, Improved Bull Rush
Benefits: As detailed in Ds.

Dungeon Juggernaut
Requirements: BAB +6 , Knowledge (dungeoneering.) 9, Dungeoncrasher, Combat Brute
Benefits: As detailed for the Improved Dungeon Crasher ASF in Ds ("Improved..." is highly unimaginative and is reserved for specific maneuvers).

Elusive Attack
Requirements: Warrior level 6th or BAB +10
Benefits: Same as the PHB -II Fighter's ACF of the same name.

Elusive Stalker
Requirements: Fast Stealth Rogue talent, Ambush Rogue talent
Benefits: You can make a SA against an unaware target and Hide vs. that target immediately after attacking, with no penalty. You still need cover to hide and you take a -5 penalty to Hide vs. other creatures in the same room.

Expert Tactician
Requirements: BAB +2, Int 13
Benefits: You are adept at reacting to changing circumstances.
Whenever you take the Ready action, you may ready two separate actions each with its own trigger.
You may still only capitalize on one of them, even if both circumstances conjoin.

Favored Enemy
Requirements: Knowledge (according to the relevant monster group) 4
Benefits: You learn the best tactics for combating a particular group of creatures (as given for the core Ranger, treating all humaniods as one group).
You gain +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a favored enemy.
This feat can be taken multiple times. Each time it is assigned to a different group of opponents.

Feint Buster Tactics
Requirements: BAB +4 , Improved Feint
Benefits: You have mastered counter tactics vs. Feint.
Whenever you successfully deny an opponent’s Feint attempt, you may spend your immediate action to gain an AoO against them.

Fleet of Foot
Requirements: Dex 15+, Run
Benefits: You can make a single 90-degree turn or two 45-degree turns while running or charging.

Floors-Are-Walls Understanding
You recognize that a floor is pretty much just a horizontal wall.
Requirements: Dungeoncrasher, Improved Overrun
Benefits: Whenever you Overrun a creature, you deal damage as if you had Bull-Rushed them into a wall.

Flying Kick
Requirements: Improved Unarmed Strike, Jump 4
Benefits: You may make an unarmed charge attack on any opponent within range of your jump (if you fail to jump far enough, the attack is wasted). If the attack succeeds, you may deal unarmed damage as if you were one size category larger than normal, and you may add twice your normal Str-mod to the damage you inflict. Also, the target of your attack is bull rushed.

Forceful Combat
Requirements: Cleave, Combat Brute, Improved Sunder
Benefits: This tactical feat provides the following options:
- Advancing Blows: When successfully bull-rushing an opponent, on the next round you gain +1 to all attack rolls for each 5’ he was pushed.
- Domino Effect: when successfully Bull Rushing an opponent with at least 10’ running start, if there’s someone behind him that you can Bull Rush, you can "Toss" (see the redefined Combat Brute feat) both of them.
- Sundering Cleave: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another held or carried object.

Hindering Bull Rush
Requirements: Imp. Bull Rush, BAB +6
Benefits: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush.
Whenever you bull rush an opponent, his movement provokes movement based AoOs (but not from you). 

Hindering Opportunist
Requirements: Combat Reflexes
Benefits: Whenever you make an AoO due to movement, roll a Bull Rush check vs. your target.
If you win, the target immediately stops as if it had ended its movement for the turn.
Special: You may execute this maneuver even against creatures who're 2 size categories or more larger than himself.

Hoplite
You're an expert at fighting with a spear and shield.
Requirements: BAB +2, proficiency with spears, proficiency with shields.
Benefits: You may wield a Spear/Longspear in one hand and a shield in the other, utilizing the shield to maneuver your spear in battle.

Immediate Shot
Requirements: BAB +11, Dex 15, Combat Reflexes, Quick Draw, Rapid Fire
Benefits: You can make a single attack with a bow, a tossed object or an already loaded missile device as an immediate action.
Pulling off a stunt like this is extremely difficult and is made with a -4 attack penalty and costs you your standard action during your next turn.
This is not an AoO - an opponent doesn't have to provoke for the opportunity to present itself.
Special: There's no spell, feat or any other means (nor will there ever be) that would allow multiple ranged attacks when it's not your turn to act.

Improved Armored Invoking
Requirements: lesser invocations class feature, no ASF in light armor
Benefits: You have learned how to minimize your movements while using your class-related invocations and no longer suffer any chance of ASF while donning medium armor.

Improved Immediate Shot
Requirements: Immediate Shot, Precise Shot
Benefits: You no longer suffer an attack roll penalty when making an Immediate Shot.

Ki Extended
Requirements: Ki Strike
Benefits: As a swift action, until the beginning of your next combat turn, you can make unarmed ranged touch attacks, dealing fire or force damage, with a range multiplier of 10’.
You may augment your attacks via uses of Stunning Fist. For each spent use, you may either enhance the damage of all your attacks by 1d6 or extend their range multiplier by 10’.

Last Stand
Requirements: Diehard, Base Fort save +5
Benefits: Once a day per Wis-mod (minimum 1) you may call upon your inner reserves to perform a Last Stand. You're rendered immune to fear and may continue fighting until you're dead. You cannot voluntarily end the effect or retreat while performing Last Stand, but you can cease if your opponent(s) surrender. If Last Stand is keeping you from dropping, you must have allies to take care of your surrendering opponents in order to cease.

Lightning Fists
Requirements: Monk level 6, Dex 15+
Benefits: Your combat skills allow you to attempt a series of blindingly fast blows.
While flurrying as a full round action, you can make an additional attack at your highest attack bonus, at the expense of -3 penalty to all attack rolls. Subsequently, you can make 2 additional attacks at your highest attack bonus, taking -5 penalty to all attack rolls. Applying this maneuver requires all the attacks to be made unarmed.

Morbosmia
You can smell a sick person from half a block away.
Requirements: Scent, Heal 8 ranks
Benefit: You may treat creatures currently in the Incubation stage of a Disease as if they had a Strong scent for the purposes of Scent. Creatures who are past the Incubation phase of a disease but who have not yet recovered are instead treated as if they had an Overwhelming smell.

Numbing Rage
Requirements: Con 15+, Base Fort save +5, Rage
Benefits: While you are in rage you are immune to extra damage and penalties stemming from pain (such as movement restrictions from caltrops).
Non-lethal damage and its effects are postponed until the end of the rage.

One Man Gang
Requirements: BAB +6, Combat Reflexes, Imp. Grapple, Powerful Built or Large+ size, Whirlwind Attack
Benefits: You are especially competent when fighting multiple opponents.
You benefit from this feat whenever you apply Whirlwind Attack.
Until the beginning of your next round, you:
1. Negate the bonuses granted to any opponent due to aid ally action to assist in attacking you.
2. Negate any bonus to attack for flanking you.
3. Gain +4 for all your defensive Bull Rush, Grapple and Trip checks.
Creatures larger than you are unaffected by this fighting style.

One Shot, One Kill
Requirements: Wis 13, Far Shot, Dead Eye Shot, BAB +6
Benefits: You have devastatingly precise aim.
Whenever you take the Aim action with a missile weapon, on a successful hit you do 1d8 bonus damage for each attack that you normally have on a regular attack sequence.

Overpowering Attack
Requirements: Warrior level 14th or BAB +18, Counterattack
Benefits: Same as the PHB -II Fighter's ACF of the same name. 

Pierce the Wind
Requirements: BAB 6+, Concentration 4, Far Shot, Precise Shot
Benefits: When firing in windy conditions, you may treat the wind as if it was two levels milder. This allows you to fire through a Wind Wall or similar effects.

Pinning Shot
Requirements: BAB +4, Precise Shot, Spot 7
Benefits: You may attempt to skewer an opponent to the ground or his hand to the wall, or you might catch his clothing or armor with a well-placed shot.
When making a successful aimed shot (see the “Combat Rules” entry #3), in addition to normal damage (if you so choose to cause damage), your target must make a Ref save vs. DC equal to your attack roll or have its movement halted until the beginning of its next turn - upon which time it may free itself as a standard action by taking 1d4 damage (when a body part is skewered).
On a successful save, the target is merely slowed for 1 round

Pummel
Requirements: BAB +4
Benefits: While wielding a bludgeoning weapon with which you’re proficient, if you make an attack that does not match/exceed your target's AC, but does match or exceed their touch AC, you may still deal damage, but detract the weapon’s base damage from the total.

Puncture
Requirements: BAB +4
While wielding a piercing weapon with which you’re proficient, if you attack a foe with damage reduction (except for DR/epic), you may ignore points of damage reduction equal to either your Strength or Dexterity modifier, whichever you use for attack rolls.

Sharp Shooter
Requirements: Far Shot, Precise Shot
Benefits: You can spend a move action to negate the benefit of Deflect-Arrows or any other feat that grants (or is based on one that grants) defensive bonuses against ranged attacks.

Siege Coordinator
Requirements: BAB +5, Profession (siege engineer) 5
Benefits: You can use Aid Another action on siege weapons you command. This grants them a +4 bonus on attack rolls and +1 HD on Hull Damage rolls. You can command a number of siege weapons equal to your level at once, none two of which can be more than 100’ away (or 400’ away, if you have messengers at your disposal). All ballistic weapons you command also have their firing range increased by 30%.

Signature Enemy
Requirements: Favored Enemy, Knowledge (monster group) 6
Benefits: Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a particular type of foe that belongs to one of your Favored Enemy groups.
This feat can be taken multiple times. Each time it is assigned to a different type of opponent.

Slashing Flurry
Requirements: BAB +6
Benefits: When making a standard action attack or a full round action attack with a slashing weapon (or a pair of slashing weapons), you can make an additional attack at your highest attack bonus with a slashing melee weapon, albeit this attack and all other attacks are made at a -3 hit penalty.

Spinning Weapon Defense
Requirements: BAB +4, Balance 4, Perform (dance) 4, Tumble 5, Double Weapon Fighting
Benefits: You gain a +2 dodge bonus to your AC with a double weapon you're proficient with. Additionally, if you fight defensively, you cannot be flanked by attackers less than 4 HD greater than your own (stacks with Uncanny Dodge).

Sudden Willow Strike
Requirements: Str 13+, Dex 13+, FoB class feature, spears & polearms prof.
Benefits: You may flurry with spears and polearms.

Superior Unarmed Strike
This feat works as detailed in ToB (p.33), with 3 distinct differences:
1. Damage progression is keyed off of BAB rather than character level.
2. It may be taken as soon as BAB +1 is gained.
3. This feat does absolutely nothing for monks.

Surprise Attack
Requirements: Hide 4, Listen 2, Move Silently 2, Spot 4
Benefits: During a surprise round, opponents are always considered flatfooted to you, even if they have already acted.
You are never flatfooted after you act - even when attacked by someone with this ability.

Talons of the Beast
Requirements: Imp. Grapple, Imp. Unarmed Strike, TWF
Benefits: If you make a successful attack with a light piecing weapon (except Rapier, which is too cumbersome for grappling), you can lose whatever weapon you’re carrying in your offhand and make a follow up (bonus action) grapple attempt at no penalties.

Twin Blade Dance
Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars.

Two Weapon Whirlwind Attack
Requirements: BAB +8, Perform (dance) 5, Tumble 5, TWF, Whirlwind Attack
Benefits: You make a Whirlwind attack with both weapons - primary as well as offhand weapon.

Uncanny Reflexes
Requirements: Wis 13, Uncanny Dodge
Benefits: You sense danger before it happens.
You may add your Wis-bonus to your Ref saving throws.

Uncanny Scent
Requirements: Scent, Wis 13 or Blind-Fight
Benefits: You can pinpoint the location of a scent when within 10’ per point of your Constitution or Wisdom bonus, whichever is higher.
Normal: You can pinpoint the location of a scent when within 5’.

Unorthodox Weapon Usage
Requirements: Weapon Training class feature, Warrior’s Combat Edge +3
Benefits: Choose a specific weapon with which you have Weapon Training.
One of the following weapon qualities may be added to the weapon:
- Disarm
- Set (piercing; medium or larger)
- Thrown (range increment 20’ for piercing, 10’ otherwise, 30’ for thrown weapons that already have 10’ range increment)
- Trip (medium or larger)

Vicious Strike
Requirements: Str 17+, BAB +5
Benefits: You may apply PA when using a small piercing/slashing weapon.

Whirling Havoc
Requirements: Tumble 15, Flawless Stride class feature, Whirlwind Attack
Benefits: You can make a Whirlwind Attack while moving up to your speed, taking -2 to your dodge AC. During Whirling Havoc you gain +4 on all opposed checks to resist Bull Rush, Disarm, Grapple, Sunder and Trip attempts.


Shield Feats


Modified Shield Feats:

- Tower Shield Proficiency (PHB)
Requirements: Shield Proficiency
Encompasses Shield Wall feat (HoB).

- Improved Shield Bash (PHB)
Requirements: Shield Proficiency
As given.

- Shield Slam (CW)
Requirements: Improved Shield Bash
Encompasses Shield Charge rather than depends upon it.

- Shield Sling (PHB II)
As given, but requires only BAB +6.

- Shield Specialization (PHB II)
Requirements: Shield Proficiency
As an immediate action, you may force a foe that attacks you to roll a single attack roll twice, taking the worst of the two results.

- Shield Ward (PHB II)
As given.



New Shield Feats:

- Ironhide
Requirements: Shield Ward
Benefits: To gain the benefit from this feat, you must be wearing a medium or heavy armor and must use a large / tower shield. You know how to use your armor and shield to protect yourself (or others) from harming effects other than weapon damage. You take less damage, equal to the AC granted by your armor and shield from acid, cold, fire & force effects (and electricity, if both your armor AND shield are non-conductive), and from falling rocks.

- Reflexive Shield
Requirements: Shield Ward
Benefits: You know how to utilize shield defense to the fullest of its usefulness and add your shield bonus on all Ref saves.

- Scatter
Requirements: Imp. Bull Rush, Imp. Shield Bash
Benefits: As a standard action, you can clear a forward arc, throwing enemies back.
You make a standard attack against each foe within your frontal arc (45deg right & 45deg left), dealing normal damage.
You then make a Bull Rush attempt against each foe struck with this attack with a +4 circumstance bonus to your Bull Rush check.



Omitted Shield Feats (due to irrelevancy):

- Agile Shield Fighter (PHB II)
- Improved Buckler Defense (CW)
- Pin Shield (CW)


Whip Combat Feat-Chain


Crack of Fate
Requirements: Proficiency with a whip, Melee Lash
Benefits: When making a full-attack action with a whip, you can attack one additional time per round at your highest AB. All of your attack rolls take a –2 penalty when using Crack of Fate.

Crack of Doom
Requirements: Crack of Fate
Benefits: When making a full-attack action with a whip or whip-dagger, you can attack two additional times that round at your highest AB. All attack rolls take a –5 penalty when using Crack of Doom.

Imposing Whip
Requirements: Melee Lash
Benefits: You may perform AoOs against foes within 15’.

Melee Lash
Requirements: BAB +8, Third Hand (see below)
Benefits: When armed with a whip or other whip-like weapon, you threaten an area around you equal to your normal unarmed reach. You can make AoOs with the whip within that area. Additionally, you do not provoke AoOs by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat.

Snaring Whip
Requirements: BAB +6, Proficiency with a whip, Improved Trip
Benefits: You may use your whip to entangle foes. Make a ranged touch attack. If you hit, the target is entangled. While using a whip in this way, you cannot use it to make normal attacks.
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity.
You may hold onto the whip by succeeding an opposed Strength check with the target creature; if successful the entangled creature can only move within the range of the whip while entangled.
An entangled creature must succeed a DC 15 concentration check or be unable to cast a spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The whip has 10 HP and can be burst with a DC 25 strength check (also a full-round action).

Third Hand
Requirements: Dex 13+, BAB +4, Sleight of Hand 5
Benefits: When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach, which you can use to manipulate objects, throw weapons etc.
With a successful grapple check, you can perform any of the following actions:
- Deal your whip’s damage to your opponent.
- Move at half speed and bring your opponent with you (though he keeps the same relative distance to you).
- Pull your opponent closer a number of squares equal to your natural reach (up to an adjacent square).

Vexing Trip
Requirements: BAB +6, Proficiency with a whip, Improved Trip
Benefits: Whenever you successfully trip an opponent, that opponent provokes AoOs.


Intimidation Feats


Show of Strength
Requirements: Str 13+
Benefits: You may use Str bonus instead of Cha bonus when making demoralize opponent checks.
You can also make an Intimidate check as a free action whenever you manage to establish a hold on an opponent at the first round of grappling.

Intimidating Prowess
Requirements: Str 15+, Show of Strength
Benefits: Add Str to Intimidate checks as well as Cha

Extended Intimidation
Requirements: Intimidate 8, Skill Focus: Intimidate
Benefits: A target successfully intimidated by you suffers lasting effects.
Instead of ending when you leave, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after your departure.
Thereafter, the target's attitude toward you shifts to unfriendly, but the lingering fear remains. Whenever you return to someone you've previously intimidated, you gain a +4 bonus on his Intimidate check to re-establish the effect.

Swift Demoralization
Requirements: Intimidate 12, Skill Focus: Intimidate
Benefits: You can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

Mass Scare
Requirements: Intimidating Prowess, Skill Focus: Intimidate, Never Outnumbered skill trick
Benefits: You have sufficient presence that you can cow multiple foes.
Using an Intimidate check, you can demoralize all opponents within 30' with a single standard action.

Terrorize the Masses
Requirements: Mass Scare, Swift Demoralization
Benefits: Even a glance from your hard eyes is enough to give your foes pause.
You can demoralize opponents within 30’ as a move action, rather than a standard action.

Frightful Presence
Requirements: Terrorize the Masses
Benefits: This ability functions exactly the same as draconic Frightful Presence, except the range of the effect extends to 30’ plus 30’ per size category beyond Medium.


Bravery Feats


Braveheart
Benefits: There is not much that scares you.
You gain a +2 bonus to all Will Saves to resist fear or fear related effects and the degree of fear you suffer is always one level less severe than others would normally suffer, down to no effect (e.g. shaken instead of frightened, and you're not impressed by effects that merely make others shaken).

Stone-Faced Soldier
Requirements: Second Wind class feature, Braveheart
Benefits: You are immune to all forms of fear and you gain your Combat Edge bonus to resist compulsion effects of all typed (charm, dominate, confusion etc).
You also gain +2 bonus on initiative checks.

Stand Against the Tide
Requirements: Cha 13+, Stone-Faced Soldier, Leadership
Benefits: All allies within 60’ that have line of sight to you are immune to any fear effect, as long as you're not helpless, dead or removed from the encounter.
You may also spend a move / standard action to grant allies the following benefits for 1 round / [3 + 1 per Cha-mod] rounds:
- Your Warrior's Edge to resist compulsion effects.
- ½ your Warrior's Edge to resist Bull Rush, Grapple, trips, sunders, and disarms.
Note: The above modifiers apply only vs. opponents that are already in the battlefield. If a new opponent enters the battlefield, they do not apply until the warrior spends an action to include the new opponent.

Inspiring Strike
Requirements: Stand Against the Tide
Benefits: The warrior has learned to rally his allies with his fighting prowess.
Each round the warrior lands a successful melee or ranged attack, all allies (that can see him) gain a bonus on attack rolls, damage rolls, and saves equal to the number of attacks he lands (including AoOs).
These bonuses last until the warrior's next turn.


Misc. Feats

Automatic Metamagic
Requirements: 8th full-caster level, you must know at least 3 metamagic feats: with +1, +2 and +3 SL modifiers
Benefits: You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every 3 CLs you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
Special: This feat is not restricted to the class that has served as prerequisite. If you're a multiclassed spellcaster, you may apply this feat to spells from both classes.

Bestow Spell-Like Ability
Requirements: knows the spell(s) in question, as well as Enchant Item & Permanency
benefits: You may bestow a recipient (self included) with a SLA, usable once per 24 hours. This costs the recipient a permanent loss of 4HP per SL of the desired effect (2HP loss for ZERO-level spells).
The caster may bestow multiple daily uses of a given effect. This costs one more HP per SL per additional daily usage (e.g. a (Sp) ability that is bestowed to be usable 3 times per day, would cost a permanent loss of 6HP per SL... or 4HP for a ZERO-level effect).
Special: You may apply any metamagic feat you know to the effect, modifying the spell effect's level appropriately.
Special: If a male and a female of a given race are bestowed upon with the same power, should they mate and have an offspring, that offspring will possess the power bestowed upon its parents, with the lower frequency of daily usage of the two. Unlike its parents, the offspring doesn't pay the HP toll.
Note: This does not override the option of gaining certain SLAs via feats.

Cannibalized Casting
Requirements: Con 13+, Concentration 6, Mage level 7
Benefits: in times of need, when a spellcaster has exhausted her tolerance (see the spellcasting entry above) and cannot afford to fail her spell casting, she can feed off of her own life force to invoke a spell. Cannibalized spells deal 1 Con point of ability burn per strain cost of the spell being cast (see the spellcasting entry, 2nd spoiler).
Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells.

Daredevil
Requirements: Balance 4, Climb 4, Jump 4, Tumble 4
Benefits: Your balance, agility and coordination allow you take 10 on skill checks involving any and all of the prerequisite skills - even when rushed or distracted.

Earth Sense
Requirements: Dwarf or Undermountain Dwarf, Con 15, Wis 15, Blind-Fight, Concentration 8
Benefits: You gain Tremorsense out to 30’.
As long as you are touching the ground, you notice the direction and distance of each creature within 30’ that is also touching the ground - even when they're motionless.

Empathic Ear
Requirements: Wis 15, Listen 7
Benefits: You can identify (with 100% accuracy and certainty) the origin of a sound you hear. For example, did a brief, cut-off scream heard from ahead come from a human throat? Male? Female? Was the screamer afraid? In pain? Faking? Was magic involved in producing the sound?
Empathic Ear allows you to know all the details. Upon hearing the sound, you must use a standard action to identify it. You must do so within 1min, or the opportunity to identify the sound is lost.
If noticing the sound requires a Listen check, then a second check with the same DC is required to figure it out.

From the Brink of Death
Requirements: Heal 7 ranks
Benefits: You may attempt to revive someone that has been killed for up to 1d10 rounds plus 1 round per HD.
You must ceaselessly treat the fallen target for a period of 1d10 hours plus 1 hour per round elapsed since its demise.
Each hour of treatment expends 2 uses from a healer's kit and requires a Heal check vs. DC [30 - target's (HD + con-mod)]. If you fail, the subject is truly dead and may no longer be revived. If you fail by 5 or more, you're not aware of your failure.
Any round during treatment where you're interrupted, counts as an additional round it took to start treatment after the target has fallen, increasing treatment time.
Up to 4 assistants may aid the healer, all of which must have 5 or more ranks in Heal. Each assistant lowers the DC by 2.
Survivors brought back from the brink of death are stabilized at -9 (or your lowest houseruled value for being stabilized).
Special: There are cases that are beyond the scope of this feat:
- Physical destruction
- Decapitation
- Heart-extracted
- Brain-extracted
- Stat-drained (this special case is undetectable by the Heal skill until 1d4 hours of treatment have elapsed)
- Any other condition that's totally beyond the scope of modern medicine
Special: Targets that have died of suffocation take less time to revive: 1d10 minutes plus 1 minute per round elapsed since its demise.

Gaze Spell
Benefits: Instead of casting a spell, you may deliver its effect as a Gaze attack. Doing so replaces the spell's Somatic and Vocal components.
A spell must be a Close/Medium/Long range spell and applicable against a single target.
It requires eye-to-eye contact to deliver a spell effect as a Gaze Spells (meaning targets that don't possess active eyesight cannot be affected).
Gaze Spells count as one level higher than their actual SL.
Changing a spell into a Gaze Spell does not alter the spell's normal casting time.

Hyper-Awareness
You find your perceptions have grown so highly attuned that they become supernatural.
Requirements: Wis 13, Listen 6, Spot 6, Blind Fighting
Benefits: You gain blindsense out to 5' / Wis-bonus.
Special: Blindsense gained via this feat requires triggering.

Introspective
Benefits: A new skill feat. You gain +2 to both Autohypnosis and Concentration

Iron Lungs
Requirements: Endurance, Swim 4 ranks
Benefits: You had extensive training holding your breath. You double the duration you can hold your breath in all situations. You also gain +2 competence bonus to all Swim checks.

Speed Reader
Requirements: Extensive vocabulary in a given language
Benefits: You have learned to interpret text at a rapid rate. You can read a single page of text as a full-round action.
This applies even to text read with comprehend languages, or through the use of the Decipher Script spell.

Taunt
Requirements: Perform (comedy/mime/oratory) 5
Benefits: As a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails its Will save (DC = your Perform check), the enraged opponent must focus all his/her attacks on you, ignoring all others, until it makes the save (or at least must include you, when casting multiple-targets spells & effects) or you're disabled/helpless/pinned/dead for whatever reason.
The enraged opponent fights recklessly (see post #3).
A target can only be taunted (whether successful or not) once per encounter.
By taking a -5 penalty on your Perform check, you can also provoke an opponent to attack a target it is unfriendly with.
By taking a -10 penalty on your Perform check, you can provoke it to attack a target it is indifferent towards.
By taking a -20 penalty on your Perform check, you can provoke it to attack a target it is friendly towards.
Note: This feat replaces Goad (CAdv; p.109).

Touch Spell
Benefits: You can cast a ranged spell as a more powerful touch spell.
Any spell with a Close, Medium, or Long range can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its DC. Touch Spell does not augment a spell’s level.

Watchman
Requirements: Con 15+
Benefits: Your increased vitality and attentiveness grant you the following benefits:
- You need only half as much sleep as a normal person of your race would
- You can push yourself up to twice as long between sleep, but then you require normal sleep time.
- The penalty on listen checks while sleeping is reduced to -5 instead of -10.
- You're not staggered when you sleep is interrupted.



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nonsi
2014-05-27, 12:10 PM
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Classes Intro


There are countless ways of addressing classes and an infinite amount of self made classes out there.

Given PrCs make it absolutely impossible to maintain any sane level of character balance, I tend to stand firmly against the notion.
That’s why I tried to concoct a cocktail of classes that, along with the suggested above rules , will allow one to role just about any character that comes to mind, but without effortlessly beating others at their own game.


I will propose 6 base classes, which will provide the base mechanics for classes:
- Warrior
- Rogue
- Priest
- Mage
- Druid
- Warlock

I will also propose 4 hybrid classes, each of which also bringing a lot of new stuff to the gaming table:
- Bard
- Witch
- Hexblade
- Spellthief

Regrettably, some character concepts are just beyond the reach of the above classes.
Therefore, I will also propose 5 specialized classes:
- Monk
- Soulknife
- Dragonfury Disciple
- Disciple of the Weirding Ways
- Time Bender


Note: It is not mandatory for this list to be closed and final, but a new class should be more or less balanced with the other classes in power & versatility and should bring something entirely new to the gaming table. I put a lot of thought on allowing any character concept I could conjure to mind, but if one finds this list lacking, then additions are ok.







Spellcasters and Multiclassing:

Characters with a magical ability gain a special benefit when multiclassing.
For every two levels that a character has in classes without spellcasting, he increases his spellcasting ability in each class that does advance spellcasting.
This increases his Tolerance, spells known, and caster level as if he had gained a level in his chosen spellcasting class.
This increase is limited by 1/2 the number of levels he has in each class of his spellcasting classes.
Also, any class features other than spellcasting are completely unaffected by this increase.
For example, Gish, a Warrior 2 / Mage 3, has all the spellcasting characteristics of a 4th level mage, but that doesn't grant him Minor School Esoterica.
If he gained two more Warrior levels, his spellcasting ability would not increase, because 2 synergy levels are more than 1/2 of 3 Mage levels.
Special: Invoking behave just as spellcasting when it comes to multiclassing (as per the details above).

Writer's Note:

False Assumption: Spellcasting by default is more powerful level-per-level than all other features of any one class you’d choose.

Assumption Is False Because: Spellcasting is actually the worst possible thing to multiclass. When a warrior takes a level in Rogue, he directly benefits from all of the Rogue's combat abilities. Taking a level in rogue makes him better at being a warrior, thanks to sneak attack and other abilities. This is true of essentially all noncaster classes and class features, because they all operate under the same system.

When a spellcaster takes a level in Warrior (or vice-versa), that isn't true.
A spellcaster gains zero benefit for his core mechanic when he takes a level in any other class. It just doesn't help his casting at all.
See, everyone except spellcasters already gains multiclassing benefits. Casters are the only ones that don't! This is the origin of the Mystic Theurge problem, but it runs deeper than that. The only playable gishes in D&D have been complicated prestige class shenanigans builds that retain a great deal of casting - noncaster X / Wizard X has never been reasonably viable.




Tolerance when multiclassing 2 or more classes with spellcasting:
Given that Tolerance = [main spellcasting ability score] + [caster-level] + [Con-mod]...
1. Use a single unified pool.
2. Take the best [main spellcasting ability score]
3. Stack all effective CLs ?
This results in a bit of spell-output loss compared to the core theurge (uses separate pools), but it is offsetted quite nicely with class features and actually makes multiclassing a dilemma.




Feats for multiclassing 2 or more spellcasting classes:


Magical Synthesis [General]
Requirements: 2 levels in two different classes that promote spellcasting.
Benefit: Choose two magical classes you possess. You treat levels in each of your chosen classes as levels in classes that don't promote spellcasting, in regards to each other.
When gaining levels in either of your chosen classes, you increase your spellcasting ability with the other class as if your class doesn't promote spellcasting.
Special: This feat applies to invoking just as much as it applies to spellcasting.

Trinity Mystic [General]
You have learned how to flawlessly synergize all three primary sources of spellcasting: arcane, divine and nature.
Requirements: 2 levels in Druid, Priest and Mage (Wizard in specific - see the Mage class below), Magical Synthesis feat.
Benefits: For each level you have in all three primary spellcasting classes, you increase your spellcasting ability by 1 level in each of them.
This would make a Pries 3 / Druid 3 / Mage 3 count as Pries 3(6) / Druid 3(6) / Mage 3(6) for spellcasting purposes.
Special: Unlike Magical Synthesis, this feat does not take invoking into accounts. It's purely designed to harmoniously unite the three primary spellcasting methods into one, using their extensive common denominator.
Writer's Note: Due to power compromise and high mental-ability requirements, I'd characterize this feat as more suitable for NPCs (but if a player wishes to be one - I see no problem in letting them).





Resolving the Elusive Multiclassing Balancing Point
Taking a momentary glance at what a 20th level character could look like, let's examine the following options:
- Dual-Caster: L.10(15)/L.10(15), L.12(16)/L.8(12) or L.14(17)/L.6(9).
- Trinity-Caster: L.14(17)/L.3(6)/L.3(6), L.12(16)/L.4(8)/L.4(8), L.10(15)/L.5(10)/L.5(10) or L.8(14)/L.6(12)/L.6(12).
- Gish: Combatant 12/Caster 8(12) seems like the optimum here (BAB +16, 6th level spells).
This seems to me like a reasonable balancing point between single-classed and multi-classed spellcasters.
This balance (trading raw power for versatility) seems to be solidly maintained from 4th level and all the way to 20th.




Spell-Invocation Combo Feats:



Note: Not much to say here, these feats mount spell effects onto EB or essences onto spells.


Spellblast [General]
Requirements: 2 eldritch essences, 1 ranged-touch spell, 1 spell that target (a) specific opponent(s), able to cast 2nd level spells
Benefits: Instead of modifying your EB with eldritch essence, you can mount it with a spell.
Spells that can be carried by an EB via this feat include:
- Ranged-Touch spells
- Spells that target (a) specific opponent(s). An EB must hit its target for the spell to take effect.
If you have the means of converting spell-levels into other effects (e.g. via Draconic Breath feat (CA)) – these effects may be mounted onto your EB as well.


Eldritch Spellweave [General]
Requirements: 2 eldritch essences, 1 touch spell, 1 ranged-touch spell, 1 spell that targets a specific target, able to cast 2nd level spells
Benefits: You can apply eldritch essence to any spell that affects a target or that requires a melee/ranged touch attack.
An eldritch essence can be mounted onto spells of a level equal to (or greater than) its level-equivalency.
If the essence requires a saving throw, use the normal save DC for that essence.
Damage alteration essences can be applied only to spells that deal damage (you can't add brimstone blast to Charm Monster).
Special: Essence-carrying spells (via Spellblast) cannot be mounted onto EB.


Greatreach Spellblast [General]
Requirements: Spellblast, Eldritch Spellweave, 1 AoE spell, 3 eldritch essences, an AoE blast shape (e.g. Eldritch Cone), able to cast 3rd level spells
Benefits: This feat extends the scope of Spellblast to encompass touch spells and AoE spells.
Special: AoE effects can only be mounted onto an EB modified by an AoE blast shape.


Widespread Eldritch Spellweave [General]
Requirements: Eldritch Spellweave, Greatreach Spellblast
Benefits: You may now apply eldritch essence to AoE spells as well. All targets in the AoE are affected by the essence(s) you apply. You may also apply essence to auto-hit spells, but is the spell allows a save and the target makes the save, the essence doesn't take effect.








"…but I wanna play a Duskblade :smallfrown:"


Contemplating gishes, one thing that remains missing is the ability to mix sword and spell.
The rules thus far don't offer options to mimic the Duskblade's ability to channel spells through his melee attacks.
With this thought in mind, it also popped to mind that I never liked the asymmetry of arcane warriors vs. divine warriors.
Therefore, I've decided to rename Arcane Strike feat ("Spellstrike") and change it to apply to spellcasting in general, and to introduce new feats to mimic the Duskblade's Arcane Channeling and take it even further.



Spellstrike [GENERAL]
Requirements: BAB +4, 3rd SL spells
(Example: W2/M4(5))
Benefits: As a swift action that does not provoke AoOs, you can channel the spell energy of a single spell into your melee attacks (weapon/unarmed/natural), thrown weapons, or missiles.
For each SL you trade, you gain a +1 bonus on all your attack rolls for 1 round, as well as extra damage equal to 1d4 points.


Spell Channeling (single attack) [GENERAL]
Requirements: BAB +6, 4th SL spells, Spellstrike (Arcane Strike)
(Example: W4/M5(7))
Benefits: You may use a move, standard or full round action – that doesn't provoke AoOs – to deliver a touch spell through your melee attack, or a ranged-touch spell through a ranged attack.
The spell must have a casting time no greater than the action you choose to take (i.e. swift / standard / full round respectively – the first is available starting at BAB +11).
The spell takes effect on a successful touch attack – even if the normal attack roll misses and deals no physical damage.
If the touch-attack misses, the spell is expended with no effect.


Combat Spell [GENERAL]
Requirements: BAB +8, Spell Channeling
Benefits: You may use a move, standard or full round action – that doesn't provoke AoOs – to make a single melee or ranged attack and cast a single spell on yourself.
The spell must have a casting time no greater than the action you choose to take (i.e. swift / standard / full round respectively – the first is available starting at BAB +11).
The spell takes effect either before or immediately after you have made your attack.
Spells cast in this manner never require vocal component and your attack serves as the spell's somatic component (if needed).
You cannot cast spells this way if they require material components, unless you possess the Eschew Materials feat and may apply it to the desired spell.
Special: Regardless of the action you use to execute this feat, you may only do so once per round.
Special: You may not apply Combat Spell and Spell Channeling in the same round.


Greater Spell Channeling (full attack) [GENERAL]
Requirements: BAB +8, 5th SL spells, Spell Channeling
(Example: W4/M8(10))
Benefits: You may use a full attack action – that doesn't provoke AoOs – to deliver a touch or ranged-touch spell through all your attacks.
The spell must have a casting time of standard action or less.
The spell takes effect on a successful touch attack – even if the normal attack roll misses and deals no physical damage.
The spell affects each target you hit in melee combat that round, but each target may be affected only once.


Spell Channeling Flurry (multi-spell) [GENERAL]
Requirements: BAB +10, 6th SL spells, Greater Spell Channeling
(Example: W6/M8(11))
Benefits: You may use a full attack action – that doesn't provoke AoOs – to deliver multiple touch or ranged-touch spells through your attacks.
The spells must each have a casting time of standard action or less.
The spells take effect on a successful touch attack – even if the normal attack rolls miss and deal no physical damage.
Each physical attack is mounted with a different spell, and each target may be affected only once.





Epic Level Characters:

Epic Stats:
Once BAB reaches +20, it advances at a rate of +1 per 2 levels, regardless of class.
Once saves reach +12, they advance at a rate of +1 per 3 levels, regardless of class.


Epic-Level Spellcasting:
Spellcasters that have gained their 21st class level gain a new spell level (regardless of the level that had granted them their highest pre-epic spell level).
Beyond level 21, access to new spell levels is gained at the normal rate as it did pre-epic:
- Each odd level for Priest / Mage / Druid.
- At levels 24/27/30... for Bard and Witch's primary circle.
- At levels 25/29/33... for Spellthief and Witch's secondary circle.
Epic spell levels don't grant access to new spells. Their sole purpose is for heightened spells and metamagic.
This rule ignores invocations, since there's no strain toll on invocations and there is no meta-invocation category of feats or powers.


Epic-Level Invokers:
Starting at level 21, a warlock/DFD may take an extra Grand invocation via Extra Invocation feat.
Starting at level 21, a hexblade/witch gains access to Grand invocations and may take an extra Grand invocation via Extra Invocation feat starting at level 27.
This is as far as using invocations progresses.


Other Class Features:
All other class features continue to accumulate and progress at their normal pre-epic rate (if and when relevant).



Epic Magic:
Immortals, demigods and divine & exalted beings all use the same magic that mortals do.
Only the gods have access to magic that surpasses the reach of mortals.
In this set of house rules, there’s no attempt to figure the powers of deities, but if one wishes to contemplate the things only gods can do, then the following list could serve as a decent place to start from:
- Bestow upon (or deprive of) a mortal access to divine spells.
- Create species.
- Manipulate souls.
- Detect / hide from other deities.
- Hear prayers of followers – priests in particular.
- Plane-scale divination.
- Create/change/move heavenly body.
- Create/change/move demi-plane.
- Create/change/recharge magical gear instantly.
- Mass perfect cure.
- Permanently and irrevocably transform one mortal being into something else.


.

nonsi
2014-05-27, 12:12 PM
.

Class: Warrior


Preface

I consider fixing the Fighter - in a manner that will be effective and attractive throughout 20 levels - to be the hardest 3.5 homebrew task.
In my view, a viable Fighter fix needs to uphold all of the following criteria:
- Build Versatility: the ability to be any kind of martial archetype.
- Perpetual Viability: the ability to be effective with any kind of combat style he chooses to adopt.
- Alternative strategies: the ability to be effective with several combat styles.
- Efficiency: Not waste feats on the obvious.
- Survivability: being less susceptible to a wide array of influences.
- On-The-Fly Versatility: the ability to pick the right tools of warfare according to the need of the moment.
- Combat Tactics I: The ability to analyze and control the battlefield better than other characters that are not as martially inclined.
- Combat Tactics II: Combat decisions other than “I attack it”.
- Recovery: the ability to reduce conditions or even thwart them when strategically feasible.
- Battlefield Mobility: the ability to move about the battlefield better than most others.
- Action Economy: the ability to take more combat actions than most others.
- Grit: the ability to suffer less from conditions than other, without resorting to immunities.
- Battlefield Clarity: the ability to recognize falsehood and focus on the real target.
- WBL Independence: the ability to be viable on your own, because magical gear helps everybody.
- Minding His Own Business: not stepping on the toes of others.
- Being suitable for 3.5 newbies and veterans alike.

As far as I've encountered, this is the only Fighter fix that upholds all of the above.



Hit Die: d10

Table: The Warrior

SavesSpecial
LevelBABFRWClass AbilitiesCombat EdgeWeapons Expertise
1st
+1
+2
+0
+0Warcraft, Combat Training, Bonus Feat
+1
3 Weapons
2nd
+2
+3
+0
+0Bonus Feat, Physical Prowess (1 , +1)


3rd
+3
+3
+1
+1Warcraft, Combat Focus (Maintain / Expend)


4th
+4
+4
+1
+1Bonus Feat, Combat Adaptation (1)
+2

5th
+5
+4
+1
+1Warcraft, Ever Vigilant (Maintain)

4 Weapons
6th
+6
+5
+2
+2Bonus Feat, Physical Prowess (2 , +2)


7th
+7
+5
+2
+2Warcraft, Second Wind (Expend)


8th
+8
+6
+2
+2Bonus Feat, Combat Adaptation (2)
+3

9th
+9
+6
+3
+3Warcraft, Tide of Battle (Expend)

5 Weapons
10th
+10
+7
+3
+3Bonus Feat, Physical Prowess (3 , +3)


11th
+11
+7
+3
+3Warcraft, Veteran's Grit (Maintain)


12th
+12
+8
+4
+4Bonus Feat, Combat Adaptation (3)


13th
+13
+8
+4
+4Warcraft, Action without Thought (Maintain / Expend)
+4
6 Weapons
14th
+14
+9
+4
+4Bonus Feat, Physical Prowess (4 , +4)


15th
+15
+9
+5
+5Warcraft, Battleshaper (Expend)


16th
+16
+10
+5
+5Bonus Feat, Combat Adaptation (4)


17th
+17
+10
+5
+5Warcraft, Find the Mark (Expend)

7 Weapons
18th
+18
+11
+6
+6Bonus Feat, Physical Prowess (5 , +5)


19th
+19
+11
+6
+6Warcraft, Combat Supremacy (Maintain)
+5

20th
+20
+12
+6
+6Bonus Feat, Combat Adaptation (5)







Class Features:



Class skills: Balance, Climb, Craft, Diplomacy, Handle Animals, Heal, Hide, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival and Swim.
Skill points per level: 4 + Int-mod

Weapons and armor proficiencies: Warriors are proficient with all simple and martial weapons . They’re also proficient with medium armor and shields. Also, for each 3 Warrior levels, a warrior gains a bonus proficiency with an exotic weapon of his choice.

Alternative Equipment Packages:
- A warrior may trade one Weapon Expertise (see below) for gaining heavy armor and tower shield proficiency.
- A warrior may trade medium armor, shield and buckler proficiency for any single combat feat he could normally take at 1st level, plus having Sleight of Hand, Tumble and Use Rope as class skills.




Warcraft (Ex)

Throughout his career, a warrior's training grants him access to many combat advantages that most other characters cannot grasp.
At every odd level, the warrior chooses one warcraft from any warcraft that he qualifies for (of his level or lower).
These abilities are taken from the more martially inclined official classes as shown in the table below.
In addition to the core abilities, there are many new warcrafts that have no parallel official class feature.



Source ClassAssociated FeatureMinimum Level + Other Requirements[/center]Notes & Extras

Barbarian
Rage 1 See below
Uncanny Dodge 3
Im. Uncanny Dodge 7
Tireless Rage 9, Rage

Crusader
Steely Resolve (+ Furious Counterstrike) 1 Matches the Crusader's according to class level
Zealous Surge 3 Works once between rests (because it's not beneficial enough to warrant rest)
Mettle 5

Knight
Bulwark of defense 3
Shield Ally 7
Improved Shield Ally 11, Shield Ally

Ranger
Evasion 9

Swashbuckler
Acrobatic Charge 7


Other Warcrafts
Engage 1 See below
Pack Mule 1 See below
Combat Threat 3 See below
Evaluate Combat Gear 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking] 4 ranks each See below
Discern Battle 5, Track See below
Maneuvers Expertise 5 See below
Assess the Enemy 7 See below
Fearless Rage 7, Rage The warrior is immune to fear while raging
Ironhide Rage 7, Rage During rage, you gain DR 2/-. This value increases by +2 for each 3 levels past 7th
Lunging Strike 7 See below
Skillful Attack 7 See below
Combat Threat Excellence 11, Combat Threat See below
Maneuvers Mastery 11, Maneuvers Expertise See below
Resilient Rage 11, Ironhide Rage Your rage derived DR now also counts as energy resistance vs. all energy types
Skillful Onslaught 13, Skillful Attack See below
Improved Mettle 15, Mettle Same as Improved Evasion, but applied to effects that provoke Fort/Will saves
Deathless Frenzy 17, Tireless Rage See below
Combat Threat Supremacy 19, Combat Threat Excellence See below
Improved Evasion 19, Evasion Same as the core Monk's 9th level ability of the same name

Warlord Warcrafts
Tactical Leader 1 See below
Battlefield Commander 3 See below
Compelling Oratory 5, Battlefield Commander See below
Renewed Effort 7, Compelling Oratory See below
Rallying Cry (swift oratory) 7, Compelling Oratory See below
Demoralizing Presence 11, Rallying Cry (swift oratory) See below
Rallying Cry (negate conditions) 11, Rallying Cry (swift oratory) See below
Daunting Presence 13 See below
Rallying Cry (immunity to conditions) 13, negate conditions See below
Supreme Commander 15 See below




Warcrafts that Emulate Core Features

Rage:
Rage keeps working as given by RAW - including the increased #uses by level - one more use per 4 Warrior levels.
Rage now comes with 2 extra changes:
1. During rage, a character's movement is increases by 10'. This affects all of the character's movement modes.
2. Rage means Brawn over Skill. Rage cancels out all Combat Edge benefits to the warrior's weapons of choice (via Weapons Expertise). Instead, for each time that Combat Edge benefits increase above +1, Rage-based Str increase is elevated by another +2 (meaning base Str increase of +2, plus twice Combat Edge modifier).



Other Warcrafts

Assess the Enemy
You have battled against a multitude of foes, and learned to identify them quickly. Your level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain strategic advantage and in planning for a large battle (Heroes of Battle), and a warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

Combat Threat
Whenever a creature within the warrior's threatened area "ignores" the warrior during its combat turn (doesn't target him with an attack, combat maneuver, special ability or a spell), that creature provokes an AoO from the warrior.

Combat Threat Excellence
Whenever a creature within the warrior's threatened area directs any offensive action vs. an opponent other than the warrior, that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO.

Combat Threat Supremacy
The warrior can slay his foes with awe-inspiring ease. Whenever the warrior makes an AoO, it is treated as if against a helpless foe (Coup de Grace).

Deathless Frenzy
The warrior's adrenaline keeps him going when others would fall.
So long as the warrior is raging, he cannot be dazed, disabled, paralyzed, petrified, staggered, stunned, unconscious or killed by HP loss.
Once the rage ends, the warrior is subjected to any of these effects that he was subjected to while raging.

Discern Battle
The warrior may study a site where creatures did battle and learn about what took place there with amazing accuracy and uncanny insight. This ability requires 10 minutes and may be used on one corpse or 10' radius area at a time. Using this ability on a corpse is similar to the Speak With Dead spell except that the effect can only provide answers to questions related to the fighting that took place immediately before the creature's death (the ability fails if the warrior tries to use it on a creature that did not die from violence). Using this ability on an area is similar to the Stone Tell spell except that the effect cannot reveal information about anything covered or concealed in the area and only reveals information about the most recent violence done in the area.

Engage
Choose an enemy in your threat range. You assume a position to hinder them.
As long as you attack your chosen enemy at least once in a given combat round, that enemy takes a penalty on attack rolls equal to your Combat Edge score when attacking anyone else but you.

Evaluate Combat Gear
Your Warrior class level counts as Appraise ranks for the purpose of estimating the market value of any combat equipment (weapons, armors and ammunition) - including magical gear.
Once per item, regard 1/2 your Warrior level as caster level for the purpose of benefiting from Identify spell. This, however, is not applicable for all magical enhancements, but only for enhancements that are directly associated with combat. So, if for instance a warrior with this ability would gain a flaming spear that can make you fly 3 times a day, he'd only have a chance of revealing the flaming capability. The warrior may be adequately trained at figuring combat associated runes, but anything else is total gibberish to him.

Lunging Strike
The warrior has adopted wide stances that allow him to extend his reach with all weapons (including unarmed strike) by 5’.

Maneuvers Expertise
Once per round, the warrior can substitute any normal attack with one of the following combat maneuvers that normally requires a standard action to execute:
- Aid Another (only within his threat area)
- Bull Rush
- Escape Grapple
In addition, the warrior may execute the following maneuvers as an attack action, even if not possessing the appropriate "Improved <MANEUVER NAME>" feat.
- Disarm
- Feint
- Sunder
- Trip
The warrior uses the attack bonus he would normally use for this Maneuver.
Note that one cannot Bull-Rush more than 5’ as an attack action.

Maneuvers Mastery
The warrior can now substitute any attack (including AoOs, by expending an immediate action) with a combat maneuver that normally requires a standard action to execute (see Maneuvers Expertise).
Special: Grappling cannot be initiated via an AoO.

Pack Mule
You have become used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment.
This grants you 3 equipment associated benefits.
1. You suffer no penalties for carrying medium load.
2. You add your Con-mod to your Str-score when determining your loads. This ability does not affect your "lift over head", "lift off ground", or "push/drag" weight (note that this increase is in effect only to the point where heavy load is still below the value of "lift over head").
3. You may retrieve stored items without provoking AoOs.

Skillful Attack
The warrior may use any of the following skills once per round, as part of a single melee attack: Bluff, Handle Animal, Intimidate and Jump.
He may use any of the following skills once per round as part of a single ranged attack: Balance, Listen, Ride and Spot.

Skillful Onslaught
The warrior can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).



Warlord Warcrafts

Tactical Leader
The warrior excels at teamwork.
The warrior gains teamwork benefits (HoB, p.115), which he can train others within 2-days training periods instead of 1-week periods.
The number of teamwork benefits the warrior gains equals 3 + the total number of Warlord Warcrafts the warrior has taken (including this one).
Furthermore, The warrior always succeeds at Aid Another attempts.


Battlefield Commander
The warrior is a genius at providing quick combat tips.
As a move action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn.
In all cases, the ally must be within [60' + 10' per 2 Warrior levels] and must be able to see and hear the warrior.
In all cases, the ally counts as a warrior with as many levels as his BAB, capped by the warrior's class level.

- The warrior can grant an ally all his Combat Edge bonuses to a single weapon or shield.
For this benefit to take effect, the ally must be:
1. Wielding a weapon/shield that the warrior has Weapons Expertise with.
2. Proficient with the weapon he's wielding.

- The warrior may also grant an ally the use of one of his known feats.
For this benefit to take effect, the ally must meet all the feat's prerequisites.

- The warrior may also grant an ally one of his Physical Prowess.

With practice, a warrior learns how to bestow these benefits more rapidly. Starting 4 levels after Battlefield Commander is first taken, the warrior may grant its benefits as a swift action.


Compelling Oratory
Requirements: Battlefield Commander
A veteran warlord draws confidence from his men and knows how to project that confidence back at them.
3 + Cha-mod times per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of Fatigued condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to your Warrior level + your Cha-bonus. These temporary hit points remain until they are expended, or until that ally falls asleep.
After making a Compelling Oratory, the warrior becomes immune to fear until the effect wears off.


Renewed Effort
Requirements: Compelling Oratory
As a standard action that doesn’t provoke AoOs, you may grant an ally (self not included) a renewed saving throw, augmented by the warrior’s Combat Edge modifier, to thwart an ongoing temporary physical effect or a mental effect. An ally must be able to hear the warrior in order to benefit from Renewed Effort.
Renewed Effort may only be applied once per effect.


Rallying Cry (swift oratory)
Requirements: Compelling Oratory
Once per round, when the warrior hits a common enemy in combat during his turn, he may give off a loud battle cry that lift his allies' spirit as a free action.
This is an alternative means of utilizing the benefits of Compelling Oratory.
Alternatively, the warrior may activate this ability as a move action, without the need to hit an opponent.


Demoralizing Presence
Requirements: Battlefield Commander, Rallying Cry (swift oratory), Intimidate 12 ranks.
The warlord's presence on the battlefield is so potent that his enemies can't help but notice.
All enemies who enter the warrior's range of Battlefield Commander must make a successful level check as if the warrior has targeted each of them separately with a Demoralize attempt. Creatures of equal or higher CR than the warrior's class level automatically succeed on this particular saving throw.
A creature that makes its save becomes immune to that warlord’s Demoralizing Presence for the next 24 hours.


Rallying Cry (negate conditions)
Requirements: Rallying Cry (swift oratory)
From this point on, whenever the warrior issues a Rallying Cry, conditions associated with sleep, charm & fear are removed from all allies (self-included, in case the warrior is shaken) within the AoE of Battlefield Commander.


Daunting Presence
Requirements: Demoralizing Presence
Any opponent who has become demoralized due to the warlord's Demoralizing Presence must make a successful Will save vs. DC 10 + 1/2 the warrior's class level + his Cha-bonus. Opponents that fail their save become Fatigued. Opponents who are already Fatigued suffer -2 Str & Dex ability damage.


Rallying Cry (immunity to conditions)
Requirements: Rallying Cry (negate conditions)
All allies also become immune to sleep, charm & fear until the end of the encounter.


Supreme Commander
Requirements: Tactical Leader, Rallying Cry (negate conditions)
The warlord has becomes an absolute master of the battlefield.
1. The Warlord's battlefield coverage increases to 100' + 20' per level (via inhuman voice and enhanced eyesight & hearing).
2. The warrior and his allies gain Indomitable Soul as bonus feat, even if they would not normally qualify for taking it.






Note: A warrior may, instead of taking a Warcraft, decide to take 1 bonus combat feat and 1 combat associated skill trick (beyond the normal skill-tricks limit). In all cases, he must meet all the prerequisites, alleviated by Combat Training.




Combat Training (Ex)
For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your ability scores as though they were 2 points higher than they actually are at 1st level.
At level 6 and each 5 class-levels thereafter, this bonus increases by +1 (max +5 at level 16).
Furthermore, once per day, a warrior may spend 10 minutes training with a specific weapon he’s not proficient with and gain proficiency with that specific weapon (doesn't apply to other weapons of the same type). This temporary Weapons Expertise (see below) is lost in 2 cases:
- More than 1 day per warrior level has passes since the last time the warrior has trained with the weapon and it was not used in battle.
- The warrior has completed an hour of training with another weapon for the purpose of gaining temporary proficiency.


Bonus Feat (Ex)
Same as the core Fighter.
A warrior automatically qualifies for any Fighter ACF that requires a feat trade. Furthermore, a warrior is not bound to taking an ACF exactly at the stated level. Once the stated level is gained, the said ACF is available from there on.


Combat Edge
Many of the Warrior's abilities provide the indicated values as bonuses to attack, damage, opposed rolls and other aspects (read on).
Writer's Note:

This feature comes instead of all Weapon Focus tree feats (except for Weapon Focus itself).
Since those feats are tagged Fighter-only feats and since I'm aiming for built-in advantage, I consider this a massive improvement, since now feats will not be wasted on stat-improvements that are instead gained automatically.



Weapons Expertise
A warrior starts his career with 3 weapons with which he gains combat advantage over others. Any weapon a warrior chooses for Weapons Expertise gains the indicated bonuses in the Combat Edge column to attack rolls, damage scores and opposed checks (trip, sunder, disarm etc). These bonuses are doubled for all cases that are relevant for Ever Vigilant (see below). At the indicated levels, a warrior may select additional weapons that gain this bonus. Melee weapons benefiting from Combat Edge also gain half the modifier as shield AC bonus.
For the purpose of qualifying for feats and anything else that might be relevant, a warrior counts as having Weapon Focus with all weapons that he's chosen for Weapons Expertise.
Special: Weapons associated with one of a warrior's weapons of choice (belong to the same weapon group a-la UA) gain 1/2 Combat Edge bonuses, rounded down.
Special: A warrior can - instead of a weapon - choose to specialize in the use of a particular shield size, granting it all the bonuses as per weapons (now Sword&Board can actually count for something). A warrior may decide to wield 2 shields, however, in such case, the modifiers of Combat Edge are counted only for one of the shields. (dual-shield-wielding is too cumbetsome to allo double-benefit).
Special: Weapons Expertise may be traded for gaining proficiency with 2 exotic weapons of the warrior’s choice.


Physical Prowess (Ex)
Choose one prowess from the listed below. You gain +1 to all checks detailed for the specified prowess.
At 6th level and every 4 levels thereafter, you get to choose an additional prowess and the bonus to all possesses you possess scales by a cumulative +1.
Applied Force: Strength checks to break or burst items, as well as all Sunder checks.
Honed Defenses: Select one saving throw. You add your Combat Prowess bonus to this saving throw.
Routine Wariness: All initiative checks.
Skills of War: All opposed combat associated skill checks (Bluff, Listen, Sense Motive, Sleight of Hand, Spot, Tumble…) and ability-based checks.
Survival Training: All ability checks and skill checks associated with survival, such as Balance checks made to avoid falling when balancing or moving through rough terrain, avoiding nonlethal damage from a forced march, resisting drowning etc.


Combat Focus and its derivatives (Ex)

Combat Focus (Maintain/Expend)
Starting at 3rd level, a warrior gains enhanced combat readiness and combat-oriented frame of mind.
Combat Focus activates automatically the instance a warrior is aware of immediate danger.
Combat Focus lingers for the entire encounter, unless the warrior expends it or loses it due to conditions. Any condition that disables the warrior, totally prevents him from taking willful action or hampers his determination (e.g. fascinated, panicked, paralyzed... etc) also causes him to lose his Combat Focus.
As long as Combat Focus is active, the warrior gains his Combat Edge bonus to all saves.
A warrior can enter and leave Combat Focus outside of combat as a free action, for a total of [5 rounds + 1 round / level] within a given 10 minutes period (you can't remain constantly on your toes).
Also, as a swift/immediate action, a warrior can voluntarily end his focus to gain a bonus to a single d20 roll (save, attack roll, ability check, level check, etc) equal to 1/2 his class level. He may choose to do so after learning the result, possibly changing a failed result into a successful one.
If Combat Focus is lost due to conditions, it returns at the beginning of the warrior's next combat-turn to come after the last of them has ended. If it is expended voluntarily during the warrior's turn, it is regained automatically at the beginning of the warrior's next turn. If it is expended voluntarily as an immediate action, it is regained automatically once the warrior's next turn has ended.
As a warrior gains levels, new benefits are gained that are based on this feature. These benefits either derive from Combat Focus' maintained state or by expending it to traverse obstacles that would cripple others or perform tasks that are beyond the capabilities of others.

Ever Vigilant (Maintain)
Starting at 5th level, while benefiting from Combat Focus, the warrior gains his Combat Edge score as bonus to the following:
- Listen & Spot checks
- Attack rolls when making AoOs and when attacking targets that are flanked, flatfooted or lose their Dex-bonus to AC for any other reason.

Second Wind (Expend)
Starting at 7th level, by expending his Combat Focus as a free action, the warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

Tide of Battle (Expend)
By 9th level, the warrior has learned to flawlessly place himself where he is most needed in combat or at the end of a charge.
As an immediate action, he may expend his Combat Focus to take a 5'-step. This is in addition to any other movement he takes during his turn, even another 5'-step.
As a swift action, he may expend his Combat Focus to take a single move action (except when spending his entire combat-turn running).
Also, the warrior may act as if he had readied an action, by expending his Combat Focus as an immediate action, subject to the normal rules for readied actions.

Veteran's Grit (Maintain)

An 11th level warrior is a hard target to take down and even harder to take out of a situation.
During Combat Focus, the warrior gains Fast Healing 3.
Furthermore, As long as the warrior benefits from Combat Focus, even after succumbing to attacks, spell effects or supernatural abilities that cause conditions, the warrior is able to partially or totally shrug them off.
When he's subjected to one of the following conditions, replace his condition with the condition one cell to the right on the table.


ConditionBecomes...Becomes...Becomes...Becomes
Cowering Panicked Frightened Shaken None
Paralyzed Stunned Dazed Dazzled None
Blown away Knocked Down Checked None
Fascinated Dazed Dazzled None
Blinded Dazzled None
Nauseated Sickened None
Exhausted Fatigued None
Slowed Entangled None
Ability Drained Ability Damaged None

Note: Veteran's Grit takes effect for existing conditions as well as conditions suffered during Combat Focus, but no condition is affected more than once.
Special: Veteran's Grit applies to conditions forced upon the warrior by others. It doesn't apply to self-imposed conditions (such as Fatigued condition taken when exiting Rage).


Action Without Thought (Maintain/Expend)
While benefiting from Combat Focus, if a 13th level warrior is subject to a Mind-Afflicting effect, the effect is delayed for 1 round per Warrior level, or until it's expended (whichever comes first). He can choose to end his Combat Focus as an immediate action to thwart a single mind-afflicting effect altogether. Multiple effects cannot be delayed via Action Without Thought, but while an effect is delayed, the warrior knows of its nature and may choose to succumb to it and focus on a new effect, hoping his gamble was worthwhile and the latter is more severe.

Battleshaper (Expend)
A 15th level warriors gain an extra swift or immediate action every combat round (meaning, in a single combat round you can either take 2 immediate actions, 2 swift actions, or 1 immediate action and 1 swift action).
Each round, you have the option of performing one of the following:
- You can trade an immediate action and your Combat Focus to gain an extra move action.
- You can trade a swift action and your Combat Focus to gain an extra standard action.

Find the Mark (expend)
A 17th level warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his target's armor.
As a swift action, the warrior can expend his Combat Focus to gain his Combat Edge bonus on all attack & damage scores until the beginning of his next turn. Alternatively, he can make but a single attack as a standard action, but resolve it as a touch attack.

Combat Supremacy (Maintain/Regain)
A 19th-level warrior, except for actively expending Combat Focus or losing it due to conditions, is in a constant state of Combat Focus.
Furthermore, once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a free action - but no sooner than when the action that triggered the expenditure of Combat Focus is completed.
In addition, during Combat Focus, the warrior enjoys 3 benefits:
- As long as the warrior is on his feet (or otherwise when his movement is unhindered), he's never surprised, never flat-footed, and cannot be flanked.
- The warrior never provokes AoOs for attacking, performing a combat maneuver or moving unhindered. This ability is not in effect when confronting an opponent that exceeds his Warrior level by 4 levels or more (if such thing ever happens).
- Any attack against the warrior provokes an AoO, unless the attacker is another warrior of level-19 or higher.



Combat Adaptation (Ex)


Starting at 4th level, a warrior starts gaining access to combat tricks beyond his training.
The warrior may spend a swift action to gain access to a combat feat to which he meets the prerequisites for 1 round per Con-bonus (minimum 1). To take a feat in such manner, a warrior must have seen it in action at some point in the past.
The warrior may spend a swift action later on during the encounter to replace a chosen feat with another.
At 8th level, a warrior may simultaneously benefit from two feats to which he meets the prerequisites, but must spend separate swift actions to gain them when the need arises. A warrior may even take a temporary feat that has another temporary feat as prereq, as long as he takes them in the appropriate order.
For each 4 levels above 8th, a warrior may simultaneously benefit from one additional feat, as noted above.
The total pool size of such instantly available feats equals [3 + Warrior class level + Int-mod].
Renewal & Replacement: Certain conditions allow a warrior to swap feats in the pool in favor of other feats.
- Whenever a warrior selects a feat from the pool via feat slot, he immediately gains a new feet of his choice to put into the pool.
- A warrior may replace a single feat in the pool via 8 hours of training.
- When leveling, a warrior may replace a single feat in the pool.
- Somewhat meta-gaming, but at the beginning of every gamin session, the player may tell the DM he's replacing a single feat in the pool.
Warcrafts: Whenever the pool size increases, instead of adding a feat, the warrior may replace an existing feat with a warcraft - essentially trading 2 feats for gaining a warcraft.
Just like feats, warcrafts may also be retrained.
Harnessing a warcraft requires a standard action and an investment of 2 adaptation points.
Starting at 12th level, a warrior may spend a full round action to completely re-select all of his Combat Adaptations.





// ==================================================



A final touch for the big picture . . .



Here's the best guide I know of for maximizing what one can do with the core Fighter and feats (http://www.dandwiki.com/wiki/Fighters'_Handbook_By_Dictum_Mortuum_(3.5e_Optimiz ed_Character_Build)).
If it's good enough for the core Fighter, it would be just as useful with my Warrior.


And to allow warriors the option of self-sufficiency vs. “hard targets”, a handful of new feats is required:

Crom’s Hammer
You call upon the blessings of the god of war to imbue your weapon with whatever metallic property you require.
Requirements: Combat Edge +2, Craft (weaponsmith) 2, Knowledge (religion) 2, Pierce Magical Protection, worshiper of the god of war.
Benefits: As a move action that doesn’t provoke AoOs, you make your weapon count as either adamantine, cold iron or silver for the remainder of the encounter. You may repeat the ritual to imbue your weapon with multiple effects.

Dispelling Strike
Requirements: Combat Edge +4, Mage Slayer, Pierce Magical Protection.
Benefits: As a standard action, you can make s single attack with one of your favorite weapons against a target creature, object or area that's affected by magical effect(s). If your attack hits, you deal damage as normal (when relevant) and the target is affected by Dispel Magic as if by a caster of a level equal to your Warrior level.
Each time you use this power, you take -1 Con ability burn

Dust of the Damned
You have learned an ancient battle ritual that taps into otherworldly forces and allows you to strike true against incorporeal opponents by reciting a long-forgotten war chant as you fight. This feat was originally created in ancient times, to allow warrior heroes to do battle against Ghosts. The end result turned out to be effective against all incorporeal opponents.
Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical Protection
Benefits: As a standard action that provokes AoOs, you may recite the chant you have learned. For the remainder of the encounter, your weapon is enhanced with the Ghost Touch property.
Each time you use this power, you take -2 Con ability burn

Force Breaking Strike
Your unique combat observation, offensive training and heavy experience in dealing with spellcasters grant you insight to find seemingly nonexistent vulnerabilities in continuous force effects.
Requirements: Warrior level 17th, Spellcraft 4 ranks, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
Benefits: By spending your extra swift action, you may augment your 'Find the Mark' option to make your attack count as Disintegrate spell for the purpose of dispelling a continuous force effect.
Each time you use this power, you take -3 Con ability burn

Breach All Barriers
This is the point where the warrior becomes a neigh unstoppable force.
Requirements: Spellcraft 7 ranks, Force Breaking Strike
Benefits: You may issue a Force Breaking Strike as a full round action to shatter any magical barrier in a single blow. This does not make you immune to any backlash that barrier might carry (e.g. Prismatic Wall).

Incite Rage
Requirements: Cha 19, Tireless Rage Warcraft, Battlefield Commander warcraft.
Benefits: When you enter a rage, you can incite rage in any or all allies within 60' (any ally who doesn’t wish to become enraged is unaffected).
An ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as you remain raging.
The rage of affected allies lasts a number of rounds equal to 3 + their Con-mod, regardless of whether they remain within 60' of you.
This is otherwise identical to normal Rage (including the fatigue at its end).

nonsi
2014-05-27, 12:13 PM
.

Class: Rogue


Preface

The concept of the Rogue is one that I like – a lot. It stands for the support guy that uses subtlety and his wits rather than direct brute force.
My problem with the core Rogue is that it’s actually quite boring and not Rogue-ish enough.
It has ten class features that basically amount to one and the designers didn’t take it far enough as the party’s skillmonkey.
The core Rogue also carries a lot of baggage from earlier editions.

So, given that it’s long overdue for this archetype to gain some love and respect, here’s how I think it should be designed.



Hit Die: d8

Table: The Rogue

Saves
LevelBABFRWSpecial
1st+0+0+2+0Improvisation, Rogue's Expertise (1st), Rogue's Knack
2nd+1+0+3+0Special Ability, Skill Savvy
3rd+2+1+3+1Sneak Attack
4th+3+1+4+1Special Ability, Skill Savvy (2 / encounter)
5th+3+1+4+1Cunning Breach
6th+4+2+5+2Special Ability, Skill Savvy
7th+5+2+5+2Rogue's Expertise (2nd)
8th+6+2+6+2Special Ability, Skill Savvy (3 / encounter)
9th+6+3+6+3Sudden Strike
10th+7+3+7+3Special Ability, Skillful Intuition
11th+8+3+7+3Insightful Surge
12th+9+4+8+4Special Ability, Skill Savvy (4 / encounter)
13th+9+4+8+4Rogue's Expertise (3rd)
14th+10+4+9+4Special Ability, Skill Savvy
15th+11+5+9+5Death Blow
16th+12+5+10+5Special Ability, Skill Savvy (5 / encounter)
17th+12+5+10+5Cunning Brilliance
18th+13+6+11+6Special Ability, Skill Savvy
19th+14+6+11+6Rogue's Expertise (4th)
20th+15+6+12+6Special Ability, Natural Skill-Trickster




Class Features


Class Skills and Skill Points: Same as the core Rogue, plus the Rogue also has Knowledge (dungeoneering) as class skill.

Weapons and armor proficiencies: Rogues are proficient with all Simple & Martial Light Melee weapons, as well as all Simple range weapons. They’re also proficient with light armor and buckler.



Improvisation (Ex)
Rogues have a keen ability to adapt to nearly any situation.
A rogue has a number of Improvisation points equal to twice his class level.
A rogue's improvisation pool automatically resets at the beginning of each encounter.
Whenever a rogue makes a d20 roll, he may choose to spend so many Improvisation points to gain an equal bonus to his roll.
Improvisation can never grant a bonus to any single roll higher than 1/2 the rogue's class level rounded up.
Improvisation may be used once per round at most.
Improvisation may not be applied vs. opponents that gain the advantage of surprised vs. the rogue, or of which the rogue is unaware.


Rogue's Expertise (Ex)
Rogues are the kind of people that often get themselves into a lot of trouble. To survive out in the streets, they need to either outmaneuver the people they offend, get in and out of places where they cannot be chased, become undetectable, or fast-talk their way out of trouble.
At the beginning of his career, and again at levels 7 / 13 / 19, a rogue chooses one of four fields of expertise. This choice grants the rogue 4 automatic ranks in 4 specific skills. In addition, the rogue gains a specific associated special ability. If upon taking an expertise, one of its skills is to result in more ranks than the maximum allowed by the character's level, the excess ranks are instead to be invested in other skills as the rogue sees fit.
The 4 expertise are:
Acrobat:
- Skills: Balance, Climb, Jump and Tumble.
- Associated Ability: Acrobatic Skill Mastery: The rogue may take 10 on all Balance, Climb, Jump and Tumble checks, even when rushed or distracted.
Burglar:
- Skills: Disable Device, Escape Artist, Search and Sleight of Hand
- Associated Ability: Quickfingers. As given for the Dungeonscape Rogue ACF of the same name.
Manipulator:
- Skills: Bluff, Diplomacy, Intimidate and Sense Motive
- Associated Ability: Innuendo. The rogue gains all benefits described for the Beguiler in the “Dead Levels II (http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x)” article. All benefits are gained to maximum effect from the get-go.
Stalker:
- Skills: Hide, Listen, Move Silently and Spot
- Associated Ability: Surprise Attack. During a surprise round, opponents are always considered flatfooted to you, even if they have already acted. You are never flatfooted after you act - even when attacked by someone with this ability.

Writer's Note:

I never liked the Trapfinding feature, because it makes no sense whatsoever. According to the core rules, someone with 15 ranks, skill focus and skill mastery in both Disable Device & Search could not deal with traps that a 1st level rogue with but a single rank in Disable Device could. This extra baggage should never have been carried along to 3e from its predecessors - and now there's no reason to. Anyone can deal with traps, but only rogues can do so masterfully.



Rogue's Knack (Ex)
When making any skill check, a rogue may use ½ his rogue level (rounded up) in place of the number of ranks he has in that skill. A rogue cannot use this ability on a skill that cannot be used untrained if he has no ranks in it.
Furthermore, a rogue's regular skill-tricks-limit is increased to 1/class level.


Special Ability (Ex)

Throughout their adventuring career, rogues develop special talents that aid their stealth, agility, survivability and offensive prowess.

Bonus Feat
Instead of choosing a special ability, a rogue may choose any feat to which he qualifies for from the following list:
Acrobatic Strike, Adaptive Flanker, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Dodge, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.

Acrobatic Stride
Requirements: BAB +4.
The rogue can run or charge in situations where others cannot.
He may run or charge over difficult terrain that normally slows movement or allies blocking his path.
This ability enables him to run down steep stairs, leap down from a balcony, or tumble over tables to get to his target.
Depending on the circumstance, he may still need to make appropriate checks (e.g. Jump or Tumble checks) to successfully move over the terrain.
In addition, when running or charging, the rogue may make any number of up to 45-degrees direction shifts and a single 90-degrees direction shift, so long as the final 10' (if he wishes to execute a Charge attack) are taken in a straight line.

Ambidextrous
Requirements: TWF feat, BAB +6.
The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.

Bleeding Attack
Requirements: SA.
A rogue with this ability can cause living opponents to bleed a number of HP/round equal to SA-dice sacrificed until the bleeding is stopped.
Bludgeoning weapons cannot be used to render an opponent bleeding.
Bleeding can be stopped with a DC 15 Heal check (retries allowed), a cure spell or 1d4 rounds after the target doesn’t take strenuous actions (any action that would make someone with 0 HP start losing HP).
Multiple bleeding attacks stack.

Brace for impact
Requirements: Base Ref saves +6.
As an immediate action, the rogue can "move with the punch", cutting dealt damage from an attack by 1/2 and moving away to an adjacent location.

Darkstalker
Requirements: Having taken "Stalker" as primary Rogue's Knack, Rogue level 6, Knowledge (nature) 4, Knowledge (dungeoneering) 4
Benefits: When you hide/sneak, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality.
Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.
Note: I know about the feat of the same name (LoM, p.179). I just think that nullifying all those powerful monster abilities by just anyone with no prereqs is way too easy.

Dual Strike
Requirements: BAB +4, TWF feat.
Dual Strike allows the Rogue to strike with his offhand weapon in addition to his main hand weapon as part of a charge or a standard action.

Duelist
Requirements: BAB +6.
A Duelist gains +1 to Hit, +2 to Damage and +2 Shield bonus to AC when fighting with only one weapon and having his offhand free.
This ability can be chosen multiple times, its effects stack.
A rogue may select this special ability once per 4 Rogue levels at most.

Evasion
Requirements: Base Ref +3.
As given for the core Rogue.

Fast Stealth
Requirements: Hide & Move Silently 9 ranks.
As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
Even while running, the penalties diminish by 5

Flank Everywhere
Requirements: Sudden Strike.
You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.
Your ally doesn’t count as flanking (unless he’s actually flanking of course).
Even while running, stealth check penalties diminish by 5.

Fluid Attack
Requirements: BAB + 6.
Make a 5'-step for free after every attack during the rogue’s turn, not counting offhand attacks.

Hide in Plain Sight
Requirements: Bluff 6 ranks, Hide 12 ranks, Move Silently 9 ranks.
As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
Even while running, the penalties diminish by 5

Improved Evasion
Requirements: Evasion and base Ref +7.
As given for the core Rogue.

Improved Flanking
Requirements: BAB +4.
When flanking an opponent, the rogue gains a +4 bonus on attacks instead of a +2 bonus on attacks.
Other characters flanking with the rogue don’t gain this increased bonus.
Improved Flanking stacks with other forms of flanking bonuses.

Improved Sneak Attack
Requirements: Rogue level 6.
The rogue adds 1d6 to his SA damage.
This ability can be chosen multiple times, limited to 1/6th Rogue level. Its effects stack.

Improved Uncanny Dodge
Requirements: Uncanny Dodge and base Ref +6.
As given for the core Rogue.

Ledge Walker
Requirements: Balance 7 ranks.
The rogue may move up to his speed along narrow surfaces without penalty and without provoking AoOs.

Poison Use
Requirements: Dex 15.
As given for the official Assassin PrC.

Shadow Strike
You accurately strike even those you cannot clearly see.
You can deal SA damage against targets with concealment (but not total concealment).

Skill Mastery
Requirements: 10 ranks in each of the selected skill.
As given for the core Rogue.

Slippery Mind
Requirements: Base Will +3.
As given for the core Rogue.

Slow Reactions
Requirements: SA
The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.

Sniper
Requirements: SA, Far Shot feat
Make ranged SAs within a weapon’s 2nd range increment.

Opportunist
Requirements: BAB +6.
As given for the core Rogue.

Trap Spotter
Requirements: Rogue's Expertise: Burglar
Benefit: Whenever a rogue with this talent comes within 10’ of a trap, he receives an immediate Search skill check to notice the trap.
This check should be made in secret by the DM.

Uncanny Dodge
Requirements: Base Ref +4.
As given for the core Rogue.

Wounding Strike
Requirements: SA
Sacrifice SA dice for causing ability damage at a rate of 1 point per d6. The target is entitled to Fort saves to negate the damage. The DC equals 10 + ½ Rogue level + the rogue’s Int-bonus.


Skill Savvy (Ex)
The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
At 2nd level and every even Rogue level thereafter, a rogue gains a bonus skill-trick to which he qualifies. These bonus skill tricks don't cost the rogue any skill-points expenditure and don’t count against the usual limit of skill tricks a character may take.
At levels 4/8/12/16 a rogue is able to use any skill-trick he knows 2/3/4/5 times (respectively) per encounter each, including using the same trick multiple times in a row.
At 20th level the rogue may use any skill trick he knows an unlimited number of times per encounter.


Sneak Attack (AKA “SA”) (Ex)
Starting at 3rd level, a rogue’s attack deals extra damage any time his target would be denied their Dex-bonus to AC (whether the target actually has a Dex-bonus or not), when the rogue flanks his target or when a creature provokes an AoO from the rogue (generally referred to as "unable to properly defend themselves").
SA damage equals 1d6 plus 1d6 per 3 Rogue levels.
SA damage is not multiplied on critical hits.
SA deals 1/2 damage to opponents that are immune to critical hist (i.e. creatures with no discernible anatomies, such as undead, plants, constructs, oozes, elementels, etc), except for swarms, gaseous and incorporeal creatures, which completely ignore SA damage (this one is a result of the following discussion (http://www.giantitp.com/forums/showthread.php?t=202220)).
A rogue must be able to see the target well enough to pick out a vital spot. A rogue cannot sneak attack while striking a creature with concealment.
Melee SA is applicable with light and finesseable weapons only, while carrying no more than light load (writer’s note: I want to promote the notion that rogues travel light and are generally less conspicuous).
Ranged attacks can count as SA only if the target is at close range (within the weapon’s range increment).
With a sap (blackjack) or an unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. Nonlethal SA damage is also applicable with weapons that deal lethal damage, taking the usual -4 penalty.
SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage, meaning area/drain/splash/elemental damages are inapplicable for SA (those are diametric opposites of precision).
5 ranks in Heal add an additional 1d6 to SA damage against the rogue’s Heal-related group of creatures.
At 3rd level, only the first attack against an opponent counts as SA (see Sudden Strike later on).
Special: SA dice can count as improvisation points instead of damage dice. SA Improvisation points allow an extra d20-Improvisation-modifier (there are other uses for Improvisation detailed below) vs. your SA target and must be utilized before the beginning of your next turn. This special usage of Improvisation allows the rogue to lower the target's next attack roll, damage score, skill check, saving throw or power/spell DCs.


Cunning Breach (Ex)
Starting at 5th level, a rogue’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach their defenses.
By spending 2 improvisation points as a free action, the rogue can ignore a single target’s SR and DR for 1 round.


Sudden Strike (Ex)
Starting at 9th level, every attack a rogue makes against opponents that are unable to properly defend themselves is a SA.
When making a SA, the rogue gains a +2 attack bonus (+4 vs. unwary targets).
When a rogue is unobserved (invisibility/total concealment/...), a successful SA made as a full round action counts as Coup de Grace. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.


Skillful Intuition (Ex)
A 10th level rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.


Insightful Surge (Ex)
An 11th level rogue can call upon the wealth of his experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 improvisation points the rogue or an ally within 45' can take an extra standard action during a round.
A rogue may only use this ability once per round but he may use it even when it isn't his turn.


Death Blow (Ex)
Starting at 15th level, a rogue may perform Coup de Grace attempts as a standard action against opponents that are unable to properly defend themselves (which is also a SA).


Cunning Brilliance (Ex)
At 17th level, a rogue becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allow him to duplicate almost any ability he witnesses.
Three times per day, by spending 3 improvisation points as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Rogue level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Rogue level. Improved (Ex) abilities (such as Improved Shield Ally) require 6 improvisation points. Features with double improvements (e.g. Tireless Rage) require 9 uses.
For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.


Natural Skill-Trickster (Ex)
From this point and on, the rogue needs not spend skill points to learn a skill trick. He also regains all skill points previously invested into skill-tricks (if any).








Rogue Variant: Jester


To be a Jester is to see the joke in every tragedy. For them, life's a party, and most poor bastards are not invited.
They live hard, play hard, and laugh hard knowing that at any moment their life might be cut short by an uncaring world.
A jester is a rogue that trades significant combat prowess for manipulation and trickery.
Jesters may play at being buffoons, but each is a student of life and of people, and they understand not only what makes people laugh, but what makes them cry.
As adventurers, they often appreciate baubles and magical trinkets as much as anyone else, but their main goal is to have fun. When fighting enemies, their sense of humor takes a macabre and dark turn, becoming cruel and vicious to better demoralize their foe.
As followers of the Laughing God Who Has No Temples, they are generally disrespectful atheists who wander the world looking for excitement and amusement, righting wrongs or committing crimes as the mood takes them.


Alignment: Any Chaotic


Table: The Jester

Saves
LevelBABFRWSpecialReplaced Rogue Feature(s)
1st+0+0+2+0 Laugh It Off, Bag of Tricks, Harlequin's Mask, Taunt Improvisation, Rogue's Expertise (1st), Rogue's Knack
2nd+1+0+3+0 Special Ability, Skill Savvy
3rd+2+1+3+1 Sneak Attack
4th+3+1+4+1Special Ability, Skill Savvy (2 / encounter)
5th+3+1+4+1 Cruel Comment Cunning Breach
6th+4+2+5+2Special Ability, Skill Savvy
7th+5+2+5+2 Punchline Rogue's Expertise (2nd)
8th+6+2+6+2Special Ability, Skill Savvy (3 / encounter)
9th+6+3+6+3Sudden Strike
10th+7+3+7+3Special Ability, Killer Clown Skillful Intuition
11th+8+3+7+3 Last Trick Insightful Surge
12th+9+4+8+4Special Ability, Skill Savvy (4 / encounter)
13th+9+4+8+4 Jack-in-the-Box King (3rd) Rogue's Expertise
14th+10+4+9+4Special Ability, Skill Savvy
15th+11+5+9+5Death Blow
16th+12+5+10+5Special Ability, Skill Savvy (5 / encounter)
17th+12+5+10+5 Annoy the Gods Cunning Brilliance
18th+13+6+11+6Special Ability, Skill Savvy
19th+14+6+11+6 Grandmaster of Comedy Rogue's Expertise (4th)
20th+15+6+12+6Special Ability, Eternal Trickster Natural Skill-Trickster




Laugh It Off (Ex)
Fate protects fools and little children, and Jesters certainly adopt the role of fools.
A Jester add his Cha-bonus as a morale bonus to his saves (once over), capped by 1/2 his Jester level, rounded up.
Furthermore, a jester's fatalistic and sarcastic view of life renders him immune to Fear, Charm, Confusion & Insanity effects of all kinds.


Bag of Tricks
Jesters start their career with 4 bonus ranks in Bluff, Craft (trapmaking), Disguise, Intimidate, Perform (comedy) & Sleight of Hand.


Harlequin's Mask (Ex)
As long as a Jester's face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he gains +2 to all Bluff, Disguise, Intimidate & Perform (comedy) checks, as well as well as Feint checks.
This bonus increases to +3/+4/+5 at levels 7/13/19 respectively.


Taunt
Jesters start their career with Taunt as bonus feat (see post #9), even without meeting the prerequisites.


Cruel Comment (Ex)
At 5th level, the Jester has learned to say extremely funny but hurtful things about others.
As a swift action, the Jester can make a Bluff check opposed by the target's [d20 + level + Wis-bonus] check.
If the target fails loses, it suffers a -4 to attack rolls, saves, and all other d20 checks until 3 rounds have passed.
A target may not be targeted by Cruel Comment more than once per encounter, and this ability may be used only once every other round.
Cruel Comment is a language-dependent compulsion effect. The jester may overcome language barrier by using sound imitations, pantomime or other rudimentary comedic techniques. This reduces the DC of this power by -2.


Punchline (Sp)
At 8th level, a jester may attempt to cause a taunted target to start laughing hysterically out of sheer frustration.
Goading someone in this manner functions exactly like hideous laughter spell.
Punchline is a language-dependent compulsion effect. The jester may overcome language barrier by using sound imitations, pantomime or other rudimentary comedic techniques. This reduces the DC of this power by -2.


Killer Clown (Su)
At 10th level, so long as he meets the requirements of his Harlequin's Mask ability, the Jester can make a special Intimidate check as a move action.
If successful, this check causes the enemy to suffer the panicked condition for one round per Jester level.
The victim is allowed a new saving throw each round to break the effect.
This is a mind-affecting fear effect.


Last Trick (Ex)
At 11th level, the Jester can turn even his death into a joke.
Any time the Jester is killed or knocked unconscious, he gains one "last-effort" standard action.


Jack-in-the-Box King (Sp)
Twice per day, a 13th level Jester may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.


Annoy the Gods (Su)
As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor.
Any time a 17th level Jester has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.


Grandmaster of Comedy (Ex)
A 19th level jester masters such legendary display of comedy that it could lead to the demise of an entire army.
Once per 24 hours, the jester can spend a standard action to deliver the effect of a hideous laughter spell vs. all opponents at up to medium range and having line of sight with the jester.
Opponents that make the save realize that the joke is on them and must make another save or becomes victims of Cruel Comment. When performing to entertain an audience, the jester may exclude this secondary effect.


Eternal Trickster (Su)
At 20th level, the Jester can become a personification of The Laughing God Who Has No Temples.
While meeting the requirements of his Harlequin's Mask ability, he does not age and is under the effect of a mind blank.

nonsi
2014-05-27, 12:14 PM
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Class: Priest


Preface

One thing that has bothered me about clerics for the longest time, was that in terms of game mechanics, they’re virtually identical despite serving vastly different deities. You could have a cleric of Pelor, a cleric of Vecna, and a cleric of Hextor and the only readily notable difference would be the color of their garments and the shape of their holy symbol.
To that, add solid inherent combat capabilities, heavy armor and buffs galore, and it's plain to see why this class needs a massive overhaul.



Alignment: Must be within one step of their deity’s.

Hit Die: d6

Table: The Priest

Saves
LevelBABFRWSpecial
1st+0+2+0+2Channeling, Deity’s Domains, Domain of Choice, Spell Talisman
2nd+1+3+0+3Divine Gift
3rd+1+3+1+3Turn or Rebuke Undead
4th+2+4+1+4Divine Gift
5th+2+4+1+4Divine Resilience
6th+3+5+2+5Divine Gift
7th+3+5+2+5Bonus Domain
8th+4+6+2+6Divine Gift
9th+4+6+3+6Atonement
10th+5+7+3+7Divine Gift
11th+5+7+3+7Rising Church (followers)
12th+6+8+4+8Divine Gift
13th+6+8+4+8Bonus Domain
14th+7+9+4+9Divine Gift
15th+7+9+5+9Ghostbane Blessing
16th+8+10+5+10Divine Gift
17th+8+10+5+10Divine Cohort
18th+9+11+6+11Divine Gift
19th+9+11+6+11Bonus Domain
20th+10+12+6+12Divine Gift, Divine Ascension




Class Features:


Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion, the plains), Profession, Sense Motive and Spellcraft.
Skill Points Per Level: 4 + Int-mod


Weapons and armor proficiencies: Priests are proficient with all Simple Light and 1-H weapons, with all Simple range weapons, as well as with their deity’s signature weapon(s). They’re also proficient with medium armor and light shield.



Channeling
Good-aligned priests channel positive energy, while evil-aligned priests channel negative energy. Neutral priests much choose whether to channel positive or negative energy. This choice determines which spell list they use and whether they turn or rebukes undead.
Spells: A priest casts divine spells, which are drawn from the appropriate priest spell list – Positive Energy or Negative Energy – based on which energy type he channels (see below). Priests’ spellcasting is Cha-based.
Special: Given that:
1. The Priest has a fixed spell list.
2. Domain spells often overlap with the core list.
3. In some cases (read on), a priest doesn’t have access to certain spells.
Then:...
Whenever (2) or (3) occur, a priest may choose another spell from the core Cleric’s spells (including from SC) instead.

Priest Spells


0 Level Priest (+) Spells (Orisons)
• Create Water: Creates 2 gallons/level of pure water.
• Cure Minor Wounds: Cures 1 point of damage.
• Detect Magic: Detects spells and magic items within 60 ft.
• Light: Object shines like a torch.
• Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
• Read Magic: Read scrolls and spellbooks.

1st Level Priest (+) Spells
• Bless: Allies gain +1 on attack rolls and saves against fear.
• Bless Water (M): Makes holy water.
• Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
• Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
• Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd Level Priest (+) Spells
• Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
• Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
• Consecrate (M): Fills area with positive energy, making undead weaker.
• Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
• Spiritual Weapon: Magic weapon attacks on its own.

3rd Level Priest (+) Spells
• Create Food and Water: Feeds three humans (or one horse)/level.
• Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
• Dispel Magic: Cancels spells and magical effects.
• Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
• Searing Light: Ray deals 1d8/two levels damage, more against undead.

4th Level Priest (+) Spells
• Death Ward: Grants immunity to death spells and negative energy effects.
• Dismissal: Forces a creature to return to native plane.
• Divination (M): Provides useful advice for specific proposed actions.
• Imbue with Spell Ability: Transfer spells to subject.
• Restoration: Restores level and ability score drains.

5th Level Priest (+) Spells
• Commune (X): Deity answers one yes-or-no question/level.
• Disrupting Weapon: Melee weapon destroys undead.
• Flame Strike: Smite foes with divine fire (1d6/level damage).
• Hallow (M): Designates location as holy.
• Raise Dead (M): Restores life to subject who died as long as one day/level ago.

6th Level Priest (+) Spells
• Banishment: Banishes 2 HD/level of extraplanar creatures.
• Blade Barrier: Wall of blades deals 1d6/level damage.
• Dispel Magic, Greater: As dispel magic, but up to +20 on check.
• Heal: Cures 10 points/level of damage, all diseases and mental conditions.
• Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

7th Level Priest (+) Spells
• Control Weather: Changes weather in local area.
• Dictum or Word of Chaos: Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
• Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
• Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
• Resurrection (M): Fully restore dead subject.

8th Level Priest (+) Spells
• Antimagic Field: Negates magic within 10 ft.
• Cloak of Chaos or Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
• Discern Location: Reveals exact location of creature or object.
• Earthquake: Intense tremor shakes 80-ft.-radius.
• Holy Aura (F): +4 to AC, +4 resistance, and SR 25 against evil spells.

9th Level Priest (+) Spells
• Heal, Mass: As heal, but with several subjects.
• Heavenly Host SC: Summon heavenly assistants.
• Miracle (X): Requests a deity’s intercession.
• Storm of Vengeance: Storm rains acid, lightning, and hail.
• True Resurrection (M): As resurrection, plus remains aren’t needed.



0 Level Priest (-) Spells (Orisons)
• Create Water: Creates 2 gallons/level of pure water.
• Daze: Humanoid creature of 4 HD or less loses next action.
• Detect Magic: Detects spells and magic items within 60 ft.
• Inflict Minor Wounds: Touch attack, 1 point of damage.
• Light: Object shines like a torch.
• Read Magic: Read scrolls and spellbooks.

1st Level Priest (-) Spells
• Bane: Enemies take -1 on attack rolls and saves against fear.
• Curse Water (M): Makes unholy water.
• Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
• Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
• Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd Level Priest (-) Spells
• Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
• Spiritual Weapon: Magic weapon attacks on its own.
• Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
• Desecrate (M): Fills area with negative energy, making undead stronger.
• Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).

3rd Level Priest (-) Spells
• Animate Dead (M): Creates undead skeletons and zombies.
• Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
• Contagion: Infects subject with chosen disease.
• Dispel Magic: Cancels spells and magical effects.
• Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).

4th Level Priest (-) Spells
• Death Ward: Grants immunity to death spells and negative energy effects.
• Dismissal: Forces a creature to return to native plane.
• Divination (M): Provides useful advice for specific proposed actions.
• Poison: Touch deals 1d10 Con damage, repeats in 1 min.
• Restoration: Restores level and ability score drains.

5th Level Priest (-) Spells
• Commune (X): Deity answers one yes-or-no question/level.
• Flame Strike: Smite foes with divine fire (1d6/level damage).
• Raise Dead (M): Restores life to subject who died as long as one day/level ago.
• Slay Living: Touch attack kills subject.
• Unhallow (M): Designates location as unholy

6th Level Priest (-) Spells
• Banishment: Banishes 2 HD/level of extraplanar creatures.
• Blade Barrier: Wall of blades deals 1d6/level damage.
• Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
• Dispel Magic, Greater: As dispel magic, but up to +20 on check.
• Harm: Deals 10 points/level damage to target.

7th Level Priest (-) Spells
• Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
• Control Weather: Changes weather in local area.
• Destruction (F): Kills subject and destroys remains.
• Dictum or Word of Chaos: Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
• Resurrection (M): Fully restore dead subject.

8th Level Priest (-) Spells
• Cloak of Chaos or Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
• Create Greater Undead (M): Create shadows, wraiths, spectres, or devourers.
• Discern Location:[/b] Reveals exact location of creature or object.
• Earthquake: Intense tremor shakes 80-ft.-radius.
• Unholy Aura (F): +4 to AC, +4 resistance, and SR 25 against good spells.

9th Level Priest (-) Spells
• Energy Drain: Subject gains 2d4 negative levels.
• Hellish Horde SC: Summon hellish assistants.
• Implosion: Kills one creature/round.
• Storm of Vengeance: Storm rains acid, lightning, and hail.
• True Resurrection (M): As resurrection, plus remains aren’t needed.




Domains
A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A priest selects 3 domains — 2 normally granted by his deity, and an extra domain that must be “approved” by his deity, and thus must not conflict with his deity’s tenet. A priest of Pelor couldn’t pick the Death domain, for instance, but Strength is acceptable.


Spell Talisman
Once per day, at the culmination of his daily prayer for spells, a priest can store divine spells directly into his holy symbol. He can have up to [1 + 1/2-class-level + Wis-mod] spell-levels stored in this manner and have them activated as a silent move action, by firmly presenting his holy symbol.


Divine Gift
At 2nd level, and every subsequent even-numbered level, a priest may chose one priest spell from the core Cleric spell list and add it to his spell list. The chosen spell must be of a level he could normally cast.
ACF: Gift of Arcana: If you revere a deity that strongly represents magic (e.g. Boccob, Mystra, Wee Jas etc) and you have taken the Magic domain, then whenever you gain Divine Gift as a class feature, instead of choosing a divine spell, you may selects a spell from the Mage spell list that is at most one level lower than the highest-level Priest spell you can cast. You gain this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes.


Turn or Rebuke Undead (Su)
Beginning at 3rd level, a priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. Priests who channel positive energy turn undead, and those who channel negative energy rebuke undead.
A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.


Turning Undead
All undead within 60' must make a Will save, with a DC of 10 + 1/2 Priest level + Charisma modifier. They gain a bonus on this save equal to their Turn Resistance. On a failure, they are turned, with varying effects based on how many hit dice they have relative to the priest’s level + Cha-mod:


Hit DieEffect
1/2 level or fewerInstantly destroyed
(1/2 level +1) to levelPanicked for 1d4 rounds, and frightened for 1 minute
(Level + 1) to (level + Cha-bonus)Frightened for 1d4 rounds and shaken for 1 minute
(level + Cha-bonus + 1) or highershaken for 1d4 rounds


Rebuking Undead
Rebuking Undead works identically to turning undead, but creatures that would be destroyed are instead dominated. At any one time, a priest may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

Priests who channel opposite energies may attempt to counter each other's turn or rebuke attempts. Doing so works just like casting dispel magic, using their Priest level + charisma modifier in place of CL check. Priests may attempt to break each other's control over turned or rebuked undead in the same manner.


ACF: Blast the Infidels
Instead of undead, the character’s turning power affects Humanoid, Monstrous Humanoid, Fey and Giant types. To be affected, a target creature has to be of opposing alignment (all extreme alignments - LG, CG, LE, CE - are opposed to TN) or faith (deities in conflict with patron deity, or opposing philosophy).

ACF: Rebuke Dragons [Knowledge (arcane) 2, must revere a draconic deity]
You gain Draconic as bonus language and the ability to rebuke or command dragons (DrM, p 14).
Special: Standard priests and Clerics (variant Priest - see below) may select this ACF, but other Priest variants may not.



Divine Resilience (Ex)
Priests’ dealings with divine powers strengthens their physical resilience vs. corrupting effects.
A 5th level priest gains a +4 sacred/profane bonus to resist all corrupting effects (poison, disease (magical & mundane), ability drain/damage, Energy Drain etc).


Atonement (Sp)
Beginning at 9th level, a priest may use atonement once per week as a spell-like ability. The casting time is reduced to 5 rounds, and he does not need to provide the focus or pay an XP cost. If the XP cost would normally be mandated, the subject must undertake a quest or some other sort of penance on behalf of the deity before the benefits of the atonement spell take effect.


Rising Church
At 11th level, a priest gains the benefits of the Leadership feat, with the following exceptions:
His leadership score is equal to his Priest level plus his inherent charisma modifier (i.e. before any temporary bonuses or magic items), and he receives twice as many followers as normal.
However, instead of a single cohort of the given level, the priest gains 3 cohorts of up to ½ the given level.
At 12th level, the number of followers is doubled, at 13th it triples and so on.
The number of cohorts increases by 1 with each 3 levels passed 11th.


Ghostbane Blessing (Su)
A 15th level priest’s meddling with the divine grants him power over creatures out of this world.
The priest can augment the nature of his Turn/Rebuke Undead power to aid fight off incorporeal horrors.
Instead of turning undead, the priest grants all allies within 60’ line of effect (self included) the ability to see ethereal creatures and objects (such as ghosts) as easily as if they were material.
In addition, all allies’ physical attacks and donned armor gain the Ghost-Touch property.
This effect lasts 1 minute.


Divine Cohort (Ex)
At 17th level, a priest's deity sends him a group of three powerful outsiders to serve him. These beings are not dominated or otherwise magically compelled— they serve the priest loyally and will aid him in combat, but they will not obey commands which are self-destructive or radically opposed to their nature. If slain, a replacement arrives 1d6 days later. The type of servant depends on the deity's alignment.
Deities who are neutral on one alignment axis (Good-Evil or Law-Chaos) must pick one or the other-- a NG deity could dispatch a cohort of Couatls or Lillends, while a CN god could grant a cohort of Lillends or Vrocks. A true neutral deity simply picks one of the four options. All cohorts must be of the same type-- a neutral god won't "mix-and-match" from among the available options.
• Lawful Good— Couatls
• Chaotic Good— Lillends
• Lawful Evil— Erinyes
• Chaotic Evil— Vrocks


Divine Ascension (Ex)
At 20th level, a priest is ready to sit at his god’s right-hand side. His type changes to Outsider (native) and he gains 60’ darkvision (or 30’ increase – whichever’s greater, up to 120’) and immunity to sleep, poison, disease and paralysis.







Priest Variants


Not all priests gain rank within their order.
Not all priests belong to an order.
Not all priests revere a deity.
Some priests follow their own moral compass and set of rules.

Each Variant Priest shares many traits and qualities with the standard Priest, and trades some of them to gain others.




Loses:
• Spell Talisman
• Access to 3 domains of choice.
• Atonement
• Spellcasting progression and strain toll degrade and set to match that of the Witch’s primary circle (see below).

Gains:
• Class skills: Jump, Handle Animal, Ride and Swim
• Domains: Selection of any 2 domains from: Community, Destruction, Glory, Strength and War. When Bonus Domain feature is gained, choose from the remaining domains.
• HD: d8
• Med BAB
• Heavy armor proficiency
• Righteous Might: Righteous Might is removed from the spell list, and instead may be activated as a swift action once per day at 9th + once more per 3 levels thereafter.


Note: Not all deities have war priests (DM’s discretion).



Requirements: Must revere a deity associated with thieving & trickery, must take Trickery and Luck domains

Loses:
• Good Fort Save (becomes poor)
• Medium armor
• Shield Proficiency
• Spell Talisman
• Divine Resilience
• Bonus Domains
• Rising Church
• Divine Cohort

Gains:
• Good Ref Save
• Class Skills: the following skills are added as class skills: Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Listen, Move Silently, Search, Spot, Tumble and Use Rope.
• Skill points per level: 6 + Int-mod
• Level 5: Sneak Attack (as the Rogue ability)
• Levels 7, 11, 17, 19: Choose one of the Rogue’s special abilities to which the divine trickster qualifies via class levels & features.
• Level 13: Sudden Strike (as the Rogue ability)



Writer's comment: This is not how I envision the Druid (post #15). However, it's an alternative for players/DMs who might find it more appropriate to regard the Druid as a divine caster and fold it into the Priest class.
Note: Notice that going for this solution kills Trinity Mystic feat, and forces using the alternative Witchcraft rules (see the Witch class; post #18), which is not necessarily a bad thing.


Loses:
• 3 Domains of choice
• Scribe Scroll
• Spell Talisman
• All spells that are not shared by both positive and negative channeling
• Turn/Rebuke undead
• Atonement
• Rising Church
• Ghostbane Blessing
• Divine Cohort
• Divine Ascension


Gains:
• Auto progress of Knowledge (nature)
• Level 1: Nature Sense*, Wild Empathy
• Level 1: You start with Animal & Plant domains.
• Level 1: choose 2 other domains from: Air, Earth, Fire, Water & Weather. Choose from the remaining three at levels 7, 13 & 19. Fill the missing known spells from the Druid list and/or core Cleric spells that are not alignment-associated (player's choice).
• Level 2/4/6/8/10/12/14/16/18/20: Instead of Divine Gift, you may (but are not compelled to) gain a Drift, as specified for the Geomancer PrC (CDiv), gaining access to higher drift stages every 4 levels passed 2nd.
• Level 3: Rebuke Animals & Plant-Creatures
• Level 9: Wild Shape (Animal ; Medium, Small) *
• Level 11: Wild Shape (Large) *
• Level 15: Wild Shape (Vermin) *
• Level 17: Wild Shape (Plant ; Tiny) *
• Level 20: One with the Green*

* Taken from this codex' Druid class.



Requirements: Knowledge (the planes) 4

Loses:
• 3 Domains of choice
• Spell Talisman
• Turn/Rebuke undead
• Atonement
• Rising Church
• Divine Cohort
• Divine Ascension
• Reveres the elements rather than a deity, therefore doesn’t have access to spells related to holy/unholy, undead or spirits (i.e. no Bless Water, Consecrate/Desecrate, Spiritual Weapon, Speak with Dead, Hallow/Unhallow, Commune, Raise Dead, Create/Control Undead, Soul Bind, etc).

Gains:
• Automatic Languages: Aquan, Auran, Ignan and Terran
• Starts with all 4 elemental domains (Air, Earth, Fire and Water)
• May select any spell with the Air, Earth, Fire or Water descriptor (from any list of any official full-caster base class) via Divine Gift or as replacement for banned spells.
• Elemental resistance equal to the elemental adept’s class level + Cha-bonus.
• Class Skills: Knowledge (Geography / nature / the planes), Survival, Swim.
• Level 3: Flaming/Frost/Shock Weapon (may switch element once / round as a swift action), with melee weapons, projectiles and unarmed strikes. This extends to include acid damage.
• Level 9: Plane Shift – travel & return – 1 / day per 5 levels.
• Level 11: Flaming/Icy/Shocking burst Weapon (may switch element once / round as a swift action), with melee weapons, projectiles and unarmed strikes. This extends to include acid damage.
• Level 17: Elemental Transformation (Ex): The elemental adept’s type changes to elemental (native), granting him all the immunities of elementals. Furthermore, the elemental adept no longer needs to eat, drink or breathe. As a standard action, the elemental adept may transform (Su), at will, to (or from) an actual elemental of HD equal to his elemental adept class level. Any spell or power that would drive an elemental to its native plane, instead forces an elemental adept out of true elemental form. An elemental adept in true elemental form may not be turned or rebuked. In true elemental form, an elemental adept loses the ability to cast spells, talk or activate magical devices, and loses access to (or the benefits of) all carried equipment.
• Level 20: Elemental Lord: Once per day, the elemental adept may cast Elemental Swarm or Summon Elemental Monolith as a spell like ability.



Loses:
• 1st level bonus domain
• Turn or Rebuke Undead
• Divine Resilience
• Rising Church
• Divine Cohort

Gains:
• Automatic Languages: Abyssal, Celestial and Infernal
• Class Skills: Decipher Script, Knowledge (history / the planes), Lucid Dreaming and Spellcraft.
• Spells: Consecrate, Speak with Dead, Dispel Evil and Raise Dead.
• Level 3: Turn Spirits * (The energies of this power do not heal the living)
• Level 3: Detect Spirits * (see the Spirit Shaman (CDiv))
• Level 5: Immune to fear, charm & possession
• Level 11: Exorcism (see the Spirit Shaman (CDiv)). Each attempt costs 1 use of Turn Spirits. An Exorcist can bypass this cost if he has the target immobilized and conducts a ritual that takes [10min + 1min/HD of the possessing spirit].
• Level 17: Retributive Possession

Note: The term “Spirit” includes any of the following:
• All incorporeal undead & outsiders
• All fey
• All elementals
• Creatures in astral form or with astral bodies (but not creatures physically present on the Astral plane)
• All creatures with the spirit subtype - including spirits that are possessing another being.
• Spiritfolk and Telthors (see Unapproachable East)
• Spirit creatures created by spells like Dream Sight and Wood Wose (see CDiv, chapter 7)

Retributive Possession (Su)
Whenever an incorporeal spirit attempts to possess the Exorcist, he’s entitled to a save vs. possession (even though he’s immune to possession). If successful, the spirit is trapped within his body, where it is harmless. He can retain in this manner a number of spirits whose total HD does not surpass twice his Priest level, and no single spirit can exceed his own HD.
The Exorcist can affect the spirit trapped within him with appropriate spells.
Alternatively, the Exorcist can send the creature into an object of his choosing by touching it, which comes to life as the Animate Object spell, but is permanent until the spirit succeeds on an opposed class level check ([d20 + HD + Cha-mod] vs. [10 + Exorcist’s class-level + Cha-mod]). It may attempt an opposed check once every 24 hours, with a cumulative -1 penalty per failure. The HD of the animated object cannot exceed the possessing spirit. It can be driven into any object within that limitation. The Exorcist may release the spirit at any time.



Requirements: Heal 4. Domains: Must channel positive energy; Must take the Healing domain at 1st level.

Loses:
• Spell Talisman
• Medium armor
• Shields
• Divine Gift – all of them
• Rising Church
• Divine Cohort

Gains
• HD: d8
• Level 1: Lay On Hands
• Level 1: Healer's Intuition
• Level 2+: Mercy
• Level 11: Reach Healing
• Level 17: Beacon of Healing
• Level 20: Shallow Grave


Lay On Hands (Su)
A Healer's most iconic feature is his ability - beyond spells - to effortlessly cure wounds.
A Healer can use this ability a number of times per day equal to [Wis-mod + 1/2 Healer class level (round fractions up)].
With one use of this ability, a Healer can heal [Wis-mod (min 1) * class-level] HP.
Using this ability is a standard action, unless the Healer targets himself, in which case it is a swift action.
Alternatively, a Healer can use this healing power to deal damage to undead creatures. Using lay on hands in this way is a part of a successful melee touch attack and doesn't provoke AoOs. Undead do not receive a saving throw against this damage.


Healer's Intuition (Su)
The Healer has a knack for telling if something is wrong with those he views. He can feel the conditions and spells that afflict them.
A Healer who sees a living being can spend a move action and discern all conditions and negative effects currently afflicting the target, as well as the penalty's type (natural, extraordinary ability, spell, or supernatural ability).


Mercy (Su)
With level progression, a Healer learns how to use his Lay On Hands ability to remove conditions.
At the levels specified below, a Healer may remove any one or more of the conditions associated with the indicated level, by subtracting a number of healing points noted in parenthesis per effect.
A Healer may simultaneously remove as many conditions as he sees fit, provided he trades enough healing points.



Level Conditions
============================
2 (5) Dazzled, Shaken, Sickened
4 (10) Deafened, Fatigued, Frightened
6 (15) Blinded, Dazed, Panicked
8 (20) Cursed, Diseased, Poisoned
10 (25) Cowering, Exhausted, Nauseated
12 (30) Stunned, Paralyzed, Ability-Drained
14 (35) Dying, Unconscious
16 (40) Petrified, Polymorphed
18 (45) Dead (effect as Raise Dead)



Reach Healing (Su)
At 11th level, you gain the Reach Spell feat as a bonus feat. If you already have this feat, you may choose another metamagic feat that you qualify for in its place. In addition, a number of times per day equal to your Wis-bonus, you may apply Reach Spell to any Conjuration (Healing) spell that you cast without modifying the SL of the spell.


Beacon of Healing (Su)
Starting at 18th level, a healer may use Lay On Hands at medium range and heal multiple targets via Lay On Hands.


Shallow Grave (Su)
Starting at level 18, once per day as a free action, you can prevent an ally within 5’ per level from dying or falling unconscious for [Wis-mod + 1 / 5 levels] rounds. The ally can continue to act normally during the duration of Shallow Grave, but immediately dies at the end of your turn when the effect expires (if the ally would be dead already without Shallow Grave), unless receiving healing before that.



Requirements: Must take the Oracle domain (SC) as your domain of choice

Loses:
• Medium armor
• Shield Proficiency
• 3 Turn or Rebuke Undead
• 5 Divine Resilience
• 9 Atonement
• 11 Rising Church
• 15 Ghostbane Blessing
• 17 Divine Cohort

Gains:
Class Skills: Appraise, Decipher Script, all Knowledge skills, Lucid Dreaming and Speak Language.
Skill Points: 2 extra skill points per level, to be spent on any of the above.
Lore (Ex): Thanks to long hours of study, an oracle has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the priest's class level in place of Bard level.
Additional Spells: Add the following spells to the priest's class spell list: 0—message; 1st—identify; 2nd—fox's cunning; 3rd—tongues (reduced from 4th level); 4th—detect scrying; 5th—Zone of Revelation (SC); 6th—analyze dweomer; 7th—sequester; 8th—vision; 9th—foresight.
• Level 1: Random Visions, Power Divination
• Level 3: Sixth Sense
• Level 5: Evasion
• Level 9: Uncanny Dodge
• Level 11: Blind Sense
• Level 15: Quick Warning
• Level 17: Blind Sight


Random Visions (Su)
An oracle can grant a glimpse of the future to a creature touched.
Granting a vision takes 1 minute, during which time the oracle and the target must remain in contact with one another.
At the end of this time, the subject and the oracle both receive a brief image of the future, usually no more than 1 year into the future.
This is only one possible version of the future, making such visions unreliable at best.
Most visions are slanted toward the alignment of the oracle that granted them. For example, the visions granted by a chaotic evil oracle often show scenes of death and destruction, while those of a Neutral good oracle tend to be of joyous events or occasions.
A creature cannot be subject to another vision until the current vision has either come to pass or been prevented.
An oracle cannot use this ability on himself.
Note: Every once in a while, an oracle gains a vision about a total stranger. These visions are the most difficult to undo.


Power Divination (Su)
Oracles gain +1 CL to all Divination and Oracle domain spells. This stacks with the Oracle domain’s granted power.
At 7th level and every 6 levels thereafter, this bonus increases by +1.


Sixth Sense (Ex)
The oracle now adds his Wisdom bonus to his initiative rolls and Ref saves, and is never surprised.


Quick Warning (Su)
The oracle is able to mentally warn his allies of impending danger. All allies within 60’ of the oracle gain Evasion and Uncanny Dodge.
This ability only functions if the oracle is conscious and able to communicate with his allies.









Extra Stuff on Domains

New Domains:

Concealment
Granted Powers: permanent Nondetection effect
Spells: Pass Without Trace(1), Invisibility(2), Undetectable Alignment(3), Nondetection(4), Mind Mask*(5), Veil(6), Phase Door(7), Screen(8), Etherealness(9)

Corruption
Granted Powers: Immune to disease
Spells: Ray of Enfeeblement (1), Blindness/Deafness(2), Contagion(3), Sterilize*(4), Feeblemind(5), Pox(6) (BoVD, p.101), Insanity(7), Befoul(8) (BoVD, p.85), Energy Drain(9)

Denial
Granted Powers: once per day, as a free action, you may prevent an opponent from attacking you. Will save vs. DC [10 + ½ CL + CHA-mod] negates
Spells: Sanctuary(1), Touch Me Not(2) (BoEF, p.116), Dispel Magic(3), Globe of Invulnerability(4), Mass Sanctuary(5) (BoEF, p.115), Repulsion(6), Sequester(7), Mind Blank(8), Peace Aura(9) (BoEF, p.112)
Special: A priest can never choose both Denial and Pleasure domains.

Fertility
Granted Powers: you cast all your domain spells with + 2 to your CL
Spells: Analyze Fertility(1) (BoEF, p.99), Block the Seed(2) (BoEF, p.101), Moon's Blood*(3), Ehlonna's Blessing*(4), Fertility*(5), Compatibility*(6), Gender Switch*(7), Parthenogenesis*(8), Mass Fertility*(9)

Light
Granted Powers: +2 to domain spells' DC and +2 to save vs. spells with the light descriptor
Spells: Faerie Fire(1), Scorching Ray(2), Daylight(3), Rainbow Pattern(4), True Seeing(5), Disintegrate(6), Prismatic Spray(7), Scintillating Pattern(8), Prismatic Sphere(9)

Pleasure
Granted Powers: you gain +2 to save against all sex associated spells. Furthermore, any sex associated spell gains +2 to its DC
Spells: Grope(1) (BoEF, p.106), Disrobe(2) (BoEF, p.103), Orgasmic Vibrations(3) (BoEF, p.112), Mirror Talk(4) (BoEF, p.111), Seduction(5) (BoEF, p.115), Hedonist's Delight(6) (BoEF, p.107), Mirror Walk(7) (BoEF, p.111), Mass Orgasmic Vibrations(8) (BoEF, p.112), Rapture*(9)
Special: A priest can never choose both Denial and Pleasure domains.

Sonic
Granted Powers: Sonic resistance 5 and +2 on saves versus sound/sonic based effects
Spells: Ventriloquism(1), Sound Burst(2), Sculpt Sound(3), Shout(4), Song of Discord(5), Sympathetic Vibration(6), Word of Recall(7), Greater Shout(8), Wail of the Banshee(9)

Void
Granted Powers: +2 to initiative and Lightning Reflexes as bonus feat
Spells: Bleach(1), Invisibility(2), Blink(3), Dimension Door(4), Swift Etherealness(5) (PHB II, p.113), Antimagic Field(6), Banishment(7), Mind Blank(8), Time Stop(9)


* See details below



New Domain Spells:

Note: Due to posting space restrictions, I'm providing short descriptions. If someone finds lacking details, please let me know. In general, unless noted otherwise, Range=touch (Duration is easily deducible).


Concealment:
Mind Mask(5): A minor Mind Blank you might say. The spell prevents information gathering and Scrying by any spell effect of level 7 or lower.


Corruption:
Sterilize(4): This spell makes a target that fails its Fort save becomes totally sterile, unable to impregnate or become pregnant. Only Fertility and Mass Fertility can undo this spell's effect.


Fertility:
Moon's Blood(3): This kills a fetus instantly, dissolving it and terminating pregnancy in a torrent of blood within 1 minute (Fort negates).
Ehlonna's Blessing(4): Cast during labor, this spell ensures that a mother touched and her offspring survive childbirth and that the delivery is quick and relatively painless.
Fertility(5) : This spell makes the target's genitals fertile / receptive, even if the target is after menopause or physical mutilation, and for 1 hour / CL ensures that, with copulation, conception will take place. This spell is especially in demand for creatures with very low natural fertility (e.g. elves, dragons, etc).
Compatibility(6): Compatibility allows 2 subjects normally not cross-fertile to interbreed for 1 hour / CL. If their species are basically similar (humanoid), there is no saving throw. If there are extreme differences, both subjects are allowed a saving throw vs. spells to negate the effect. The mother is then able to carry the offspring to term. See the Orcs of Thar gazetteer for information on crossbreeding.
Gender Switch(7): A touched subject that fails its Fort save has its gender reversed (male into female and vice versa). The result is not magical and never wears off unless this spell is used once again.
Parthenogenesis(8): This spell impregnates a touched female with an offspring identical to herself (or as closely resembling as possible, if the offspring is a male. There's 7% for 2 offspring and 1% for a trio (check if male or female for each) but no more than that.
Mass Fertility(9): Same as Fertility , but the spell targets all creatures within 30'.


Pleasure:
Rapture(9): Any and all negative conditions placed upon all targets of the caster's choice within short range are instantly removed. For this spell, a negative condition is any undesired condition that's removable or avoidable with Dispel Magic, Remove Curse, Freedom of Movement, Break Enchantment, Heal, Greater Restoration, Regenerate and Mind Blank. Rapture affects up to 1 ally per WIS-bonus.




Changes to Core Domains:

• Animal: Also grants Wild Empathy.

• Luck: 9th level spell is Foresight. Miracle is a personal request to a deity. It can never be domain-associated (especially due to the existence of Arcane Disciple feat).

• Trickery: Also grants +2 to save vs. any magical falsehood.

• War: 4th level spell is Black Tentacles (replaces Divine Power which was removed).

nonsi
2014-05-27, 12:15 PM
.

Class: Mage


Preface

The core Wizard is quite an oddball. It’s considered to be the most powerful base class of all.
The thing is that it’s not the class at all. There are just too many not-so-well-thought-out spells that enable a wizard to trump others too easily if s/he just manages to execute them. Add several feats and magical items that allow the Wizard to shatter the action economy on top of that and you get a clear picture of the real problem with the Wizard class. A poorly designed wizard is by far the weakest character in a group, whereas a properly optimized one is by far the strongest character in a group (and some PrCs, like Icantatrix or Initiate of the Seven Fold Veil, are just begging for you to take them).

Just about the same goes for the Sorcerer.

Now, given that all official arcane spellcasters are generally categorized as “Mage”, and given my approach of assigning each method of spellcasting to a specific base spellcaster, I find the name “Mage” more than appropriate for the base class that does arcane magic.

So, from here, I’ve decided to use spell schools to wrap multiple classes into a single class.
I’ve also found it appropriate to make daily memorization more realistic and to make sure that stealing/destroying one’s spellbook doesn’t function as a shutdown switch.


And as far as class name goes, basically, “Mage” is synonymous with Magus / Spellbinder / Wizard. They’re all legitimate names for a member of this class.
Yes, I can hear it now… “wait a minute, what happened to the Sorcerer”.
Well, the Sorcerer was always regarded as the one with innate magical capabilities. Many, yours truly included, regard the concept of the Warlock as the Sorcerer-should’ve-been. Therefore, as far as I’m concerned, “Sorcerer” is synonymous with “Warlock”.



Hit Die: d4

Table: The Mage

Saves
LevelBABFRWSpecial
1st+0+0+0+2Scribe Scroll
2nd+1+0+0+3Bonus Feat
3rd+1+1+1+3
4th+2+1+1+4Minor School Esoterica *
5th+2+1+1+4
6th+3+2+2+5Spellpower
7th+3+2+2+5
8th+4+2+2+6Bonus Feat
9th+4+3+3+6
10th+5+3+3+7Moderate School Esoterica *
11th+5+3+3+7
12th+6+4+4+8Fabricate Focus
13th+6+4+4+8
14th+7+4+4+9Bonus Feat
15th+7+5+5+9
16th+8+5+5+10Major School Esoterica *
17th+8+5+5+10
18th+9+6+6+11Arcane Apotheosis
19th+9+6+6+11
20th+10+6+6+12Bonus Feat


* Taken from the Master Specialist PrC (CM, p.70), with minor tweaks here & there.



Class Features:


Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Knowledge (arcana, the planes), Profession, and Spellcraft
Skill Points Per Level: : 2 + Int modifier.

Weapons and armor proficiencies: Mages are proficient with all Simple Light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields at all. Armor of any type interferes with a mage’s movements, which can cause his spells with somatic components to fail.



Mage Spellcasting

Mages are specialists. A mage chooses one of the eight primary spell schools. This is her specialization school. A mage then chooses 4 spell schools that are forever beyond her reach, with a special clause that Conjuration & Transmutation schools each count as 2 schools, and when either (Conjuration / Transmutation) is chosen as specialization school, a mage must select 5 banned schools. OTOH, when either Conjuration or Transmutation is chosen as a prohibited school, it counts as if she had selected 2 prohibited schools (so, in effect, a mage may choose Conjuration & Transmutation as her prohibited schools and gain access to all other schools).
A mage has one additional spell permanently memorized from each spell level she has access to. These spells must be taken from the mage’s school of specialization.
A mage gains a +2 bonus on Spellcraft checks to learn spells of her chosen school.
A mage pays only half the time and cost for copying spells of her specialization school to her spellbook.
Special: A mage may choose not to specialize, but the vast majority don't take this option, because it comes with a significant reduction in power and an overall decreased number of known spells (see the Wizard ACF below).

All mages have the spell Read Magic permanently memorized, even if Divination is among their prohibited schools.
All mages also have the spell Prestidigitation permanently memorized – the one spell that teaches a mage the basic principles of arcane magic.
The Mage-Spells list encompasses all arcane spells from all officially published WotC materials, without distinction of the official arcane classes those spells are originally restricted to (e.g. Sorcerer only or Wizard only).



A mage records her spells in spellbooks. She studies them continuously, going through them whenever she has the time.

A mage begins play with a spellbook containing all 0-level Mage spells, except those from her prohibited schools, plus 3 1st-level spells of her choice.
A mage also selects a number of additional 1st-level spells equal to her Int-bonus to add to her spellbook.
Every time a mage gains a level, she adds 2 Mage spells of her choice (up to the maximum SL she can cast) to her spellbook.
At any time, a mage can also add spells found in other mages' spellbooks to hers, or gain new ones via research.

Every mage has a small repertoire of spells (taken from the spells recorded in her spellbook(s)) that she knows innately and has permanently memorized, without the need for “going back to the pages”. These spells are available to the mage on-the-fly.

Mage Spells-Permanently-Memorized


Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
================================================== =================================
1st 2 1 - - - - - - - -
2nd 3 1 - - - - - - - -
3rd 3 2 1 - - - - - - -
4th 4 2 1 - - - - - - -
5th 4 2 2 1 - - - - - -
6th 5 2 2 1 - - - - - -
7th 5 3 2 2 1 - - - - -
8th 6 3 2 2 1 - - - - -
9th 6 3 3 2 2 1 - - - -
10th 7 3 3 2 2 1 - - - -
11th 7 3 3 3 2 2 1 - - -
12th 8 3 3 3 2 2 1 - - -
13th 8 3 3 3 3 2 2 1 - -
14th 9 3 3 3 3 2 2 1 - -
15th 9 4 3 3 3 3 2 2 1 -
16th 9 4 3 3 3 3 2 2 1 -
17th 9 4 4 3 3 3 3 2 2 1
18th 9 4 4 3 3 3 3 2 2 1
19th 9 4 4 4 3 3 3 3 2 2
20th 9 4 4 4 3 3 3 3 2 2


A mage may temporarily memorize a certain amount of spells each day.
The total number of spell levels a mage can temporarily memorize equals twice the mage’s class level plus her Int-bonus.
Two zero-level spells count as one 1st level spell for this purpose.
At each even level, a mage may replace one of her permanently memorized spells with another, taking the new spell from her spellbook.

A mage may also cast spells from an open spellbook.
It takes 1 round per SL of preparations and twice as long to cast spells from an open spellbook.
Spells from other books cannot be cast by a mage until she’s successfully copied them to her book(s).



Scribe Scroll
All mages may Scribe Scrolls, starting at 1st level.


Bonus Feat
At 2nd level, and again at levels 8, 14 and 20, a mage gains a bonus feat.
This may be any feat that’s associated with spells or spellcasting in any way.
The mage must meet all of the chosen feat’s requirements for taking it.


Minor School Esoterica (Ex)
At 4th level, your focus on your chosen school opens your mind to new possibilities and grants you the first taste of unique skills.
You gain an ability from those below based on your chosen school.
Abjuration: You gain a competence bonus on dispel checks equal to 1/3 your CL.
Conjuration: Any creature you summon or call appears with extra hit points equal to your CL.
Divination: Divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your Mage level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.
Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
Evocation: When casting a damaging evocation spell, damage is dealt as if your level was x 1.5 your actual CL.
Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
Necromancy: When you cast a necromancy spell, undead allies within 60' gain turn resistance and a bonus on saves equal to ½ your CL for a number of rounds equal to your CL.
Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.


Spellpower (Ex)
Upon reaching 6th level, your understanding of your school of specialization deepens.
You add +1 to your CL and spell DC whenever you cast a spell of your chosen school.
At 12th level and again at 18th, the above bonuses increase to +2 and +3 respectively.
Spellpower does not stack with Spell Focus or Spell Penetration feats – those still exist to allow secondary focus.


Moderate School Esoterica (Ex)
At 10th level, your long study of your chosen school leads to a breakthrough.
You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.
Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Conjuration: Dispel checks made against your conjuration spells treat your CL as if it were 5 higher than normal.
Divination: You gain Uncanny Dodge (PHB 50) for the duration of the spell.
Enchantment: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.
Illusion: You gain concealment.
Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
Transmutation: You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.


Fabricate Focus (Su)
12th level mages are able to transcend even the need for spell foci.
Extra spell energy is drawn – +1 strain cost per SL – to create a quazi-real focus that vanishes after spell discharge.
If a spell requires a focus that’s consumed by the casting of the spell, a mage may not fabricate a focus for that spell.


Major School Esoterica (Ex)
At 16th level, your knowledge of your chosen school reaches its peak.
You gain an ability from those below based on your chosen school; each one can be used three times per day.
Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.
Divination: When you cast a divination spell, you also gain true seeing (as the spell) for 5 rounds.
Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.
Illusion: You can cast any illusion spell as a stilled and silent spell (as per the Still Spell and Silent Spell feats) without an increase in caster level.
Necromancy: When you cast a necromancy spell, undead allies within 60' gain fast healing 10 for 5 rounds.
Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.


Arcane Apotheosis (Ex)
You may spend 10min in a special ritual to fuse arcane weaving into your own body.
You may prepare specific spells for discharge as a free action.
You can store as many SL as your CL + Int-mod.
Such prepared spells may be invoked even within Antimagic and Dead Magic Zones (but not prepared within them).
Spells that are prepared in such manner require constant effort to maintain on the Mage’s side. As long as they’re in effect, their strain toll cannot be replenished. Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
While this ability is unquestionably a great boon, it can also be very dangerous. If the Mage is struck by Spellfire (see the "New Feats" spoiler) while charged with arcane power, a chain-reaction causes all the stored SLs to discharge and add to the damage the Mage takes (no save).







Arcane Feats

Arcane Breach
Requirements: Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation
Benefits: Spells don’t work within Antimagic. This does not mean that once fully activated, they’ll function within one.
However, for you, one spell is an exception: Mage’s Disjunction.
Prepared via Arcane Apotheosis, Disjunction can cause an Antimagic that surrounds you to collapse.

Arcane Slash
Requirements: able to cast 3rd level arcane spells, Spellstrike, Weapon Focus with any 1-handed or 2-handed slashing weapon
Benefits: As a standard action that doesn’t provoke AoOs, you’re able to slice through the air, creating a 120' line (5' wide) of disruptive discharge that deals [1d6/SL + 1/CL + the weapon’s base damage].
thare’s no save. The discharge is too fast to allow reaction and affects all within the AoE. However, targets that can see you and are able to move as an immediate action (via feats or features) are allowed to do so to avoid the AoE.

Arcane Webweaving
Requirements: Mage 6, Concentration 6, Spellcraft 9, Enlarge Spell, Extend Spell, Widen Spell
Benefits: You have gained an understanding of the rudiments of the war weaving craft.
You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an Arcane Webweave.
With a silent act of concentration (DC 15, may take 10), you can connect a number of allies equal to your Int-bonus.
Creatures must be within 30’ to have their life force woven into a Webweave, and they must be living creatures.
Webweave lasts for 24 hours or until you weave a new one.
You’re always connected to your own Webweave, and you don’t count against the limit of allies that can be connected.
The advantages of Webweaving:
- One Spell for All: Once you have woven a Webweave, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your Webweave as if the group were a single creature.
- Selective Boon: You can exclude specific creatures connected to a Webweave from a spell if you like (e.g if one of them gets charmed or dominated, you wouldn’t want to make things easier for them to kill you).
Constraints & Limitations:
- Level Cap: The maximum level of a spell you can cast into a Webweave equals 1/3 your CL rounded down.
- Typical behavior: A Webweave doesn’t change the range of a spell (e.g. when you cast bull’s strength, you must touch each Webweaving ally you wish to affect).
- Beneficial effects: Only spells with the “harmless” designation in their saving throw entry or ones requiring willing targets can be cast into a Webweave. In addition, spells with a range of personal cannot be cast through a Webweave.
- Post-discharge distribution: If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast Protection from Elements, the same element selection applies to all recipients.
- Weabweaving allies are not spell-conduits: You can’t affect objects with spells cast into your Webweave, even if those objects are held by your allies (for instance, you can’t use Webweaving to apply touch-range enhancements to weapons held by others).

Discharge Spell Siphon
Requirements: able to cast at least 1 arcane force damage spell of 5th level or higher
Benefits: By first storing a siphoned spell into an item and unraveling its magic, you’re able to cause the item to detonate at your command. The siphoned spell may be detonated from immediately up to a number of rounds equal to your Int-bonus. The detonated spell causes splash damage in a 10' radius equal to Xd6 in damage, where X equals the stored spells level.

Enlarged Webweave
Requirements: Mage 12, Spellcraft 15, Arcane Webweaving, Widen Spell
Benefits: You can stretch your magic across your Webweave beyond normal distances. Spells you cast through a Webweave have their range category increased:
- You can now cast spells with range “personal” as touch spells through your Webweave.
- touch spells become close range.
- close-range spells become medium range.
- medium-range spells become long range.
- Long-range spells stretch as far as your line of sight goes.
- Spells with fixed ranges other than “touch” have their range doubled.

Immediate Spell
Benefits: You may cast a swift action spell as an immediate action.
This raises the spell's level by +2.

Mastery of the Elements
Requirements: see below
Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
To qualify for this feat, one must know at least one evocation spell per element type (acid, cold, electric and fire) - Each of which of 4th SL or higher.

Quiescent Weaving
Requirements: 9th Maga level, Spellcraft 12 ranks , Arcane Webweaving
Benefits: You have learned how to weave spells into your Arcane Webweave for later use.
The maximum number of spells you can store into your Weabweave equals 1/6 you CL.
Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, as a move action, then commence with more offensive spellcasting.
To make a quiescent weave, you must designate the Webweave as the target for the spell as you cast it (regardless of what the spell’s normal target is). The spell is now woven into the Webweave in a dormant state; it doesn’t use up its duration or affect targets in any way.
When you release the spells in your quiescent weaving, they all instantly discharge together, and take effect in the order they were cast.

Seeking Spell
Benefits: You may alter any ranged touch attack spell so that you take no penalty to your attack roll when firing at a target engaged in melee.
If your seeking-spell misses due to concealment or partial cover, you can reroll your miss-chance percentile roll one time to see if you actually hit.
A seeking spell counts as one level higher than the spell's actual level.

Spell Continuity
Requirements: Spellstrike, Still Spell, CL 8th
Benefits: You have learned how to maintain a steady flow of magic between yourself and a foe you've successfully targeted with Spellstrike for 1 round.
Within the next combat round, if your target did not make any kind of teleportation and you're not threatened, you can Still-Spell target it with any spell that may target a single opponent (including touch attacks) at no extra strain cost, making an automatic successful hit.
Special: A Mage possessing this feat knows when he's been marked for Spell Continuity.

Spell Shaping
Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
To qualify for this feat, one must know at least one evocation spell per “AoE type” (touch, ranged touch, line, cone, spread, burst and chained/ricochet), and at least one evocation spell from each 1st through 7th SLs.

Spell Tokenizer
Requirements: Int 13+, 5th Mage level
Benefits: Drawing from your enhanced studies of Prestidigitation, you've learned how to effortlessly alter the color, sound, smell, and look of spells as you cast them. These changes do not alter the outcome of spells in any way, however they do make it more difficult for another Mage to identify a spell as it is being cast, which raises the DC of this task by 10 (by 5 for anyone that took this feat).

Spellfire
Requirements: Spellstrike, Spell Shaping, Mastery of the Elements
Benefits: This feat is quite similar to the Archmage's Arcane Fire feature, but deals 1d10 per SL plus 1d10 per Int-mod, and without taking class level into account.

Suppressible Spell
Benefits: You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell suppressed instead.
While all effects of a suppressed spell cease as if it had been dismissed, the spell's duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature takes that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell.
At any time before the spell's duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
You must be within the spell's range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect.
If the spell affects multiple creatures or objects, you may selectively suppress or reinstate the spell's effects on each of the targets currently within range.
There is no limit to the number of times a spell may be suppressed or reinstated during the spell's duration, even if the duration has been made permanent with the permanency spell.
A suppressible spell counts as one level higher than the spell's actual level.


Counterspell Feats


Preliminary Note: Counterspell feats are in no way limited to mages, it's just that mages are stereotypically more associated than other casters with the image of counterspelling (plus there's no more room in the Feats entry and I wanted to cover the issue in one place)


Counterspelling Mechanics Adaptation: You must know (permanently memorized) and identify the spell. The strain toll is as if casting a spell of equal level



Improved Counterspell (PHB-I)
Benefits: You don't have to know the spell, but then you block the effect that targets you directly rather than disrupt another caster's spellcasting.

Dampen Spell (PHB-II)
Requirements: Improved Counterspell
Benefits: As described in PHB-II, but subject to the counterspell rules above.

Deflect Ray (new feat)
Requirements: Able to cast 4th-level spells, Improved Counterspell
Benefits: When counterspelling magical ray attacks, you can redirect it back at the caster or at anyone else within the ray's remaining range.

Reactive Counterspell (MoF/PGtF)
Requirements: Able to cast 5th -level spells, Combat Reflexes, Dampen Spell
Benefits: Counterspell as an immediate action.

True Counterspell (new feat)
Requirements: Able to cast 7th-level spells, Deflect Ray, Reactive Counterspell
Benefits: When counterspelling any magical effect, you can redirect it back at the caster or at anyone else within the spell's full range.






Mage ACF: Wizard

Some mages just insist on delving into all arcane schools.
Balancing all arcane schools is particularly difficult and this comes with a price.

Wizards don't get extra known spells from a school of focus, since they don't have one.
Wizards lose Minor/Moderate/Major School Esoterica and Spellpower class features.
Wizards take a -1 penalty* to their CL for all schools. This counts for all game statistics except Spells Known & Tolerance.
Wizards take a -1 penalty* to all spell DCs.

* A wizard that has taken Trinity Mystic feat (see "Spellcasters and Multiclassing" - post #10) no longer suffers CL or DC penalties.


Mage ACF: Bonded Item

This ACF is designed to enable the "mage and her signature staff of power" archetype, Harry-Potter-themed casting and many more.

Bonded Items are magically linked to their masters.
A bonded item grows in power as the mage advances in levels
A bonded item retains its appearance and original functions (including any existing magical powers).

A mage may only ever be bonded with one item at a time.

The decision of casting spell via bonded item must be made upon taking 1st Mage level – by spending an HD-granted feat or burning (retraining) an existing feat that doesn't serve as prerequisite for other feats.
The mage loses her class related bonus feats (levels 2/8/14/20) and instead her Bonded Item increases in power every time such feat is traded (see below).


Items that are the subject of an arcane bond must fall into one of the following categories:
- Amulet
- Ring
- Wand
- Weapon, including Staff (Weapons acquired at 1st level are not made of any special material)
These items are always of masterwork quality.

If the item is an amulet or ring, it must be worn to have effect (and occupies the ring or neck slot accordingly)
Wands and weapons must be held in one hand.

The mage's bonded item serves as a spell focus for all of her spells. If a spell's description mentions a focus component, the mage's bonded item replaces it – unless the mentioned focus takes active part in the spell effect itself (e.g. Trap the Soul), in which case the mage cannot use her bonded item as focus.
Using her bonded item to cast spells, the mage gains a +1 CL boost.
Casting spells without using her bonded item, the mage takes a -2 CL penalty, and must make a concentration check or lose the spell (DC = 20 + SL).


If a bonded item's owner dies, or the item is replaced, the item reverts to being an ordinary masterwork item of the appropriate type.
If a bonded item is damaged, it is restored to full hit points the next time the mage completes a full night's rest with the item in her possession. If the item of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item (if any).

A mage can magically enhance her bonded item.
If the bonded item is enhanced for usability via charges, it loses its abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded item properties.
The magic properties of a bonded item, including any magic abilities added to the item, only function for the mage who owns it.
A mage can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.




A Bonded Item gains powers as its master gains levels according to the table given below:




Mage Level Item Characteristics Far-Bonding
================================================== ==============================================
1st Durability Sense Item
2nd Bonded Focus Call item (30'; speed 30')
8th Bonded Potency Call item (line of sight; speed 60')
14th Bonded Resistance Call item (same plane; as Teleport Object)
20th Bonded Boon Call item (any of the known planes / reconstruction)




Bonded Item Statistics:


Durability (Su)
The potent arcane energies within a Bonded Item render it extremely resistant to harm.
A Bonded Item gains hardness as well as HP equal to +1 per Mage level. This stacks with any other effect that makes an item more durable, such as Hardening spell effect.
When unattended, it is treated as an attended item and uses the mage's saving throws (if and when they're better than its own).

Sense Item (Su)
The mage is always aware of the exact direction and distance to her Bonded Item and is automatically aware of any attempt to pickpocket the item from her through the Sleight of Hand skill, although magic that obscures divinations can disrupt this awareness.

Bonded Focus (Su)
If the bonded item is an amulet or a ring, it grants a stacking +2 bonus on Concentration checks made to cast arcane spells when casting on the defensive or while Grappled.
If it is a wand or a weapon, it counts as +1/+2/+3/+4 weapon at levels 2/8/14/20 respectively (with wand counting as improvised weapon), and the mage gains her Int-mod vs. attempts to Disarm or Sunder her bonded item.

Call Item (Sp)
As a standard action, the mage can make her Bonded Item fly to her presence, as long as it is within 30', although if the item is in the possession of another creature, that creature may make a Ref save vs. DC [10 + ½ mage level + Int-mod] to negate the effect. The item appears properly equipped on the mage if there is space for it, or on the ground in her square if not.
When the mage reaches 8th level, she can call the item, provided is it is anywhere within her line of sight and the item flies faster to her.
Starting at 14th level, she can summon it from any distances so long as it is on the same plane.
Starting at 20th level, she can call it even from other planes of existence and even reform the item whole in her hands when called if it has been destroyed or disjoined.
Effects that ward against teleportation or planar travel may prevent Call Item from working as expected.

Bonded Potency (Su)
Bonded item grants a stacking +2 bonus on CL checks made to overcome a creature’s SR.

Bonded Resistance (Su)
Bonded item grants the mage SR as the spell of the same name (12 + arcane CL).

Bonded Boon (Su)
Using her bonded item, the mage may cast one additional spell per day without paying the tolerance toll.







A Mage’s Library & Laboratory (optional)

This optional rule is for those who seek the added thematic value of the “researcher’s” lib & lab and the real feel of research.
It has a drawback of being a resource & time consuming factor, but with the right investment, it can increase the chances of spell research and item creation quite substantially.
(The details given below are irrelevant to the two spells acquired automatically with each level progression)


- Spell research requires [1 day per SL] and costs 500gp per day.

- To research 1st level spells, a Mage requires 4000 gp worth of library content. Each additional SLrequires +2000gp more (9th level spells require a library worth 20000 gp).
Furthermore, a Mage must establish a laboratory worth 40% of the required library value to enjoy its benefits to the fullest.
For each 2000gp beyond the minimum requirement (and proportional lab value), a Mage receives a +1 crcumstance bonus to all her spell-research related Spellcraft checks and +3% to all her item creation percentage checks.

nonsi
2014-05-27, 12:16 PM
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Class: Druid


Preface

The core Druid is too powerful. No player with a bit of game mileage really questions this claim.
The problem doesn’t lie in the class stepping on other classes’ toes as much as simply being too much keyed toward battlefield dominance.
First, BAB should be dropped to poor progression (at least when having access to spells). Druids in the original sense (the Celtic priests of the land) shouldn’t be especially combative; solving your problems with summoning or weather control or the like seems more in-flavor than rivaling rogues in martial combat.
Second, while Animal Companion & Wild Shape need some serious toning down, I actually find the Druid lacking in truly encompassing the stuff that’s required to being the one dominant figure over all things associated with nature.
When it comes to things related to nature, a druid should at least be able to provide all basic level-appropriate options. It’s more of a “what” question and less of “how much”, so I significantly enriched the class’ scope of features.



Hit Die: d6

Alignment: Any Neutral

Equipment Restrictions: Druids are prohibited from using metal combat gear at all.


Table: The Druid

Saves
LevelBABFRWSpecial
1st+0+2+0+2Nature Sense, Wild Empathy, Animal Companion, Track
2nd+1+3+0+3Create Infusion
3rd+1+3+1+3Defender of Nature, Speak with Animals
4th+2+4+1+4Nature's Remedy
5th+2 (+3)+4+1+4Wild Shape (Animal ; Medium, Small)
6th+3 (+4)+5+2+5Wild Dominion
7th+3 (+5)+5+2+5Wild Shape (Large)
8th+4 (+6)+6+2+6Honed Senses
9th+4 (+6)+6+3+6Wild Shape (Vermin)
10th+5 (+7)+7+3+7Avenger of Nature, A Thousand Faces
11th+5 (+8)+7+3+7Wild Shape (Plant ; Tiny)
12th+6 (+9)+8+4+8Extraordinary Wild Shape
13th+6 (+9)+8+4+8Wild Shape (Swarm)
14th+7 (+10)+9+4+9Mastery of Self
15th+7 (+11)+9+5+9Wild Shape (Elemental)
16th+8 (+12)+10+5+10Voices of World
17th+8 (+12)+10+5+10One with the Green
18th+9 (+13)+11+6+11Wild Shape (Huge)
19th+9 (+14)+11+6+11Resident of the Elemental Planes
20th+10 (+15)+12+6+12Essence of Eternity




Class Features:


Class Skills and Skill Points: Same as the core Druid, plus Climb, Hide, Knowledge (the planes) and Move Silently as class skills.


Weapons and armor proficiencies: Druids are proficient with all Simple weapons that don’t contain metal parts (or with adequate substitutions). They’re also proficient with medium armor and shields.



Druid Spells

All druids have the spells noted below as known spells.
In addition, all druids know the Summon Nature’s Ally line.
A druid also knows an additional number of 0-level spells equal to his Wis-bonus.
Furthermore, whenever a druid gains a level (including 1st level), he may select a single spell from any of the levels available to him and gain this spell as a known spell.
At 2nd level and each level thereafter, a druid may also retrain a single spell he’d previously selected and replace it with another Druid spell of equal or lower level.


0-Level Druid Spells (Orisons)
• Create Water: Creates 2 gallons/level of pure water.
• Detect Poison: Detects poison in one creature or object.
• Know Direction: You discern north.
• Light: Object shines like a torch.
• Naturewatch (SpC): As deathwatch, but on animals and plants.
• Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

1st-Level Druid Spells
• Charm Animal: Makes one animal your friend.
• Detect Animals or Plants: Detects kinds of animals or plants.
• Endure Elements: Exist comfortably in hot or cold environments.
• Entangle: Plants entangle everyone in 40-ft.-radius.
• Obscuring Mist: Fog surrounds you.
• Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.

2nd-Level Druid Spells
• Fog Cloud: Fog obscures vision.
• Gust of Wind: Blows away or knocks down smaller creatures.
• Hold Animal: Paralyzes one animal for 1 round/level.
• Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
• Warp Wood: Bends wood (shaft, handle, door, plank).
• Wood Shape: Rearranges wooden objects to suit you.

3rd-Level Druid Spells
• Meld into Stone: You and your gear merge with stone.
• Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
• Quench: Extinguishes nonmagical fires or one magic item.
• Remove Disease: Cures all diseases affecting subject.
• Speak with Plants: You can talk to normal plants and plant creatures.
• Water Breathing: Subjects can breathe underwater.

4th-Level Druid Spells
• Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
• Control Water: Raises or lowers bodies of water.
• Dispel Magic: Cancels spells and magical effects.
• Flame Strike: Smite foes with divine fire (1d6/level damage).
• Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
• Summon Elementite Swarm (SpC): Summon an elementite swarm to follow your commands.

5th-Level Druid Spells
• Baleful Polymorph: Transforms subject into harmless animal.
• Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
• Commune with Nature: Learn about terrain for 1 mile/level.
• Control Winds: Change wind direction and speed.
• Death Ward: Grants immunity to all death spells and negative energy effects.
• Wall of Thorns: Thorns damage anyone who tries to pass.

6th-Level Druid Spells
• Liveoak: Oak becomes a treant guardian.
• Move Earth: Digs trenches and builds hills.
• Phantom Stag (SpC): Magic stag appears for 1 hour/level.
• Stone Tell: Talk to natural or worked stone.
• Summon Greater Elemental (SpC): Summon a greater elemental to follow your commands.
• Transport via Plants: Move instantly from one plant to another of the same kind.

7th-Level Druid Spells
• Changestaff: Your staff becomes a treant on command.
• Control Weather: Changes weather in local area.
• Creeping Doom: Swarms of centipedes attack at your command.
• Transmute Metal to Wood: Metal within 40 ft. becomes wood.
• Plane Shift: As many as eight subjects travel to another plane.
• Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Druid Spells
• Animal Shapes: One ally/level polymorphs into chosen animal.
• Control Plants: Control actions of one or more plant creatures.
• Earthquake: Intense tremor shakes 80-ft.-radius.
• Repel Metal or Stone: Pushes away metal and stone.
• Whirlwind: Cyclone deals damage and can pick up creatures.
• Unyielding Roots (SpC): Creature grows roots that keep it stationary and heal it every round.

9th-Level Druid Spells
• Elemental Swarm: Summons multiple elementals.
• Nature’s Avatar (SpC): Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
• Shambler: Summons 1d4+2 shambling mounds to fight for you.
• Storm of Vengeance: Storm rains acid, lightning, and hail.
• Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
• Tsunami (SpC): Massive wave deals 1d6 damage/level.





Nature Sense (Ex)
Every druid is particularly at home in his native surroundings, gaining Terrain Mastery as given for the Horizon Walker.
At 2nd level and each level thereafter, a druid gains Terrain Mastery in another terrain. Planar terrain mastery may not be taken before a druid has gained terrain mastery in all non-planar terrains. Also, a druid may not choose terrain mastery for a plain where he’d never visited before (meaning this benefit might be skipped at various levels).
In addition, the druid gains half his level (rounded up) on all Knowledge (geography) & Survival checks in any of his chosen terrains and is always considered trained in such checks.
Non-aquatic druids may choose Aquatic terrain as soon as 5th level, which also grants them extraordinary water breathing capabilities.
Starting at 9th level, or one level after a druid has gained mastery in all 8 terrains of the material prime (whichever comes later), a druid gains 1 bonus rank per level in Knowledge (the planes) - limited by the druid's normal character level limit. At level 15 and on, a druid's ranks in Knowledge (the planes) determine the strength of the elementals he can Wild-Shape into (see the "Wild Shape and alteration" spoiler in post #4).
Whenever a druid is in one of his favored terrains, he can move unhindered through any sort of naturally created difficult terrain. Areas that have been magically manipulated to impede motion still affect him normally though.
If he is in his favored terrain, he may also choose not to leave any trail (making him impossible to track).
Furthermore, the Druid's knowledge of the terrain and its natural denizens grants him +4 to save against any special attacks they might have (Ex, Su or Sp).
A druid in one of his favored terrains knows all the signs of the wilderness. He never gets lost. He can easily live off the land in comfort, and can provide for companions. The druid can take 10 on any Survival check, even when in immediate danger and distracted. If the druid is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.


Wild Empathy (Ex)
This ability works as given for the core Druid.


Animal Companion

A 1st level druid gains Wild Cohort as bonus feat (see the Modified Feats spoiler – bottom-most inner spoiler).
Unlike others who take this feat, druids share an empathic link with their animal companion, out to a distance of up to 1 mile. The druid cannot see through the animal companion’s eyes, but they can communicate empathically.
Because of the limited nature of the link, only general emotional content can be communicated.
This also enhances the companion’s intelligence as time goes by, granting it Int-score 3 at 1st level. With each advancement step on the cohort’s table thereafter, its Int increases by +1 (to a maximum Int score of 9). This elevated Int negates the need to make Handle Animal checks when directing the wild cohort.
While empathically linked, the druid knows the direction and distance of his companion.

Starting at 9th level, a druid’s connection with his animal companion(s) improves. This maximum distance increases to a number of miles equal to the druid’s Wis-bonus. In addition, when within one mile of his companion, the druid can “borrow” the animal’s senses, allowing him to see through its eyes, use its ears, and so on. Doing so requires him to either willfully ignore the input from his own senses or take a -5 penalty to all rolls due to distraction.



Track
Druids gain Track as bonus feat.


Create Infusion

"This forest is our home. We derive Strength from its roots. You do not, unless we say so."

What Is an Infusion?
An infusion is a druidic spell, stored within a specially treated plant (herb, root, fruit, vegetable, mushroom, bud etc). It works like a scroll. The process of preparing an infusion takes 1 day per spell-level (30min for 0-level effects) and the costs are as given in MotW.
A spell successfully activated from an infusion works like a spell cast in the normal way by the creator at the time of creation.

Activation:
To activate the spell, the user must consume the infusion (a standard action that provokes AoOs). This makes infusions ideal for a druid; he can hide several of them for later consumption, thus gaining access to spell effects while in wild Shape.
A successful attack against the user forces a Concentration check (DC 10 + damage dealt). Failure means the character cannot eat the infusion in that round. If desired, an attacker may direct the AoO against the infusion rather than the character, destroying it on a successful hit.
An infusion cannot be administered by force or to an unconscious creature.

Who can use it and when?
An infusion usually works only for druids.
The druid that created an infusion can use it with automatic success. A druid that happens to stumble upon an infusion must first make a level check (class-level + d20) vs. DC [15 + spell level] to identify one as such and what it does.
A druid that can use a given infusion can let go of it, making it available for everyone’s use for the next 3 consecutive rounds. Alternatively, a druid can hand over an infusion, permanently (until use, of course) attuning the recipient to it.
Otherwise, the infusion acts as an ingestive poison. The user must make a Fort save (DC 10 + one-half of the infusion's CL) or take 1d3 Con damage and become nauseated. A second saving throw at the same DC and with the same consequence for failure must be made 1 minute later.



Defender of Nature (Ex)
A 3rd level druid has an all-encompassing disdain for creatures which pervert nature's order.
Starting at 3rd level, a druid may add his Wis-bonus to attack and damage rolls against aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa). This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.


Speak with Animals (Sp)
Starting at 3rd level, once per day per Wis-bonus, a druid may use Speak with Animals as a SLA.


Nature's Remedy (Ex)
A 5th level druid’s body forever changes, learning to fight off foreign agents.
The druid becomes immune to all biological poisons and diseases.
Starting at 10th level, the druid’s body can purge poisons and diseases of non-biological sources, including magical afflictions.


Wild Shape (Su)

At 5th level, a druid gains the ability to wild shape.
This functions as described for the core Druid, with the following exceptions:

The druid gains access to creature types and sizes as given in the table above.
For each available creature type, a druid may choose one creature per allowed size and add it to the druid’s repertoire of available creatures for wild shaping. A 5th level druid thus has 2 animals which he can change into: a single medium animal and a single small animal (leopard & octopus, for instance). The same druid, upon reaching 12th level, may change into 4 different animals, 4 vermin and 4 plant-based monsters.
Elemental Form allows a druid to transform into all elementals of any of the 4 elements and of any allowed size.
Once per each even level past 5th, a druid may lose a specific creature in favor of gaining another of the same size and category in its place (shark instead of lion, for instance). This option of replacement is not carried from level to level, meaning if you don’t use it you lose it.

A druid may assume wild shape a daily total of 1 hour per [Druid level], but must be broken down to 1-hour increments.
A druid may also shift between forms without reverting to his original form, but each such shift is particularly taxing and reduces the hourly total by 1 for that day.

In normal (usually humanoid) form, a druid has poor (1/2) BAB. Upon assuming wild shape, the druid’s BAB is elevated to medium (3/4).
When assuming wild shape, a druid loses access to spellcasting, as well as all supernatural and spell-like abilities.


Wild Shape & Spellcasting: No such thing. Natural Spell feat is banned. The Druid has other means (namely Infusions) of gaining some spell benefits.


Special: In some rare cases, where a plan-based race takes on Druid levels, the order of creature-types available via Wild Shape is different.
- At 5th level, the character gains access to Plant-typed forms.
- Animal-typed creatures become available at 7th level.
- Large forms become available at 9th level.
- Vermin-typed creatures become available at 11th level.



Wild Dominion (Su)
A 6th level druid can rebuke animals in a similar way to how an evil priest of equal level rebukes undead.
Whenever a druid gains a new creature type (vermin/plant/swarm/elemental – at levels 9/11/13/15 respectively), he may rebuke that type of creatures as well.


Honed Senses (Ex)
At 8th level, a druid’s connection with the earth and his surroundings improves.
The druid gains Scent and Tremor-Sense as described in MM1.


Avenger of Nature (Ex)
Starting at 10th level, a druid may add his Wis-bonus twice over to spell save DCs when targeting aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa).
In addition, he may add his druid level to all damage rolls against such creatures. This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.


Extraordinary Wild Shape (Ex)
When 12th level is achieved, a druid learns how to wild shape as an (Ex) ability.
Extraordinary Wild Shape doesn't apply to swarms and elementals.


Mastery of Self (Ex)
At 14th level, a druid has such perfect control over his own form that he becomes immune to polymorphing, petrification and any form-altering attack. He may choose to allow beneficial spells to affect him, however. Doing so does not take an action.
No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will it to break the effect and revert to his normal form (similar to how Statue spell works)


Voices of World (Su)
A 16th level druid gains unparalleled empathic abilities.
He may now use Speak With Animals, Speak With Plants, Stone Tell, and Tongues – as by the spell effects of the same names – at will. He may also communicate mentally with any entity that has a language of any sort.
No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will the effect to break and revert to his normal form (similar to how Statue spell works).


One with the Green (Ex)
This 17th level feature grants the druid the following benefits:
- Gains the "Plant" template and no longer needs to eat, sleep or breathe. Instead, he requires only water and sunlight. If he does not receive water or sunlight for a number of days equal to his Con-mod + 3, he begins to starve.
- Can cast modified Warp Wood spell at will. The wood affected may be alive both before and after reshaping, and if so, continues to grow unharmed.
- May meld into a tree (or similar plant) of larger size than himself (same as Dryad's ability) for an unlimited duration. Any plant the druid melds with becomes hardened as if affected by Ironwood.
- By making a DC 15 Concentration check as a swift action, the druid may use living plants as an extension of his own senses. The druid can sense as if in the space of any tree or bush within 60'. You can pick a new tree each round. Sight based spells, spell-like or supernatural effects you manifest can work as if you were seeing with your own eyes and actually standing in the spot of the selected tree.
- Rooting: The druid may spend 1 minute and root (or unroot) himself to the ground. While rooted to a moist soil and exposed to sunlight, the druid gains fast healing 1.


Resident of the Elemental Planes (Su)
By 19th level, a druid has become one with nature.
The druid may travel (as with Plane Shift spell) to any of the elemental planes and back.
A druid has a total number of daily uses of this ability equal to his Wis-bonus (minimum 1). As with the spell, he may take additional willing or helpless creatures with him.
This power includes full elemental adaptation. This particular adaptation wares off the moment a traveler leaves the elemental plane.


Essence of Eternity (Ex)
A 20th level druid's physical age reverts to Adult (eliminating any age penalties), he never dies of old age and he becomes totally immune to all corrupting effects, such as ability damage/drain/burn, level loss, magical sensory deprivation etc.
If the druid is slain, his spirit travels to the material prime (anywhere he knows within his home world), where his body reforms 1 week / character-level later, as if restored via Miracle spell, even if his body had been obliterated.
From this point and on, a druid can maintain Wild Shape indefinitely.











Druid Variant: Blighter

When a druid turns away from the land, the land turns away from him.
Some ex-druids make peace with this change; others seek to restore the bond.
A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread.
Blighters are druids turned into messengers of death, ruin and pestilence.
A druid can become a blighter no sooner than level 3 is gained, by abandoning the role of Defender of Nature


Alignment: any evil or CN


The Blighter variant possesses all of the Druid's powers and features, except for the following changes.



Messenger of Death (Ex)
All blighters possess an inherent +4 bonus vs. negative energy, death effects and ability damage/drain/burn.
This replaces the Druid's Animal Companion feature.


Deforestation (Sp)
A blighter can kill all nonsentient plant life within a radius of 20' per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter’s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has ahallow spell cast upon it and it is reseeded.
Deforestation enables a blighter to cast his spells for 24 hours. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.
This replaces the Druid's Defender of Nature feature.


Scion of Death (Ex)
An 8th level blighter becomes inherently immune to negative energy, death effects and ability damage/drain/burn.
Furthermore, the blighter no longer needs food or water to survive.
This replaces the Druid's Honed Senses feature.


Contagious Touch (Sp)
A 10th level blighter can produce an effect like that of a contagious touch spell once per day.
He gains 1 / day extra use of this ability for each 2 additional Blighter levels acquired.
This replaces the Druid's Avenger of Nature feature.


Wild Shape
Wildshaping into an animal or vermin applies the Skeletal features detailed for the CDiv Blighter.
Aberration: Level 11. This replaces Plant wild shape
Ooze: Level 13. This replaces Swarm wild shape
Undead: Level 15. This replaces Elemental wild shape). Incorporeal Undead wild shape is obtainable via the expenditure of a general feats


Lifedrinker
At 17th level, a blighter has become a true scion of death and gains the Undead Type along with DR 10/Good.
This replaces the Druid's One with the Green feature.


Natural Disaster (Sp)
Once per Week, the Blighter may call down the most destructive forces of nature to wreak havoc on an area.
This functions as a Storm of Vengeance combined with an earthquake effect within the entire AoE, which occurs on the second round of the effect (while acid is raining from the sky).
This replaces the Druid's Resident of the Elemental Planes feature.


Blighter Spells

Just like regular druids, blighters have their basic spell list.
Blighters lose the Summon Nature’s Ally line.
When choosing spells, they have access to all core Druid spells (that aren't tied to animals, plants and nature), spells from the official Blighter not yet in their repertoire and arcane spells from the following schools: Abjuration, Evocation and Necromancy.


0-Level Blighter Spells (Orisons)
• Detect Poison: Detects poison in one creature or object.
• Flare: Dazzles one creature (-1 on attack rolls).
• Ghost Sound: Figment sounds.
• Know Direction: You discern north.
• Naturewatch (SpC): As deathwatch, but on animals and plants.
• Touch of Fatigue: Touch attack fatigues target.

1st-Level Blighter Spells
• Burning Hands: 1d4/level fire damage (max 5d4).
• Detect Undead: Reveals undead within 60 ft.
• Endure Elements: Exist comfortably in hot or cold environments.
• Obscuring Mist: Fog surrounds you.
• Curse Water: Makes unholy water.
• Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

2nd-Level Blighter Spells
• Chill Metal: Cold metal damages those who touch it.
• Darkness: 20-ft. radius of supernatural shadow.
• Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
• Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
• Desecrate M: Fills area with negative energy, making undead stronger.
• Produce Flame: 1d6 damage +1/level, touch or thrown.

3rd-Level Blighter Spells
• Contagion: Infects subject with chosen disease.
• Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
• Meld into Stone: You and your gear merge with stone.
• Poison: Touch deals 1d10 Con damage, repeats in 1 min.
• Stinking Cloud: Nauseating vapors, 1 round/level.
• Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

4th-Level Blighter Spells
• Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
• Blight: Withers one plant or deals 1d6/level damage to plant creature.
• Dispel Magic: Cancels spells and magical effects.
• Flame Strike: Smite foes with divine fire (1d6/level damage).
• Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
• Rusting Grasp: Your touch corrodes iron and alloys.

5th-Level Blighter Spells
• Baleful Polymorph: Transforms subject into harmless animal.
• Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
• Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
• Control Winds: Change wind direction and speed.
• Death Ward: Grants immunity to all death spells and negative energy effects.
• Waves of Fatigue: Several targets become fatigued.

6th-Level Blighter Spells
• Acid Fog: Fog deals acid damage.
• Finger of Death: Kills one subject.
• Harm: Deals 10 points/level damage to target.
• Move Earth: Digs trenches and builds hills.
• Call Nightmare (BoVD): Calls a Nightmare (http://www.d20srd.org/srd/monsters/nightmare.htm) from the Lower Planes to serve you for 1 week. Instead of a harvested soul, a blighter may offer a live sacrifice and slaughter it during the casting of the spell.
• Stone Tell: Talk to natural or worked stone.

7th-Level Blighter Spells
• Control Undead: Undead don’t attack you while under your command.
• Control Weather: Changes weather in local area.
• Creeping Doom: Swarms of centipedes attack at your command.
• Fire Storm: Deals 1d6/level fire damage.
• Plane Shift: As many as eight subjects travel to another plane.
• Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Blighter Spells
• Control Plants: Control actions of one or more plant creatures.
• Earthquake: Intense tremor shakes 80-ft.-radius.
• Horrid Wilting: Deals 1d6/level damage within 30 ft.
• Repel Metal or Stone: Pushes away metal and stone.
• Waves of Exhaustion: Several targets become exhausted.
• Whirlwind: Cyclone deals damage and can pick up creatures.

9th-Level Blighter Spells
• Elemental Swarm: Summons multiple elementals.
• Foresight: “Sixth sense” warns of impending danger.
• Implosion: Kills one creature/round.
• Storm of Vengeance: Storm rains acid, lightning, and hail.
• Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
• Tsunami (SpC): Massive wave deals 1d6 damage/level.




Wild Shape Feats

Type Expansion:

Magical Beast Wild Shape [General]
Requirements: Plant Wild Shape, Knowledge (arcana) 7
Benefits: You add Magical Beast to the repertoire of form-types available to you.
Special: This feat doesn not grant any of the (Su) abilities of magical beats. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

Dragon Wild Shape [General]
Requirements: Magical Beast Wild Shape, Elemental Wild Shape, Knowledge (arcana) 10, Assume Supernatural Ability: breath weapon
Benefits: Choose a specific Dragon race (1 of 6). You add that Dragon type to the repertoire of form-types available to you.
Special: This feat can only ever be taken once.
Special: Since most Wild Shape forms a Druid can assume don't possess breath weapon, the druid would most probably need to retrain another feat (for the breath weapon) along with the taking of this feat.
Special: Since dragon size varies from tiny to colossal for all dragon races, you may wild shape into your chosen dragon's form of any size in the [tiny...colossal] range that's available to you. Wild shaping into a dragon does not elevate the druid's BAB from average to 1:1, and the druid suffers the normal restrictions and penalties of Assume Supernatural Ability.
Special: A druid cannot wild shape into Dragon form without applying Assume Supernatural Ability (breath weapon).


Size Expansion:

Diminutive Wild Shape [General]
Requirements: Tiny-sized Wild Shape
Benefits: All of the monster categories available to you also gain one Diminutive size category.

Fine Wild Shape [General]
Requirements: Diminutive-sized Wild Shape
Benefits: All of the monster categories available to you also gain one Fine size category.

Gargantuan Wild Shape [General]
Requirements: Huge-sized Wild Shape
Benefits: All of the monster categories available to you also gain one Gargantuan size category.

Colossal Wild Shape [General]
Requirements: Gargantuan-sized Wild Shape
Benefits: All of the monster categories available to you also gain one Colossal size category.


Note: Wild Shape feats cannot be retrained.

nonsi
2014-05-27, 12:17 PM
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Class: Warlock


Preface

Looking at the core Warlock, it's quite obvious that this class is underpowered and offers a very narrow array of options, per build.
That’s what happens until 12th level – that’s where without some DM supervision a warlock can wield his “one class feature to rule them all” and easily start amassing magic items to the point where his class abilities hardly event matters anymore.

This evolution of a previous work of mine (http://www.giantitp.com/forums/showthread.php?t=184943) is how I find it appropriate to make the Warlock versatile and fun throughout its pre-epic career.


Oh, and just like “Mage” is synonymous with “Magus” / “Spellbinder” / “Wizard”, in my view, so is “Warlock” synonymous with “Sorcerer”.



Alignment: Any excpt TN.

Hit Die: d6.

Table: The Warlock

SavesSpecial
LevelBABFRWClass AbilitiesInvocationsShapes & Essences
1st+0+0+0+2 Eldritch Blast, Overcharge
21
0
2nd+1+0+0+3 Eldritch Eyes
3
0
3rd+2+1+1+3 Heritage
3
1
4th+3+0+1+4 Spell Resistance
4
1
5th+3+1+1+4 Fast Healing 1
4
2
6th+4+2+2+5 Spectral Blast
52
2
7th+5+2+2+5 Heritage, Aspect of Power
6
2
8th+6+2+2+6 Energy Resistance 5
6
3
9th+6+3+3+6 Split Blast (2 blasts)
7
3
10th+7+3+3+7 Sustaining Magic (eat, drink, sleep)
7
4
11th+8+3+3+7 Heritage
83
4
12th+9+4+4+8 Dual Essence
9
4
13th+9+4+4+8 Fast Healing 2, Erupting Blast
9
5
14th+10+4+4+9 Penetrating Blast
10
5
15th+11+5+5+9 Heritage
10
6
16th+12+5+5+10 Energy Resistance 10
114
6
17th+12+5+5+10 Split Blast (3 blasts)
12
6
18th+13+6+6+11 Eldritch Resilience
12
7
19th+14+6+6+11 Heritage, Name of Power
13
7
20th+15+6+6+12 Sustaining Magic (breathe, aging)
13
8


1. The Warlock Gains access to Least invocations.
2. The Warlock Gains access to Lesser invocations.
3. The Warlock Gains access to Greater invocations.
4. The Warlock Gains access to Grand invocations.



Class Features:


Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, and Use Magic Device.
Skill Points Per Level: 4 + Int-mod.

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient with light armor
but not with shields.



Invocations, Shapes & Essences (Sp)
A warlock may learn any official invocation from any source book (including Dragonfire Adept's invocations).
An invocation may be traded for blast shape/essence, but not the other way around.
A single invocation may be retrained at levels: 3, 5, 8, 10, 13, 15, 18 & 20. This also applies for invocations swapped for shape/essence.
A single blast shape/essence may be retrained at levels: 4, 6, 7, 9, 11, 12, 14, 16, 17 & 19.
Shapes & Essences Column: At any given time, a warlock cannot have more essences than [shapes +1] from this, and vice versa. This means that whenever this column shows an even number, the warlock has gained an equal number of shapes and essences. This by no means reflect on the number of shapes/essences a warlock can take instead of invocations. It just ensures that a 9th level warlock already has at least 1 known shape before acquiring Split Blast and at least 2 known essences before acquiring Dual Essence.
Note: I don’t like the invocation category name “Dark”, because it implies evil orientation, and this remake allows multiple themes.

Eldritch Blast (Su)
EB keeps gaining 1d6 every other level past 11th level.
Also, EB is not an untyped damage.
Each warlock’s EB can produce three types of damage (one type per application of EB).
Those three damage types are determined by the warlock’s alignment, which in turn is determined by his heritage.
This is how it goes:
- Evil (demonic heritage): Acid/Cold/Negative energy *
- Good (celestial heritage): Cold/Electric/Positive energy*
- Chaotic (fey heritage): Electric/Fire/Force*
- Lawful (infernal heritage): Acid/Fire/Sonic*
(* This damage type becomes available starting at 10th level)
When targeting an opponent, a warlock senses any resistance or immunity that his target has against the damage types producible by his EB, thus, without much fuss, unless the warlock has particular reason to be less effective, the most potent damage type is always chosen.
Note: EB damage counts as an Evocation effect, meaning that while EB cannot be triggered in A-M, once it is triggered, it's not affected by A-M, dispelling screens or SR (but carried essences are affected normally).

EB Allows iterative attacks. In such case Eldrich Essence invocations apply to all attacks in the full attack, but the same essence applies to all iteratives and only once per target.
AoE blast shapes are inapplicable for iterative attacks - they always count as your entire attack sequence.


Overcharge (Su)
In moments of great need, a warlock can take 1 Con-point damage to increase the damage of a single EB by 1d6. This affects EB directly. This doesn't come at the expense of applying eldritch essence to your EB. At levels 8 and 15, Overcharge increases EB damage by 3d6 / 5d6 respectively.
Spells, (Sp) and (Su) abilities cannot heal this Con damage. Only good old fashioned bed rest can.


Eldritch Eyes (Su)
At 2nd level warlock gains the ability to Detect Magic at will, as the spell, which he can activate or suppress as a swift or immediate action.
At 9th level, this ability evolves to operate as Arcane Sight.
At 16th level, this ability evolves for the last time to operate as Greater Arcane Sight.


Heritage
A warlock is linked with the primal forces of the world. At 3rd level, one aspect (warlock’s choice) of the warlock's alignment manifests itself in the form of an Outsider Heritage Feat (see the Heritage Feats below).
If at this point the warlock has no feat from his appropriate heritage, he gains the one with the "1st level only" requirement, otherwise he may select another feat from his heritage to which he qualifies.
If the warlock has exhausted his heritage feats when gaining this ability, and the other aspect of his alignment is Neutral, he's entitled to a general feat, exclusively used for further enhancing or expanding Warlock powers. Subsequently, if he has another extreme alignment aspect, he may unlock a second heritage path.


Spell Resistance (Su)
The warlock gains SR 10 + class level.
He may will an effect to automatically breach his SR as a free action if he’s aware of the incoming effect.


Spectral Blast (Sp)
The Warlock's EB now stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.


Energy Resistance (Su)
The warlock's innate resistance is valid against the three types of damage at the warlock’s disposal.


Aspect of Power (Su)
The warlock gains a continuous, ever present power of Prestidigitation.


Starting at 7th level, a warlock may concentrate to produce a mage hand effect or any effect of prestidigitation as the respective spells.
He may also use arcane mark, dancing lights or ghost sound effects as spell-like abilities, at will.
In each case his caster level equals his Warlock level.
The warlock may also use either of the following abilities once per round, as a free action:
- Distinct Voice: If the warlock wishes, anyone within 100' can hear him, regardless of noise around him, even when whispering.
- Unnerving Glare: The warlock can make his eyes flash/glow with a chosen color whenever he wishes, and/or permanently be of unnatural color. This grants a +2 circumstance bonus to all Intimidate checks.


Split Blast (Su)
At 9th level, a warlock may concentrate a great deal of magical power upon his EB, split that power and use it against different enemies (or groups of enemies).
As a full-round action, the warlock may choose to split his EB into two blasts, but each deals one less die of damage, has a penalty of -2 to the ranged touch attack roll, and has a caster level reduction of -1. Splitting an EB does not count as a blast shape invocation and thus a warlock may imbue either blasts with blast shape.
At 17th level, a warlock gains the ability to split his EB into three blasts, but each deals 2 less dice of damage, has a -4 penalty to their ranged touch attack roll, and has a caster level reduction of -2.
Components of a split blast originate from a single point in space and cannot overlap.


Sustaining Magic (Su)
a 10th level warlock no longer needs to eat, drink or sleep. He’s sustained purely by magic.
At level 20, magic sustains the warlock to such a degree that he no longer needs to breathe and he doesn't age unless disconnected from magic entirely. Moreover, the warlock doesn’t merely ceases to age, he actually becomes younger at the same rate he would advance, to a minimum age of adult. This reversed process does not take away or even prevent age-based increase of mental abilities.
This benefit is lost whenever the warlock is denied access to magic (Antimagic, dead magic zone etc).


Dual Essence (Sp)
The warlock can now simultaneously imbue his EB with 2 essences.


Erupting Blast (Su)
EB can be generated without uttering a sound or making any gestures, and can originate from anywhere on the warlock's body (eyes, forehead, chest etc).


Penetrating Blast
The warlock's EB now does full damage to objects and bypasses SR and DR automatically. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against any essence addendums that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).


Eldritch Resilience (Su)
Your fast healing becomes Regeneration 5.
Furthermore, you ignore the first time you're hit with energy drain or ability damage in a given combat round.


Name of Power (Su)
The warlock becomes aware when anyone on the same world (planet) speaks his name (referring specifically to him). He knows when it happens, and learns the name and location of the speaker.
This ability may be suppressed and renewed as a free action.





Invocations:


Omitted Invocations:

Eldritch Glaive (DrM): Not needed, due to EB modifications and the redefinition of Hideous Blow.


Modified Invocations:

Brimstone Blast: Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage each round until the flames are extinguished.

Dark Discorporation: Reduced to Greater invocation category (6th). This invocation's power and practical value were quite overrated.

Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.

Eldritch Cone: As the normal invocation, except the cone is increased from 30' to 60'.

Flee the Scene: If the warlock has an active invocation that makes him invisible, he DOES NOT leave a Major Image after he shifts.

Hideous Blow: Instead of a ranged touch attack, as a swift action, an EB modified by Hideous Blow can be channeled through a melee or range weapon when making an attack or as part of a full attack. Hideous Blow may be discharged on a successful touch or ranged-touch attack - regardless of whether or not the weapon deals any damage.

Wall of Perilous Flames: As with Disintegrate, if a creature is KILLED by the wall, its remains are completely consumed.


New Invocations:

Shapes:

Eldritch Bolt (Lesser; 3rd)
Your EB is 5' diameter 60' long bolt that hits everything in its path. Unlike lightning, it doesn't ricochet, but it can be blocked by solid matter.

Eldritch Burst (Lesser; 4th)
This blast shape invocation turns Your EB into a small burst around you, striking out at everything within 10' + 5' per 5 Invoker levels (friend or foe, alive as well as inanimate). This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Fort save for half damage.

Eldritch Missiles (Lesser; 3rd)
This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts. All blasts are discharged at the same time and all targets must be within a 30' sphere.

Essences:

Weaponry Blast (least; 2nd level)
This essence invocation changes the EB damage into bludgeoning/piercing/slashing damage (warlock's choice).

Phantom Blast (Greater; 5th)
This eldritch essence invocation turns your EB into a phantom blast. A phantom Blast is, for all intent and purpose, invisible. It cannot be detected by any means and can only be noticed after the fact.

Phase Blast (lesser; 4th level)
This eldritch essence invocation causes your EB to phase into the ethereal and bypass all physical obstacles on its way to the target (including carried shield, a closed window, Wall of Force effect etc).

Radiant Blast (Least; 2nd)
This eldritch essence invocation allows you to change your eldritch blast into a radiant blast.
The target of a radiant blast sheds bright light in a 20' radius (and dim light 20' further) for 1 round per CL.
If the target of a radiant blast is the subject of a spell or effect with the darkness descriptor of up to 2nd SL, the darkness effect is dispelled.
You may choose not to deal damage with a radiant blast if you desire, leaving only the token effect.

Shocking Blast (Lesser; 4th)
Your Eldritch Blast deals electricity damage. If attacking a target in metal armor, you gain a +3 bonus to the attack roll, or the target suffers a -3 penalty to his saving throw (if your blast targets an area of effect). In addition, targets in Plate-Mail / Full-Plate become entangled for one round.

Others:

Cheetah's Sprint (Least; 2nd)
Activating this invocation grants you speed increase and dodge bonuses to AC.
For each grade of invocations you have access to, your speed increases by 10' and you gain +1 dodge bonus to AC (maximum of +40' speed increase and +4 dodge AC).
As a swift action, you may double the bonuses gained by this invocation, but after that round, you gain no bonus to movement from this invocation until have had a chance to rest for at least one full minute.

Compelling Vision (Greater; 6th)
You can use dream as the spell with this invocation, except that at any point during the message you may implant a suggestion in your message. A successful Will save negates the suggestion effect and immediately breaks contact between you and the target.

Dark Grasp (Greater, 6th)
The warlock creates a massive hand which is seemingly formed from pure darkness or a swarming mass of ghostly insects or bats (optional flavors)
This invocation functions identically to the Telekinesis spell, except as follows:
- It takes a full round to activate.
- It requires concentration to maintain. When maintained, the dark hand occupies one of the warlock’s hands, so he may not perform actions which require fine manipulation or two hands in conjunction with this ability.
- At the warlock’s discretion, it may deliver 1d6 cold, 1d6 electricity and 1d6 negative energy damage to anyone it successfully manipulates.
- It is incorporeal and has AC = [10 + ½ CL + Cha-mod]
- It has HP = [2 * CL]. If reduced to 0 HP, it vanishes and cannot be reformed for the next 8 hours. Otherwise, it regenerates 1 HP per round while maintained.

Dark Whispers (Grand; 7th)
The warlock can project his mind and afflict others with overwhelming disorientation and paranoia.
The warlock designates a victim, who immediately begins hearing insidious, whispering, demanding voices in its head, forcing it to succeed at a Will save vs. DC [10 + 1/2 CL+ Cha-mod) or go insane for a number of rounds equal to the warlock's Cha-mod. While insane, the victim suffers a -6 penalty to Wis and is unable to tell friend from foe, lashing out violently against the nearest available creatures. Victims who pass the will save are immune to further uses of this invocation for 24 hours.
Dark Whispers has an alternate effect on beings with intelligence scores that are normally immune to mind-affecting abilities - they must succeed at a Will save or the psychic shock of their intimate contact with the Harrowed's beast instead deals them 6d6 points of damage.

Detect Thoughts (Least; 2nd)
This invocation works as the arcane spell of the same name. It is always active, ready for the warlock to utilize via concentration.

Devil's Whispers (Greater; 5th)
Not really a new invocation, but since it's from Ci, it can easily be neglected, and Suggestion on steroids a really nice ability.

Expel Outsider (Lesser; 4th)
When you use this invocation, you attempt to force an extraplanar creature within close range back to its proper plane.
If the creature fails a Will save, it is forced to return to its original plane. However, if the creature succeeds on its save it can turn the invocation back against you, stunning you for 1 round, unless you make the save vs. the same DC.

Eyes of the Winged Raptors (Least; 2nd)
You gain increased visual acuity for 24 hours.
You gain Low Light Vision, and a +6 bonus to Spot checks.
Furthermore, all Spot related penalties based on distance apply at 5 times distance increments (e.g. instead of taking a -1 penalty to spot for each 10' distance, you take a -1 penalty to spot for each 50').

Guiding Spirits (Lesser; 4th)
You have leaned how to call upon the high spirits of your heritage for guidance.
By spending a minute in meditation, you can commune with beneficent spirits to determine where the future will lead. The effects of this invocation are identical to the augury spell, except that each time you use the invocation within a 24 hour period, the chance of receiving a meaningful reply drops by a cumulative 20%. Also, unlike the spell, you need not provide material components or a focus.

Magic Coating (Least; 1st)
You can use Grease and Sticky Floor RotD, as the spells.

Make Way (Greater; 5th)
You can use Forcewave (SC), as the spell, with the following changes:
- The AoE is 10' + 5' per 5 class levels.
- The force wave affects everything, not just creatures.
- Cha is used instead of Str for determining the Bull Rush score.

Poltergeist (Grand; 8th)
This invocation bestows upon the warlock the Incorporeal Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype).
This invocation lasts for 24 hours and is dismissable.
Also, a successful targeted Dispel (dispel magic, greater dispel magic & disjunction) terminates the effect of this invocation.

Size Step (Least; 2nd)
This invocation allows the warlock to increase/decrease his size, just as if affected by Enlarge/Reduce Person spell.
Unlike Enlarge/Reduce Person spell, this invocation has Range: Personal and affects non-humanoid as well (Elan/Genasi/Dromite/... etc).
Size Step can increase the subject's size up to Large or reduce the subject's size down to Small. Warlocks of Tiny size or smaller may only be increases in size and Warlocks of Huge size or larger may only be decreased in size.

Unbreak (Least; 2nd)
This invocation functions as given for Make Whole spell.

Undulant Innards (lesser; 4th)
The warlock gains Fortification 25% per 5 class levels.

Word of mind (Lesser; 3rd)
You emulate the ability of demons and devils and "speak" by thinking instead of using your voice.
You gain telepathy 100’
Notice that telepathy doesn’t grant mind reading capabilities. One’s not compelled to reply.
Word of mind lasts for 24 hours.

// ------------------------------------------------------------------

Planar Binding as invocations
Warlocks can also learn Lesser/Regular/Greater Planar Binding as Lesser/Greater/Grand invocations.
This would, of course, require an "only one at a time" restriction, but I see having an infernal companion as being very much in keeping with the warlock's design.
Built into the invocations is a personal protection (equivalent to a Prot. from evil) during the bargaining phase, but bystanders/party members/ etc are there at their own risk.
Varied degree of success depends on the opposed check. Success means the called creature is bound to the bargain, failure immediately returns the creature, and failure by 5+ simply ends the bargain (and protections) and frees the called creature to act however it cares to.
Note: Good aligned warlocks can instead learn to invoke the various versions of Planar Ally.

Necro-Themed Invocations:

Death’s Command (Least; 2nd)
You can Command Undead as the spell.

Phantom Steed (Lesser; 3rd):
You may use Phantom Steed at-will. You may only have a single stead at a given time.

Soul Snatch (Greater; 5th)
You may attempt to snatch the soul of a Helpless or Dying creature, within close range.
The target may attempt a Fort save to resist the effect (DC: 10 + 1/2 class levels + Cha-mod) or die.
A snatched soul grants you knowledge of everything the creature thought about 24 hours prior to its death.
You may hold onto the soul and utilize its link to the afterlife's to make a single Knowledge check with a bonus equal to the creature's CR (or its own Knowledge ranks, whichever is greater) plus your Cha-mod. The result of that check isn't limited by what you or the creature know. Once used in such a manner, the soul is released.

Awaken Undead (Greater; 6th)
Use Awaken Undead as the spell. These undead remain completely loyal to you and remain under your command if they were already under your command.

Restless Dead (Greater; 6th)
You can Create Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

Relentless Souls (Dark; 8th)
You can Create Greater Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

Undead Legion (Dark; 9th)
All undead of a specific type under your control within 30' of you become a legion.
So long as these undead remain within 60' of each other, their total HP become a single pool of HP. These undead remain animated until the entire pool of HP is depleted – at which point all of the undead in the legion crumble to dust.
If one of these undead leaves this area, it is removed from the legion, it gains HP equal to the number of HP currently in the pool divided by the number of undead currently in the legion, rounded down. If the number is below one, the undead crumbles into a pile of dust.
An undead legion cannot be turned or rebuked unless the roll is sufficient to affect all undead in the legion. You can only have one legion created at a time in this way.





Feats:

Outsider Heritage Feate:

On very rare occasions, usually due to some cosmic event, creatures are born with an affinity to the denizens of one of the alignment associated planes of existence. Such creatures always possess an alignment aspect corresponding to their heritage and gain the first heritage feat of their heritage.


Fiendish Heritage (evil)

Fiendish Heritage
Requirements: 1st level only
Benefits: You are descended from creatures native to the Lower Planes.
You gain a +4 bonus on Fort saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects that target evil aligned creatures or which are exceptionally potent against evil aligned creatures.

Fiendish Skin
Requirements: Fiendish Heritage
Benefits: You gain DR (overcome by good) equal to 1 + the total number of Fiendish Heritage feats you possess (including this one).

Fiendish Power
Requirements: Fiendish Heritage, character level 3rd
Benefits: Your caster level and save DCs for evil spells and invocations increase by 1.

Fiendish Presence
Requirements: Fiendish Heritage, character level 6th
Benefits: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

Fiendish Legacy
Requirements: Fiendish Heritage, character level 9th
Benefits: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only) and unholy blight. Your caster level equals your character level.

Celestial Heritage (good)

Celestial Heritage
Requirements: 1st level only
Benefits: You are descended from creatures native to the Celestial realms.
You gain a +3 bonus on saving throws against polymorph and petrifaction effects.

Celestial Skin
Requirements: Celestial Heritage
Benefit: You gain DR (overcome by Evil) equal to 1 + the total number of Celestial Heritage feats you possess (including this one).

Celestial Power
Requirements: Celestial Heritage, character level 3rd
Benefits: Your caster level and save DCs for good spells and invocations increase by 1.

Celestial Presence
Requirements: Celestial Heritage, character level 6th
Benefits: You gain the following spell-like abilities, each usable once per day: aid, commune, and detect evil. Your caster level equals your character level.

Celestial Legacy
Requirements: Celestial Heritage, character level 9th
Benefits: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (Angelic creatures only), and Holy Smite. Your caster level equals your character level.

Fey Heritage (chaotic)

Fey Heritage
Requirements: 1st level only
Benefits: You are descended from creatures native to the fey realms.
You gain a +3 bonus on Will saving throws against Illusion effects.

Fey Power
Requirements: Fey Heritage
Benefits: Your caster level and save DCs for Illusion spells and invocations increase by 1.

Fey Skin
Requirements: Fey Heritage, character level 3rd
Benefits: You gain DR (overcome by cold iron) equal to 1 + the total number of Fey Heritage feats you possess (including this one).

Fey Presence
Requirements: Fey Heritage, character level 6th
Benefits: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

Fey Legacy
Requirements: Fey Heritage, character level 9th
Benefits: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

Infernal Heritage (lawful)

Infernal Heritage
Requirements: 1st level only
Benefits: You are descended from creatures native to the upper realms.
You gain a +3 bonus on Will saving throws against Enchantment effects.

Infernal Power
Requirements: Infernal Heritage
Benefits: Your caster level and save DCs for Enchantment spells and invocations increase by 1.

Infernal Skin
Requirements: Infernal Heritage, character level 3rd
Benefits: You gain DR (overcome by Chaos) equal to 1 + the number of Infernal Heritage feats you possess (including this one).

Infernal Presence
Requirements: Infernal Heritage, character level 6th
Benefits: You gain the following spell-like abilities, each usable once per day: Charm Monster, Blindness/Deafness, and Disguise Self. Your caster level equals your character level.

Infernal Legacy
Requirements: Infernal Heritage, character level 9th
Benefits: You gain the following spell-like abilities, each usable once per day: Speak with Dead, Order's Wrath, and summon nature's ally V (Lawful creatures only). Your caster level equals your character level.


Other Feats:

Dark Transient
Requirements: Knowledge (the planes) 15, Fell Flight, Flee the Scene, Path of Shadow
Benefits: You gain the following benefits:
- Your flight speed (from the fell flight invocation) increases by 30' and its maneuverability increases to perfect.
- You can self transport great distances with a single thought (as greater teleport). You can also transport other creatures, but if you do, there is a chance of error (as teleport).
- You can self plane shift with perfect accuracy. You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using the spell.

Eldritch Reattunement
Your quest to fully understand the potential of your heritage grants you access to powers usually beyond your practice.
Requirements: One or more Extra Invocation.
Benefits: Once every 24hrs, you may temporarily lose access to one of your extra invocations in order to gain access to another invocation of the same level or lower on your class’ list that’s not in your repertoire.
This process takes [1min / invocation grade] of uninterrupted meditation, can only be done after getting a good night’s sleep and lasts either until the next time you’re fully rested, fall unconscious or (if and when relevant) brought back from the dead.
Special I: Starting the process of gaining temporary access to an invocation immediately terminates access to the previous one (including the character's original extra invocation).

Eldritch Reattunement Mastery
Your quest to fully understand the potential of your heritage grants you unparalleled eldritch versatility.
Requirements: Extra Invocation: Least, Extra Invocation: Lesser, Extra Invocation: Greater, Eldritch Reattunement.
Benefits: When reattuning an invocation, you may prolong the process and reattune any number of your extra invocation, summing up the required meditation time.
Special: This feat qualifies you to spend feats to gain extra invocations of the highest grade you have access to: Grand for Warlock / Wyrm for DFD (see below, post #23).
Writer's Note: This feat obviously grants a totally different level of flexibility to a character that has it, but to get there, one must spend no less than 5 feats (probably more), meaning a player must trade all of his/her character optimization tools. By the time this feat is accessible, full spellcasters cause the earth to tremble, the skies to rain meteors, creatures of demigod powers to serve them, the dead to return at no penalties and wishes to come true (and to exploit its full potential, at least 1 more feat is required). I’d say this one doesn't even begin to scratch the surface.

Eldritch Retribution
Requirements: Combat Reflexes
Benefits: When someone scores a melee touch attack against you (whether or not actually dealing damage – minor contact is enough), you may discharge EB damage upon your attacker as an immediate action (auto-hit). You cannot modify this assault with essence or shape invocations and you must be aware of the incoming attack in order to retaliate.

Eldritch Spell Sculpting: minor
Your expanded knowledge grants you true insight to raw magic.
Requirements: Extra Invocation: Least, Eldritch Reattunement
Benefits: You may invoke any cantrip-grade spell (Mage/Priest/Druid) on the fly, as if it were a Lesser invocation.

Eldritch Spell Sculpting: moderate
Your insight to raw magic expands.
Requirements: Extra Invocation: Lesser, Eldritch Spell Sculpting: minor
Benefits: You may now invoke any 1st-level-grade spell (Mage/Priest/Druid) on the fly, as if it were a Greater invocation.

Eldritch Spell Sculpting: major
Your insight to raw magic has reaches new heights.
Requirements: Extra Invocation: Greater, Eldritch Spell Sculpting: moderate
Benefits: You may now invoke any 2nd-level-grade spell (Mage/Priest/Druid) on the fly, as if it were a Grand invocation.

Eldritch Spell Sculpting: epic
Your insight to raw magic has reached its zenith.
Requirements: Eldritch Spell Sculpting: major, Eldritch Reattunement Mastery, Extra Invocation: Grand/Wyrm
Benefits: You now have access to any 3rd-level-grade spell (Mage/Priest/Druid) on the fly, as well as any Least invocation.

Eldritch Sculptor
Requirements: Spellcraft 11, Eldritch Spear, Hideous Blow, Eldritch Chain, Eldritch Cone, Eldritch Doom]
Benefits: You control and shape your EB like a master sculptor and can enhance it in one of the following manners:
- You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one, and apply eldritch essences to both blasts.
- You gain +2 bonus on attack rolls to hit an opponent with your EB.
- If you modify your EB with the Eldritch Spear, the range increases to 500'.
- You can use Hideous Blow as part of an AoO.
- If you modify your EB with Eldritch Chain, you may start the chain up to 120' away from you and the maximum distance between each target increases to 60'.
- The range of your Eldritch Cone increases to 120'.
- The radius of Eldritch Doom increases to 40'.

Empowered Eldritch Blast
Requirements: Warlock level 6.
Benefits: The damage dealt by your eldritch blast increases by 1d6.
Special: For each 6 Warlock levels beyond 6th (12, 18 etc), you may take this feat one more time, stacking the effect.

Master of the Elements
Requirements: Knowledge (the planes) 21, Breath of the Night, Chilling Tentacles, Stony Grasp, Wall of Perilous Flame
Benefits: You have achieved mastery of the four elements -- air, earth, fire, and water.
- Once per day, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your CL.
- Once per day, you can use dominate monster on elementals and creatures with the air, earth, fire and water subtype. This effect lasts for a number of days equal to your Warlock class-level.
- Your energy resistance against air, earth, fire and water is increased to 20.
- Elementals and creatures with the air, earth, fire and water subtype view you as one of their kind. These creatures react to you as if their attitude is one step better than the situation otherwise warrants.

Paragon Visionary
Requirements: Spellcraft 9, Dark Foresight, Devil's Sight, Voidsense
Benefits: Your powers of perception are beyond mortal ken.
- You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing).
- You are automatically aware of all spells or magical effects you see.
- Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows.
- When you use the Voidsense invocation, you gain Blindsight 60'.
- You receive a bonus on all Listen, Sense Motive and Spot checks equal to double your Wisdom modifier or +6, whichever is greater.



Divine Blast Feats:


Corrupting Blast
Requirements: Rebuke Undead class feature, Dual Essence Warlock feature, an eldritch essence that requires a saving throw
Benefits: When mounting an EB with an essence that requires a saving throw, you can spend one of your Rebuke Undead uses as a swift action and modify your EB into a Corrupting Blast (counts as an essence).
The target of your EB takes a -4 penalty to its saving throw vs. the essence mounted onto the modified EB.

Healing Blast
Requirements: Turn Undead class feature, Dual Essence Warlock feature, Radiant Blast essence (see above)
Benefits: You can spend one of your Turn Undead uses as a swift action and modify your EB into a Healing Blast.
Your EB heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, healing blast deals damage as normal; against constructs or objects, healing blast has no effect.
Healing Blast counts as two essences.
Special: You may choose whether or not your healing blast also behaves like Radiant Blast (makes your target shed light).

nonsi
2014-05-27, 12:18 PM
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Class: Bard


Preface

The core 3.5e Bard is a low-power T3 class (mid/high if drastically optimized with multiple gaming resources, regarding Sublime Chord more as a Sorcerer variant than Bard variant).
It can be taken to more than one direction.
It is almost reasonably versatile.


So why would I wish to homebrew a Bard remake, one might ask?

Well, my main gripe with all the official classes, Bard not excluded of course, is that to really enjoy a character’s scope of abilities, one needs to turn to several resources for feats, to several other resources for spells, to yet some more resources for items, to another one sometimes for a juicy template, and then to some more resources for PrCs.

I'm always aiming for out-of-the-box awesomeness.

Basically, there are just too many Bard-ish features that I find missing.
- The core Bard has a single class feature (inspire courage) smeared over 4 levels. That’s 3 dead levels more than visually apparent.
- The core Bard, being the supposedly undisputed master of performance has no special resistance to performance associated powers.
- The core Bard, combining performance and spells, has no feature that does so in a unique way.
- The core Bard, being so dependent upon sound, has no inherent means of dealing with magical silence.
- The core Bard is missing a key element in its features: the ability to befuddle, confound & terrorize his opponents.
- The core Bard, having fewer spell levels than full spellcasters and no bonus feats, suffers badly on the action economy aspect.
- The core Bard doesn’t have any inherent ability for significant self empowerment.
- All special class features either amount to numerical bonuses or are very situational. This is not fun most of the time.


In terms of concept and role, I view the bard’s place in an adventuring party as Factotum on steroids. A polymath. Someone with a toolbag for almost any situation, and definitely more than a 5th wheel.


So, the main challenge here is to upgrade the Bard in such manner that would make players see it and say “mannn, this is one awesome class. I want to play this and see it through to level 20”.
Not because it breaks the game or steps on everyone's toes, but by virtue of always having things to do and that the options are fun and interesting.
I'm not looking for char-op synergy, but rather more diversity (horizontal upgrade rather than vertical).


So, without further delay, here are the changes I wish to apply to the core bard.

Almost all changes amount to additions, so anything not specifically detailed here is to be taken from the core Bard – including stuff that’s not mentioned at all.
If any contradictions arise between what’s written here and core, what’s written here persists.



Alignment: No restrictions. I never really understood why they decided that a bard had to be chaotic. Even a mischievous type can be a loyal friend and have a strict CoC. Also, court bards actually were lawful. They served their rulers in many ways beyond entertainment.

Hit Die: d8

Table: The Bard

Saves
LevelBABFRWSpecial
1st+0+0+2+2Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage, Spells
2nd+1+0+3+3Loremaster, Well Versed
3rd+2+1+3+3Inspire Competence
4th+3+1+4+4Spellsinger, Piety
5th+3+1+4+4Bonus Feat, Bolstering Performance
6th+4+2+5+5Suggestion
7th+5+2+5+5Instill Fear
8th+6+2+6+6Break the Silence, Sustaining Tunes
9th+6+3+6+6Inspire Greatness
10th+7+3+7+7Discord
11th+8+3+7+7Bonus Feat, Accelerated Performance
12th+9+4+8+8Song of Freedom
13th+9+4+8+8Jarring Echoes
14th+10+4+9+9Cunning Brilliance, Power in Performance
15th+11+5+9+9Inspire Heroics
16th+12+5+10+10Song of Timelesness
17th+12+5+10+10Bonus Feat, Harmony
18th+13+6+11+11Mass Suggestion
19th+14+6+11+11Revealing Chime
20th+15+6+12+12Mimicking Retort, Deadly Performance




Class Features


Class Skills and Skill Points per Level: Same as the core Bard’s. In addition, the following skills are also class skills: Handle Animal, Lucid Dreaming, Ride, Spot and Survival.

Weapons and armor proficiencies: Bards are proficient with all Simple and Martial Light and 1-Handed weapons. They’re also proficient with light armor and buckler.



Spells
Use the core Bard’s spell list and spells known, but also add the following to the Bard Spells list:
1st: Detect Snares and Pits
2nd: Pass Without Trace
3rd: Remove Curse
4th: Restoration
5th: Heal
6th: Vision



Bardic Music (Su)
Bardic Music can be practiced with any selected application of the Perform (…?...) skill, as long as the result is audible in some manner (vocal/instrument/drums/clicking etc).
Bladesingers (see below) are the only exception to this constraint and may use their specialized combat maneuvers to initiate Bardic Music effects.

A bard chooses one aspect of the Perform skill that’s valid for Bardic Music. The bard automatically gains maximized ranks in his chosen performance skills with level progression (Reason: no bard in the world will ever take less, so those are always wasted skill points – an unjust penalty).

All Bardic Music effects linger for 5 rounds after the bard’s performance has ended.

A bard has a pool of #uses to his Bardic Music ability.
At 1st level, this pool capacity is 1.
At 2nd level and every 3 levels thereafter, a bard's Bardic Music pool increases by +1 (2/3/4/5/6/7/8/... at levels 2/5/8/11/14/17/20/... respectively). This number is reset once per hour.
Writer's Note:

The idea was to give the Bard a lot more lasting power throughout the day, but not to let a player burn out everything within a single encounter. While this is not a reasonable scenario with the core class and rules, This Bard variant's Bardic Music has a lot more power and versatility, and (as will be evident by reading on and going through the Bardic Music feats) allows a significantly faster burn with level progression. This will make the Bard a lot more useful and interesting to play in the long run, and guarantee that it is not a practical option to just stand and sing throughout entire encounters.



Inspire Courage (Su)
Inspire Courage starts by granting +1 bonus. For each 6 levels beyond 1st, this bonus increases by +1 (+2/+3/+4 at levels 7/13/19 respectively).
In addition, Inspire Courage also has the following cumulative effects when performance commences:
Bard Level 1: Automatically cancels existing Shaken condition upon all affected allies, and reduces stronger fear conditions by one step (Cowering->Panicked, Panicked->Frightened, Frightened->Shaken).
Bard Level 7: Automatically cancels existing Frightened condition upon all affected allies, and reduces stronger fear conditions by two step (Cowering->Frightened, Panicked->Shaken).
Bard Level 13: Automatically cancels existing Panicked condition upon all affected allies, and reduces Panicked condition to Shaken.
Bard Level 19: Automatically cancels existing Cowering condition upon all affected allies.


Loremaster (Ex)
Bards are the renowned sages of the game world.
On top of Bardic Knowledge, starting at 2nd level, a bard gains a bonus of +1 rank per 2 Bard levels to all knowledge skills given in PHB I (ranks for "Local", "History" and "Nobility & Royalty" Knowledge categories may be assigned to more than a single nation, but the total bonus is still +1 per 2 levels each).


Well Versed (Ex)
The bard's rich experience with music and sound grants him high tolerance to associated effects.
Starting at 2nd level, a bard gains a +4 bonus on saving throws made vs. all voice/music/sonic effects that are associated with enchantment, illusion and compulsion. This, of course, encompasses all Bardic Music derived effects where a save is relevant.


Spellsinger (Su)
Starting at 4th level, a bard gains an ability to cast spells while in the middle of performing Bardic Music, by weaving the incantation into the song. By spending one Bardic Music use, he can cast a spell without ending or interrupting an ongoing song. Only spells from the Bard’s list can be cast in this way, not spells gained from other classes.


Piety (Su)
A 4th level bard can mimic the Cleric’s Turn Undead ability.
You may spend 1 use of your Bardic Music as a standard action to affect undead as a cleric of 3 levels below your Bard level.
You can use this ability a number of times per day equal to 3 + your Cha-bonus (if any).
You cannot use Piety if you have exhausted your daily uses, even if you have Bardic Music uses left to spend.
No matter what your alignment, you cannot control undead – your understanding of divine magic is too rudimentary for that.
This ability cannot in any way substitute true Turn Undead ability as prerequisite for anything.


Bonus Feat
At levels 5, 11 and 17, a bard gains a bonus feat.
Choose any feat that affects Bardic Music in any way or grants a new Bardic Music power.
You must meet all of the feat’s prerequisites.


Bolstering Performance (Su)
At 5th level, while the Bard is under an effect of his Bardic Music, he receives his Cha-bonus as competence bonus to all saving throws.


Instill Fear (Su)
A bard of 7th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30' and the bard continues the performance. The performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Instill Fear is a mind-affecting fear effect, and it relies on audible and visual components.
Starting at 10th level, opponents failing their saves are instead Frightened. On a successful save they’re subject to a second saving throw to avoid being Shaken. The performance cannot cause a creature to become Panicked.
Starting at 14th level, opponents failing their saves are instead Panicked. On a successful save they’re subject to a second saving throw to avoid being Frightened and a third save to avoid being Shaken. The performance cannot cause a creature to become Cowering.
Starting at 19th level, opponents failing their saves are instead Cowering. On a successful save they’re subject to a second saving throw to avoid being Panicked. And a third and a forth as noted above.
All of the above effects allow a save each round to lessen the effect (or negate it altogether if shaken).


Break the Silence (Su)
At 8th level, by expending 1 use of his Bardic Music as a part of another action that involves the character’s voice, the bard can breach through Silence spell, or other barriers designed to negate or prevent sound transmission. In order to do so, he must either be affected by the spell or be within the area of influence.
He may either breach it momentarily (automatic success), or attempt to dispel is as if via Dispel Magic.


Sustaining Tunes (Su)
All allies that are affected by any of an 8th level bard’s benign Bardic Music effects (including the bard himself) gain Fast Healing 1. Each 3 levels beyond 8th increase the HP recovery per round by +1 (fast healing 2 at 11th, fast healing 3 at 14th, etc).
Dying allies also automatically stabilize.


Discord (Su)
The bard can use his Bardic Music to cause his enemies to become confused.
To be affected, an enemy must be able to hear the bard perform and within 60' line of effect. Each enemy receives a Will save (DC 10 + 1/2 Bard level + Cha-bonus) to negate the effect. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect.
Once a target successfully resists the effect, it is immune to Discord for 24 hours.


Accelerated Performance (Su)
An 11th level bard's speed and precision increase, allowing him to use Bardic Music as a move action (but still only once per round), or combine Bardic Music with countersong in a single standard action.


Jarring Echoes (Su)
A 13th level bard can use his music or poetics to rattle his opponents' senses.
Each round during the bard's performance, he may choose one target within 60' to be the victim of Jarring Echoes.
Any action made by the selected target that requires any degree of concentration requires a Concentration check vs. the bard's perform check to avoid failure.
Actions that do not require concentration suffer -2 to their rolls.
Actions that normally succeed without any check are unaffected by Jarring Echoes.
Unlike most other Bardic Music powers, this one terminates immediately when the bard's performance ends. Furthermore, a bard may only affect one target at a time and when the bard switches targets the previous one suffers no further ill effects of Jarring Echoes.


Cunning Brilliance (Ex)
Drawing upon a great wealth of stories and insights, through sheer inspiration and latent talent, a 14th level bard is able to augment his actions, enabling him to fill the shoes of his companions or of his beloved heroes when needed most.
Three times per day, by spending 1 Bardic Music use as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Bard level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Bard level. Improved (Ex) abilities (such as Im. Evasion or Im. Uncanny Dodge) require 2 Bardic Music uses. Features with double improvements (e.g. Mighty Rage, if and when a bard hits level 25) require 3 uses.
For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.


Power in Performance (Su)
At 14th level, whenever the Bard is under the effects of his Bardic Music, he gains half his Cha-bonus as competence bonus to attack, damage, and AC (dodge).


Song of Timelessness (Su)
A bard of 16th level or higher knows the song of timelessness.
As a standard action, he can envelop a single creature within 60’ in a field of timelessness, provided he has line of effect to the target (PHB, p.176).
The subject is entitled to a Will save (DC 10 + bard level + Cha-bonus) to negate the effect.
If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall.
A bard can keep his target frozen in time for as long as he maintains the power by continuing to perform, up to a maximum of 1 minute per level. When he stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.


Harmony
at 17th level, The bard has mastered his art, allowing him to use 2 Bardic Music effects and one countersong as a single standard action.


Revealing Chime (Su)
A 19th level bard can enable all allies within 30' (self included) to see things as they truly are.
All allies are affected by True Seeing that lasts for 10 rounds.


Mimicking Retort (Sp)
Once per encounter, after surviving the effects of a spell, assuming he is still able to act in combat, a 20th level bard may make a level check (resolved as a Spellcraft check) against the spell that had just struck him. If he succeeds, he manages to temporarily preserve the effect's energies and may recreate it once (using his own CL and Cha-mod) within the next [3 + Cha-mod] rounds.
Special: 5 ranks in Spellcraft grant a +2 synergy bonus to all such checks.


Deadly Performance (Su)
A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30’. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha-bonus) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.









Bard Variant: Bladesinger

Some Elven societies have a special, highly graceful, Bard variant that is somewhat more combat focused.
Most bladesingers choose the War Chanter role, but this is by no means mandatory.
On extremely rare occasions, non elves are allowed to practice blasesinging.


Variant Requirements: Race: Elf, Dex 13+, Cha 13+, Int 13+, Balance 4, Tumble 4.
Bardic Perform focus: Sing / oratory (player's choice) and dance – both are maximized at no skill points cost.


Writer’s Notes:

Reminding all readers that we’re in the homebrew department.
Given my newly adopted attitude toward PrCs as 3e’s worst invention, I don’t see myself compelled to any loyalty to the CW Bladesinger PrC.
This is my interpretation of the Bladesinger.

It took me forever to nail this one right. I finally figured that to keep concurrent with my view of things, I'd have to make the Bladesinger a Bard variant (even though I didn't like the heavy 1st-level prereqs), since:
- The Bladesinger is supposed to combine sword & spells effectively from the get go, so it was inappropriate as a multiclass.
- It must be a hybrid class, since it delves into many aspects: sword, spells, skills & song.
- Its signature features are combat-singing & combat-grace – both extremely Bard-ish.
- No incarnation of the Bladesinger is able to use the features omitted from the regular Bard (see below), and most of them are still available as spells (if one really finds them hard to give up).

Now, is it worth it? Well, it's all a matter of personal preference. If you have no problem with being an Elf and are ok with the restrictive build and are patient enough:
- You save all those precious Concentration skill points.
- At 6th level you gain significant defensive bonuses that help you linger on in direct confrontation.
- At 12th level you can wield magic free of quite a bit of worries. Sure, you're no Mage, but both factors offset one another quite nicely.
- At 18th level you absolutely rock against opponents susceptible to mind effects (note that some are quite immune at those levels).




Bladesingers don't gain the following Bard features:
- Bardic Knowledge
- Fascinate
- Loremaster
- Bonus Feat
- Suggestion
- Song of Freedom
- Mass Suggestion


Bladesingers gain* the following features:


Combat Performance (Ex)
Bladsingers use their performance skill when making Concentration checks related to spellcasting and Bardic music (such as maintaining a spell while taking damage).

Inspiring Dance (Ex)
Starting at 2nd level, a Bladesinger's unique and impressive combat style allows him to use any of his "Inspire" Bardic Music abilities to influence allies and Discord to influence enemies as part of his melee or range attacks. To be affected, targets must be able to see the Bladesinger.
Note that Bladesingers still depend on their Sing / Oratory performance for the remaining Bardic Music features.

Defensive Aptitude (Ex)
Putting more emphasis on combat prowess than musical versatility, and stepping into the pyre on a much more regular basis, Bladesingers hone impressive defensive capabilities. At levels 5, 11 & 17 Bladesingers select one of the following abilities (at any desired order): Evasion, Mettle, Uncanny Dodge.

Battlegrace (Ex)
At 6th level, a Bladesinger may add his Cha-mod to AC and Ref saves.
He also no longer provokes movement-derived AoOs.

Bladecasting (Ex)
At 12th level, a Bladesinger no longer provokes AoOs from casting Bard spells in melee combat, unless denied his Dex-bonus to AC.
Also, by expending 3 uses of his Bardic Music as he casts, the Bladesinger may cast any of his Bard spells as a swift action (a multiclass Bladesinger may not use this ability with spells that he did not obtain via his Bard class).

Bladesong Perfection (Su)
At 18th level, a Bladesinger can truly mesmerize his opponents. Every time he hits an opponent (mild touch is enough), he may discharge one of his Bard spells upon it.


* All of the Bladesinger's class features are inapplicable unless he's:
1. Wielding longsword/rapier/scimitar in one hand and nothing in the other (also unarmed, with Improved Unarmed Strike).
2. Wearing light or no armor.
3. Light loaded.
Also, all Bladesinger features are inapplicable during Rage or under any form of mental compulsion spell or effect (e.g. Confusion).



And the Bladesinger's Special column goes as follows:



Level Special
==============================
1st Bardic Music, Combat Performance, Countersong, Inspire Courage, Spells
2nd Inspiring Dance, Well Versed
3rd Inspire Competence
4th Spellsinger, Piety
5th Defensive Aptitude, Bolstering Performance
6th Battlegrace
7th Instill Fear
8th Break the Silence, Sustaining Tunes
9th Inspire Greatness
10th Discord
11th Defensive Aptitude, Fast Performance
12th Bladecasting
13th Jarring Echoes
14th Cunning Brilliance, Power in Performance
15th Inspire Heroics
16th Song of Timelesness
17th Defensive Aptitude, Harmony
18th Bladesong Perfection
19th Revealing Chime
20th Mimicking Retort, Deadly Performance




Bard Variant: Feral Bard

Bards are first and foremost scholars and sages, so there aren’t truly feral Bards.
However, some prefer to study instincts more primal to valor and majestic heroics.
Feral bards are rare but dangerous heralds of the wild. They perform the savage anthems and rhythms of nature with voice and drums, eschewing most other forms of inspirational performance. They know songs that spur their allies to savagery, cooperation and freedom in combat.


Inspire Rage (replaces Inspire Courage)
The feral bard’s chants and rhythms inspire a violent fury in his allies.
At 1st level, a Feral Bard may use his Bardic Music to instill rage in his companions.
Any willing ally (including the bard) who can hear the bard gains a +2 morale bonus to Str and Con, and a +1 morale bonus to Will saves. However, while under this effect, they are under the same restrictions to their actions as a raging barbarian.
After this effect ends, the allies are fatigued for twice as long as they were enraged.
At 7th level, and at every 6 Bard levels thereafter, the Str & Con bonuses go up by +2 and the Will bonus by +1.

Inspire Pack Tactics (replaces Inspire Competence)
The feral bard inspires his allies to work together as a team, in order to be more efficient and deadly.
While the bard is performing, all bonuses from aid another attempts and flanking are doubled. This stacks with any other ability that increases bonuses from flanking or aid another.

Song of the Free Spirit (replaces Song of Freedom)
The feral bard plays a fast and wild beat, urging his comrades to break free of their shackles.
The feral bard may enhance his allies’ movement. All allies within 60' of the bard who can see and hear him gain a 20’ morale bonus to all forms of movement that they possess. In addition, they are treated as though under the effects of Freedom of Movement spell.
The feral bard cannot use this ability on himself.






Bard Feats

Music of the Gods
Requirements: Cha 21+, Green EarCAdv, RequiemSong & Silence, The Heart, Mind, and Soul (see below), Perform 15
Benefits: The bard is capable of using Bardic Music to affect all creatures, even creatures that would otherwise be immune to the effects of his Bardic Music.

Panpipe Charm
Requirements: Bard 3rd, Perform (panpipe) 6
Benefits: Through the use of this feat, a bard can mimic the Satyr’s power over pipe music.
The bard can use his Bardic Music ability to produce charm person, scare or sleep.
When the bard attains 10th level and 13 ranks in Perform (panpipe), he may then also use his Bardic Music to produce Charm Monster, Fear and Deep Slumber effects when playing the panpipe.

Reactive Countersong
You can use countersong as a reaction to a sonic or language-dependent magical attack.
Requirements: Accelerated Performance Bard feature, Combat Reflexes
Benefits: You can begin a countersong at any time, without having to ready an action to do so. Thus, you could use the countersong as a reaction to a sonic or language-dependent magical attack.
You can't use Reactive Countersong at the same time you are using another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).
Normal: Without this feat, you can only use countersong on your turn.

Shadow Hymn
Requirements: Bard level 9th
Benefits: By expending a Bardic Music use, the bard gains Darkvision out to 30' for a number of hours equal to his Cha-bonus.

Sonic Symphony
Requirements: Break the Silence class feature, Perform (any musical instruments) 12
Benefits: You may use a lute, guitar, or other string instrument as means of generating sonic attacks.
The bard can, as a standard action, spend 1 use of his Bardic Music to produce one of the following attacks:
- 100’ ray (ranged touch)
- 60’ line (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
- 30’ cone (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
Whatever shape the bard chooses, the damage always equals the bard's Perform check.
The bard may spend a use of Bardic Music to up the damage to the bard's class level * Cha-bonus.

Tenebrous Tune
Requirements: Shadow Hymn, Perform 15
Benefits: By spending two Bardic Music uses, the bard may cause all creatures affected by his Fascinate Bardic Music ability to make a Will save (10 + ½ Bard Level + Cha-mod) or fall asleep for a number of rounds equal to 1/2 bard's class level. This affects even those who are usually immune to mind affecting abilities, although they gain a +4 bonus. Mindless targets gain a +8 bonus.

The Heart, Mind, and Soul (Su)
Requirements: Bard level 8, Cha 19+, Perform 13
Benefits: The bard’s Bardic Music not only breaks the silence, it now directly touches the heart, mind and soul of even the deaf and the blind.

Twin Blade Dance
Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars, taking a -2 penalty on all attack rolls, as if the offhand scimitar is a light weapon.



Music of the Far Realm:

Eerie Chant
Requirements: Bard 6, Knowledge (the planes) 7
Benefits: The bard can emit a strange chant to confound those not tied to the Far Realms. To be affected, a creature must be within 60' and able to hear the bard perform. The effect lasts for as long as the enemy hears the bard perform and for 5 rounds thereafter. An affected creature is sickened unless it succeeds on a Will save (DC = 10 + 1/2 class-level + Cha-mod). Success renders the creature immune to this ability for 24 hours. Creatures native to the Far Realms are immune to this ability.

Destructive Cacophony
Requirements: Bard 9, Knowledge (the planes) 11, Eerie Chant
Benefits: The bard’s music can warp and break items of this world. The effect lasts for as long as the bard performs and for 5 rounds thereafter. All objects within 60' that can “hear” the bard perform must make a Fort save (DC [10 + Perform ranks) or lose the benefit of their hardness. Further, every round the bard can target a single object in the area of this ability with a Shatter spell effect.

Music of the Shattered Spheres
Requirements: Bard 12, Knowledge (the planes) 15, Destructive Cacophony
Benefits: The bard can temporarily become a direct link to the Far Realm, channeling its pure madness into music. To be affected, a creature must be able to hear the bard perform. The effect lasts for as long as the enemy hears bard perform. An effected creature must make a Will save (DC = [10 + Perform ranks) or fall to the ground gibbering (similar to Hideous Laughter). Success renders the creature immune to this ability for 24 hours. When the performance ends, all affected creatures must make another save (same DC) or be rendered insane as the spell. In addition, during the performance, all creatures lose any immunity to mind-affecting abilities they may have. Creatures native to the Far Realms are immune to this ability.



Expanded Spell Repertoire:

The following feats are restricted exclusively to bonus feats gained via Bard levels (essentially, levels 5, 11, 17 and on).
There's no other way of gaining them
Also, these feats cannot be retrained.


Chanter of Life & Afterlife
Your fascination with the afterlife enables you to dabble into powers related to life, death and afterlife.
Requirements: Bard, Knowledge (religion) 4
Benefits: You add the following spells to your Known-Spells:
- 0th SL: Purify Food and Drink
- 1st SL: Bless Water
- 2nd SL: Consecrate
- 3rd SL: Speak with Dead
- 4th SL: Death Ward
- 5th SL: Commune
- 6th SL: Raise Dead

Green Whisperer
Your training has significantly strengthened your ties with animal & plant life and with nature in general.
Requirements: Knowledge (nature) 4
Benefits: You add the following spells to your Known-Spells:
- 0th SL: Know Direction
- 1st SL: Charm Animal
- 2nd SL: Speak with Animals
- 3rd SL: Speak with Plants
- 4th SL: Command Plants
- 5th SL: Awaken
- 6th SL: Transport via Plants

Gypsy Oracle
Divination runs deep in your veins.
Requirements: Lucid Dreaming 4
Benefits: You add the following spells to your Known-Spells:
- 0th SL: Guidance
- 1st SL: Deathwatch
- 2nd SL: Augury
- 3rd SL: Arcane Sight
- 4th SL: Arcane Eye
- 5th SL: True Seeing
- 6th SL: Discern Location

Knowledge Hunter
Bards, more than anyone else, understand the power of "being able to get there" and obtaining the desired information.
Requirements: Spellcraft 4
Benefits: You add the following spells to your Known-Spells:
- 0th SL: Message
- 1st SL: Mount
- 2nd SL: Darkvision
- 3rd SL: Water Breathing
- 4th SL: Fly
- 5th SL: Blink, Improved (CDiv)
- 6th SL: Plane Shift

Mystical Hymnist
Melody runs more deeply in your veins than even most other bards.
Requirements: Perform (musical instrument) 4
Benefits: You add the following spells to your Known-Spells (described in "Song & Sorcery", unless noted otherwise):
- 0th SL: Fine-Tuning
- 1st SL: Joyful Noise
- 2nd SL: Summon Instrument, Greater (can summon a large instrument and has 1-hour / level duration (see the S&S 0-level Bard spell))
- 3rd SL: Hymn of Praise
- 4th SL: Follow the Leader
- 5th SL: Wail of Doom
- 6th SL: Fanfare

Occult Spinner
Your obsession with the occult leads you through a path of manipulation and dark powers
Requirements: Craft (alchemy) 4
Benefits: You add the following spells to your Known-Spells:
- 0th SL: Prestidigitation
- 1st SL: Obscuring Mist
- 2nd SL: Gust of Wind
- 3rd SL: Bestow Curse
- 4th SL: Black Tentacles
- 5th SL: Baleful Polymorph
- 6th SL: Finger of Death

War Chanter
You are an invaluable asset on the battlefield.
Requirements: Knowledge (history) 4
Benefits: You add the following spells to your Known-Spells:
- 0th SL: Guidance
- 1st SL: Expeditions Retreat, Swift (CAdv)
- 2nd SL: Daggerspell Stance (CAdv)
- 3rd SL: Tactical Precision (CAdv)
- 4th SL: War Cry (CAdv)
- 5th SL: Righteous Might
- 6th SL: Brilliant Blade (CArc)

nonsi
2014-05-27, 12:21 PM
.

Class: Witch


Preface

Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden...

Witches come in all shapes and dispositions, but they are often objects of mystery and suspicion in most cultures, even hated and persecuted. Witches have an innate aptitude for charms, trickery, and nature magic - often from the union of an ancestor and a Fey, Lycanthrope, or Outsider.
Witch is a path often pursued by humans, half-elves, and half-orcs. Male witches, often called warlocks, are uncommon except among the Drow.

The general aim is anything from high T3 to low-mid T2.



Hit Die: d6

Table: The Witch

SavesSpecial
LevelBABFRWClass AbilitiesEldritch Mark
1st+0+0+0+2 Witchcraft, Eldritch Mark, Familiar, Brew Potion
11
2nd+1+0+0+3 Wild Empathy, Woodland Stride
3rd+1+1+1+3 Witch’s Alchemy
4th+2+0+1+4 Charms, Bonus Feat
2
5th+2 (+3)+1+1+4 Wild Shape (animal ; small/medium)
6th+3 (+4)+2+2+5 Hex (2 targets), Hex Resistance (+2)
7th+3 (+5)+2+2+5 Purity
32
8th+4 (+6)+2+2+6 Ritual of Youth, Bonus Feat
9th+4 (+6)+3+3+6 Wild Shape (vermin ; large)
10th+5 (+7)+3+3+7 Hex (3 targets), Hex Resistance (+5)
4
11th+5 (+8)+3+3+7 A Thousand Faces
12th+6 (+9)+4+4+8 Aspect of Witchery, Bonus Feat
13th+6 (+9)+4+4+8 Wild Shape (swarm ; tiny)
53
14th+7 (+10)+4+4+9 Hex (4 targets), Hex Resistance (+10)
15th+7 (+11)+5+5+9 Sensitive (scent, tremor-sense)
16th+8 (+12)+5+5+10 Alien Mind, Bonus Feat
6
17th+8 (+12)+5+5+10 Wild Shape (magical beast ; huge)
18th+9 (+13)+6+6+11 Hex (5 targets), Hex Immunity
19th+9 (+14)+6+6+11 Timeless
74
20th+10 (+15)+6+6+12 Transcendence, Bonus Feat


1. The Witch Gains access to Least invocations.
2. The Witch Gains access to Lesser invocations.
3. The Witch Gains access to Greater invocations.
4. The Witch Gains access to Grand invocations.



Class Features


Skills: Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animal, Heal, Hide, Jump, Knowledge (all, taken separately), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim and Use Rope.
Skill Points: 4 + Int-mod

Weapons and armor proficiencies: Witches are proficient with all Simple Light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields at all.



Witchcraft

Witchcraft is comprised of two sets of spellcasting, called Primary Circle and Secondary Circle, with separate tables of spells known.
For her primary circle, a witch chooses one spellcasting class among Mage, Priest and Druid. The witch may choose her spells known from that class’ list. Secondary Circle spells may be selected from the remaining two lists. Arcane spells may be selected from the following schools: Abjuration, Divination, Enchantment, Illusion and Necromancy. Divine spells may be selected without any special restriction.
A witch that selects Mage spellcasting is called a Black Witch (alignment: any non-good ; Int-based spellcasting).
A witch that selects Druid spellcasting is called a Green Witch (alignment: any neutral – either axis ; Wis-based spellcasting).
A witch that selects Priest spellcasting is called a White Witch (alignment: any non-evil ; Cha-based spellcasting).
Retraining: A witch may retrain a spell (one spell) belonging to a given circle upon gaining a new spell level from that circle (or via the use of Limited Wish, Wish or Miracle).


Primary Circle’s Spells Know:


Level 0th 1st 2nd 3rd 4th 5th 6th 7th
================================================== =================
1 3 2
2 4 3
3 5 3
4 6 3 2
5 6 4 3
6 6 4 3
7 6 4 3 2
8 6 4 4 3
9 6 5 4 3
10 6 5 4 3 2
11 6 5 4 4 3
12 6 5 5 4 3
13 6 5 5 4 3 2
14 6 6 5 4 4 3
15 6 6 5 5 4 3
16 6 6 5 5 4 3 2
17 6 6 6 5 4 4 3
18 6 6 6 5 5 4 3
19 6 6 6 5 5 4 3 2
20 6 7 6 6 5 4 4 3



Secondary Circle’s Spells Know:


Level 0th 1st 2nd 3rd 4th 5th
================================================== =
1 2
2 3 1
3 4 2
4 4 2
5 4 3
6 4 3 1
7 4 3 2
8 4 4 2
9 4 4 3
10 4 4 3 1
11 4 4 3 2
12 4 5 4 2
13 4 5 4 3
14 4 5 4 3 1
15 4 5 4 3 2
16 4 5 5 4 2
17 4 6 5 4 3
18 4 6 5 4 3 1
19 4 6 5 4 3 2
20 4 6 5 5 4 2




Eldritch Mark

The witch is forever marked by a birthmark-like scar somewhere on her body, which identifies her as a witch.
A DC 15 knowledge (religion or history) check identifies this mark for what it is.
The Eldritch Mark provides some benefits to the witch. She may select invocations as indicated in the table. A witch may select any invocation from any list (it needn't be the warlock's) that is not associated with Eldritch Blast or breath-weapon.
The save DC for any of these invocations is 10 + 1/2 her witch levels + her witchcraft ability modifier.
A witch who does not prominently display her Eldritch Mark may not use her invocations, and takes a -2 penalty on all witchcraft spells & hex DCs, and a -2 penalty to her CL.
Eldritch Mark Corruption: While a witch’s Eldritch Mark grants her powers, it also degenerates her to a certain degree.
Each Eldritch Mark invocation a witch is granted comes with a decrease of an ability score.
According to the witch’s primary circle, she must choose which ability score to sacrifice whenever she gains an invocation
Black: Cha or Con (physical deformity)
Green: Int or Cha (feral mind)
White: Dex or Str (degenerated vitality)



Familiar



I have several issues with some of the things associated with familiars in 3.5e:
1. They die too easy at low levels.
2. They sort'a become less and less interesting beyond level 12.
3. The evolution of master-familiar bond seems to stop abruptly and without fulfilling its full potential.
4. In classic literature, familiars are stereotypically associated with witches.
5. Waiting 1 year and 1 day if a familiar dies is retarded and uninspiring (and unfair, since "SH!T HAPPENS").
6. Why in the world should a familiar lose the ability to speak with animals of its kind?!


Therefore, I suggest the following rules for familiars as given below.


A witch can create a familiar. Doing so takes 24 hours, uses up magical materials that cost 100gp.
A familiar is an extension of the witch’s essence, an aberration that resembles a small animal and is tough and intelligent. The creature serves as a companion and servant.
The witch chooses the kind of familiar she gets, and may select any creature that’s eligible to serve as familiar as per official 3.5e materials, gaining the benefits detailed in the core rules according to the creature’s type.
Once a familiar is created, it is an individual entity with a mind of its own.
A familiar is considered an outsider creature and may not be raised from the dead. If slain, a familiar is utterly and irrevocably annihilated.

A witch may not have more than one familiar at any given time.

Starting at 7th level, according to the witch’s level, she may also choose from creatures that are eligible via the 3.5e Improved Familiar feat.
As the witch advances in levels, her familiar also increases in power, but this doesn’t happen automatically or “free of charge”.
Advancing a familiar’s abilities to match the witch’s level requires 100gp and an 8 hour ritual per familiar’s advancement step.


Familiar's Death
When a familiar dies, its mistress experiences immense physical & mental trauma.
If the familiar is within Empathic link range, the witch immediately takes ability damage equal to [1 Con-point + 1 Wis-point + 1 Cha-point] per familiar's development stage.
These lost points are restored normally, at a rate of 1 point per day of rest.
If either drops to 0 or lower, the witch is rendered comatose until enough time passes for it to have a positive value.
If the familiar is out of Empathic link range, its mistress is entitled to a DC 15 Fort save to negate half the loss.
In both cases, the witch is stunned for 1d4 rounds, then nauseated for 1 minute per familiar’s progression step.
If the witch dies, her familiar dies along with her


Dismissing a Familiar
A witch may dismiss her familiar via uninterrupted meditation that takes 8-hour. This forever severs all ties between the witch and her familiar, and the familiar becomes an independent entity and loses its outsider status, becoming native to the material prime (meaning it can now be brought back from the dead).

After a familiar is slain or dismissed, a witch may not create another for 1 month, plus 1 week per familiar’s progression step (= per odd Witch level).
A familiar is always created at its lowest possible level, regardless of the witch’s level. Its mistress must then advance it a step at a time. Each advancement step may not commence prior to the passing of 24 hours from the culmination of the prior advancement/creation ritual.


Basic Familiar Details and changes to the core familiar:
1. Having a familiar is exclusive to the Witch class.
2. Empathic link has a range of 1 mile per [Witch's Class-Level + her witchcraft ability modifier] (minimum 1).
3. A familiar keeps the HD of the creature it emulates and gains 2 extra HP per Witch class level.
4. A familiar gains 2 + Int-mod skill points every time it rises in power (Witch level 3 + 1 per 2 Witch levels thereafter). It regards its racial skills and its mistress’ skills as class skills
5. A familiar uses its mistress’ BAB, modified by its own Dex or Str.
6. A familiar gains a bonus general feat every other time it rises in power (Witch level 5 + 1 per 4 Witch levels thereafter).
7. A familiar gains ability increase every time it rises in power (Witch level 3 + 1 per 2 Witch levels thereafter).







Witch's Special
Class-Level
================================================== =====================
1st-2nd Alertness, Empathic Link, Improved Evasion, Share Spells
3rd-4th Deliver Touch Spells
5th-6th Speak With Master, Dire Metamorphosis
7th-8th Speak with animals of its kind, Telepathy
9th-10th Shared Craft
11th-12th Spell Resistance
13th-14th Tap onto Familiar's Senses
15th-16th Possession
17th-18th Sensory Duality
19th-20th Unbreakable Bond


Ability Descriptions:

(Note: unaddressed familiar features are to be taken from the core rules)

Lv5> Dire Metamorphosis (Su)
As a swift action, the familiar may issue a transformation that greatly aids its survival chances and offensive prowess when the going gets tough.
For a number of minutes per day equal to 1/2 its mistress level (round fractions up) the familiar gains the following benefits:
- +4 bonus to Str, Dex and Con.
- +2 bonus on saving throws.
- +2 bonus to its natural armor.
- DR 5/magic.
The duration may be broken down to 1-minute increments as the familiar sees fit.
During the transformation, the familiar’s size increases by 1 category.

Lv7> Telepathy (Su)
The witch and her familiar may now communicate telepathically with each other. This telepathic communication renders fully the intent and emotion of both parties, not just mere words. When either the witch or her familiar is attacked by enchantment or illusion, both must roll to save (if they're within normal empathic-link range of each other). If either of them is successful, the attack has no effect. If both fail, both are affected.

Lv9> Shared Craft
At any time, as long as the witch and her familiar's telepathic link is functioning, the familiar may cast any one of the witch's spells, capped in spell level by her secondary circle, but may be taken from both circles.
Both the witch and her familiar cast the spell, with material components and focus provided by the witch as necessary. Other than originating from the familiar, spells cast in such manner function as if the witch had cast them herself.
Once the familiar has cast a spell in this way it must wait 1 round before doing so again.

Lv13> Tap onto Familiar's Senses (Su)
The witch may access the full range of her familiar's sensory capabilities. She may choose which, if any, of her familiar's senses she wishes to experience. While using her familiar's senses, she loses the use of her own corresponding senses.
A witch who chooses to experience all of her familiar's senses will feel as if she is in her familiar's body (though control of the body still belongs to the familiar).

Lv15> Possession (Su)
The witch gains the ability to possess her familiar's body. This possession is entirely voluntary, and cannot be forced upon the familiar. During this possession the souls of the familiar and witch remain in their respective bodies, however, through telepathic communication, the witch gains complete control over her familiar's body. While in control of her familiar, the witch utilizes all of its senses (no exclusion) and gains full access to all class abilities with the exception of Wild Shape.

Lv17> Sensory Duality (Su)
The witch and her familiar gain the ability to process massive amounts of sensory information. From now on, both may access each other's senses while retaining their own. It is very common, at this point in the witch and her familiar's sensory development, for the pair to remain in full sensory and telepathic contact at all times.

Lv19> Unbreakable Bond (Su)
The witch becomes truly legendary, gaining the ability to conquer death itself. The witch and her familiar bind their souls to one another in a manner similar to the way a lich binds its soul to a phylactery, but without the cost. Upon the witch’s death, provided her familiar is within range of Empathic Link, her body turns to ash and her soul enters her familiar (but doesn’t take over), and there lies dormant for 1d10 days. After this time is up, the witch materializes near her familiar in a new youthful, living body. If the familiar is killed in the intervening time, the witch dies.
The same goes for the familiar if it dies.




Brew Potion
All witches are notable potion brewers.
A witch gains Brew Potion as bonus feat at 1st level.


Wild Empathy (Ex)
A 2nd level witch gains the Wild Empathy class ability, as the Druid's class ability of the same name.


Woodland Stride (Ex)
A 2nd level witch can move through any sort of undergrowth, such as briars, thorns, overgrown areas, and similar terrain, at her normal speed without suffering from damage or impairment. This does not prevent the effects of magical terrain.
Furthermore the witch never leaves tracks in natural surroundings, making them impossible to track, unless she decides otherwise.


Witch’s Alchemy
A 3rd level witch may craft alchemical items that require a spell(s), without actually knowing the spell(s), as long as she meets the caster level needed to craft that item.
Any alchemical item crafted by the witch is non-magical in nature and any save DCs have a bonus equal to 1/4 her witch level.
Furthermore, the witch gains a +2 bonus to all craft (alchemy) checks.
When the witch uses her cauldron to craft alchemical items, she may spend double or triple the cost to create 2 or 3 identical items that day (respectively) instead of just a single item.


Charms (Su)

By 4th level, the witch has learned how to trap witchcraft spell-effects into physical items - charms that become the physical form of these spells.
These charms can take any number of forms:
- Love potions
- Protective amulets
- Small carved icons
- Cursed dolls
- Elixirs of heroism
. . .

A witch does not require any special materials for creating a charm, but she does need something to provide containment for the desired effect.
Most witches prefer more complex charms where possible, but simple twigs and grasses tied into rough figures, or symbol-painted rocks, will do in a pinch.

When it comes time to actually cast the spell, the witch need only have the charm on her person.
It takes a move action that doesn’t provoke AoOs for a witch to activate a spell trapped in a charm that’s on her person.

The max number of spell-levels that may be given the form of charms at any given time equals 1/2 her Witch class-level.
The actual number of “charmed” spell-levels in a given moment is detracted from the witch's max tolerance.
A charm lasts for 24 hours or until used (whichever comes first).

A witch may give one or more of her charms to a companion. Doing so means that she waivers the ability to use it to cast the spell, but the other individual may do so through use of the charm.
This discourages most witches from freely giving charms away.
The witch determines the conditions in (and the manner of) which the spell trapped in the charm is to be discharged.
- It could be immediately upon the recipient willfully accepting it.
- It could be via the item's traditional use, making the action provoke AoOs (yes/no) according to its “proper” use (a necklace worn, a potion drunk etc).
- It could be any other predefined action that takes at least a move action.
The recipient doesn’t even have to know of the charm’s nature.

The charm must be deliberately granted by the witch. Stealing a charm from an unwilling witch yields no benefit and may actually prove hazardous to the perpetrator.



Bonus Feat
Starting at 4th level and each 4 levels thereafter, a witch may select one feat from the list of feats given below.
A witch may also take any of those feats using HD derived general feats.


Wild Shape (Su)

At 5th level, a witch gains the ability to wild shape.
This functions as described for the Druid, with the following exceptions:
- At 5th level, a witch may change into a small or medium animal.
- At 9th level, a witch may change into vermin, and may now transform into creatures ranging in size from small to large.
- At 13th level, a witch may change into swarms of creatures, instead of singular creatures (see Swarms, MM), and may now transform into creatures ranging in size from tiny to large.
- At 17th level, a witch may change into magical beast, and may now transform into creatures ranging in size from tiny to huge.
- A witch may assume wild shape for a total duration each day equal to 1 minute per 4 Witch class levels. She may break down this duration as she sees fit, in 1-minute increments.
- Unlike druids, witches don’t heal when transforming.



Hex (Sp)
Starting at 6th level, the witch may, as a standard action, target an opponent within 60’ with a ranged spell-like ability.
Her target is subject to the Bestow Curse spell. The witch may not have more targets afflicted than listed in the table and is always aware if her targets are still afflicted or not.
She may release any target as a free action to allow herself to affect a new target with this ability.


Hex Resistance (Ex)
6th level witches are particularly resistant to curses and misfortune.
The witch gains the indicated bonuses to resist Bestow Curse and to any other effect that bestows penalties which are not condition-derived.


Purity (Ex)
Starting at 7th level, The witch gains a +4 bonus to saves against the abilities of animals (including magical beasts) and fey.
Furthermore, she gains immunity to both diseases and poison of all kinds, except for those that are magical in nature.
The witch's familiar also benefits from this ability.


Ritual of Youth (sp)
An 8th level witch may perform an 8 hour ritual under the light of a full moon. This involves chanting, dancing, and a camp-fire. Successfully completing the ritual changes the witch to the Adult age category (yes, it may affect physical ability scores). From there on, the witch ages back at a rate of 1 year per day, until she changes back to her true age, so eventually this becomes essential to prevent death by old age.
The witch may include herself and up to 1 participant per Int-mod (minimum 1). Anyone may benefit from Ritual of Youth, but there’s usually hardly any point in doing so, since only the witch’s familiar is present at all times, so for others it’s usually no more than false hope for longevity.


A Thousand Faces (Sp)
At 11th level, The witch gains the A Thousand Faces class ability, as the witch's class ability of the same name.


Aspect of Witchery (Su)

Evil Eye
A 12th level evil witch may target one living creature within 90’ line of effect as a Swift action, causing it to be Sickened on a failed save, or Nauseated if already Sickened, or to immediately contract Demon Fever if already Nauseated.
A successful Fort save (DC 10 + 1/2 class-level + Cha-mod) negates the effect and renders the target immune to this power for 24 hours.
Alternatively, the witch may choose to gain the power to make those who fail the save Fatigued, or Exhausted if already Fatigued… and if already Exhausted they pass out.
Alternatively, the witch may choose to gain the power to cause great fear in the hearts of her enemies, worsening their condition by 1 step, rendering a victim cowering and insane if it’s already Panicked.
Whatever the choice is, it must be taken the moment the witch gains her 12th level and may not be changed later on.

Good Fortune
A 12th level good witch learns how to channel benign intentions.
She may suppress the verbal & somatic components of spells that are categorized as “Harmless”, may automatically affect (no hit roll required) a single target and doesn’t require concentration to maintain.
Spells that may target multiple opponents are still only applicable as Good Fortune when targeting a single creature.
Once per day, the witch can use Good Fortune as a swift action.

Note: a Neutral witch must decide if she embraces the good aspect of the witch or the evil aspect upon gaining 12th level.



Alien Mind (Ex)
By 16th level, the witch's varied practices have warped her mind. She becomes completely immune to charm and compulsion effects.
The witch's familiar also benefits from this ability.


Timeless
A 19th level witch ceases to age and regresses to a more youthful look if she wishes. Further, she loses all penalties of aging and no longer gains benefits from aging, losing any benefits she had. The witch is also immune to magical aging (if introduced by the DM).


Transcendence
At 20th level, the witch reaches the peak of her power. Her type changes to fey, though she retains her own statistics, and she gains a +4 bonus to her charisma and wisdom scores.








Hex Feats

Feats labeled as [Hex] feats are only available to a witch who has the hex class ability.
Hex feats may only be used a combined number of times each day equal to the number of Hex feats the witch has + her witchcraft ability modifier.
Hex feats are always spell-like or supernatural in nature.


Bane of Undead
Requirements: Hex class ability, white witch
Benefits: You may score critical hits and deal precision damage to undead you hex.
Furthermore you gain a +1d6 sneak attack that only functions against undead.
Non-intelligent undead that you reduce to 0 hit points may not raise as undead again.

Benign Hex
Requirements: Hex class ability, white witch, at least one Hex feat with harmless (or potentially harmless) effect, Voodoo Spell.
Benefits: You may establish a harmless link to the target of your hex.
You may affect your Hex target in any way that’s harmless or beneficial. You may not direct any harmful action, ability, spell, power or feature toward a target of Benign Hex.
During Benign Hex, your target is effectively under the effect of Status (http://www.d20srd.org/srd/spells/status.htm) spell effect.

Blight
Requirements: Hex class ability, black witch
Benefits: The witch can hex an animal, plant creature, or plot of land, causing it to wither and die.
Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. The land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10'.
Blighting a creature is a standard action that requires a melee touch attack. If used on a living creature, the creature gains the following curse:
Blight Hex—type curse; Will save negates; effect 1d4 Con damage.
Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse.

Blood Magic
Requirements: Hex class ability
Benefits: You may cast spells without expending your witchcraft spell uses. Each time you do so, your maximum hit points decrease an amount equal to twice spell's level.
You may not regain these hit points normally, but instead recover 2 points per hour of rest beyond the first. This is in addition to the normal benefits of rest.

Cackle
Requirements: Hex class ability
Benefits: The witch can cackle madly as a move action that doesn’t provoke AoOs.
Each round the witch is cackling, all her witchcraft spells within 60’ have their duration prolonged as if no time passes.
Cackle can affect all spells that cause some kind of a condition and have a duration that's measured in rounds.
Cackling increases the witch's effective CL by +4 for the purpose of resisting dispelling or removal.
Cackling takes one Hex slot. In effect, the witch is the affected target.
While cackling, any and all of the witch’s Cha-based checks suffer a -4 penalty.

Dire Hex
Requirements: Hex class ability
Benefits: By ending your hex you may double its penalties for a round. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.

Extra Hex Target
Requirements: Hex class ability
Benefits: When using your hex ability you may designate one additional target beyond normal.

Feral Speech
Requirements: Hex class ability, green witch
Benefits: This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.
At 9th level, the witch can use this hex to communicate with vermin. 

Greater Healing Touch
Requirements: Hex class ability, Healing Touch
Benefits: Whenever you heal a target, in addition the effects of healing touch, you may heal your target of a single condition that the panacea spell (Mini p.75) is capable of healing.

Healing Touch
Requirements: Hex class ability, white witch
Benefits: The witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level.
The witch adds her Cha-mod  

Interrupt
Requirements: Hex class ability, At least 1 other hex feat
Benefits: You may force a target, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.

Nightmare
Requirements: Hex class ability, At least 1 other hex feat
Benefits: After activating this ability, as a standard action, your target has nightmares the next time they rest. They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time.

Reviled by Nature
Requirements: Hex class ability, At least 2 other hex feats
Benefits: You may end the effects of your normal hex to instead initiate this way, as a swift action.
The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore, animals other than a companion(s) loyal to them will attack them if they or the animal approach within 30’.

Scry
Requirements: Hex class ability, At least 2 other hex feats
Benefits: You may see any afflicted target of your hex ability as though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect. Regardless your target is always aware someone is scrying them, though they may not know who is watching them.

Smite True Believer
Requirements: Hex class abilitygreen or black witch
Benefits: Activating this ability is swift action and its benefits last for 1 minute.
If the target of your attack is a priest or otherwise has access to divine spells or abilities, you may add a bonus to attack and damage rolls against them for the duration. This bonus is equal to the number of hex feats you possess, to a maximum of your Cha-bonus.

Spell Harrier
Requirements: Hex class ability, Interrupt feat and at least 2 other hex feats.
Benefits: Instead of a one-time activation the target must make a concentration check any time they attempt one of the previously listed actions, within a 1-minute time span.

Turn/Rebuke Undead
Requirements: Hex class ability, Cha 14+.
Benefits: If your target is undead, you may turn or rebuke them (your choice at each use) as if you were a cleric of your witch level - 4. You gain a bonus to this attempt equal to half the number of hex feats you possess, to a maximum of your Cha-mod. You may affect multiple targets within range with one use, as long as they are all afflicted with your hex.
Special: You qualify for and may take feats and prestige classes with turn/rebuke undead as a class feature. Prestige classes may progress this feature as well, but you never gain additional uses by virtue of non-Witch abilities (as this is determined by your number of hex feats).

Withering Touch
Requirements: Hex class ability, black witch, at least 3 other Hex feats
Benefits: As a standard action melee touch attack or 10’ ranged touch attack, you may unleash a mass of negative energy into a nonliving inanimate object.
The object is affected as if subject to its most powerful solvent for a period of 10 years. This utterly dissolves the vast majority of materials, short of gold, diamond and other exclusive materials that don’t deteriorate at all.
This power affects items of up to 5 pounds per 2 Witch levels, and magical items are entitled a save vs. acid to resist the effect.



Voodoo Feats


Feats labeled as [Voodoo] also have limited uses.
With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of Voodoo feats you possess + her witchcraft ability modifier.


Battle Doll
Requirements: Voodoo Doll feat
Benefits: You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.

Forced Movement
Requirements: At least 1 other Voodoo Doll feat
Benefits: You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your Cha-mod).
Upon a failed save the target is thrown up to 30’ in a direction of your choosing. A target that collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.

Improved Voodoo Spell
Requirements: Voodoo Spell feat.
Benefits: When using your Voodoo Spell feat, you may now use a 2nd level spell instead of a 1st level spell. Doing so however is taxing, and may only be done once per day per 6 Witch levels.

Obliterate
Requirements: Pins and Needles, Puppeteer, & Blood Magic feats.
Benefits: You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your Wis-mod) or die. Targets immune to death effects instead take 10d6 + your HD in untyped damage. Targets killed by this ability explode in a shower of gore.

Pins and Needles
Requirements: At least 1 other Voodoo Doll feat
Benefits: You stab a needle into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your Wis-mod - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
- Leg
Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
- Arm
Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
- Head
Target can't perform any action that requires concentration without succeeding on a concentration check.
- Torso
Target is unable to make attacks of opportunity.
- Neck
Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.

Puppeteer
Requirements: Forced Movement feat
Benefits: As a swift action you may take control of your target, as if with the Dominate Person spell. A will save (DC 10 + 1/2 your HD + your Wis-mod) is allowed to negate.
The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.

Voodoo Doll
Requirements: Improved Voodoo Spell feat
Benefits: With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened, your doll is attuned to that creature.
A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
You may attack, cast a spell, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
A target attacked through the doll, including through derivative feats, is considered flat-footed. Furthermore, because you didn't directly attack the attuned target, any such effect counts the voodoo doll as the originator, not yourself.

Voodoo Spell
Requirements: Hex class ability
Benefits: You may cast 1st level witchcraft spells against your Hex target with no range limitations, but spell effects may not cross planar boundaries.



Other Witch Feats


Guided Touch
Requirements: Witchcraft class ability
Benefits: When making an attack roll (ranged or melee) with a spell or splash/grenade-like weapon, you gain a +2 bonus to your attack roll.
If you have at least 10 levels of witch this bonus increases to +4.

Nails
Requirements: Witchcraft class ability
Benefits: The witch’s nails are long and sharp, and count as natural weapons that deal 1d3 points of slashing damage (1d2 for a Small witch). These attacks are secondary attacks. If trimmed, the witch’s nails re-grow to their normal size in 1d4 days.

Nature's Beauty
Requirements: green witch
Benefits: You may add your Cha-mod as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up.
Furthermore you gain a +4 bonus to all charisma related skill checks against members who would be attracted to you (usually members of the opposite sex and same or similar race).

Paragon of Witchery
Requirements: At least 2 hex feats and at least 1 voodoo feat.
Benefits: You may combine your uses of hex and voodoo feats, sharing them between both types of feats.

Prehensile Hair (Su)
Requirements: Witchcraft class ability
Benefits: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10’ long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Str-score equal to her witchcraft ability modifier. Her hair has reach 10’, and she can use it as a secondary natural attack that deals 1d3 points of bludgeoning damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this feat can also manipulate his beard or moustache.

Swamp Hag (Su)
Requirements: Witchcraft class ability, Woodland Stride class ability
Benefits: While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked. The witch can also walk through mud and even quicksand as if it were normal ground.









Witchcraft – Alternative Spellcasting


Some might find the Primary<-->Secondary Circle split a bit odd or hard to process.
In such case, I offer the following alternative (using the Strain Cost table and spell progression attributed to Primary Circle – post #4).


Witchcraft Spells:


Witches practice witchcraft, magic of charms, deception, insight, and nature.
Witchcraft spells require relatively simple rituals and are intuitive to Witches. A witch knows all witchcraft spells of a given level upon gaining access to that level.

Note: Notice that using this alternative, a witch gains more spells known and is a bit more powerful, but the player doesn't get to choose his/her character's spells.


The Witchcraft spells are as follows:

0 Level:
dancing lights, daze, detect magic, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation

1st Level:
animate rope, cause fear, charm person, command, discern species, disguise self, hypnotism, obscuring mist, silent image, sleep, speak with animals

2nd Level:
alter self, blindness/deafness, detect thoughts, enthrall, fog cloud, glitterdust, gust of wind, invisibility, minor image, scare, whispering wind

3rd Level:
bestow curse, call lightning, clairvoyance/clairaudience, deep slumber, dispel magic, hold person, magic circle against [opposed alignment], major image, plant growth, suggestion, tiny hut

4th Level:
charm monster, command plants, confusion, crushing despair, discern lies, fear, fly, hallucinatory terrain, polymorph, remove curse, scrying

5th Level:
baleful polymorph, break enchantment, control winds, dominate person, dream, eternal charm person, greater command, hold monster, liveoak, magic jar, nightmare, wall of thorns

6th Level:
animate objects, control weather, eternal charm monster, geas/quest, insanity, legend lore, mass suggestion, massmorph, mislead, project image, repel wood, true seeing, veil

7th Level:
creeping doom, eternal sleep, finger of death, greater bestow curse, greater scrying, spell turning, transport via plants, trap the soul, wail of the banshee



Also, instead of Wild Shape (levels 5/9/13/17), a witch gains access to one of the Priest's domain spells (but not domain powers and no 8th/9th level spells).
This represents the different paths a witch can take along the way in her career (and polymorph is on the above list).
A witch has access to all domains, except for domains that contradict her alignment (neutral witches have access to all domains, but may not choose opposing domains).



New Witch Spells:

Eternal Charm Monster (Enchantment)
Level: Mage 7, Witch 6
Components: V, S
Casting Time: Standard action
Range: Close
Target: 1 living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell has the same effect as Charm Monster, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.

Eternal Charm Person (Enchantment)
Level: Mage 5, Witch 5
Components: V, S
Casting Time: Standard action
Range: Close
Target: 1 person
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell has the same effect as Charm Person, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.

Eternal Sleep (Enchantment)
Level: Mage 7, Witch 7
Components: V, S
Casting Time: Standard action
Range: Long
Target: 1 creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
One creature you indicate falls into a deep, coma-like sleep, from which it cannot wake up by any means short of Wish or Miracle.
The creature’s life functions are slowed and maintained by the spell so it can remain asleep indefinitely, without the need to eat or drink (but it must breathe), as long as no physical harm comes to it.
The spell affects any creature that can be rendered comatose, including creatures that usually don’t sleep (such as elves).
When the spell is cast, you must designate and speak aloud one condition that will awaken the creature.
The condition could be anything that comes to mind, but it must be accomplishable in some way by mortal means (i.e. without magical powers) and not directly harmful to the creature. The witch doesn't have to disclose this information, but it's obtainable via Analyze Dweomer, Legend Lore or Vision.
If the condition is fulfilled, the spell ends immediately.

Massmorph (Transmutation)
Level: Druid 7, Witch 7
Components: V, S
Casting Time: Standard action
Range: Medium
Targets: 1 creature / level, no two of which can be more than 30' apart.
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell polymorphs multiple creatures at once.
The targets must all be transformed into the same sort of creature, so it is possible to massmorph a group into pigs, cows or even ogres (assuming medium sized creatures), but it’s impossible to turn some into pigs and others into goats.
If one of the creatures cannot assume the desired form, it is unaffected. The targets save against the spell’s effect individually, and one’s success or failure has no effect on the others.

nonsi
2014-05-27, 12:23 PM
.

Class: Hexblade


Preface

Hexblades combine martial prowess, eldritch powers and the ability to bestow malignant effects upon their enemies.
They can’t match warriors in sheer martial prowess, and they can’t rival spellcasters or warlocks in magical skills, but the sum of their abilities synergize well to make them formidable foes.



Alignment: Any non good

Hit Die: d10

Table: The Hexblade

SavesSpecial
LevelBABFRWClass AbilitiesInvocationsOmens Known
1st+1+2+0+2 Bonus Feat, 0mens
2I
2nd+2+3+0+3 Blade of Woe (1d6 ; Shaken, Sickened)
2
3rd+3+3+1+3 Mettle
11
3
4th+4+4+1+4 Grey Hearted
3
5th+5+4+1+4 Blade of Woe (Deafened, Fatigued)
4II
6th+6+5+2+5 Blade of Omen
2
4
7th+7+5+2+5 Bonus Feat
5
8th+8+6+2+6 Blade of Woe (2d6 ; Frightened, Blinded)
5
9th+9+6+3+6 Persistent Omen
32
6III
10th+10+7+3+7 Aura of Unluck (1st action)
6
11th+11+7+3+7 Blade of Woe (Diseased, Poisoned)
7
12th+12+8+4+8 Curse Mirror
4
7
13th+13+8+4+8 Bonus Feat
8IV
14th+14+9+4+9 Blade of Woe (3d6 ; Confused, Panicked)
8
15th+15+9+5+9 Heart of Darkness
53
9
16th+16+10+5+10 Zone of Omens
9
17th+17+10+5+10 Blade of Woe (Exhausted, Nauseated)
10V
18th+18+11+6+11 Aura of Misfortune
6
10
19th+19+11+6+11 Bonus Feat
11
20th+20+12+6+12 Blade of Woe (4d6 ; Cowering, Insane)
11


1. The Hexblade Gains access to Least invocations.
2. The Hexblade Gains access to Lesser invocations.
3. The Hexblade Gains access to Greater invocations.


Class Features


Class Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Intimidate, Jump, Move Silently, Sense Motive, Ride, Spellcraft and Swim.
Skill Points per Level: 4 + Int-mod.

Weapons and armor proficiencies: Hexblades are proficient with all simple and martial weapons. They’re also proficient with light armor. Because the somatic components for invocations and omens are simple, a hexblade can use them while wearing light armor failure chance. However, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.



Bonus Feat
At 1st level and every 6 levels thereafter, a hexblade gains a bonus feat from the following list: Ability Focus, Communicator, Empower Spell-like Ability, Extra Invocation, Insightful, Maximize Spell-like Ability, Necropolis Born, Night Haunt, Spell Hand.


Omen (su)
Once per encounter (10 minutes), as a swift action, a hexblade can unleash an omen, a curse upon his foes. The target must be within 30’ to be affected by the omen and is entitled to a Will save vs. DC [10 + ½ Hexblade level + Cha-mod] to negate the effect.
At 6th level and every 5 levels thereafter, the range of this power increases by 10’ and the hexblade gains one more use of his omens per encounter.
Each omen has a minimum Hexblade level requirement before it can be added to a hexblade’s repertoire (see the list of omens below).
When a hexblade activates this ability, he must choose one of his known omens to afflict the target with. If a target makes its saving throw, it is immune to that omen for 24 hours, though it may still be affected by other omens the hexblade knows.
Any effect that removes curses or dispels magic works on omens as normal. Treat the hexblade's class level as the CL for opposed dispel checks. In addition, a hexblade may lift his own omen from any creature as a non-action. He may also choose to lift one omen, but leave others in place, in the event of a creature that is suffering from more than one omen.
All omens a hexblade initiates are lifted if the hexblade dies of falls unconscious.
Unleashing an omen involves somatic components (thus, a helpless hexblade cannot invoke his curses), but does not provoke AoOs.
Omens are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with the ability to apply them.
An applied omen lasts for 1 hour, unless noted otherwise.


Invocations (Sp)
Starting at 3rd level, and each 3 levels thereafter, hexblades gain a single invocation.
At 3rd & 6th level, a hexblade may choose any Warlock Least invocation that’s not associated with Eldritch Blast (shape/essence).
At 9th level, a hexblade gains access to Lesser invocations and at 15th level, to Greater invocations.


Blade of Woe (Su)
Starting at 2nd level, physical attacks made by hexblades deal grievous wounds, and the hexblade may spend a swift action to deliver ill effects with an attack.
A hexbale may choose any Blade of Woe’s side effect presented in the table of his level or lower.
The target of the hexblade’s attack may attempt a Fort save vs. DC 10 + ½ Hexblade level + Cha-mod to avoid the side effect, but not the extra damage.
Whether the target succeeds or fails, once exposed to a Blade of Woe’s side effect, the hexblade cannot affect the target with that side effect for the next 5 rounds.


Mettle (Ex)
At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude.
If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.


Grey Hearted (Ex)
A 4th level hexblade's expertise with negative effects and his generally dispassionate attitude combine to render him immune to all undesired emotional effects. This includes charm, fear and spells such as crushing despair. The hexblade can still gain morale bonuses.


Persistent Omen (Su)
Your omens resist almost every attempt to dispel them. A successful dispel attempt merely grants a victim a second saving throw. If this save fails, the omen still afflicts the target. If the save succeeds, the omen is lifted, but the victim takes damage equal to the hexblade’s Blade of Woe ability (but not the side effects).


Aura of Unluck (Su)
Once per day, as a move action that doesn't provoke AoOs, a hexblade can activate an aura that jinxes his opponents in battle.
When making an attack roll, skill check, or ability check against the hexblade or his actions, foes within 60’ must roll twice and take the worst result. This affects only the first such roll per opponent in a given round.
Additionally, this power affects anyone targeted by the hexblade in any way until the beginning of the hexblade's next turn, as well as anyone that’s currently affected by the hexblade’s omens – regardless of their actions.
At 18th level (Aura of Misfortune), all affected targets also take -4 on all d20 rolls.


Blade of Omen (Su)
Once per round, as a free action, you may bestow an omen upon an opponent that's struck by your melee or range attack.
This option must be declared before making an attack roll. If you miss, your omen is wasted.


Curse Mirror (Su)
The hexblade knows how to twist negative energy and curses back upon their senders.
If the hexblade succeeds at a saving throw against a spell or ability that would inflict a fear, luck, morale, and/or profane penalty upon him, or any other effect that’s removable via Remove Curse, the originator of that spell or ability suffers its full effects (save allowed).
The hexblade benefits from this ability even while helpless, but not while unconscious.


Heart of Darkness (Ex)
The hexblade is now healed by negative energy as well as by positive energy. Furthermore, he's immune to death effects, and any effect which can be removed by Remove Curse.


Zone of Omens (Su)
Your omens may now affect up to 1 opponent per Cha-mod within 30’.
This power is restricted to 4th level or lower hexes.
This only applies to omens that may be taken before 13th Hexblade level (grades I, II & III)





Hexblade’s Omens List


level 1

Hexblade's Curse
You curse a creature to failure. The target of this omen takes a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls. The effects of this curse do not stack.

Curse of Weakness
The target's strength score takes 1d4+2 reduction.

Truth
The target cannot tell a lie. He may choose to avoid saying the truth, but if he speaks it will be a truthful statement.

Sand in their Eyes
Target of this omen have all their sensory ranges (sight, hearing, scent, blindsense etc) cut by half.
Furthermore, any perception associated check suffers a -4 penalty or 20 % (whichever’s worse).
Treat the target’s vision as though it were full of shadowy illumination, and sources of light (magical or mundane) do not brighten this illumination until the effects of the omen wear off.

Social Gracelessness
The target takes a -6 penalty on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive, on Charisma checks to influence someone, and on Disguise checks when attempting to act as someone else. This omen lasts for 1 day per class level.

Sticky Boots
Victims of this omen have their movement speeds (in all of their forms) cut in half (round 5’ fractions down).



level 5

A Cursed Gift for You
The target of this omen must carry an object designated by you or suffer a -5 penalty on all saves. The item can be vague (such as "a bucket") or very specific (such as "this sack of rocks"), but it cannot be something dangerous or deadly to the target. You must give the object to the target when you activate this omen.

Babbler's Bane
The victim of this omen is unable to speak intelligibly, even through abilities such as telepathy. Spells with verbal components may not be cast while this omen is in effect.

Nemesis
The victim of this fearsome omen find themselves locked into a struggle with the hexblade, whether they want to be or not.
They are transported to a minimum of thirty feet away from the hexblade (this movement does not provoke attacks of opportunity or take an action, and if they are already thirty feet or less away from the Malefactor, this does not occur) and then find themselves unable to leave a thirty foot radius around the Malefactor by any means. Attempts to teleport or plane shift out fail; attempts to walk, run, or fly out hit an impervious and invisible barrier. If the hexblade would move outside of this range, they drag their victim along with them (this involuntary movement does not provoke attacks of opportunity and does not cost the victim an action), though if the Malefactor leaves the same plane of existence as their victim then the effects of this omen immediately end.

Horrid Backlash
Victims of this omen are wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability.
They suffer 1d6 per equivalent SL (Fort save for ½ damage), and must then succeed at a Concentration check just as though this damage had disrupted their spell.

Improved Hexblade's Curse
You curse a creature to ineptitude. The target of this omen takes a -4 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

Mental Inhibition
A creature laboring under this omen finds it difficult to seize small opportunities, or to react swiftly under pressure; they cannot take swift or immediate actions.



level 9

Elemental Weakness
The target becomes more susceptible to one energy type chosen by you (fire, acid, electricity, cold, or sonic) and takes an additional 50% damage from that energy type.

False Perceptions
The victim of this omen finds that they cannot tell reality from fantasy, illusionary images of his foes dancing in his vision; all beings hostile to the victim of this omen gain the benefits of a mirror image spell (as cast by a sorcerer of the hexblade's class level), but only with regards to the victim. Furthermore, the victim suffers a -3 circumstance penalty on attack rolls, reflex saving throws, listen checks and spot checks as their altered perceptions play havoc upon them.

Iron Maiden
The unhappy soul who fails his save against this omen suffers half the damage he deals with melee or ranged weapons (including natural attacks).

Shakes
The target has uncontrollable shakes, and suffers a -4 penalty to all d20 rolls, as well as 50% spell failure chance for spells with somatic components and 20% spell failure chance for spells with verbal components (checked separately).

Treachery
Unlike other omens, this omen has an instantaneous duration; however, the hexblade may not invoke it more than once every 5 rounds.
If the victim of this omen fails his Will save, he immediately takes a standard action as a free action to harm one or more of his own allies, attacking as efficiently as possible as though his allies were his sworn enemies. Once this action is made, his attitude goes back to normal. This is a mind-affecting, compulsion effect; however, it ignores the immunity of constructs to mind-affecting abilities so long as the construct in question is following the orders of a sapient being.

Weaken Natural Toughness
Choose either DR or SR. If the target has the chosen “item”, it’s reduced by 1 per hexblade class level (min 0).



level 13

Greater Hexblade's Curse
You curse a creature to catastrophe. The target of this omen takes a -6 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

Maladaptive Phase
The victim of this omen (but not any of their held, carried, or attended objects) gains the incorporeal subtype (if they didn't have it already) or loses the incorporeal subtype (if they did). They do not gain or lose fly speed during this process. Additionally, they take double damage from weapons and objects with the ghost touch enhancement while under the effects of this omens.

Shadow’s Curse
With this unusual power, the hexblade can harm the shadow of a living being, dealing that being 2d4 points of damage to Str, Dex, Int and Cha (rolled separately for each ability score). A being whose shadow has been harmed in this fashion casts a very weak shadow that seems to limp, stumble, and collapse independently of them, and they become fatigued and exhausted at double the normal rate, until they have healed their ability damage. A creature targeted by Shadow’s Curse (regardless of their failure or success on the save) is immune to further uses of Shadow’s Curse for 7 days and nights afterwards.

No Rest
The target can no longer sleep soundly. He wakes fatigued each morning and cannot perform tasks that require him to be well rested, such as meditating for spells. This omen lasts 1 day per class level.

Shattered Souls
Unlike other omens, this omen has an instantaneous duration; however, the hexblade may not invoke it more than once every ten rounds. The victim of this omen immediately suffers 3d6 points of Int, Wis, and Cha damage; this damage may not reduce the victim's abilities below 3.

Skill-less
The target is unable to use 1 skill per hexblade’s Cha-bonus (minimum 1) of the hexblade’s choosing.



level 17

Binding
Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use supernatural, or spell-like abilities (including casting spells or manifesting powers).

Dead Man Walking
The hexblade may declare that one of his foes is a dead man walking. He may inflict this ability upon any intelligent being (Int score 3+). The victim must make his save or go into a suicidal frenzy, seeking the closest, most efficient method of taking his own life and attempting to do so for a number of rounds equal to the hexblade’s Cha-mod.
If restrained, the victim will attempt to free himself and continue his suicide, and the victim will always harm himself in preference to another being if capable.
The victim retains his ability to distinguish friend from foe during this time.
A victim who survives the effects of a failed save suffers 1d4 points of wisdom drain from mental shock, despair, and guilt.

Doom
Unlike other omens, this omen has an instantaneous duration; however, it may not be invoked more than once every ten rounds. Victims failing their save against this omen have their animating force blown from their bodies by raw malice, instantly slain by the sheer force of the cruelty directed against them. Note that this is not a death effect; it does not target life force, but rather the binding elements that make any particular being or object whole, rending them asunder through raw malice.

Forced Reincarnation
The hexblade causes a creature within 30’ to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life as with the spell reincarnate. This process takes 1 full round, during which time the creature is in complete agony, which results in 1d4 rounds of nausea.

Malice
All beings that perceive the victim of this omen immediately become hostile to him, including his former friends and allies who attack him with equal preference to other, pre-existing foes. Additionally, all attack and damage rolls against the victim (including damage rolls for spells) gain a bonus equal to the hexblade's Cha-bonus. The victim cannot change the attitude of creatures towards him in any fashion while this omen lasts.

Reciprocal Curse
The target takes damage equal to the damage he deals to others with physical attacks. This omen lasts for 1 hour.

nonsi
2014-05-27, 12:24 PM
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Class: Spellthief


Preface

I was always intrigued by the concept behind the Spellthief - a combat trickster that manipulates spell effects, with a small personal spell repertoire.
However, in my view, it shouldn’t be possible to reach out into someone and snatch abilities. Catching spell effects as they go off or ongoing effects, OTOH, I find most reasonable.
Also, the official Spellthief just won't "make the curve" with all the introduced changes.
So, this is my Blue Mage inspired attempt to make the Spellthief viable and capable enough to find its place as equal among the other classes.



Hit Die: d6

Table: The Spellthief

SavesSpecial
LevelBABFRWClass AbilitiesSiphon MagicSpell Power*
1st +0 +0 +2 +2 Manipulator, Spellgrace
1st
2nd +1 +0 +3 +3 Detect Magic Cloaked Casting (+2 DC), Surprise Casting
3rd +2 +1 +3 +3 Evasion
2nd
4th +3 +1 +4 +4 Mage Slayer
5th +3 +1 +4 +4 Sneak Attack
3rd Cloaked Casting (+5 vs. SR)
6th +4 +2 +5 +5 Arcane Sight
7th +5 +2 +5 +5 Mettle
4th
8th +6 +2 +6 +6 Pierce Magic Cloaked Casting (+4 DC)
9th +6 +3 +6 +6 Spellsink
5th
10th +7 +3 +7 +7 Steal Spell Effect
11th +8 +3 +7 +7 Prying Eyes
6th Cloaked Casting (+10 vs. SR)
12th +9 +4 +8 +8 Improved Evasion
13th +9 +4 +8 +8 Spell Recall
7th
14th +10 +4 +9 +9 Sudden Strike Cloaked Casting (+6 DC)
15th +11 +5 +9 +9 True Seeing
8th
16th +12 +5 +10 +10 Improved Mettle
17th +12 +5 +10 +10 Greater Arcane Sight
9th Cloaked Casting (no SR)
18th +13 +6 +11 +11 Spell Ricochet
19th +14 +6 +11 +11 Greater Prying Eyes
20th +15 +6 +12 +12 Immediate Casting Cloaked Casting (no save)


* These features work as given for the PHB-II Beguiler, except for the numeric changes, and Surprise Casting is as quick as the Spellthief's feinting is.



Class Features


Class Skills: Bluff, Concentration, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Search, Speak Language, Spellcraft, Swim and Tumble.
Skills Points per Level: 6 + Int

Weapons and armor proficiencies: Spellthieves are proficient with All Simple & Martial Light Melee weapons, as well as all Simple range weapons. They’re also proficient with light armor. Because the somatic components for spellthief spells are simple, a spellthief can cast spellthief spells (and stolen spells) while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.



Spellthief’s spellcasting
Spellthieves cast arcane spells (meaning spellthieves are not susceptible to alignment restrictions to spells). When donning light armor, a spellthief is not subject to arcane spell failure when casting Spellthief spells.
A spellthief can learn and cast spell effects associated with the following schools: Abjuration, Divination, Enchantment, Illusion, Transmutation and Universal.
Spellthief spells are not limited to arcane spells though, as long as they’re associated with one of the above schools.

All spellthieves start with Detect Magic and Read Magic as known cantrips, plus a number of cantrips of the spellthief’s choice equal to his Int-bonus.

A spellthief may learn new spells by experiencing them.
A spell that is saved for and the result is (Neg.), or that is avoided via SR, is not counted as experiencing the spell.
Once affected by a spell, the spellthief can make a Spellcraft check (DC = 15 + 3*SL) to learn it.
Spells that are affected by metamagic are learned at their unmodified level, without any metamagic feats applied.

A spellthief may also learn spell-like and supernatural abilities, provided that they mirror a spell.
Thus, if a creature can naturally cast a 3rd level spell from an allowed school, then a 10th level spellthief would be able to learn this 3rd level spell.
If a creature’s ability cannot be quantified to a SL (such as a dragon’s breath weapon), the spellthief cannot learn it.

In addition, whenever a spellthief gains a level in this class, he gains a single spell with the Personal range, up to the maximum Spellthief level available to him.
At each level divisible by 4, he may swap one of these spells for another of equal or lower SL.


Siphon Magic (Su)
The Spellthief’s most iconic power is the ability to absorb and temporarily store magical energies.
When subject to an effect that targets only a single target and that can be blocked via SR, and successfully saving vs. the spell effect (whether or not said spell actually allows a save or not), a spellthief may activate this ability as an immediate action, provided that the said spell’s level doesn’t exceed the number indicated in the Siphon Magic column in the Spellthief table.
Instead of having any effect, the spell energies are siphoned and may be held for a number of minutes equal to the spellthief’s Int-bonus capped by his class level (minimum 1).
During this time, the spellthief has 4 options.
1. Deflect the spell effect toward another target without knowing what it does. The effect continues to count as being generated by its original source, but with you as the originating point in space.
2. Converting the effect’s energies into a medium-range bolt of raw magical power that can be fired as ranged touch attack, dealing 1d6 damage per SL (no save). Zero-level spells deal 1d4 damage. A spellthief may conver this damage into bludgeoning or piercing damage if he so chooses.
3. As a free action, allow the spell to affect him normally (and attempt a save – if and when relevant), so that he gets a chance to learn it. Spells from the Conjuration / Evocation / Necromancy schools and spells beyond their SL limit yield no profit potential for a spellthief in this case, of course, and this doesn’t go unnoticed by the spellthif. If the spellthief is targeted by an effect that has multiple targets or an AoE, then this specific option is still viable.
4. Harmlessly dump the effect.
If none of the above occurs within 1 minute per Spellthief level + Int-bonus, the spell energies dissipate harmlessly. If the spellthief is targeted by an effect that has multiple targets or an AoE, then this specific option is still viable

The number of SLs a spellthief can simultaneously have siphoned in such manner equals the spellthief’s class level plus his Int-bonus.
A spellthief may apply option #2 to his own Spellthief spells.


Manipulator (Ex)
Spellthieves are highly deceptive and socially-oriented.
Spellthieves possess the Rogue's Expertise ability of the same name.


Spellgrace (Ex)
Your disruptive powers grant you magical insights and a certain degree of resistance against spells.
All spellthieves start with 4 bonus ranks in Spellcrafs.
Furthermore, against spells and spell-like abilities, you add your Int-bonus to AC and all saving throws (these bonuses may not exceed your class level).


Detect Magic (Su)
Starting at 2nd level, a spellthief may continuously detect magic as with the spell of the same name.


Evasion (Ex)
At 3rd level, you gain Evasion, as detailed for the core Monk and Rogue.


Mage Slayer (Ex)
At 4th level, a spellthief gains the Mage Slayer feat as bonus feat.
However, spellthieves take no CL penalty. If your Spellthief class level is 10 or higher, this ability also foils spell-like abilities (the action is lost but use of the ability is not considered to be used).


Sneak Attack (Ex)
At 5th level, a spellthief gains Sneak Attack, as detailed for the revised Rogue, but the precision damage starts at 1d6 and increases by 1d6 per 5 levels beyond 5th.


Arcane Sight (Su)
Starting at 6th level, a spellthief may continuously detect magic as with the Arcane Sight spell.


Mettle (Ex)
At 7th level, you gain Mettle, as detailed for the CW Hexblade.


Pierce Magic (Ex)
This ability basically grants an 8th level spellthief the combined benefits of the feats Pierce Magical Concealment & Pierce Magical Protection (CArc), except you take no penalty to your CL.


Spellsink (Su)
Starting at 9th level, a spellthief may, as an immediate action, siphon (or redirect to self) a spell effect or power that passes anywhere within 60' and within line of effect, at any time between its casting time completion and the impact of the effect at its target, and between.
This extends to include spells with Personal range.
This, of course, only applies to SLs the spellthief can siphon to begin with.


Steal Spell Effect (Su)
Beginning at 10th level, as a standard action that provokes AoOs, a spellthief can siphon an active spell effect from another creature/object/area the same way as he does against spell effects that are just being generated using his Spellsink ability.
If the target is willing or inanimate, a spellthief can steal a spell effect with a touch as a harmless attack action.
A spellthief can perform such an attempt once per hour at most and no more than Int-bonus times per day (minimum 1).


Prying Eyes (Sp)
An 11th level spellthief can cast Prying Eyes as a spell like ability twice per day.


Improved Evasion (Ex)
At 12th level, you gain Improved Evasion, as detailed for the core Monk.


Spell Recall (Su)
At 13th level, a spellthief is adept at maintaining his spell power when confronted with the possibility of wasting it.
A number of times per day equal to half the spellthief's level, whenever a targeted spell the spellthief casts fails to penetrate a creature's SR or is countered by another spellcaster, or even resisted via a successful saving throw, he can reabsorb the spell's energy as a swift action.
He regains the spell as though he'd never cast it. However, doing so taxes the spellthief and he takes 1 point of nonlethal damage per SL he reabsorbs. This damage is internal and bypasses damage reduction and resistances the spellthief might possess.


Sudden Strike (Ex)
At 14th level, a spellthief gains Sudden Strike, as detailed for the revised Rogue.


True Seeing (Su)
Starting at 15th level, a spellthief may continuously see all things the way they truly are, as with the True Seeing spell.


Improved Mettle (Ex)
Same as Improved Evasion, but applied to effects that provoke Fort/Will saves


Greater Arcane Sight (Su)
Starting at 17th level, a spellthief may continuously detect magic as with the Greater Arcane Sight spell.


Spell Ricochet (Su)
Upon a successful siphoning, as a free action, you may now immediately reflect an effect to another target, including the originator.


Greater Prying Eyes (Sp)
An 19th level spellthief can cast Greater Prying Eyes as a spell like ability once per day.


Immediate Casting (Su)
At 20th level, you gain the ability to recreate spells even as you learn them.
If a spell is learned through your Siphon Spell class feature, you may cast that spell as part of the same immediate action.
Spells with casting times longer than 1 standard action can’t be cast in this way.

nonsi
2014-05-27, 12:25 PM
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Class: Monk


Preface

We all know that despite its many features, in practice, the Monk is probably the second weakest official base class (right after the Soulknife).
I also don’t need to tell you all about the magnitude of Monk fixes out there.

I actually haven’t had plans of dealing with the Monk, but Zman's Monk Fix (http://www.giantitp.com/forums/showthread.php?t=265340) has stirred something in me, because it was the first time that I saw a decent start for fixing the Monk that uses the core class as a baseline.

Using the following distinction of levels of power (http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D) and what I know of class balance, I tried to spread the Monk’s abilities (feature-wise) to keep up with the pace of the game at all levels.
I also paid attention not to let personal taste affect this proposed fix and narrowed down things to practicality. For instance, I don’t care for Tongue of the Sun and Moon, but it doesn’t interfere with anything, so I kept it as it is.

The general aim here is, as usual for me, tier-3.

I’m presenting here only the changes I found appropriate to the core Monk.
Whatever’s not specifically (or only partially) addressed here, it is to be taken from the core class as given.

As a general guideline regarding the Special Column’s content:
- Features with no changes from the core class are presented in normal text.
- Features with some changes and core features that need no further explanations (e.g. Uncanny Dodge) are bolded.
- Features with massive changes (Ki Strike) and entirely new features (Ascetic Athleticism, Freedom of Movement...) are bolded, underlined and italicized



Alignment: No restriction (see Ki-Strike below).

Ex-Monks: No such thing as Ex-Monk.

Hit Die: d8

Table: The Monk

SavesSpecial
LevelBABFRWClass AbilitiesUnarmed DamageAC BonusUnarmored Speed Boost
1st+0+2+2+2Bonus Feat, Flurry of Blows, Unarmed Strike, Ascetic Athleticism, Stunning Fist
1d6
+0
+0
2nd+1+3+3+3Bonus Feat, Evasion
1d6
+1
+5
3rd+2+3+3+3Uncanny Dodge, Still Mind
1d6
+1
+5
4th+3+4+4+4Ki Strike (magic, Wis-bonus alternative), Meditation
1d8
+2
+10
5th+3+4+4+4Purity of Body, Dedicated Dodge
1d8
+2
+10
6th+4+5+5+5Bonus Feat, Mercurial Stride
1d8
+3
+15
7th+5+5+5+5Wholeness of Body, Ki Strike (material, 1H, Critical Accuracy x2)
1d8
+3
+15
8th+6+6+6+6Improved Uncanny Dodge, Tempered Body
1d10
+4
+20
9th+6+6+6+6Improved Evasion, Unearthly Reactions
1d10
+4
+20
10th+7+7+7+7Ki Strike (alignment, Wis-bonus accumulation), Abundant Step
1d10
+5
+25
11th+8+7+7+7Diamond Body, Greater Flurry
1d10
+5
+25
12th+9+8+8+8Bonus Feat, Touching The Ripples
2d6
+6
+30
13th+9+8+8+8Diamond Soul, Ki Strike (damage type, Ghost Touch)
2d6
+6
+30
14th+10+9+9+9Freedom of Movement, Gentle Touch
2d6
+7
+35
15th+11+9+9+9Quivering Palm, Retributive Flurry
2d6
+7
+35
16th+12+10+10+10Ki Strike (any, 2H, Critical Accuracy x3), Boundless Reach
2d8
+8
+40
17th+12+10+10+10Diamond Resilience, Tongue of the Sun and Moon
2d8
+8
+40
18th+13+11+11+11Bonus Feat, Temporal Ki Surge
2d8
+9
+45
19th+14+11+11+11Empty Body, Diamond Essence
2d8
+9
+45
20th+15+12+12+12Perfect Self, Ki Strike (all)
2d10
+10
+50




Class Features


Class Skills: Add Autohypnosis (XPH, p.36), Lucid Dreaming (MotP, p.203) and Spellcraft as class skills.
Skill Points per Level: 6 + Int-mod (x4 at 1st level)

Weapons and armor proficiencies: Monks are proficient with all Simple weapons and all Monk weapons specified for the PF Monk. They’re not proficient with armor or shields at all.



Unarmed Strike
In addition to the details presented in PHB:
1. For all intent and purpose, a Monk is considered to possess the feat Improved Unarmed Strike.
2. When fighting unarmed or when using Monk weapons, a monk gains a +1 bonus to all opposed combat checks (Bull Rush, Disarm, Feint, Grapple, Overrun, Trip and Sunder) – offensive as well as defensive. For every 4 Monk levels past 1st (5, 9, 13...), this bonus increases by an additional +1.

Special Monk Weapons & Enhanced Damage:

Monks know how to use the Quarterstaff, Kama, Nunchaku & Tonfa (as well as Three-Section-Staff, if taken as an exotic weapon, with the proper feat investment) to deal the same damage as their unarmed strike (effectively, they advance with the advancement of unarmed strike).

High level monks also know how to wield Sai, Shuriken & Throwing Iron better than anyone else. Each time a monk's unarmed damage improves (starting at 4th), the damage of these weapons increases as follows:
- Sai: 1d6 / 1d8 / 1d10 / 2d6 / 2d8 at levels 4 / 8 / 12 / 16 / 20 respectively.
- Shuriken & Throwing Iron: 1d4 / 1d6 / 1d8 / 1d10 / 2d6 at levels 4 / 8 / 12 / 16 / 20 respectively. Furthermore, at each level where Unarmed damage improves, the range increment of these weapons increases by +5'.


Effectively, monks' superior damage with various weapons goes like this:


Monk Level Unarmed Strike, Quarterstaff, Kama, Nunchaku & Tonfa Damage Sai Damage Shuriken & Throwing Iron Damage (&Rng Inc.)

1st-3rd
1d6
1d4
1d3 (15')

4th-7th
1d8
1d6
1d4 (20')

8th-11th
1d10
1d8
1d6 (25')

12th-15th
2d6
1d10
1d8 (30')

16th-19th
2d8
2d6
1d10 (35')

20th
2d10
2d8
2d6 (40')




Flurry of Blows (Ex)
A monk may use a standard, full, or charge attack to strike with a Flurry of Blows.


FoB and TWF don't stack.
I find 3 compelling reasons for that:
1. Common sense: FoB means attacking with your entire body, maximizing one's agility & momentum. There's no more room for offhand attacks to go in there - you're already using them.
2. Gameflow practicality: Too many dice rolls hurt gameflow.
3. Balance: This would quickly make the Monk overshadow the Warrior (Wis to Att & dmg and a ton of abilities a warrior can only dream of).
So, I'd say it's either FoB or TWF. In the very few cases where the latter provides more attacks and you're facing a soft target, maybe it's worth considering (I believe not, but maybe).


Ascetic Athleticism (Ex)
Monks are capable of incredible feats of athleticism and add their Monk level to any Balance, Climb, Escape Artist, Jump, Move Silently, Swim and Tumble check.


Unarmored Speed Bonus (Ex)
With level advancement, monks develop lightning quick reactions and become exceptionally agile.
Using this ability, a monk within arm’s reach of a solid vertical surface/object can use it to slow her descent and reduces any fall damage she would’ve taken by 1d6 per 5' granted by her Unarmored Bonus Speed (down to zero).
Furthermore, if the vertical surface is in any way scalable, the monk may make a Climb check with -10 to her DC check at the beginning of her fall and another attempt every 30' thereafter.


Stunning Fist (Ex)
This is an inherent Monk’s class feature, not a feat available for picking.


Bonus Feat
At levels 1 and 2nd, and at every level divisible by 6, a monk can select any Fighter Bonus feat.
The Monk needs to meet the prerequisites as normal to select these feats with the exception of Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Sunder and Improved Trip.


Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Starting at 10th level, the monk’s mind is strong and disciplined enough to gain total immunity to fear, charm and compulsion effects and a +2 bonus to all other Will saves.


Ki Strike (Su)
At 4th level, monks receive the single most iconic and most influential of all of their abilities.
When fighting unarmed or when using Monk weapons, the monk receives a plethora of benefits.
- At 4th level, a monk’s attacks are empowered with Ki. The monk’s attacks are treated as magic weapons for the purpose of bypassing DR. The monk may now choose to add her Wis-bonus to attack rolls instead of Str/Dex (melee/range) and to damage scores instead of Str.
- At 7th level, a monk’s attack may count as any specific material. This however is not automatic. At the beginning of an encounter with an unknown opponent, this ability is inactive. Once the monk has made a successful attack against a target that has DR/[material], the monk’s strike is partially blocked by the target’s DR. From there on, the monk may augment her strike’s Ki to ignore the target’s DR/[material]. Shifting Ki in such a manner to adapt to opponents is a swift action. The monk’s strike now counts as 1-handed weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder etc). Finally, for Crit-Substitution calculations, the monk’s accuracy-based extra damage is doubled.
- At 10th level, having battled many denizens of outer worlds and transcending her own inherent view of existence, a monk’s unarmed attack may count as fused with any single alignment, using the mechanics defined for Ki Strike (material). The monk may now add her Wis-bonus to attack rolls and damage scores on top of her Str/Dex bonuses.
13th: The monk’s attacks now counts as Piercing / Slashing (on top of bludgeoning), using the mechanics defined for Ki Strike (material) and Ki Strike (alignment). The monk’s attacks now also count as having the Ghost Touch property.
- At 16th level, there’s no DR type a monk cannot adapt to, except DR/-. The monk’s unarmed strike now counts as 2-handed weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder etc). Finally, for Crit-Substitution calculations, the monk’s accuracy-based extra damage is now tripled.
- A 20th level monk knows how to fuse her unarmed strike with fluctuating energies. The Monk’s attacks now completely ignore DR. Furthermore, the monk now effortlessly maintains Ki and has it active at all times.


Meditation (Ex)
All monks meditate, both as a way of recovering from the rigors of their intense physical workouts and as a means of pursuing ultimate enlightenment.
When a monk meditates, she lets her conscious mind slumber, while her unconscious spirit roams ancient paths, seeking out the truths of those who came before.
Though initially, entering a meditative state requires long periods of preparation, by the time a monk hits 4th level, meditating becomes as simple a matter as breathing.
The long hours of practice grant the monk bonus ranks, in both Autohypnosis and Concentration, equal to a maximized C-C skill.
- The monk may now mimic Elven meditative rest instead of sleep for 1 hour, by making a Concentration check vs. DC 15. A monk who successfully meditates for eight hours straight gains all the benefits of a full day’s rest.
- Elven monks have their meditative rest requirement cut down to 2 hours a day.
A monk cannot benefit from the above more than once per day, but may make multiple attempts within the same day period and may benefit from normal rest as well.
If the monk takes damage or is moved for any reason while meditating, she loses 1 hour worth of meditation.


Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases including supernatural and magical diseases.


Dedicated Dodge (Ex)
At 5th level, a monk gains the ability to evade with seemingly supernatural skill. At the beginning of her turn, she may decide to refrain from action (including AoOs, swift & immediate actions and 5'-steps) and instead add her Monk level as a Dodge bonus to her Reflex saves and dodge AC until the beginning of her next turn.
When performing Dedicated Dodge, a monk is limited to moving up to her modified speed during her turn.


Mercurial Stride (Ex)
A 6th level monk may ignore all forms of difficult terrain that don’t require skill checks or saving throws to pass through, though areas magically altered to slow movement still function.
She may also make any number of turns when charging, and can incorporate Balance checks, Climb checks, Jump checks, Swim checks and Tumble checks into her movement (including when charging).
She may also run across water or up walls, provided her movement is no less than 50 and she makes a DC 25 balance check.


Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds.
She can heal a number of hit points of damage equal to her (permanent Wis-bonus) X (monk level) each day, and she can spread this healing out among several uses.
A monk, using this ability, may trade HP healing to negate certain conditions.
She may remove:
- Ability Damage / Dazzled / Fatigued / Shaken / Sickened at a rate of 1 per 5 HP
- Dazed / Diseased / Staggered at a rate of 1 per 10 HP
- Exhausted / Frightened / Nauseated at a rate of 1 per 15 HP
- Blinded / Deafened / Poisoned / Stunned at a rate of 1 per 20 HP
- Ability Drain / Paralyzed at a rate of 1 per 30 HP
- Negative Levels at a rate of 1 per 40 HP.
Using Wholeness of Body is a swift action.
All of the above can be done at any desired combination, so long as the monk has HP left to heal.


Tempered Body (Ex)
By 8th level, a monk's own body has changed and now counts as manufactured.
The monk now gains DR 1/- per 4 Monk levels.
Also, experience has granted her new insights regarding the potential of Ki and how it can be harnessed for her benefit in new and unique ways.
Through elaborate rituals that involve meditation, precious materials and inner Ki-channeling, a monk may fuse her body with magical powers, as if possessing Craft Magic Arms and Armor (limited to her body and unarmed strikes), simultaneously treating her body as a single weapon and a single armor for the purpose of this feature. A monk that’s wearing armor (for whatever reason) loses her armor associated enhancements until the armor is un-donned.
A monk's caster level for the purpose of self enhancements equals her Monk class level, and she needs not know a spell in order to apply an appropriate enhancement, but she does have to make a DC [25 + spell-level] Spellcraft check for an enhancement to succeed.
Unlike when creating magical items, such process does not impose an XP toll on the monk.
There are, however, certain weapon enhancements that may not be applied to monks' unarmed attacks. A monk's unarmed strike can only be enhanced by magical powers that affect either a weapon's wielder or a weapon's targets. So, enhancements such as Dancing, Sizing, Spell Storing or Brilliant Energy are inapplicable for monks' unarmed strike. The same trail of thought should be applied regarding armor enhancements.
Special: A monk of higher level than 8th can also aid the efforts of other monks and bestow magical Ki powers upon them, as long as the receiving monk is of at least 8th level.
Special: A monk that’s brought down below 8th level by energy drain does not lose existing enhancements, but such powers are postponed until the monk once again reaches 8th level, where her body is able to channel Ki to benefit from them.
Special: A monk may purge no-longer-desired enhancements, spending 1/2 the time and cost they took to be imbued, but with no chance for failure.


Unearthly Reactions (Ex)
A 9th level monk's ability to act and react improves to inhuman levels.
The monk may take a 5'-step after each successful attack roll.
Furthermore, whenever the monk provokes an AoO due to attacking an opponent, she completes her attack(s) against her opponent before any AoOs are executed against her.


Abundant Step (Su)
By 10th level, a monk has learned the secret of magically slipping between spaces as part of her movement.
The monk may cover certain distances when she’s phased, thus can ignore physical barriers, moving at any direction in this fashion (horizontal as well as vertical), driven by her force of will. The distance that a monk can cover in this fashion cannot exceed twice her current movement speed.
For each 5' traveled in such manner, access to this ability is denied for 1 round. For each Monk level beyond 12th, this denial period is reduced by 1 round.
Note: This is not teleportation. The monk is phased, not plane-shifted, so spells like Wall of Force and Prismatic Wall/Sphere affect her normally, but Dimensional Anchor and Dimensional Lock do not prevent the use of this ability.


Touching The Ripples (Ex)
The monk’s senses become so attuned that she can feel what’s happening around her.
Starting at 12th level, a monk benefits from Blind Sense as well as Tremor Sense, out to 30' + 5' per level beyond 14th.
The monk also senses phased and ethereal creatures and objects with this ability.


Diamond Soul
SR = Monk level + 10 + Wis-bonus.
A monk may, as a free action, allow spells to automatically bypass her SR (usually when originating from allies). To do so, a monk must be aware of the incoming spell.


Freedom of Movement (Su)
At 14th level and on, a monk continuously benefits from Freedom of Movement spell effect.


Gentle Touch (Su)
A 14th level monk has such knowledge in Ki energy, anatomy and nerve centers, that she can manipulate living creatures – body and mind.
A number of times per day equal to 1/2 the monk's Wis-bonus (minimum 1), the monk can make a melee touch attack vs. a living creature that deals no damage and, if successful, affect the target with one of the following effects: Charm Monster, Confusion, Hold Monster or Geas/Quest (CL = class-level). The save DC for all effects (including the latter) is [10 + 1/2 class-level + Wis-mod].
The monk must declare the use this power before making an attack roll. If she misses, the attempt is wasted.


Quivering Palm (Su)
This ability is usable once per day.
Furthermore, a monk needs not gambit her Quivering Palm by announcing before making an attack roll and may choose to apply it only upon successful hit.
Quivering Palm affects all living creatures - including oozes and plants, because it directly assault's the target's life force.
Quivering Palm is an instantaneous effect - it cannot be postponed for a later time.
For each 4 levels above 15th, a monk gains one additional daily use of Quivering Palm.


Retributive Flurry (Ex)
A 15th level monk's understanding of her martial arts is now perfected.
From this point and on, whenever the monk is entitled to an AoO, she may retaliate in a blinding speed and make a FoB attack.


Boundless Reach (Ex)
This ability is an evolution of Abundant Step.
A 16th level monk has the ability to slip extraordinarily between planes and dimensions, in a way that no magical effect can contain or block.
The monk always returns to the plane from which she originated when executing Boundless Reach.
The monk may now, instead of moving, affect thrown Monk weapons to bypass obstacles on their way to their targets for one round. A monk cannot apply Boundless Reach both to herself and to her thrown weapons in the same combat round.


Diamond Resilience (Ex)
By 17th level, your body is so strongly controlled that you can endure almost anything.
The monk gains immunity to death effects.


Temporal Ki Surge (Su)
By 18th level, a monk has learned the secret of channeling Ki power to haste herself to godly speed as a once-per-hour swift action.
This acceleration allows the monk to take an extra full-round action (essentially doubling her action allotment).
Activating this ability comes with a price though. During the next round, the monk is fatigued and all benefits from Ki-Strike are suspended.


Diamond Essence (Su)
By 19th level, your essence is beyond the comprehension of most mortals and beyond the sway and detection of nearly all magic.
You gain the benefits of a Mind blank effect at all times.
Furthermore, once per day, as a free action, you gain the benefits of a Foresight spell effect.


Perfect Self
The monk’s quest for physical, mental and spiritual perfection is finally complete.
The monk:
- Receives a +2 perfection increase to all her ability scores.
- Gains DR 10/-. This DR is applicable to damage from any attack, not just physical attacks.
- Gains immunity to death by massive damage.
- Gains Blind Sight instead of Blind Sense ability. Touching The Ripples otherwise remains unchanged.
- No longer ages. She remains in her current age category forever.






New Feats

Dispelling Strike
Requirements: Monk 7th
Benefits: By spending 2 uses of Stunning Fist point as a free action, you can generate a touch-based Dispel Magic effect.
starting at level 13, by spending 4 Ki points as a free action, you can generate a touch-based Greater Dispel Magic effect.

Hydra's Toxin
Requirements: Monk 10th
Benefits: By spending 3 uses of Stunning Fist as a swift action, you can force an opponent that you hit to immediately make a Fort save (DC 10 + ½ HD + Wis-mod) or be afflicted with either the Burning Blood toxin (1d6 Constitution damage) or the Freezing Blood toxin (1d6 Dexterity damage).

Ki Slash
Requirements: Monk 6th
Benefits: By spending 2 uses of Stunning Fist, the Monk may, as a standard action, swing a slashing weapon (including natural attack) and convert a physical attack into a 60' line / 30' arch (effectively a cone) / 15' hemisphere force effect that would deal the same amount of damage as his physical attack would to anyone in the AoE.
Targets in the AoE that are able to see the monk perform this attack and are not flatfooted are entitled to a Ref save vs. DC equal to the monk's attack roll to take 1/2 damage.

Knockback
Requirements: Improved Bull Rush
Benefits: By spending 1 use of Stunning Fist as part of an attack, a successful strike bull rushes the target, does not provoke an AoO, and you do not move from your square along with your target.

Path of Spiritual Chains
The monk's attacks cannot be resisted by magical effects.
Requirements: Monk 10th
Benefits: By expending 3 uses of Stunning Fist , for 1 round per 3 Monk levels, the monk's touch neutralizes (but doesn't cancel) the effect of Freedom of Movement or similar abilities when initiating a grapple and prevents a grappled creature from teleporting or escaping to another plane, as if under the effects of a Dimensional Anchor spell.

Walking Mediation
Requirements: Monk level 6th, Autohypnosis 5, Concentration 8
Benefits: A monk who has mastered the art of meditating without moving can also learn how to enter a meditative state that allows him to speak, to observe the world around him and to move as normal. This state of enlightened awareness, at once travelling the earth and the realms of the mind and spirit, is known as the art of Walking Mediation.
Entering a state of walking meditation requires 10 minutes of preparation, and a DC 25 Concentration check.
- The monk adds his Wisdom modifier to his initiative checks.
- While not engaged in combat, running or other intensely straining activities, the monk is considered to be fully resting, for all intents and purposes.
Upon sustaining damage of any sort, the monk Walking Meditation state is lost until initiated once more.
The following conditions also negate Walking Meditation: Confused, Dazed, Disabled, Fascinated, Frightened, Paralyzed, Shaken, Sickened, Stunned and Unconscious (or any of their more severe steps).
Special: 6th level Elven monks gain this feat as a bonus feat upon meeting the skill rank requirements.






Optional Rules: Martial Arts - practiced via Warcrafts

Not all practitioners of martial arts are followers of the ascetic way of life.
Some warriors mimic monks’ combat techniques to become expert brawlers.

Note: I have decided to put this set of warcrafts here, because I find it somewhat controversial and believe it should be the domain of the DM to decide if s/he wishes to allow anyone to rival monks in martial arts – even if that someone is a warrior fully dedicated to martial arts. It is here so that no one overlooks this fact.




Warcraft: Body Weaponry
Requirements: Superior Unarmed Strike, Warrior level 3
The warrior may use many parts of his body as weaponry. This allows him to attack normally, even when both hands are occupied.
The warrior may also treat his body as manufactured, for the purpose of gaining weapons & armor magical enhancements & spell effects.

Warcraft: Stunning Fist
Requirements: Superior Unarmed Strike, Warrior level 5
Other than the given prerequisites, this functions as given for the core Monk.

Warcraft: Ki Strike (magic)
Requirements: Stunning Fist, Warrior level 7
The warrior’s attacks are treated as magic weapons for the purpose of bypassing DR.
The warrior may spend 1 use of Stunning Fist and apply Ki Strike (magic) for 1 round to melee and ranged weapons he wields.

Warcraft: Ki Strike (material)
Requirements: Ki Strike (magic), Warrior level 9
At the beginning of his combat turn, the warrior chooses a specific special material (cold iron/alchemical silver/adamantine…). Until the beginning of his next combat turn, his unarmed strikes count as if made of that material for the purpose of bypassing DR.
The warrior may spend 1 use of Stunning Fist and apply Ki Strike (material) for 1 round to melee and ranged weapons he wields.

Warcraft: Ki Strike (alignment)
Requirements: Ki Strike (magic), Warrior level 13
At the beginning of his combat turn, the warrior chooses a specific alignment extreme (L/C/G/E). Until the beginning of his next combat turn, his unarmed strikes count as if carrying that alignment for the purpose of bypassing DR.
The warrior may spend 1 use of Stunning Fist and apply Ki Strike (alignment) for 1 round to melee and ranged weapons he wields.

Warcraft: Ki Strike (extra planar)
Requirements: Ki Strike (magic), Warrior level 17
At the beginning of his combat turn, the warrior may spend 1 use of Stunning Fist to imbue his unarmed strike with the Ghost Touch quality for 1 round.
He may instead choose to spend 2 uses of Stunning Fist to apply the Ghost Touch quality to any carried weapon.

Warcraft: Versatile Unarmed Strike
Requirements: Superior Unarmed Strike, Warrior level 17.
You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
Each unarmed attack the warrior makes counts as damage type of the warrior's choosing.

nonsi
2014-05-27, 12:34 PM
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Class: Soulknife


Preface

Preliminary Notes:
- I’m making an educated guess that people really don’t need me to explain the motivation behind fixing the Soulknife, so nothing further on this angle.
- In this fix I attempt to detach the Soulknife from its psionic origins, making it available for groups that don’t practice the use of psionics.



Hit Die: d8

Table: The Soulknife

SavesSpecial
LevelBABFRWClass AbilitiesPsychic StrikeBlade EnhancementPsychic Armor
1st
+1
+0
+2
+2Focused Mind, Mind Blade
2nd
+2
+0
+3
+3Throw Mind Blade
+1 (+1)
3rd
+3
+1
+3
+3Mind Surge (Burst of Speed)
1d8
(+4 ; 0 ; 0)
4th
+4
+1
+4
+4Mindstrike (material)
+2 (+1)
5th
+5
+1
+4
+4Versatile Mind Blade
Ghost Touch
6th
+6
+2
+5
+5Mind Surge (Fade)
+3 (+2)
7th
+7
+2
+5
+5Evasion
2d8
(+5 ; 2 ; 5)
8th
+8
+2
+6
+6Blade Wind
+4 (+2)
9th
+9
+3
+6
+6Mind Surge (Vision)
Light Fortification
10th
+10
+3
+7
+7Mindstrike (alignment)
+5 (+3)
11th
+11
+3
+7
+7Ranged Blade Wind
3d8
(+6 ; 4 ; 10)
12th
+12
+4
+8
+8Mind Surge (Breach the Gap)
+6 (+3)
13th
+13
+4
+8
+8Knife to the Soul
Medium Fortification
14th
+14
+4
+9
+9Improved Evasion
+7 (+4)
15th
+15
+5
+9
+9Mind Surge (True Vision)
4d8
(+7 ; 6 ; 15)
16th
+16
+5
+10
+10Mindstrike (morphic)
+8 (+4)
17th
+17
+5
+10
+10Blade Storm
Heavy Fortification
18th
+18
+6
+11
+11Mind Surge (Unyielding Mind)
+9 (+5)
19th
+19
+6
+11
+11Blade Barrage
5d8
(+8 ; 8 ; 20)
20th
+20
+6
+12
+12Mindstrike (Concordant)
+10 (+5)




Class Features


Class Skills (the added feats are bolded): Autohypnosis, Balance, Climb, Concentration, Escape Artist, Hide, Jump, [/B]Knowledge (arcana, the planes)[/B], Listen, Move Silently, Perform, Profession, Spot and Tumble.
Skill Points Per Level: 6 + Int-mod

Weapons and armor proficiencies: Soulknives are proficient with all simple and martial weapons. They’re also proficient with light armor and shields (not including tower shield).




Focused Mind (Ex)
Soulknife capabilities require top notch mental focus to manifest. Therefore, all soulknives start with 4 ranks in both Autohypnosis and Concentration.
Furthermore, a soulknife also gains Introspective (see the feats section) as a bonus feat.
Finally, a soulknife gains Iron Will as a bonus feat.


Mind Blade (Su)
As a swift action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.
The blade is identical in all ways (except visually) to any weapon within the Sword weapon group (short/long/bastard sword, dagger, rapier, scimitar, greatsword) of the soulknife's choice, of a size appropriate for its wielder.

Switching between different kinds of weapons that are within the same weapon group requires a swift action to reform the blade. Switching between weapons that do not share a group (see Versatile Mind Blade below) requires a standard action.

The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Improved Critical.

A mind blade appears as a semisolid dull grey item. A soulknife may once per round, as a free action, make it give off either bright illumination of 10' with shadowy illumination of 20', or darkness of 5' with shadowy illumination of 10', which a soulknife may change as a swift action. These forms of illumination are not magical, and can thus be countered by magical darkness/light (respectively).

A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
Powers or spells that upgrade weapons can be used on a mind blade.

The blade can be broken (it has both hardness and hit points equal to 10 + 1 / soulknife level), however, a soulknife can simply create another as another swift action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below).

A soulknife's mind blade improves as the character gains higher levels, according to the table listed on the chart. The bonus provided is the mind blade's maximum enhancement bonus: by default, it is strictly a numeric enhancement bonus, but by spending an hour in meditation, the soulknife can reallocate up to one less than his maximum enhancement bonus as weapon enhancements. For instance, a 6th level soulknife's weapon enhancement is +3: unless he spends an hour refocusing his mind blade, it is merely a +3 weapon. By doing so, he could instead make his mind blade a flaming mind blade +2 or a flaming psychokinetic mind blade +1.

Even in places where magical or supernatural powers do not normally function (such as within a dead magic zone), a soulknife can attempt to sustain his mind blade by making a Will save (DC 20). On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.


Throw Mind Blade (Ex)
A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30’.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
When multiple attacks are gained, the Mind Blade may be thrown multiple times.
If he could Sunder or Trip in melee with his Mind Blade's current shape, he can also do so with it on range attacks.


Psychic Armor (Ex)
3rd level soulknives can engulf themselves with a force effect that grants them powerful defenses. This protection persists at all times the Soulknife is conscious, but the Soulknife cannot maintain it while wearing armor of any kind, or carrying Medium or Heavy Load.
The numbers in parenthesis indicate: Armor bonus to AC, DR X/-- and Energy Resistance (acid, cold, electricity, fire and sonic) in the given order.
* At 5th level, a Soulknife's Psychic Armor gains the "Ghost Touch" property.
* At 9th level, a Soulknife's Psychic Armor grants Light Fortification.
* At 13th level, a Soulknife's Psychic Armor grants Moderate Fortification.
* At 17th level, a Soulknife's Psychic Armor grants Heavy Fortification.


Blade Enhancement (Su)
in addition to combat stat augmentations, a soulknife may imbue his mind blade(s) with the following powers, according to the total level limit indicated in the Soulknife's table:
+1: Keen, Ghost Touch, Flaming, Frost, Shock
+2: Anarchic/Axiomatic/Holy/Unholy, Disruption, Flaming Burst, Icy Burst, Shocking Burst, Wounding
+3: Speed, Bodyfeeder, Vorpal
+4: Brilliant Energy
+5: Coup De Grace
A Soulknife may apply one of the highest level effects available or any combination that amounts to that value (e.g at 10th level, a Soulknife may enhance his weapon with one Level 3, one Level 2 and one Level 1 effect or three Level 1 powers). It takes 1 hour of uninterrupted meditation to set up a specific combination of enhancements. Once set, they persist until the Soulknife spends another uninterrupted hour of meditation to reassign a new combination of powers.

Later on, when a Soulknife gains the ability to materialize a shield via Versatile Mind Blade, he may enhance it with the following effects:
+1: Bashing
+2: Arrow Deflection
+3: Ghost Touch
+4: Energy Resistance 10
+5: Reflecting

Special: once per encounter, as a move action that doesn't provoke AoOs, a Soulknife may elect to lose a single enchantment for gaining another of equal or lower level. This substitution lasts [5 rounds + 1 round per 2-class-levels].


Mind Surge (Su)
Mind Surge is a powerful means, an exertion of will, by which soulknives temporarily augment the reality of their own being.
a soulknife has a pool of Mind Surge points equal to [3 + his Wis-mod] times per hour at 4th level and an additional time per 3 class-levels thereafter.
- At 3rd level, a Soulknife can spend 1 use of his Mind Surge ability to mimic the psionic 'Burst' power.
- At 6th level, a Soulknife can spend 1 use of his Mind Surge ability to mimic the effect of Invisibility spell. 'Fade' can be activated as a swift action, an immediate action or as part of a movement action. At 10th level, the effect changes to mimic Greater Invisibility.
- At 9th level, a Soulknife can spend 1 use of his Mind Surge ability to gain superior vision out to a 60'. While using this sight, he gains Superior Darkvision (penetrates magical darkness) and may view any incorporeal or invisible creatures. This includes ethereal creatures, invisible creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within any form of extra-dimensional space bordering the material prime. This ability lasts a number of rounds equal to 3 + the soulknife's Wis-bonus. 'Vision' is a free action.
- At 12th level, a Soulknife can spend 1 use of his Mind Surge ability to make short distance teleports, to a distance no farther than his movement speed. If the Gostknife's speed is already enhanced with his Burst of Speed ability, his augmented speed counts for this power. 'Breach the Gap' is a move action.
- At 15th level, a Soulknife can spend 2 uses of his Mind Surge ability to mimic the effect of True Seeing. Activating True Vision is a free action. This power can be activated simultaneously with 'Vision'.
- At 18th level, a Soulknife can spend 3 uses of his Mind Surge ability to mimic the effect of Mind Blank. Activating Unyielding Mind is a free action. This power can be activated simultaneously with 'Vision' and 'True Vision'.


Mindstrike (Su)
Starting at 4th level, a soulknife selects one special substance when materializing his mind blade: his mind blade is treated as being made of that substance for the purposes of overcoming DR.
At 10th level, the soulknife treats his mind blade as if it is aligned (matching his own alignment) for overcoming DR. A TN soulknife chooses one alignment (good, evil, lawful, or chaotic).
At 16th level, a soulknife's mind blade automatically overcomes all substance-based DR.
At 20th level, a soulknife's mind blade automatically overcomes all alignment-based DR.


Psychic Strike (Ex)
As a swift action, a 4th level soulknife may charge his weapon(s) with a powerful force halo. This force discharges upon a successful touch attack (even if the weapon’s base damage + enhancements didn’t breach through the target’s armor).
Psychic Strike dissipates at a rate of 1d8 per successful hit. For instance, an 11th level Soulknife that manages to connect 3 times in a single round after activating Psychic Strike deals 3d8 force damage on his 1st attack, 2d8 damage on his 2nd attack and 1d8 damage on his 3rd attack (which, btw, could be an AoO).
When the mind blade is split, Psychic Strike damage is spread between both weapons. In case of Blade Wind and its improvements (see below), the highest value applies against all targets.
Psychic Strike doesn't linger when the mind blade is dismissed.


Versatile Mind Blade (Ex)
At 5th level and each 4 levels thereafter, a soulknife selects a weapon group he is proficient with. He may now make his mind blade mimic weapons of that weapon group.
If the weapon group requires ammunition (like the bows group), he manifests the weapon and also manifests the ammunition as he requires it. A thrown or projectile mind blade dissipates on contact and instantly reforms in the soulknife's hands, so he is able to utilize the full-attack action with thrown mind blades.
Changing the type of weapon from one group to another requires a full round action.
A soulknife can also split his mind blade into two weapons suitable for fighting with a weapon in each hand (the normal penalties for fighting with two weapons apply), as long as his mind blade can take the shape of those weapons. However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.
Alternatively, when splitting his mind blade, the offhand weapon can be manifested as a small or large shield.


Blade Wind (Ex)
This ability works as given for the official Shoulknife base class, but the level is 8th and there are 2 important differences:
- The attack can be used for no other purpose than to deal damage (no special maneuvers like Disarm, Trip etc).
- The Soulknife must spend his following immediate action to gather the shards and reassemble his mind blade(s) - meaning he's considered unarmed from the beginning of his current combat turn until the beginning of his next combat turn.
Note: Given Psychic Strike is a swift action, this balances out quite nicely (and forces the player to use combat tactics rather than always apply the same shtick).


Ranged Blade Wind (Ex)
Blade Wind effect is now applicable against a chosen square (or Hex, if Hex grid is used) within the range increment and all adjacent squares.


Knife to the Soul (Su)
A 13th level soulknife knows how to assault the mind instead of the body.
The soulknife may convert one or more dice of Psychic Strike into an equal amount of damage points dealt to a mental ability (Int/Wis/Cha) of the soulknif’s choice.
The ability damage need not all be the same type, and a penalty inflicted in this fashion cannot reduce the target's ability scores below 3.


Blade Storm (Ex)
As a full round action, the Soulknife can make either a Blade Wind attack against all enemies within 20' reach, or a Ranged Blade Wind attack against all enemies within a 20' radius sphere.
Special: Blade Wind and Ranged Blade Wind are now a standard action.


Blade Barrage (Ex)
When performing a Blade-Wind or Ranged Blade-Wind (but not Bladestorm), the Soulknife can make multiple attacks against each foe he targets.

nonsi
2014-05-27, 12:35 PM
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Class: Dragonfury Disciple


Preface

The DFA (Dragonfire Adept (http://community.wizards.com/go/thread/view/75882/19870954/The_New_Dragonfire_Adept_Handbook) – DrMg; p.25) and the DS (Dragon Shaman – PHB-II, p.11) are both intended to embody draconic aspects. To my personal taste, the DS has way too many features that have nothing to do with the draconic theme (AFAIK, auras in other sources - other than Frightful Presence - came later, so I don't regard them as noteworthy references/justifications for these controversial features), and is quite poorly designed mechanically (http://www.giantitp.com/forums/showpost.php?p=7964258&postcount=8) and can't keep up the pace (http://www.giantitp.com/forums/showpost.php?p=7967158&postcount=13).
The DFA, OTOH, is quite appropriate thematically and is practically the only official base class whose general makeup I found quite appealing. However, it's just far too puny physically to relay the "dragon might" feel, and a bit lacking to come anywhere near a true dragon’s versatility (focused too much on just blasting).

Sure, the official class is more than decent, versatile and interesting compared to the other official non-caster base classes, and the majority of features are more or less where they're supposed to be, but I feel it needs a bit more.

I've been trying to nail down a decent draconic class ever since the days of 2e. I played around with dozens of base classes and PrCs (core and non-core), and there was always something that just didn't feel right.
This revision is a sort of cocktail between DFA, DS and Dragonborn of Bahamut. It combines all the features I found to be genuinely draconic into one class. It basically provides all 3 draconic aspects of Dragonborn of Bahamut into a single base class (given this is doable with no LA by taking a Raptoran Dragonborn of Bahamut that goes DFA, and given I find the Dragonborn of Bahamut as presented to be pretty farfetched, I see no reason making a player go through hulahoops to get there).


And - as usual - I'm aiming for a solid T3.



Hit Die: d10

Table: The Dragonfury Disciple

SavesSpecial
LevelBABFRWClass AbilitiesInvocationsBreath Damage
1st+0+2+0+2 Assume Draconic Form (Str +2, Con +2, Scales, Wings: +10' jump), Unlocked Draconic Ancestry
11
-
2nd+1+3+0+3 Breath Weapon, Breath Effect
1
1d8
3rd+2+3+1+3 Draconic Senses (Low-Light Vision: x2, Darkvision: 60')
2
2d8
4th+3 (+4)+4+1+4 Assume Draconic Form (Cha +2, Wings: Gliding, 2 Claws (primary)), Primal Vitality (damage)
2
3d8
5th+3 (+5)+4+1+4 Breath Effect
2
3d8
6th+4 (+6)+5+2+5 Draconic Resolve
32
4d8
7th+5 (+7)+5+2+5 Assume Draconic Form (Str +2, Wings: Limited Flight, Bite (secondary)), Breath Weapon Ranges Double
3
5d8
8th+6 (+8)+6+2+6 Breath Effect
4
6d8
9th+6 (+9)+6+3+6 Draconic Senses (Low-Light Vision: x3, Darkvision: 90', Blindsense: 30')
4
6d8
10th+7 (+10)+7+3+7 Assume Draconic Form (Con +2, Bite (primary), Wings: Effortless Flight), Primal Vitality (conditions)
4
7d8
11th+8 (+11)+7+3+7 Breath Effect
53
8d8
12th+9 (+12)+8+4+8 Powerful Exhalation (3 / day)
5
9d8
13th+9 (+13)+8+4+8 Assume Draconic Form (Str +2, Tail (secondary), Breath Weapon Ranges Triple
6
9d8
14th+10 (+14)+9+4+9 Breath Effect
6
10d8
15th+11 (+15)+9+5+9 Draconic Senses (Low-Light Vision: x4, Darkvision: 120', Blindsense: 60')
6
11d8
16th+12 (+16)+10+5+10 Assume Draconic Form (Cha +2, true dragon form), Primal Vitality (heal others)
74
12d8
17th+12 (+17)+10+5+10 Breath Effect
7
12d8
18th+13 (+18)+11+6+11 Powerful Exhalation (limitless)
8
13d8
19th+14 (+19)+11+6+11 Assume Draconic Form (Str +4, Con +2), Breath Weapon Ranges Quadruple
8
14d8
20th+15 (+20)+12+6+12 Breath Effect
8
15d8


1. The DFD Gains access to Least draconic invocations.
2. The DFD Gains access to Lesser draconic invocations.
3. The DFD Gains access to Greater draconic invocations.
4. The DFD Gains access to Wyrm draconic invocations.



Class Features



Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge, Listen, Lucid Dreaming, Move Silently, Perform, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim and Use Magic Device.
Skill Points per level: 4 + Int-mod.

Weapons and armor proficiencies: Dragonfury Disciples are proficient with all simple melee weapons. They’re not proficient with armor or shields at all. Like arcane spellcasters, a DFD wearing armor or using a shield incurs ASF (all invocations have somatic components).




Assume Draconic Form (Ex)
A DFD’s primary ability and the one feature that defines this class is the ability to assume an ever-reliable form of a true dragon.
Entering and leaving a draconic form is a standard action.
A DFD may enter or leave draconic form as often as desired, and remains in draconic form indefinitely, until reverting back.
The benefits of Draconic Form are presented in the table and detailed as follows:

- Ability Increase:

Taking on Draconic Form has a dramatic effect on one's ability scores.
At levels 1, 7 and 13, a DFD gains +2 Strength enhancement. At level 19, a DFD gains +4 Strength enhancement.
At levels 4 and 16, a DFD gains +2 Charisma enhancement.
At levels 10 and 19, a DFD gains +2 Constitution enhancement.

- Scales:

When assuming Draconic Form, 1st level DFDs gain +3 natural armor to their AC. Each 2 DFD levels increase this AC bonus by a cumulative +1 (+13 at 20th).
For each 3 points of DFD-associated nat. AC bonus, a character gains energy resistance +5 vs. any damage type gained via Breath Effects.
Also, for each 4 DFD levels, draconic scales grant a cumulative DR 1/magic.

- Wings:

Jump: When assuming draconic form, DFDs sprout small wings that aid their jumps, granting a +10 racial bonus on Jump checks.
Gliding: Starting at 4th level, A DFD can use his wings to glide, negating damage from a fall from any height and allowing 20' of forward travel for every 5 feet of descent. DFD glide at a speed of 30' with average maneuverability. Even if a DFD's maneuverability improves, he can't hover while gliding. A DFD can't glide while carrying a medium or heavy load.
If a DFD becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The DFD descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: A 7th level DFD gains a fly speed of 30' with average maneuverability. A DFD can't fly while carrying a medium or heavy load or while fatigued or exhausted. A DFD can safely fly for a number of consecutive rounds equal to his Con-mod (minimum 1 round). He can double this length of flight but is fatigued by such exertion. The DFD is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a DFD can glide before, after, and between rounds of actual flight, he can remain aloft for extended periods, even if he can only use flight for 1 round at a time without becoming fatigued.
Effortless Flight: When reaching 10th level, a DFD has enough stamina and prowess to fly without tiring. He can fly at a speed of 30' (average maneuverability) with no more exertion than walking or running.

-A DFD with flight can make a dive attack. A dive attack works like a charge, but the DFD must move a minimum of 30' and descend at least 10'. A DFD can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.

-A DFD with flight can use the run action while flying, provided she flies in a straight line.

- Claws, Bit & Tail:

- Starting at4th level, a DFD’s claws are powerful enough to make primary claw attacks. A medium sized DFD’s Claw deal 1d4 + Str-mod slashing damage.
- Starting at7th level, a DFD gains a secondary bite attack. A medium sized DFD’s Bite deals 1d6 + Str-mod slashing damage. At 10th level, Bite becomes a primary attack.
- Starting at13th level, a DFD gains a secondary Tail attack, dealing 1d4 + 1½ Str-bonus bludgeoning damage.

When attacking with natural weapons provided by Draconic Form, a DFD's class-derived BAB is elevated to 1:1 (BAB increase = DFD class level).

- True Dragon Form:

Upon attaining 16th level, a DFD finally unlocks the one secret he’s been after his whole life – the ability to take the form of a true dragon, A DFD can choose any dragon color and age category with HD up to his DFD class level, but is limited to dragon races with breath weapon damage type in his repertoire (fire + damage types gained via Breath Effect class feature).
For all intents & purposes associated with combat and appearance, statistically speaking, a DFD in True Dragon Form is effectively a dragon of his DFD class level in HD, gaining all racial features except mental stats, spells, (Su) abilities and (Sp) abilities.
Notice that a 19th level DFD doesn't have to take True Draconic Form if it's inconvenient, but also that the physical stats' boost of Assume Draconic Form don't apply in true dragon form (the Cha increase OTOH does).
Special: When taking on True Dragon Form and transforming into a dragon race with non-damaging breath weapon with a special effect (e.g. sleep, weakness, slow etc), an epic level DFD that has taken the appropriate breath effect may choose to use the true dragon's breath weapon, if it's to his advantage.

Note: If and when convenient, a DFD can independently decrease/disable any aspect of his Draconic Form (e.g. no scales, no bite attack, less developed wings etc) without hindering any of the other aspects. However, True Dragon Form cannot be "tampered with". It's an all-or-noting deal.



Unlocked Draconic Ancestry (Ex)
All DFDs start with Dragontouched (DMag p.62) as bonus feat (associated with a fire breathing dragon sub-race), even if they don’t meet the normal requirements.
In addition, they gain the following ability modifiers: Con +2, Dex -2.
DFDs also have Darkvision out to 30'. Darkvision is black and white only, but it is otherwise like normal sight, and a DFD can function just fine with no light at all. If the DFD possesses Darkvision from other sources (like racial), the ranges stack, but the total range cannot exceed 120’.
Finally, all the DFD’s age categories above Adult are doubled. At 6th DFD level, the character’s age categories triple. This multiplier continues to steadily increase by a cumulative +1 for each additional 6 DFD levels,


Breath Weapon (Su)
Starting at 2nd level, DFDs gain the use of a dragon's breath weapon.
A DFD chooses a single breath weapon's damage type to begin with, which can be any of: acid (line), cold (cone), fire (cone) or lightning (line).
The DFD's breath weapon deals Xd8 damage in a 15' cone, or 30' line (see Breath Effect below).
Much like a True Dragon, DFDs must wait 1d4 rounds before they can reuse this attack (see Breath Effect below).
At 7th, 13th, and 19th levels, the range of their breath weapon doubles (30’), triples (45’) and quadruples (60’) respectively.


Breath Effect
Starting from 2nd level, this power basically functions as detailed for Dragon Magic's Dragonfire Adept (http://community.wizards.com/comment/20654491#comment-20654491), except for the given below:
- Breath Effects that in the book are limited to levels 10 & 15 are limited to levels 8 & 14 respectively.
- Both Discorporating Breath of Bahamut and Fivefold Breath of Tiamat can only be executed as variations of Powerful Exhalation (see below). The latter also provokes AoOs.
- Line shaped breath weapons extend to twice that of a DFD’s cone shaped breath weapons (30’ / 60’ / 90’ / 120’, according to the DFD’s level).

The damage dice of a DFD’s breath weapon attack are determined by the breath weapon damage type (gained via Breath Effects) a DFD chooses to utilize, as follows:
- d8: Common damage types, such as acid, cold fire and lightning, as well as physical damage (bludgeoning/piercing/slashing/nonlethal).
- d6: Rarer energies such as Sonic, negative or positive energy.
- d4: Exceedingly rare damage types such as force, light or raw arcane energy.
A DFD's scales change colors to reflect all the different breath weapon damage types he can generate (layered inward, according to the order of selection).

Breath Effects may be swapped for applying Eldritch Essences (from any officially 3.5e document published by WotC) to one’s breath weapon. Applying Repelling Blast to a DFD's breathe weapon changes the damage type to Bludgeoning instead of energy.
Breath Effects may also be swapped for metabreath feats (http://dndtools.eu/feats/categories/metabreath/).

New Breath Effects:

Energy Bullet [5th DFD level]
Make a ranged touch attack within 4 times the distance of your cone shaped breath weapon. The target, if hit, takes damage as if from your breath weapon. They are not entitled to a save. You may use breath invocations in conjunction with this breath effect, but if any invocations used mention a saving throw, a ‘fortitude half’ save is allowed.

Fell Breath [8th DFD level]
When you use this breath weapon you deal Negative Energy damage, and foes killed by the effect are animated as zombies under your control. At the end of the encounter, any undead that surpass the limit of undead you can control no longer obey your commands, and may attack you.

Holy Breath [8th DFD level]
When you use this breath weapon you deal Positive Energy damage, and undead within range are affected as if you used Turn Undead, using your caster level as your Priest level. Closer foes are affected first, but otherwise the range is only limited by that of your breath weapon.

Spikes, Blades and Stones [8th DFD level]
You emit a cone shaped spray of tiny obsidian-like debris and deal physical damage with your breath weapon. The debris dissipates upon impact.
You may change the damage type of your breath weapon to Bludgeoning/Piercing/Slashing damage instead of energy damage.
This attack counts as magical for the purpose of overcoming DR.
You may apply only one type of physical damage per breath weapon usage.



Draconic Senses (Ex)
Starting at 4th level, a DFD gains Low-Light Vision. Characters with Low-Light Vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with Low-Light Vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with Low-Light Vision can see outdoors on a moonlit night as well as they can during the day. If the DFD possesses Low-Light Vision from other sources (like racial), the ranges stack, but the total range cannot exceed x4.
Starting at 9th level, a DFD gains Blindsens. blindsense, lets the creature notice things it cannot see. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
The ranges of Low-Light Vision, Darkvision and Blindsense improve as shown in the table.


Primal Vitality (Su)
Starting at 4th level, you can heal your own wounds as a swift/immediate action, or as part of a move/standard/full round action.
Each day you can heal a number of points of damage equal to twice your class level × your Cha-bonus.

Starting at 10th level, you can choose to substitute some of your Primal Vitality healing for removing other harmful conditions affecting you.
- For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition.
- For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition.
- For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition.
You can remove a condition (or more than one condition) and heal damage with the same use of this ability, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

Starting at 16th level, you may affect other willing targets with Primal Vitality.
You may do so via touch or at a range no greater than the range of your Frightful Presence when assuming True Dragon Form.
Applying Primal Vitality via touch is resolved as a touch attack.
Applying Primal Vitality at a range is resolved as a ranged touch attack.


Draconic Resolve (Ex)
At 6th level, a DFD gains immunity to paralysis and sleep effects.
The DFD also becomes immune to the frightful presence of dragons.


Powerful Exhalation (Su)
Starting at 12th level, three times per day, as a full round action, a DFD’s breath weapon deals damage dice equal to his DFD level, but then he must wait 2d4+1 rounds before he can use his Breath Weapon class feature again. If a DFD takes damage during this full round action, he may still fire his breath weapon, but it doesn’t count as Powerful Exhalation and the DFD still must wait the normal “cooldown” time of 2d4+1 rounds.
Starting at 18th level, a DFD may use Powerful Exhalation without daily restriction.






Invocations:

Least

- All-Seeing Eyes (CM): Breathe and use breath weapon underwater; gain swim speed.
- Aquatic Adaptation (DMag): Breathe and use breath weapon underwater; gain swim speed.
- Beguiling Influence (CArc): Gain bonus on Bluff, Diplomacy, and Intimidate checks.
- Blazing Strike: Use your breath weapon to enhance an attack.
- Darkness (CArc): As the spell.
- Deafening Roar (DMag): Cone of sound deafens creatures.
- Draconic Knowledge (DMag): Gain bonus on Knowledge and Spellcraft checks.
- Draconic Utterance: Speak draconic word of power to shatter object. As Baleful Utterance (CArc)
- Endure Exposure (DMag): Use Endure Elements as the spell; target gains immunity to your breath weapon.
- Magic Insight (DMag): Detect magical auras; identity magic items.
- Scalding Gust (DMag): Use gust of wind as the spell; any creature in area takes your chosen damage type, equal to your DFD level.
- Serpent’s Tongue (CArc): Gain the scent ability, +5 bonus on saves against poison.
- Smoke Dragon’s Breath: Breathe out a Fog Cloud. As Breath of the Night. (CArc)


Blazing Strike [1st SL]
This invocation is used as a swift action. The next time the DFD strikes a foe with a physical melee attack (natural/manufactured) during the DFD’s turn, the foe is affected as if targeted by the DFD's breath weapon. A successful Fort save halves the damage.



Lesser

- Charm (CArc): Cause a single creature to regard you as a friend.
- Draconic Flight (CArc): Sprout wings and fly at good maneuverability; fly longer overland. As Fell Flight.
- Enthralling Voice (DMag): Enthrall nearby creatures.
- Ghostly Hide [Lesser, 4th]: Your natural armor gain the Ghost Touch property.
- Ghostly Touch [Lesser, 4th]: Your natural attacks gain the Ghost Touch property.
- Humanoid Shape (DMag): Take the form of any humanoid creature.
- Voracious Dispelling: (CArc) Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.
- Walk Unseen (CArc): Use invisibility (self only) as the spell.


Ghostly Hide [4th SL]
Your natural armor gain the Ghost Touch property. This invocation lasts 24 hours.

Ghostly Touch [4th SL]
Your natural attacks gain the Ghost Touch property. This invocation lasts 24 hours.



Greater

- Baleful Geas (DMag): A single creature becomes your servant, but slowly sickens and dies.
- Chilling Fog (DMag): Create solid fog that deals cold damage.
- Devour Magic (CArc): Use targeted greater dispel innate with a touch and gain temporary hit points based on the level of the spell successfully dispelled.
- Draconic Toughness (DMag): Gain temporary hit points equal to your level.
- Draconic Whispers [Greater, 5th]: Compels subject to follow stated course of action.
- Mire of the Black Dragon [Greater, 5th]: Acidic sludge slows progress, deals damage.
- Terrifying Roar (DMag): Use fear as the spell; creatures shaken by effect can't attack you.
- Wingstorm (DMag): Create powerful gusts of wind with your draconic wings.


Draconic Whispers [5th SL]
You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a -5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of Draconic Whispers, instead becoming convinced that it was his own idea-even if he's not certain why he might have chosen to perform such an action.
A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of Draconic Whispers active at any one time equal to your Charisma modifier (min 1).
Draconic Whispers is a mind-affecting compulsion effect.

Mire of the Black Dragon [5th SL]
You can use caustic mire as the spell.
You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky, reducing movement by half. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.
The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum of +1 damage).
If you use this invocation a second time while previous caustic mire is still present, the previous effect ends.



Wyrm

- Caster's Lament (CM): Your touch can break enchantment, and you can counterspell.
- Draconic Flight, Greater (DMag): Sprout wings and fly at perfect maneuverability; gain overland speed.
- Energy Immunity (DMag): Gain immunity to acid, cold, electricity, fire, or sonic damage.
- Instill Vulnerability (DMag): Make target creature vulnerable to specified energy type.
- Perilous Veil (DMag): Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.


DMag's DFA Invocations: http://jynnxies-games.deviantart.com/art/Draconic-Invocations-181897235
CArc's & CM's Warlock Invocations: http://eberronunlimited.wikidot.com/warlock-invocations





New Feats:

Accelerated Draconic Transformation
Assuming draconic form could sometimes mean the difference between life and death, so you have decided to go the extra mile to make sure it is obtainable as soon as humanly possible.
Requirements: Dragonfury Disciple 7th level.
Benefits: You may now enter and leave Draconic Form as a move action instead of a standard action.

Eldritch Adept
Your curiosity regarding foreign eldritch powers grants you exotic invocations previously beyond your grasp.
Requirements: Ability to use greater invocations.
Benefits: You learn an invocation from another class's list. The chosen invocation may be no more than two grades below the highest invocation grade you know (Least at levels 11th – 15th, Least or Lesser from 16th and on).
This feat can be taken multiple times.
Special: If you also have taken Eldritch Reattunement feat (see the Warlock class above), you may probe the foreign invocation list for your temporary access invocations.
Special II: If you have taken both Least and Lesser invocations via this feat, and you also possess Eldritch Reattunement Mastery, then you qualify for spending feats to gain Eldritch Adept: Greater.
Writer's Note: The 'Special' clauses might seem excessive at 1st glance, but I've seen pro arguments in favor of allowing the DFD access to all non-shape non-essence Warlock invocations, and gaining access to two invocation grades below in a foreign list wouldn't cause any noticeable power spike.

Extra Breath Effect
Requirements: DFD 7th level
Benefit: You gain one breath effect with a minimum level no higher than your effective DFD level - 5.
Special: You may select this feat multiple times. Each time, you gain access to a new breath effect.

Shield-Tail Method [General]
You have specialized in using your tail as a shield, rather than as a weapon.
Requirements: Must have a Tail Slap natural attack.
Benefits: At the end of any round in which you have not used your Tail Slap as a natural weapon, you gain a +3 Shield bonus to your AC. You regain this option at the beginning of each round, and lose it upon making an attack with your Tail Slap.











Draconic Feats – DFD Alternatives:

This section is meant for providing partial alternatives to the DFD – either in addition to or instead of – DM's & players' choice.
It draws heavily from the official Draconic feats found in various 3.5e supplements, but takes none of them as is (either because their mechanics don't coexist with my view of combat actions or because they're too much keyed toward spellcasting).

- Dragontouched feat fulfills the "Dragonblood subtype" requirement for all the feats given below.
- All Draconic feats involve rites and rituals that physically alter the character who took them, therefore Draconic feats may not be retrained.
- A warlock that's also Dragontouched or a Dragonwrought Kobold (which counts as a true dragon - see DrMg, p.39) may take Draconic feats via their Heritage feature. This also makes them the only warlocks that have no alignment restriction, because draconic ancestry is not alignment-bound (see "A Handfull of Monsters", post #26). Also, notice that true Neutral warlocks (as in possessing no alignment extreme) may only take Draconic feats as heritage feats.
- Dragontouched / Dragonwrought Kobold monks find it particularly easy to key into their draconic ancestry and may use their bonus feats to take Draconic feats. Note that a monk taking Draconic Bite/Claws/Tail (see below) is practically unheard of, because these may not be integrated into FoB and are obviously inferior.



The Draconic feats are as follows:


Draconic Bite [DRACONIC]
You develop the natural weapons of your draconic ancestors, as your neck, head and face elongate and your teeth grow large and sharpen.
Requirements: Draconic Skin, Draconic Claws
Benefits: You can make a secondary bite attack, dealing damage based on your size (Medium 1d6).

Draconic Breath [DRACONIC]
You can convert your spells into a breath weapon.
Requirements: Dragonblood subtype
Benefits: You gain breath weapon of your progenitor dragon type – either 15' cone or 30' line.
Your breath weapon's damage equals 1d6 per 3HD, plus 1d6 per number of Draconic feats you possess.
Just like true dragons, your breath weapon has a cooldown period of 1d4 rounds.
This is a supernatural ability.

Draconic Breath Versatility
Requirements: Draconic Breath
Benefits: You may take a Breath Effect as detailed above, or a Metabreath feat (for the latter, you must fulfill all specified prereqs).

Draconic Claws [DRACONIC]
You develop the natural weapons of your draconic ancestors, as your hands grow into powerful claws.
Requirements: Dragonblood subtype
Benefits: You can make a natural attack with your claw (or 2 claws, subject to the rules of TWF), dealing damage based on your size (Medium 1d4).

Draconic Ferocity
Adopting all physical features of the dragon has granted you new levels of draconic might.
Requirements: Draconic Bite, Draconic Breath, Draconic Claws, Draconic Skin, Draconic Tail, Draconic Wings
Benefits: When making a full attack (standard or full-round action) with nothing but your Draconic natural weapons, Each and every class level you've gained counts as granting BAB +1.

Draconic Knowledge [DRACONIC]
Your draconic blood lets you access ancient draconic knowledge.
Requirements: Dragonblood subtype
Benefits: You gain a bonus on Knowledge checks equal to the number of draconic feats you possess.
Furthermore, all Knowledge skills are class skills for all your classes.

Draconic Presence [DRACONIC MAGIC]
Your mere presence can terrify lesser beings around you.
Requirements: Draconic Skin, any two other Draconic feats
Benefits: You have unlocked the Frightful Presence within your blood.
This feature works exactly as given for true dragons, except that its range equals 10' per number of Draconic feats you possess.
This is a supernatural ability.

Draconic Senses [DRACONIC]
Your draconic blood grants you great sensory powers.
Requirements: Dragonblood subtype
Benefits: You gain low-light vision (or the next range multiplier, up to x4, if you already possess low-light vision) and a bonus on Listen, Search, and Spot checks equal to the number of draconic feats you possess.
If you have three or more draconic feats, you also gain darkvision out to 60' (or a 30' increase, up to 120', if you already possess darkvision).
If you have four or more draconic feats, you also gain blindsense out to 30'.

Draconic Skin [DRACONIC]
Your skin takes on the sheen, luster, and hardness of your draconic parentage.
Requirements: Dragonblood subtype
Benefits: Your natural armor increases by +1 per number of Draconic feats you possess.
Furthermore, you gain resistance to the energy type of your draconic heritage equal to 3 x number of Draconic feats you possess.

Draconic Tail [DRACONIC]
You develop the natural weapons of your draconic ancestors, gaining a long and powerful tail.
Requirements: Draconic Skin, Draconic Claws, Draconic Bite
Benefits: You can make a secondary attack with your tail, dealing damage based on your size (Medium 1d6). This attack allows you to make Trip attempts. If you fail, your opponent may not try to counter-trip you.

Draconic Wings [DRACONIC]
Your draconic blood grant you wings.
Requirements: Draconic Skin
Benefits: This feat's benefits are greatly affected by the total number of Draconic feats you possess.
2 feats (this + the prereq): You may glide, as detailed for Assume Draconic Form feature above, and you gain +10 to Jump checks.
3 feats: You gain Limited Flight, as detailed for Assume Draconic Form feature above.
5+ feats: You gain Effortless Flight, as detailed for Assume Draconic Form feature above.
Special: Draconic wings make it impossible to wear regular armor. Specialized armore must be constructed for winged characters.
Special: This feat overrides Dragon Wings feat (DrMg, p.100).






Draconic Arcana [DRACONIC]
You have learned how to enhance certain draconic aspects with the magical energies at your command.
Requirements: Draconic Breath and/or Draconic Presence and/or Draconic Skin, Spellcaster*
Benefits: You gain benefits according to the prerequisite feat(s) you possess.
- If you possess Draconic Breath, then as a standard action, you can change spell energy into a breath weapon, dealing 2d6 damage per SL of the spell that you have expended. This does not stack with actual breath weapon of any sort, but still forces the normal 1d4-round cooldown time.
- If you possess Draconic Presence, your Frightful Presence also applies whenever you cast a spell.
- If you possess Draconic Skin, then whenever you cast a spell, until the beginning of your next round, you gain DR 1/magic per SL of the spell you have just cast.
Special: True dragons may also take and benefit from this feat.
Special: This feat may be taken via Mage/Bard/Witch bonus feats.

* "Spellcaster" refers to either Mage, Bard, Witch or Warlock.
Druidic spellcasting is inapplicable for Draconic Arcana.
Basically, a priest may also count as "spellcaster", provided its patron deity has some affinity to (or at the very least – DM's discression – not in any way against) dragons.
Also, Exorcist & Healer may not apply their divine spellcasting to gain benefits from this feat.


Draconic Legacy [DRACONIC]
Great draconic knowledge runs in your veins and through your magic.
Requirements: Draconic Knowledge, Draconic Arcana
Benefits: You gain immunity to paralysis and sleep effects.
Furthermore, you may cast any of the following spells once per day as a SLA, upon gaining access to the proper SL:
- Detect Magic (1st SL)
- Tongues (3rd SL)
- True Seeing (5th SL)
- Legend Lore (6th SL)
Special: This feat may be taken via Mage/Bard/Witch bonus feats.

nonsi
2014-05-27, 12:36 PM
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Class: Disciple of the Weirding Ways


Preface

A Disciple of the Weirding Ways (DWW) is an individual who trains his mind to work like a super computer, gaining sizable benefits from his greatly increased perception and cognition, and also developing psychic powers of his own by means of projecting his own essence in various ways.

DWWs are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.


Basically, this homebrew base class is meant to be a sort of cocktail between Frank Herbert’s Muad-Dib – evolving into Leto II and beyond, combining David Lynch’s ideas (especially the blasting voice).

OTOH, I don't want it to be settings-specific, so desert worms, water of life, the spice and such are not mentioned.

In terms of tier & power, I’m aiming toward a high-powered tier 3, bordering tier 2 (but not quite)



Alignment: Any Lawful.

Hit Die: d6

Table: The Disciple of the Weirding Ways (DWW)

SavesSpecial
LevelBABFRWClass AbilitiesInt IncreasePlacebosDeflective ShieldThe Voice
1st +0+0+2+2 The Weirding Ways, Backlash, Analytical Effort, Prana-Bindu, Scorn Wealth
Command(1)
2nd +1+0+3+3 Immediate Familiarization, Superior Unarmed Strike
+1
1st
3rd +2+1+3+3 Recall Memories
+1
Touch Of Idiocy(1)
4th +3+1+4+4 Sudden Relocation
2nd
5th +3+1+4+4 Mindspeak
+2
Suggestion(2)
6th +4+2+5+5 Immaculate Awareness
3rd
+2
7th +5+2+5+5 Perfect Sentience, Extreme Focus, Spontaneous Visions
Crushing Despair(2)
8th +6+2+6+6 Perceptive Grace
+3
4th
9th +6+3+6+6 Innate Deflection
+3
Shout(2)*
10th +7+3+7+7 Abundant Influence
5th
11th +8+3+7+7 Sensory Stowaway
+4
Dominate Person(3)
12th +9+4+8+8 Projected Blow
6th
+4
13th +9+4+8+8 Mental Copy
Mass Suggestion(3)
14th +10+4+9+9 Spectral Echo
+5
7th
15th +11+5+9+9 Tap Onto The Masses
+5
Greater Shout(3)*
16th +12+5+10+10 Mind Fused With Matter
8th
17th +12+5+10+10 Flurry of Relocations
+6
Dominate Animals(4)**
18th +13+6+11+11 Extreme Rationality
9th
+6
19th +14+6+11+11 Foresight
Dominate Monster(4)
20st +15+6+12+12 Computing Aura
+7
10th




Class Features


Class Skills: All. DWWs have an innate talent to learn just about any skill as easily as anyone else.
Skill Points per level: 4 + Int-mod.

Weapons and Armor Proficiencies: DWWs are proficient with all simple and martial weapons that are light or finesseable, as well as Unarmed strike. They’re also proficient with light armor.



The Weirding Ways (Ex)
DWWs forever handle themselves to improve the power of their minds.
A DWW starts with a Weirding pool of 3 plus his Int-mod.
Every time a DWW levels, his Weirding pool capacity increases by +1.
A DWW’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc).


Backlash
The DWW is still a mortal being with limits, and cannot strain his mind infinitely.
Every time a DWW uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative values and he must make a Fort save vs. DC [10 + ½ expended Weirding points] AND a Will Save against DC [15 + twice the Weirding cost of the class feature].
If he fails the Fort Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 Wis damage and is stunned for 1 round. If he fails both, he takes [10 * the Weirding cost of the class feature] untyped damage, and 1d4 Wis damage, and is stunned for 1 round.
Note: just because a DWW's ability backlashes, doesn't mean it fails. DWWs’ abilities don’t fail.


Analytical Effort (Ex)
DWWs have keen and analytical minds. They know how to use any minute piece of information to their advantage.
By spending 1 Weirding point as a swift action, a DWW can add his Int-mod to any single d20-based effort that take 1 round or less to execute, with the exception of level check.


Prana-Bindu
An intrinsic part of the Weirding Ways training is an impressive array of combat tactics and options, stemming from rigorous training to notice the finest of details and obtain immaculately accurate control over each muscle in one’s anatomy.
All DWWs start with the following feats as bonus feats: Improved Disarm, Improved Grapple and Improved Unarmed Strike.


Scorn Wealth
DWWs rely more than anything else on their force of personality and persuasiveness, resorting to violence only when no other option is available.
They also don't feel comfortable poking eyes with too much wealth, preferring to set example that one can achieve their goals without relying too much on property or equipment.
At any given time, a DWW will not own more than 1/3 the WBL listed in the PHB (or as agreed upon by the group).
From the little wealth a DWW does have, no more than 50% will pose magical items, and jewelry will consist exclusively of magical items (as hidden away from sight as possible) and non-tradable family heirlooms / status symbols (such as duke Leto’s ring).
Failing to abide by this restriction denies access to all Weirding powers for 24 hours.
Note: Nonmagical combat & adventuring gear (including alchemical items and materials) doesn’t count vs. this restriction.


The Voice (Sp)
DWWs know how to alter and manipulate their voice to influence others in various harmful ways.
Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
DWWs are immune to any effect of “The Voice”, provided they possess the ability to produce the said effects. This, however, does not make them immune to such effects generated by other means (spells or other class abilities).
Each of “The Voice” powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
Most powers work just as the spells of the same name. 3 of them are different:
* Shout & Greater Shout, applied with this power, may be given a special twist – by investing an extra Weirding point, they can be made to assault the very being of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a DWW can affect only specific targets – up to 1 target per Int-mod – or exclude up to this number from the lot.
Special: DWWs are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given DWWs have no special resistance to sonic effects.
** Dominate Animals power is somewhat similar to the Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has an average Int-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range that the DWW can perceive and wishes to influence, up to his Int-mod. Furthermore, the duration of this power is measured in hours, divided by the number of influenced creatures, and the DC to resist this power is [10 + DWW class level + Cha-mod].
Writer’s Comment: This is the first of the two most iconic powers of The Weirding Ways.


Immediate Familiarization (Ex)
A 2nd level DWW may train with any melee weapon (simple, martial or exotic) for 1 hour to become proficient with it.
By spending 1 Weirding point, he may shorten the duration to a full round action.
This temporary training is lost if and when re-applied to a different weapon or when the DWW falls asleep.


Superior Unarmed Strike
At 2nd level, a DWW gains Superior Unarmed Strike as bonus feat.


Int Increase
A DWW’s intense mental training and practice continuously increase his Int-score, as shown in the table above.


Placebo (Ex)

At every even level, a DWW may learn a Placebo.
Placebos, as far as the DWW goes, are the means of mentally influencing his metabolism to lessen or even negate conditions through sheer force of will.
All Placebos are personal, require no action, apply to self only and cost 1 Weirding point (unless noted otherwise). Some are will-derived and some (stated explicitly) activate on their own.


Deny Dehydration
Requirement: Endurance
You’re treated as if you have fulfilled your need for drink for the day.
Each additional day costs 1 Weirding point more than the previous.

Deny Disease
Requirement: 4th level
You may recover from a disease.
Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.

Deny Fatigue
You may lessen Exhausted condition and become Fatigued instead.
You may negate Fatigued condition.
Both may be applied simultaneously, if needed.

Deny Fear
Each Weirding point you invest lessens the severity of Fear you experience by 1 step.

Deny Indigestion
You may lessen Nauseated condition and become Sickened instead.
You may negate Sickened condition.
Both may be applied simultaneously, if needed.

Deny Pain
You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per Int-mod.

Deny Poison
Requirement: 6th level
1 Weirding point allows you to negate a poison’s secondary effect.
2 Weirding points allows you to negate a poison immediately upon failing its initial saving throw.

Deny Sustenance
Requirement: Endurance
You’re treated as if you have fulfilled your need for food for the day.
Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.

Deny Temperature
You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then treat the temperature as simply being 70).
Each 25 degrees shift beyond the first costs 1 more Weirding point.

Normalizing Will
You may gain SR [10 + Class Level + Int-mod] for 10min per Int-mod.

Recuperate
You may lessen Paralyzed condition and become Stunned instead.
You may lessen Stunned condition and become Dazed instead.
You may negate Dazed condition.
All of the above may be applied simultaneously, if needed.

Refocus
Requirement: Recuperate
You automatically recover from Dazzled or Fascinated condition.

Stabilize
You may lessen Blown-Away condition and become Knocked-Down instead.
You may lessen Knocked-Down condition and become Checked.
You may negate Checked condition.
All of the above may be applied simultaneously, if needed.

Will to Survive
Requirements: Diehard
Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you’re not rendered Dying, you may spend 1 Weirding point to instantly get back to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.



Writer’s Comment: This category of abilities greatly aids DWWs to endure physical hardships and serves as the weirding ways’ Mind-Over-Body ability.


Recall Memories (Ex)
By spending 1 Weirding point, a DWW can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
Furthermore, for the next 24 hours, the DWW gains ½ his class level as a bonus to all trained Knowledge checks.


Deflective Shield (Ex)
Starting at 3rd level, a DWW learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power into a deflective force-armor.
The indicated value applies as deflection AC, and as double effect isolation from temperature and electricity (resistance to cold, electricity and fire).
The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the DWW must channel his mental power into it, investing 2 Weirding points as a standard action.
Special: The device has to be altered by the DWW every time this ability grows, but when used by others, it generates the deflective field only when charged with electrical spells.


Sudden Relocation (Su)
Once per round, as a free action that doesn’t provoke AoOs, by spending 1 Weirding point, a DWW may teleport up to 15’ in any direction, including upwards and downwards.
This action can even be taken between hits in a full attack, allowing the DWW to flank with himself.
It is always accurate, line of sight with the destination is not required, and effects that ban dimensional travel (e.g. Dimensional Lock) have no effect on this ability. Line of effect, however, is required (you cannot use this ability to pass through solid matter).
Also, the DWW retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (if the shield is active, and the opponent’s relative position to the DWW did not change – meaning you don’t gain this benefit if you use Sudden Relocation to flank with yourself).
Writer’s Comment: This is the second of the two most iconic powers of The Weirding Ways.


Mindspeak (Su)
When using one of his “The Voice” powers, the DWW may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken language, but rather feel his exact wishes and intentions.
Furthermore, by increasing the Weirding investment by +1, any of his “The Voice” powers breaches through any and all magical silence effects and dispels them.


Immaculate Awareness (Ex)
5th level DWWs have unparalleled awareness of their immediate vicinity.
They gain all the benefits of Uncanny Dodge. Furthermore, as long as their Weirding pool is positive, DWWs are immune to flanking.


Perfect Sentience (Sp)
Starting at 7th level, a DWW may use any Divination spell as if he were a spellcaster of his level and with the appropriate ability modifier equal to his Int-mod. He manifests these powers as (Sp) abilities.
The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of powers the DWW used during the day before it (so the first power requires no Weirding, the second requires 1, the third 2, etc).
A DWW will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
Writer’s Comment: This power is basically “Kwisatz Hadarach”.


Extreme Focus
The path of a true DWW requires unswerving devotion.
Unlike any other class, a DWW that has gained 7th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20.
The DWW’s alignment cannot be influenced by mortal means. If it is changed by direct divine intergention, it resets after 1 week per shift has passed (to a maximum of 3 weeks), until then, the DWW cannot advance in this class.


Spontaneous Visions
Every once in a while, the DWW experiences glimpses of the future.
He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of the future.
The higher the DWW’s level, the more frequent, potent and accurate the visions become.
Note: As a rule of thumb, these visions are not meant as a tool for the DWW use or benefit, but rather to reveal his destiny and limit his choices in future events to come. Regardless of their alignment, DWWs can perform great acts of mercy or heinous atrocities – all in the name of what they deem necessary to advance the cause they believe in. A DWW should have a radically powerful incentive not to follow any direction his visions dictate (even self preservation, or the well being of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).


Perceptive Grace (Ex)
The DWW’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
He gains his Int-mod to initiative, all saving throws and all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).


Innate Deflection (Su)
At 8th level, a DWW transcends his dependence upon the device that generates his deflective shield.
From this point and on, as long as the DWW has any Weirding points left.


Abundant Influence (Sp)
The DWW learns how to create tangible objects and materials with his very thoughts.
Starting at 9th level and each level thereafter, a DWW may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
At 9th level, a DWW may choose a 1st level effects. With each 1 levels thereafter, the SL available to him with this ability increases by +1, capped at 9th SL at the theoretical DWW level 25.
A DWW generates these effects as if he were a caster of his DWW class level and with primary ability equal to his Int. He manifests these powers as (Sp) abilities.
The Weirding cost isn’t depended on the level of the spells: it is simply equal to the number of spell effects the DWW used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
A DWW will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).


Sensory Stowaway (Su)
Every sentient entity emits minute traces of its thoughts and senses. DWWs eventually learn to tap onto those traces, given they’re within line of effect.
By spending 1 Weirding point as a standard action, an 11th level DWW can sense all sentient creatures at close range and tell their species (and type, of course), gender, age and if they're of overall higher/lower/equal power to himself. This power lasts for 1 round per the DWW’s Int-bonus (min 1).
As long as the DWW can sense creatures around himself, he may target any one of them and “hitch a ride” onto one of its senses. This secondary option lasts a round per DWW class level. The DWW can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the DWW’s corresponding senses.
Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.


Projected Blow (Su)
A DWW of level 7 learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a standard or full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons, and he loses any benefit derived from having his weapons crafted out of a special material (so, for instance, you lose the Cold Iron, but keep the Vorpal property).


Mental Copy (Su)
You generate a replica of yourself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per hour.
You may only have one Mental Copy.
The Mental Copy is exactly like you in every aspect, except as explained below:
- A Mental Copy does not incur penalties to Str and Dex due to aging. Regardless of your age, they do not apply to them.
- A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
- Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
- A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain, the DWW loses 1 Weirding.
- A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the DWW. It can use abilities that spend Weirding. In this case, both the DWW AND the Mental Copy pay the Weirding cost.
- A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the DWW, it perceives all that the DWW perceives. The DWW and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The DWW may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.
Writer’s Comment: This is the DWW’s ability to “be there without actually being there”.


Spectral Echo (Su)
By spending 2 Weirding points, the DWW can generate a full, yet ephemeral, shadowy version of himself on a whim.
Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on a hard target) does not apply.
You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.


Tap Onto The Masses (Su)
This power greatly enhances its “younger sibling”: Sensory Stowaway.
First, the DWW now continuously senses all creatures around him.
Second, by spending 2 Weirding points, the DWW may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses.
Writer’s Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.


Mind Fused With Matter (Su)
A level 16 DWW learns to force reality to act on behalf of his perception.
Once per turn, as a free action paying 1 Weirding per mile rounded up, a DWW may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic field. The state of the DWW is irrelevant, as long as he is conscious.


Flurry of Relocations (Su)
As a full round action, a 17th level DWW can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack – all at his highest BAB, and all gaining his extra Deflection associated damage bonus.
Until the beginning of his next turn, the DWW cannot be targeted by AoOs, or any immediate or readied actions.
Writer’s Comment: This is Leto’s power when he returned from the desert to announce The Golden Path.


Extreme Rationality (Ex)
An 18th level DWW has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial to him, he may treat himself as Mindless. Additionally, he gains an Insight bonus to attack equal to the number of rounds that have passes since the start of an encounter, as he is able to analyze his foes in great detail.


Foresight (Ex)
At 19th level, a DWW now constantly benefits from Foresight spell effect.


Computing Aura (Su)
At level 20, knowledge starts passively seeping out of the DWW. Everyone in a 60' spread centered on him gains Weirding points equal to a third of the DWW's rounded down, gains a Competence bonus equal to his Int-mod to all their trained skills and lose 1 Weirding point every time they make a skill check (they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
Dismissing and recalling this effect is a full round action.
The DWW may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.

nonsi
2014-05-27, 12:37 PM
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Class: Time Bender




Preface

I find the concept of the Time Thief (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief) a fascinating one. I like the flavor and I like the options. It's also uniquely original and doesn't resemble any other base class I've seen.
For some time, I really wanted a time-based class as part of my codex.
The class features themselves are almost perfect and require only a handful of changes. The main problem with this class is that it's sub-par in combat; it's also by far less versatile than my other proposed classes.
The only way I can see such class fit into this codex, is if it has gained all possible powers by level 20. This will at least give it enough to work with when adventuring with other characters of equal level.

So, to achieve my design goals, here are the changes to apply to the PF Time Thief.
I'll present only the changes to the PF class, disregarding PF-specific game rules.




Table: The Time Bender

Saves
LevelBABFRWSpecial
1st+0+0+2+0 Mote of Time (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief#TOC-Mote-of-Time-Su-), Improved Initiative
2nd+1+0+3+0 Temporal Talent (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief#TOC-Temporal-Talents)
3rd+2+1+3+1 Temporal Talent, Mote of Time (damage, dodge)
4th+3+1+4+1 Temporal Talent
5th+3+1+4+1 Temporal Talent, Aevum (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief#TOC-Aevum) (2)
6th+4+2+5+2 Temporal Talent, Mote of Time (conditions)
7th+5+2+5+2 Temporal Talent
8th+6+2+6+2 Temporal Talent, Aevum (3)
9th+6+3+6+3 Temporal Talent, Mote of Time (move action)
10th+7+3+7+3 Temporal Talent
11th+8+3+7+3 Advanced Talent (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief#TOC-Advanced-Talents), Aevum (4)
12th+9+4+8+4 Advanced Talent, Mote of Time (improved conditions)
13th+9+4+8+4 Advanced Talent
14th+10+4+9+4 Advanced Talent, Aevum (5)
15th+11+5+9+5 Advanced Talent, Mote of Time (allies move)
16th+12+5+10+5 Advanced Talent
17th+12+5+10+5 Advanced Talent, Aevum (6)
18th+13+6+11+6 Advanced Talent, Mote of Time (standard action, improved conditions II)
19th+14+6+11+6 Advanced Talent
20th+15+6+12+6 Time killer (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief#TOC-Time-Killer-Su-), Aevum (7)




Class Features


Class Skills: Balance, Bluff, Climb, Craft, Disable Device, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local, history, the planes), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble and Use Rope.

Weapons and Armor Proficiencies: Time Benders are proficient with all simple and martial melee weapons that are light or finesseable, as well as Simple range weapons. They’re also proficient with light armor.



Mote of Time
- Use the progression in the table above.
- The final instance of this feature (level 18) allows a time bender personal gain of a standard action instead of a move action, and a condition-duration decrease of 3d6.
- Time Sense (another Mote of Time option): The time bender may precisely determine the time of day. The time bender may also determine (a separate investment of Mote) how much faster or slower time travels in his current locale.


Improved Initiative
A time bender gains Improved Initiative as a bonus feat.


Talent
- Old Wounds: The target is healed as if it has taken a full night's rest, without affecting the actual number of daily rests the target is still entitled to.
- Trapfinding: This talent, of course, is removed from the list.
- Trap Spotter: This talent is removed from the list, because thematically this class is a time bender, not a Rogue-wannabe.
- Slippery Mind (a new power): As given for the core Rogue.
- Withering *(a new power): The time bender can make a touch attack against a target (living, animated or inanimate; 1 creature or a single object up to 100lb / level). If successful, the target ages 10 years according to the environmental conditions it is in, avoidable by a successful Fort save vs. DC [10+1/2 class level + Cha-mod] (inapplicable to unattended items).


Aevum
A time bender starts with 2 Aevum powers and 2 daily uses at 5th level.
- Entropy: This power is a spacetime distortion, not an aging effect, and it affects anything with a corporeal form (incorporeal beings ignore this power). Also, the 15d8 damage cap is removed.
- Personal Time: If the time bender decides to reverse timeline, there's no action-economy toll (manipulating time is the time bender's shtick and paying a daily use of Aevum is penalty enough). A time bender with this power can have creatures (usually allies) "hitch a ride" backward with him, as long as they're within 60' of him (selectively chosen; save negates; harmless), making them aware of the consequences of the timeline that was reversed. In order to apply this option, a time bender must be temporally attuned to (a) creature(s). This is done by activating Personal Time while touching the target creature, and the target either accepting or failing a Will save vs. DC [10 + Time Bender level + Cha-mod]. At any given time, a time bender can have up to his Cha-bonus (min 1) creatures temporally attuned. If a time bender is attuning to a creature while his quota is at maximum capacity, he has to choose which one of his existing attunements is lost. Taking creatures back via Personal Time is draining. A time bender takes 1 HP damage per total HD of creatures he attampts to carry back in time (including those that successfully resisted the effect) once phasing back is accomplished.
- Shatter Time: From the officially published "Super Genius Games: Genius Guide to The Time Thief": "This can increase the number of motes available to more than her daily mote total. Any unused motes above her daily maximum are lost when she next regains use of her daily abilities."
- Time Stop: At level 20, a time bender may take a single individual for the ride, basically granting Time Stop to another.
- Time Cross (Su): More than anything, this is a nagging and uninspiring power, and not very useful. It certainly doesn't justify wasting your precious Aevum resource.
- Restore Timeflow (a new power): This power restores creatures, object and supernatural/spell effects to their normal time flow. This means that all effects that accelerate/decelerate their target are terminated immediately. Also, spells that are made permanent have their permanency removed and end if their duration has elapsed, and spells that are inherently permanent are dispelled. This power functions like dispel magic in a sense that it may affect an area or a single target. Contrary to dispel magic, this power never fails. A time bender must be at least 11th level to select this Aevum ability.


Advanced Talent
- Time Push (a new power): This double-purpose touch attack pushes a target 1d3+1 rounds forward in time (Ref save vs. DC [10 + 1/2 Time Bender class level + Cha-mod] negates). The time bender can apply this power to himself. Unlike other targets, the time bender is aware of the events during his absence and can break out of Time Push "ahead of time". Others (other time benders included) simply see the settings around them change in a blink of an eye.






Other Changes

Good Saves: Ref - I see nothing in the theme of this class that merits good Will saves.

Also, to keep in line with the codex rules, change range descriptor "100 ft. + 10 ft. / time thief level" to Long range.







Feats


Aevum Power [General]
Your devotion to your art of manipulating aevum grants you elevated powers when expending it.
Requirements: Time Bender level 9, Mote Power
Benefits: When using any Aevum powers, for all intents and purposes, your Time Bender level counts as +1 higher than it really is.


Alternate Self [General]
You have learned how to access the abilities of alternate versions of yourself.
Requirements: Time Bender level 6, Wis 13.
Benefits: As a standard action you may spend one Aevum to draw upon skills and training you have not taken, but alternate versions of yourself in other timelines have.
This allows you to access one feat (for which you meet all the prerequisites) or add up to three ranks in skills (not to exceed your maximum ranks in any skill) per 6 Time Bender levels.
Starting at 12th level, you may mix and match skills and feats.
You retain the selected feat(s) / skill ranks for 1 hour + 3 minutes / Time Bender level.
You may not call on more than one alternate self at a time – if you spend an Aevum to use this ability before the duration of a previous use have ended, the previous bonus feats or skill points are immediately lost.


Entropic Ricochet [General]
Requirements: Aevum:Entropy power
Benefits: This feat allows a time bender to alter his Entropy attack to mechanically behave the same as Eldritch Chain invocation, except that the damage is reduced by -2d8 for the first target and dropping by a cumulative -2d8 per additional creature targeted.


Extra Aevum Reserve [General]
Requirements: 3 daily uses of Aevum Class Feature, Pieces of Time
Benefit: You gain one extra daily use of Aevum.


Greater Aevum Power [General]
Your devotion to your art of manipulating aevum grants you unparalleled power when expending it.
Requirements: Aevum Power , Greater Mote Power
Benefits: When using any Aevum powers, for all intents and purposes, your Time Bender level counts as +2 higher than it really is.


Greater Mote Power [General]
Your devotion to your art of manipulating motes of time grants you the unparalleled power when expending them.
Requirements: Time Bender level 9, Mote Power
Benefits: When using any power that consumes uses of Mote of Time, for all intents and purposes, your Time Bender level counts as +2 higher than it really is.


Mote Power [General]
Your devotion to your art of manipulating motes of time grants you elevated powers when expending them.
Requirements: Time Bender level 6
Benefits: When using any power that consumes uses of Mote of Time, for all intents and purposes, your Time Bender level counts as +1 higher than it really is.


Pieces of Time [General]
Requirements: Mote of Time Class Feature
Benefit: You gain 3 extra motes of time that you can use per day.
Special: You can take this feat multiple times. Each time you take it, the amount increases.


Time-Mastery of Self [General]
The time bender now has almost total control over his own timeline, allowing him to change his history (and training) daily.
Requirements: Time Bender level 18, Aevum:Personal Time power, Aevum:Shatter Time power, Alternate Self feat, Unshatter Time feat
Benefits: Each time the time bender regains the use of his class abilities for the day, he can also re-assign his skill points and feats. The time bender must meet the prerequisites for any new feats he selects, and he cannot change out a feat he is using as a prerequisite for other feats or abilities.
The new selection of skill point allotment and feats is instant, remaining (even in an antimagic field) until the time bender changes them again with this ability.
Special: This feat cannot be traded as part of its own application - and consequently, its prereq feats also cannot be traded.


Unshatter Time [General]
The time bender can converge the smaller, more easily manipulated pieces of stolen time under his control into bigger, more important moments.
Requirements: Aevum:Shatter Time power.
Benefits: As a standard action, you may perform an opposite transfer to that of the Shatter Time Aevum power, turning 1d4 + 5 motes of time into Aevum reserve.


View The Past [General]
Requirements: Time Bender level 6
Benefits: The time bender has learned how to stretch his consciousness and draw glimpses of the past, spending uses of Mote of Time to observe things during the chosen days.
Viewing each day backwards (up to a maximum number of days equal to the time bender's class level) costs 1 Mote of Time and takes 1 minute of uninterrupted concentration. If the time bender's concentration is interrupted for any reason, View The Past terminates immediately and it may require him to start all over, wasting more uses of Mote of Time.
The time bender's view encompasses everything that had transpired up to [5' per class level] from his position.
The use of this ability includes full sensory experience of the past: the time bender might hear a familiar footstep or identify a poison by smell. The time bender uses his senses in the present to view the past, meaning that any sensory enhancement or deficit counts when viewing the past.
The time bender counts as a witness, therefore, anything that would normally require perception checks forces him to make those checks. Also, the time bender does not gain any information that is beyond the reach of his senses (people's names, alchemical compositions of materials, magical traits etc.)
The time bender is not physically or magically present in the past and cannot be detected.

nonsi
2014-05-27, 12:38 PM
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Miscellaneous



Additional Spells – For a more complete game

Attain Lichdom
Necromancy (Evil, but see below)
Level: Priest 6, Mage 6
Components: V, S, F (and see below)
Casting Time: standard action
Range: touch (see below)
Area of Effect: 40' radius (see below)
Target: you (see below)
Duration: full moon's eclipse (see below)
Saving Throw: None
SR: No
This elaborate spell is used for conducting a ritual to transform the caster into a Lich.
The process is unquestionably evil (but see below), elaborate and dangerous.
The spell must by written with the caster's blood and must be cast during the eclipse of a full moon.
The ritual is to be conducted within the area of an Unhallow spell effect, and must be completed before the moon is fully revealed.
During the ritual, you may not have any other active spell effects or magical items on your person or the phylactery, because the ritual's energies require a delicate and precise balance. Failure to comply with this constraint means certain failure of the ritual of Lich transformation.


See post #27 for the ritual of Lich transformationץ



Chill Blood
Necromancy
Level: Mage 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Targets: One creature
Duration: Instantaneous
Saving Throw: Reflex partial
SR: Yes
A coruscating black ray of negative energy is created by this spell. It twists towards its target, almost caressing the subject’s body as it seeps in. The effect is immediate and all too apparent to the victim, as a small amount of their blood suddenly freezes within their veins, causing immense pain and discomfort. A subject affected by this spell will lose an amount of
hit points equal to 1d4 + 1 per caster level (maximum +10) and is stunned for one round. If the subject succeeds in a Refl ex save, the ray only glances it. The subject will suffer half the normal damage and not be stunned. Only living, warm-blooded creatures are affected by this spell.
Material Component: Three drops of blood from a corpse that died of cold.


Lycanbane
Transmutation
Level: Priest 5
Component:: S, V
Casting Time: standard action
Range: Touch/personal
Target: 1 lycanthrope/self
Duration: Instantaneous/short
Saving Throw: Yes
Spell Resistance: Yes
This spell can be cast in two ways.
The first is upon a lycanthrope. The target must make a Fort save or lose its lycanthrope template.
The second is upon the caster. Any lycanthrope that scores Bite damage against the caster must make the save or lose its lycanthrope template.


Phase Arrow
Transmutation
Level: Mage 4
Components: S (the ranged attack)
Casting Time: Swift action
Range: Touch
Target: 1 tossed object or missile device
Duration: Instantaneous
Saving Throw: No
SR: No
When you throw an object or launch a missile (single) from a missile device, the object/missile travels to the target, ignoring all obstacles (e.g. cover & concealment), including weather related range interference.
A Phase Arrow flickers between the material prime, the Ethereal and Astral planes, so it overcomes all barriers that don't stretch to all three.
Only the limit of the object’s/arrow’s range prevents normal attack.


Seeker Arrow
Transmutation
Level: Druid 2, Mage 2
Components: S (the ranged attack)
Casting Time: Swift action
Range: Touch
Target: 1 tossed object or missile device
Duration: Instantaneous
Saving Throw: No
SR: No
When you throw an object or launch a missile (single) from a missile device, the object/missile travels to the target even around corners.
Only an unavoidable obstacle or the limit of the object’s/arrow’s range prevents normal attack.
This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.
This spell reduces weather related range interference as if the weather was 2 steps calmer than it actually is.


Shadow Discorporation
Illusion
Level: Mage 7
Components: S (D)
Casting Time: Immediate action
Range: Personal
Duration: Short
Saving Throw: No
SR: No
To use the shadow discorporation spell, you must be in an area of shadowy illumination.
This spell was greatly inspired by shadow walk spell.
When you are targeted by an attack or effect that deals damage, by either melee or ranged attack (physical as well as unnatural), the spell reacts to the kinetic energy and your body is immediately polled into the bordering plane of shadows (before taking any damage) and becomes invisible, while on the material prime it seems as if you're broken down into shadow fragments and disappear.
You travel alone as with the shadow walk spell, but for a much shorter duration.
Once you return to the material prime, the spell ends


Starlight Blade
Conjuration (good)
Level: Priest 5
Components: S, V
Casting Time: standard action
Range: Touch
Target: 1 melee weapon
Duration: short
Saving Throw: No
SR: No
The spell creates a dull-black blade equivalent to a long sword. The blade glows with a silvery radiance equal in intensity to full moonlight extending to a 10' of shadowy illumination.
When the blade is swung, each stroke leaves a trail of white sparkles, like stars in the night sky.
The blade deals 2d8 points damage.
An undead struck by the blade is affected as if turned by a Priest of the caster's level.
If your patron deity prohibits the use of blades, the weapon takes on the shape of the deity's preferred weapon but has the exact same behavior (except maybe for the damage type).


Transdimensional Trump
Conjuration (summoning)
Level: Mage 9
Components: S, V, F
Casting Time: 1 round
Range: Infinite
Target: 1 creature
Duration: 1 round / level
Saving Throw: No (harmless, see below)
SR: No
A transdimensional link is formed between the caster and a target creature the caster has met personally.
-- On the recipient’s side of the link, an image appears (in his mind) of the caster reaching out his/her hand, telling them to arrive or accept his/her arrival.
-- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on his way, or that the recipient is busy and can/will not answer.
The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location.
The spell is capable of working across the Planes of the Multiverse as its name implies. It will work through all types of warding, save those of 8th level or higher.
Spell Focus: A small golden bell


X-Ray Vision
Divination
Level: Wizard 5
Components: V, S,M
Casting Time: One standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You can see into and through solid matter.
At a range of 20', you can see as if you were looking at something in normal light—even if there is none.
X-ray vision can penetrate matter based on the type of material and your caster level; see the table below.
It’s possible to scan an area of up to 100 square feet (e.g. a stone wall 10' wide and 10' high) per round.
You're 90% likely to locate secret compartments, drawers, recesses, and doors when scanning with X-ray vision.
Note to DMs: This spell replaces true seeing as the prereq for the ring of X-ray vision.
Material Component: A small piece of glass.



Thickness* Maximum
Substance Scanned Per Round Thickness
==================================================
Organic matter (animal) 2' / 5-levels 2' / level
Organic matter (vegetable) 1' / 5-levels 2' / level
Stone 6" / 5-levels 1' / level
Iron, steel, and so on 1/2" / 5-levels 1" / level
Lead, gold, platinum Cannot penetrate N/A

* Thickness penetrated per round of X-raying




A Handfull of Monsters


Note: This spoiler encapsulates changes I find appropriate to certain officially published monsters, as well as missing monsters. It's aimed to bring them closer to serving their purpose better for multiple scenarios and stoeylines.






Dragons are awesome.
In fact, they're so awesome that they're in the game's title.

Here's a new perspective on how their complex mechanics can be greatly simplified and unified.
In the process, I'm cleaning up what I think were some oversights in the wording of the dragon-related rules.

At the same time, I'm overhauling a lot of the fluff for these dragons; a lot of the standard dragon hierarchies and relationships are kicked out the window, and there are some changes to the concept of dragon social structure.




The Fluff

Dragons are creatures that have inspired great wonder and awe throughout any civilization that has encountered them. Whether these creatures have become great patrons or terrible enemies, they almost always have an enormous impact on the development of the "less gifted races", as non-dragons are oft-called. So well-known are these creatures, that many con artists and cheats have taken to selling forged documents and manuscripts detailing the lives of these creatures, leading to a great deal of misinformation about them. One such manuscript, especially famous, is the Draconomicon, a tome penned by a collective of mages who make their home near some far-off shore. It is unfortunate that such misinformation has become so widespread, but we here seek to remedy the ills these inaccurate works may have brought to kingdoms and adventurers alike who relied on these false reports.

Many have believed the various races of Dragons to be truly independent breeds. So deeply entrenched is this belief that many insist that there are racial rivalries among the dragons, and that the metallic dragons eternally war with the chromatic (a non-realistic distinction, as will soon be explained below). In reality, this is nonsense, for the truth of the Dragons is that they are all different races of the same species.
Even in infancy, a dragon's power is driven by its feed; of the dozens of dragons hatched in a single clutch, only one or two reach the Very Young age category, having devoured their siblings and survived on the traces of magical energy stored in the meat. It is worth of note, however, that dragons maintain a strong taboo against cannibalism once past wyrmlinghood, and many Good dragons later regret their inability to restrain their instincts at birth.

The voracious nature of the Dragon is widely misunderstood, and many scholars note that these magnificent creatures can survive on mere rock and stone.
What so many have failed to realize is that these rock and stone are a part of their flight and breath weapon mechanism.

As for the tendency of many dragons to hoard precious items stems partially from an inborn attraction shiny stuff (much like crows) and because compared to their superior minds, the life of a dragon are usually excruciatingly boring.
Items are also kept for their aesthetic value or as a prized morsel for some special occasion.



The Mechanics


Type:
A dragon is a winged, reptilelike creature, with magical abilities.


Color:
There are exactly 6 dragon types, all of equal power:
- Black (Obsidian)
- Blue (Sapphire)
- Green (Jade)
- Rainbow (Diamond)
- Red (Gold)
- White (Silver).
The "color" indicated in parenthesis is how they appear when exposed to sunlight - that's the source of the chromatic-metallic-gemstone distinction myth.


Draconic Magic:
The source of all dragons' Sp abilities is their innate ability to use invocations.
A dragon gains invocations as a Sorcerer of 2/3 its HD (2 Sorcerer levels worth of invocations per age category). It may select any invocation from the Sorcerer or DFA, except shape & Essence invocations.
Dragons also receive a Breath Effect when they reach their Young age and again every time they advance 2 age categories thereafter. Dragons cannot use their racial Breath Effect to gain different breath damage types, but they may do so by taking levels in the DFA class, gaining much less potent breath weapon (not too likely).


Features:
Dragon have the following features:
- HD: d12
- BAB: Full
- Good saves: All.
- Skill points: 20 + 5 / HD


Traits:
A dragon possesses the following traits:
- Dragons eat, sleep and breathe.
- Darkvision 120', lowlight vision x4 (x2 within daylight), +4 to all Listen & Spot checks.
- Amphibian: Dragons breath under water as easily as they do in the open air and swim as fast as they move no land.
- Proficient with its natural weapons.
- Proficient with no armor.


Languages:
All Dragons speak Draconic and Common.



Dragon Statistics

Dragons by Age:


Age Size Years Hit Dice (hp) CR STR DEX CON INT WIS CHA BAB/ Attack Fort Ref Will Breath(DC)
Grapple
================================================== ================================================== ==============================
Wyrmling T 0-5 3d12+3 (39) 4 11 10 13 10 11 10 +3/-5 +4 +4 +3 +3 2d8(12)
Very young S 6-15 6d12+6 (78) 5 13 10 13 10 11 10 +6/+3 +6 +7 +5 +5 4d8(14)
Young M 16-25 9d12+18 (126) 7 15 10 15 12 11 10 +9/+11 +8 +10 +7 +6 6d8(16)
Juvenile M 26-50 12d12+24 (168) 10 17 10 15 14 11 12 +12/+15 +12 +11 +10 +9 8d8(18)
Young adult L 51-100 15d12+45 (225) 13 19 10 17 14 13 14 +15/+23 +14 +13 +11 +11 10d8(20)
Adult L 101-200 18d12+72 (288) 15 23 10 19 16 13 16 +18/+28 +18 +17 +14 +14 12d8(23)
Mature adult H 201-400 21d12+105 (357) 18 27 10 21 16 15 16 +21/+37 +22 +20 +15 +15 14d8(25)
Old H 401-600 24d12+120 (408) 20 29 10 21 18 15 16 +24/+41 +24 +23 +17 +16 16d8(27)
Very old H 601-800 27d12+162 (486) 21 31 10 23 18 17 18 +27/+45 +26 +25 +18 +18 18d8(29)
Ancient G 801-1,000 30d12+180 (540) 23 33 10 23 20 17 18 +30/+52 +29 +27 +20 +19 20d8(31)
Wyrm G 1,001-1,200 33d12+231 (621) 24 35 10 25 20 19 20 +33/+57 +29 +29 +21 +21 22d8(33)
Great wyrm C 1,201 or more 36d12+288 (720) 26 37 10 27 22 21 22 +36/+63 +32 +31 +23 +23 24d8(36)



Dragons by Age (Cont.):


Age Speed* Init AC SR DR Frightful Warlock Level
Presence Invocations
================================================== ================================================== ================================
Wyrmling 40’, fly 150’ (good) +0 14 (+2 size, +2 nat.), touch 12, f-f 14 13 - - 2
Very young 40’, fly 150’ (good) +0 16 (+1 size, +5 nat.), touch 11, f-f 16 16 - - 4
Young 40’, fly 200’ (average) +0 18 ( +8 nat.), touch 10, f-f 18 19 5/magic - 6
Juvenile 40’, fly 200’ (average) +0 21 ( +11 nat.), touch 10, f-f 21 22 5/magic - 8
Young adult 60’, fly 200’ (average) +0 23 (-1 size, +14 nat.), touch 9, f-f 23 25 10/magic 17 10
Adult 60’, fly 200’ (average) +0 26 (-1 size, +17 nat.), touch 9, f-f 26 28 10/magic 20 12
Mature adult 60’, fly 200’ (poor) +0 28 (-2 size, +20 nat.), touch 8, f-f 28 31 15/magic 21 14
Old 60’, fly 200’ (poor) +0 31 (-2 size, +23 nat.), touch 8, f-f 31 34 15/magic 23 16
Very old 60’, fly 200’ (poor) +0 34 (-2 size, +26 nat.), touch 8, f-f 34 37 20/magic 25 18
Ancient 80’, fly 250’ (clumsy) +0 35 (-4 size, +29 nat.), touch 8, f-f 37 40 20/magic 27 20
Wyrm 80’, fly 250’ (clumsy) +0 38 (-4 size, +32 nat.), touch 6, f-f 38 43 25/magic 29 22
Great wyrm 80’, fly 250’ (clumsy) +0 37 (-8 size, +35 nat.), touch 6, f-f 41 46 25/epic 32 24

* Dragons can move just as fast swimming and can burrow at 10’.





Dragon Abilities and Natural Attacks by Size:


Size Space/Reach * 1 Bite 2 Claws 1 Tail Slap 2 Wings 1 Crush 1 Tail Sweep
================================================== ==========================================
Tiny 2.5 ft./0 ft. 1d4 1d3 - - - -
Small 5 ft./5 ft. 1d6 1d4 - - - -
Medium 5 ft./5 ft. 1d8 1d6 1d6 - - -
Large 10 ft./5 ft. 2d6 1d8 1d8 1d6 - -
Huge 15 ft./10 ft. 2d8 2d6 2d6 1d8 2d8 -
Gargantuan 20 ft./15 ft. 4d6 2d8 2d8 2d6 4d6 2d6
Colossal 30 ft./20 ft. 4d8 4d6 4d6 2d8 4d8 2d8

* A dragon's bite & tail attack have reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon's size.





Dragons' Breath Weapon length & area by Size:


Dragon Size Line* Cone*
==============================
Tiny 30 ft 15 ft.
Small 40 ft 20 ft.
Medium 60 ft 30 ft.
Large 80 ft 40 ft.
Huge 100 ft 50 ft.
Gargantuan 120 ft 60 ft.
Colossal 150 ft 75 ft.

* A line is always 5' high and 5' wide. A cone is as high and wide as its length.





Ability Descriptions

Bite:
Bite attacks deal the indicated damage plus the dragon's Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.


Claw:
Claw attacks deal the indicated damage plus the dragon's Strength bonus. The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a -5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to -2).


Tail Slap:
The dragon can slap one opponent each round with its tail.
A tail slap deals the indicated damage plus the dragon's Strength bonus and is treated as a secondary attack.


Wing:
The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus ½ the dragon's Strength bonus (round down) and are treated as secondary attacks.


Crush (Ex):
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents 2 or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Ref save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
A crush attack deals the indicated damage plus the dragon's Strength bonus.


Tail Sweep (Ex):
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30' (or 40' for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1½ times the dragon's Strength bonus (round down). Affected creatures can attempt Ref saves to take half damage (DC equal to that of the dragon's breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.


Breath Weapon (Su):
All Dragons have a breath weapon.
Using a breath weapon is a standard action. Once a dragon has used its breath weapon, it cannot do so again for 1d4 rounds.
A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted in the table above.
Creatures caught in the area can attempt a Ref save take half damage. Those that fail must make a second save or suffer the breath weapon's side effect. The DC for both is the same: [10 + 1/2 HD + CON-mod].
All dragons are immune to their own breathe weapon's damage type and to all draconic breath weapons' secondary effects (but gain no resistance vs. the damage of the other breath weapons).
Breath Weapon Types:
- Black (Tar - line): On a second failed save, this black acid does additional [1d6 + (1 / age category)] for 2 rounds.
- Blue (Lightning - line): Victims who fail their second save are stunned for 1 round.
- Green (Smoke - cloud): On a second failed save, the toxic fumes render a target dazed and blind for 1 round, due to suffocation and burning eyes.
- Rainbow (Light - cone/line): A Rainbow dragon's breath weapon produces multicolored flash that shines in all the colors of the rainbow. Its secondary effect is blindness for 1 round and dazzled for 1d4 more rounds.
- Red (Flame - cone): This breath weapon causes items to ignite on a second failed save.
- White (Frost - cone): If the victim fails its second save, it takes -2 DEX and all carried items (save for each separately) become crystallized and take a permanent -5 to their hardness.


Frightful Presence (Ex):
A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30' × the dragon's age category are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon's HD + dragon's Cha modifier) is unaffected, and no creature can be affected by a given dragon's frightful presence more than once in a 24 hour period. On a failure, creatures with 4 or less HD become panicked until they no longer have line of sight to the dragon, while those with 5 or more HD become shaken for as long as they have line of sight to the dragon. Dragons ignore the frightful presence of other dragons.


Damage Reduction:
All dragons gain DR that's overcome only by magic weapons.


Spell Resistance (Ex):
As dragons age, they become more resistant to spells and spell-like abilities.







Dragon Feats

Alternative Breath (Dragon)
Not all dragon's breath weapon is lethal...
Prerequisites: Dragon, Draconic Energy
Benefit: Select one alternate breath weapon type from the table below. You can cause your breath weapon to deal that status effect, rather than damage; additionally, the save type changes (Fort or Will, rather than reflex) as listed below. Breath weapon shape, range, save DC, and recharge time remains the same as from your base breath weapon.
{table=head]Name | Effect | Save
Paralysis | Subject must save or be Paralyzed for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. | Fort
Sleep | Subject must save or be rendered unconscious for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. | Fort
Repulsion | Subject must save or be rendered unconscious for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. This is a mind-affecting enchantment effect. | Will
Weakness | Subject must save or suffer 1 point of strength damage, plus 1 per copy of Draconic Growth that the dragon has. | Fort
Slow | Subject must save or be Slowed (as the spell) for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. | Will


Strong Flyer (Dragon)
You are better at flying than most of your kind.
Prerequisite: Dragon, fly speed
Benefit: Your fly speed increases by 10’, and your flight maneuverability goes up by one step.
Special: You can select this feat multiple times. Its effects stack. If this would cause you to exceed Perfect maneuverability, you treat winds as being one category less for purposes of how they affect your flight for every step above Perfect flight you would have.


Lesser Shapeshifting (Dragon)
With practice, you extend your natural camouflage abilities to be able to mimic the form of a few common creatures.
Prerequisite: Dragon, level 5
Benefit: You gain the supernatural ability to Change Shape three times per day. This functions much like Beast Shape I (if you choose an animal) or Alter Self (if you choose a humanoid), except it lasts until you dismiss it.

Greater Shapeshifting (Dragon)
With practice, you extend your shapeshifting abilities to be able to mimic the forms of some of many creatures.
Prerequisite: Dragon, Lesser Shapeshifting, level 9
Benefit: You gain the ability to use Polymorph on yourself as a supernatural ability a number of times per day equal to the number of Dragon feats you possess, except that it lasts until you dismiss it.


Feel the Air (Dragon)
Your senses are exceptionally sharp, and you can tell many things about your surroundings by the feel of the shifting air on your wings
Prerequisites: Dragon, Keen Senses, Strong Flyer
Benefit: You gain blindsense at a radius of 10' per Dragon feat you possess.

Sensitive (Dragon)
You've tapped even deeper into your earthen heritage, and learned to hear the whispers of the stones
Prerequisite: Dragon, Burrowing
Benefit: You gain tremorsense out to a distance of 10' per Dragon Feat you posses.

Whispers of the currents (Dragon)
Your ties to the water are exceptionally strong, and you can tell what else is in the water around you, even with your eyes closed.
Prerequisite: Dragon, Aquatic
Benefit: You gain a limited form of blindsense, which only works to detect creatures touching the same body of water that you are. The range is 10' per Dragon feat you posses.




I love dryads, but the traditional limitations imposed on them in D&D makes them all but unusable for anything beyond rigidly imposed storylines.
They can't leave their tree's immediate environment for any practical period of time.
Also, dryads are just too fragile to serve as forest guardians as given.


Therefore, in my view:
1. A dryad is to be tied to a forest, not a specific tree, and be able to leave that forest for extended periods of time (up to a lunar cycle for instance) to pursue her aims, such as hiring adventurers or tracking down someone who had harmed her forest.
2. Being so tied to the forest, looking like carved from wood and being quite weak, Dryad's type is changed to Plant, gaining all the associated benefits.
3. Once per day, despite being otherwise immune to polymorph, a dryad may Alter Self (Sp) to a female elf, discarding her plant traits for social benefits. She may reclaim her natural form as a swift action.



Writer's Notes

Nowadays, many vampire sagas regard the vampires as a biological anomaly.
I first came upon the name "Nosferatu" (a vampire with character class features) in the very 1st OD&D gazetteer "Grand Duchy of Karameikos" and was fascinated with the idea ever since, even though I was never really a necro-freak.
For a long time I've been toying with this concept, trying to concoct something that would be both playable and as close as possible to modern days folklore.
Now I think for the 1st time I'm more or less on the right track.




Powers, Abilities & Special Properties

HD: A Nosferatu has +2 racial HD (+16HP; 1:1 BAB progression; Good Fort & Ref)
Abilities: STR +6, DEX +2, CON +2 & CHA +4
Skills: +8 racial bonus to Climb, Hide, Jump, Listen Move Silently & Spot; +4 racial bonus to Bluff & Intimidate.
Fast Moving: All Nosferatu gain +10’ increase to their land speed.
Climbing Speed: 20' or equal to ground speed (whichever is lower).
Natural Attack: 2 Claws (1d4 + STR-mod), 1 Bite (1d3) - modify appropriately for small/large Nosferatu.
Pounce: When charging, a Nosferatu can make full natural attack.
Blood Drain: Same mechanics as given for the Vampire, but dealing 1d3 CON damage per round (modify CON damage according to size, the same as for weapons' damage).
Terrifying Transformation: The Nosferatu may demoralize (see Intimidate for details) a single opponent that witnesses his transformation to monstrous form (see details in the spoiler below). If the opponent has seen such a transformation in the past, it gains a +4 bonus to resist the effect. If the opponent is aware of the Nosferatu's nature, it gains an additional +4 bonus to resist.
Darkvision: 60', or 30' increase (up to 120')
Lowlight Vision: As Elves, or +1 range multiplier (up to *4)
Scent: See the DMG for more details
Natural Armor: The base creature's natural armor is improved by +2.
DR: 5/Silver
Cold & electricity Resistance: 5
Regeneration: 1
Immunities: Nosferatu are immune to all non-magical poisons and diseases, to non-lethal damage and to aging attacks & magical effects (limitless lifespan).
Non-Fatality: While Nosferatu take full precision damage, they can only be coup-de-graced with slashing weapons (decapitated) and they automatically stabilize.
LA: +3


Mortal Form

While equipped with all their combat faculties, Nosferatu have a frightening monstrous appearance.
- They have sharp and protruding canines and fingernails
- Their irises are colored pale blue
- Their skin turns pale gray
- Their facial features become sharp and rough

To go about in civilization, Nosferatu hide their true nature, which hinders their combat prowess as follows:
- They lose their natural form of attack and Pounce
- They lose their climbing speed
- They lose their skill modifiers
- They lose their movement increase
- Their STR bonus degrades to +2
- Natural armor, DR and Resistances are suppressed

Changing to/from monstrous form is a move action that doesn't provoke AoOs.




Hindrances

Fire Sensitivity: A Nosferatu takes 50% more damage from fire-based attacks. Fire-based damage does not regenerate. Fire damage is healed only by feeding or with spells (rest and natural means have no effect).
Light Sensitivity: Blinded for the 1st round of exposure and dazzled for the time it remains in bright light. Within sunlight or Daylight effect, Nosferatu take 1HP/min fire-equivalent damage and they don't regenerate.
Silver: Affects Nosferatu just as Dark Reaver Powder would affect humans on specific cases (solution, powder, etc).
Garlic: Causes Nosferatu to be sickened (a very large amount would make a Nosferatu nauseated)
Wooden Stake: A wooden stake through the heart (Coupe-de-Grace / scoring a critical hit on a surprise round) paralyses a Nosferatu


Feeding:

Blood Quota
An Xth level Nosferatu needs to drain X/2 CON points a day (not enough to kill a victim).
Draining blood from non-sentient mammals: The CON of these creatures only counts 1/2 for the Nosferatu's requirements.
Draining blood from non-mammals: counts 1/4 for the Nosferatu's requirements.
A dose of blood heals a Nosferatu of 2d3 points of damage and a single physical ability damage (the one most severely drained, in case of multiple ability damage).
Draining the blood of a vampire yields no feeding reward for the attacker, but it does cause CON damage to the target.

Bloodlust
A Nosferatu that has not fed for 48 hours must succeed Fort & Will saves (DC 10) to avoid bloodlust. With each passing 6 hours thereafter, make another check with a cumulative +1 DC increase.
A failed save also does 1d3 points of ability damage to STR / DEX / AGI / CON and 1 point of ability damage to INT / WIS / PER / CHA (cycle on both cases).

Covering one's identity
A Nosferatu's bite contains a powerful sedative that acts on the target as Deep Slumber spell (single target; DC +4; Fort save instead of Will) and causes amnesia regarding the last 5 minutes. After 4 hours there's no evidence of the bite, making it harder to determine what happened to the victim (note that the sedating saliva has no affect on 11+ HD creatures).
Nosferatu have an unusual ability of assessing their potential victim's level of power and its chances of becoming an easy meal (is it alive... can it be sedated... how physically strong is it...)
When feeding, Nosferatu go to great lengths not to harm their meal, since too many bodies leave a hot trail to follow.




Becoming a Nosferatu

The process of becoming a Nosfertu is the same for all.
1. The target of a Nosfertu's bite must be brought from perfect health to CON=0 by blood drain.
2. Then the Nosfertu cuts-open a vain (standard action) and feeds the target (which dies if not fed within 1 minute), taking 2d3 blood-drain damage himself (when feeding a medium sized victim). The victim falls into a coma.
3. Finally, the target must make a successful Fort save against DC 13 or remain comatose (curable by Restoration/Heal in case of failure).
4. 8 hours later, the "victim" wakes up as a Nosferatu.



Societies

Nosferatu don't breed – not with non-Nosferatu and not amongst themselves. There's no "next generation" for a Nosferatu.
Their affliction renders them forever sterile, and there's no known method of reversal for being a Nosferatu, short of a Miracle (not even Reincarnation does the trick).
Nosferatu groupings beyond mates are extremely rare, as they rival one another on feeding grounds and need to maintain low profile.



Veteran Nosferatu

With the passing of the years, Nosferatu evolve in power as follows:

Elder (10-99 years):
- Racial HD: +1 (+3 total)
- Feeding: The Nosferatu only needs X CON-points per week and the bloodlust check durations are doubled.
- Terrifying Transformation: Affects all opponents within 30' that witness the Nosferatu's transformation.
- Regeneration: 3
- Fire Sensitivity: Diminishes to +20%.
- Silver: No longer has secondary effect.
- Cold & electricity Resistance: 10.
- Sunlight / Daylight: No longer cause continual damage, but still suppresses regeneration.
- Garlic: Can no longer cause a Nosferatu to become nauseated.
- STR-Boost: +2 increase (in both forms)
- Alternate Form (Su): The vampire can assume the shape of a dire bat, giant rat, wolf or dire wolf as a standard action. While in its alternate form, the vampire loses its natural attacks and any supernatural special abilities it has, but it gains the natural weapons and (Ex) abilities of its new form. It can remain in that form until it assumes another or until the next sunrise.
- Children of the Night (Su): Once per day, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
- Enlarge Person (Sp): As the 1st level spell of the same name, applied to self only.
- LA: +4

Ancient (100-999 years):
- Racial HD: +1 (+4 total)
- Feeding: The Nosferatu only needs X*2 CON-points per month and the bloodlust durations are doubled again.
- Terrifying Transformation: Opponents that are overcome become Frightened for 2d4 rounds.
- Regeneration: 5
- Fire Sensitivity: Gone.
- Silver: No longer has effect.
- Cold & electricity Resistance: 15.
- Sunlight / Daylight: No longer suppresses regeneration.
- Garlic: No longer has any effect.
- STR-Boost: +2 increase (in both forms)
- Drain Thoughts (Su): For every CON-point you drain from a victim, you may probe their memories for any specific fact in their lives or use Knowledge check of which they're capable.
- Inhuman Speed (Ex): As a swift action, the vampire may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
- Wings (Ex): double land speed, avg maneuverability.
- LA: +5

Eternal (1000+ years):
- Racial HD: +1 (+5 total)
- Feeding: The Nosferatu regains the ability to consume normal food, but needs negligible amounts.
- Terrifying Transformation: Opponents that are overcome become Panicked for 3d6 rounds.
- Regeneration: 10
- Cold & electricity Resistance: 20.
- Non-Fatality: Absolute – a severed extremity (including the head) reattaches immediately. In order to kill an eternal vampire, one must use Disintegrate or similar spells, or burn to death's threshold and beyond - until the entire body is totally incinerated.
- Fire Damage: Is now also regenerated
- Wooden Stake: No longer paralyses
- STR-Boost: +4 increase (in both forms)
- Dominate (Sp): The vampire can crush an opponent's will just by looking onto his or her eyes. This is a gaze attack that requires a standard action. This power otherwise functions as Dominate Person spell, with the CL equals the vampire's ECL.
- Wracking Pain (Ex): Whenever the vampire drains blood from a creature, that creature must make a Fort save vs. DC [10 + ½ the Vampire's total HD + STR-mod] or be overcome by pain, becoming nauseated for 2d4 rounds.
- Shout (Sp): As the spell, usable 1 / 5 rounds. At ECL 15 and on, an eternal vampire can use this ability #3/day to produce the effect of Greater Shout.
- LA: +6




Size/type: Small Outsider (Good, Extraplanar, Fire)
Hit Dice: 3d8+3 (27 hp)
Initiative: +6
Speed: 20' (2 squares), fly 60' (good)
Armor Class: 18 (+1 size, +2 dex, +5 Natural), touch 13, flat-footed 16
Base attack/Grapple: +3/-1
Attack: Talons +6 melee (1d4+1d4 fire)
Full attack: 2 talons +6 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
Space/reach: 5ft./5ft.
Special attacks: Burn, Spell-like abilities
Special qualities: darkvision 60', immunity to fire, vulnerability to cold, regeneration 5, Magic Circle Against Evil
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 12
Skills: Diplomacy +7, Heal +8, Knowledge (any two) +6, Listen +8, Sense Motive +8, Spot +8, Tumble +8
Feats: Flyby attack, Improved Initiative
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 4-6 HD (small)
Level adjustment: --
A phoenix appears as an eagle-like bird, with a body wreathed in gold, amber & crimson feathers that dance like fire when it takes flight.
A phoenix can speak common, auran, ignan, and celestial.


Alternate Form (Ex)
When a phoenix is reduced to 0 or fewer hit points, by lethal or non-lethal damage, it bursts into flames and reverts to this form of a diminutive egg, colored with flame patterns of the phoenix' colors.
The flames deal 3d8 fire damage to anyone within 10' radius and the egg appears in a small pile of ashes.
In this form the phoenix is treated as having Str & Dex of 0 and thus unable to move on its own power.
In addition, the phoenix loses access to its spell-like abilities.
The phoenix may still take damage in its egg form.
Once fully healed, the egg bursts into flames again, this time dealing 1d4 damage, and the phoenix reclaims its bird form.
Once per 24 hours, a phoenix may voluntarily burst into flames to assume its egg form. In this case, the phoenix has darksight out to 10' and can hear, and it may choose to stay in egg form for up to 6 hours.

Burn (Ex)
A phoenix's natural attacks deal their normal damage plus fire damage from the phoenix’s flaming talons and beak. Those hit by a phoenix's natural attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is 12. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a phoenix with natural weapons or unarmed attacks take fire damage as though hit by the phoenix’s attack, and also catch on fire unless they succeed on a Reflex save. Merely touching the phoenix does not activate this ability, only violent action.

Regeneration
A phoenix takes lethal damage from Evil-aligned weapons, from attacks by creatures with the Evil subtype and from spells and effects with the Evil descriptor.

Spell-like abilities
- Always active: detect evil, detect magic, magic circle against evil.
- At will: aid, burning hands, color spray.
- 1/day: continual flame, invisibility.
Caster level 5th. The save DCs are Charisma-based.




Codes of Honor:

A character can decide to follow a code of honor – a more or less restrictive moral code. A character with a code of honor receives a bonus to his will saves and a skill checks were his word, honor, etc. has an influence, as long as the character does not violate the code. The stricter the code is, the higher is the received bonus.
Being honorable has nothing to do with being ‘good’ though. A hobgoblin raider who would never attack one of his comrades or lie to an ally is honorable, even though he spends much of his time with plundering, raping and pillaging.
The significance of a Code of Honor is determined by the obligations the code includes. A minor code consists of 3 amendments, a significant one contains 5, and a major code contains 8. It is up to the player to determine the code’s rules, but the DM must agree to them. Any of these rules must be significant enough to be relevant. A rule like “Assist all albino dwarves without beard growth” is not sufficient.
A character that violates his codex loses all bonuses and suffers a penalty to all social skills equal to the former bonus. A character can make up for a code violation through a heroic deed.



Code Will & Social Bonus Obligations
Minor +1 3
Significant +2 5
Major +3 8
.



Example Codes:

Barbarian Clansmen (minor):
- Never break your word to an honorable person.
- Always respect the laws of hospitality.
- Revenge any crime against you, your clan or your clan’s honor.

Professional Mercenary (minor):
- Stays bought.
- Follow your leader’s commands in spirit, not in words.
- Be loyal to your unit and your comrades.

Honorable Bandit (significant):
- Take from the rich, give to the poor.
- Be loyal to your comrades.
- Fights among comrades must be fair.
- Never make deals with the gentry.
- Never take from the underprivileged.

Chivalrous Knight (major):
- Protect those who are weaker than you.
- Protect the realm’s laws.
- Help women, widows and orphans.
- Don’t lie.
- Punish the guilty.
- Fights among men of honor must be fair.
- Follow the orders of your liege lord.
- Treat your subordinates well.



Drinking & Getting Drunk: Alcohol rules for 3.5e


I've seen my share of optional D&D rules for drinking. They were all inspiring, but of all the suggested rules I've encountered, all were either cumbersome or incomplete.
So, in my quest to create a set of rules that would be practical to use and more or less model real life alcohol intoxication, this is what I cam up with.................



Checks:

You can have a number of drinks equal to your positive Con-mod per hour (a drink is a tankard of ale, glass of wine or shot of hard stuff). Each drink beyond that requires a Con check (DC 15 + 1 per additional drink), and racial bonuses against poison apply.

Some alcoholic drinks are more potent than others.
Base DC 15 represents the average potency.
An alcoholic beverage's base DC can vary anywhere from 5 (low percentage champagne) to 25 (pure alcohol).


Penalties:

Each failed check means 1-2 damage to Dex & Wis, and a 1-2 penalty to your Con check to resist further inebriation (separate check for each).
Alcohol intoxication is a poison that has no secondary ill effect.
Special: Since alcohol intoxication hurts coordination, each decrease in Dex-mod affects attack rolls even when those are made with weapons that rely on Str-bonus.


Consequences:

Hitting 0 Wis from drinking results in unconsciousness.
Hitting 0 Dex results in a conscious but immobile drunken wreck.
In both cases, the condition persists for 2d4 hours and is fatigued. The temporary penalties for each ability diminish at a rate of 1 point per hour.
Con-fenalty = Con-score: Nausea + Alcohol Poisoning: another Fort save or 1 point of Con damage every 10 minutes (death at Con-score = 0) until stomach is "purged" (by vomiting).


Recovery:

1 point of Wis and Dex/hour after consuming alcohol. Neutralize poison negates the damage.


Size Modifiers & Quantities:

Each size modifier means x8 mass difference, that's also how the amounts should count.
However, IRL, since alcohol affects the brain more than anything else and x8 multipliers would make size count too much, I would suggest applying x4 modifiers (and I'm ok with gargantuan+ creatures not enjoying their drinking so much – it's not like there are official gargantuan-sized giants anyway).

nonsi
2014-06-02, 04:45 PM
.

Miscellaneous Cont.



Lich Transformation Ritual - Cont. from post #26 Spells



Preliminary Note: This spoiler describes all the required information for attaining Lichdom. The text below describes the ritual and the making of the Lich's phylactery and a required specialized concoction. Even though this codex contains detailed rules for the creation of magical items, those rules do not apply to the phylactery or the concoction. They are not regular magical items in any way, fashin or form. The preperation time, prices and chances of success given here are the only relevant rules for Lich transformation.



Ritual Requirements:
Skills: Craft (leatherworking, metalworker, jewelry) 4 ranks each, Knowledge (arcana, religion) 7 ranks each, and Profession (astrologer) 5 ranks.
Spells: Chill Blood (see below), Create Undead, Disintegrate, Enervation, Magic Jar, Permanency, Slay Living.
Materials: A Concoction of Death (see below).
Items: The phylactery of the would-be-lich, The skull of an outsider with the Evil subtype (e.g. Imp)
Without the above requirements, one hasn't a prayer of successfully attaining lichdom. The involvement of any of the above that does not fulfill the requirements results in automatic failure.


The process:
• Use Power Leech to drain a victim of your race of 2 points of Int/Wis/Cha - each.
• Possess that victim of your race via Magic Jar.
• From within your victim's body, cast Attain Lichdom on your inert body. The phylactery must be placed on your chest, just above your heart. This targets both your body and the phylactery.
• Cast Create Undead on your inert body, turning it into a Ghoul, but with a twist: you must place a 1000gp onyx in your mouth and a 500gp amber on each of your eyes. The energies of Attain Lichdom allow for this to happen and preserve the bond between your soul and your transformed body. From here on, if the spell ends prematurely, or ends without completion, the phylactery disintegrates and you become a Ghoul under the DM's control (at DM's discretion, you retain control and devote your very being to repeat the process one day, skipping the casting of Create Undead (you're already a ghoul)).
• Return to your own (now transformed) body, ending Magic Jar (you'd probably want to render the victim immobile beforehand). You retain all your pre-transformation traits, but your type is now Undead and you possess the Ghoul's natural attacks and paralyisis powers.
• Render the victim paralyzed via your newly acquired paralyzing attack(s).
• Render the victim Frightened/Panicked/Cowering via a spell or innate ability (the victim's fear is a vital component in Lich transformation and power).
• Successfully cast Disintegrate on the victim: the victim must be awake and trembling with fear when this happens and must be killed by the spell (retries are allowed).
• Burn the spell written with your blood on top of the victim's remains.
• Consume the ashes. At this point, the victim is forever lost, and may only be restored if you're permanently destroyed.
• Drink the Concoction of Death – using the Evil outsider's skull as the cup from which you drink (reminder: this will not kill you, because you're now physically a ghoul).
• You must then be slain before the spell's duration expires – and it must come from the hand of someone you've betrayed after the last time s/he had rested (the burning hatred of betrayal is the final ingredient). When this is done, your body disintegrates into nothingness and your soul and the phylactery are fused and bounded by powerful arcane forces. You reform 1d10 days later as a lich. This final transformation is mentally traumatic and requires a Will save vs. DC 20. If you fail, you develop a permanent insanity chosen from the table below (roll a d10 to learn the outcome). This insanity is an integral part of the lich's personality and cannot be cured by any means short of the lich's destruction and resurrection, followed by Greater restoration, miracle, or wish.


D10 Result Effect
================================================== =======
1 Character shows physical hysterics or emotional outburst (laughing, crying, and so on).
2 Character has hallucinations or delusions (details at the discretion of the GM).
3 Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).
4 Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).
5 Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).
6 Character becomes paranoid.
7 Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will save).
8 Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.
9 Mood (manic/depressive)
10 Roll d10 twice until you get 2 different results, disregarding additional rolls of 10



Note: From the casting of Attain Lichdom and until its completion, you (body & soul), the phylactery, the victim (body & soul) and all the spell's ingrediants, cannot drift outside the area of Unhallow, otherwise the spell fails.



The Phylactery:
The phylactery is usually a small, highly crafted, boxlike metal amulet (usually made out of Mithral or adamantine, but stainless steel or aluminum could also be used).
Its interior walls are lined with refined iron, with the inner space divided into compartments with leather.
Both the phylactery's interior and exterior walls are carved with arcane symbols of power and the caster's personal sigil, and those grooves are filled with pure silver mixed with diamond dust (interior), and lead mixed with onyx dust (exterior). The compartments are used to house strips of parchments containing religious necromantic text. Should the DM wish to actually illustrate them for the players, he or she should feel free to create unique designs to fit the campaign. The caster's personal sigil is a mystical sign of personal significance, and identifying it may convey great power over a lich.
The vessel that becomes a lich's phylactery must be of excellent craftsmanship, requiring an investment of no less than 95,000gp, with more money needed for custom-shaped amulets.

The proper creation of the phylactery requires meticulous crafting and attention to details. You must make successful Craft (metalworking/leatherworking/jewelry) checks vs. DC 10 each, and successful Knowledge (arcana/religion) checks vs. DC 15 each.
If the crafting of the phylactery is not perfect, you'll need to invest 1/2 the time and cost to repair it, using the same skill checks. Without your phylactery being of perfect craftsmanship, your inert body doesn't transform into its desired ghoul-like state (see above) and the ritual fails.

The caster understandably has no desire for anyone to learn what ritual is being undertaken, or the appearance of the arcane symbols and etchings he must use.
Thus, the mage alone will melt and forge those precious metals, as well as learn whatever other crafting skills are necessary to design and construct the phylactery.
Though normally the phylactery is a box, it can be fashioned into virtually any item, provided that it has an interior space in which the lich can carve certain small magical designs and house the parchments.

Once the box is fully crafted, the following spells must be cast into it: Disintegrate, Magic Jar and Create Undead – in that order.
Optionally, Nondetection can be added to the list of spells, which most liches obviously choose to add.
Then you must cast Permanency multiple times on the phylactery, targeting all spells noted above (separately).
When all of these spells have been cast, the amulet is suitable for use as a phylactery, but only by the specific caster who crafted it.

The phylactery's durability stems, among other things, from the magical energies that are involved in its creation and functionality.
Antimagic renders a lich's phylactery inert, but does not sever the bond.
Targeted Disjunction destroys the phylactery, but a lich may prepare a new one and cast the spell on himself (which requires another copy of the spell, written in his blood) and bond with it, with no further need to sacrifice another victim's life.
If a lich is slain while having no phylactery, it is permanently destroyed.
A lich cannot have more than one phylactery at any given time.



The Concoction of Death:
A concoction of death is a brew so charged with negative energy it annihilates life upon contact, unless a successful Fort save vs. DC 27 is made. Ingesting the potion means instant death with no save, unless the imbiber is immune to all forms of poison. (Reminder: without possessing Poison Use special ability, there's 5% chance of self-poisoning when preparing the potion)
It is this potion that the caster must drink in the process of ending his current existence and make the transformation into unlife.
One mistake in the preparation of this lethal concoction will bring only death to the practitioner when the time arrives for his passage to lichdom.
The concoction of this potion takes uninterrupted 72 hours to complete.
The concoction of death is made of the following ingredients:
- A pint of venom from a nightcrawler’s tail stinger.
- Dark reaver powder – 1 dose.
- A dried powdered heart of a Barghest killed by slay living after being affected by enervation.
- 13 drops of the caster's blood.
- 13 doses of Agony potion (a potion that is generated via Liquid Pain spell), prepared by the caster himself.
- A straight crystalline rod of Cobalite/Arsenopyrite is used for carefully stirring the ingredients. (cobalite is a 45% arsenic gemstone, Arsenopyrite is 46%). By the time the potion's preparation is done, the rod is fully dissolved into the mix.

The preparation of the potion involves repeated casting of chill blood spell (Encyclopedia Arcana: Necromancy - Beyond the Grave, p.22) and is accompanied by arcane and divine chanting.
When preparing the potion, the DM makes two ability checks for you – one for Int and one for Wis (d20 + ability-mod) – both vs. DC 12.
If you pass one of them, it means that you either made no preparation errors or managed to find and correct preparation errors beforehand and the preparation of the potion is successful. If both fail, you will not bond with the phylactery when slain.
If you fail but succeed on one of your checks vs. DC 10, then you have discovered an unworkable mistake and you know that the preparation of the potion has failed, otherwise you are not informed if the potion works or not.




Archlich: (LM, p.156)
On extremely rare occasions, one wishes to gain immortality for purely altruistic reasons.
In such cases, the caster must be LG and the spell loses its Evil descriptor. However..........
1. The would-be-ArchLich must possess the feat See No Evil (http://www.giantitp.com/forums/showthread.php?209871-Feat-See-no-Evil-3-x) before starting the quest for ArchLichdom, and cannot research any of the "Evil"-tagged ritual spells on his own (must be purchased or found).
2. The caster has to target himself when using Liquid Pain to collect the potion of Agony – a process that takes 3 times as long per dose, plus 1 day recovery in between (no less than 51 days for 13 doses of Liquid Pain).
3. The ritual is to be conducted in an area affected by "Hallow" spell effect. While this seems highly contradictive, the caster's alignment and all the other modifications mentioned here make this bizarre combination the right one for the creation of an Archlich.
4. The victim of the ritual must willingly volunteer. Furthermore, the victim must succumb to any of possession/paralysis/fear steps of the ritual (i.e. willingly forfeit the saving throw attempts), or the ritual fails. There are no retries and the caster may not motivate the victim once the ritual commences.
5. The altered arcane energies of the Archlich ritual physically transform the caster's body into a deathless ghoul (though this is mostly fluff, since this stage lasts but minutes).
6. The skull of an outsider with the Good subtype is required, and you cannot be in any way involved in its demise.
7. Instead of "the burning hatred of betrayal", the spell's final ingredient is the grief of loss from the caster to the victim that had altruistically sacrificed his/her life, as well as the grief of the caster's slayer over the caster's and the victim's fate.





Note: The rules governing Lich Transformation are not immutable.
A DM can create a wonderful adventure around the process by a would-be lich.
The necessity of fine craftsmanship, the ritual casting of powerful spells, the occurrence of a rare astronomical event, and many other factors might come into play in the completion of the phylactery, the concoction and the ritual.
The DM is encouraged to customize whatever s/he finds inappropriate.



Immortals: "Highlander"-Style

"There Can Be Only One!"

“From the Dawn of time we came, moving silently down through the centuries, living many secret lives, struggling to reach the time of the Gathering – when the few who remain will battle to the last.
No one has ever known we were among you... until now.”
- Juan Sanchez Villa-Lobos Ramirez


Welcome to the rules that allow you to play an Immortal character – a man/woman that cannot die – unless they lose their head, that is.


Making an Immortal

“I am Immortal and I am not alone. For centuries we've waited for the time of the Gathering, when the stroke of a sword and a fall of a head will release the power of the Quickening. In the end, there can be only one.”
- Duncan Macleod


Template Traits:
“Immortal” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Immortals were once humanoids, fey, or monstrous humanoids. An Immortal uses the base creature's stats and abilities except as noted here.

Challenge Rating & LA:
Same as the base creature +2.
Special: You can’t buy-off Immortal LA (the edge is always in effect and never dulls with experience).
Special: Before immortality kicks in (see below), LA is +1.



Becoming an Immortal

Ramirez: “You cannot die, MacLeod, accept it.”
Connor Macleod: “I hate you.”
Ramirez: “Good. That is a perfect place to start.”


First Death:
This is the date the Immortal departs from his mortal self and is reborn into Immortality.
First Death can only happen as a violent death. This could come from an accident, combat, or any other form of trauma. If a pre-Immortal dies from old age or disease, (a non-trauma death), then the pre-Immortal, dies a mortal death, and is not reborn as an Immortal.

Age Freeze:
An Immortal’s age freezes at the time of First Death. The Immortal’s physical age appears to remain at this age, and will not age again, until “the Prize” is won (see below).
Immortals can be magically aged, (with all the effects of normal aging applying), but they will re-grow younger at a rate of 1 year per day.

Immune to Disease:
All Immortals are immune to all forms of disease.

Vampires:
Vampires gain no sustenance from drinking the blood of Immortals, and cannot kill them by doing so (although they can render them incapacitated). The blood is worthless to them. Nor can an Immortal become a Vampire.

Unification of the “Self”:
An Immortal's mind, spirit, and body are tightly held by their Quickening. Although mind effects may affect Immortals normally, their souls cannot be pulled from their body, nor may their spirit be removed without the head being removed first.

Immortality, Beheading & Resurrection:
Upon losing his head, an Immortal truly dies. However, like every other living being on the material prime, an Immortal may also be revived. When an Immortal is raised from the dead, since he’s lost all of his Quickening, he’s brought back as a mortal.
Only when he dies a violent death once more does he regain his Immortal status, but he starts all over again, having no more Quickening than his true age would provide, but years past during his previous immortality are counted normally (see “Quickening Points” below).



Quickening

“The sensation you are feeling is the Quickening!
- Ramirez


What is “Quickening”?
Quickening is the magical life essences of Immortals. It is an ancient and powerful form of mystical energy.

Quickening Points:
Immortals receive one Quickening Point at first death, then again after every 100 years of age, but the faster means of increasing one’s Quickening pool is via combat or sometimes even pure coincidence (see below).
An Immortal’s accumulated Quickening pool determines his virtual age Quickening-wise.

Sense Quickening:
Each Immortal “resonates” his presence within a spherical radius of 5' per Quickening point.
This allows Immortals to sense one another whenever their areas of influence intersect or even border one another. Thus an Immortal who was 112 years old, for instance, could sense the presence of another Immortal from at least within 15' radius of himself.
This ability also allows an Immortal to sense holly ground within his own range of influence (see below). This ability will not let the Immortal pinpoint another Immortal in a crowd of people.
Once Immortals sense one another, neither can be surprised, although they can be caught “flat footed”.
Newborn Immortals will become sickened from the feeling. The feeling will repeat itself until another Immortal explains what he is feeling and the rules of the game (see below).
For every 5' in which the areas of influence intersect, Immortals receive a stronger sensation, thus an Immortal can, if he’s close enough, pinpoint another’s true age, or assess his opponent to be at lease old. An Immortal can also sense Immortality candidates and can tell them apart by their fainter presence.
When more than 2 areas of influence intersect, each Immortal senses only the strongest one among the others.

Regeneration:
A novice Immortal regenerates 1 HP per every 10 rounds (2 minutes).
This rate increases with an Immortal’s age, and equals 1 HP per 1 Quickening point. Thus, an Immortal who is at the age of between 1000 and 1099 would regenerate 1 HP every combat round. If a limb, or any other body part other than the head, is cut off or lost in some other way, it will re-grow back, eventually. Any limbs that are severed will re-grow at a rate of 1HP per year.
Example: Liam cuts Claris’ arm off, causing 25 HP of damage. It will take 25 years to re-grow a new arm. If the detached limb can be found before the stump heals up, it will then re-attach normally. But it will take twice as long to regenerate the lost HP.



The Game

"If your head comes away from your neck, it's over."
- Ramirez


The Immortals’ combat and what it all about:
Quickening is released when an Immortal’s head has been severed from his body.
The release of Quickening from a beheaded Immortal can be viewed as a fantastic display of electricity and raw power. This release of power will occur 1 full round after the Immortal is beheaded and cause some damage to the surrounding area within the fallen Immortal’s area of influence. The extent of damage is 1d6 points per Quickening Point of the beheaded Immortal.
If another Immortal or several are within a beheaded Immortal’s area of influence, the released energies are “rerouted” at the end of the “lights display” and absorbed within the nearest living Immortal and are added to his Quickening pool. All except the receiver are entitled to a Ref save vs. DC [10 + the Immortal’s Quickening pool + his Cha-mod] for 1/2 damage.
When an Immortal gains Quickening from another, he falls prone and is dazed, stunned and nauseated for 1d4+1 rounds. After that, for every 3 points of Quickening absorbed, the Immortal will have a -1 penalty to all rolls for an equal number of combat rounds.
When claiming one’s Quickening, an Immortal also gains knowledge of everything that ever happened to the fallen Immortal. Furthermore, he can tap into his memories and experiences. If the receiver has unused skill points or feat slots, he can fill them with those of the fallen Immortal. The receiver may only gain skill points from skill that the deceased had higher ranks than himself and may only take feats for which he qualifies. He may also replace existing skills & feats under the same conditions, but he may not discard skills or feats that are prerequisite to anything.

Sanctuary:
This is an area built on Holy Ground were an Immortal can retire from the game. The Watchers (see below) control and protect the sanctuary. Any Immortal is free to “drop out” of the game. The Immortals are sedated with drugs, restrained and kept under guard. This can be considered brutal, but is sometimes the only peace an Immortal can have.
All of an Immortal’s Quickening powers, traits and features cease functioning within a sanctuary and other Immortals cannot sense him unless they’re within 5'.



The Gathering

"I know! I know everything! I am everything!"
- Connor Macleod


Question: Why is it so compelling for Immortals to kill one another, while mortals, who strive for power just as much, usually don’t feel such a compelling urge?

Answer: “The Prize”.

When only a few are left in the world, the Gathering will call all the remaining Immortals to one place, and none may resist. There they will fight until only one is left, and this is the Last Immortal, holder of the Prize.

The Immortals battle for "The Prize": either for themselves, or to keep it from falling into evil hands. Mankind would suffer an "eternity of darkness", as the movie said, if the Prize came to an evil Immortal.

What is the Prize? It's not really necessary to define it in game terms, since the Immortal who gains it will become in essence a god. The film left the subject slightly vague, except to say that Connor could read people's thoughts if he concentrated, and could also have children, grow old and die.

This much is for sure - the winner of the Prize would possess all the Quickening from every Immortal that ever walked the earth. Millennia worth of experience and knowledge, from Immortals of every race, all over the world would be his. He could well be the most powerful single being in the world.

On the other hand, it may well be that the legend of the Prize is simply a tale, and that the Gathering will never take place. Perhaps, new Immortals will continue to be born forever, thus ensuring that there will never be a single victor. In any case, for Immortals, the Gathering is similar in many ways to the Apocalypse – a fate that no one really believes in, or as some might say, something that will never happen "in our lifetime". The big difference for Immortals is that a lifetime can last forever. To an Immortal, it matters little whether the Prize is but a legend. He must battle on, for if he stops, he will surely lose his head.



The Powers of Quickening

"You can't drown, you fool! You're Immortal!"
- Ramirez


Beyond sensing one another and dying a spectacular death, there are things in which investment of temporary Quickening points (TQP) can significantly aid an Immortal.

- Conceal item: By spending 1 TQP, an Immortal can apply Greater Invisibility effect to a single carried melee weapon of “Small” size (or an item of more or less the same size), provided the weapon is carried on his person and not held in hand. 2 TQPs would affect a medium weapon and 3 would affect large weapons. This power cannot be used to conceal Polearms.

- Empathic Link: For 3 TQPs, an Immortal can silently and motionlessly invoke an effect identical to Detect Thoughts spell.

- Focused Effort: An Immortal can, as a free action, invest 1 or more TQP to augment (+1 per TQP) any die-roll based check (attack/save/skill/level etc).

- Null Presence: The Immortal can drain all his TQPs as a free action and become undetected by other Immortals. This does not hinder his ability to detect others, though.
He may also suppress his TQP recovery as a silent act of will.

- Quickening Air: Each TQP spent as a free action allows an Immortal to go about without air for 10min.

- Quickening Heal: As a move action that provokes AoOs, the Immortal may heal [1d8+1] HP per TQP spent. He may spend any amount of TQP as he sees fit in a single move action.

- Quickening Vitality: The Immortal can raise any of his physical ability scores, +1 per TQP, for 1min +1min/TQP.

- Sensory-Empowerment: This power allows an Immortal to acquire access to one (Ex) sensory power, as specified below:
1 TQP: Echolocation, Hawk’s sight, Lowlight Vision (x2)
2 TQPs: Darkvision, Lowlight Vision (x2)
3 TQPs: Scent, Tremor Sense
5 TQPs: Blind Sense
8 TQPs: Blind Sight
The enhancement lasts for 1min + 1min per extra TQP investment.

- Touch the Untouchable: By investing 5 TQPs, an Immortal can, as a move action that doesn’t provoke AoOs, imbue a single weapon with the Ghost Touch property for 1d6+6 rounds.


Temporary Quickening points are replenished at a rate of 1 per 6 hours while awake and 1 per hour while sleeping.

Discovering Quickening powers:
Very few Immortals know all Quickening powers.
The maximum amount of TQPs an Immortal can put into the activation of a Quickening power is capped by 1/2 his HD (rounded up). This means that some powers are beyond the majority of Immortals and that other powers cannot be utilized to the fullest.
An Immortal begins his Immortal career knowing a single Quickening power that can be activated with but 1 TQP. If a situation arises where another power is critically needed for his survival, there’s a 1% chance for the Immortal to invoke it out of pure instinct.
One Immortal can teach another Immortal Quickening abilities, but such a thing should require months at least.



The Rules of the Game

”Holy Ground Highlander! Remember what Ramirez taught you!”
- Kurgen


Losing Quickening:
Actions that violate the rules of the game – even indirectly – drain Immortals’ Quickening pool. Quickening drain, however, cannot bring an Immortal’s Quickening pool below 1.
The violations and their consequences are as follows:

- Intentionally exposing the Game to a mortal results in a loss of 1 Quickening point. This loss can be prevented if the Immortal truly believes that the mortal can be trusted not to further “spread the word”.

- The use of any ranged weapons and/or spells in an Immortal duel is a dishonorable act. The offender loses 1 TQP per attack made using a such methods.

- It might seem like the perfect opportunity for another Immortal to stand by while two Immortals duel to the death and claim the winner’s head. However, until an Immortal fully recovers from the ordeal, if he’s beheaded, his Quickening dissipates rather than discharge and the violator of the game rules is immediately and permanently drained of 1d6 points of his Quickening pool. Disowning an Immortal of his Quickening is dishonorable, but doesn’t break the rules of the game, given another Immortal manages to knock him out cold with a single attack before the Quickening storm begins.

- Teaming up against another Immortal (i.e. two or more on one) has the same effect as the above, only both ‘team-mates” suffer the consequences.

- Dueling on Holy Ground will have the following effects:
-- During the combat, all attack rolls of “1-5” are considered fumbles. If a fumble occurs, there is a 20% chance for the Immortal’s blade to break.
-- The attacking Immortal automatically loses 2d4 points. The defending Immortal can make a Will save vs. DC 30 to avoid losing 1d4 points.
-- This violation renders the perpetrator (the one who initiated the duel) marked and exposed to other Immortals teaming up against them – without the usual team-up consequences – with the “beheader” claiming the perpetrator’s Quickening.
-- When the battle ends in one of the Immortal's death, the ground will absorb all the Quickening, nothing will be gained.



Dark Quickening

”What are you hoping for MacLeod, guilty conscience, remorse? God, no more weaknesses – no more Mr. nice guy... Let me tell you about strength: strength is evil.”
- James Coltec – Hayoka

On extremely rare cases when a Quickening is received, an Immortal may fall prey to a particularly powerful madness and betray everything he stands for.
If the beheaded Immortal is CE and the receiver of his Quickening is LG, there is a 1% chance that the conflict is too great and the receiver’s soul is corrupted.
From this point and on, the receiver must make a DC 20 Will save whenever he’s in a situation that would require of him any degree of tolerance toward someone else’s actions or words.
If he fails, he immediately attacks his “offender” (not necessarily to the death).
Furthermore, each morning a DC 20 Will save must be made. If the save fails, the Immortal’s conscience is completely nullified for that day.
In any rate, the Immortal is constantly on an out-of-combat-context state of confusion regarding who his friends are and who his enemies are. Furthermore, a victim of a Dark Quickening by nature suffers from depression and bursts of suicidal tendencies.
If the afflicted Immortal’s Quickening is taken by another, the transition is automatically a Dark Quickening. The affliction of Dark Quickening cannot be cured by mortal magic. It cannot even be averted via Miracle spells, given the gods disavow the existence of Immortal state (though this doesn’t mean an Immortal cannot be a priest), so they would not lend a hand or intervene in such cases.
There is but one way to end the cycle – from within. The afflicted Immortal must be brought to (or accidently end up in) a healing spring that’s designed specifically for performing an ancient ritual of self-cleansing. In this sanctuary the Immortal must fast from sunrise to sunrise. Then, for the next 3 days the Immortal must battle his evil half in the domain of his own mind. At the culmination of the process, the Immortal must make a Will save vs. DC 25. If he succeeds, the affliction is lifted and he’s forever rendered immune to such taint. If he fails, he’s forever lost to the darkness within himself.


Quickening Cleansing (Abjuration)

"There's a holy spring here. It's been lost since the 7th century. No one seems to know about it. There are indeed those who say it's magic."
- Methos

Level: Immortal Priest 8th
Components: V, S
Casting Time: 24 Hours
Range: Touch
Target: 1 Creature
Duration: Permanent
Saving Throw: None
Spell Resistance: None
This spell must be cast into a natural spring that is clean and clear.
An Immortal that has his alignment affected by a Dark Quickening must enter the spring in order to cleanse the darkness that dwells inside of him.
Afterward, an image of the Immortal’s opposing alignment will appear.
The image will look like the Immortal, but will contain all the elements of the opposing alignment.
The two Immortals must battle with each other for control of the Immortal’s alignment and his soul. The winner of the duel will become the permanent alignment.



Watchers

”I’m a Watcher, part of a secret society of men and women who observe and record, but never interfere. We know the truth about Immortals. In the end there can be only one.”
- Joe Dawson


“Watcher” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Watchers are humanoids, fey, or monstrous humanoids. A Watcher uses the base creature's stats and abilities except as noted here.

Membership:
Mortals from all walks of life.

Challenge Rating:
Same as the base creature +1

Special Qualities:
Evasion and Track as a Ranger

Ability Scores:
+2 to Intelligence and a +2 to Dexterity

Skills:
+2 to all Knowledge skills and they become class skills

Organization:
Secret Society

Description:
A secret organization, whose main objective is to keep records and histories on all supernatural creatures and events.

The Watchers are divided into many different branches that oversee various supernatural events and creatures. There is a separate branch that specializes in recording the lives and events of the Immortals.

This branch of the Watchers usually does not interfere with the events in an Immortals life or the Game; but from time to time, they have been known to enforce the rules of the game.

They prefer to remain in the background, observing and recording the events, but they will take action to protect the secrets they hold. They will also interfere if the need arises. Now this "need" is open to interpretation and it could be used for good, as well as for evil.



Quickening Traits

”I don't sleep with virgins, and I don't kill children.”
- Xavier St. Cloud


Traits can be acquired after the Immortal’s First Death (5%) or by taking another Immortal’s Quickening (1%).

Addicted to Quickening:
The Immortal is addicted to the power of the Quickening.
He will go out of his way to make “the kill”, almost regardless of what the situation is. Benefit: +4 to saves vs. fear.

Immortal Fanaticism:
The Immortal enjoys defining death, doing painful stunts, or any other dangerous stunt.
This could very easily bring unwanted attention to the Immortal from any number of sources. Benefit: +4 to saves vs. fear.

Strong Quickening:
The Immortal doubles his area of influence, but he’s Quickening is so strong, that supernatural creatures can also feel it. This sense doesn’t tell the other creature what the Immortal is, but the ominous feeling he transmits makes it clear that this person is different.


Note: the above are mere examples. There could be many traits – they’re fine as long as their penalties and benefits more or less cancel each other out.



Quickening Items

”It's a kind of magic.”
- Connor Macleod


There are a handful of strange items that somehow affect Quickening or have powers that are Quickening-oriented.
No one knows where they came from, how they came to be, or how old they are. One thing about them has always been persistent – they’re always unique.


Methuselah Stone:

History:
The Methuselah Stone is mystical talisman, said to be able to grant Immortality to mortals and/or grant power to an Immortal.

Description:
The Methuselah Stone is a clear piece of crystal that is very similar to a diamond, but is very fragile. If damaged, the stone will splinter into 20 crystal shards known as “Quickening Crystals”. Fortunately, if the Methuselah Stone is broken up, the Quickening Crystals will reattach to each other. This can only happen if “the crystal puzzle” is assembled correctly.

Powers:
If carried by a mortal for 24 hours straight, as long as it is on his person and for 24 hours later, should he die a violent death, he becomes a fledgling Immortal.
If carried by an Immortal for 24 hours straight, as long as it is on his person and for 24 hours later, his Quickening would not be released even if he’s decapitated. He gains regeneration 10 and his severed head would reattach instantly to the neck if the two are brought together. Only total obliteration bypasses this protective power.


Dagger of Quickening-Vampirism:

History:
This fearsome weapon has been now and again used against Immortals for millennia to drain them of their power.

Description:
This exquisite parrying dagger is made of Mithril and is perfectly design for the Main-Gauche style.

Powers:
This vorpal +3 blade of quickness drains an Immortal of 1d4 Quickening points upon a successful strike. The victim is allowed a Fort save vs. DC 20 to lose TQPs rather than have his Quickening pool permanently drained.
In any rate, the attacker gains whatever the victim loses, but TQPs accumulation that passes the wielder’s maximum Quickening pool dissipates after 1 hour if not used.




Disciplines – Trading Spells-Known for special abilities:

At 2008, Malhavoc Press published a book named: The Book of Experimental Might (http://www.kingdomofmorrain.com/files/MP047_BOXM.pdf).
While there's a lot of stuff in it that feels like it wasn't fully thought out, there's one thing in it I really liked, called "Disciplines" – special magical abilities that spellcasters can choose from.
In that book, characters gain one feat per level, and clerics/druids/wizards may trade a feat for gaining a new discipline or advancing an existing discipline.
After going over the disciplines, it seems reasonable to me to trade a known spell for gaining/advancing a discipline.
The various disciplines include:
Cleric: Debilitating Touch, Divine Inspiration, Divine Presence, Divine Senses, Healing Touch, Turn Undead
Druid: Animal Companion, Debilitating Touch, Healing Touch, Magic Senses, Nature’s Affinity, Wild Shape
Wizard: Arcanist, Bolt of Bedevilment, Debilitating Touch, Eldritch Bolt, Familiar, Gifts of Magic, Shield of the Seraphim, Telekinesis, Telepathy
The strikeout disciplines above conflict with the codex' rules, so they're not to be regarded.
Paladins and Rangers: Those disciplines are to be ignored altogether – with the above disciplines given, Paladin & Ranger disciplines add nothing to what the codex already has to offer.


Swapping & Retraining Rules:
Cleric = Priest
Wizard = Mage
Priests swap Gift of the Divine.
Druids swap bonus known spells at the prereq levels.
Mages swap permanently memorized spells.
Bards & witches – being hybrid classes - have access to all disciplines.
A new discipline always charges a 1st level spell.
Discipline advancement always charge a known spell of the highest SL a class has access to at the prereq levels.
Disciplines are retrainable at the same rate (according to class) that spells are retrainable.



Optional Rules & Brews From External Sources

- Secret Languages (http://www.giantitp.com/forums/showthread.php?363278-Secret-Languages-and-Reading-Lips-(PEACH))
- Enhanced Diseases (http://brilliantgameologists.com/boards/index.php?PHPSESSID=pmn1cl6i59ab21srjvcolpl4o2&topic=8736.0)
- Antinium (http://www.giantitp.com/forums/showthread.php?220922-How-would-you-price-this-metal-%283-5%29)
- Dynasties - Pregnancy - Heirs (http://grandwiki.wikidot.com/qhum7)
- Complex skill checks (http://www.d20srd.org/srd/variant/buildingCharacters/complexSkillChecks.htm)
- Contacts (http://www.d20srd.org/srd/variant/campaigns/contacts.htm)
- Spelltouched feats (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm)
- MSRD INCANTATIONS (http://www.wizards.com/default.asp?x=d20/article/msrd) (and some more (http://www.d20srd.org/srd/variant/magic/incantations.htm)) - Also, this suggestion is highly recommended (http://www.giantitp.com/forums/showsinglepost.php?p=18154958&postcount=16).
- Taint (http://www.d20srd.org/srd/variant/campaigns/taint.htm)
- Test based prerequisites (http://www.d20srd.org/srd/variant/campaigns/testBasedPrerequisites.htm)



Other Useful Resources

- POISON: Poisons for Advanced Scoundrels (http://www.giantitp.com/forums/showthread.php?255288) + The Complete POISON Guide (http://brilliantgameologists.com/boards/index.php?topic=4854.0)



DM-ing Tips , Ideas & Thumb Rules


Encounters
- Do your homework regarding spells, feats & stats – both on the party's side and on the opponents' side (use stat-cards when necessary).
- Make your players used to several encounters between rests (even more than 4) every now and then, so they'll remember the importance of conserving their resources.
- The BBEG should never make it easy for the party to go NOVA – especially when prepared.
- Be descriptive: Don't let a quest for speedy combat resolution reduce combat to nothing more than completely abstract and rapid-fire dice rolls. It doesn't matter how fast you roll the dice: If you've taken all the flavor and excitement out of the experience, even the shortest combats will still feel tedious.


Characters and Death
Don't fudge rolls or implement deus-ex-machina specifically to save a PC (unless a player's entire gaming morale is on the line – and even then, never let your players in on the secret). However, write the campaign with the PCs' victory in mind (after all, you want them to win, so design the campaign around that idea). It should not be easy, but it should be the expected outcome.
It's all part of being a good DM. You must establish challenges for the PCs, convey (or demonstrate) the consequences of failure, and reinforce the knowledge that failure is a possibility. Once your players start feeling like they have a safety net, they will never take your challenges seriously, and you've lost something as a DM.


The Campaign in General
- Take notes and keep good records. Keeping concurrent with the details increases the general interest and makes the adventures more fun.
- Keep character ethos, alignment and CoC in mind.
- Don't give more information from Knowledge checks than it says.
- Give the characters enough downtime for resting/training, but not a lot beyond that.
- A good DM will take the time to write an adventure that takes into account the strengths and weaknesses of each character and player. He won't necessarily cater to the strengths or weaknesses all the time but he should certainly keep them in mind.
- Be generous with BREADCRUMBS.
- No adventure survives the players intact. Be ready to make changes, sometimes on the fly.
- A corollary to player death is that failure should always be an option. Players don't have to succeed in every adventure they go on. It is important to let them know at the beginning of the game that they might fail some adventures, and that's okay. They should have fun trying and they'll get a better sense of accomplishment when they do succeed.
- If the players latch on to something, grab it and run. The most ludicrous thing could blossom into world changing events, given a chance (e.g. The party catches a zealot evil priest and interrogates it for his god's name ... the DM, not being prepared replies "The Unnamed One" ... the players are awestruck and suddenly the entire campaign revolves around "The Unnamed One")
- Learn when to say "yes" and when to say "no." If it doesn't hurt the game, then "yes" is the best.


A good D&D campaign has many characteristics to it
- RP
- mystery
- drama
- intrigue
- traps
- espionage
- riddles
- puzzles
and a healthy dose of hack&slash


Infinite Supplies
If anyone in the party has ranks in Craft (fletcher) and the environment allows use of it, the party has virtually limitless ammo supply (just because no one wants to track these things).
The same goes for food & drink where you can hunt & find water (or suck on roots).


Dice-Rolling Time Optimization
High level play can get very slow with massive amount of dice to roll and the variety of modifiers for each roll. If an effect calls for dice rolling, it isn't necessary to roll them all. Instead, for each 3 dice of damage that come from an attack, roll the first and average the remaining two (e.g. a 9HD fireball would do [1d6 + 7] thrice, which is 3d6 +21).


Things to minimize down to zero
- Price haggling in various shops (unless the seller and/or a buyer is/are a part of the plot)
- Pin-point accurate encumbrance tracking. Outside of stupid huge amounts like lifting and carrying around carriages and stuff, it really has no added value.
- Magic Shops. Keep in mind wealth by population size.


Wizard Towers – why?
For a long time I was under the impression that wizard towers ought to provide some mechanical game benefit.
However, the following discussions have convinced me that they may simply have a strategic value if one manages to use them the right way:
http://www.tgdmb.com/viewtopic.php?t=51416&postdays=0&postorder=asc&start=0
http://www.giantitp.com/forums/showthread.php?t=168838



Codex Acronyms

2HW: 2-Handed Weapon
#Att: Number of Attacks
AC: Armor Class
ACF: Alternative Class Feature
ACP: Armor Check Penalty
AFAIK: As Far As I Know
ASF: Arcane Spell Failure
AoO: Attack of Opportunity
AoE: Area of Effect
BAB: Base Attack Bonus
BBEG: Big Bad Evil Guy
BECMI D&D: Old D&D rules - the Boxed Sets that were later edited to the book known as "The D&D Rules Cyclopedia" (TSR 1071, 1992)
BoED: Book of Exalted Deeds
BoVD: Book of Vile Darkness
C-C: Cross-Class (skill(s))
CAdv: Complete Adventurer
CArc: Complete Arcane
CC: Complete Champion
CDiv: Complete Divine
Cha: Charisma
Ci: Cityscape
CL: Caster Level
CM: Complete Mage
CoC: Code of Conduct
Con: Constitution
CR: Challenge Rating
CSco: Complete Scoundrel
CW: Complete Warrior
Dex: Dexterity
DC: Difficulty Class
DM: Dungeon Master
DMG: Dungeon Master's Guide
DR: Damage Reduction
DrMg: Dungeon Magic
Ds: Dungeonscape
EB: Eldritch Blast
EbCS: Eberron Campaign Settings
Ex: Extraordinary ability/feature
FoB: Flurry of Blows
FrCS: Forgotten Realms Campaign Settings
HoB: Heroes of Battle
HoH: Heroes of Horror
HP: Hit Points
Int: Intelligence
IRL: In Real Life
IUS: Improved Unarmed Strike
LEoF: Lost Empires of Faerun
LM: Libris Mortis
MotW: Masters of the Wild
NOVA: Successfully utilizing all/most of your magical & mundane offensive resources in a single encounter
OTOH: On The Other Hand
PC: Player Character
PF: Pathfinder game settings
PGtF: Player Guide to Faerun
PHB: Player's Handbook
PrC: Prestige Class
RAI: Rules As Intended
RAW: Rules As Written
RoF: Races of Faerun
RoS: Races of Stone
RotD: Races of the Dragon
RotW: Races of the Wild
RNG: Random Number Generator. This term is used to describe an amorphous measurement partameter that when broken by iflating/deflating numbers either makes rolls usually succeeed or usually fail.
RPG: Role-Playing Game(s)
SA: Sneak Attack
SkPts: Skill Points
SL: Spell Level
So&Si: Song & Silence
Sp: Spell-like ability/feature
SpC: Spell Compendium
SR: Spell Resistance
Sto: Stormwreck
Str: Strength
Su: Supernatural ability/feature
ToB: Tome of Battle
ToM: Tome of Magic
TPK: Total Party Kill
TWF (or 2WF): Two Weapon Fighting
UA: Unearthed Arcana
UD: Uncanny Dodge
Wis: Wisdom
XP: Experience Points
XPH: Expanded Psionic Handbook

andreichekov
2014-06-07, 01:13 PM
Are you planning to redo the monsters as well?

nonsi
2014-06-08, 06:43 AM
Are you planning to redo the monsters as well?

Redoing all 3.5e monsters is probably 10 times the work of redoing everything else.
I have neither the time nor the motivation to take on such an endeavour.
I also don't see it as necessary.
One doesn't need to maintain a specific monster's progression for long periods of time.
Also, given there's usually loose tie between HD and CR - a fact that never hindered the game in any way, I see no reason to unify monster progression and/or capabilities to characters' level progression.


I may add a handful of homebrew/houseruled monsters (dragons, for instance) in the reserved posts, but that's all it'll be - a handful.
(it could help my motivation if I got some opinions on what I've already posted)

qazzquimby
2014-06-08, 12:20 PM
I was going to stay quiet and wait till someone with something more profound replied, but it doesn't look like they're going to.


Iterative Attacks:
Buffs martial classes in an interesting, tactical way. I like.


Fractional BAB & Saves
I agree, but you don't actually list a fix, unless I'm mistaken.


Action Breakdown:
is great, I'd been doing many of those things already. It gives people more options.


Weapons & Armors:
Nothing much to say, but using PF rules is generally a good idea.


AC – The Whole Story:
This is great. It fixes abuse and scales ac by level in one package.


Natural 1s and natural 20s
Deals with the probability very well (if requiring the numbers to be written down somewhere).


Feats turned into combat options available for all:
All looks good except "Improved Combat Maneuver," which confuses me. Do the feats lose their original abilities? Are the original abilities given to every character (just saying no AoOs?)?


Ranged Attacks:
Is that instead of or as well as Str-bonus with some weapons?


Hit Points
I like the max hp at first. The negative health stuff adds a little bookkeeping, and values would probably have to be written on one's character sheet to help memory. I don't know if it's needed, and I probably wouldn't use it.


Crit Substitution:
First response is "noo my crits!" I like dealing extra damage based on better hits, though it may just translate into adding 1.5ish times your str/dex bonus, since accuracy means damage now.

2. Each officially noted modifier in crit threat/multiplier attributed to a given weapon, or the “Keen” property, increases the extra damage by 50% (calculate fractions and round the result up).
If a weapon by default has 19-20, x2, would it recive +50%? IF not, I believe some weapons have less incredible criticals for more base damage, which would then make them more powerful.
When is the 50% applied?


Gaze Attacks
I don't think I've ever used one, so I can't judge.


Magic Projectiles & Magical Plusses
I don't know about balancing archers and melee (didn't know that was a problem), but I like the ammunition stacking.


Massive Damage
Essentially what I'd houseruled myself.


Combat Actions – (N)ew / (R)edified / More (O)ptions:
These are all beautiful, and are probably my favourite part of the fix.


Spellcasting based on Strain & Tolerance
By using philosopher's stone rules and banning or fixing the main problem spells, I hadn't had much trouble with spellcasters. The fluidity makes it look better executed than vanilla, and I'd recommend it to players, if not enforce it.

Most magic changes I haven't a lot to say.


Ability-Score Progression
is fairly accurate, but tends to give characters two good and four bad attributes. There a similar fix in the christmas tree thread I believe, I can find it for you if you're interested.


La Buyoffs
looks good, but I would need to test it.


XP “Payment”
Might interact badly with the xp and wealth curves, since 1xp =/= 5gp for all levels. Other than that, I like.


Races
I think I'd rather use PF races, but there is nothing bad here.

The Skills system is competing the the Tome of Prowess (http://dnd-wiki.org/wiki/Tome_of_Prowess_(3.5e_Sourcebook)) for me. I'd have to study them both better before deciding.

The classes all look good, but I'm too attached to strange and wonderful homebrew to restrict players into stock-ish classes.

In conclusion, I'm using much of your fix, and it has all be very well executed.

1pwny
2014-06-08, 01:28 PM
I was going to read through all the classes, but after seeing how much stuff there was, I just quit. Based on everything previous to them, I'll assume they're just as good.

Good job with it, everything was really nice, and from what I could see, balanced.

Just wondering, how long did it take you to write all this?

nonsi
2014-06-08, 05:41 PM
I was going to stay quiet and wait till someone with something more profound replied, but it doesn't look like they're going to.

This could be my fault or just a stroke of bad luck.
Seems like many of the currently active brewers are busy with their own projects.


(Iterative Attacks)


Buffs martial classes in an interesting, tactical way. I like.

Yes. This is what I was trying to tell Grod the Giant in the Christmas Tree discussion (guess I didn't convay that message all too well).


(Weapons & Armors)


Nothing much to say, but using PF rules is generally a good idea.

They did their homework better.
On this angle WotC got lazy.


(AC – The Whole Story)


This is great. It fixes abuse and scales ac by level in one package.

...Which reduces gear dependency and enhances class-independent level benefits.


(Natural 1s and natural 20s)


Deals with the probability very well (if requiring the numbers to be written down somewhere).

Not really.
- stretch 20 up to 30 (18 + 2d6)
- stretch 1 down to -10 (2 - 1d12)
- Divide fumbles to 3 possibilities of even odds (attack someone else, lose weapon or drop prone)
After 2 sessions, you don't need the pages ever again.


(Feats turned into combat options available for all)


All looks good except "Improved Combat Maneuver," which confuses me. Do the feats lose their original abilities? Are the original abilities given to every character (just saying no AoOs?)?

I get the confusion.
My bad.
This one should've been in the Modified Feats spoiler, not the general rules.
I'll migrate it sometime tomorrow.


(Ranged Attacks)


Is that instead of or as well as Str-bonus with some weapons?

The only case where Str is involved for ranged attacks is when using tossed objects - and those are drastically inferior, so no problem there.


(Hit Points)


I like the max hp at first. The negative health stuff adds a little bookkeeping, and values would probably have to be written on one's character sheet to help memory. I don't know if it's needed, and I probably wouldn't use it.

This just means that the "Disabled" state is stretched from a single value of zero to a range equal to your HD (negligible at lower levels and more significant as you level up) and one's Con is one's body's struggle to cling to life.
Makes death a bit less probable and better simulates real life.
This is just another case what 2 or 3 sessions will forever terminate the need to go back to the pages.


(Crit Substitution)


First response is "noo my crits!" I like dealing extra damage based on better hits, though it may just translate into adding 1.5ish times your str/dex bonus, since accuracy means damage now.

Not str/dex bonus directly, but rather the diff between actual attack roll and minimum required score.


(Crit Substitution - cont.)


If a weapon by default has 19-20, x2, would it recive +50%? IF not, I believe some weapons have less incredible criticals for more base damage, which would then make them more powerful.
When is the 50% applied?

The diff is applied as is to the weapon's base damage.
50% is of the calculated diff and is per extended crit threat range and crit multiplier.
Some feats allow circumstantial damage multipliers - the added damage counts as base damage, so it is also multiplied on those special circumstances.
Guess I should clarify that one.


(Gaze Attacks)


I don't think I've ever used one, so I can't judge.

I just never liked the idea that a CR 6 monster can TPK a party just out of stroke of bad luck - regardless of its actions or the party's (or even against its intentions).
It makes many encounters one-dimensional and it's plain simple unfair.


(Magic Projectiles & Magical Plusses)


I don't know about balancing archers and melee (didn't know that was a problem), but I like the ammunition stacking.

If for no other reason, bows are easily sundered and provoke AoOs at close range.
Also, the idea is that the bow guides your hand while the missile homes in on the target.


(Combat Actions – (N)ew / (R)edified / More (O)ptions)


These are all beautiful, and are probably my favourite part of the fix.

Thanks.
The idea was to make combat more dynamic and to make certain maneuvers easier, more interesting and with more options.
Combat always seemed a bit boring to me, focusing too much on raw stats.


(spellcasting rules)


Most magic changes I haven't a lot to say.

Regardless of what the spells themselves do, the basic game mechanics grant spellcasters too big an advantage over others.
The natural order of things is that spells can do stuff that's forever beyond the reach of mundane actions, but that they're harder to execute.
I see it as a good thing that spellcasters should rely on allies & henchmen to carry out their craft - without whom they're easily interrupted.
This also adds the dimension of battle strategy and battle formation.
Spellcasters should be inferior to melees - unless well prepared in advance strategicall and with reinforcement.
They should very much be inferior to melees in face-to-face combat.


(Ability-Score Progression)


is fairly accurate, but tends to give characters two good and four bad attributes.

Not necessarily.
A warrior needs more than just Str & Con.
If those are maxed out while the others are neglected, you're bound to feel the shortage of at least some of the others.


(LA Buyoffs)


looks good, but I would need to test it.

It's just a bit better than suggested in UA, and you don't need to pay to stop paying.
You also don't need to use some strange formula.
You get to eventually remove 3 LAs over 20 levels (15 actually). Seems fair enough and balanced to me.


(XP “Payment”)


Might interact badly with the xp and wealth curves, since 1xp =/= 5gp for all levels. Other than that, I like.

Not sure what you mean by that.
Also, what would be your preferred ratio - and more importantly why?




I think I'd rather use PF races, but there is nothing bad here.

I wanted races to count more in the general equation.




The Skills system is competing the the Tome of Prowess (http://dnd-wiki.org/wiki/Tome_of_Prowess_(3.5e_Sourcebook)) for me. I'd have to study them both better before deciding.

Actually, the skill system is probably the best executed notion of 3.5e.
The point was not more prowess as it was more of bringing skills closer to real life... and to handle issues that could've only been detected after years of experience, so I don't hold this one against the game designers in the least.




The classes all look good, but I'm too attached to strange and wonderful homebrew to restrict players into stock-ish classes.

The intent was the very opposite of restriction.
It was to overcome the need for inventing a new class every time you can't find the right class or class-combo for your personal taste.
Other that weird combos like Ur-Theurge and Fochlucan-Ue-Lyrist, I can't imagine a character concept that's doable with the official classes that you can't to high proximity using my 14 classes.
In the process, I hope I managed to design them to assist upholding many other aspects of my proclaimed agenda.






Thanks for the detailed reply, qazzquimby :smallcool:

nonsi
2014-06-08, 06:08 PM
I was going to read through all the classes, but after seeing how much stuff there was, I just quit. Based on everything previous to them, I'll assume they're just as good.

Take your time. I'm not going anywhere anytime soon.
Even if you don't comment on them, I believe you'll find them an interesting reading material. They might give you ideas for homebrew of your own.




Just wondering, how long did it take you to write all this?

Too long. Way way too long :smallbiggrin:
I've written 4 game overhauls so far.
The first (2005 IIRC) was made in good intentions, but was quite a disaster. It was messy and was based purely on my ideas with very little regard to other's opinions.
The second started to show promise, but was still quite "unripe".
The third was quite well thought out, but I over did it and flooded it with too much ideas that required bookkeeping.
This one is a much cleaner and more polished version of the third. It's definitely a lot "leaner" and far more gametime-practical. I've been cooking it for more than 2 years before I finally posted it here, probably going over thousands of insights presented by others. About 70% of what's in here is me putting other people's work into this virtual cauldron - some similar to the source and some totally reshuffled. The rest is genuinely mine.

qazzquimby
2014-06-08, 06:59 PM
(Ability-Score Progression)

Not necessarily.
A warrior needs more than just Str & Con.
If those are maxed out while the others are neglected, you're bound to feel the shortage of at least some of the others.
Not necessarily, but with unfortunate frequency I fear. Frequent character SADness and the way optimization usually plays out rewards stacking all your advances into one stat, or in this case two.

(Xp Payment)

Not sure what you mean by that.
Also, what would be your preferred ratio - and more importantly why?
As you increase in level, the amount of money they're playing with curves up sharply, while the amount of experience they're gaining curves up more slowly. It only means the xp=>gp costs will mean more at low levels and less at high levels.
I'm mostly nitpicking :p the only way it could be done with more accurately is a quadratic formula.


I wanted races to count more in the general equation.
That's actually why I'd said PF. I should go back and compare if you think otherwise, but I'd thought PF races generally influenced characters more.


Other that weird combos like Ur-Theurge and Fochlucan-Ue-Lyrist, I can't imagine a character concept that's doable with the official classes that you can't to high proximity using my 14 classes.
Where are the ironmen? Where is the gramarie? Tell me where the gramarie is.
Seriously though, I don't have a real complaint, they look very well done.

nonsi
2014-06-09, 07:37 AM
(Ability-Score Progression)


Not necessarily, but with unfortunate frequency I fear. Frequent character SADness and the way optimization usually plays out rewards stacking all your advances into one stat, or in this case two.

SADness is no longer valid for spellcasters.
Quote:


Spellcasters, Ability Scores & Skills:

No more a single ability for spellcasting.
Spell access + auto-maximized skill ranks are both a derivative of class level progression.

Int-bonus determines bonus spells known
Wis-bonus determines SR penetration
Cha-bonus determines spell DC.

Class-assigned spellcasting ability determines only tolerance, not max available SL.

Mages’ Tolerance is keyed off of their Int and they gain maximized ranks in Spellcraft.
Priests’ Tolerance is keyed off of their Che and they gain maximized ranks in Knowledge (religion)
Druids’ Tolerance is keyed off of their Wis and they gain maximized ranks in Knowledge (nature)
Bards’ Tolerance is keyed off of their Cha and they gain maximized ranks in a chosen Perform skill (e.g. singing/oratory/harp/...)
Witches’ Tolerance is determined by their primary circle and they gain maximized ranks in Craft (alchemy)






(Xp Payment)


As you increase in level, the amount of money they're playing with curves up sharply, while the amount of experience they're gaining curves up more slowly. It only means the xp=>gp costs will mean more at low levels and less at high levels.
I'm mostly nitpicking :p the only way it could be done with more accurately is a quadratic formula.

What formula did you have in mind?




(Races)


That's actually why I'd said PF. I should go back and compare if you think otherwise, but I'd thought PF races generally influenced characters more.

I actually think PF didn't go far enough.






Where are the ironmen? Where is the gramarie? Tell me where the gramarie is.
Seriously though, I don't have a real complaint, they look very well done.

It's not about complaints at all.
If there's a character concept that's beyond my proposed classes (within the realm of fantasy, the kind that 3.5 official materials make possible), I want to know about it so I can plug that hole.
(clarification: ToB maneuvers, psionics, vestiges, meldshaping & trunaming are mechanical tools, not not character concepts).

.

SinsI
2014-06-09, 11:00 AM
A misprint?

Dodge:
Except for Circumstance and Morale bonuses, these are strictly limited to character abilities and they always stack.
Dodge applies to touch AC.
Shield applies vs. incorporeal attackers.
Shield doesn’t apply in situations where one loses his Dex-bonus to AC.

nonsi
2014-06-09, 11:45 AM
A misprint?

Definitely. Thanks :smallsmile:

SinsI
2014-06-09, 12:13 PM
Fumbles are extremely bad and should be eliminated with prejudice! I strongly suggest you reconsider using those: they unduly punish melee combatants that make a lot of attacks. Just think - if somebody has 20 attacks (not impossible for Totemist/Warshaper), he is going to fumble every single round!


I mean, a melee character battles the greatest horrors of creation throughout 20 levels advancement and learns nothing about avoiding getting hit?
NOTHING?! Really?!
He has more HP, that's the defense he learns.

1pwny
2014-06-09, 07:42 PM
What formula did you have in mind?

If "ax² + bx + c = 0"

http://www.sosmath.com/algebra/quadraticeq/quadraformula/img9.gif

qazzquimby
2014-06-10, 01:21 AM
Don't take this too seriously, because I didn't spend enough time ensuring its accuracy.

The formulas assume the total gold you have received at any level is equal to 1/5th the total experience you have received, in terms of power influence.

GP=3.25XP*1.236^ECL
XP=1.54GP*1.236^-ECL


Example numbers, to see if these are of any use in their current form.
I need to spend 1xp (translating into gp) and I'm:
1st level - 1xp = 4gp
5th level - 1xp = 9gp
10th level - 1xp = 27gp
20th level - 1xp - 225gp

If the math is correct which, which I don't promise, the rapid escalation would mirror the relative increase in gold in relation to experience, as you can see on the WBL and xp to level charts.

nonsi
2014-06-10, 02:36 AM
Fumbles are extremely bad and should be eliminated with prejudice! I strongly suggest you reconsider using those:

I'll try to show you my perspective.





they unduly punish melee combatants that make a lot of attacks. Just think - if somebody has 20 attacks (not impossible for Totemist/Warshaper), he is going to fumble every single round!

1. There are no Totemist or the like in my proposed rules.
2. There cannot be Totemist or the like in my proposed rules, given there's no meldshaping in them.
3. I strongly oppose anything that in any way could produce so many attacks. The only compromise I'm forced to make is in the case of TWF, which needs to be balanced vs. the other styles, so 8 would be the absolute maximum (for that reason alone it's my leased preferred combat style). The reason I so strongly oppose #Att inflation is because it derails the game to handle so many dice rolls per attack. I much prefer less #Att with the same overall damage output, but wouldn't prevent a player from picking his/her preferred style.

I don't know if you noticed, but in my rules you don't automatically miss on a natural roll of 1. Only if you miss do you fumble, and about 1/4 of the times it carries no ill effect.
It's all done to make combat feel more real.





He has more HP, that's the defense he learns.

Taking a blow is not even similar to avoiding a blow.
My son is a 12 year old karate red-belt (still quite a novice at martial arts). I promise you that the average adult would find it a lot harder to hit him than hitting another average adult.
At the age of 16 (min adult age for humans), hell be neigh untouchable to an average adult.
By the age of 25, hell be neigh untouchable to all but the top fighters (he's quite dedicated).
That's RL. I see no reason why heroic characters should be inferior to RL living breathing people.

SinsI
2014-06-10, 04:22 AM
Make a search on these forums for Fumble, you'd find many reasons for why they are so awful. Although sometimes they are hillarious (http://1d4chan.org/wiki/Sameo).


There's saying that's classic on this board.
"Put 10 1st level warriors in a room attacking AC 10 training dummies for ten minutes. If any of them are killed or dismembered the gamemaster should eat his critical failure rules."

With your fumble rules, they have a chance of failing that test.

Think of this - effect of fumble should be about equal to the effect of critical hit. And double damage one time in 20 (with your changes it is even less than that, as only the base rolled part is effectively doubled on 20) is not anywhere near equal to losing the rest of your attacks for the round and next round due to losing your weapon (and having to retrieve it) or becoming prone.



Taking a blow is not even similar to avoiding a blow.
My son is a 12 year old karate red-belt (still quite a novice at martial arts). I promise you that the average adult would find it a lot harder to hit him than hitting another average adult.
At the age of 16 (min adult age for humans), hell be neigh untouchable to an average adult.
By the age of 25, hell be neigh untouchable to all but the top fighters (he's quite dedicated).
That's RL. I see no reason why heroic characters should be inferior to RL living breathing people.
If you are thinking that he is going to be "untouchable", you watch to many movies. He might block all the attacks, but evading all of them is impossible.
All martial arts give is conditioned reflexive response; after your son has achieved that basic level, his defense will hardly improve at all - only his combat strategy (moves selection) and physical attributes are going to improve.

nonsi
2014-06-10, 11:30 AM
With your fumble rules, they have a chance of failing that test.

I reject the proposal to "eat his critical failure rule" because:
1. Chances for self inflicted injury = 1:20 (fumble) x 2:6 (attack another target) x 1:3 (at most - diagonally positioned on the grid, no reach weapons) x roughly 50% (hitting self) = 1:360.
2. Statistics never guarantee success or failure.
3. Try to hit a wall with your fist as hard as humanly possible for you for 10 minutes. I'm a sour pickle if you don't get injured.
4. If you repeat #3 with a dagger (again - as hard as humanly possible for you), there's a solid chance that somewhere during those 10 minutes you do get hurt.
5. A half-decent built 1st level Warrior shouldn't automatically miss a training dummy on a roll of 1, so the odds are even less than 1:360.
6. Can someone die from mindlessly storming a castle wall IRL? The answer is a definite positive.




Think of this - effect of fumble should be about equal to the effect of critical hit.

Says who? . . . unless we're talking throughout 20 BAB-improvements-up)
Novice characters are more prone to disaster that veteran ones.
At low levels, the odds are against you. The higher you get the more your odds improve. That's how RL works.
Run the numbers and see the attack roll average of a 10th level Warrior (taking Combat Edge & Ever Vigilant and elevated level-dependent-stats + the occasional Bulls Strength into account).
How often would a 10th level warrior fumble?




after your son has achieved that basic level, his defense will hardly improve at all.

On that I wholeheartedly agree.
Considering level 6 to be the very far high edge of mortal capabilities IRL, a seasoned warrior with a lifetime worth of battle experience would only squeeze +3 modifier out of his BAB +6.
That's less than Dex 18 would grant you as a 1st level rogue.
And, of course . . .
"This benefit does not apply when one loses his Dex-bonus to AC, carries more than medium load, or donning armor without proper proficiency."

Do you consider attributing the grand master of Aikido (Dan 13) or Ninjitsu (Dan 15) a lifetime experience worth of AC of about +5 to be a ridiculously high assessment?
Those guys are untouchable. Facing one of them, you'll never connect (unless you're a seasoned top warrior yourself).

tarkisflux
2014-06-10, 02:11 PM
For your strain and tolerance, did you want them to be able to cast more of their highest level spells without resting at high levels than they could at low levels? Adding level to points pool grants that, even with the increased higher level costs. At level 1 you might be able to cast 3 spells of level 1 (21 points = 18 casting stat + 1 level + 2 (14) con), but at level 17 you can cast at least 4 of them (40 = 18 casting stat + 17 level + 2 (14) con), even before you add in the expected attribute growth. Levels above 17 are weird because of the lack of new spell levels.

If that isn't something you're attached to and you're not attached to cost differences between even and odd levels, you could probably get rid of the table by switching to a more static point pool system. I don't mention this because I think your strain doesn't work, but because you seem pretty annoyed at having to do tables. Anyway, 30 points total with an 8 point cost for your highest level means you always get 3 spells of your highest level, whether you're level 1 or level 17. It doesn't follow the normal progression of more spells in your highest level at even levels (and 19-20 are weird because of the lack of new spell level), but I think the consistency and lack of high end power growth is more important in a points system. It's the simplicity of it that means you don't need to do table lookups, because there are never new numbers to remember. If you're interested in seeing that spelled out more, here's an example (http://dnd-wiki.org/wiki/Static_Spell_Points_(3.5e_Variant_Rule)) of one that I wrote up a while back that includes a bunch of other tweaks that you probably don't care about.

For your casting times, did you mean a full-round action like a full-attack or a run (which just uses all of your actions and doesn't leave you open to off-turn attacks), or did you mean a 1-round action like casting summon monster (which uses all of your actions, leaves you open to off-turn attacks, and doesn't take effect until just before the start of your next turn)? I think you want the latter based on notes, but it's unclear from the rules text. WotC really dropped the ball on this terminology and I've had more table arguments over it than most other things, so it bothers me when it's not as exact as it could be.

For those concentration checks, are you still going with 10 + damage dealt + sl? It was already hard to make this check reliably, and your damage changes and bonus reductions make it even harder. And the 1-round casting is going to make them much much more common. That may well be expected or desired, but it strikes me as in a weird place. If you want them to fail once in a while but not all the time, updating the formula to depend less on damage and more on BAB might work. If you like them failing that often, why not simplify and just make casting fail if you get hit like in older editions?

Other comments later maybe, we have pretty different goals and so I'm doing a lot of self editing and selective reading here.

SinsI
2014-06-10, 03:40 PM
Novice characters are more prone to disaster that veteran ones.

Erhm, what? With Fumble rules it is the complete opposite - the more iterative attacks you have (so the more "veteran" you are), the worse you suffer from the disaster called fumble:

How often would a 10th level warrior fumble?
Better look at his senior 11th level warrior:
His last iterative attack is at -10, so essentially his BAB for it is equivalent to the BAB of 1st level warrior.Sure, he has some more bonuses, but monsters at that level have more AC, so the chance of fumble on that last iterative attack is the same as the chance of fumble on the 1st level warrior's only attack.
If you add chances of fumble from his first two attacks, you will see that 11th level warrior is going to fumble more often than his 1st level counterpart.



I reject the proposal to "eat his critical failure rule" because:
1. Chances for self inflicted injury = 1:20 (fumble) x 2:6 (attack another target) x 1:3 (at most - diagonally positioned on the grid, no reach weapons) x roughly 50% (hitting self) = 1:360.

So? 10 1st level warriors in 10 minutes will make a 1000 attacks, so you will have, on average, 3 "accidents".


5. A half-decent built 1st level Warrior shouldn't automatically miss a training dummy on a roll of 1, so the odds are even less than 1:360.
Training dummy has AC 10. 1st level Warrior has BAB 1;elite Array gives +2, and maybe +1 for Weapon Focus. That's +4 total - so they are missing a lot, and not only on 1.

nonsi
2014-06-10, 04:27 PM
For your strain and tolerance, did you want them to be able to cast more of their highest level spells without resting at high levels than they could at low levels? Adding level to points pool grants that, even with the increased higher level costs.

As a general guideline - yes.
Things tend to feel a bit easier as you gain mileage.




At level 1 you might be able to cast 3 spells of level 1 (21 points = 18 casting stat + 1 level + 2 (14) con), but at level 17 you can cast at least 4 of them (40 = 18 casting stat + 17 level + 2 (14) con), even before you add in the expected attribute growth. Levels above 17 are weird because of the lack of new spell levels.

If that isn't something you're attached to and you're not attached to cost differences between even and odd levels, you could probably get rid of the table by switching to a more static point pool system.

I want players to feel like they're actually gaining more spell power, therefore I don't wish to adopt the static pool-size approach.
I'm ok with it because contrary to spell slots, going nova leaves you totally drained (also notice the spell duration cutdown).
Also, since spellcasters got hit with a king-sized nerf bat, I'm ok with them regaining some power back.




I don't mention this because I think your strain doesn't work, but because you seem pretty annoyed at having to do tables.

As a rule of thumb - yes, but we're living in an imperfect world, so occasional compromises are a must when one wishes to hit an exact dosage.




Anyway, 30 points total with an 8 point cost for your highest level means you always get 3 spells of your highest level, whether you're level 1 or level 17. It doesn't follow the normal progression of more spells in your highest level at even levels (and 19-20 are weird because of the lack of new spell level), but I think the consistency and lack of high end power growth is more important in a points system. It's the simplicity of it that means you don't need to do table lookups, because there are never new numbers to remember. If you're interested in seeing that spelled out more, here's an example (http://dnd-wiki.org/wiki/Static_Spell_Points_(3.5e_Variant_Rule)) of one that I wrote up a while back that includes a bunch of other tweaks that you probably don't care about.

I see whet you mean, but then, on more than half the levels, there's no spellcasting progression at all.
Players just don't like it when they level up and gain nothing for it.
Also, with my approach, at each given level, you need to memorize but a single line, so it doesn't really matter if the numbers are 8-5-3-2-1 or a slightly different sequence.




For your casting times, did you mean a full-round action like a full-attack or a run (which just uses all of your actions and doesn't leave you open to off-turn attacks), or did you mean a 1-round action like casting summon monster (which uses all of your actions, leaves you open to off-turn attacks, and doesn't take effect until just before the start of your next turn)? I think you want the latter based on notes, but it's unclear from the rules text. WotC really dropped the ball on this terminology and I've had more table arguments over it than most other things, so it bothers me when it's not as exact as it could be.

Except for typos, I have clear distinction between full-round (swift/immediate actions at your disposal) and 1-round (no swift/immediate action, longer exposure) duration.




For those concentration checks, are you still going with 10 + damage dealt + sl? It was already hard to make this check reliably, and your damage changes and bonus reductions make it even harder. And the 1-round casting is going to make them much much more common. That may well be expected or desired, but it strikes me as in a weird place. If you want them to fail once in a while but not all the time, updating the formula to depend less on damage and more on BAB might work. If you like them failing that often, why not simplify and just make casting fail if you get hit like in older editions?

Because I still want to leave a small chance for success.
I'm trying to solve the problem caused by casters always maxing Concentration ranks in an attempt to circumvent the threat altogether.
If one wishes to be more combative - that's ok, but a spellcaster will under no circumstances be able to reduce the threat to nearly only HP damage.
In BECMI D&D, facing an equal-level fighter one-on-one (no strategy, no allies) was suicidal.
I wish it to be bordering suicidal, but leave an opening for exceptional luck, should one put everything s/he can on Concentration.
Sometimes one does all the right things build-wise and game-wise, but the odds are still against him. I don't want it to be an immediate and inevitable death sentence.

tarkisflux
2014-06-10, 05:01 PM
Fair enough on strain. Like I said, it's hardly broken and I have no interest in contesting design decisions.


Except for typos, I have clear distinction between full-round (swift/immediate actions at your disposal) and 1-round (no swift/immediate action, longer exposure) duration.

Then I suggest this is a typo. You wrote:

All spells that normally take a standard action to cast now take a full round.
To be clear and distinct you would want to write that as "1-round" or as "a full-round action". The only reason I assumed you meant 1-round was because of your notes; lacking those I could make an argument for this either way based on context and natural language.


Because I still want to leave a small chance for success.
I'm trying to solve the problem caused by casters always maxing Concentration ranks in an attempt to circumvent the threat altogether.
If one wishes to be more combative - that's ok, but a spellcaster will under no circumstances be able to reduce the threat to nearly only HP damage.
In BECMI D&D, facing an equal-level fighter one-on-one (no strategy, no allies) was suicidal.
I wish it to be bordering suicidal, but leave an opening for exceptional luck, should one put everything s/he can on Concentration.
Sometimes one does all the right things build-wise and game-wise, but the odds are still against him. I don't want it to be an immediate and inevitable death sentence.
I must have very different experiences with concentration checks than you. They are already failed most of the time in games I've played or ran even with large item bonuses, which is why I indicated that this seemed to make them extremely remote. What sort of success chance are you looking for? How remote is too remote?

If you don't want everyone maxing it all the time or for the combat option to have a larger opportunity cost, you could instead make the ability to keep a spell after getting hit a benefit of the combat casting feat. Spending a feat on it instead of some skill points you weren't going to do anything with anyway is a very different calculation in my experience. You're already redoing skills, removing that aspect of concentration without the feat doesn't seem like much of a stretch though it may be something you're uninterested in.

nonsi
2014-06-11, 04:26 PM
...spellcasting...Concentration...numbers...


Too tiered to assess things ATM.
I'll run the numbers tomorrow and come to a conclusion.

BasketOfPuppies
2014-06-12, 02:59 PM
So… I've noticed that there's nothing statistical listed for "Fractional BABs and Saves."

nonsi
2014-06-12, 04:19 PM
So… I've noticed that there's nothing statistical listed for "Fractional BABs and Saves."

No need.
Full BAB = 1
Average BAB = 3/4
Poor BAB = 1/2.


Say you take 1 Mage level and 1 Monk level.
All you do is add 1/2 + 3/4 = 5/4 ---> 1 (rounding fractions down).

Nothing special there.
If you know where you were in the previous level, you know where you got to now.

nonsi
2014-06-13, 05:24 PM
No need.
Full BAB = 1
Average BAB = 3/4
Poor BAB = 1/2.


Say you take 1 Mage level and 1 Monk level.
All you do is add 1/2 + 3/4 = 5/4 ---> 1 (rounding fractions down).

Nothing special there.
If you know where you were in the previous level, you know where you got to now.

On second thought, I've decided to include this example in the rules.

nonsi
2014-06-13, 05:28 PM
Fair enough on strain. Like I said, it's hardly broken and I have no interest in contesting design decisions.



Then I suggest this is a typo. You wrote:

To be clear and distinct you would want to write that as "1-round" or as "a full-round action". The only reason I assumed you meant 1-round was because of your notes; lacking those I could make an argument for this either way based on context and natural language.

Ok, took care of this one.





I must have very different experiences with concentration checks than you. They are already failed most of the time in games I've played or ran even with large item bonuses, which is why I indicated that this seemed to make them extremely remote. What sort of success chance are you looking for? How remote is too remote?

If you don't want everyone maxing it all the time or for the combat option to have a larger opportunity cost, you could instead make the ability to keep a spell after getting hit a benefit of the combat casting feat. Spending a feat on it instead of some skill points you weren't going to do anything with anyway is a very different calculation in my experience. You're already redoing skills, removing that aspect of concentration without the feat doesn't seem like much of a stretch though it may be something you're uninterested in.
I've added 2 DC tables.
Check them out and see what you make of them.

tarkisflux
2014-06-14, 01:12 AM
Ok, took care of this one.
It's clear what action it uses now, but confusing because it doesn't appear to allow for your design notes. A full-round action is still completed on the character's initiative, unlike a 1-round action. So it doesn't allow people the chance to move out of the way on their turn, unless their turns are simultaneous. And it doesn't allow a 16th level archer to take down 5 low level casters with their attacks, since they can only ready a full attack (because of +6 BAB bonus changes) with a single trigger. Did I miss a relevant change elsewhere?


I've added 2 DC tables.
Check them out and see what you make of them.
Apologies, it seems I was being insufficiently clear earlier. I was not referring to the casting defensive DC, but to the "I got hit and don't want to lose this spell" concentration DC. I mentioned damage in the DC and getting hit specifically, but those would be easy to miss with everything else going on. It seems like that one would matter more given your movement changes, since casters will likely fire from the back and hope no one has readied an action to shoot / fireball them. Those are the checks that I see failed quite often, not the defensive casting checks.

This unfortunately means that your tables do not address my concern... though when I wrote those concerns I thought that you meant 1-round casting though. If you go with 1-round cast times I think its worth reconsidering those DCs, but it's less problematic in a full-round action casting setup where your main worry is readied actions rather than everyone's actions.

nonsi
2014-06-14, 01:27 PM
It's clear what action it uses now, but confusing because it doesn't appear to allow for your design notes. A full-round action is still completed on the character's initiative, unlike a 1-round action. So it doesn't allow people the chance to move out of the way on their turn, unless their turns are simultaneous. And it doesn't allow a 16th level archer to take down 5 low level casters with their attacks, since they can only ready a full attack (because of +6 BAB bonus changes) with a single trigger. Did I miss a relevant change elsewhere?


I believe this one gets covered the moment you click-open the "Crowd Control Spells/Abilities" spoiler, because a lot of offensive spells fall into that category,





Apologies, it seems I was being insufficiently clear earlier. I was not referring to the casting defensive DC, but to the "I got hit and don't want to lose this spell" concentration DC. I mentioned damage in the DC and getting hit specifically, but those would be easy to miss with everything else going on. It seems like that one would matter more given your movement changes, since casters will likely fire from the back and hope no one has readied an action to shoot / fireball them. Those are the checks that I see failed quite often, not the defensive casting checks.

This unfortunately means that your tables do not address my concern... though when I wrote those concerns I thought that you meant 1-round casting though. If you go with 1-round cast times I think its worth reconsidering those DCs, but it's less problematic in a full-round action casting setup where your main worry is readied actions rather than everyone's actions.


Well, given my Crit Substitution rules, damage multipliers are harder to come by and more situational, so while the overall damage doesn't decrease, damage scores remain in the more sane values most of the time.

Also, avoiding the need to maintaining spellcasting when damaged motivates casting defensively.
It also keeps "obsolete" SLs viable.

tarkisflux
2014-06-14, 07:08 PM
I believe this one gets covered the moment you click-open the "Crowd Control Spells/Abilities" spoiler, because a lot of offensive spells fall into that category,
Fair enough. I didn't open that section because I assumed you were done with casting modifications after you'd made a general rule for them and I wasn't interested in what I'd read from other similar sections.

For consistency, you may want to move that into Spellcasting with the rest of your cast time changes. It would also make your design notes there make sense immediately, instead of much later.


Also, avoiding the need to maintaining spellcasting when damaged motivates casting defensively.
It also keeps "obsolete" SLs viable.
Casting defensively does not avoid the need to maintain spellcasting when damaged. It only avoids AoOs when you begin casting on your turn - casting defensively is completely unused if you begin casting a spell from outside a threatened area.

When someone throws their full-round CL10 fireball at you, you will need to make a concentration check DC 10 + 35 (average damage on failed save without additional riders) + SL. This is comparable to the defensive casting checks for a full-round SL 9 spell, though there is a fair bit of variance in the damage that could make the DC run from easy to impossible. A CL 15 full-round delayed blast fireball would push that average DC up to 10 + 52 + SL, in excess of the casting defensive checks. Yes this is a net boost to evocations (if only because they were nerfed less, still welcome though), but you may be asking casters to survive multiple really high DC checks in order to cast their 1-round crowd control spell.

If this is working as intended, then that's that I guess. If you changed this, it is not in a place that I have been able to find in spellcasting or skills.

nonsi
2014-06-15, 04:32 PM
Fair enough. I didn't open that section because I assumed you were done with casting modifications after you'd made a general rule for them and I wasn't interested in what I'd read from other similar sections.

For consistency, you may want to move that into Spellcasting with the rest of your cast time changes. It would also make your design notes there make sense immediately, instead of much later.

Good advice.
Done.




Casting defensively does not avoid the need to maintain spellcasting when damaged. It only avoids AoOs when you begin casting on your turn - casting defensively is completely unused if you begin casting a spell from outside a threatened area.

When someone throws their full-round CL10 fireball at you, you will need to make a concentration check DC 10 + 35 (average damage on failed save without additional riders) + SL. This is comparable to the defensive casting checks for a full-round SL 9 spell, though there is a fair bit of variance in the damage that could make the DC run from easy to impossible. A CL 15 full-round delayed blast fireball would push that average DC up to 10 + 52 + SL, in excess of the casting defensive checks. Yes this is a net boost to evocations (if only because they were nerfed less, still welcome though), but you may be asking casters to survive multiple really high DC checks in order to cast their 1-round crowd control spell.

If this is working as intended, then that's that I guess. If you changed this, it is not in a place that I have been able to find in spellcasting or skills.

Ok.
What if it were DC = [10 + 1/2-dmg + SL] ?
Would that balance things out, given the multiple nerf-bat-hits spellcasters took in this overhaul, or would it make things too easy ?
Or should it be DC = [10 + 1/2-dmg + 2*SL] ?

tarkisflux
2014-06-16, 12:33 AM
Ok.
What if it were DC = [10 + 1/2-dmg + SL] ?
Would that balance things out, given the multiple nerf-bat-hits spellcasters took in this overhaul, or would it make things too easy ?
Or should it be DC = [10 + 1/2-dmg + 2*SL] ?
I honestly have no idea. Those both bring the high end average damage numbers back into line relative to your defensive casting DCs, but might make checks against low damage hits too easy. It doesn't help that I'm not really sure what sort of behavior you want to see when someone gets shot with an arrow / fireballed while casting a spell and there's lots and lots of ways to tweak it.

In your above setup, damage values will still be extremely variable (it's a LOT of variance in some cases though, as a CL15 DBF does between 15 and 90 points of damage, adding between 7 and 45 to the DC). That may be points for it in your book though, if you like the idea of lucky big hits being more likely to break concentration than unlucky small ones, and some of the ends are going to be pretty unlikely. You could also give the half damage DC discount only when you're casting defensively and the full damage in the DC when you're not, if you liked the variability but wanted to push defensive casting a bit. If you go with a damage format though, you may want to go with one check per person attacking you instead of multiple small checks per hit. It lets multiple attacks from a full-attack routine come out on par with a single fireball come out about the same way in this setup.

If you want it to be less variable, you could make it a function of spell CL or attacker BAB instead of damage perhaps. As seen in your tables, those numbers are pretty manageable and can be planned around, if potentially less interesting. You could even use the casting defensive DCs if you wanted, though I have my doubts about how that would feel in play.

There's also no reason the roll needs to be in here at all if you don't want it. If you really want to push casting defensively, you could go back to older DnD versions and just declare that a hit when not casting defensively causes you to lose the spell. It's a pretty substantial nerf, but it also means that casters who don't want to go full into concentration for defensive casting don't have a reason to go in at all and might spend their resources in other places and just cast full-round action spells from distance.

There's plenty of other ways to tweak it as well, but those are the ones that seem closest to standard that probably fit some aspect of your desired behaviors (as guessed by me from other bits in the conversation).

nonsi
2014-06-16, 02:43 PM
I honestly have no idea. Those both bring the high end average damage numbers back into line relative to your defensive casting DCs, but might make checks against low damage hits too easy. It doesn't help that I'm not really sure what sort of behavior you want to see when someone gets shot with an arrow / fireballed while casting a spell and there's lots and lots of ways to tweak it.

I’m aiming for something between 50% and 75% average chance of failure (depending on damage & selected SL, ranging from easy to impossible, guaranteeing that low level spells never become obsolete dead weight).




In your above setup, damage values will still be extremely variable (it's a LOT of variance in some cases though, as a CL15 DBF does between 15 and 90 points of damage, adding between 7 and 45 to the DC). That may be points for it in your book though, if you like the idea of lucky big hits being more likely to break concentration than unlucky small ones, and some of the ends are going to be pretty unlikely. You could also give the half damage DC discount only when you're casting defensively and the full damage in the DC when you're not, if you liked the variability but wanted to push defensive casting a bit.

I see your rationale, but adopting this angle would make Combat Casting a “wouldn’t leave home without it” option.
Problem with no-brainers is that they’re not really options.




If you go with a damage format though, you may want to go with one check per person attacking you instead of multiple small checks per hit. It lets multiple attacks from a full-attack routine come out on par with a single fireball come out about the same way in this setup.

I’d expect a successful full-attack damage to surpass an average fireball.




If you want it to be less variable, you could make it a function of spell CL or attacker BAB instead of damage perhaps.

I have a problem with things that break suspension of disbelieve.
A grazing cut is nowhere near the same as an axe to the guts. The first you could actually be oblivious to for a few seconds while the second falls on you like a ton of bricks.




There's also no reason the roll needs to be in here at all if you don't want it. If you really want to push casting defensively, you could go back to older DnD versions and just declare that a hit when not casting defensively causes you to lose the spell. It's a pretty substantial nerf, but it also means that casters who don't want to go full into concentration for defensive casting don't have a reason to go in at all and might spend their resources in other places and just cast full-round action spells from distance.

But I don’t want to nullify the option of going full into concentration for defensive casting.
I wish to keep both options on the table.




There's plenty of other ways to tweak it as well, but those are the ones that seem closest to standard that probably fit some aspect of your desired behaviors (as guessed by me from other bits in the conversation).

Maybe the light I've shed above now makes other options seem viable(?)

BasketOfPuppies
2014-06-16, 05:14 PM
What do you mean by this?

[Rogue]

[Rogue's Expertise]

'Innuendo- The Rogue gains all benefits of the Beguiler described in the "Dead Levels II" article'?

nonsi
2014-06-17, 12:46 AM
What do you mean by this?

[Rogue]

[Rogue's Expertise]

'Innuendo- The Rogue gains all benefits of the Beguiler described in the "Dead Levels II" article'?

Woops :smalleek:
Dead Levels II (http://www.wizards.com/default.asp?x=dnd/cwc/20070227x)


Also, as a by-product, I noticed that my Spellthief's 1st level is a bit lacking, so I've added an appropriate feature that was just begging to go in there.

tarkisflux
2014-06-17, 02:12 AM
I’m aiming for something between 50% and 75% average chance of failure (depending on damage & selected SL, ranging from easy to impossible, guaranteeing that low level spells never become obsolete dead weight).

I see your rationale, but adopting this angle would make Combat Casting a “wouldn’t leave home without it” option.
Problem with no-brainers is that they’re not really options.

I don’t want to nullify the option of going full into concentration for defensive casting.
I wish to keep both options on the table.
Answering slightly out of order...

I think you might have a design goal incompatibility here. If those are the failure rates, and you have to make potentially multiple checks per round, and you have similar rates on defensive casting... you have to go all into concentration for it to be worth anything. A 75% fail rate is a ~6% pass rate if you make 2 checks, or ~2% if you make 3 checks. And it just goes down from there. A 70% fail rate is a 9% pass rate on 2 checks or ~3% on 3 checks. It's a substantial difference, from just an extra +1. This means that there is a strong mechanical incentive to go all into it because you'll be rolling it often and probably failing your checks if you don't. This is the incompatibility - you want it to not be a wouldn't leave home without it option, but you're making it so hard that you pretty much have to do it that way or you might as well ignore it completely. And even when you do have it that way you will lose a lot of 1-round spells on average whether you cast them in melee or not, as long as a couple of people target you with big damage effects. Plus, the chances of you rolling against an impossible DC are just as good as you rolling against a likely to pass DC, so the damage variability here skews things towards auto fails.

The current choice appears to be max concentration or don't cast 1-round spells, and that doesn't sound like the sort of choice that you want. I don't see a middle ground or an alternative to maxing it out, because one hasn't been presented. If you want to give people a choice so they don't take the no-brainer thing, you have to give them one.

So maybe add in a new, different choice. Keep the current half-damage DC to continue casting the spell, but add the option to stop casting without losing the spell when you get hit if you succeed on a relatively easy check (say, 12 + 2 * SL). But don't allow people to do both, make them choose when they get hit (potentially after they know the damage numbers), and lose the spell if their chosen tactic fails. That gives you at least 3 build choices for concentration - maxed for defensive melee casting, moderate for spell retention when interrupted, and none for crazy people who just don't plan on getting hit. And it gives you choices on hit, whether to risk the harder continue casting check or just accept a wasted round and try to retain it to cast later.

If you're not a fan of that plan, you still probably want another alternative or to lighten things up significantly so that "all in" isn't the only thing that makes any sense mechanically.


I’d expect a successful full-attack damage to surpass an average fireball.
I'm not convinced you would because of missed attacks (though you do have some adjustments in there that would reduce those), but if true then you get a boost for team thug. And to that I say Huzzah!

[Edit] I'll be busy for a few days and may be a while getting back to the discussion after this.

nonsi
2014-06-18, 01:48 AM
I think you might have a design goal incompatibility here. If those are the failure rates, and you have to make potentially multiple checks per round, and you have similar rates on defensive casting... you have to go all into concentration for it to be worth anything. A 75% fail rate is a ~6% pass rate if you make 2 checks, or ~2% if you make 3 checks. And it just goes down from there. A 70% fail rate is a 9% pass rate on 2 checks or ~3% on 3 checks. It's a substantial difference, from just an extra +1. This means that there is a strong mechanical incentive to go all into it because you'll be rolling it often and probably failing your checks if you don't.

And still, at least players would have the option of choosing to use lower level spells to increase the odds.




This is the incompatibility - you want it to not be a wouldn't leave home without it option, but you're making it so hard that you pretty much have to do it that way or you might as well ignore it completely.

That's the problem with maintaining spellcasting via Concentration checks.
I'm not knocking an entirely new mechanic for dealing with this issue.




And even when you do have it that way you will lose a lot of 1-round spells on average whether you cast them in melee or not, as long as a couple of people target you with big damage effects. Plus, the chances of you rolling against an impossible DC are just as good as you rolling against a likely to pass DC, so the damage variability here skews things towards auto fails.

If you took big damage effects by two or more opponents, then you're probably dead already and maintaining your spell is the least of your worries.




The current choice appears to be max concentration or don't cast 1-round spells, and that doesn't sound like the sort of choice that you want. I don't see a middle ground or an alternative to maxing it out, because one hasn't been presented. If you want to give people a choice so they don't take the no-brainer thing, you have to give them one.

So maybe add in a new, different choice. Keep the current half-damage DC to continue casting the spell, but add the option to stop casting without losing the spell when you get hit if you succeed on a relatively easy check (say, 12 + 2 * SL). But don't allow people to do both, make them choose when they get hit (potentially after they know the damage numbers), and lose the spell if their chosen tactic fails. That gives you at least 3 build choices for concentration - maxed for defensive melee casting, moderate for spell retention when interrupted, and none for crazy people who just don't plan on getting hit. And it gives you choices on hit, whether to risk the harder continue casting check or just accept a wasted round and try to retain it to cast later.

That's actually a very good idea to consider.
Seems to me like I'll make it as easy as 10 + 2*SL, but I still need to think about it.




[Edit] I'll be busy for a few days and may be a while getting back to the discussion after this.

We all have a life to live, so... at your convenience.
In the meantime, thanks for your insights.

BasketOfPuppies
2014-06-18, 11:16 AM
I`must say, Thank you for this. I found this and showed it to my DM and he agreed that we'll use it in our next campaign.

nonsi
2014-06-18, 03:54 PM
I`must say, Thank you for this. I found this and showed it to my DM and he agreed that we'll use it in our next campaign.

Awesome :smallsmile:


Let me know which levels and how things go during the campaign, so I can perfect this codex and maybe others might benefit from this collaborative effort.

BasketOfPuppies
2014-06-18, 05:34 PM
It's gonna start in about a month. As the group optimizer I have to make all characters so I don't over shine everyone too much.

Anyway, the characters are:

Lvl. 5 Monk (w/ Disgorgement Fist and high AC)
Lvl. 5 Warrior (THF with 3 different weapons, for different situations, along with Improved Sunder)
Lvl. 5 Mage (Specialized as Evoker, barred Abjuration, Transmutation, and Conjuration w/ focus on fire spells)
Lvl. 5 Rogue (TWF with Light Crossbows, took Burglar Expertise)

We are using homebrewed races (one for each element) tailored for our class choices.

Would you like anything else?

EDIT: One suggestion: maybe add a Rogue expertise that bumps BAB up to full, for a combat orientation.

OTHER EDIT: Can a Monk apply TWF with Flurry of Blows?

nonsi
2014-06-19, 12:48 AM
It's gonna start in about a month. As the group optimizer I have to make all characters so I don't over shine everyone too much.

Given my effort to not leave too much room for character trash-build (unless you really know what you're doing and putting your back to it), I'd expect your in-game experience to have more weight on your overshadowing the other players than your char-op skills.




Anyway, the characters are:

Lvl. 5 Monk (w/ Disgorgement Fist and high AC)
Lvl. 5 Warrior (THF with 3 different weapons, for different situations, along with Improved Sunder)
Lvl. 5 Mage (Specialized as Evoker, barred Abjuration, Transmutation, and Conjuration w/ focus on fire spells)
Lvl. 5 Rogue (TWF with Light Crossbows, took Burglar Expertise)

A few suggestions if I may:
1. Reclaim Abjuration or replace Transmutation/Conjuration (the latter two count as 2 schools each when it comes to banned schools). Spellcasters were nerfed enough - no need to exceed the rules to further hurt them.
2. You do know that on average, more creatures are resistant to fire than other damage types, right?
3. A party of 4 with 3 combat-oriented characters seems a bit one-dimensional to me (take it as you will).
4. THF with 3 different weapons seems like shooting yourself in the foot in terms of combat versatility. At least start with one weapon that would allow you convenience in confined spaces... and at least one range weapon.




We are using homebrewed races (one for each element) tailored for our class choices.

Do share.




Would you like anything else?

Given the drawing board is always different to some extent than actual experience in the field, any gametime insights would be appreciated.




EDIT: One suggestion: maybe add a Rogue expertise that bumps BAB up to full, for a combat orientation.

A rogue has Improvisation at his disposal for that.




OTHER EDIT: Can a Monk apply TWF with Flurry of Blows?

I'd say no - for 3 reasons:
1. Common sense: FoB means attacking with your entire body, maximizing one's agility & momentum. There's no more room for offhand attacks to go in there - you're already using them.
2. Gameflow practicality: Too many dice rolls hurt gameflow.
3. Balance: This would quickly make the Monk overshadow the Warrior (Wis to Att & dmg and a ton of abilities a warrior can only dream of).
So, I'd say it's either FoB or TWF. When the latter provides more attacks and you're facing a soft target, maybe it's worth considering (I believe not, but maybe). There's always the chance that I'm wrong here (drawing board vs. the field and stuff), but whoever votes for disregarding my insight - let them be the Warrior and risk being overshadowed by the Monk.

BasketOfPuppies
2014-06-19, 10:16 AM
The Mage specifically asked to bar those three schools and to do fire damage.

I've given the Warrior a bow and a shortsword.

The DM wanted to run an elemental campaign, where we go through his versions of the elemental planes (because some are a bit less-than-hospitable) so he made us each be a Genasi. The Monk was a Water Genasi, with +2 to Wis and Dex and a -2 to Int and Cha. The Warrior was an Earth Genasi with +2 Str and Con and a -2 Int and Wis. The Mage was a Fire Genasi with -2 Str and Dex and +2 Int and Cha. The Rogue was an Air Genasi with +2 Dex and Int and -2 Str and Cha.

Three melee seems one-sided, but I can think out of the box with a lot of abilities and the DM does quite a bit of combat, but he said he'd try to ease off this campaign.

The Warrior can usually come up with some decent strategies, the Monk finds loopholes and ways to get out of scenarios, usually via player-to-DM discussion. The Mage needs to be kept in line so he doesn't go on an insane murder spree (another one of the reasons I had him bar what he barred). This is the first time I'm playing with the Rogue because one of our guys from the last campaign had to drop out 20 minutes after i made his character.

nonsi
2014-06-19, 03:52 PM
The Mage specifically asked to bar those three schools and to do fire damage.
. . .
The Mage needs to be kept in line so he doesn't go on an insane murder spree (another one of the reasons I had him bar what he barred).

Abjuration is not a luxury - in many cases, Abjuration is a necessity.
I mean, a mage without Dispel Magic?
And without some defenses, a mage is 1-hit from the grave more often than not.




The DM wanted to run an elemental campaign, where we go through his versions of the elemental planes (because some are a bit less-than-hospitable) so he made us each be a Genasi. The Monk was a Water Genasi, with +2 to Wis and Dex and a -2 to Int and Cha. The Warrior was an Earth Genasi with +2 Str and Con and a -2 Int and Wis. The Mage was a Fire Genasi with -2 Str and Dex and +2 Int and Cha. The Rogue was an Air Genasi with +2 Dex and Int and -2 Str and Cha.

Do Genasi in your campaign have the power to make others adaptable to their home lement?




Three melee seems one-sided, but I can think out of the box with a lot of abilities and the DM does quite a bit of combat, but he said he'd try to ease off this campaign.

This reminds me that I've forgot an important ingredient to my Hit Point rules (fixed).




This is the first time I'm playing with the Rogue because one of our guys from the last campaign had to drop out 20 minutes after i made his character.

I dare guess you won't be sorry for taking the Rogue.

BasketOfPuppies
2014-06-19, 04:07 PM
I don't know much about the planes, other than that they're hospitable.

BasketOfPuppies
2014-06-24, 02:03 PM
What should be done about the Icy Burst enchantment or something else that is triggered by a crit?

nonsi
2014-06-24, 03:46 PM
What should be done about the Icy Burst enchantment or something else that is triggered by a crit?

Good question. That one I missed.
Not sure how to handle it ATM. Need to sleep on it.

nonsi
2014-06-25, 02:10 AM
What should be done about the Icy Burst enchantment or something else that is triggered by a crit?
Good question. That one I missed.
Not sure how to handle it ATM. Need to sleep on it.



I'm considering making it 1st successful strike in a combat round.
There are 3 options here:
1. Regardless if it's during a character's combat turn or not (i.e. AoO). That's the simplest solution.
2. If Burst effect takes place out-of-turn, then it's inert until your next turn ends. A bit more "realistic", but somewhat tedious.
3. Both in-turn and out-of-turn.

This is my preferred approach ATM, in terms of balance, simplicity and making it count more for low-level campaigns (it's a low-SL effect).
I believe play-testing will tell you what's the better option of the three. I tend to go with #1.



I could also make it automatic on a nat. roll of 20, but that would make the effect not worth its price.
I could also expand it to match a weapon's core crit-threat-range, but this would miss the whole point of crit-substitution.
(my least favored approach, in terms of game-mechanics)



Another option could be based on beating the minimum to-hit by a certain number............ DM Bookkeeping



The 4th and final option I could think of would be to trigger Burst effect upon dealing a certain amount of damage.
This is bad, because low-level characters would probably almost never enjoy it while high-level characters would enjoy it almost constantly.

nonsi
2014-06-28, 06:24 PM
.
I've added my interpretation for how Dragons & Vampires should be.
Also added a list of acronyms used throughout this codex.

And yay - table formatting is back :smallsmile:

Larkas
2014-06-30, 02:20 PM
How is instituting fumble fixing any 3.5 problem again? :smallconfused:

blackwind1kaze
2014-06-30, 03:16 PM
So, for instance, a 5th level bard attacking with a Keen Rapier and scoring an attack roll of 18 vs. AC 15 would result in damage as follows:

Step 1:
Calculate damage normally – as you did in the past (1d6 + Str-mod + extra from feats + magical enhancements).

Step 2:
The extra damage = 3 (18 - 15).
Since the Rapier is stated to have increased threat (18-20 instead of 20), you add 50% of 3 twice, meaning those 3 extra points become 6 (3 + 2 x 1.5).
Since the Rapier is Keen, you add 50% of 3 yet again.
You get a total extra damage of 7.5 (2.5 x 3) and you round it up to 8.

So the total damage equals 1d6 + 8 + Str-mod + extra from feats + magical enhancements.

That same, attack made with a regular quarterstaff, would leave that extra damage at 3 (1d6 + 3 + . . .)

Special: When attacking objects or opponents with no discernible anatomies, except for the Keen enhancement, you treat your attack roll as if it equals the target’s AC.


If that same 5th level bard would score 19 or more on his attack roll, the extra damage, being capped by the bard's +3 BAB, is calculated as if scoring 18 on the d20 roll.
If he rolls a natural 20, the damage calculation = 6 + 8 + Str-mod + extra from feats + magical enhancements (maximizing the d6 roll).

ok, the original way Crit threats happened was rolling a natural X-Y on the die. seeing as how you've gotten rid of that i'm a little confused about a couple of things above.

1) you add 50% to the weapons Crit multiplier? (3 + 2 x 1.5) to determine crit bonus damage and then add keen onto that? (EDIT: when adding the 50% to the 3 from {2x1.5} i get 4.5, while yes this still equals to 7.5 once you add the 3 from normal base bonus damage making rise to 8, the how 2.5x3=7.5 bit is actually confusing in a way.)
2) assuming the bard has a Str mod of 0, no benefits from feats or magical abilities, how does he score a crit (in a sense) with rolling a natural 15 and adding his BAB of 3?

nonsi
2014-06-30, 04:34 PM
ok, the original way Crit threats happened was rolling a natural X-Y on the die. seeing as how you've gotten rid of that i'm a little confused about a couple of things above.

1) you add 50% to the weapons Crit multiplier? (3 + 2 x 1.5) to determine crit bonus damage and then add keen onto that? (EDIT: when adding the 50% to the 3 from {2x1.5} i get 4.5, while yes this still equals to 7.5 once you add the 3 from normal base bonus damage making rise to 8, the how 2.5x3=7.5 bit is actually confusing in a way.)
2) assuming the bard has a Str mod of 0, no benefits from feats or magical abilities, how does he score a crit (in a sense) with rolling a natural 15 and adding his BAB of 3?


I don't see where you draw the [2.5x3=7.5] calculation from.

The diff is 3 (18 - 15).
Each "crit. multiplier" (or the “Keen” property) adds 50% of the diff (namely 3) to the total damage delivered by the attack.





2) assuming the bard has a Str mod of 0, no benefits from feats or magical abilities, how does he score a crit (in a sense) with rolling a natural 15 and adding his BAB of 3?


1. Given 15 is the exact required attack roll to hit, you don't "crit" when the modified attack roll amounts to 15. You "crit" when the modified attack roll exceeds 15.
2. The only thing that relates to "crit. multipliers" is the diff. Abilities, feats & magical effects ignore this diff entirely. The only exception involves feats that circumstantially deliver double damage (such as Overpowering Attack or Spirited Charge).
3. Multiplication comes last, as always.



Does this answer your question, or did I miss your point entirely?

nonsi
2014-06-30, 04:43 PM
How is instituting fumble fixing any 3.5 problem again? :smallconfused:

Ok, I confess.
That little bit was not mandatory, but it adds an element of realism some players/DMs are looking for.
The choice is yours whet to take and what to disregard.
I'd played in 2 groups that practiced fumble rules and they were complicated & tedious.
This indicates that fumble rules are not so far off coincidence (and I've seen quite a few discussions on the subject), so I wanted to present something simple enough that will not force one to get back to the pages to figure out the results........ and yet feel somewhat realistic.

blackwind1kaze
2014-06-30, 05:04 PM
I don't see where you draw the [2.5x3=7.5] calculation from.

The diff is 3 (18 - 15).
Each "crit. multiplier" (or the “Keen” property) adds 50% of the diff (namely 3) to the total damage delivered by the attack.

1. Given 15 is the exact required attack roll to hit, you don't "crit" when the modified attack roll amounts to 15. You "crit" when the modified attack roll exceeds 15.
2. The only thing that relates to "crit. multipliers" is the diff. Abilities, feats & magical effects ignore this diff entirely. The only exception involves feats that circumstantially deliver double damage (such as Overpowering Attack or Spirited Charge).
3. Multiplication comes last, as always.

Does this answer your question, or did I miss your point entirely?


Step 2:
The extra damage = 3 (18 - 15).
Since the Rapier is stated to have increased threat (18-20 instead of 20), you add 50% of 3 twice, meaning those 3 extra points become 6 (3 + 2 x 1.5).
Since the Rapier is Keen, you add 50% of 3 yet again.
You get a total extra damage of 7.5 (2.5 x 3) and you round it up to 8.
i bolded where this equation is.

ok so when you have bonus damage it's always going to equate to (Y+{2x1.5}) then if you have keen with bonus damage the equation would look like this (Y+{2x1.5}+{Yx1.5}), correct?

however if you go by "multiplication always comes last" as you claimed then the equations turn into ({Y+2}x1.5) and ({Y+2}x{1.5+Y}x1.5), which per the example would do 7.5 or 8 damage without keen and 33.75 or 34 damage with keen.
EDIT: or would it be ([{Y+Y+2}x1.5]x1.5)?

nonsi
2014-06-30, 05:37 PM
Oh... that 2.5.
Typo.
Fixed.
Thanks.



i bolded where this equation is.

ok so when you have bonus damage it's always going to equate to (Y+{2x1.5}) then if you have keen with bonus damage the equation would look like this (Y+{2x1.5}+{Yx1.5}), correct?


That's not my intent.
We could debate the subject and you might get me to make some changes, but that's not it ATM.




"Each officially noted modifier in crit threat/multiplier attributed to a given weapon, or the “Keen” property, increases the extra damage by 50%..."

I never said (not intentionally anyway) that "Keen" serves as a multiplier in any way.
This turns your proposed formula: (Y+{2x1.5}+{Yx1.5})
into this: (Y+{2x1.5}+{1x1.5}) = Y + {3x1.5 = Y + 4.5}




however if you go by "multiplication always comes last" as you claimed then the equations turn into ({Y+2}x1.5) and ({Y+2}x{1.5+Y}x1.5), which per the example would do 7.5 or 8 damage without keen and 33.75 or 34 damage with keen.

You lost me there entirely.
1. I don't see where the +2 came from.
2. I don't see how my rules amount to wither formulae.

blackwind1kaze
2014-06-30, 05:53 PM
ok, so in summary IF you have extra damage, you always add 3 to the total ( which is the same as this equation 2x1.5). that makes more sense now i guess.

the 2 that keeps popping up is from your 2x1.5=3 equation.

though thinking on it, wouldn't "with crit multiplier and keen each adding 50%" the equation in this case be ({Y*1.5[c]}*1.5[k])? in the example, this would actually then equal out to 6.75 or 7 damage not 8.
c = crit multiplier, k = keen

in all honesty i think what's screwing this all up is however that dang 2 is in there for whatever reason.

blackwind1kaze
2014-06-30, 05:59 PM
oh wait, for crit substitution are you doing: IF it has a Crit multiplier add 50% and IF it has increased threat increase it by another 50%?

nonsi
2014-06-30, 06:25 PM
ok, so in summary IF you have extra damage, you always add 3 to the total ( which is the same as this equation 2x1.5). that makes more sense now i guess.

the 2 that keeps popping up is from your 2x1.5=3 equation.

though thinking on it, wouldn't "with crit multiplier and keen each adding 50%" the equation in this case be ({Y*1.5[c]}*1.5[k])? in the example, this would actually then equal out to 6.75 or 7 damage not 8.
c = crit multiplier, k = keen

in all honesty i think what's screwing this all up is however that dang 2 is in there for whatever reason.

Let me try again...


"Each officially noted modifier in crit threat/multiplier attributed to a given weapon, or the “Keen” property, increases the extra damage by 50%..."

Take the Rapier for instance.
Its official threat range is 18-20, meaning the threat range is increased by 2 (from 20 to 18-20).
This alone makes the diff multiplier = 1 + (2 x 50%) = x2.
1 base
(2 x 50%) the extra

Now take the battleaxe.
The official crit-mult. is x3, meaning the multiplier is increased by 1 (from x2 to x3).
This alone makes the diff multiplier = 1 + (1 x 50%) = x1.5.
1 base
(1 x 50%) the extra
A keen battleaxe would have that extra (1 x 50%), elevating the diff multiplier up to x2.


It sure would've been a lot simpler if each enhancement factor gave 100%, but I'm not sure it wouldn't result in too much damage in the mid-high levels (though +12 is not that far off from +8).
My main concern is that high-crit-weapons would suddenly dwarf high-damage-weapons in the process.
One of the motivations was to even up weapon damage, leaving weapon selection to style-based personal choice. I didn't want to end up flipping weapon-imbalance on its head.

nonsi
2014-06-30, 06:27 PM
oh wait, for crit substitution are you doing: IF it has a Crit multiplier add 50% and IF it has increased threat increase it by another 50%?

Yes. That's it.

blackwind1kaze
2014-06-30, 06:31 PM
... Take the Rapier for instance.
Its official threat range is 18-20, meaning the threat range is increased by 2 (from 20 to 18-20).
This alone makes the diff multiplier = 1 + (2 x 50%) = x2.
1 base
(2 x 50%) the extra

Now take the battleaxe.
The official crit-mult. is x3, meaning the multiplier is increased by 1 (from x2 to x3).
This alone makes the diff multiplier = 1 + (1 x 50%) = x1.5.
1 base
(1 x 50%) the extra
A keen battleaxe would have that extra (1 x 50%), elevating the diff multiplier up to x2.


It sure would've been a lot simpler if each enhancement factor gave 100%, but I'm not sure it wouldn't result in too much damage in the mid-high levels (though +12 is not that far off from +8).
My main concern is that high-crit-weapons would suddenly dwarf high-damage-weapons in the process.
One of the motivations was to even up weapon damage, leaving weapon selection to style-based personal choice. I didn't want to end up flipping weapon-imbalance on its head.

Ok NOW this makes a lot more sense since you explained it showing the two different ways. thanks, if i need anymore clarifications i'll be sure to post them :)

EDIT: reading over stuff cause i'd like to test this out on a game.

Epsilon Rose
2014-06-30, 09:48 PM
That little bit was not mandatory, but it adds an element of realism some players/DMs are looking for.

As someone who has studied martial arts for most of their life, I can't see how fumble rules add any realism. If anything, they detract from it. As has already been pointed out, they punish more experienced fighters, who attack more often, more then novices and, honestly, people with basic training don't normally hurt themselves with their attacks. They only time I could see them being justified is if, for some reason, you're using a weapon you're not actually proficient with (I could fairly easily see someone who's never used a gun before dropping a high-calibur handgun when they first fire it or someone who's never used a sword before managing to cut themselves in a fight) but your rules don't actually include that, so you have mater swords men dropping their foils and forfeiting a large number of attacks.

Larkas
2014-06-30, 10:18 PM
Ok, I confess.
That little bit was not mandatory, but it adds an element of realism some players/DMs are looking for.
The choice is yours whet to take and what to disregard.
I'd played in 2 groups that practiced fumble rules and they were complicated & tedious.
This indicates that fumble rules are not so far off coincidence (and I've seen quite a few discussions on the subject), so I wanted to present something simple enough that will not force one to get back to the pages to figure out the results........ and yet feel somewhat realistic.

So you're fixing a houserule, not "real" D&D. I could make some snarky comment now, but that makes some sense. I'd point it out as an optional rule, though.

nonsi
2014-07-02, 04:42 PM
As someone who has studied martial arts for most of their life, I can't see how fumble rules add any realism. If anything, they detract from it.

Not true.

9th place (https://www.youtube.com/watch?v=FJzY6UjCmIY)
T:1.06 (https://www.youtube.com/watch?v=Tw_9ndfqENU)
#1 + T:1.18 (https://www.youtube.com/watch?v=ZcOFPgB-Mf4)

I know that none of them amounts to a 10th level warrior, but those are controlled (and relatively safe) environments and the opponents are no monsters.




As has already been pointed out, they punish more experienced fighters, who attack more often, more then novices and, honestly, people with basic training don't normally hurt themselves with their attacks. They only time I could see them being justified is if, for some reason, you're using a weapon you're not actually proficient with (I could fairly easily see someone who's never used a gun before dropping a high-calibur handgun when they first fire it or someone who's never used a sword before managing to cut themselves in a fight) but your rules don't actually include that, so you have mater swords men dropping their foils and forfeiting a large number of attacks.

You also don't normally spring your ankle while walking or bump into the kitchen table, but it does happen sometimes (by far a more controlled environment).

But your right about it punishing high-levels more than the lower ones.
So here's my current proposal: when fumbling, if the result is becoming Prone or Disarmed, a successful Ref save vs. DC 15 negates the effect (and since rolling 1 is not an auto-fail, then with all sorts of modifiers, there will come a time when one becomes immune to getting himself prone/disarmed).

Epsilon Rose
2014-07-02, 07:25 PM
Not true.

9th place (https://www.youtube.com/watch?v=FJzY6UjCmIY)

If you're talking about the first guy, then he looks ether inibriated or incompetent, either way, not a good example. The Second one was facing active position that caused the problems.

T:1.06 (https://www.youtube.com/watch?v=Tw_9ndfqENU)
You mean the guy doing something well outside the bounds of normal combat? That was not a normal kick and special abilities can have unique failure states.


#1 + T:1.18 (https://www.youtube.com/watch?v=ZcOFPgB-Mf4)

Again, what is with these double flying kicks to the head? That is not a good idea.

It's also worth pointing out that all of these are collections of videos of people doing stupid things/being bad at martial arts. They're not really good evidence for how an actually trained martial artist would act in a serious situation.



You also don't normally spring your ankle while walking or bump into the kitchen table, but it does happen sometimes (by far a more controlled environment).

You're thinking of this exactly backwards. Think about how many steps you take without spraining your ankle or how many times you don't bump the kitchen table. Lets be generous and say you sprain your ankle once per year and that you only, and always, walk the recommended 10,000 steps per day. That gives you 1:3,650,000 odds of spraining your ankle on a given step or a 0.00002739% chance. To aproximate that on a d20, you'd need to roll a natural 1 five times in a row. Actually, that only gets you to a .00003125% chance, so you'd still need to do a bit more.

Of course, I don't know anyone who sprains their ankle on a yearly basis and if you're at all active you're probably averaging more than 10000 steps. That mean the odds are even lower.


But your right about it punishing high-levels more than the lower ones.
So here's my current proposal: when fumbling, if the result is becoming Prone or Disarmed, a successful Ref save vs. DC 15 negates the effect (and since rolling 1 is not an auto-fail, then with all sorts of modifiers, there will come a time when one becomes immune to getting himself prone/disarmed).

At that point, aren't you just adding extra rolls and mechanics that aren't necessary? Especially because it punishes melee class way more then casters who don't actually need to roll? If you really want to keep them in, why not restrict fumbles to when you're using a weapon you're not actually trained in?

nonsi
2014-07-04, 06:18 AM
If you're talking about the first guy, then he looks ether inibriated or incompetent, either way, not a good example. The Second one was facing active position that caused the problems.

Exactly. He tried to do something that seems rather simple.......... but failed.




Again, what is with these double flying kicks to the head? That is not a good idea.

In Teakwondo, almost everything you do is kick.
Also, they're teenagers, but they're also black-belts, so there's a lot of practice there.




You're thinking of this exactly backwards. Think about how many steps you take without spraining your ankle or how many times you don't bump the kitchen table.

... or spill your cup of coffee... or bump your car at something... or cut yourself while shaving/making a salad... or receiving a paper cut........
All those activities and more are all daily routines, which everyone's far more practiced at doing than attacking a monster that tries to tear their head off.




At that point, aren't you just adding extra rolls and mechanics that aren't necessary?

That's why Fumble rule is now tagged "Optional".
And as I stated above, the only reason this is even in there is because many groups practice fumbles in one fashion or another.




Especially because it punishes melee class way more then casters who don't actually need to roll?

Spellcasters have been cut down to size in this codex.




If you really want to keep them in, why not restrict fumbles to when you're using a weapon you're not actually trained in?

Because this will mean that one easily becomes immune to making mistakes.
It's not true and I don't subscribe to the notion...... however, with godly reflexes (minimum Ref save result of 15 or more), it's acceptable to me.
Also, since there's no auto-fail when rolling 1 on a d20, thie will be less of a scenario as levels go up.



And again - all under the assumption that a group decides to use fumbles.

I can say from personal experience, that it led to some of the more entertaining moments in sessions that I was part of.

nonsi
2014-07-08, 07:09 PM
.
Rules for Immortals have been added to the Miscellaneous section.
Maybe someone will find them of use.

Vadskye
2014-07-08, 11:36 PM
This is a delightful work. I look foward to poring over it more thoroughly understand it in full, but I already know that greatly prefer it to core 3.5 and PF. I used your previous comprehensive effort as inspiration for my own work, so I'm pleased to see a new version. (Did you use Rise for inspiration? Your AC rules and spell durations in particular seem very familiar, but I see similar traces throughout the system. I'm not asking for credit, just wondering if we independently arrived at the same conclusions.)

However, as is my wont, I'll focus more on the things that I don't like. Enjoy!

The automatic "theurging" for multiclassing is extremely generous, to the point that I doubt you will see many single-classed characters. It seems like you trade 1 level of class features in your "main" class for 3 levels of class features in your "other" class: Fighter 12 vs Fighter 10(11)/Rogue 2(3). That's far too powerful. A 50/50 character has 150% as many levels of class features: Fighter 12 vs Fighter 6(9)/ Rogue 6(9) = 12 levels of class features vs 18. There's no way that that is balanced.

How do you forge non-manuscripts, such as forged items or artwork? Why does being a linguist make you good at forgery? It makes much more sense to make Forgery a skill use of Craft.

Removing the penalty for iteratives at BAB +11 level is a terrible idea. The penalty for iterative attacks is a critical part of game balance, allowing AC to range across a huge spread while always remaining relevant. Have you done any sort of math analysis on the implications of this change?

This whole system introduces a great deal of complexity to core game mechanics: the BAB-based options, the expanded combat options (Aim, etc.), and the treatment of Power Attack and Expertise as core options. All of this information must be kept memorized or in some sort of detailed reference sheet, for every single character in the game - even ignoring all of the complexity introduced by class features, feats, and so on. This may be a design difference, but I think it's better to keep the core game as simple as possible.

Adding threshold-hits to damage is a very, very bad idea. It vastly increases damage (though the increased HP may offset this?), and it dramatically slows down play: you now have to do the exact subtraction for every single attack you make. Plus, most weapons will add little 50% bonuses, which is obnoxious to calculate. Have you playtested this at levels where characters make multiple attacks per round? Unless you play exclusively with people very good at quick math, I would expect this to be a significant problem.

Why does Total Defense impose no penalty to your AoOs, but fighting defensively (with Expertise) imposes a penalty to your AoOs? Surely you're being more defensive - and paying less attention to opportunities - with a total defense?

How does making spellcasting a full round action allow enemies to interrupt? They still start and complete the spell during the turn, so enemies can't react. Do you mean a 1 round casting time? (And can we talk about how inane and unintuitive the difference between "full-round action" and "1-round action" is?)

Your note about spell components and Eschew Materials is confusing. Part of the point of that feat was to let you cast when you physically couldn't reach components (while grappled, etc.). Does that mean you can grab components while unable to move?

Skill synergies are annoying.

Granting more frequent ability bonuses is a great idea. However, the system doesn't significantly penalize dump stats, or provide any sort of strong incentive to have more balanced stats that I see. I don't see any reason that most warriors wouldn't go Str/Con and not feel any pain.

Ranged characters, however, can go Str/Dex and get both attributes fully to damage. Combined with stacking magic bows and magic ammo, ranged characters are going to deal massive damage. Ranged characters were originally slightly weaker for a simple and obvious reason: they can attack from quite far away. That's very advantageous, particularly when you have reduced spell ranges (as you should). I'd be very suspicious of the power level of ranged characters now.

You mention that you revised two-weapon fighting rules, but I can't find the revision. The spoilers make it hard to search. Where are those rules?

nonsi
2014-07-09, 05:41 AM
This is a delightful work. I look foward to poring over it more thoroughly understand it in full, but I already know that greatly prefer it to core 3.5 and PF.

Thanks for the encouraging feedback :smallsmile: :smallredface:





I used your previous comprehensive effort as inspiration for my own work, so I'm pleased to see a new version. (Did you use Rise for inspiration? Your AC rules and spell durations in particular seem very familiar, but I see similar traces throughout the system. I'm not asking for credit, just wondering if we independently arrived at the same conclusions.)

I definitely used some of your ideas as baseline for mine.
I also noted to myself to use your AoOs rules, but I'm not sure yet if I want to take them as they are or polish them a bit. (this one's still cooking in my mind and I haven't had time to get to it yet).





However, as is my wont, I'll focus more on the things that I don't like. Enjoy!

Sure thing.





The automatic "theurging" for multiclassing is extremely generous, to the point that I doubt you will see many single-classed characters.

1. How many times did you see a single-classes character at level 12+ in-play? The fact is that most players like diversity.
2. IRL, the more successful people are multi-talented.
I know it'll make single-classed characters somewhat of a rare commodity, but if a group of 4+ players plans in advance, the best way they can maximize their strengths and compensate for their weaknesses is actually by remaining single-classed characters.
Also, many complain that the MT is inferior to both Cleric and Wizard, preferring not to take it.
My multiclassing rules make this reunion superior at the lower level (as should be) and somewhat inferior as levels go up (until you mitigate the loss via investment of general feats).


ECL MT-CL Codex Multiclassing
===================================
1 1 1
2 2 2
3 3 2/1
4 3/1 2(3)/2(3) * -- 1st synergy
5 3/2 3(4)/2(3)
6 3/3 3(4)/3(4)
7 4/4 4(5)/3(4)
8 5/5 4(6)/4(6) *
9 6/6 5(7)/4(6)
10 7/7 5(7)/5(7) -- 1st synergy boost made available via general feats (next one at level 20 at the earliest)
11 8/8 6(8)/5(7)
12 9/9 6(9)/6(9) *
13 10/10 7(10)/6(9)
14 11/11 7(10)/7(10)
15 12/12 8(11)/7(10)
16 13/13 8(12)/8(12) *

* Power Spike. I'm OK with it, if it happens in a character's career no more than once per 4 levels and the abilities' level equivalencies don't make the character outshine single-classed characters at their game.






It seems like you trade 1 level of class features in your "main" class for 3 levels of class features in your "other" class: Fighter 12 vs Fighter 10(11)/Rogue 2(3). That's far too powerful. A 50/50 character has 150% as many levels of class features: Fighter 12 vs Fighter 6(9)/ Rogue 6(9) = 12 levels of class features vs 18. There's no way that that is balanced.

Again: “These virtual levels are not HD, so multiclassing synergy does not push other characteristics or statistics such as HP, BAB, saving throws, skill points, HD-derived general feats or ability-score increase.”
Those are actual-class-level-dependent.
This means that on those you compromise when you multiclass, so you already suffer some kind of deficit.
The combined class-levels (taken into account with the above compromise) seem to me to provide more or less the same level of competence for characters that prefer to fly solo.

On this note, I’m considering removing the following houserule:
“Class-assigned spellcasting ability determines only tolerance, not max available SL.”
Your thoughts ?........





How do you forge non-manuscripts, such as forged items or artwork? Why does being a linguist make you good at forgery? It makes much more sense to make Forgery a skill use of Craft.

Good point. I'll have to put this topic on my TODO list.
Hopefully I'll have an answer for this in the following week.





Removing the penalty for iteratives at BAB +11 level is a terrible idea. The penalty for iterative attacks is a critical part of game balance, allowing AC to range across a huge spread while always remaining relevant. Have you done any sort of math analysis on the implications of this change?

Only at a stand-still.
Notice that BAB +6 says:
- Full Attack as a standard action.
- When making a full attack as a full round action, you may take a 5’-step after each attack.
To lose iterative penalties, you lose your mobility. You hold your ground.
Notice that 9th level warriors have the option of taking 5’-step as an immediate action.
Also, this means that high-level full-BAB characters are extremely dangerous to go mano-a-mano without appropriate combat strategy – as should be.




This whole system introduces a great deal of complexity to core game mechanics:




the BAB-based options,

Yes, but they’re uniform for all characters.
They’re class-independent.
Once you make use of them a couple of times, you won’t need to go back to the pages.



the expanded combat options (Aim, etc.),

Many people complain about the lack of combat options (“why doesn’t D&D allow me to even attempt ......”).
If people don’t want them, they can just ignore them, but they’re there for anyone that does want them.



and the treatment of Power Attack and Expertise as core options.

Base: -1/+2 modifier
Multiply every time you hit BAB that’s divisible by 4.
How complicated is that?





All of this information must be kept memorized or in some sort of detailed reference sheet, for every single character in the game - even ignoring all of the complexity introduced by class features, feats, and so on. This may be a design difference, but I think it's better to keep the core game as simple as possible.

Most amount to [can or cannot do].
Once you use them, everyone in the group knows you can.
A player can compile the list of candos into the back of his/her sheet and glance from time to time just for reminders.





Adding threshold-hits to damage is a very, very bad idea. It vastly increases damage (though the increased HP may offset this?)

1. Yes, they were meant to offset one another
2. This keeps damage multipliers in check and kills the UBER-CHARGER problem.




, and it dramatically slows down play: you now have to do the exact subtraction for every single attack you make. Plus, most weapons will add little 50% bonuses, which is obnoxious to calculate. Have you playtested this at levels where characters make multiple attacks per round? Unless you play exclusively with people very good at quick math, I would expect this to be a significant problem.

Not really.
You basically need 1 single value: the multiplier.
Subtracting is fairly easy.
You also gain a lot in return.
Think of it. It would...:
1. Reduce dice-rolls dramatically. You don’t confirm crit and you don’t roll for extra damage. You just need to do some arithmetics in your head (something that’s gonna come naturally after a few times – 2 sessions at most). It’s easy because the extra damage multiplier never changes for a given weapon (by type + whether or not it has the Keen enhancement).
2. Promote better weapon balance.
3. Scale nicely with BAB.
4. Spare those precious feat slots previously spent on PA, Improved Crit and other damage enhancers.
5. Eliminate every single melee character in the universe optimizing Str & taking PA.
6. Make Keen enhancement relevant all the time – including vs. creatures with no discernible anatomies.
7. Make a lot of sense. The better your attack roll is, the more you hurt your enemy. That’s why a single attack from a dagger could result in a scratch on your shoulder or a stab straight through the heart, even though its base damage is 1d4.
8. Make archery benefit just as much as melee would.
9. Make all crit rules/feats/features etc fly out the window – and that’s a lot of load on your head taken off.
10. There’s no more need for separation between enhancement bonuses to-hit and bonuses to damage. You just need enhancement bonuses to-hit.





Why does Total Defense impose no penalty to your AoOs, but fighting defensively (with Expertise) imposes a penalty to your AoOs? Surely you're being more defensive - and paying less attention to opportunities - with a total defense?

When fighting defensively, you can actually initiate attacks.
This option is not even on the table with total defense, but I guess no harm will come if total defense AoOs took the penalties of fighting defensively.
I don’t see a big issue there.





How does making spellcasting a full round action allow enemies to interrupt? They still start and complete the spell during the turn, so enemies can't react.

You can’t move and cast, so you’re more easily exposed to AoOs.





Do you mean a 1 round casting time?

All condition-inducing spells require 1 round casting, so now opponents can foil your spellcasting during their turn.





(And can we talk about how inane and unintuitive the difference between "full-round action" and "1-round action" is?)

Not my fault they didn’t call it “full-turn action”, but that’s what it really means when they say "full-round action".





Your note about spell components and Eschew Materials is confusing. Part of the point of that feat was to let you cast when you physically couldn't reach components (while grappled, etc.).

The intent (mine, at least) was to reduce the in-game grocery store list.



Does that mean you can grab components while unable to move?

Absolutely not.





Skill synergies are annoying.

In what way?
They’re character-build issues, not gametime issues.





Granting more frequent ability bonuses is a great idea. However, the system doesn't significantly penalize dump stats, or provide any sort of strong incentive to have more balanced stats that I see. I don't see any reason that most warriors wouldn't go Str/Con and not feel any pain.

Saving throws, ranged attacks, skill points and social influence.
If you’re willing to dump those, then by all means, more power to you. But I’d expect the DM to make the character pay for it within the campaign.





Ranged characters, however, can go Str/Dex and get both attributes fully to damage. Combined with stacking magic bows and magic ammo, ranged characters are going to deal massive damage. Ranged characters were originally slightly weaker for a simple and obvious reason: they can attack from quite far away. That's very advantageous, particularly when you have reduced spell ranges (as you should). I'd be very suspicious of the power level of ranged characters now.

Guess this is another one for my TODO list.





You mention that you revised two-weapon fighting rules, but I can't find the revision. The spoilers make it hard to search. Where are those rules?

Let me share a secret I’ve learned not too long ago.
At the top-right corner of each post, there’s a repeating quartet: Spoilers - Top - End - #<POST NUMBER>.
Hit “Spoilers”.
I believe you’ll like what you’ll find.

And on topic.
You’re right. There are no TWF rules.
However, I address TWF in the Modified Feats >> PHB I >> spoiler.
Double Weapon Fighting (New Feats >> Martial Combat Feats >>) covers fighting with double weapons and it’s not the same.
.

Vadskye
2014-07-09, 09:45 PM
I definitely used some of your ideas as baseline for mine.
I also noted to myself to use your AoOs rules, but I'm not sure yet if I want to take them as they are or polish them a bit. (this one's still cooking in my mind and I haven't had time to get to it yet).
The version Rise is using now is a bit cleaner than what I posted in the Attacks of Opportunity thread: "Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an attack of opportunity." That addresses a lot of the issues raised, I believe.


1. How many times did you see a single-classes character at level 12+ in-play? The fact is that most players like diversity.
You often didn't see single-class characters in core, but that's because the core classes are poorly designed and give almost zero incentive to single-class. That doesn't mean that people inherently like multiclassing - it just means the classes need to be redesigned. And even if people like multiclassing, why make multiclassing so aggressively overpowered compared to single-classing? That sets up a horrible dynamic: the most simple and obvious option is the weakest.


2. IRL, the more successful people are multi-talented.
Sure, but that can be accomplished by providing flexibility within class (like skills and feats do), not by forcing the particular game mechanic of multiclassing.


I know it'll make single-classed characters somewhat of a rare commodity, but if a group of 4+ players plans in advance, the best way they can maximize their strengths and compensate for their weaknesses is actually by remaining single-classed characters.
Even if that were true (which I'm definitely not convinced of - getting 150% as many levels of class features is huge), I don't like the assumption that parties should all plan their builds around each other.


Also, many complain that the MT is inferior to both Cleric and Wizard, preferring not to take it.
My multiclassing rules make this reunion superior at the lower level (as should be) and somewhat inferior as levels go up (until you mitigate the loss via investment of general feats).
You're absolutely correct that this is helps solve the Mystic Theurge problem! And I love the concept behind the mechanic - I just take issue with its power level. If you just progress spellcasting rather than progressing all class features, you can solve the MT problem without changing the balance of the entire multiclassing mechanic, and effectively forcing everyone to dabble in other classes.


Again: “These virtual levels are not HD, so multiclassing synergy does not push other characteristics or statistics such as HP, BAB, saving throws, skill points, HD-derived general feats or ability-score increase.”
Those are actual-class-level-dependent.
This means that on those you compromise when you multiclass, so you already suffer some kind of deficit.
The combined class-levels (taken into account with the above compromise) seem to me to provide more or less the same level of competence for characters that prefer to fly solo.
I wasn't assuming those virtual levels counted as HD. Multiclassed characters have essentially comparable HD-based stats to single-classed characters, but vastly more class levels. Consider Rogue 9 vs Rogue 7 (8) vs Fighter 2 (3). You give up one class feature (Sudden Strike) and a trivial number of skill points for +1 BAB, more HP, better saves, a boatload of proficiencies, +1 to attack and damage, two warcraft abilities, two bonus feats, and Combat Focus. In what universe is that remotely balanced?

(If it helps any, part of the reason I'm so vehemently against this is that I built an extremely similar but slightly weaker mechanic some time ago... and watched it completely destroy my system in my playtests until I removed it.)


On this note, I’m considering removing the following houserule:
“Class-assigned spellcasting ability determines only tolerance, not max available SL.”
Your thoughts ?........
I like making each class's key spellcasting ability significant. When you say "removing the houserule", would that make the class-assigned ability also determine SL? If so, I think that would be good.


Good point. I'll have to put this topic on my TODO list.
Hopefully I'll have an answer for this in the following week.
You could still have Linguistics give a synergy bonus to crafting written forgeries.


Only at a stand-still.
Notice that BAB +6 says:
- Full Attack as a standard action.
- When making a full attack as a full round action, you may take a 5’-step
after each attack.
To lose iterative penalties, you lose your mobility. You hold your ground.
Notice that 9th level warriors have the option of taking 5’-step as an immediate action.
Also, this means that high-level full-BAB characters are extremely dangerous to go mano-a-mano without appropriate combat strategy – as should be.
This also creates a massive difference between an enemy within reach and an enemy just 5 feet further away. Standard action full attack is great - among other things, it encourages a more mobile combat, which is realistic and interesting, rather than a highly static combat. D&D is practically alone in its insistence on totally static warriors, and I don't think that's something worth encouraging. (On a different note, this increases the power of ranged characters, since they can stand still without having to worry about how far away opponents are.)


Yes, but they’re uniform for all characters.
They’re class-independent.
Once you make use of them a couple of times, you won’t need to go back to the pages.
Many people complain about the lack of combat options (“why doesn’t D&D allow me to even attempt ......”).
If people don’t want them, they can just ignore them, but they’re there for anyone that does want them.
Base: -1/+2 modifier
Multiply every time you hit BAB that’s divisible by 4.
How complicated is that?
It really isn't that complicated once you've gotten used to them. After further reflection, I don't think the introduction of additional options like this is bad. They're fairly easy to ignore until you want them - and broadly speaking, they're acceptably complicated once you actually care about them. I have an instinctive distaste for "on-the-fly" complexity, but these could very easily be worth it depending on your playgroup. And playgroups that won't want the complexity probably won't care.


A player can compile the list of candos into the back of his/her sheet and glance from time to time just for reminders.
Even easier, you could try putting together a generic "you can do this stuff" sheet and just making it shared among the group. I kind of want to do that now that I thought of it...


1. Yes, they were meant to offset one another
I ran a moderately detailed analysis of the damage output of a 6th level warrior using both 2HF and 2WF. Turns out that the two styles are remarkably balanced - 2WF benefits more from the threshold damage because it gets more attacks, but that just offsets the fact that 2WF was really underpowered before. The threshold damage seems to correspond to dealing roughly 150% of normal damage. Maximizing monster HD would generally make it 150% of normal, depending on their Con. In other words, they offset nicely for retaining the original balance point. Nice!

(Side note: I believe that the original balance point is incorrect. Generally speaking, it takes 2-3 rounds for a level X warrior to kill a CR X monster. Since a CR X monster is supposed to be a challenge for 4 PCs, that means that on average four warriors would kill it in a single round. I think combat should last 5 rounds on average. That is a pretty significant rewrite to the core combat math, though, so take it for what it's worth.)


2. This keeps damage multipliers in check and kills the UBER-CHARGER problem.
There are less drastic ways to kill the ubercharger...


Not really.
You basically need 1 single value: the multiplier.
Subtracting is fairly easy.
You also gain a lot in return.
Think of it. It would...:
1. Reduce dice-rolls dramatically. You don’t confirm crit and you don’t roll for extra damage. You just need to do some arithmetics in your head (something that’s gonna come naturally after a few times – 2 sessions at most). It’s easy because the extra damage multiplier never changes for a given weapon (by type + whether or not it has the Keen enhancement).
2. Promote better weapon balance.
3. Scale nicely with BAB.
4. Spare those precious feat slots previously spent on PA, Improved Crit and other damage enhancers.
5. Eliminate every single melee character in the universe optimizing Str & taking PA.
6. Make Keen enhancement relevant all the time – including vs. creatures with no discernible anatomies.
7. Make a lot of sense. The better your attack roll is, the more you hurt your enemy. That’s why a single attack from a dagger could result in a scratch on your shoulder or a stab straight through the heart, even though its base damage is 1d4.
8. Make archery benefit just as much as melee would.
9. Make all crit rules/feats/features etc fly out the window – and that’s a lot of load on your head taken off.
10. There’s no more need for separation between enhancement bonuses to-hit and bonuses to damage. You just need enhancement bonuses to-hit.
1. It reduces the number of dice-rolls by about 10%, but dramatically increases time per dice roll by requiring an extra subtraction, a division, and addition for every roll. There's no way this is faster.
2. It definitely helps balance 2WF and 2HF. Which is great! But there are other ways to do that.
3. Huh?
4. You made PA automatic, not removed it, so I'm not sure that matters. But you did remove Improved Crit. Course, you could just remove Improved Crit without getting rid of critical hits.
5. Huh? The rest of the changes in the system do that (allowing Dex to damage, making PA automatic). Threshold damage has nothing to do with that. Actually, threshold damage encourages Str relative to not having threshold damage, since the cap is Str-based.
6. This is good, but trivial.
7. Careful - you don't want to say a very accurate hit = a stab straight to the heart. That defeats the whole "HP is an abstraction" idea.
9. I agree that PF's critical feats were obnoxious. But crit rules in general are pretty lightweight. I've never seen a new player struggle much with crit mechanics.
10. That's actually pretty cool. I like that. I don't think it's worth the costs, but I do like it.

I guess I'll just go back to saying - have you playtested this? I tried threshold damage in D&D, and I've played in various non-D&D systems that use threshold damage. It was always a headache. Maybe your experience is different than mine, though.


When fighting defensively, you can actually initiate attacks.
This option is not even on the table with total defense, but I guess no harm will come if total defense AoOs took the penalties of fighting defensively.
I don’t see a big issue there.
Oh, it's definitely not a big issue. I'm liberally mixing issues I see as critical with issues that are trivial. But it seems odd to me that you're more aggressive with total defense than with fighting defensively.


You can’t move and cast, so you’re more easily exposed to AoOs.
Fair enough. The change so that you can't full-round action and 5' step helps here.


All condition-inducing spells require 1 round casting, so now opponents can foil your spellcasting during their turn.

Not my fault they didn’t call it “full-turn action”, but that’s what it really means when they say "full-round action".
That makes sense after I understand it. May I suggest changing the name of one or the other type of action? As long as you're rewriting so much the system, you can clear up that ambiguity.


Absolutely not.
Sounds like there is still a need for the Eschew Materials feat, then?


In what way?
They’re character-build issues, not gametime issues.
I am happy that you appreciate the difference - I completely agree that character-build stuff is allowed much more complexity. But skill synergies actually are gametime issues because they are so conditional. If skill synergies were just "+X to a skill", it wouldn't be a gametime issue - you could just write it on your sheet, increase your skill modifier and be done with it. But skill synergies often have picky situational requirements that are tough to remember, such as "in unstable ground", "while delivering a message to a target", or "to keep from getting lost or avoiding hazards". Those triggers are rare and tough to summarize, so they can't realistically just be written on the character sheet and ignored. That makes them a gametime issue.


Saving throws, ranged attacks, skill points and social influence.
If you’re willing to dump those, then by all means, more power to you. But I’d expect the DM to make the character pay for it within the campaign.
How do you really punish someone for dumping Charisma? If they don't try to talk to people... you can't. And sure, Wisdom helps Will saves, but the huge bonus from Saving Throw Focus offsets the difference between a 14 Wis and an 8 Wis by 3rd level - and only gets bigger from there. I just don't see that sort of punishment being feasible - not in comparison to the obvious and powerful benefits from focusing attributes.


Let me share a secret I’ve learned not too long ago.
At the top-right corner of each post, there’s a repeating quartet: Spoilers - Top - End - #<POST NUMBER>.
Hit “Spoilers”.
I believe you’ll like what you’ll find.
Oh my goodness you are the best. :smallbiggrin:


And on topic.
You’re right. There are no TWF rules.
However, I address TWF in the Modified Feats >> PHB I >> spoiler.
Double Weapon Fighting (New Feats >> Martial Combat Feats >>) covers fighting with double weapons and it’s not the same.
Found it, thanks.

And more comments and potential problems! Don't feel compelled to respond rapidly! (I, uh, have a long commute by train, and this was interesting.)

The "4 types of AC modifiers" doesn't tell the whole story. What about size bonuses and circumstantial bonuses, such as from cover? They don't fit into one of those four categories.

Do you really want to encourage people dual-wielding shields? That's just a strange mental image. Also, does that stacking also apply to bucklers?

Combat Reflexes grants an additional attack/round to thrown weapon users by granting the ability to attack as a swift action. This is not obvious and questionably balanced.

Why does bladed cover impose a penalty on ranged attacks? It should increase your AC. See PHB 64 for a discussion of roll penalties vs. DC increases. Also, nothing in the wording specifies that it only penalizes attacks against you, which is weird.

Persistent Spell is overpowered when combined with powerful 1-round penalties or bonuses. Consider adding the requirement that the spell must use one of the standard duration categories to be persistable.

I love the "shields and armor don't stack" idea in principle. But are you sure shield-users are balanced against the other combat styles when they only get +2 AC?

Shield Ward grants you your shield bonus to your touch AC. But shield already grant your shield bonus to your touch AC. Is this granted twice, or is that part of the feat removed?

Can you finesse an unarmed strike? The Finesse wording is ambiguous. If you can, it seems bizarre that you can finesse an unarmed strike with your hand but not a natural attack with the same hand.

Regaining "your HD worth of HP" each rest is so trivial as to be useless, considering your increases to HP.

Avoiding meeting a creature's gaze should impose more than a -2 penalty. That change turns powerful, iconic gaze attacks from legitimate threats to "all creatures take a -2 penalty to attack, AC, and opposed checks", which is trivial and effectively just turns the creature into another generic bruiser. Yes, gaze attacks are too powerful - AOE save or die is dumb. But the solution is to weaken the gaze attacks in a flavorful way (perhaps the process of turning into stone is slow and reversible, maybe it only has its full effect if you're weakened...), not effectively removing them from combat.

What is a "cumulative +1" in the Aim description? Does it increase by +1, then increase by +2, then increase by +3? Or does it increase by +1 each time? If it is the latter, the "cumulative" wording is unnecessary.

Maiming and "severing extremities" with Coup de Grace should impose vastly larger penalties than "1d6 points of ability drain on a failed Fort save", considering that the alternative is instant death. The "hostage situations" idea is very interesting, but the initiative rules are fairly ambiguous on how to handle those sorts of contested initiative interactions.

Does Foil Action override the Concentration check for casting a spell? Foil Action is incredibly powerful, and I'm not sure about the fluff.

While grappling, "you do not threaten opponents that are not grappling" should specify "grappling you". Do you have to make a grapple check to take strictly mental actions in a grapple? It seems strange that it is just as easy to attack with a greatsword as with a dagger. Also, fighting while grappled involves a staggering amount of rolling, considering that there are three rolls per attack, each with a different bonus.

Dwarves are fast :smallfrown: and that removes their one downside. Dwarves have always been one of the most powerful races thanks to their slew of bonuses, and that was largely balanced by their slow speed. You're going to see a lot of dwarves running around (though the Dex penalty helps).

I feel strongly that elves shouldn't have a Strength penalty. Elven rangers are famous, and I can't think of a D&D-style fantasy representation that showed elves as being physically weaker than humans and other races. That just seems strange. And the double ability bonus feels strange to me - why would elves be particularly charismatic?

Half-elves are even weaker than before, considering that the power races all got buffs.

Why do halflings have a base speed of 25? That's a really awkward number.

Rogues should have Craft - they should thematically be skilled at crafting traps and poisons. Likewise, druids should have Craft: nature dwellings, snares, herbal brews, and so on.

Why do you need Sense Motive to Hide in Plain Sight? If your idea is that you're watching where people are looking, wouldn't that be Spot?

The Search/Spot distinction is annoying. And using Search (a skill which requires a full-round action to search a 5' square) to track (which allows you to move at up to half your speed without penalty) is strange.

What is the difference between "tumbling in a threatened area" to avoid AoOs and "Avoiding an AoO", which has a much higher DC?

Abilities like Scent and Tremorsense should grant a much higher bonus than a mere +4 to the relevant perception checks. The difference between a dog and a human is not something the human can make up with a mere 4 skill points.

nonsi
2014-07-11, 02:53 AM
I definitely used some of your ideas as baseline for mine.
I also noted to myself to use your AoOs rules, but I'm not sure yet if I want to take them as they are or polish them a bit. (this one's still cooking in my mind and I haven't had time to get to it yet).

The version Rise is using now is a bit cleaner than what I posted in the Attacks of Opportunity thread: "Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an attack of opportunity." That addresses a lot of the issues raised, I believe.


Could you post the final version here, so I can evaluate ?






1. How many times did you see a single-classes character at level 12+ in-play? The fact is that most players like diversity.

You often didn't see single-class characters in core, but that's because the core classes are poorly designed and give almost zero incentive to single-class. That doesn't mean that people inherently like multiclassing - it just means the classes need to be redesigned.


You should really take a look at my classes when you have the chance.
(but for now, I’m content to leave them out until sorting all other issues)




And even if people like multiclassing, why make multiclassing so aggressively overpowered compared to single-classing? That sets up a horrible dynamic: the most simple and obvious option is the weakest.


I’m not sure the term “so aggressively overpowered” is accurate here.
My assumption was that given, in general, that higher level features are more powerful than lower level features, then roughly [(2 * 3/4) = 1].






2. IRL, the more successful people are multi-talented.

Sure, but that can be accomplished by providing flexibility within class (like skills and feats do), not by forcing the particular game mechanic of multiclassing.


A few examples could go a long way in clarifying your vision on this one.






I know it'll make single-classed characters somewhat of a rare commodity, but if a group of 4+ players plans in advance, the best way they can maximize their strengths and compensate for their weaknesses is actually by remaining single-classed characters.

Even if that were true (which I'm definitely not convinced of - getting 150% as many levels of class features is huge), I don't like the assumption that parties should all plan their builds around each other.


In terms of campaign-world realism, I’m strongly with you on this one.






Also, many complain that the MT is inferior to both Cleric and Wizard, preferring not to take it.
My multiclassing rules make this reunion superior at the lower level (as should be) and somewhat inferior as levels go up (until you mitigate the loss via investment of general feats).

You're absolutely correct that this is helps solve the Mystic Theurge problem! And I love the concept behind the mechanic - I just take issue with its power level. If you just progress spellcasting rather than progressing all class features, you can solve the MT problem without changing the balance of the entire multiclassing mechanic, and effectively forcing everyone to dabble in other classes.


Spellcasting by default is more powerful level-per-level than all other features of any one class you’d choose.
This is exactly opposite to giving me incentive to promote only spellcasting, and it’s basically unfair to noncasters.
I have no intention of giving this candy exclusively for spellcasters.






Again: “These virtual levels are not HD, so multiclassing synergy does not push other characteristics or statistics such as HP, BAB, saving throws, skill points, HD-derived general feats or ability-score increase.”
Those are actual-class-level-dependent.
This means that on those you compromise when you multiclass, so you already suffer some kind of deficit.
The combined class-levels (taken into account with the above compromise) seem to me to provide more or less the same level of competence for characters that prefer to fly solo.

I wasn't assuming those virtual levels counted as HD. Multiclassed characters have essentially comparable HD-based stats to single-classed characters, but vastly more class levels. Consider Rogue 9 vs Rogue 7 (8) vs Fighter 2 (3). You give up one class feature (Sudden Strike) and a trivial number of skill points for +1 BAB, more HP, better saves, a boatload of proficiencies, +1 to attack and damage, two warcraft abilities, two bonus feats, and Combat Focus. In what universe is that remotely balanced?

(If it helps any, part of the reason I'm so vehemently against this is that I built an extremely similar but slightly weaker mechanic some time ago... and watched it completely destroy my system in my playtests until I removed it.)


1. My life is too full at current and in my recent vicinity the gaming options are practically nonexistent, so playtesting is not a nearby option.
2. Yes. Rogue 7(8) / Fighter 2(3) is indeed a momentary power boost, but from there on, you’ll always have delayed access to the better class features.
3. Did you allow or ban PrCs when you playtested your mechanic?

I could dictate that only one class benefits from this synergy at a time.
However…

1. This will practically kill the MT option (one could always suggest (not me) an Archivist-like feature-dwindled class for divine-arcane combo).
2. I’ll have to get into details like when this selection has to be made (character creation / race-dependent / class with the highest level / upon gaining a level) and if one can swap his synergy class. This will make this option cumbersome.







On this note, I’m considering removing the following houserule:
“Class-assigned spellcasting ability determines only tolerance, not max available SL.”
Your thoughts ?........

I like making each class's key spellcasting ability significant. When you say "removing the houserule", would that make the class-assigned ability also determine SL? If so, I think that would be good.


I’ll do that.






Good point. I'll have to put this topic on my TODO list.
Hopefully I'll have an answer for this in the following week.

You could still have Linguistics give a synergy bonus to crafting written forgeries.


Another issue for me to process.
Seems like I’m gonna have a busy weekend :smallbiggrin:







Only at a stand-still.
Notice that BAB +6 says:
- Full Attack as a standard action.
- When making a full attack as a full round action, you may take a 5’-step
after each attack.
To lose iterative penalties, you lose your mobility. You hold your ground.
Notice that 9th level warriors have the option of taking 5’-step as an immediate action.
Also, this means that high-level full-BAB characters are extremely dangerous to go mano-a-mano without appropriate combat strategy – as should be.

This also creates a massive difference between an enemy within reach and an enemy just 5 feet further away. Standard action full attack is great - among other things, it encourages a more mobile combat, which is realistic and interesting, rather than a highly static combat. D&D is practically alone in its insistence on totally static warriors, and I don't think that's something worth encouraging. (On a different note, this increases the power of ranged characters, since they can stand still without having to worry about how far away opponents are.)


Nice catch.
I’ll add s special clause that total attack applies to melee weapons only.







A player can compile the list of candos into the back of his/her sheet and glance from time to time just for reminders.

Even easier, you could try putting together a generic "you can do this stuff" sheet and just making it shared among the group. I kind of want to do that now that I thought of it...


If you have something in mind, I’d like to see it.







Not really.
You basically need 1 single value: the multiplier.
Subtracting is fairly easy.
You also gain a lot in return.
Think of it. It would...:
1. Reduce dice-rolls dramatically. You don’t confirm crit and you don’t roll for extra damage. You just need to do some arithmetics in your head (something that’s gonna come naturally after a few times – 2 sessions at most). It’s easy because the extra damage multiplier never changes for a given weapon (by type + whether or not it has the Keen enhancement).
2. Promote better weapon balance.
3. Scale nicely with BAB.
4. Spare those precious feat slots previously spent on PA, Improved Crit and other damage enhancers.
5. Eliminate every single melee character in the universe optimizing Str & taking PA.
6. Make Keen enhancement relevant all the time – including vs. creatures with no discernible anatomies.
7. Make a lot of sense. The better your attack roll is, the more you hurt your enemy. That’s why a single attack from a dagger could result in a scratch on your shoulder or a stab straight through the heart, even though its base damage is 1d4.
8. Make archery benefit just as much as melee would.
9. Make all crit rules/feats/features etc fly out the window – and that’s a lot of load on your head taken off.
10. There’s no more need for separation between enhancement bonuses to-hit and bonuses to damage. You just need enhancement bonuses to-hit.

1. It reduces the number of dice-rolls by about 10%, but dramatically increases time per dice roll by requiring an extra subtraction, a division, and addition for every roll. There's no way this is faster.


Not really. After a few times, you only need to know the diff and the numbers pop up immediately to mind (e.g. 4 * 2.5 = 10)

And the more important fact: only one player would be doing all the math – the DM. since only the DM knows both the attack roll and the AC at any given time, no one will know the diff anyway... and if s/he makes a small calculation error, no one will know to argue about it.




(scales with BAB)
3. Huh?


The higher your attack rolls are, the more average damage you produce.




4. You made PA automatic, not removed it, so I'm not sure that matters. But you did remove Improved Crit. Course, you could just remove Improved Crit without getting rid of critical hits.


What I meant was that this leaves one’s feat slots open for other (less of the “wouldn’t leave home without it” category) stuff.




5. Huh? The rest of the changes in the system do that (allowing Dex to damage, making PA automatic). Threshold damage has nothing to do with that. Actually, threshold damage encourages Str relative to not having threshold damage, since the cap is Str-based.


Ditto




7. Careful - you don't want to say a very accurate hit = a stab straight to the heart. That defeats the whole "HP is an abstraction" idea.


That was just to convey the notion.




9. I agree that PF's critical feats were obnoxious. But crit rules in general are pretty lightweight. I've never seen a new player struggle much with crit mechanics.


Also, by 10th level, every martially inclined character takes care of elevating crit probability & output in various ways, so there’s quite a lot more than the basics to deal with (and again – more feats wasted on damage output).





I guess I'll just go back to saying - have you playtested this? I tried threshold damage in D&D, and I've played in various non-D&D systems that use threshold damage. It was always a headache. Maybe your experience is different than mine, though.


Maybe it was because the DM didn’t take exclusive ownership on dealing with threshold damage.







When fighting defensively, you can actually initiate attacks.
This option is not even on the table with total defense, but I guess no harm will come if total defense AoOs took the penalties of fighting defensively.
I don’t see a big issue there.

Oh, it's definitely not a big issue. I'm liberally mixing issues I see as critical with issues that are trivial. But it seems odd to me that you're more aggressive with total defense than with fighting defensively.


I’ll state this penalty anyway.






All condition-inducing spells require 1 round casting, so now opponents can foil your spellcasting during their turn.

Not my fault they didn’t call it “full-turn action”, but that’s what it really means when they say "full-round action".

That makes sense after I understand it. May I suggest changing the name of one or the other type of action? As long as you're rewriting so much the system, you can clear up that ambiguity.


I could note it once in the action rules, but I’ll leave the rest as is, to avoid terminology confusion.







Absolutely not.

Sounds like there is still a need for the Eschew Materials feat, then?


I don’t remember Eschew Materials feat allowing you to grab components while unable to move, so I don’t really see what shortage I’m supposed to be compensating for here.







In what way?
They’re character-build issues, not gametime issues.

I am happy that you appreciate the difference - I completely agree that character-build stuff is allowed much more complexity. But skill synergies actually are gametime issues because they are so conditional. If skill synergies were just "+X to a skill", it wouldn't be a gametime issue - you could just write it on your sheet, increase your skill modifier and be done with it. But skill synergies often have picky situational requirements that are tough to remember, such as "in unstable ground", "while delivering a message to a target", or "to keep from getting lost or avoiding hazards". Those triggers are rare and tough to summarize, so they can't realistically just be written on the character sheet and ignored. That makes them a gametime issue.


Nix those two if you don’t like them.
The first one, btw, could happen a lot in marine-based adventures.






Saving throws, ranged attacks, skill points and social influence.
If you’re willing to dump those, then by all means, more power to you. But I’d expect the DM to make the character pay for it within the campaign.

How do you really punish someone for dumping Charisma? If they don't try to talk to people... you can't.


Reaction... judgments & verdicts.




And sure, Wisdom helps Will saves, but the huge bonus from Saving Throw Focus offsets the difference between a 14 Wis and an 8 Wis by 3rd level - and only gets bigger from there.


A lot of times, you suffer just because the d20 landed -1 or -2 from the score you needed, so each modifier could count.




I just don't see that sort of punishment being feasible - not in comparison to the obvious and powerful benefits from focusing attributes.


Again. I have no problem with one-dimensional characters shining at their shtick.








And more comments and potential problems! Don't feel compelled to respond rapidly! (I, uh, have a long commute by train, and this was interesting.)







The "4 types of AC modifiers" doesn't tell the whole story. What about size bonuses and circumstantial bonuses, such as from cover? They don't fit into one of those four categories.


Those remain unchanged
Guess I’ll change the spoiler title to “AC Modifiers – The Whole Story”





Do you really want to encourage people dual-wielding shields? That's just a strange mental image. Also, does that stacking also apply to bucklers?


I have no problem with that image, if this is how one envisions his character.






Combat Reflexes grants an additional attack/round to thrown weapon users by granting the ability to attack as a swift action. This is not obvious and questionably balanced.


Actually, it’s immediate action, but only if you already have it ready at hand.
Once you tossed it, you no longer have it ready at hand.






Why does bladed cover impose a penalty on ranged attacks? It should increase your AC. See PHB 64 for a discussion of roll penalties vs. DC increases.


Did you see the movie "Hero"?
The idea is that when not threatened in melee, you can turn your attention to a specific direction and use your blade to rapidly deflect missile attacks heading toward you.




Also, nothing in the wording specifies that it only penalizes attacks against you, which is weird.


Gotya. I’ll fix this one.





Persistent Spell is overpowered when combined with powerful 1-round penalties or bonuses. Consider adding the requirement that the spell must use one of the standard duration categories to be persistable.


What do you mean by “the standard duration categories” ?




I love the "shields and armor don't stack" idea in principle. But are you sure shield-users are balanced against the other combat styles when they only get +2 AC?


I’m not sure what you’re referring to here.





Shield Ward grants you your shield bonus to your touch AC. But shield already grant your shield bonus to your touch AC. Is this granted twice, or is that part of the feat removed?


Good point.
How about: “You apply your shield bonus to your touch AC, and to checks or rolls to resist Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip attempts against you.”





Can you finesse an unarmed strike? The Finesse wording is ambiguous. If you can, it seems bizarre that you can finesse an unarmed strike with your hand but not a natural attack with the same hand.


I believe what I meant back then was “You add your Dex-bonus to damage for finesseable weapons, but not for small weapons or natural weapons”.
Unarmed strike usually counts as small weapon (except for 7th level monks).
As for natural attacks, I guess Slam Attack is a small weapon that also counts as 1-handed, so it probably should apply.





Regaining "your HD worth of HP" each rest is so trivial as to be useless, considering your increases to HP.


What do you mean by “considering your increases to HP” ?





Avoiding meeting a creature's gaze should impose more than a -2 penalty. That change turns powerful, iconic gaze attacks from legitimate threats to "all creatures take a -2 penalty to attack, AC, and opposed checks", which is trivial and effectively just turns the creature into another generic bruiser. Yes, gaze attacks are too powerful - AOE save or die is dumb. But the solution is to weaken the gaze attacks in a flavorful way (perhaps the process of turning into stone is slow and reversible, maybe it only has its full effect if you're weakened...), not effectively removing them from combat.


Maybe I can replace this:
“Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.”
with this:
“Once a target of a gaze attack makes the save, it is allowed a Knowledge (arcana) check. If successful, s/he recognizes the danger."
I could also add that avoiding a creature’s gaze also grants the creature partial concealment.





What is a "cumulative +1" in the Aim description? Does it increase by +1, then increase by +2, then increase by +3? Or does it increase by +1 each time? If it is the latter, the "cumulative" wording is unnecessary.


The value is cumulative, not the increase.
I’ll add “(+2 at BAB +6, +3 at BAB +11 and so on)”






Maiming and "severing extremities" with Coup de Grace should impose vastly larger penalties than "1d6 points of ability drain on a failed Fort save", considering that the alternative is instant death. The "hostage situations" idea is very interesting, but the initiative rules are fairly ambiguous on how to handle those sorts of contested initiative interactions.


What penalties would you impose and how would you clarify this ambiguity ?





Does Foil Action override the Concentration check for casting a spell? Foil Action is incredibly powerful, and I'm not sure about the fluff.


How about if instead of automatic failure, the opponent is entitled to Str/Dex contest (opponent’s choice) vs. your Str/Dex (your choice) ?





While grappling, "you do not threaten opponents that are not grappling" should specify "grappling you".


I’ll note it.




Do you have to make a grapple check to take strictly mental actions in a grapple?


No. Actions which are strictly mental require no grapple check, but may require Concentration check (if you take damage for instance).





It seems strange that it is just as easy to attack with a greatsword as with a dagger. Also, fighting while grappled involves a staggering amount of rolling, considering that there are three rolls per attack, each with a different bonus.


I think I’ll make it like this:
Natural/unarmed attacks suffer no penalty when you’re the one that’s holding/pinning. Light weapons suffer a -4 penalty to attack rolls. 1-handed weapons take a -8 penalty and (provided you have 3 arms or more) 2-handed weapons suffer -12.
When you’re held/pinned, Natural/unarmed attacks suffer -4/-8 penalty and light weapons suffer -8/-12 penalty (respectively). You may not utilize other weapons while held/pinned





Dwarves are fast and that removes their one downside. Dwarves have always been one of the most powerful races thanks to their slew of bonuses, and that was largely balanced by their slow speed. You're going to see a lot of dwarves running around (though the Dex penalty helps).


You’re right.
I’ll nix the movement modifications altogether.
This also means that I’ll need to note the special dwarvan movement mode for Undermountain Dwarf.




I feel strongly that elves shouldn't have a Strength penalty. Elven rangers are famous, and I can't think of a D&D-style fantasy representation that showed elves as being physically weaker than humans and other races. That just seems strange. And the double ability bonus feels strange to me - why would elves be particularly charismatic?


In all editions of D&D, elves are described as having smaller physical stature than humans. They’re also described as more woodland-bound.
Both feel more appropriate for Str penalty over Con penalty to me.





Half-elves are even weaker than before, considering that the power races all got buffs.


Should’ve been “This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.”
Remember that the title is “Racial Traits changes/additions”
Will change.




Why do halflings have a base speed of 25? That's a really awkward number.


Halflings are supposed to be quick, nimble & agile.
The alternative I was thinking about was to add a houserule that each +3 to Dex-bonus (or maybe each +2 to both Str & Dex) increases one’s movement by 5’. It’ll make high-level martially-inclined characters potentially faster.





Rogues should have Craft - they should thematically be skilled at crafting traps and poisons. Likewise, druids should have Craft: nature dwellings, snares, herbal brews, and so on.


Good point




Why do you need Sense Motive to Hide in Plain Sight? If your idea is that you're watching where people are looking, wouldn't that be Spot?


The notion was that one needs to understand how the mind notices things and how to turn others’ attention away from you.






The Search/Spot distinction is annoying. And using Search (a skill which requires a full-round action to search a 5' square) to track (which allows you to move at up to half your speed without penalty) is strange.


I never liked Survival being associated with tracking. I see very little connection between tracking and one’s ability to forage for food & drink or raise campfires.
Since while tracking, you don’t need to turn-over/dig-through stuff, you don’t require full-round action to track.





What is the difference between "tumbling in a threatened area" to avoid AoOs and "Avoiding an AoO", which has a much higher DC?


The former requires Tumble ranks and is evaluated separately vs. each threatening opponent.
The latter (avoiding AoOs in a threatened area) – to my knowledge – is not an option.






Abilities like Scent and Tremorsense should grant a much higher bonus than a mere +4 to the relevant perception checks. The difference between a dog and a human is not something the human can make up with a mere 4 skill points.


Ok. How about “+8 to all Smell checks” and “+4 racial bonus to all smell checks related to noticing and identifying a particular non-magical scent”
(the bunuses stack, of course)

Vadskye
2014-07-12, 02:16 PM
Could you post the final version here, so I can evaluate ?
Sure. I removed the 5' step, but this should work with a 5' step rule.
Attacks of Opportunity
Sometimes a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.

Provoking Attacks of Opportunity
You can provoke attacks of opportunity in two ways.

Being Defenseless Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an attack of opportunity. You can be defenseless for several reasons. Some examples are given below.


If you are not wielding a melee weapon or shield, you are defenseless.
If you can't use a weapon or shield to defend yourself, you are defenseless. This can happen if you are trying to wield a heavy weapon in one hand, or if you aren't proficient with your only weapon.
If you are busy doing something else that requires your full attention (such as casting a spell), you are defenseless.


Leaving the Battle You provoke an attack of opportunity if you move farther away from an opponent who threatens you. This can be mitigated with the withdraw action, which allows you to avoid provoking from specific opponents (see Withdraw, page 117).

Forced Movement You never provoke attacks of opportunity for movement you didn't take intentionally, such as from a shove (see Shove, page 116).

[b]Taking Attacks of Opportunity[b]
If a creature within your threatened area provokes an attack of opportunity, you can immediately make a single melee attack against that creature. The attack of opportunity ``interrupts'' anything else the creature was been doing. The creature can continue its turn after your attack of opportunity is resolved.

You can make a number of attacks of opportunity each round equal to 1 + your Dexterity modifier, but never more than one per round against a particular creature. You don't have to make an attack of opportunity if you don't want to.

[quote]You should really take a look at my classes when you have the chance.
(but for now, I’m content to leave them out until sorting all other issues)
I took a glance through - I love the priest positive/negative spell lists, can I steal that? And I'm confused that you kept wild shape on the druid. I have always found wild shape to be annoyingly complicated and very metagame-y, since it uses monster stats for PC stats, though the limit on shapes known is good. And I do notice that the classes in general provide more incentives to single-class than the originals, which is good. But evaluating classes is complicated, so I'm postponing it for now.


I’m not sure the term “so aggressively overpowered” is accurate here.
My assumption was that given, in general, that higher level features are more powerful than lower level features, then roughly [(2 * 3/4) = 1].
But that's the wrong baseline for comparison. By dipping two levels in another class, you give up one level of features in your primary class and gain three levels of features in your secondary class. The only way that this is balanced is if high-level class features are three times more powerful than low-level class features. That's practically impossible, particularly because most classes have a power jump at the first few levels (which is necessary to make sure low-level characters are mechanically distinct). The whole system is just broken. (It's more complicated and broken than this once you start taking into account how to make that 3:1 tradeoff fair at every level...)


A few examples could go a long way in clarifying your vision on this one.
Sure. Your warrior is a great example of this. A high-level warrior is forced to have a variety of skills with a variety of fighting styles, weapons, and so on. There simply there aren't (and shouldn't be) enough feats to devote all of his efforts into a single style, and the Warcraft class feature is full of options. A successful warrior is, by definition, multi-talented.

The same is true of most characters. They gain skill points which grant them multiple talents other than hitting stuff in the face really hard. They are forced to raise two attributes, so they have more versatility. Characters in your system should definitionally already be multi-talented. That's completely separate from multiclassing.

Multiclassing is a specific mechanic that represents are particular kind of multi-talentedness (I'm pretending that's a word). It represents a choice to stop developing the whole broad spectrum of talents that your original class - your original core identity - made you good at, and learning a different way to think and fight. It shouldn't be the default thematically. Additionally, it's mechanically very complicated relative to being single-classed, so I would avoid intentionally encouraging it for that reason as well - it imposes a "simplicity tax" on players who don't like or can't handle that complexity.


Spellcasting by default is more powerful level-per-level than all other features of any one class you’d choose.
This is exactly opposite to giving me incentive to promote only spellcasting, and it’s basically unfair to noncasters.
I have no intention of giving this candy exclusively for spellcasters.
See, I used to think that. But the funny thing is that spellcasting is actually the worst possible thing to multiclass. When a fighter takes a level in rogue, he directly benefits from all of the rogue's combat abilities. Taking a level in rogue makes him better at being a fighter, thanks to sneak attack and other abilities. This is true of all essentially all noncaster classes and class features, because they all operate under the same system.

When a spellcaster takes a level in fighter, or vice-versa, that isn't true. A spellcaster gains zero benefit for his core mechanic when he takes a level in any other class. It just doesn't help his casting at all. See, everyone except spellcasters already gains multiclassing benefits. Casters are the only ones that don't! This is the origin of the Mystic Theurge problem, but it runs deeper than that. The only playable gishes in D&D have been complicated prestige class shenigans builds that retain a great deal of casting - noncaster X / Wizard X has never been reasonably viable. It's a core problem in the system, and it's why I think you should encourage casters to multiclass. (This implicitly requires that spellcasters be less overpowered than they are in core D&D - and if you haven't fixed that, it's completely separate problem from multiclassing.)


1. My life is too full at current and in my recent vicinity the gaming options are practically nonexistent, so playtesting is not a nearby option.
Unfortunate, but totally understandable.

2. Yes. Rogue 7(8) / Fighter 2(3) is indeed a momentary power boost, but from there on, you’ll always have delayed access to the better class features.
Discussed in the "three times more powerful" section above.

3. Did you allow or ban PrCs when you playtested your mechanic?
No PrCs were involved (they don't even exist in my system).


I could dictate that only one class benefits from this synergy at a time.
However…

1. This will practically kill the MT option (one could always suggest (not me) an Archivist-like feature-dwindled class for divine-arcane combo).
2. I’ll have to get into details like when this selection has to be made (character creation / race-dependent / class with the highest level / upon gaining a level) and if one can swap his synergy class. This will make this option cumbersome.
Yeah, I don't think that a one-class restriction is what you want.


Another issue for me to process.
Seems like I’m gonna have a busy weekend :smallbiggrin:
Haha, enjoy!


Nice catch.
I’ll add s special clause that total attack applies to melee weapons only.
No love for mobile melee combat?


If you have something in mind, I’d like to see it.
I don't have one for my system, and I haven't seen a reminder sheet like this elsewhere, but I think it'd be useful. If I make one, I'll show you it so you can see what I mean.


Not really. After a few times, you only need to know the diff and the numbers pop up immediately to mind (e.g. 4 * 2.5 = 10)

And the more important fact: only one player would be doing all the math – the DM. since only the DM knows both the attack roll and the AC at any given time, no one will know the diff anyway... and if s/he makes a small calculation error, no one will know to argue about it.
As long as you're the only one that plans on running the system, this could work just fine. But if you're trying to build a system that anyone can run, I'd say that the DM already carries a pretty heavy burden in terms of how much they have to keep track of mentally, and I'd rather not increase it. But this is an issue that won't really get resolved without playtesting, so I'll leave it for now - there are plenty of other interesting things to talk about!


The higher your attack rolls are, the more average damage you produce.
True, but damage always scales with BAB, whether or not you use threshold damage. The higher your attack is, the more of your attacks hit. My point was just that threshold damage doesn't change that.


What I meant was that this leaves one’s feat slots open for other (less of the “wouldn’t leave home without it” category) stuff.
True - but I think that all "wouldn't leave home without it" feats shouldn't exist anyway, so I see that as a separate issue.


Also, by 10th level, every martially inclined character takes care of elevating crit probability & output in various ways, so there’s quite a lot more than the basics to deal with (and again – more feats wasted on damage output).
You could just rid of the fancy crit manipulation effects. :smalltongue:


Maybe it was because the DM didn’t take exclusive ownership on dealing with threshold damage.
In the games I was in, it was generally more that the DM couldn't take that exclusive ownership, because they didn't have the ability to do the math for every character at a reasonable speed. I'm not saying they were slow - just being able run a successful game as a DM is a fair bit more than most people can handle. But they couldn't do all the math on their own without slowing down the game. When I was a DM, calculation speed wasn't an issue, but I had to ask players for their precise attack result every time. Usually when I'm running a game, players can ballpark estimate whether their attack hit or not without having to calculate the exact result: if you hit on a 10 last time, and you roll a 17, you don't have to go through the whole process of adding 17 to whichever attack bonus you're using for this attack. You just know you hit, and you move on to damage. This speeds up play significantly, and when I used threshold damage, we couldn't use that shortcut.


I could note it once in the action rules, but I’ll leave the rest as is, to avoid terminology confusion.
A quick parenthetical note like "1-round action (you continue casting until the start of your next turn)" could maybe help?


I don’t remember Eschew Materials feat allowing you to grab components while unable to move, so I don’t really see what shortage I’m supposed to be compensating for here.
Eschew Materials meant you could cast spells that required (non-costly) components while being unable to move, or while you were separated from your spell component pouch. If you haven't changed any of the mechanics of spell components, Eschew Materials still serves a purpose.


Nix those two if you don’t like them.
The first one, btw, could happen a lot in marine-based adventures.
Wait, "in unstable ground" functions underwater? :smallconfused: Yeah, if I were running the system I'd just strip out all the situational synergies.


Reaction... judgments & verdicts.
Balancing mechanical benefits with non-mechanical repurcussions is extremely challenging. Better to balance mechanics with mechanics.


A lot of times, you suffer just because the d20 landed -1 or -2 from the score you needed, so each modifier could count.
Could? Sure. But how often do you make a Will save? Maybe once per encounter at most, since about 90% of opponents can't do anything to trigger a Will save. How often will you actually fail a Will save by 2? You're talking no more than a handful of times per campaign. Wisdom is still really easy to dump - and certainly not worth any investment to raise.


Again. I have no problem with one-dimensional characters shining at their shtick.
But characters should be multi-talented!


Those remain unchanged
Guess I’ll change the spoiler title to “AC Modifiers – The Whole Story”
You might want to specify that some specific effects add to all types of AC. Speaking of which, what does "Deflection bonuses to AC are exclusively magical and gained at a rate of +1 AC / odd SL" mean?


I have no problem with that image, if this is how one envisions his character.
Why wouldn't most priests and druids run around dual-wielding small shields?


Actually, it’s immediate action, but only if you already have it ready at hand.
Once you tossed it, you no longer have it ready at hand.
Immediate actions can be taken as swift actions, and a thrown weapon user can draw weapons as a free action. It's a free extra attack every round (and on the first round of combat, two extra attacks if they want.). It's quite unintuitive and questionably balanced.


Did you see the movie "Hero"?
The idea is that when not threatened in melee, you can turn your attention to a specific direction and use your blade to rapidly deflect missile attacks heading toward you.
Oh, definitely, I have no problem with that - it should just be a bonus to your AC, not a penalty to ranged attack rolls.


What do you mean by “the standard duration categories” ?
Short, Medium, Long, Extended. That way, you can't Persist something stupid like Wraithstrike to make it last the whole combat.


I’m not sure what you’re referring to here.
In core D&D, a two-handed warrior could do a lot more damage than a sword-and-board, but at high levels the sword-and-board would have up to +7 AC from the magic shield. Now, a warrior with a shield gets only +2 AC, regardless of level. (For the moment I'm ignoring Combat Edge, because this matters for all martial characters, not just warriors.) Are you sure sword and board is balanced? It seems like it could be very weak.


Good point.
How about: “You apply your shield bonus to your touch AC, and to checks or rolls to resist Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip attempts against you.”
Do you not have a generic term like "combat maneuvers" that would make that easier to phrase?


I believe what I meant back then was “You add your Dex-bonus to damage for finesseable weapons, but not for small weapons or natural weapons”.
Unarmed strike usually counts as small weapon (except for 7th level monks).
As for natural attacks, I guess Slam Attack is a small weapon that also counts as 1-handed, so it probably should apply.
Claws seem finessable to me, too - or any natural weapon that requires the use of a hand. Using Dex to punch, but not to claw or slam or whatever, is not a division that I think would be good.


What do you mean by “considering your increases to HP” ?
Granting max HP per HD.


Maybe I can replace this:
“Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.”
with this:
“Once a target of a gaze attack makes the save, it is allowed a Knowledge (arcana) check. If successful, s/he recognizes the danger."
I could also add that avoiding a creature’s gaze also grants the creature partial concealment.
Partial concealment would help make it more significant (and did you know that core D&D already has a mechanic for that?). But don't use a Knowledge check. For some reason, a powerful warrior is too dumb to realize that he shouldn't lock eyes with a medusa, no matter how many times it is explained to him? That wouldn't be good.


The value is cumulative, not the increase.
I’ll add “(+2 at BAB +6, +3 at BAB +11 and so on)”
You could just drop the "cumulative" part.


What penalties would you impose and how would you clarify this ambiguity ?
Roll damage as normal for a coup de grace. The creature takes the damage, and makes a Fort save as normal. On a failed save, it loses the severed limb or other body part, and is unable to take any actions that would require the use of that body part. Severing a small body part, such as a hand or foot, inflicts 1d4 points of Con drain. A large body part, such as an arm or leg, inflicts 2d4 points of Con drain.

Hm. Actually not too different from yours - I'm mostly just more explicit about the fact that the body part is actually gone, which I wasn't sure about with yours.

As far as initiative goes, this is a fundamental problem with the initiative system that I don't see a quick resolution to. I'm writing a new initiative system to resolve this and other problems, but I don't know how to clarify the ambiguity well within the original system.


How about if instead of automatic failure, the opponent is entitled to Str/Dex contest (opponent’s choice) vs. your Str/Dex (your choice)?
Why wouldn't this use the existing Concentration mechanic for spellcasting? A Fortitude save might be appropriate as well, but not a Str/Dex contest. Straight ability contests are generally a terrible way to resolve things, because the modifiers are just too small.


No. Actions which are strictly mental require no grapple check, but may require Concentration check (if you take damage for instance).
You should clarify that, since your current wording says "any action". This also means that stilled spells with a casting time of a full-round action or less can be cast in a grapple without any Concentration check, which is much less restrictive than core.


I think I’ll make it like this:
Natural/unarmed attacks suffer no penalty when you’re the one that’s holding/pinning. Light weapons suffer a -4 penalty to attack rolls. 1-handed weapons take a -8 penalty and (provided you have 3 arms or more) 2-handed weapons suffer -12.
When you’re held/pinned, Natural/unarmed attacks suffer -4/-8 penalty and light weapons suffer -8/-12 penalty (respectively). You may not utilize other weapons while held/pinned
Ew, that just made things really complicated. No, your original goal to be simple is good. What about "You take a -4 penalty to attack rolls made with weapons that are not light" and "You must use a free hand (or equivalent limbs) to grapple, preventing you from taking any actions which would require having two free hands. If you cannot free a hand, you suffer a -10 penalty to al attack rolls, including grapple attacks, until you have a free hand."? That favors light weapons and prevents two-handed weapon nonsense.

Also, if you can't move while pinned, why do you have a -4 penalty to attack? Presumably you can't attack at all. And why is there a -5 penalty to grapple checks while pinned?


In all editions of D&D, elves are described as having smaller physical stature than humans. They’re also described as more woodland-bound.
Both feel more appropriate for Str penalty over Con penalty to me.
shrug okay. This just reminds me of when I tried to change the Enchantment school so it was also responsible for enchanting magic weapons. I thought it made perfect sense, but everyone I tested with told me I was crazy. Hope it works for you!


Should’ve been “This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.”
Remember that the title is “Racial Traits changes/additions”
Will change.
That doesn't change the fact that half-elves are still extremely underpowered...


Halflings are supposed to be quick, nimble & agile.
The alternative I was thinking about was to add a houserule that each +3 to Dex-bonus (or maybe each +2 to both Str & Dex) increases one’s movement by 5’. It’ll make high-level martially-inclined characters potentially faster.
If you want halflings to be quick, just give them a 30' speed. 25' speed is bad because it divides unintuitively when modified (a halfling in medium armor still has a 15' speed). If you want to make high-level martially-inclined characters potentially faster, I'd use a skill rather than a raw attribute check. Consider Rise's Athletics skill.


The notion was that one needs to understand how the mind notices things and how to turn others’ attention away from you.
Still feels more like Spot to me, but I definitely see where you're coming from.


I never liked Survival being associated with tracking. I see very little connection between tracking and one’s ability to forage for food & drink or raise campfires.
Since while tracking, you don’t need to turn-over/dig-through stuff, you don’t require full-round action to track.
Survival is an awkward grab-bag skill, definitely. But associating Search with moving at a reasonable pace really muddies the difference between Search and Spot. You could always tell the difference between the two because Search was slow and required a specific, conscious action, while Spot was paying active attention to surroundings. If you can Search for tracks while moving at half your speed (or full speed with a penalty), why can't you Search for anything else at that speed? If you're Searching at speed, what's the real difference between that and Spot?


The former requires Tumble ranks and is evaluated separately vs. each threatening opponent.
The latter (avoiding AoOs in a threatened area) – to my knowledge – is not an option.
If it's not an option, why is it listed under the Tumble skill as "- Avoiding an AoO: A swift action. DC = [the "to-hit" result]"?


Ok. How about “+8 to all Smell checks” and “+4 racial bonus to all smell checks related to noticing and identifying a particular non-magical scent”
(the bunuses stack, of course)
I'm not sure the distinction between the two concepts is worth making. A straight +8 bonus mirrors the thematically similar bonus from having a Climb or Swim speed.

nonsi
2014-07-13, 12:32 PM
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Attacks of Opportunity
Sometimes a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.

Provoking Attacks of Opportunity
You can provoke attacks of opportunity in two ways.

Being Defenseless Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an attack of opportunity. You can be defenseless for several reasons. Some examples are given below.
• If you are not wielding a melee weapon or shield, you are defenseless.
• If you can't use a weapon or shield to defend yourself, you are defenseless. This can happen if you are trying to wield a heavy weapon in one hand, or if you aren't proficient with your only weapon.
• If you are busy doing something else that requires your full attention (such as casting a spell), you are defenseless.


[B]Leaving the Battle You provoke an attack of opportunity if you move farther away from an opponent who threatens you. This can be mitigated with the withdraw action, which allows you to avoid provoking from specific opponents (see Withdraw, page 117).

Forced Movement You never provoke attacks of opportunity for movement you didn't take intentionally, such as from a shove (see Shove, page 116).

Taking Attacks of Opportunity
If a creature within your threatened area provokes an attack of opportunity, you can immediately make a single melee attack against that creature. The attack of opportunity ''interrupts'' anything else the creature was been doing. The creature can continue its turn after your attack of opportunity is resolved.

You can make a number of attacks of opportunity each round equal to 1 + your Dexterity modifier, but never more than one per round against a particular creature. You don't have to make an attack of opportunity if you don't want to.


I’ll make 2 fundamental changes here:
1. Replace “Leaving the Battle” with moving inside a creature’s threat area. The rationale is that creatures react to your actions after you’ve made them. Once you’ve left an opponent’s reach, it can no longer target you.
2. Potential #AoOs in a given round is capped by one’s BAB-derived #Iteratives.







I’m not sure the term “so aggressively overpowered” is accurate here.
My assumption was that given, in general, that higher level features are more powerful than lower level features, then roughly [(2 * 3/4) = 1].

But that's the wrong baseline for comparison. By dipping two levels in another class, you give up one level of features in your primary class and gain three levels of features in your secondary class. The only way that this is balanced is if high-level class features are three times more powerful than low-level class features. That's practically impossible, particularly because most classes have a power jump at the first few levels (which is necessary to make sure low-level characters are mechanically distinct). The whole system is just broken. (It's more complicated and broken than this once you start taking into account how to make that 3:1 tradeoff fair at every level...)



A few examples could go a long way in clarifying your vision on this one.

Sure. Your warrior is a great example of this. A high-level warrior is forced to have a variety of skills with a variety of fighting styles, weapons, and so on. There simply there aren't (and shouldn't be) enough feats to devote all of his efforts into a single style, and the Warcraft class feature is full of options. A successful warrior is, by definition, multi-talented.

The same is true of most characters. They gain skill points which grant them multiple talents other than hitting stuff in the face really hard. They are forced to raise two attributes, so they have more versatility. Characters in your system should definitionally already be multi-talented. That's completely separate from multiclassing.

Multiclassing is a specific mechanic that represents are particular kind of multi-talentedness (I'm pretending that's a word). It represents a choice to stop developing the whole broad spectrum of talents that your original class - your original core identity - made you good at, and learning a different way to think and fight. It shouldn't be the default thematically. Additionally, it's mechanically very complicated relative to being single-classed, so I would avoid intentionally encouraging it for that reason as well - it imposes a "simplicity tax" on players who don't like or can't handle that complexity.



Spellcasting by default is more powerful level-per-level than all other features of any one class you’d choose.
This is exactly opposite to giving me incentive to promote only spellcasting, and it’s basically unfair to noncasters.
I have no intention of giving this candy exclusively for spellcasters.

See, I used to think that. But the funny thing is that spellcasting is actually the worst possible thing to multiclass. When a fighter takes a level in rogue, he directly benefits from all of the rogue's combat abilities. Taking a level in rogue makes him better at being a fighter, thanks to sneak attack and other abilities. This is true of all essentially all noncaster classes and class features, because they all operate under the same system.

When a spellcaster takes a level in fighter, or vice-versa, that isn't true. A spellcaster gains zero benefit for his core mechanic when he takes a level in any other class. It just doesn't help his casting at all. See, everyone except spellcasters already gains multiclassing benefits. Casters are the only ones that don't! This is the origin of the Mystic Theurge problem, but it runs deeper than that. The only playable gishes in D&D have been complicated prestige class shenigans builds that retain a great deal of casting - noncaster X / Wizard X has never been reasonably viable. It's a core problem in the system, and it's why I think you should encourage casters to multiclass. (This implicitly requires that spellcasters be less overpowered than they are in core D&D - and if you haven't fixed that, it's completely separate problem from multiclassing.)



I could dictate that only one class benefits from this synergy at a time.
However…

1. This will practically kill the MT option (one could always suggest (not me) an Archivist-like feature-dwindled class for divine-arcane combo).
2. I’ll have to get into details like when this selection has to be made (character creation / race-dependent / class with the highest level / upon gaining a level) and if one can swap his synergy class. This will make this option cumbersome.

Yeah, I don't think that a one-class restriction is what you want.


So, if I get you correct, what you’re basically suggesting, is to maintain my proposed multiclassing progression idea for spellcasting only.
Same goes for “Favored Class” (just a more suitable name is in order).

Another option I could employ is a general feat that can be taken once per 3 character levels (rounded down) that will advance spellcasting (and spellcasting only) in one of the three primary fields of magic: Arcane/Divine/Nature. This feat will stack with any actual Mage/Priest/Druid levels (if any), with the total spellcasting level equivalence capped by character level.
Along with Practiced Spellcaster, this could go a long way in allowing a wide range of partial-casters (e.g. Warrior 12 / Mage 8 can have BAB +16 with access to 7th level spells by burning 6 general feats).








Nice catch.
I’ll add s special clause that total attack applies to melee weapons only.

No love for mobile melee combat?

How do you figure?
Total Attack is an option, not a restriction.








Not really. After a few times, you only need to know the diff and the numbers pop up immediately to mind (e.g. 4 * 2.5 = 10)

And the more important fact: only one player would be doing all the math – the DM. since only the DM knows both the attack roll and the AC at any given time, no one will know the diff anyway... and if s/he makes a small calculation error, no one will know to argue about it.

As long as you're the only one that plans on running the system, this could work just fine. But if you're trying to build a system that anyone can run, I'd say that the DM already carries a pretty heavy burden in terms of how much they have to keep track of mentally, and I'd rather not increase it. But this is an issue that won't really get resolved without playtesting, so I'll leave it for now - there are plenty of other interesting things to talk about!



The higher your attack rolls are, the more average damage you produce.

True, but damage always scales with BAB, whether or not you use threshold damage. The higher your attack is, the more of your attacks hit. My point was just that threshold damage doesn't change that.



What I meant was that this leaves one’s feat slots open for other (less of the “wouldn’t leave home without it” category) stuff.

True - but I think that all "wouldn't leave home without it" feats shouldn't exist anyway, so I see that as a separate issue.



Also, by 10th level, every martially inclined character takes care of elevating crit probability & output in various ways, so there’s quite a lot more than the basics to deal with (and again – more feats wasted on damage output).

You could just rid of the fancy crit manipulation effects.



Maybe it was because the DM didn’t take exclusive ownership on dealing with threshold damage.

In the games I was in, it was generally more that the DM couldn't take that exclusive ownership, because they didn't have the ability to do the math for every character at a reasonable speed. I'm not saying they were slow - just being able run a successful game as a DM is a fair bit more than most people can handle. But they couldn't do all the math on their own without slowing down the game. When I was a DM, calculation speed wasn't an issue, but I had to ask players for their precise attack result every time. Usually when I'm running a game, players can ballpark estimate whether their attack hit or not without having to calculate the exact result: if you hit on a 10 last time, and you roll a 17, you don't have to go through the whole process of adding 17 to whichever attack bonus you're using for this attack. You just know you hit, and you move on to damage. This speeds up play significantly, and when I used threshold damage, we couldn't use that shortcut.


Starting at 1st level, the numbers are really small and the multiplier is usually 1 (remember that it’s BAB-capped).
By the time you reach mid-high levels, those changes are so gradual and the mind is so accustomed to this calculation that it would be virtually effortless.

However, I’m aware that not everyone starts at levels 1st – 6th, so a simplified solution would be to just take the diff and have Keen property double the extra and Vorpal quadruple the extra, dropping increased threat/multiplier altogether. This will of course require something similar for bludgeoning weapons (“crushing”/”Shattering” maybe?) because I wouldn’t want to prioritize edged weapons over blunt weapons.
Come to think of it, the result would probably be even more balanced, since the smaller weapons can be used 1-handed, in confined spaces and while grappling.








I could note it once in the action rules, but I’ll leave the rest as is, to avoid terminology confusion.

A quick parenthetical note like "1-round action (you continue casting until the start of your next turn)" could maybe help?


Will do.





I don’t remember Eschew Materials feat allowing you to grab components while unable to move, so I don’t really see what shortage I’m supposed to be compensating for here.

Eschew Materials meant you could cast spells that required (non-costly) components while being unable to move, or while you were separated from your spell component pouch. If you haven't changed any of the mechanics of spell components, Eschew Materials still serves a purpose.


I don’t identify that behavior in the description: http://www.d20srd.org/srd/feats.htm#eschewMaterials






Nix those two if you don’t like them.
The first one, btw, could happen a lot in marine-based adventures.

Wait, "in unstable ground" functions underwater?


If you’re in a submarine, yes.
But the intent was on board a sailing ship.






Reaction... judgments & verdicts.

Balancing mechanical benefits with non-mechanical repurcussions is extremely challenging. Better to balance mechanics with mechanics.


I’m not.
All I’m saying that it’s a gamble to some extent (the measure of which is DM-dependent and situation-dependent)






Again. I have no problem with one-dimensional characters shining at their shtick.

But characters should be multi-talented!


Yes. But a player should have the option to compromise his versatility for a bit more raw power.






Those remain unchanged
Guess I’ll change the spoiler title to “AC Modifiers – The Whole Story”

You might want to specify that some specific effects add to all types of AC.


I’m not even sure what that means.



Speaking of which, what does "Deflection bonuses to AC are exclusively magical and gained at a rate of +1 AC / odd SL" mean?


It means that only magic grants deflection bonus. (I could live in peace with high-CR incorporeal undead squeezing more out of deflection than anyone else, because that’s most of their AC enhancement resources).






I have no problem with that image, if this is how one envisions his character.

Why wouldn't most priests and druids run around dual-wielding small shields?


Because they don’t have Combat Edge to boost the AC, or the necessary feat slots to capitalize on a decent shield offense. And it robs them of their free hand and makes simple tasks rather difficult.
I wouldn’t trade my weapon for an extra shield.






Actually, it’s immediate action, but only if you already have it ready at hand.
Once you tossed it, you no longer have it ready at hand.

Immediate actions can be taken as swift actions, and a thrown weapon user can draw weapons as a free action. It's a free extra attack every round (and on the first round of combat, two extra attacks if they want.). It's quite unintuitive and questionably balanced.


Given that thrown weapons are inferior in just about every way to missile weapons, I'm not sure that's a bad thing.
Also, just how many weapons can one have positioned on his person at any given time for immediate draw?






Did you see the movie "Hero"?
The idea is that when not threatened in melee, you can turn your attention to a specific direction and use your blade to rapidly deflect missile attacks heading toward you.

Oh, definitely, I have no problem with that - it should just be a bonus to your AC, not a penalty to ranged attack rolls.


Will do.
I intend to add this AC modifier to all allies within reach.






What do you mean by “the standard duration categories” ?

Short, Medium, Long, Extended. That way, you can't Persist something stupid like Wraithstrike to make it last the whole combat.

This reminds me that I forgot a category: Immediate (1 round).
So yes. It'll be Short, Medium, Long, Extended.






I’m not sure what you’re referring to here.

In core D&D, a two-handed warrior could do a lot more damage than a sword-and-board, but at high levels the sword-and-board would have up to +7 AC from the magic shield. Now, a warrior with a shield gets only +2 AC, regardless of level. (For the moment I'm ignoring Combat Edge, because this matters for all martial characters, not just warriors.) Are you sure sword and board is balanced? It seems like it could be very weak.


The Warrior is the king of martial combat.
The Hexblade & Soulknife have different arsenal at their disposal.
Furthermore, one having a high-enhancement shield with a low-enhancement armor is a viable scenarion.






Good point.
How about: “You apply your shield bonus to your touch AC, and to checks or rolls to resist Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip attempts against you.”

Do you not have a generic term like "combat maneuvers" that would make that easier to phrase?


Not all scenarios that involve maneuvers that encompass all maneuvers.






I believe what I meant back then was “You add your Dex-bonus to damage for finesseable weapons, but not for small weapons or natural weapons”.
Unarmed strike usually counts as small weapon (except for 7th level monks).
As for natural attacks, I guess Slam Attack is a small weapon that also counts as 1-handed, so it probably should apply.

Claws seem finessable to me, too - or any natural weapon that requires the use of a hand.
Using Dex to punch, but not to claw or slam or whatever, is not a division that I think would be good.


This will make the average house cat a devastating opponent at low levels.
I regard Finessable as "quick as light weapons and at the same time hits like a 1-handed weapon".






What do you mean by “considering your increases to HP” ?

Granting max HP per HD.


So what, twice as many HD ?
How about full night's rest restores HD*2 worth of HP (plus everything else it restores as per core), while all other rests also remove minor conditions + short-term condition + Fatigued.






Maybe I can replace this:
“Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.”
with this:
“Once a target of a gaze attack makes the save, it is allowed a Knowledge (arcana) check. If successful, s/he recognizes the danger."
I could also add that avoiding a creature’s gaze also grants the creature partial concealment.

Partial concealment would help make it more significant (and did you know that core D&D already has a mechanic for that?). But don't use a Knowledge check. For some reason, a powerful warrior is too dumb to realize that he shouldn't lock eyes with a medusa, no matter how many times it is explained to him? That wouldn't be good.


Well, there’s always “Assess the Enemy” Warcraft if you decide to cover that angle.
Also, I object regarding a high-level warrior as a goon with a stick.






The value is cumulative, not the increase.
I’ll add “(+2 at BAB +6, +3 at BAB +11 and so on)”

You could just drop the "cumulative" part.


Ok.






What penalties would you impose and how would you clarify this ambiguity ?

Roll damage as normal for a coup de grace. The creature takes the damage, and makes a Fort save as normal. On a failed save, it loses the severed limb or other body part, and is unable to take any actions that would require the use of that body part. Severing a small body part, such as a hand or foot, inflicts 1d4 points of Con drain. A large body part, such as an arm or leg, inflicts 2d4 points of Con drain.

Hm. Actually not too different from yours - I'm mostly just more explicit about the fact that the body part is actually gone, which I wasn't sure about with yours.


I’ll see what I can do to clarify.




As far as initiative goes, this is a fundamental problem with the initiative system that I don't see a quick resolution to. I'm writing a new initiative system to resolve this and other problems, but I don't know how to clarify the ambiguity well within the original system.


Share when you’re done and I’ll see if I can put it to use.
Just remember: practicality is a key element here.






How about if instead of automatic failure, the opponent is entitled to Str/Dex contest (opponent’s choice) vs. your Str/Dex (your choice)?

Why wouldn't this use the existing Concentration mechanic for spellcasting? A Fortitude save might be appropriate as well, but not a Str/Dex contest. Straight ability contests are generally a terrible way to resolve things, because the modifiers are just too small.


Since there’s no damage involved, what will be the DC? The attack roll? Something else?...






No. Actions which are strictly mental require no grapple check, but may require Concentration check (if you take damage for instance).

You should clarify that, since your current wording says "any action". This also means that stilled spells with a casting time of a full-round action or less can be cast in a grapple without any Concentration check, which is much less restrictive than core.


Will clarify.






I think I’ll make it like this:
Natural/unarmed attacks suffer no penalty when you’re the one that’s holding/pinning. Light weapons suffer a -4 penalty to attack rolls. 1-handed weapons take a -8 penalty and (provided you have 3 arms or more) 2-handed weapons suffer -12.
When you’re held/pinned, Natural/unarmed attacks suffer -4/-8 penalty and light weapons suffer -8/-12 penalty (respectively). You may not utilize other weapons while held/pinned

Ew, that just made things really complicated. No, your original goal to be simple is good. What about "You take a -4 penalty to attack rolls made with weapons that are not light" and "You must use a free hand (or equivalent limbs) to grapple, preventing you from taking any actions which would require having two free hands. If you cannot free a hand, you suffer a -10 penalty to al attack rolls, including grapple attacks, until you have a free hand."? That favors light weapons and prevents two-handed weapon nonsense.


Sounds good to me.




Also, if you can't move while pinned, why do you have a -4 penalty to attack? Presumably you can't attack at all. And why is there a -5 penalty to grapple checks while pinned?


You’re right.






In all editions of D&D, elves are described as having smaller physical stature than humans. They’re also described as more woodland-bound.
Both feel more appropriate for Str penalty over Con penalty to me.

shrug okay. This just reminds me of when I tried to change the Enchantment school so it was also responsible for enchanting magic weapons. I thought it made perfect sense, but everyone I tested with told me I was crazy. Hope it works for you!


Enchantment school involves mind manipulation.
Enchantmenting an item is not a mental manipulation, even though you’re using the same word (I once did a thought experiment and found 12 different meanings to the word “Set”).






Should’ve been “This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.”
Remember that the title is “Racial Traits changes/additions”
Will change.

That doesn't change the fact that half-elves are still extremely underpowered...


What would you add so that the flavore would not diminish ?






Halflings are supposed to be quick, nimble & agile.
The alternative I was thinking about was to add a houserule that each +3 to Dex-bonus (or maybe each +2 to both Str & Dex) increases one’s movement by 5’. It’ll make high-level martially-inclined characters potentially faster.

If you want halflings to be quick, just give them a 30' speed. 25' speed is bad because it divides unintuitively when modified (a halfling in medium armor still has a 15' speed). If you want to make high-level martially-inclined characters potentially faster, I'd use a skill rather than a raw attribute check. Consider Rise's Athletics skill.


No. I don’t feel right with movement speed being tied to skill ranks.
This is something I’ll have to postpone and think of later.






I never liked Survival being associated with tracking. I see very little connection between tracking and one’s ability to forage for food & drink or raise campfires.
Since while tracking, you don’t need to turn-over/dig-through stuff, you don’t require full-round action to track.

Survival is an awkward grab-bag skill, definitely. But associating Search with moving at a reasonable pace really muddies the difference between Search and Spot. You could always tell the difference between the two because Search was slow and required a specific, conscious action, while Spot was paying active attention to surroundings. If you can Search for tracks while moving at half your speed (or full speed with a penalty), why can't you Search for anything else at that speed? If you're Searching at speed, what's the real difference between that and Spot?


Maybe I will change it to Spot.
Maybe I’ll incorporate Signaling rules into Survival (not sure yet).






The former requires Tumble ranks and is evaluated separately vs. each threatening opponent.
The latter (avoiding AoOs in a threatened area) – to my knowledge – is not an option.

If it's not an option, why is it listed under the Tumble skill as "- Avoiding an AoO: A swift action. DC = [the "to-hit" result]"?


How would you phrase it?






Ok. How about “+8 to all Smell checks” and “+4 racial bonus to all smell checks related to noticing and identifying a particular non-magical scent”
(the bunuses stack, of course)

I'm not sure the distinction between the two concepts is worth making. A straight +8 bonus mirrors the thematically similar bonus from having a Climb or Swim speed.


Nice and clean. Will do.

Vadskye
2014-07-13, 05:55 PM
I’ll make 2 fundamental changes here:
1. Replace “Leaving the Battle” with moving inside a creature’s threat area. The rationale is that creatures react to your actions after you’ve made them. Once you’ve left an opponent’s reach, it can no longer target you.
Remember that AoOs are resolved before the initiating action (I should add that to the text). Provoking for leaving a creature's threatened area works mechanically as written. I worded it the way I did because I don't want moving towards a creature or maneuvering around a creature to provoke: it makes combat much more mobile and fluid, which I like.

2. Potential #AoOs in a given round is capped by one’s BAB-derived #Iteratives.
Good idea.


So, if I get you correct, what you’re basically suggesting, is to maintain my proposed multiclassing progression idea for spellcasting only.
Same goes for “Favored Class” (just a more suitable name is in order).
Yup! Rise has used exactly this for a while, and it seems to be working. To spell it out more explicitly, this is the wording I use:
Spellcasters and Multiclassing
Characters with magical ability gain a special benefit when multiclassing. Such a character must choose a specific spellcasting class he has. For every two levels that a character has in nonmagical classes, up to the number of levels he has in his chosen spellcasting class, he increases his spellcasting ability with that class. This increases his spells per day, spells known, and caster level as if he had gained a level in his chosen spellcasting class. No class features or other abilities can be gained in this way.

For example, Gish, a 2nd level fighter / 2th level wizard, would would have the spells per day, spells known, and caster level of a 3rd level wizard. If he gained two more fighter levels, his spellcasting ability would not increase.

It's limited to one class to make the wording simpler and avoid ambiguity with multiple magical classes (would they all get the bonus?). In addition, there is a feat to enable Theurge builds:

Magical Synthesis
Choose two magical classes you possess.
Prerequisites: Levels in two magical classes.
Benefit: When gaining levels in either of your chosen classes, you increase your spellcasting ability with the other class as if your class was nonmagical. See Spellcasters and Multiclassing.


Another option I could employ is a general feat that can be taken once per 3 character levels (rounded down) that will advance spellcasting (and spellcasting only) in one of the three primary fields of magic: Arcane/Divine/Nature. This feat will stack with any actual Mage/Priest/Druid levels (if any), with the total spellcasting level equivalence capped by character level.
Along with Practiced Spellcaster, this could go a long way in allowing a wide range of partial-casters (e.g. Warrior 12 / Mage 8 can have BAB +16 with access to 7th level spells by burning 6 general feats).
Also a possibility, but I don't like that level of feat tax - it really hurts the opportunity for character customization.


How do you figure?
Total Attack is an option, not a restriction.
When you provide such a powerful incentive to stand perfectly still in combat, you make combat as a whole much less mobile. When there's no reason for combatants not to move (except to avoid provoking AoOs), you get much more dynamic combats.


Starting at 1st level, the numbers are really small and the multiplier is usually 1 (remember that it’s BAB-capped).
By the time you reach mid-high levels, those changes are so gradual and the mind is so accustomed to this calculation that it would be virtually effortless.
Allowing a gradual progression definitely helps. But even if you play your character from 1st level, I have a hard time imagining that, say, a 16th level dual-wielder with 8 attacks a round would find the process virtually effortless.


However, I’m aware that not everyone starts at levels 1st – 6th, so a simplified solution would be to just take the diff and have Keen property double the extra and Vorpal quadruple the extra, dropping increased threat/multiplier altogether. This will of course require something similar for bludgeoning weapons (“crushing”/”Shattering” maybe?) because I wouldn’t want to prioritize edged weapons over blunt weapons.
Come to think of it, the result would probably be even more balanced, since the smaller weapons can be used 1-handed, in confined spaces and while grappling.
Ooh, I just realized that I forgot to take into account the multipliers when I ran my numbers - that would increase the power of dual-wielding. Yes, I agree that dropping the multipliers makes it simpler and more balanced.


I don’t identify that behavior in the description: http://www.d20srd.org/srd/feats.htm#eschewMaterials
If you can cast the spell "without needing that component", you can cast the spell when you can't move to grab the component, and you can cast the spell when you don't have your spell component pouch. What do you think Eschew Materials does?


If you’re in a submarine, yes.
But the intent was on board a sailing ship.
Oh, uh, yeah, that makes perfect sense. Sorry, I interpreted "marine campaign" as "underwater campaign".


I’m not.
All I’m saying that it’s a gamble to some extent (the measure of which is DM-dependent and situation-dependent)
True - it's very DM-dependent. But that means I don't think you should use something that conditional as an argument for the balance of the system.


Yes. But a player should have the option to compromise his versatility for a bit more raw power.
I think that that there should be significant limits to a character's ability to overspecialize. Otherwise you end up like Minmax (http://goblinscomic.wikia.com/wiki/Minmax). Even ignoring game world/suspension of disbelief/roleplaying concerns, it's practically impossible to balance a game that allows trading versatility for circumstantial power without limit.


I’m not even sure what that means.
Sorry, that was vague. Some effects, such as cover, add directly to normal AC, touch AC, and flat-footed AC. That's probably worth mentioning when you discuss AC modifiers, since right now the only thing that you describe as adding to all three varieties of AC is deflection.


It means that only magic grants deflection bonus. (I could live in peace with high-CR incorporeal undead squeezing more out of deflection than anyone else, because that’s most of their AC enhancement resources).
Yeah, I get the first part. It's the second part the confuses me - "are gained at a rate of +1 AC / odd SL". So a 5th level spell gives you +3 deflection AC? Are you rewriting Shield of Faith? How do Rings of Protection work, then?


Because they don’t have Combat Edge to boost the AC, or the necessary feat slots to capitalize on a decent shield offense. And it robs them of their free hand and makes simple tasks rather difficult.
I wouldn’t trade my weapon for an extra shield.
Doesn't prevent casting, but I see your point. Actually the greater problem is from warriors - does that mean you'd doubly apply Combat Edge to your AC? If so, a warrior with a +4 Combat Edge would get +10 AC while wielding two shields, which would make him effectively invincible to physical attack. Not only that, it wouldn't significantly compromising his attacking ability, thanks in part to the threshold damage system, which makes light shields better at attacking (since they have the same "crit multiplier" as normal weapons, and a lot more damage comes from the threshold rather than the weapon damage die). That's grossly imbalanced relative to normal two-weapon fighting.


Given that thrown weapons are inferior in just about every way to missile weapons, I'm not sure that's a bad thing.
Also, just how many weapons can one have positioned on his person at any given time for immediate draw?
If you think thrown weapons are that weak, then give them bonuses in a more obvious way. This is a subtle and awkward mechanic. But thrown weapons aren't weak. They were weak before because you had to use Dex to attack and Str to damage with them. Now, you can use Dex to both attack and damage. In fact, they're the only mechanic in the game that can combine the dual ability damage of ranged weapons with the power of two-weapon fighting. (Remember that two-weapon fighting is buffed because threshold damage interacts very well with extra attacks.) As far as "how many weapons", shuriken are perfectly suited to this - it's easy to have large quantities, since they're priced and stored as ammunition, and they're reusable. (A dart is also listed as "the size of a large arrow", so you could rule that you can store them in a quiver, which would remove that problem. I'd call that ambiguous and slightly sketchy.)


Will do.
I intend to add this AC modifier to all allies within reach.
Sure, sounds good.


This reminds me that I forgot a category: Immediate (1 round).
So yes. It'll be Short, Medium, Long, Extended.
Makes sense to me.


The Warrior is the king of martial combat.
The Hexblade & Soulknife have different arsenal at their disposal.
The only reason I mentioned the warrior was to emphasize that the classes involved are completely irrelevant to the two-handed/sword and board imbalance.


Furthermore, one having a high-enhancement shield with a low-enhancement armor is a viable scenarion.
Sure... but, uh, why would you want that? It doesn't change the issue anyway.


Not all scenarios that involve maneuvers that encompass all maneuvers.
If you think there are sufficiently important distinctions between different maneuvers to warrant the extra complexity, go for it.


This will make the average house cat a devastating opponent at low levels.
I regard Finessable as "quick as light weapons and at the same time hits like a 1-handed weapon".
Huh? The average house cat doesn't qualify for the Weapon Finesse (Dex to damage) feat. Are you saying that the average house cat should use its Strength to attack with its claws, but its Dexterity to attack with its unarmed strike? That would mean a cat would be better off attacking by punching its foes than clawing them. That makes zero sense. (Note that core D&D gives the cat Weapon Finesse.)


So what, twice as many HD ?
How about full night's rest restores HD*2 worth of HP (plus everything else it restores as per core), while all other rests also remove minor conditions + short-term condition + Fatigued.
Sure, that'd be more appropriate. I actually give half your HP back for a full night's rest, and more with a Heal check. It really helps because it means clerics aren't a critically essential part of the party. (Which helps with regards to our earlier discussion about players not having to plan their builds around each other.)


Well, there’s always “Assess the Enemy” Warcraft if you decide to cover that angle.
Also, I object regarding a high-level warrior as a goon with a stick.
We agree that high level warriors (or any class) shouldn't just be a goon with a stick. That's why you don't lock basic game mechanics like "avoiding gaze attacks" behind Knowledge checks and class features.


Share when you’re done and I’ll see if I can put it to use.
Just remember: practicality is a key element here.
Practicality is practically my middle name! It's going to involve separating movement from action - everyone takes move actions, and then everyone takes actions. This resolves a lot of awkwardness in the rules (for example, who gets the charge bonuses/penalties when two people charge each other?) and would cover the "hostage situation" more clearly, since initiative is rerolled every round. I'll let you know when it's fully written up.


Since there’s no damage involved, what will be the DC? The attack roll? Something else?...
The "standard" DC for stuff is 10 + half level + relevant ability modifier. I think the appropriate DC here would be a Fort save against DC 10 + half BAB + ability modifier used to attack.


Enchantment school involves mind manipulation.
Enchantmenting an item is not a mental manipulation, even though you’re using the same word (I once did a thought experiment and found 12 different meanings to the word “Set”).
Yup, my players eventually beat that one into my head. :smalltongue:


What would you add so that the flavore would not diminish ?
Half-elves are creatures of two worlds, and should be thematically associated with multiclassing, as well as with the skillfulness and flexibility from their human heritage. I give them the following ability:

Skill Affinity: Half-elves can master skills with particular ease. If a half-elf has a skill as a class skill from any class, it is treated as a class skill for all of his classes.

It's interesting, unique, and gives people a reason to be half-elves without detracting from the power of humans or elves.


No. I don’t feel right with movement speed being tied to skill ranks.
This is something I’ll have to postpone and think of later.
To clarify, Athletics allows you to sprint, which increases your movement temporarily, rather than directly handing out speed increases. Which is more appropriate for a skill.


Maybe I will change it to Spot.
Maybe I’ll incorporate Signaling rules into Survival (not sure yet).
Like smoke signals? That would be appropriate and nifty.


How would you phrase it?
I'm still not sure what it does. Right now, I'd just remove that line entirely, but I may be misunderstanding Tumble.

One last point. Why would you ever be a Str-based fighter unless you were using a two-handed weapon? Both Str and Dex both to attack and damage, but Dex is also used for AC, Reflex saves, and much better skills.

BasketOfPuppies
2014-07-14, 09:14 PM
*Looks at previous posts*

*is scared by numbers*

I'm glad that this thread is getting some more action. I really think it's worthwhile.

nonsi
2014-07-15, 04:42 PM
.





I’ll make 2 fundamental changes here:
1. Replace “Leaving the Battle” with moving inside a creature’s threat area. The rationale is that creatures react to your actions after you’ve made them. Once you’ve left an opponent’s reach, it can no longer target you.

Remember that AoOs are resolved before the initiating action (I should add that to the text). Provoking for leaving a creature's threatened area works mechanically as written. I worded it the way I did because I don't want moving towards a creature or maneuvering around a creature to provoke: it makes combat much more mobile and fluid, which I like.


I have a better idea.
Movement-derived AoOs are triggered after one moves through someone else's threatened area – from one threatened square/hex to an adjacent threatened square/hex.
Along with the option of swap a move action for a 5'-step, this mitigates overflow of AoOs and makes more sense than provoking when stepping out of someone's reach.








So, if I get you correct, what you’re basically suggesting, is to maintain my proposed multiclassing progression idea for spellcasting only.
Same goes for “Favored Class” (just a more suitable name is in order).

Yup! Rise has used exactly this for a while, and it seems to be working. To spell it out more explicitly, this is the wording I use:

Spellcasters and Multiclassing
Characters with magical ability gain a special benefit when multiclassing. Such a character must choose a specific spellcasting class he has. For every two levels that a character has in nonmagical classes, up to the number of levels he has in his chosen spellcasting class, he increases his spellcasting ability with that class. This increases his spells per day, spells known, and caster level as if he had gained a level in his chosen spellcasting class. No class features or other abilities can be gained in this way.

For example, Gish, a 2nd level fighter / 2th level wizard, would would have the spells per day, spells known, and caster level of a 3rd level wizard. If he gained two more fighter levels, his spellcasting ability would not increase.

It's limited to one class to make the wording simpler and avoid ambiguity with multiple magical classes (would they all get the bonus?). In addition, there is a feat to enable Theurge builds:

Magical Synthesis
Choose two magical classes you possess.
Prerequisites: Levels in two magical classes.
Benefit: When gaining levels in either of your chosen classes, you increase your spellcasting ability with the other class as if your class was nonmagical. See Spellcasters and Multiclassing.



This limits a dual-caster to 10(15)/10(15), 12(16)/8(12) or 14(17)/6(9).
This ends up well below the MT (provided you iterate MT with something like arcane Hierophant)
This was your intent, I gather?
I don't see how you can use this rule to scale-up to something like Duskblade.







Another option I could employ is a general feat that can be taken once per 3 character levels (rounded down) that will advance spellcasting (and spellcasting only) in one of the three primary fields of magic: Arcane/Divine/Nature. This feat will stack with any actual Mage/Priest/Druid levels (if any), with the total spellcasting level equivalence capped by character level.
Along with Practiced Spellcaster, this could go a long way in allowing a wide range of partial-casters (e.g. Warrior 12 / Mage 8 can have BAB +16 with access to 7th level spells by burning 6 general feats).

Also a possibility, but I don't like that level of feat tax - it really hurts the opportunity for character customization.


I don't see how being able to slowly purchase caster levels via feats hurts customization.
Nothing grants more customization than spells.

if you wish to be a baddass warrior with spellpower, you'd better be prepared to pay the resources toll.

For dual-casters, I guess Magical Synthesis could also apply.
You'd be able to go as far as 20/16, 19/17 or 18/18 – by burning all your HD-feats and focusing on 2 spellcasting ability scores.
This solution keeps both gishes and theurges viable (W14/M6 could leave you with BAB +17 and 7th level spells – the official uber-gishes go farther than that), and it is balanced since you trade a lot of resources for versatility.






How do you figure?
Total Attack is an option, not a restriction.

When you provide such a powerful incentive to stand perfectly still in combat, you make combat as a whole much less mobile. When there's no reason for combatants not to move (except to avoid provoking AoOs), you get much more dynamic combats.


I believe my suggestion from the top of this reply makes this particular issue moot.






Starting at 1st level, the numbers are really small and the multiplier is usually 1 (remember that it’s BAB-capped).
By the time you reach mid-high levels, those changes are so gradual and the mind is so accustomed to this calculation that it would be virtually effortless.

Allowing a gradual progression definitely helps. But even if you play your character from 1st level, I have a hard time imagining that, say, a 16th level dual-wielder with 8 attacks a round would find the process virtually effortless.




However, I’m aware that not everyone starts at levels 1st – 6th, so a simplified solution would be to just take the diff and have Keen property double the extra and Vorpal quadruple the extra, dropping increased threat/multiplier altogether. This will of course require something similar for bludgeoning weapons (“crushing”/”Shattering” maybe?) because I wouldn’t want to prioritize edged weapons over blunt weapons.
Come to think of it, the result would probably be even more balanced, since the smaller weapons can be used 1-handed, in confined spaces and while grappling.

Ooh, I just realized that I forgot to take into account the multipliers when I ran my numbers - that would increase the power of dual-wielding. Yes, I agree that dropping the multipliers makes it simpler and more balanced.

Yes. Seems like this is what I'll go with.






I don’t identify that behavior in the description: http://www.d20srd.org/srd/feats.htm#eschewMaterials

If you can cast the spell "without needing that component", you can cast the spell when you can't move to grab the component, and you can cast the spell when you don't have your spell component pouch. What do you think Eschew Materials does?


Ok, maybe the right way to go would be to keep Eschew Materials and augment it as follows:
1st level: Eschew up to 1gp worth of materials.
3rd level: Eschew up to 5gp worth of materials.
6th level: Eschew up to 10gp worth of materials.
10th level: Eschew up to 20gp worth of materials.
15th level: Eschew up to 50gp worth of materials.
20th level: Eschew up to 100gp worth of materials.

This makes the feat worthwhile at all levels and not too good to pass up.
(I didn't, did I?).







I’m not.
All I’m saying that it’s a gamble to some extent (the measure of which is DM-dependent and situation-dependent)

True - it's very DM-dependent. But that means I don't think you should use something that conditional as an argument for the balance of the system.




Yes. But a player should have the option to compromise his versatility for a bit more raw power.

I think that that there should be significant limits to a character's ability to overspecialize. Otherwise you end up like Minmax. Even ignoring game world/suspension of disbelief/roleplaying concerns, it's practically impossible to balance a game that allows trading versatility for circumstantial power without limit.


In that case, what do you propose ?








I’m not even sure what that means.

Sorry, that was vague. Some effects, such as cover, add directly to normal AC, touch AC, and flat-footed AC. That's probably worth mentioning when you discuss AC modifiers, since right now the only thing that you describe as adding to all three varieties of AC is deflection.


I still don't get you. Cover applies 20%/50% miss chance. It has no effect on AC value at all (even if it statistically makes you less vulnerable).

And it's not "adding to all three varieties" – it just negates all AC-counters.






It means that only magic grants deflection bonus. (I could live in peace with high-CR incorporeal undead squeezing more out of deflection than anyone else, because that’s most of their AC enhancement resources).

Yeah, I get the first part. It's the second part the confuses me - "are gained at a rate of +1 AC / odd SL". So a 5th level spell gives you +3 deflection AC?


Exactly that.




Are you rewriting Shield of Faith?


I'll need to address stat-modifying spells at a later time.
For instance, one might decide that spells that draw on deific favor cannot be hammered into magical items.
(as I said – this is a long-term project)




How do Rings of Protection work, then?


They grant deflection.
Q: Does that mean it overlaps with armor/shield enhancement?
A: Absolutely.
No reason for a warrior with high-valued armor enhancement to use rings of protection. Mages, witches, monks & DFDs don't get that benefit.







Because they don’t have Combat Edge to boost the AC, or the necessary feat slots to capitalize on a decent shield offense. And it robs them of their free hand and makes simple tasks rather difficult.
I wouldn’t trade my weapon for an extra shield.

Doesn't prevent casting, but I see your point. Actually the greater problem is from warriors - does that mean you'd doubly apply Combat Edge to your AC? If so, a warrior with a +4 Combat Edge would get +10 AC while wielding two shields, which would make him effectively invincible to physical attack. Not only that, it wouldn't significantly compromising his attacking ability, thanks in part to the threshold damage system, which makes light shields better at attacking (since they have the same "crit multiplier" as normal weapons, and a lot more damage comes from the threshold rather than the weapon damage die). That's grossly imbalanced relative to normal two-weapon fighting.


Yes, but:
1. Threshold damage has been mitigated.
2. This is offsetted by the diminished benefits of enhancement.
By 10th level, you'd be on occasion facing opponents with attack rolls you just can't rival with AC.
And AC definitely doesn't cover everything.






Given that thrown weapons are inferior in just about every way to missile weapons, I'm not sure that's a bad thing.
Also, just how many weapons can one have positioned on his person at any given time for immediate draw?

If you think thrown weapons are that weak, then give them bonuses in a more obvious way. This is a subtle and awkward mechanic. But thrown weapons aren't weak. They were weak before because you had to use Dex to attack and Str to damage with them. Now, you can use Dex to both attack and damage. In fact, they're the only mechanic in the game that can combine the dual ability damage of ranged weapons with the power of two-weapon fighting. (Remember that two-weapon fighting is buffed because threshold damage interacts very well with extra attacks.) As far as "how many weapons", shuriken are perfectly suited to this - it's easy to have large quantities, since they're priced and stored as ammunition, and they're reusable. (A dart is also listed as "the size of a large arrow", so you could rule that you can store them in a quiver, which would remove that problem. I'd call that ambiguous and slightly sketchy.)


So how would you handle this issue ?







The Warrior is the king of martial combat.
The Hexblade & Soulknife have different arsenal at their disposal.

The only reason I mentioned the warrior was to emphasize that the classes involved are completely irrelevant to the two-handed/sword and board imbalance.


Sword & board Hexblade – note exactly the picture I envision.
The Soulknife has the option of enhancing his shield and apply other effects to his armor (should he decide to use a shield).






Furthermore, one having a high-enhancement shield with a low-enhancement armor is a viable scenarion.

Sure... but, uh, why would you want that? It doesn't change the issue anyway.


It means that the scenario is viable and makes sense in appropriate circumstances.







This will make the average house cat a devastating opponent at low levels.
I regard Finessable as "quick as light weapons and at the same time hits like a 1-handed weapon".

Huh? The average house cat doesn't qualify for the Weapon Finesse (Dex to damage) feat. Are you saying that the average house cat should use its Strength to attack with its claws, but its Dexterity to attack with its unarmed strike? That would mean a cat would be better off attacking by punching its foes than clawing them. That makes zero sense. (Note that core D&D gives the cat Weapon Finesse.)


I probably lost you there, because cats attacking by punching should not be something that would grant them slam attack.







So what, twice as many HD ?
How about full night's rest restores HD*2 worth of HP (plus everything else it restores as per core), while all other rests also remove minor conditions + short-term condition + Fatigued.

Sure, that'd be more appropriate. I actually give half your HP back for a full night's rest, and more with a Heal check. It really helps because it means clerics aren't a critically essential part of the party. (Which helps with regards to our earlier discussion about players not having to plan their builds around each other.)


Twice as many HD or 1/2 remaining damage at full night's rest – whichever's higher.
Sounds good to me.







Well, there’s always “Assess the Enemy” Warcraft if you decide to cover that angle.
Also, I object regarding a high-level warrior as a goon with a stick.

We agree that high level warriors (or any class) shouldn't just be a goon with a stick. That's why you don't lock basic game mechanics like "avoiding gaze attacks" behind Knowledge checks and class features.


Yes. I agree.






Share when you’re done and I’ll see if I can put it to use.
Just remember: practicality is a key element here.

Practicality is practically my middle name! It's going to involve separating movement from action - everyone takes move actions, and then everyone takes actions. This resolves a lot of awkwardness in the rules (for example, who gets the charge bonuses/penalties when two people charge each other?) and would cover the "hostage situation" more clearly, since initiative is rerolled every round. I'll let you know when it's fully written up.


I'm not sure I like "initiative is rerolled every round".
It breaks gameflow practicality.







Since there’s no damage involved, what will be the DC? The attack roll? Something else?...

The "standard" DC for stuff is 10 + half level + relevant ability modifier. I think the appropriate DC here would be a Fort save against DC 10 + half BAB + ability modifier used to attack.


Fort save vs. DC [10 + half BAB + ability-mod] it is then.







What would you add so that the flavore would not diminish ?

Half-elves are creatures of two worlds, and should be thematically associated with multiclassing, as well as with the skillfulness and flexibility from their human heritage. I give them the following ability:

Skill Affinity: Half-elves can master skills with particular ease. If a half-elf has a skill as a class skill from any class, it is treated as a class skill for all of his classes.

It's interesting, unique, and gives people a reason to be half-elves without detracting from the power of humans or elves.


I think this stacked with my proposed augments would be a bit too much.
It'll make every other skillmonkey out there a half-elf.
(shoehorning)







No. I don’t feel right with movement speed being tied to skill ranks.
This is something I’ll have to postpone and think of later.

To clarify, Athletics allows you to sprint, which increases your movement temporarily, rather than directly handing out speed increases. Which is more appropriate for a skill.


Nope. Still doesn't feel right. But..................
Given my view on skills, what exactly would you have Athletics do to make it fit in?







Maybe I will change it to Spot.
Maybe I’ll incorporate Signaling rules into Survival (not sure yet).

Like smoke signals? That would be appropriate and nifty.


Great. Now all that's left is to inject signaling rules (and maybe other appropriate stuff) into Survival.
Wish I had something there, but the well is dry on this one.







How would you phrase it?

I'm still not sure what it does. Right now, I'd just remove that line entirely, but I may be misunderstanding Tumble.


Once we're done with the things we more or less know what to do with, I'll find the time to rekindle this issue.





One last point. Why would you ever be a Str-based fighter unless you were using a two-handed weapon? Both Str and Dex both to attack and damage, but Dex is also used for AC, Reflex saves, and much better skills.


1. Because for two-handed weapon, it stacks.
2. Str affects carrying load and breaking stuff.
3. Str serves as prereq for a few solid skills (e.g. Armor Mastery)

I also noticed now that the "Ranged Attacks" spoiler is redundant.

.

nonsi
2014-07-15, 04:47 PM
*Looks at previous posts*

*is scared by numbers*

I'm glad that this thread is getting some more action. I really think it's worthwhile.

Yes, but with all the issues Vadskye comes up with, it'll take quite some time until I find the time to actually apply them.
I was prepared for this to stretch over several months.

tarkisflux
2014-07-16, 01:02 AM
On multiclassing, I think the problem is less severe than Vadskye is suggesting. While it is true that taking classes with synergistic or stacking abilities will improve them in unexpected ways (Combat Threat Excellence + Sudden Strike is probably worse than Combat Threat Supremacy despite being available several levels earlier, and you get both Combat Edge and Improvisation on it), a lot of that problem seems to be that you get both of those things at the same time because there often isn't an activation cost or resource to care about. You simply don't get to cast a priest and a mage spell in the same round because you don't have the actions to do that (most of the time anyway, I'm sure there are edge cases that should be examined for acceptability).

If you don't see a conceptual problem with a mage / priest selecting between two sets of lower level spells instead of one set of higher level spells by not multiclassing, then I don't know why you'd have a problem with a rogue / warrior selecting between two sets of lower level abilities. Selecting between is the important part there though, I get not wanting them to stack in weird ways. You can do that by updating the class features to exclude undesired interactions. Combat Edge and Improvisation can both become competence bonuses (unless you removed those and I forgot, in which case they can both be class bonuses - a new type that just exists to avoid stacking). SA can require the spending of an AoO or something to activate against a foe so you can still stack it with Warrior stuff but it has a payout half the size (or some other way of restricting its interactions with other abilities I haven't thought of). And so on. A more complete list of suggested changes would require a more thorough knowledge of the classes and other subsystem changes than I have, but it doesn't seem impossible on its face.

As to getting too many levels worth of class features, I completely disagree. For what I understand the power goal to be, these numbers seem about right. So long as sacrificing higher level abilities actually hurts (as opposed to sacrificing a slight progression of a lower level ability) and you can't stack them together into unexpected combos anyway. And they do a decent job of sorting the joint progression PrC nonsense, even costing feats in some cases like those things used to. I don't happen to like the low level behavior (a 2(3)/2(3) at level 4 grates on my nerves in ways that a 2/2 or a 3/1(2) don't), but I don't see a way around that short of something silly like minimum levels for multiclassing or reducing your accumulated levels in other classes by 1 before halving and adding.

nonsi
2014-07-16, 10:13 AM
(Combat Threat Excellence + Sudden Strike is probably worse than Combat Threat Supremacy despite being available several levels earlier, and you get both Combat Edge and Improvisation on it),


The former, I'm not so sure.
The latter is indeed quite problematic.





You simply don't get to cast a priest and a mage spell in the same round because you don't have the actions to do that


Which is why I'm starting to see Vadskye's point.





If you don't see a conceptual problem with a mage / priest selecting between two sets of lower level spells instead of one set of higher level spells by not multiclassing, then I don't know why you'd have a problem with a rogue / warrior selecting between two sets of lower level abilities.


It's not that I have a problem conceptually, it's just that Improvisation is something that will make a warrior too powerful when synergy is allowed.
With 7/8 BAB + Combat Edge, Improvisation scales power too far upward.
You see, this is why I'm so looking forward to feedbacks, because I'm not a minmaxer at hear, so I tend to miss out on loopholes.




Selecting between is the important part there though, I get not wanting them to stack in weird ways. You can do that by updating the class features to exclude undesired interactions. Combat Edge and Improvisation can both become competence bonuses (unless you removed those and I forgot, in which case they can both be class bonuses - a new type that just exists to avoid stacking).


One derives from you weapon skills, the other from your keen mind.
I just don't see how I could excuse them not stacking.





SA can require the spending of an AoO or something to activate against a foe so you can still stack it with Warrior stuff but it has a payout half the size (or some other way of restricting its interactions with other abilities I haven't thought of).


I could find something, but ...........................
From both rule-overflow perspective and gameflow practicality perspective, allowing noncasting multiclassing synergy is starting to feel like treading deep murky waters to me.





And so on. A more complete list of suggested changes would require a more thorough knowledge of the classes and other subsystem changes than I have, but it doesn't seem impossible on its face.


It's not impossible, but it really feels impractical.
I hope I don't disappoint you too much, but drawing from your post I now know I'm not gonna include noncasting multiclassing synergy rules in this codex.





As to getting too many levels worth of class features, I completely disagree. For what I understand the power goal to be, these numbers seem about right.


The goal in general is that multiclassing is a matter of character vision and versatility, not the means to power increase.





I don't happen to like the low level behavior (a 2(3)/2(3) at level 4 grates on my nerves in ways that a 2/2 or a 3/1(2) don't), but I don't see a way around that short of something silly like minimum levels for multiclassing or reducing your accumulated levels in other classes by 1 before halving and adding.


Actually, when it comes to spellcasting, because of action restriction, I don't see any meaningful power difference between 2(3)/2(3) and 4.




All in all, this reply was a huge help in directing me to finally work out the precise formula I was looking for, for Multiclassing & Spellcasters, so many thanks for your thoughts, even if they did promote your approach.



Spellcasters and Multiclassing
Characters with a magical ability gain a special benefit when multiclassing.
For every two levels that a character has in classes without spellcasting, he increases his spellcasting ability in each class that does advance spellcasting.
This increases his Tolerance, spells known, and caster level as if he had gained a level in his chosen spellcasting class.
This increase is limited by 1/2 the number of levels he has in each class of his spellcasting classes.
Also, any class features other than spellcasting are completely unaffected by this increase.
For example, Gish, a Warrior 2 / Mage 3, has all the spellcasting characteristics of a 4th level mage, but that doesn't grant him Minor School Esoterica.
If he gained two more Warrior levels, his spellcasting ability would not increase.




Magical Synthesis [General]
Choose two magical classes you possess.
Requirements: 2 levels in two different classes that promote spellcasting.
Benefit: You treat levels in each of your chosen classes as levels in classes that don't promote spellcasting, in regards to each other.
When gaining levels in either of your chosen classes, you increase your spellcasting ability with the other class as if your class doesn't promote spellcasting. See Spellcasters and Multiclassing, above.


Spell Apprentice [General]
Requirements: 3rd character level, 11+ in either Int/Wis/Cha (see below), Knowledge (arcana/nature/religion) 3
Benefits: You gain all the spellcasting knowledge (spells known, spellcasting capacity, CL etc) as if you have gained a level in the spellcasting class of your choice (Mage/Druid/Priest).
This stacks with any actual Mage/Priest/Druid levels (if any).
Special: This feat can enhance your Tolerance and spellcasting knowledge as high as 1/2 your accumulated character levels, or twice the level in the relevant spellcasting class (whichever's higher), but may not be taken more than once per 3 character levels accumulated (rounded down).
Note: This solution keeps both gishes and theurges viable... and along with Practiced Spellcaster, this could go a long way in allowing a wide range of partial-casters.
Examples:
- One could advance as far as 20/16, 19/17 or 18/18 as a dual-spellcaster – by burning all his HD-feats and focusing on 2 spellcasting ability scores.
- A Warrior 13/Mage 7 ends up with BAB +16 and could have up to 14 levels worth of arcane spellcasting (3 CLs from his Warrior level and 4 via general feats... and Practiced Spellcaster would make him CL 18 – spell-potency-wise).



.

tarkisflux
2014-07-16, 11:53 AM
The former, I'm not so sure.
The latter is indeed quite problematic.
Yeah, I think I misread the CdG line in Sudden Strike.


It's not impossible, but it really feels impractical.
I hope I don't disappoint you too much, but drawing from your post I now know I'm not gonna include noncasting multiclassing synergy rules in this codex.
No, I get impractical. It would be a fair amount of work and redesign, and I understand not wanting to deal with it after putting in the work you already have... even if I think it's not the best way to deal with it. It's not as if I haven't done similar things in the interest of actually finishing projects though. Perfect enemy of good and all that.

Anyway, I'm going to ignore the other small bits about making it work, as they don't matter so much in light of that decision.


The goal in general is that multiclassing is a matter of character vision and versatility, not the means to power increase.
Yes, and this is obvious. The alternative non-stacking level method is a way to decrease power (in most cases) through multiclassing, which you have avoided and thus kept multiclassing at about the same intended power level, IMO. Well, except for the non-casting classes, but they might stack enough to be fine anyway (though I doubt it).


Actually, when it comes to spellcasting, because of action restriction, I don't see any meaningful power difference between 2(3)/2(3) and 4.
I wasn't thinking in the context of your spellcasting changes when I wrote that. Assuming that you have only 1 strain pool, I would be inclined to agree. I didn't see that in the spellcasting section though, so you may want to make a clarity note there.

If you get one strain pool per casting class, then I strongly disagree. Both a 3rd and 4th level caster have second level spells, the primary source of their power. If they case from the same strain pool, then they just have a wider variety and can cast slightly fewer of them because they have higher strain costs. If they have different strain pools for each class, then they get more spells of the same level to cast per day, which is a not insubstantial increase.


All in all, this reply was a huge help in directing me to finally work out the precise formula I was looking for, for Multiclassing & Spellcasters, so many thanks for your thoughts, even if they did [not] promote your approach.
I don't really care as much about getting my way as I do about helping people make their own stuff better. So my purpose has been served anyway.

Plus, it helped me figure some other design aspects of multiclassing out, and that was helpful for my own stuff.

qazzquimby
2014-07-16, 12:47 PM
Not wanting to read through 3 pages of discussion, could I have a changelog?

nonsi
2014-07-16, 01:55 PM
Not wanting to read through 3 pages of discussion, could I have a changelog?

Sorry mate, but this entire page is strooned with TODOs.
It's gonna take me quite a while to process everything correctly into the codex - and that'll happen only after I finish this exchange with Vadskye (which is, to my assessment, still in progress).

Hoping I'll have something for you in about a week.

After that, hopefully he will still have it in him to address the classes.

nonsi
2014-07-16, 01:57 PM
I wasn't thinking in the context of your spellcasting changes when I wrote that. Assuming that you have only 1 strain pool, I would be inclined to agree. I didn't see that in the spellcasting section though, so you may want to make a clarity note there.

If you get one strain pool per casting class, then I strongly disagree. Both a 3rd and 4th level caster have second level spells, the primary source of their power. If they case from the same strain pool, then they just have a wider variety and can cast slightly fewer of them because they have higher strain costs. If they have different strain pools for each class, then they get more spells of the same level to cast per day, which is a not insubstantial increase.


Good point.
I'll have to think about it befor I pass judgement on this one.

tarkisflux
2014-07-16, 10:02 PM
Good point.
I'll have to think about it befor I pass judgement on this one.

For what it's worth, I prefer the separate pool behavior at all levels after 2/2. It better matches the MT separate spell prep setup, and making people cast from the same strain pool while also getting lower level spells and paying more strain to cast them seems a worse deal than the old MT. If that means that the level 2/2 behavior is a bit odd because fixing it is weird, so be it.

nonsi
2014-07-17, 03:27 AM
For what it's worth, I prefer the separate pool behavior at all levels after 2/2. It better matches the MT separate spell prep setup, and making people cast from the same strain pool while also getting lower level spells and paying more strain to cast them seems a worse deal than the old MT. If that means that the level 2/2 behavior is a bit odd because fixing it is weird, so be it.

Ok. Given that Tolerance = [main spellcasting ability score] + [caster-level] + [Con-mod]...

How about if in case of multiple spellcasting classes, I were to use a single pool, take the best [main spellcasting ability score] and stack all effective CLs ?
.

tarkisflux
2014-07-17, 01:08 PM
Ok. Given that Tolerance = [main spellcasting ability score] + [caster-level] + [Con-mod]...

How about if in case of multiple spellcasting classes, I were to use a single pool, take the best [main spellcasting ability score] and stack all effective CLs ?
.

Tarkis equips his math hammer...

Definitions -
L1 = Level in class 1
CL1 = Caster Level in class 1
L2 = Level in class 2
CL2 = Caster Level in class 2
TL = Total Level
TCL = Total Caster Level
MIN = minimum of the following comma separated values

With current multiclassing rules, CL1 = L1 + MIN(TL - L1, L1)/2, CL2 = L2 + MIN(TL - L2, L2)/2, and so on. For any multiclassing scenario, TCL is at a maximum when the classes have approximately equal levels, or as close as they can get for a given TL (I don't feel like proving it, but it's obvious from your previous discussions and charts). So for the two class case we'll go with L1 = L2 (it doesn't work at the odd levels, but that doesn't matter for these purposes), as it's the closest to the discussed theurge case.

With that equivalence assumed, we'll just replace all of the L2s with L1s and get...

TCL(theurge) = CL1 + CL2 = L1 + L1 + (2*TL - L1 - L1)/2 = TL + L1 = 1.5 * TL

So Tolerance(theurge) is going to look a lot like [Highest Mental Stat] + [1.5 * Total Level ] + [Con Mod]

At low levels, this is basically nothing, as the level term is overpowered by the mental stat term. It's 2 points at TL = 4, which isn't even another cantrip on the level 3 strain chart you're using. It's 4 points at TL = 8, which is another first level spell since you cast with the level 6 strain line. It gets up to 10 points at TL = 20 though, which is another 8th level spell, the highest level you can get with Magical Synthesis before you start spending a bunch on Spell Apprentice... unless I'm missing something. If your spell apprentice numbers are right, then you could get that up to 20/16 or 18/18, for a total of 16 additional strain points at 20... which is 2 more 9th level spells (and something tiny afterwards).

If you ignore your highest level spells you might be in the same spell range as an old style theurge. I'm not sure and don't want to spend time on figuring out how many an old style could expect of each level at the high end and then comparing it. My guess is that it's similar though. This gives them the option of casting higher than an old style theurge could, but not as high as a primary caster could. And they don't get twice as many of these spells between old theurge and full caster, so it's not really an improved theurge from the casting capacity angle. Just an old style one with an option to cast higher at the cost of their regular stuff.

The slow build of the tolerance hurts them at lower levels IMO, but they're also rather close to a single classed caster in terms of upper end power. They have a wider range, but don't get much (if any) more spells per day. By mid levels they might be down a spell level, but it's still close enough to not worry about. They also do not get the spell volume increase that the old theurge got. That's probably fine, but I'm not sure I'd call it an improvement on the old style theurge.

At higher levels they do fall behind a spell level or two for a while and still don't have a substantial spell volume increase. But it's complicated by the fact that they have a much larger range of cheap spells, since they get two classes worth of free instead of one. They can't use them in the same round, but they're still a potential utility / buff beast in the late game. And there are also class features gained from 1-10 in each class that a normal theurge would not get (that I haven't looked at even a little bit). Do these balance it out? I'm honestly not sure.

There's also a huge feat investment made in keeping up. It does little to improve your high end abilities compared to an old style theurge, or even the number of spells you can burn through unless you go down to lower level spells. And since single classed casters have a better strain line than you do, it's not really a strong improvement on spell volume. I'm not sure that Spell Apprentice is a great deal as written, though that's compounded by the problem that there's not really much to gain once you get to CL17. A couple of points of tolerance and a slightly better line just don't seem worth it for a couple more feats.

So it's a breadth caster, and it would function pretty differently than an old style theurge. I suspect it would be playable and not too far out of line with other characters, but it would need actual testing as there are lots of variables. I have no idea if this was the goal or not though.

Vadskye
2014-07-17, 08:51 PM
. I have a better idea.
Movement-derived AoOs are triggered after one moves through someone else's threatened area – from one threatened square/hex to an adjacent threatened square/hex.
Along with the option of swap a move action for a 5'-step, this mitigates overflow of AoOs and makes more sense than provoking when stepping out of someone's reach.
That's almost exactly the opposite of what I want, actually. But instead of arguing about this in the abstract, I made pictures! (Thanks to Roll20! (http://roll20.net/)) The pictures describe a series of situations in a combat. In each situation, I'm going to ask whether an action provokes. I'm going to say what I think, but it'll be in a spoiler, because I want you to decide before you read my argument. Also, try to think about it conceptually, without worrying about how to write rules that make it consistent. I won't be writing my arguments from a directly mechanical perspective; instead, I'll be speaking thematically about "attention" and other things that don't (and shouldn't) appear directly in the rules. Translating what "should be" into game mechanics comes later.

To get started, there are a few parts of the definition of attacks of opportunity in the PHB that I want to emphasize.


Sometimes, however, a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.

I also assume that this sort of "letting your guard down" is fundamentally about being able to defend yourself. There are a a variety of effects that could be described as "letting your guard down", such as many penalties to AC. However, an AoO comes from something conceptually distinct - you did something specific that provided a particular opening for your attacker. Without further ado, pictures!

http://i.imgur.com/dYZVm3U.png

Meet Alice (left) and Bob (right). They have just encountered the fearsome and terrifying giant, Eve (top). Eve bellows angrily at them.

http://i.imgur.com/W6x0Ipl.png

Alice takes a move action to get closer to the giant, weapon and shield at the ready, so she can attack as a standard action. Does her movement provoke?

Alice is moving directly towards the threat. Moving directly towards her target doesn't take much more physical effort than standing still, and doesn't require her to divert her focus in any way. She's still able to defend herself from its attacks. Alice does not provoke.

http://i.imgur.com/LpGsqus.png

Bob takes a charge action to get closer to the giant and deliver a furious attack. Does his movement provoke?

Bob is less able to defend himself than Alice is, because he's more focused on offense. However, this is already taken into account by the -2 penalty to AC that he suffers for charging. He hasn't "let his guard down" because of his movement - he's still focused on the giant. He's still able to defend himself from its attacks, just not as well. Charging a Medium creature wouldn't provoke, and for the same reason, Bob doesn't provoke here.

http://i.imgur.com/zrx2xd2.png

Eve takes a move action to shift to the right, backing away from Alice, and takes a standard action to attack Bob. Does her movement provoke?

Eve is trying to move away from Alice, which means she is trying to pay attention to three things at once: Alice, Bob, and her destination. That's a lot to keep track of. However, she's moving slowly, and her destination is still close to Bob, so she can sort of pay attention to them both together. Eve does not provoke.

http://i.imgur.com/v4kAwuX.png

Alice takes a move action to shift up to Eve so she can threaten her again, and takes a standard action to attack. Does her movement provoke?

This just is a minor tactical adjustment. Alice isn't moving far, and she doesn't have to divert her attention from Eve. Alice does not provoke.

http://i.imgur.com/a64NvxS.png

Bob takes a move action to circle around Eve so he's in a better position, and takes a standard action to cast a healing spell on himself. Does his movement provoke?

This just is a minor tactical adjustment. Bob isn't moving far, and he doesn't have to divert his attention from Eve. Bob does not provoke.

http://i.imgur.com/yTiJErT.png

Eve attacks Alice, and she is wounded. Alice takes a withdraw action to back away from Eve. Does her movement provoke?

Alice is not diverting her focus from Eve here. Simultaneously paying attention to an opponent while moving in the opposite direction is difficult, but she's taking the time to do it right with the withdraw action. Alice does not provoke.

http://i.imgur.com/OCpPyPg.png

Seeing Alice back off, Bob loses his will to fight and hustles away from Eve. Does his movement provoke?

In order to run away from Eve, Bob has to divert his attention, leaving himself vulnerable. Bob provokes.

I could give more examples (particularly relating to 5' steps and their relationship to silly things like full attacking with a bow), but I think this is an interesting starting point. What do you think should provoke an attack of opportunity, and why?


This limits a dual-caster to 10(15)/10(15), 12(16)/8(12) or 14(17)/6(9).
This ends up well below the MT (provided you iterate MT with something like arcane Hierophant)
This was your intent, I gather?
Indeed. It's the same as a purely core MT that goes 5/5/10. But that's not underpowered! The problem with the MT was never that it was underpowered by the end; trading only two spell levels in your primary class for 1st-7th level spells from a different class is a more than reasonable trade. The core problem was that it was underpowered for the first 10-15 levels of the game because you didn't share caster levels at low levels. If you even out the casting progression across levels, it's actually not bad. Plus, going 10/10 gives you class features for your casting classes, whereas MT had no class features at all. This is much better than the MT, and is fairly balanced with respect to single-classed casters. (Note also that being dual-ability score is much easier now than it used to be.)


I don't see how you can use this rule to scale-up to something like Duskblade.
A Duskblade has full BAB, but casts from a gimped spell list that only hits 5th level. Warrior 10 / Mage 10 has 7th level casting from a full list, which is much better. Plus, the plethora of combat class features from warrior mean it's at least as good at fighting as a Duskblade, and much better at low levels (when BAB matters less and the powerful class features matter more). I'd definitely take warrior 10 / mage 10 over duskblade 20, no question.


I don't see how being able to slowly purchase caster levels via feats hurts customization.
Nothing grants more customization than spells.

if you wish to be a baddass warrior with spellpower, you'd better be prepared to pay the resources toll.
I can see the logic here, but I don't like incentives to take the same feat over and over again. It's hard to balance, and I'd rather keep level mechanics relatively separate from feat mechanics. It's like making a feat that gives +1 to attack rolls that you can take as many times as you want, which I would hate.


For dual-casters, I guess Magical Synthesis could also apply.
You'd be able to go as far as 20/16, 19/17 or 18/18 – by burning all your HD-feats and focusing on 2 spellcasting ability scores.
This solution keeps both gishes and theurges viable (W14/M6 could leave you with BAB +17 and 7th level spells – the official uber-gishes go farther than that), and it is balanced since you trade a lot of resources for versatility.
Keep in mind that "uber-gishes" have much weaker combat class features than warrior 10 does. BAB isn't everything. But having that feat isn't enough to make me dislike the system as a whole.


I believe my suggestion from the top of this reply makes this particular issue moot.
How so? AoO mechanics don't change the powerful incentive to stand still. When people are much more effective standing still, they'll stand still more. I'd rather see D&D combats function more like the highly mobile fights in the Princess Bride.


Yes. Seems like this is what I'll go with.
Sounds like a plan.


Ok, maybe the right way to go would be to keep Eschew Materials and augment it as follows:
1st level: Eschew up to 1gp worth of materials.
3rd level: Eschew up to 5gp worth of materials.
6th level: Eschew up to 10gp worth of materials.
10th level: Eschew up to 20gp worth of materials.
15th level: Eschew up to 50gp worth of materials.
20th level: Eschew up to 100gp worth of materials.

This makes the feat worthwhile at all levels and not too good to pass up.
(I didn't, did I?).
I'd be cautious about the game world implications of this, particularly with regards to spells with permanent effects like Wall of Iron. This probably wouldn't unbalance anything too badly, but why specifically do you think Eschew Materials needs a buff?


In that case, what do you propose ?
Ability scores should be much more relevant to core mechanics. If you dump ability scores, those sacrifices should be just as character-defining as the mechanical benefits you gain. There are a few ways to do that.

Use every ability score to determine saving throws, so a dump always hurts. If you try to be a str/con barbarian that dumps Int and Charisma, you're going to be extremely durable, but your Will save will rival dumb animals.
Use every ability score to determine skill points, rather than just Int. If you want to be charismatic, have a high Charisma, and you get skill points that can only be used for Charisma-based skills. This makes ability scores more significant and more reflective of a character's overall abilities. It also encourages well-rounded characters, since well-rounded characters have a higher net ability modifier.
Design class features that provide incentives to raise abilities other than the "primary" ability for the class. As a concrete example of this, make the druid Wild Dominion ability Charisma-based instead of Wisdom-based: a druid's ability to exert her will over animals depends on her own force of personality (Charisma). This promotes more balanced characters, and also encourages build creativity.
Design feats that provide incentives to use abilities for purposes other than their "default" use, such as combat abilities that benefit from mental ability scores. This encourages build creativity, and characters that dump those "off stats" will lose accesss to these abilities.


Rise uses all of these mechanics, and as a result characters are much more well-rounded. Note that none of these ideas directly prevent players from "compromising versatility for raw power", as you put it. But they force players to actually make tradeoffs, rather than just taking minor disadvantages that don't change the way they play their character in any way.


I still don't get you. Cover applies 20%/50% miss chance. It has no effect on AC value at all (even if it statistically makes you less vulnerable).

And it's not "adding to all three varieties" – it just negates all AC-counters.
Cover grants a +4 bonus to AC (PHB 150). Are you thinking of concealment? There are also other effects that grant bonuses or penalties to AC, such as prone (which is both a bonus and a penalty).


Exactly that.

I'll need to address stat-modifying spells at a later time.
For instance, one might decide that spells that draw on deific favor cannot be hammered into magical items.
(as I said – this is a long-term project)
Interesting. I'll reserve judgment in general until I see more of your ideas on spell mechanics. (Obligatory plug for my Spell Reformation.) But I'd caution you that +1 AC is too weak to be a 1st level spell, and if you start from that premise, you're going to have a lot of trouble balancing spells.


They grant deflection.
Q: Does that mean it overlaps with armor/shield enhancement?
A: Absolutely.
No reason for a warrior with high-valued armor enhancement to use rings of protection. Mages, witches, monks & DFDs don't get that benefit.
That makes a lot of sense to me. But I'd recommend changing the price of rings of protection so they match the price of magic armor/shields, in that case. Mages, witches, and so on are already losing out on the AC bonus from actually wearing the armor/using the shield - making them pay double would be overkill.


Yes, but:
1. Threshold damage has been mitigated.
2. This is offsetted by the diminished benefits of enhancement.
By 10th level, you'd be on occasion facing opponents with attack rolls you just can't rival with AC.
And AC definitely doesn't cover everything.
It doesn't really matter whether AC covers everything, or whether the dual-shield wielder is unbalanced with respect to the game as a whole. If the shield wielder with a free +10 AC is balanced, then a short sword wielder is underpowered. If the short sword wielder is balanced, then the shield wielder is overpowered. The worst kind of imbalance is an imbalance between essentially equivalent options, especially if the more powerful option is more complicated or unintuitive. This is exactly the problem here.


So how would you handle this issue ?
Just remove the "thrown weapons" clause from Combat Reflexes. Easy fix.


Sword & board Hexblade – note exactly the picture I envision.
The Soulknife has the option of enhancing his shield and apply other effects to his armor (should he decide to use a shield).

It means that the scenario is viable and makes sense in appropriate circumstances.
I'll reserve judgment on that until I take a deeper dive into the class mechanics. But core character concept elements like two-handed swords vs. sword and shield should not be determined by class features. Those should stand on their own.


I probably lost you there, because cats attacking by punching should not be something that would grant them slam attack.
It doens't grant them a slam attack, no. Let's just take a look at the cat then. The cat has a claw attack. Per your rules, he uses Strength to attack with his claws, so he has a -2 attack bonus (+2 size, -4 Str) and deals 1d2-4 damage. Now, every creature also has an unarmed strike by definition. The cat can use Dexterity to attack with its unarmed strike, so it has a +4 attack bonus (+2 size, +2 Dex) and deals a fixed 1 damage. Thus, the cat is more dangerous when punching people than it is with its claws. Do you see the problem?

The solution, of course, is to treat a cat's claws as light weapons and let the cat it use Dexterity to attack. But now you're opening up a whole can of worms that involves trying to assign "weight" to natural attacks. Should a bear's claws really be considered light weapons? How about a dragon's? I don't have a good answer for you yet, but I know the cat should use Dex to attack with its claws. (This is why I've spent the past month trying to figure out monster mechanics...)


Twice as many HD or 1/2 remaining damage at full night's rest – whichever's higher.
Sounds good to me.
It's slightly weird that you recover more HP when you're more injured - I meant 1/2 of maximum HP. But HP is just an abstraction, so it really doesn't matter too much.


Yes. I agree.
I like agreeing on things!


I'm not sure I like "initiative is rerolled every round".
It breaks gameflow practicality.
Yeah, uh, I'm not totally convinced that I like it either. But that fixes a ton of even more detrimental weirdness. I'll see how it plays.


I think this stacked with my proposed augments would be a bit too much.
It'll make every other skillmonkey out there a half-elf.
(shoehorning)
Your only augment was the bonus to Cha-based skills, right? Keep in mind that the alternative is being a human, which gives a whopping +2 to any ability score, racial bonus feat, and extra skill point. Human will still be much more common. (Seriously, there's no way that +2 to any ability score is balanced...)


Nope. Still doesn't feel right. But..................
Given my view on skills, what exactly would you have Athletics do to make it fit in?
I'd have to see more of your philosophy on skills. So far I see mostly superficial changes to skill mechanics.


Great. Now all that's left is to inject signaling rules (and maybe other appropriate stuff) into Survival.
Wish I had something there, but the well is dry on this one.
You could just define "simple" and "complex" messages, with a fixed DC for each. Sending a message requires beating that fixed DC, and receiving a message requires beating that same fixed DC. There could also be coded messages, where interpreting the message requires beating the check that made the message rather than a fixed DC.


Once we're done with the things we more or less know what to do with, I'll find the time to rekindle this issue.
Sounds good.


1. Because for two-handed weapon, it stacks.
Sure, you get 1.5x Str with a two-handed weapon. But you get 1.5x Str or 2x Dex when dual-wielding, so it's not like there's a real damage advantage there.


2. Str affects carrying load and breaking stuff.
True, but irrelevant 90% of the time, and doesn't come close to making up for all of the miscellaneous benefits from Dex.


3. Str serves as prereq for a few solid skills (e.g. Armor Mastery)
Dex is also a prereq for useful things. Overall, Dex seems much better.

I haven't given feats and classes an in-depth read through yet, but I wanted to mention that there are several things that I like (more BAB prereqs is always good). Which is good! It's not all corrections and disagreement!

nonsi
2014-07-18, 05:05 PM
Tarkis equips his math hammer...

Definitions -
L1 = Level in class 1
CL1 = Caster Level in class 1
L2 = Level in class 2
CL2 = Caster Level in class 2
TL = Total Level
TCL = Total Caster Level
MIN = minimum of the following comma separated values

With current multiclassing rules, CL1 = L1 + MIN(TL - L1, L1)/2, CL2 = L2 + MIN(TL - L2, L2)/2, and so on. For any multiclassing scenario, TCL is at a maximum when the classes have approximately equal levels, or as close as they can get for a given TL (I don't feel like proving it, but it's obvious from your previous discussions and charts). So for the two class case we'll go with L1 = L2 (it doesn't work at the odd levels, but that doesn't matter for these purposes), as it's the closest to the discussed theurge case.

With that equivalence assumed, we'll just replace all of the L2s with L1s and get...

TCL(theurge) = CL1 + CL2 = L1 + L1 + (2*TL - L1 - L1)/2 = TL + L1 = 1.5 * TL

So Tolerance(theurge) is going to look a lot like [Highest Mental Stat] + [1.5 * Total Level ] + [Con Mod]

At low levels, this is basically nothing, as the level term is overpowered by the mental stat term. It's 2 points at TL = 4, which isn't even another cantrip on the level 3 strain chart you're using. It's 4 points at TL = 8, which is another first level spell since you cast with the level 6 strain line. It gets up to 10 points at TL = 20 though, which is another 8th level spell, the highest level you can get with Magical Synthesis before you start spending a bunch on Spell Apprentice... unless I'm missing something. If your spell apprentice numbers are right, then you could get that up to 20/16 or 18/18, for a total of 16 additional strain points at 20... which is 2 more 9th level spells (and something tiny afterwards).

If you ignore your highest level spells you might be in the same spell range as an old style theurge. I'm not sure and don't want to spend time on figuring out how many an old style could expect of each level at the high end and then comparing it. My guess is that it's similar though. This gives them the option of casting higher than an old style theurge could, but not as high as a primary caster could. And they don't get twice as many of these spells between old theurge and full caster, so it's not really an improved theurge from the casting capacity angle. Just an old style one with an option to cast higher at the cost of their regular stuff.

The slow build of the tolerance hurts them at lower levels IMO, but they're also rather close to a single classed caster in terms of upper end power. They have a wider range, but don't get much (if any) more spells per day. By mid levels they might be down a spell level, but it's still close enough to not worry about. They also do not get the spell volume increase that the old theurge got. That's probably fine, but I'm not sure I'd call it an improvement on the old style theurge.

At higher levels they do fall behind a spell level or two for a while and still don't have a substantial spell volume increase. But it's complicated by the fact that they have a much larger range of cheap spells, since they get two classes worth of free instead of one. They can't use them in the same round, but they're still a potential utility / buff beast in the late game. And there are also class features gained from 1-10 in each class that a normal theurge would not get (that I haven't looked at even a little bit). Do these balance it out? I'm honestly not sure.

There's also a huge feat investment made in keeping up. It does little to improve your high end abilities compared to an old style theurge, or even the number of spells you can burn through unless you go down to lower level spells. And since single classed casters have a better strain line than you do, it's not really a strong improvement on spell volume. I'm not sure that Spell Apprentice is a great deal as written, though that's compounded by the problem that there's not really much to gain once you get to CL17. A couple of points of tolerance and a slightly better line just don't seem worth it for a couple more feats.

So it's a breadth caster, and it would function pretty differently than an old style theurge. I suspect it would be playable and not too far out of line with other characters, but it would need actual testing as there are lots of variables. I have no idea if this was the goal or not though.

So, it appears that my suggestion for a unified Tolerance pool is a bit lower on power than a single classed caster.
Given that a bit of power loss tradeoff for versatility is my desired design goal, I believe I'm sticking to this solution.
Thanks.

nonsi
2014-07-19, 04:44 AM
.




. I have a better idea.
Movement-derived AoOs are triggered after one moves through someone else's threatened area – from one threatened square/hex to an adjacent threatened square/hex.
Along with the option of swap a move action for a 5'-step, this mitigates overflow of AoOs and makes more sense than provoking when stepping out of someone's reach.

That's almost exactly the opposite of what I want, actually. But instead of arguing about this in the abstract, I made pictures! (Thanks to Roll20!) The pictures describe a series of situations in a combat. In each situation, I'm going to ask whether an action provokes. I'm going to say what I think, but it'll be in a spoiler, because I want you to decide before you read my argument. Also, try to think about it conceptually, without worrying about how to write rules that make it consistent. I won't be writing my arguments from a directly mechanical perspective; instead, I'll be speaking thematically about "attention" and other things that don't (and shouldn't) appear directly in the rules. Translating what "should be" into game mechanics comes later.

To get started, there are a few parts of the definition of attacks of opportunity in the PHB that I want to emphasize.



Sometimes, however, a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.

I also assume that this sort of "letting your guard down" is fundamentally about being able to defend yourself. There are a a variety of effects that could be described as "letting your guard down", such as many penalties to AC. However, an AoO comes from something conceptually distinct - you did something specific that provided a particular opening for your attacker. Without further ado, pictures!

{Spoiler}


I could give more examples (particularly relating to 5' steps and their relationship to silly things like full attacking with a bow), but I think this is an interesting starting point. What do you think should provoke an attack of opportunity, and why?


Wow. That was quite a thorough analysis.
I believe I finally have something worked out that actually makes sense.

Movement-based AoOs are provoked in either of the following cases:
- You hustle within an opponent's threatened area – regardless of where you're coming from or where you're going to.
- You move into or out of or through a square that would render you flanked. You provoke vs. anyone who's flanking you. Taking a 5'-step, is the exception to this rule.







This limits a dual-caster to 10(15)/10(15), 12(16)/8(12) or 14(17)/6(9).
This ends up well below the MT (provided you iterate MT with something like arcane Hierophant)
This was your intent, I gather?

Indeed. It's the same as a purely core MT that goes 5/5/10. But that's not underpowered! The problem with the MT was never that it was underpowered by the end; trading only two spell levels in your primary class for 1st-7th level spells from a different class is a more than reasonable trade. The core problem was that it was underpowered for the first 10-15 levels of the game because you didn't share caster levels at low levels. If you even out the casting progression across levels, it's actually not bad. Plus, going 10/10 gives you class features for your casting classes, whereas MT had no class features at all. This is much better than the MT, and is fairly balanced with respect to single-classed casters. (Note also that being dual-ability score is much easier now than it used to be.)



I don't see how you can use this rule to scale-up to something like Duskblade.

A Duskblade has full BAB, but casts from a gimped spell list that only hits 5th level. Warrior 10 / Mage 10 has 7th level casting from a full list, which is much better. Plus, the plethora of combat class features from warrior mean it's at least as good at fighting as a Duskblade, and much better at low levels (when BAB matters less and the powerful class features matter more). I'd definitely take warrior 10 / mage 10 over duskblade 20, no question.



I don't see how being able to slowly purchase caster levels via feats hurts customization.
Nothing grants more customization than spells.

if you wish to be a baddass warrior with spellpower, you'd better be prepared to pay the resources toll.

I can see the logic here, but I don't like incentives to take the same feat over and over again. It's hard to balance, and I'd rather keep level mechanics relatively separate from feat mechanics. It's like making a feat that gives +1 to attack rolls that you can take as many times as you want, which I would hate.



For dual-casters, I guess Magical Synthesis could also apply.
You'd be able to go as far as 20/16, 19/17 or 18/18 – by burning all your HD-feats and focusing on 2 spellcasting ability scores.
This solution keeps both gishes and theurges viable (W14/M6 could leave you with BAB +17 and 7th level spells – the official uber-gishes go farther than that), and it is balanced since you trade a lot of resources for versatility.

Keep in mind that "uber-gishes" have much weaker combat class features than warrior 10 does. BAB isn't everything. But having that feat isn't enough to make me dislike the system as a whole.


Point well taken.
So what do we have without Spell Apprentic feat:
- Dual-Caster: 10(15)/10(15), 12(16)/8(12) or 14(17)/6(9).
- Gishes: Combatant 12/Caster 8(12) seems like the optimum here (BAB +16, 6th level spells).
Now that I think of it, it does seem to even out with single-classed characters........ Because BAB +17 and 7th level spells (with all the new class features) really kills the dilemma.

And no. I don't have a solution ATM to spellcasters not feeling significant changes past level 17.







I believe my suggestion from the top of this reply makes this particular issue moot.

How so? AoO mechanics don't change the powerful incentive to stand still. When people are much more effective standing still, they'll stand still more. I'd rather see D&D combats function more like the highly mobile fights in the Princess Bride.


I take it you're in favor of killing Total Attack.
Fair enough.
What would you give to someone who's holding his ground then?







Ok, maybe the right way to go would be to keep Eschew Materials and augment it as follows:
1st level: Eschew up to 1gp worth of materials.
3rd level: Eschew up to 5gp worth of materials.
6th level: Eschew up to 10gp worth of materials.
10th level: Eschew up to 20gp worth of materials.
15th level: Eschew up to 50gp worth of materials.
20th level: Eschew up to 100gp worth of materials.

This makes the feat worthwhile at all levels and not too good to pass up.
(I didn't, did I?).

I'd be cautious about the game world implications of this, particularly with regards to spells with permanent effects like Wall of Iron. This probably wouldn't unbalance anything too badly, but why specifically do you think Eschew Materials needs a buff?


Ok, maybe I went a bit overboard with eschewing 50gp/100gp per spell.
The motivation behind this suggestion is that with time there are fewer and fewer cases where spells with up to 1gp worth of materials are beneficial in any way.
I also wanted the benefit to be equally felt at higher levels

What if I were to slow down the increase like so:
1st level: Eschew up to 1gp worth of materials.
5rd level: Eschew up to 5gp worth of materials.
9th level: Eschew up to 10gp worth of materials.
13th level: Eschew up to 15gp worth of materials.
17th level: Eschew up to 20gp worth of materials.
Would that be ok?







In that case, what do you propose ?

Ability scores should be much more relevant to core mechanics. If you dump ability scores, those sacrifices should be just as character-defining as the mechanical benefits you gain. There are a few ways to do that.

• Use every ability score to determine saving throws, so a dump always hurts. If you try to be a str/con barbarian that dumps Int and Charisma, you're going to be extremely durable, but your Will save will rival dumb animals.


I need numbers here.




• Use every ability score to determine skill points, rather than just Int. If you want to be charismatic, have a high Charisma, and you get skill points that can only be used for Charisma-based skills. This makes ability scores more significant and more reflective of a character's overall abilities. It also encourages well-rounded characters, since well-rounded characters have a higher net ability modifier.


I tried that, but this ends you with too many skill points.
I just couldn't get it to work.




• Design class features that provide incentives to raise abilities other than the "primary" ability for the class. As a concrete example of this, make the druid Wild Dominion ability Charisma-based instead of Wisdom-based: a druid's ability to exert her will over animals depends on her own force of personality (Charisma). This promotes more balanced characters, and also encourages build creativity.


Remind me this when we get to the classes.




• Design feats that provide incentives to use abilities for purposes other than their "default" use, such as combat abilities that benefit from mental ability scores. This encourages build creativity, and characters that dump those "off stats" will lose access to these abilities.


I doubt, with all the goodies that the feats section offers, that you could come up with enough of them to actually make someone feel the difference.
That, plus I'm all out of space in the New Feats post (any way you could persuade GitP designers to increase post size to 100K characters?)







I still don't get you. Cover applies 20%/50% miss chance. It has no effect on AC value at all (even if it statistically makes you less vulnerable).

And it's not "adding to all three varieties" – it just negates all AC-counters.

Cover grants a +4 bonus to AC (PHB 150). Are you thinking of concealment?


My bad.




There are also other effects that grant bonuses or penalties to AC, such as prone (which is both a bonus and a penalty).


Same as core.
Cover seems like Shield bonus.
Prone feels like Dodge bonus to me.
Maybe some of them deserve a new category: "Misc modifier". Seems like we'll need to cover them one by one.







Exactly that.

I'll need to address stat-modifying spells at a later time.
For instance, one might decide that spells that draw on deific favor cannot be hammered into magical items.
(as I said – this is a long-term project)

Interesting. I'll reserve judgment in general until I see more of your ideas on spell mechanics. (Obligatory plug for my Spell Reformation.) But I'd caution you that +1 AC is too weak to be a 1st level spell, and if you start from that premise, you're going to have a lot of trouble balancing spells.


With all the number increases from leveling alone, I'm trying to keep the numbers from running away too much (RNG and stuff).
I know that +1 per odd SL is too week, nut I haven't found a better option to date.







They grant deflection.
Q: Does that mean it overlaps with armor/shield enhancement?
A: Absolutely.
No reason for a warrior with high-valued armor enhancement to use rings of protection. Mages, witches, monks & DFDs don't get that benefit.

That makes a lot of sense to me. But I'd recommend changing the price of rings of protection so they match the price of magic armor/shields, in that case. Mages, witches, and so on are already losing out on the AC bonus from actually wearing the armor/using the shield - making them pay double would be overkill.


It's definitely possible.
I'll need to run the numbers again.







Yes, but:
1. Threshold damage has been mitigated.
2. This is offsetted by the diminished benefits of enhancement.
By 10th level, you'd be on occasion facing opponents with attack rolls you just can't rival with AC.
And AC definitely doesn't cover everything.

It doesn't really matter whether AC covers everything, or whether the dual-shield wielder is unbalanced with respect to the game as a whole. If the shield wielder with a free +10 AC is balanced, then a short sword wielder is underpowered. If the short sword wielder is balanced, then the shield wielder is overpowered. The worst kind of imbalance is an imbalance between essentially equivalent options, especially if the more powerful option is more complicated or unintuitive. This is exactly the problem here.


Ok, what if Combat Edge only applied to a single held weapon/shield?








So how would you handle this issue ?

Just remove the "thrown weapons" clause from Combat Reflexes. Easy fix.


Will do.








I probably lost you there, because cats attacking by punching should not be something that would grant them slam attack.

It doesn't grant them a slam attack, no. Let's just take a look at the cat then. The cat has a claw attack. Per your rules, he uses Strength to attack with his claws, so he has a -2 attack bonus (+2 size, -4 Str) and deals 1d2-4 damage. Now, every creature also has an unarmed strike by definition. The cat can use Dexterity to attack with its unarmed strike, so it has a +4 attack bonus (+2 size, +2 Dex) and deals a fixed 1 damage. Thus, the cat is more dangerous when punching people than it is with its claws. Do you see the problem?

The solution, of course, is to treat a cat's claws as light weapons and let the cat it use Dexterity to attack. But now you're opening up a whole can of worms that involves trying to assign "weight" to natural attacks. Should a bear's claws really be considered light weapons? How about a dragon's? I don't have a good answer for you yet, but I know the cat should use Dex to attack with its claws. (This is why I've spent the past month trying to figure out monster mechanics...)


I get what you're saying.
So… any insights by now ?
How about if we use creature-size threshold (large+ maybe?) from which Dex can be swapped by Str.







I think this stacked with my proposed augments would be a bit too much.
It'll make every other skillmonkey out there a half-elf.
(shoehorning)

Your only augment was the bonus to Cha-based skills, right? Keep in mind that the alternative is being a human, which gives a whopping +2 to any ability score, racial bonus feat, and extra skill point. Human will still be much more common. (Seriously, there's no way that +2 to any ability score is balanced...)


Ok.
"Once a class skill – always a class skill" it is then.

Btw, how much can you abuse +2 to any single ability score?






Nope. Still doesn't feel right. But..................
Given my view on skills, what exactly would you have Athletics do to make it fit in?

I'd have to see more of your philosophy on skills. So far I see mostly superficial changes to skill mechanics.


I've already displayed my entire philosophy.
Mechanically speaking, Skills are where WotC did the best job overall in my view. Except my proposed changes, everything else is ok by me.







Great. Now all that's left is to inject signaling rules (and maybe other appropriate stuff) into Survival.
Wish I had something there, but the well is dry on this one.

You could just define "simple" and "complex" messages, with a fixed DC for each. Sending a message requires beating that fixed DC, and receiving a message requires beating that same fixed DC. There could also be coded messages, where interpreting the message requires beating the check that made the message rather than a fixed DC.


Can you be more specific?
What are the DCs that you had in mind?







1. Because for two-handed weapon, it stacks.

Sure, you get 1.5x Str with a two-handed weapon. But you get 1.5x Str or 2x Dex when dual-wielding, so it's not like there's a real damage advantage there.


Yes, Dex augments attack rolls, but the diff is only counted as high as your BAB, so the common housecat isn't gonna have its high Dex pump up its damage output.
But yes. I will take Dex-to-damage out of the equation altogether.







2. Str affects carrying load and breaking stuff.

True, but irrelevant 90% of the time, and doesn't come close to making up for all of the miscellaneous benefits from Dex.


I remember playing a low-Str gnome Beguiler once.
The only real problem I had was having difficulty carrying stuff. I felt it quite a bit.
.

Vadskye
2014-07-19, 02:24 PM
.


Wow. That was quite a thorough analysis.
I believe I finally have something worked out that actually makes sense.

Movement-based AoOs are provoked in either of the following cases:
- You hustle within an opponent's threatened area – regardless of where you're coming from or where you're going to.
- You move into or out of or through a square that would render you flanked.
You provoke vs. anyone who's flanking you. Taking a 5'-step, is the exception to this rule.
I like the way you're thinking - I had to think about this for a while to decide whether I liked it better. But it has a few issues. First, you need to define "hustle". As defined in the PHB (p. 163), hustling means moving your speed as a move action. However, using that definition would seem to render your second rule irrelevant, since you would always provoke for moving while threatened. I don't think that is your goal - I assume that you intended "hustling" in the sense of "do nothing but move during your turn". However, I don't like that. In addition to various mechanical/gameplay issues (moving away from melee to cast/ranged attack becomes trivially easy), it just doesn't make sense. In order to determine whether to provoke for moving, you would have to consider totally separate actions that you take later in your turn, which is strange. I could go into more detail, but I'm not sure what your intent is, so I'll leave it be.

I'd also avoid using flanking as a core mechanic for... well, much of anything, really. Flanking sounds nice in principle, but it's a very precise and metagame-y mechanic in practice. For example, here is a picture of four orcs flanking Alice:

http://i.imgur.com/htBpc2Z.png

Notice that she is actually not being flanked at all. Flanking only makes sense if you use a grid and minis for all your fights, and make everyone pay very close attention to which square they move to. I don't like having to do that.

(Side note: by letting people trade a standard action for two move actions, you significantly increases movement speed. Was that intentional? It has a lot of odd implications. I'd suggest that it would be better to just trade a standard action for a single move action.)


Point well taken.
So what do we have without Spell Apprentic feat:
- Dual-Caster: 10(15)/10(15), 12(16)/8(12) or 14(17)/6(9).
- Gishes: Combatant 12/Caster 8(12) seems like the optimum here (BAB +16, 6th level spells).
Now that I think of it, it does seem to even out with single-classed characters........ Because BAB +17 and 7th level spells (with all the new class features) really kills the dilemma.
I agree!


And no. I don't have a solution ATM to spellcasters not feeling significant changes past level 17.
Class features can help with that.


I take it you're in favor of killing Total Attack.
Fair enough.
What would you give to someone who's holding his ground then?
I am not sure there needs to anything explicit, though the ability to trade a move action for a swift action combined with more frequent use of swift actions helps. Minor tactical repositioning should be totally normal, not discouraged. If you really want to encourage standing rock-still, you could create a move action that grants extra attacks of opportunity.


Ok, maybe I went a bit overboard with eschewing 50gp/100gp per spell.
The motivation behind this suggestion is that with time there are fewer and fewer cases where spells with up to 1gp worth of materials are beneficial in any way.
I also wanted the benefit to be equally felt at higher levels
Are you planning on increasing material component costs for spells? I'm pretty sure the vast majority of spells don't have significant material components. (Full disclosure: I just got rid of all non-costly material components a long time ago because I didn't want to deal with this nonsense, so my memory of components is a little vague.)


What if I were to slow down the increase like so:
1st level: Eschew up to 1gp worth of materials.
5rd level: Eschew up to 5gp worth of materials.
9th level: Eschew up to 10gp worth of materials.
13th level: Eschew up to 15gp worth of materials.
17th level: Eschew up to 20gp worth of materials.
Would that be ok?
I would be very surprised if it caused problems, yeah.


I need numbers here.
Sure. To start, let's define how saves work. I use the following distribution: Fortitude is Con + 1/2 Str, Reflex is Dex + 1/2 Wis, and Will is Cha + 1/2 Int. The logic for that can be discussed separately, and you can rearrange things if you want, but for now let's assume that it's just how life works. (This works better in Rise, which has generally larger ability modifiers, but it should work okay here too.)

Let's take two 6th-level human warriors with a fairly standard 28 point buy, Forgarth and Minmax. Forgarth takes a very balanced array: 14/14/14/10/10/14. Minmax takes a very unbalanced array: 18/10/16/8/8/8. After the increases from being human and gaining levels, Forgarth is 19/17/14/10/10/14 and Minmax is 21/10/21/8/8/8.

In the core rules, Forgarth's saves would be 7/4/2. Minmax's saves would be 10/2/1. There isn't much of a difference here - Minmax isn't really paying a cost in combat for his atrocious dump stats.

Using a more balanced saving throw distribution, Forgath's saves are 9/5/4, while Minmax's saves are 11/1/0. Minmax is paying a major price in combat for his overspecialization. We haven't made Minmax any weaker at what he's specialized in, but he's weaker outside of his area of specialization - as it should be.


I tried that, but this ends you with too many skill points.
I just couldn't get it to work.
If you halve the base skill points from each class (so the progression is 1/2/3/4) and have each ability modifier grant half a skill point for relevant skills, I think the numbers work out acceptably. But how open are you to changing the relationship between skill points and skill ranks? I love skills in general, but I think the distribution of skill points is complicated and obnoxious, particularly if you do any multiclassing whatsoever. Using a different skill point mechanic would solve this and other problems.


Remind me this when we get to the classes.
Certainly!


I doubt, with all the goodies that the feats section offers, that you could come up with enough of them to actually make someone feel the difference.
That, plus I'm all out of space in the New Feats post (any way you could persuade GitP designers to increase post size to 100K characters?)
Sounds like a challenge! I mean, I've designed a number of feats like that. But all it really takes is a few feats that promote alternate build ideas. Zen Archery is a good example of that (though I decided not to include it) - it's a simple mechanic that opens up a whole range of new builds.


Same as core.
Cover seems like Shield bonus.
Prone feels like Dodge bonus to me.
Maybe some of them deserve a new category: "Misc modifier". Seems like we'll need to cover them one by one.
You can't just map them directly to bonus types, though. The modifiers from cover and being prone should apply regardless of whether you're flat-footed or denied your Dex, and if you map them to shield and dodge bonuses then that doesn't work.


With all the number increases from leveling alone, I'm trying to keep the numbers from running away too much (RNG and stuff).
I know that +1 per odd SL is too week, nut I haven't found a better option to date.
Have you considered not having bonus strength scale directly with spell level at all? Instead, make bonus strength scale with caster level. Higher level spells simply grant more bonuses, not more powerful bonuses. The Spell Reformation does this, though it's a little more nuanced than that. That lets you give +2 bonuses at 1st level without feeling any obligation to directly scale them.


It's definitely possible.
I'll need to run the numbers again.
Yay, numbers!


Ok, what if Combat Edge only applied to a single held weapon/shield?
Sure, I think I like that. The idea of choosing which item to use your edge with is a little weird fluff-wise, but it adds some interesting tactical options and is likely to be much more balanced. However, trying to word it so that it grants the benefit to dual-wielding attackers, but not dual-wielding shield-users, will be very awkward. There might be a better way - what if you just made Combat Edge weapon-only, rather than boosting shield AC?


I get what you're saying.
So… any insights by now ?
How about if we use creature-size threshold (large+ maybe?) from which Dex can be swapped by Str.
Honestly, until I come a better solution, I'd just let all claws and slams be finessable. The finesseable bear/dragon claws problem really doesn't actually matter because those creatures will have much more Dex than Str anyway. I suspect that any creature that has significantly more Dex than Str should thematically be able to finesse its weapons anyway, so it's not a serious concern.


Ok.
"Once a class skill – always a class skill" it is then.

Btw, how much can you abuse +2 to any single ability score?
It's not really a question of "abuse" exactly - it's just really powerful. It's much better than a feat, strictly superior to the extra skill point, and overall more powerful than any other racial feature. If you gave humans that and took away the feat + skill points, they'd be more balanced - but I don't like the implications of that. Humans are the archetypal "I can do anything" race, and the feat + skill points really encourage that fluff. Granting an ability score makes them want to be specialists and detracts from the uniqueness of the other races. It makes a human as durable as a dwarf, as strong as an orc, as agile as an elf, or smarter than any of the others. Humans are already one of the most powerful and popular races with just the feat and skill points. Why change that?


I've already displayed my entire philosophy.
Mechanically speaking, Skills are where WotC did the best job overall in my view. Except my proposed changes, everything else is ok by me.
I agree that skills are one of the high points of D&D, though I would make more thorough mechanical changes to various aspects. In lieu of that, I don't see a place for a skill that affects land movement.


Can you be more specific?
What are the DCs that you had in mind?
I didn't have any specific DCs in mind, I was just making that up as I went along. Maybe DC 20 for common messages (roughly a word or two), and DC 30 for more complex messages (with Sending-style limitations).


Yes, Dex augments attack rolls, but the diff is only counted as high as your BAB, so the common housecat isn't gonna have its high Dex pump up its damage output.
But yes. I will take Dex-to-damage out of the equation altogether.
Isn't it BAB + Str/Dex? But anyway, I'm glad to see Dex to damage gone. That helps the system as a whole, I think.


I remember playing a low-Str gnome Beguiler once.
The only real problem I had was having difficulty carrying stuff. I felt it quite a bit.
Sure, if you have a 6 Str and you're small, you're going to have a bad time. But that's an extreme, and once you have an 8 or 10 you usually never have to think about it again unless you're heavily armored. This could be a playstyle difference; in the games I'm used to, Heward's Handy Haversack is a common purchase for low-Str characters, and once you have that you usually don't need to worry about carrying capacity ever again. (Even if it were more relevant, carrying capacity is a really annoying mechanic to use as a balancing tool. Tracking exact weights for everything you carry is not fun.)

Incidentally, I've been loosely following the casting discussion, but I haven't dived into your casting system so I don't have much to contribute there. I'm glad Tarkis is equipping his math hammer, though. Seems like you two have got that mostly figured out.

nonsi
2014-07-20, 03:23 PM
.





Wow. That was quite a thorough analysis.
I believe I finally have something worked out that actually makes sense.

Movement-based AoOs are provoked in either of the following cases:
- You hustle within an opponent's threatened area – regardless of where you're coming from or where you're going to.
- You move into or out of or through a square that would render you flanked.
You provoke vs. anyone who's flanking you. Taking a 5'-step, is the exception to this rule.

I like the way you're thinking - I had to think about this for a while to decide whether I liked it better. But it has a few issues. First, you need to define "hustle". As defined in the PHB (p. 163), hustling means moving your speed as a move action. However, using that definition would seem to render your second rule irrelevant, since you would always provoke for moving while threatened. I don't think that is your goal - I assume that you intended "hustling" in the sense of "do nothing but move during your turn". However, I don't like that. In addition to various mechanical/gameplay issues (moving away from melee to cast/ranged attack becomes trivially easy), it just doesn't make sense. In order to determine whether to provoke for moving, you would have to consider totally separate actions that you take later in your turn, which is strange. I could go into more detail, but I'm not sure what your intent is, so I'll leave it be.

I'd also avoid using flanking as a core mechanic for... well, much of anything, really. Flanking sounds nice in principle, but it's a very precise and metagame-y mechanic in practice. For example, here is a picture of four orcs flanking Alice:

{Combat Positioning Image}

Notice that she is actually not being flanked at all. Flanking only makes sense if you use a grid and minis for all your fights, and make everyone pay very close attention to which square they move to. I don't like having to do that.

(Side note: by letting people trade a standard action for two move actions, you significantly increases movement speed. Was that intentional? It has a lot of odd implications. I'd suggest that it would be better to just trade a standard action for a single move action.)


Hustle, Definition:
You may move up to twice your speed as a standard action.
When running, you're also considered hustling.
Note: with the above definition, I can nix breaking down standard action for 2 move actions.


I'm also not sure what you mean by "totally separate actions that you take later in your turn".
AoOs are out-of-turn attacks. They remove the need for further action definition.


As for "use a grid and minis for all your fights"...
Range-only encounters don't require that. When melee is involved, it's better to know exactly where everyone's positioned.


Looking at the combat image you attached, this makes me wish to expand the definition of Flanking a bit.
Original Description: "When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."
Alternative Description: "When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."

This will solve the anomaly that huge+ creatures could flank by making size-relative moves that are just too small for medium-sized or smaller creatures to make, just because the grid is divided to 5' squares.

But more importantly, in your "four orcs flanking Alice" illustration, they will clearly be flanking.
If we take the square that confines the participants and enumerate the 5'-squares left->right and top-bottom, like so:
1,2,3
4,5,6
7,8,9
then…
2 & 9 are flanking.
3 & 4 are flanking.
4 & 9 are flanking.
This puts Alice in a very tight spot – as common sense dictates.







And no. I don't have a solution ATM to spellcasters not feeling significant changes past level 17.

Class features can help with that.


I've already conjured all the class appropriate features that came to mind.
Hope they'll be enough to count.







I take it you're in favor of killing Total Attack.
Fair enough.
What would you give to someone who's holding his ground then?

I am not sure there needs to anything explicit, though the ability to trade a move action for a swift action combined with more frequent use of swift actions helps. Minor tactical repositioning should be totally normal, not discouraged. If you really want to encourage standing rock-still, you could create a move action that grants extra attacks of opportunity.


I remember a discussion with a minmaxer about how broken this option would be for a Zhentarim Fighter with Imperious Armor.
And that was just an example.
It turns out that extra swift actions could allow you to do crazy stuff with magical gear sometimes.
I don't wish to leave that opening.

I believe that +2 to attack & AC for holding your ground, starting at BAB +6, and increasing to +3/+4 at BAB +11/+16, would be a decent alternative.
It won't offset flanking, but it will give you a better fighting chance vs. multiple opponents if you're standing at a door's opening or in a room corner (at least when they approach you to attack).







Ok, maybe I went a bit overboard with eschewing 50gp/100gp per spell.
The motivation behind this suggestion is that with time there are fewer and fewer cases where spells with up to 1gp worth of materials are beneficial in any way.
I also wanted the benefit to be equally felt at higher levels

Are you planning on increasing material component costs for spells? I'm pretty sure the vast majority of spells don't have significant material components. (Full disclosure: I just got rid of all non-costly material components a long time ago because I didn't want to deal with this nonsense, so my memory of components is a little vague.)


As I said, I don't wish to rewrite all spells (practicality + keeping things closer to home).







I need numbers here.

Sure. To start, let's define how saves work. I use the following distribution: Fortitude is Con + 1/2 Str, Reflex is Dex + 1/2 Wis, and Will is Cha + 1/2 Int. The logic for that can be discussed separately, and you can rearrange things if you want, but for now let's assume that it's just how life works. (This works better in Rise, which has generally larger ability modifiers, but it should work okay here too.)

Let's take two 6th-level human warriors with a fairly standard 28 point buy, Forgarth and Minmax. Forgarth takes a very balanced array: 14/14/14/10/10/14. Minmax takes a very unbalanced array: 18/10/16/8/8/8. After the increases from being human and gaining levels, Forgarth is 19/17/14/10/10/14 and Minmax is 21/10/21/8/8/8.

In the core rules, Forgarth's saves would be 7/4/2. Minmax's saves would be 10/2/1. There isn't much of a difference here - Minmax isn't really paying a cost in combat for his atrocious dump stats.

Using a more balanced saving throw distribution, Forgath's saves are 9/5/4, while Minmax's saves are 11/1/0. Minmax is paying a major price in combat for his overspecialization. We haven't made Minmax any weaker at what he's specialized in, but he's weaker outside of his area of specialization - as it should be.


I cringe at the thought of having to deal with partial modifiers.
I'd rather use two modifiers instead of one:
Fort: Str+Con (power + toughness)
Ref: Dex+Int (speed + wit)
Will: Wis+Cha (insight + force of personality)







I tried that, but this ends you with too many skill points.
I just couldn't get it to work.

If you halve the base skill points from each class (so the progression is 1/2/3/4) and have each ability modifier grant half a skill point for relevant skills, I think the numbers work out acceptably. But how open are you to changing the relationship between skill points and skill ranks? I love skills in general, but I think the distribution of skill points is complicated and obnoxious, particularly if you do any multiclassing whatsoever. Using a different skill point mechanic would solve this and other problems.


I must say that after giving it more thought, I came to the conclusion that core got this one right as well.
High ability-modifiers serve as skill-modifiers.
It makes a lot of sense to me that ranks should be augmented by one's mental capacity and flexibility.







Same as core.
Cover seems like Shield bonus.
Prone feels like Dodge bonus to me.
Maybe some of them deserve a new category: "Misc modifier". Seems like we'll need to cover them one by one.

You can't just map them directly to bonus types, though. The modifiers from cover and being prone should apply regardless of whether you're flat-footed or denied your Dex, and if you map them to shield and dodge bonuses then that doesn't work.


Fair enough.
So basically, it is impossible to circumvent circumstantial bonuses to AC.
Just like Deflection, they apply:
- to touch AC.
- to incorporeal attackers.
- in situations where one loses his Dex-bonus to AC.







With all the number increases from leveling alone, I'm trying to keep the numbers from running away too much (RNG and stuff).
I know that +1 per odd SL is too week, nut I haven't found a better option to date.

Have you considered not having bonus strength scale directly with spell level at all? Instead, make bonus strength scale with caster level. Higher level spells simply grant more bonuses, not more powerful bonuses. The Spell Reformation does this, though it's a little more nuanced than that. That lets you give +2 bonuses at 1st level without feeling any obligation to directly scale them.


Given bonuses to attack also translate to damage and opposed checks, maybe they're not that weak.
Also, magical deflection bonuses could also affect saving throws.
This will make these small bonuses more meaningful.







Ok, what if Combat Edge only applied to a single held weapon/shield?

Sure, I think I like that. The idea of choosing which item to use your edge with is a little weird fluff-wise, but it adds some interesting tactical options and is likely to be much more balanced. However, trying to word it so that it grants the benefit to dual-wielding attackers, but not dual-wielding shield-users, will be very awkward. There might be a better way - what if you just made Combat Edge weapon-only, rather than boosting shield AC?


A simpler solution would be to limit the bonus to only a single wielded shield.
Also weapons grant only 1/2 the bonus of Combat Edge as shield AC.
I believe this will balance things out.







Ok.
"Once a class skill – always a class skill" it is then.

Btw, how much can you abuse +2 to any single ability score?

It's not really a question of "abuse" exactly - it's just really powerful. It's much better than a feat, strictly superior to the extra skill point, and overall more powerful than any other racial feature. If you gave humans that and took away the feat + skill points, they'd be more balanced - but I don't like the implications of that. Humans are the archetypal "I can do anything" race, and the feat + skill points really encourage that fluff. Granting an ability score makes them want to be specialists and detracts from the uniqueness of the other races. It makes a human as durable as a dwarf, as strong as an orc, as agile as an elf, or smarter than any of the others. Humans are already one of the most powerful and popular races with just the feat and skill points. Why change that?


All the other races have been elevated.
I still want humans to be the most popular choice and I believe this bonus doesn't outweigh the ones I gave the other races.







I've already displayed my entire philosophy.
Mechanically speaking, Skills are where WotC did the best job overall in my view. Except my proposed changes, everything else is ok by me.

I agree that skills are one of the high points of D&D, though I would make more thorough mechanical changes to various aspects. In lieu of that, I don't see a place for a skill that affects land movement.


Which is why I still feel that the best way to grant characters with increased speed is 5' per +3 in both Str & Dex.
If you're both radically strong and radically quick, then you should be faster that the average specimen of your species.







Can you be more specific?
What are the DCs that you had in mind?

I didn't have any specific DCs in mind, I was just making that up as I went along. Maybe DC 20 for common messages (roughly a word or two), and DC 30 for more complex messages (with Sending-style limitations).


Ok, that's a start. But I'll need more to make it count.





Incidentally, I've been loosely following the casting discussion, but I haven't dived into your casting system so I don't have much to contribute there. I'm glad Tarkis is equipping his math hammer, though. Seems like you two have got that mostly figured out.


Yes. If feel we nailed that one.
.

Vadskye
2014-07-21, 09:38 PM
Hustle, Definition:
You may move up to twice your speed as a standard action.
When running, you're also considered hustling.
Note: with the above definition, I can nix breaking down standard action for 2 move actions.

I'm also not sure what you mean by "totally separate actions that you take later in your turn".
AoOs are out-of-turn attacks. They remove the need for further action definition.
Now that "hustling" is a unique action on its own, the problem of "totally separate actions" is irrelevant. I notice that you've still made "standard" non-running speed 3x base speed rather than 2x base speed. That will require changing how overland movement works, which I'm not sure was your intention.

This still makes combat more mobile than I think you may want. A couple more pictures! Let's introduce a new character, Grignr. Grignr is an archer. He has a bad habit of getting caught in melee. This happens a lot, because it's extremely difficult to stop attackers from reaching him.

http://i.imgur.com/Eu5np21.png
Even with Alice and Bob's help, the orc can just take a move action to reach Grignr without provoking attacks of opportunity, allowing him to full attack Grignr.

Fortunately, Grignr doesn't worry very much about getting caught like that, because he knows that he it's practically impossible to stop him from firing his bow in melee.

http://i.imgur.com/kNDNIM3.png

Even if the orc gets next to him, he can just take a move action to escape and make a full attack with his bow. In fact, he can do that even if there is a huge swarm of orcs.

http://i.imgur.com/yMv59vW.png

Even with five orcs around him, Grignr can step back and full attack without any problem. Ranged weapon wielders are usually not at any meaningful disadvantage in melee combat. The same applies to Tim, the mage, but we don't need to make a whole bunch of other pictures to demonstrate that same point.


As for "use a grid and minis for all your fights"...
Range-only encounters don't require that. When melee is involved, it's better to know exactly where everyone's positioned.
That's a fair design goal. I prefer not needing to tracking precise position even in melee - but I'm that's a difference of taste, not of quality, so I won't try to argue it.


Looking at the combat image you attached, this makes me wish to expand the definition of Flanking a bit.
Original Description: "When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."
Alternative Description: "When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."

This will solve the anomaly that huge+ creatures could flank by making size-relative moves that are just too small for medium-sized or smaller creatures to make, just because the grid is divided to 5' squares.

But more importantly, in your "four orcs flanking Alice" illustration, they will clearly be flanking.
If we take the square that confines the participants and enumerate the 5'-squares left->right and top-bottom, like so:
1,2,3
4,5,6
7,8,9
then…
2 & 9 are flanking.
3 & 4 are flanking.
4 & 9 are flanking.
This puts Alice in a very tight spot – as common sense dictates.
I like this quite bit better than the original flanking rule. Just note that it interacts oddly with large creatures:

http://i.imgur.com/DLxXMLG.png

It's slightly odd that those two creatures are considered to be flanking the larger one. But that problem isn't enough to offset the benefits of the change, I think.


I've already conjured all the class appropriate features that came to mind.
Hope they'll be enough to count.
I'll let you know when I look at classes!


I remember a discussion with a minmaxer about how broken this option would be for a Zhentarim Fighter with Imperious Armor.
And that was just an example.
It turns out that extra swift actions could allow you to do crazy stuff with magical gear sometimes.
I don't wish to leave that opening.
I'd argue that trading a move action for a swift action is only broken if you're allowing brokenly powerful swift actions, but that's neither here nor there. I can understand why you don't want to allow that.


I believe that +2 to attack & AC for holding your ground, starting at BAB +6, and increasing to +3/+4 at BAB +11/+16, would be a decent alternative.
It won't offset flanking, but it will give you a better fighting chance vs. multiple opponents if you're standing at a door's opening or in a room corner (at least when they approach you to attack).
That's a better option than granting potent attacking bonuses. Would this be full-round action to attack and gain the AC benefit, a move action to gain the AC benefit, or a "if you covered no distance during your turn" trigger? I'd recommend the first, and specifically recommend not to using the last option. Someone fiddling around with equipment to get a potion out shouldn't be more defensive than someone who just moved five feet.


As I said, I don't wish to rewrite all spells (practicality + keeping things closer to home).
That's totally fine - I wasn't recommending that you should increase material component costs. I was just confused, because I don't remember dealing with very many costly material components, so I don't think the changes to Eschew Materials would come up very often. But I think we're spending more time on it than is necessarily merited - your changes work fine.


I cringe at the thought of having to deal with partial modifiers.
I'd rather use two modifiers instead of one:
Fort: Str+Con (power + toughness)
Ref: Dex+Int (speed + wit)
Will: Wis+Cha (insight + force of personality)
I have a rant somewhere on why Wisdom, as the "perception" stat, should also cover combat "perception" such as avoiding attacks and traps. (Wisdom should also add to initiative.) But that's just quibbling - this is still a good step. And I think you're right that partial modifiers aren't a good fit for core D&D, and just adding two modifiers would be better. I should have remembered to translate that from Rise-world.


I must say that after giving it more thought, I came to the conclusion that core got this one right as well.
High ability-modifiers serve as skill-modifiers.
It makes a lot of sense to me that ranks should be augmented by one's mental capacity and flexibility.
It bugs me to no end that a fighter can't be properly athletic unless he's also unusually smart. If you want to be athletic or charismatic, you should put points into Strength or Charisma - it feels thematically strange to me to fiddle about with balancing the attribute you care about with Intelligence. But there is some value to making Intelligence unusually difficult to dump, so I won't argue this one too much.


Fair enough.
So basically, it is impossible to circumvent circumstantial bonuses to AC.
Just like Deflection, they apply:
- to touch AC.
- to incorporeal attackers.
- in situations where one loses his Dex-bonus to AC.
Unfortunately so. But that's not too difficult of a fix.


Given bonuses to attack also translate to damage and opposed checks, maybe they're not that weak.
Also, magical deflection bonuses could also affect saving throws.
This will make these small bonuses more meaningful.
Applying small bonuses that have to be bundled together with other small bonuses is not the same as applying a significant bonus exactly where it is appropriate. Better to have more meaningful bonuses, I think.


A simpler solution would be to limit the bonus to only a single wielded shield.
Also weapons grant only 1/2 the bonus of Combat Edge as shield AC.
I believe this will balance things out.
Sure, that could work. If you word it right, it could follow as a natural consequence of the stacking rules: you get two identical shield bonuses to AC from Combat Edge, so they don't stack with each other.


All the other races have been elevated.
I still want humans to be the most popular choice and I believe this bonus doesn't outweigh those of the other races.
Dwarves are about the same, but they were already one of the better races. Elves are slightly better, but mostly just different - still weaker than humans for almost all characters. Gnomes are slightly better, and have a role in specific builds. Half-elves have unique multiclassing utility, but are vastly worse than humans. You will never see single-classed half-elves. Half-orcs are situationally useful thanks to +2 Str and Con, but the increased pain from their dump stats means I would actually expect to see fewer of them. None of them compare to humans. (I'm ignoring the uncommon races for now.)


Which is why I still feel that the best way to grant characters with increased speed is 5' per +3 in both Str & Dex.
If you're both radically strong and radically quick, then you should be faster that the average specimen of your species.
It's an interesting idea, and it might work well. Perhaps rather than requiring strictly Str and Dex together, it would be a sum. Following the general logic, I'd expect someone with a 30 Dex to be faster than someone with a 13 Str/13 Dex. Perhaps you get +5' of speed if your Str + Dex = 5? I like the symmetry of using 5 twice.


Ok, that's a start. But I'll need more to make it count.
If I come up with more details, I'll let you know.

nonsi
2014-07-22, 05:55 AM
.


I notice that you've still made "standard" non-running speed 3x base speed rather than 2x base speed. That will require changing how overland movement works, which I'm not sure was your intention.

Did I say that ? :O
Where?
It sure wasn't intentional.





Fortunately, Grignr doesn't worry very much about getting caught like that, because he knows that he it's practically impossible to stop him from firing his bow in melee.

. . .

Even with five orcs around him, Grignr can step back and full attack without any problem. Ranged weapon wielders are usually not at any meaningful disadvantage in melee combat.

Except via grappling or sundering... but I digress.





I like this quite bit better than the original flanking rule. Just note that it interacts oddly with large creatures:

http://i.imgur.com/DLxXMLG.png

It's slightly odd that those two creatures are considered to be flanking the larger one. But that problem isn't enough to offset the benefits of the change, I think.

I know. This is somewhat of a compromise I'm willing to live with (a compromise that will probably not be needed when using a HEX grid... but I digress).





That's a better option than granting potent attacking bonuses. Would this be full-round action to attack and gain the AC benefit . . . ?

Absolutely.
Think of the combat scene in "The Last Samurai", just before he was captured.







Fair enough.
So basically, it is impossible to circumvent circumstantial bonuses to AC.
Just like Deflection, they apply:
- to touch AC.
- to incorporeal attackers.
- in situations where one loses his Dex-bonus to AC.

Unfortunately so. But that's not too difficult of a fix.

I'm ok with that and I thought we were in agreement here.
What is there to fix?





Applying small bonuses that have to be bundled together with other small bonuses is not the same as applying a significant bonus exactly where it is appropriate. Better to have more meaningful bonuses, I think.

I'm ok with the agenda.
I just don't have an implementable solution.
I'm concerned that granting +1 per SL would break the RNG. Could you run the numbers (no need to present things here) and see if my concerns are justified?.
I suspect I might be worried too much, given this codex goes a long way in preventing exploding numbers.





Elves are slightly better, but mostly just different - still weaker than humans for almost all characters.

Ok, Int +2 is added to all elves.



Half-elves have unique multiclassing utility, but are vastly worse than humans. You will never see single-classed half-elves.

I could easily see a skillmonky/diplomancer Half-Elf.



Half-orcs are situationally useful thanks to +2 Str and Con, but the increased pain from their dump stats means I would actually expect to see fewer of them. None of them compare to humans.

People are knocking Darkvision.
When you have encounters with darkness, this is a huge boon.



(I'm ignoring the uncommon races for now.)

But not for long, we're almost done with this phase.




It's an interesting idea, and it might work well. Perhaps rather than requiring strictly Str and Dex together, it would be a sum. Following the general logic, I'd expect someone with a 30 Dex to be faster than someone with a 13 Str/13 Dex. Perhaps you get +5' of speed if your Str + Dex = 5? I like the symmetry of using 5 twice.

That's a wonderful idea.
I just feel it is appropriate to cap it at 1/2 Dex-bonus.
.

Vadskye
2014-07-22, 06:14 PM
.Did I say that ? :O
Where?
It sure wasn't intentional.
If standard action = double speed, and move action = single speed, then full-round action to move = triple speed.


Except via grappling or sundering... but I digress.
That is useful, but that shouldn't have to be the primary way to deal with ranged characters. Using a bow in melee should be a bad idea, regardless of fancy maneuvers that have their own complexity/other downsides.


I know. This is somewhat of a compromise I'm willing to live with (a compromise that will probably not be needed when using a HEX grid... but I digress).
Sounds fair to me.


Absolutely.
Think of the combat scene in "The Last Samurai", just before he was captured.
That works.


I'm ok with that and I thought we were in agreement here.
What is there to fix?
Ah, sorry for the ambiguity! We are in agreement - I was just referring to your addition of circumstantial bonuses as an "easy fix". No additional fix is needed.


I'm ok with the agenda.
I just don't have an implementable solution.
I'm concerned that granting +1 per SL would break the RNG. Could you run the numbers (no need to present things here) and see if my concerns are justified?.
I suspect I might be worried too much, given this codex goes a long way in preventing exploding numbers.
+1/SL would break the RNG at high levels, yes. I'm suggesting not scaling with SL. Instead, you scale with caster level.


Ok, Int +2 is added to all elves.
Interesting. So they're -2 Str, +2 Dex/Cha/Int? I can't say that they're weak compared to humans, just different. But this is all making races more powerful than I'd want. Your race should be significant at low levels, but should become decreasingly relevant with level.


I could easily see a skillmonky/diplomancer Half-Elf.
What, because of the +2 to social checks? That's not a meaningful bonus. Being human could give +2 Cha, so the half-elf only has a net +1 bonus, and that's significantly weaker than the feat + skill point.


People are knocking Darkvision.
When you have encounters with darkness, this is a huge boon.
Meh. Light is a 0th level spell, Continual Flame is trivial to get access to past very low levels, and Darkvision is a 2nd level spell that lasts hour/level. Only in the most aggressively low-magic games is physical darkness a concern for any significant length of time. (Note that I don't think this is the way it should be, but it's the way it is.)


But not for long, we're almost done with this phase.
True! Though I'm more interested in the classes than in the races.


That's a wonderful idea.
I just feel it is appropriate to cap it at 1/2 Dex-bonus.
Capping based on Dex is good. It should be possible to have 30 Strength lumbering hulks that aren't necessarily faster than anyone else.

(No comment on ability score mechanics?)

I've started taking a look at the classes, and I have some broad feedback now!

Warrior is really complicated, both to build and to play. It seems like a wide variety of different mechanics were combined into a single class, without necessarily considering how they interacted together.

Warrior is really powerful, in a "breaks the RNG against non-warriors" way. I'm not sure how you can have monsters that pose a meaningful threat to a warrior - or take hits from a warrior - without making any non-warriors practically irrelevant in martial combat.

Warrior warcrafts are not remotely balanced against each other. You're mixing class-defining features that are strong at any level (rage) with relatively minor abilities that don't scale (acrobatic charge, improved uncanny dodge, shield ally, many others). I would be surprised if any warrior didn't take rage.

The mechanic by which you gain warcrafts is unclear. I assume that at every odd level, the warrior chooses one warcraft from any warcraft that he qualifies for (of his level or lower). Is this correct?

There are inconsistencies in the warrior class features. For example, not only is Tireless Rage extremely weak for a 17th level warcraft, but it's almost completely obsoleted by Veteran's Grit anyway. See the comment about the complexity above - there are a lot of bad choices.

Maneuvers Mastery opens up a whole nest of complexity. What happens if you grapple on an attack of opportunity? I hope you know exactly how that works out...

Oh my goodness Motivation is complicated. You have to choose from that whole mess of options twice per round as a free action (since the warrior can always affect himself with it? And this only requires the expenditure of a single warcraft to gain? Why would any warrior not take this? Even if you have zero Charisma, you're getting a constant SR 12 at 1st level, or a constant +2 bonus to damage with stacks with everything. Every single warrior will take this, period - and it's a complicated mess.

Hexblade is weak. It's completely outstripped martially by a warrior, and its casting-style abilities are too weak/limited usage to have much effect in combat.

Martial combat is something that should be accessible to a wide variety of characters. Special ability uses/day are too limited to make it feasible to limit martial combat to only those specifically devoted to it. A core trope of the D&D universe is that physical power correlates with political/narrative power, and many classes are intended to have some martial ability in addition to their special abilities (druid, priest, rogue, etc.). If you define one class as being "the martial class", with martial ability significantly beyond any other class, things don't work well. If any other class has powerful martial abilities, they step on the flavor space of the "martial class". If no other class compares, then they lose the ability to influence a huge part of the game. To solve this problem, martial classes need a core class identity that goes beyond just the fact that they use weapons to hit things really, really well.

nonsi
2014-07-23, 01:03 AM
If standard action = double speed, and move action = single speed, then full-round action to move = triple speed.


Oh, ok.
I confused "standard movement" with "standard action".
If someone wishes to move as a full round action, they can do so at x4 speed.
Hustle is useful only if you wish to utilize a move action for something other than movement.
And given hustle is a straneous action, it shouldn't affect overland movement at all.





+1/SL would break the RNG at high levels, yes. I'm suggesting not scaling with SL. Instead, you scale with caster level.


So what this means basically, is that magically enhanced offense & defense are enchanted with Magic Weapon, Magic Fang and Magic Vestment.
Given Mage Armor is not applied to an item, I guess it could work ok (can't be made emanating), but this will not leave any room for rings of protection, since Magic Vestment doesn't apply to rings (I could nix them, but I don't think this will promote positive responses).





Interesting. So they're -2 Str, +2 Dex/Cha/Int? I can't say that they're weak compared to humans, just different. But this is all making races more powerful than I'd want. Your race should be significant at low levels, but should become decreasingly relevant with level.

Ok, so now Human & Elf are the problematic races that need toning down so that the other core races don't lag behind.
So if I refrain from granting Int +2 to elves and remove the flexible +2 to humans (or have it repace the extra skill points?), will that be enough to more or less say we're done with the core races?

One more thing about the core races.
Notice that racial weapons and racial opponents were dropped, so I can give the Dwarf a bit more without breaking it.
I think I'll keep the speed increase to 25' for both Dwarf & Halfling.
Reasons:
Dwarf:
It really bugs me that dwarves can tumble in heavy armor and that encumbrance has no effect on their movement. It's just weird.
I'd prefer to symbolize their stoutness by making heavy armore reduce their speed by 5' only.
Halfling:
Halflings are supposed to be quick & nimble. I specifically wish them to be faster than gnomes and make it feasible for a 1st level halfling athlete to move just as fast as the average human.





Meh. Light is a 0th level spell, Continual Flame is trivial to get access to past very low levels, and Darkvision is a 2nd level spell that lasts hour/level. Only in the most aggressively low-magic games is physical darkness a concern for any significant length of time. (Note that I don't think this is the way it should be, but it's the way it is.)


...If the party has a selfless spellcaster who spent his/her spells-known resource on taking them, then yes.
But what if not?





True! Though I'm more interested in the classes than in the races.


Sure thing, but I was hoping to get this off the table before moving on.
We've accumulated quite a lot of changes throughout this page and I wish to apply them to the codex before I get to handle classes, skills & feats.




(No comment on ability score mechanics?)
. . .
It bugs me to no end that a fighter can't be properly athletic unless he's also unusually smart. If you want to be athletic or charismatic, you should put points into Strength or Charisma - it feels thematically strange to me to fiddle about with balancing the attribute you care about with Intelligence. But there is some value to making Intelligence unusually difficult to dump, so I won't argue this one too much.


Level 0: 16 skill points (20 for humans)
Warrior level 1: 4 skill points.

The core Fighter gets 4 - 24 (depending on Int)
20 - 24 skill points at 1st level for warriors (before Int is put into the equation) is more than enough to accomodate all of one's 1st level needs.
Even a brain-dead 1st level warrior (Int 3) has at least 14 skill points ((16 - 3) + (4 - 3)).




I've started taking a look at the classes, and I have some broad feedback now!


As I said, I'd prefer postponing this until I get to apply the changes we've already agreed upon.
Please copy-paste this part when we get there.

BasketOfPuppies
2014-07-23, 02:08 AM
In Spellcasting you say that Wisdom determines SR penetration. Isn't SR usually 10+level vs 1d20+caster level? I looked around but didn't see anything about it. I don't like the idea of tying an ability score to one side of that equation but not having one for the other.

nonsi
2014-07-23, 04:36 AM
In Spellcasting you say that Wisdom determines SR penetration.
Isn't SR usually 10+level vs 1d20+caster level? I looked around but didn't see anything about it.


Yes it is.
Reminder: anything that's not specified continues to work according to the core rules.




I don't like the idea of tying an ability score to one side of that equation but not having one for the other.


SR is not something active one can hone. It's just there.

Also, SR is just one layer of defense.
If it failes, a target with SR still gets a save as normal.
.

nonsi
2014-07-25, 07:08 PM
.
I'v completed the application of all changes agreed upon on page #4.


The main issues dealt with in this phase of codex changes involve:
- Spellcasters & Multiclassing.
- AoOs (including defining "Hustle" and tweaking "Flanked" situations).
- Crit Substitution & Threshold Damage.
- Rebalancing Races.

Other changes are far less significant, but I tried to cover all topics touched on page #4.
(Total Attack, Circumstantial AC modifiers, Gaze Attacks, removing "Dex-to-Damage", Severed Extremities, Ability Scores & Speed Increase, Attacking while Grappling etc.)

nonsi
2014-07-26, 03:44 PM
.
@Vadskye: I hear you regarding Warlord Warcrafts.

Yes. Self-augmenting abilities in that field do seem excessive.
Therefore, I propose "Battlefield Commander" as an alternative to "Motivtion".
I also made several tweaks to some of the other Warlord Warcrafts, hoping to mitigate the problems you've encountered.
click th spoiler and see what you think of it.


Warlord Warcrafts

Battlefield Commander
A warlord is a warrior that is a genius at providing quick combat tips.
As a swift action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn.
In all cases, the ally must be within [60' + 10' per 2 Warrior levels] and must be able to see and hear the warrior.
In all cases, the ally counts as a warrior with as many levels as his BAB, capped by the warrior's class level.

The warrior can grant an ally all his Combat Edge bonuses to a single weapon or shield.
For this benefit to take effect, the ally must be:
1. Wielding a weapon/shield that the warrior has Weapons Expertise with.
2. Proficient with the weapon he's wielding.

The warrior may also grant an ally the use of one of his known feats.
For this benefit to take effect, the ally must meet all the feat's prerequisites.

The warrior may also grant an ally one of his Physical Prowess.


Tactical Leader
Requirements: Battlefield Commander
The warrior excels at teamwork.
The warrior gains teamwork benefits (HoB, p115), which he can train others within 2-days training periods instead of 1-week periods.
The number of teamwork benefits the warrior gains equals 3 + the total number of Warlord Warcrafts the warrior has taken.
Furthermore, The warrior always succeeds at Aid Another attempts and may use them from any distance, as long as he is aware of his ally's position and his ally can both see and hear him clearly.


Compelling Oratory
Requirements: Battlefield Commander
A veteran warlord draws confidence from his men and knows how to project that confidence back at them.
3 + Cha-mod times per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of Fatigued condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to your Warrior level + your Cha-bonus. These temporary hit points remain until they are expended, or until that ally falls asleep.
After making a Compelling Oratory, the warlord becomes immune to fear until the effect wears off.


Renewed Effort
Requirements: Compelling Oratory
As a standard action that doesn’t provoke AoOs, you may grant an ally (self not included) a renewed saving throw, augmented by the warlord’s Combat Edge modifier, to thwart an ongoing temporary physical effect or a mental effect. An ally must be able to hear the warlord in order to benefit from Renewed Effort.
Renewed Effort may only be applied once per effect.


Rallying Cry (swift oratory)
Requirements: Compelling Oratory
As a swift action, the warlord may give off a loud battle cry that lift his allies' spirit when he hits a common enemy in combat.
This is an alternative means of utilizing the benefits of Compelling Oratory.


Demoralizing Presence
Requirements: Battlefield Commander, Rallying Cry (swift oratory), Intimidate 12 ranks.
The warlord's presence on the battlefield is so potent that his enemies can't help but notice.
All enemies who enter the warlord's range of Battlefield Commander must make a successful level check as if the warlord has targeted each of them separately with a Demoralize attempt. Creatures of equal or higher CR than the warlord's class level automatically succeed on this particular saving throw.
A creature that makes its save becomes immune to that warlord’s Demoralizing Presence for the next 24 hours.


Rallying Cry (negate conditions)
Requirements: Rallying Cry (swift oratory)
Starting at 13th level, conditions associated with sleep, charm & fear are removed from all allies (self-included, in case the warlord is shaken).


Daunting Presence
Requirements: Demoralizing Presence
Starting at 17th level, any opponent who has become demoralized due to the warlord's Demoralizing Presence must make a successful Will save vs. DC 10 + 1/2 the warlord's class level + his Cha-bonus. Opponents that fail their save become Fatigued. Opponents who are already Fatigued suffer -2 Str & Dex ability damage.


Rallying Cry (immunity to conditions)
Requirements: Rallying Cry (negate conditions)
All allies also become immune to sleep, charm & fear until the end of the encounter.


Supreme Commander
Requirements: Tactical Leader, Rallying Cry (negate conditions)
A 20th level warlord becomes an absolute master of the battlefield.
1. The Warlord's battlefield coverage increases to 100' + 20' per level (via inhuman voice and enhanced eyesight & hearing).
2. The warlord and his allies become gain Indomitable Soul as bonus feat, even if they would not normally qualify for taking it.





Now, for other issues with Warcraft and more stuff...






Warrior is really complicated, both to build and to play. It seems like a wide variety of different mechanics were combined into a single class, without necessarily considering how they interacted together.


The idea is to start at 1st level and continue from there.
I mean, how difficult would it be to build a 1st-level Warrior to fit your preferred combat style?
And once a given level is achieved, how much do you really need to wrap your brain around advancing to the next level?
And can you really trash-build a warrior?





Warrior is really powerful, in a "breaks the RNG against non-warriors" way. I'm not sure how you can have monsters that pose a meaningful threat to a warrior - or take hits from a warrior - without making any non-warriors practically irrelevant in martial combat.

Warrior warcrafts are not remotely balanced against each other. You're mixing class-defining features that are strong at any level (rage) with relatively minor abilities that don't scale (acrobatic charge, improved uncanny dodge, shield ally, many others). I would be surprised if any warrior didn't take rage.


I'm not sure I agree with your examples.
Let's start building a simple multiclass combatant according to the official rules:
- Classes: Fighter 8 / Barbarian 11.
- Feats: Greater Weapon Focus, Weapon Specialization, Melee Weapon Mastery.
A 19th level character would thus have +7 to both hit & damage.
This is exactly the same as a 19th level warrior.
And yes, I'm well aware that my warrior offers a lot more.
Sure, I could expend Combat Focus for augmenting a single d20 roll, but at low levels the bonuses are small and expending your Combat Focus could leave you exposed to the point of getting killed by SoS effects, or at least being taken by surprise more easily.
Now I'd expect you to say "but you also have Rage on top of that.
Sure, but the opponents now have more HP and better saves, the aid from spellcasters has been diminished and spellcasters are much more dependent now.

Now for the warcrafts you seem to frown at:
- acrobatic charge – this grants you combat repositioning that most other classes can't benefit from (for both defensive or offensive purposes).
- improved uncanny dodge: Surprise & flanking could both mix to lead to nasty results. Deactivating those is nothing trivial.
- shield ally – the ability to take punishment for a more "squishy" ally could make the difference between winning and TPK.





The mechanic by which you gain warcrafts is unclear. I assume that at every odd level, the warrior chooses one warcraft from any warcraft that he qualifies for (of his level or lower). Is this correct?


Correct.
I'll clarify.





There are inconsistencies in the warrior class features. For example, not only is Tireless Rage extremely weak for a 17th level warcraft, but it's almost completely obsoleted by Veteran's Grit anyway. See the comment about the complexity above - there are a lot of bad choices.


Fair enough.
This merits a clause that says that Veteran's Grit doesn't apply to self-imposed conditions (such as exiting Rage).





Maneuvers Mastery opens up a whole nest of complexity. What happens if you grapple on an attack of opportunity? I hope you know exactly how that works out...


I must be missing something, because I don't see anything particularly complicated about using an AoO to start a grapple.





Oh my goodness Motivation is complicated. You have to choose from that whole mess of options twice per round as a free action (since the warrior can always affect himself with it? And this only requires the expenditure of a single warcraft to gain? Why would any warrior not take this? Even if you have zero Charisma, you're getting a constant SR 12 at 1st level, or a constant +2 bonus to damage with stacks with everything. Every single warrior will take this, period - and it's a complicated mess.


Yes, I know.
I wonder if someone had slipped something into my food back then :smallbiggrin:
Anyway, it is covered above (hopefully to a satisfactory level).





Hexblade is weak. It's completely outstripped martially by a warrior, and its casting-style abilities are too weak limited usage to have much effect in combat.


I'm not sure I agree regarding the potency, but the limited usage is a problem.
I suspect tweaking Blade of Woe so that the 24-hour immunity would apply only to the selected condition could go a long way in ameliorating this gap.

But notice that a 12th level hexblade could have both flight and D-Door.
Also notice that Blade of Omen means extra damage + condition + omen (on top of the weapon's base damage) on virtually every attack (with the 24-hour tweak proposed above). That's hardly trivial.





Martial combat is something that should be accessible to a wide variety of characters.


The Warrior class represents a wide variety of noncasters.
Against multiple foes, the Hexblade is more valuable in combat as levels go up.
The Warrior is no match for the Soulknife in detections, in dealing with hordes, or in augmenting his gear according to the moment's dictate.





Special ability uses/day are too limited to make it feasible to limit martial combat to only those specifically devoted to it.


Except for Aura of Unluck/Misfortune, I see nothing in this class that has #uses/day restriction.





A core trope of the D&D universe is that physical power correlates with political/narrative power, and many classes are intended to have some martial ability in addition to their special abilities (druid, priest, rogue, etc.).


Druids have Wild Shape, Companion and a heavy list of class features.
A priest can choose the path of the Cleric (and maybe spice it up a bit with a bit of multiclassing).
The Rogue combines Sudden Strike with Improvisation.
I doubt the Monk trails the Warrior in total combat prowess at mid-high levels.

All in all, the Warrior is the least competent at delivering conditions, which could many times end encounters (don't forget that Crit is off the table and Threshold Damage has been mitigated – for both simplicity and balance).





If you define one class as being "the martial class", with martial ability significantly beyond any other class, things don't work well. If any other class has powerful martial abilities, they step on the flavor space of the "martial class". If no other class compares, then they lose the ability to influence a huge part of the game.


I'm not sure what you're suggesting here.





To solve this problem, martial classes need a core class identity that goes beyond just the fact that they use weapons to hit things really, really well.


I believe I showed above how this comes to be (but maybe I'm still missing something).
.

Vadskye
2014-07-31, 10:32 PM
Well, I feel dumb. I swear that I posted a reply here. But not only did I not post a reply, I stopped getting notifications for updates to the thread! My apologies, nonsi - I haven't actually abandoned our discussions here, I was just temporarily absent. :smallsmile:


Oh, ok.
I confused "standard movement" with "standard action".
If someone wishes to move as a full round action, they can do so at x4 speed.
Hustle is useful only if you wish to utilize a move action for something other than movement.
And given hustle is a straneous action, it shouldn't affect overland movement at all.
Running as a full-round action denies Dex and dodge bonuses to AC, and forces you to move in a directly straight line. Being able to move triple speed without either of those restrictions can be very useful. And you can hustle overland - see Hustle, p. 164.


So what this means basically, is that magically enhanced offense & defense are enchanted with Magic Weapon, Magic Fang and Magic Vestment.
Given Mage Armor is not applied to an item, I guess it could work ok (can't be made emanating), but this will not leave any room for rings of protection, since Magic Vestment doesn't apply to rings (I could nix them, but I don't think this will promote positive responses).
Magic items don't have to be direct applications of existing spells. In fact, the vast majority of magic items aren't - the core rings of protection required shield of faith to craft, which can't be cast on an item either.


Ok, so now Human & Elf are the problematic races that need toning down so that the other core races don't lag behind.
So if I refrain from granting Int +2 to elves and remove the flexible +2 to humans (or have it repace the extra skill points?), will that be enough to more or less say we're done with the core races?
I'd be happy with that, sure.


One more thing about the core races.
Notice that racial weapons and racial opponents were dropped, so I can give the Dwarf a bit more without breaking it.
I think I'll keep the speed increase to 25' for both Dwarf & Halfling.
Reasons:
Dwarf:
It really bugs me that dwarves can tumble in heavy armor and that encumbrance has no effect on their movement. It's just weird.
I'd prefer to symbolize their stoutness by making heavy armore reduce their speed by 5' only.
Halfling:
Halflings are supposed to be quick & nimble. I specifically wish them to be faster than gnomes and make it feasible for a 1st level halfling athlete to move just as fast as the average human.
For tumbling, good luck tumbling effectively with the armor check penalty from heavy armor. I don't have a significant objection to 25' speeds, though.


...If the party has a selfless spellcaster who spent his/her spells-known resource on taking them, then yes.
But what if not?
Cantrips barely count as an expenditure of resources, given how plentiful they are, so I'd say that it barely counts. Continual Flame only needs to be cast once, ever, making a scroll or NPC caster an easy solution - or even changing spells known. Darkvision is less common, I'll grant you.


Sure thing, but I was hoping to get this off the table before moving on.
We've accumulated quite a lot of changes throughout this page and I wish to apply them to the codex before I get to handle classes, skills & feats.
Sure, no problem.


Level 0: 16 skill points (20 for humans)
Warrior level 1: 4 skill points.

The core Fighter gets 4 - 24 (depending on Int)
20 - 24 skill points at 1st level for warriors (before Int is put into the equation) is more than enough to accomodate all of one's 1st level needs.
Even a brain-dead 1st level warrior (Int 3) has at least 14 skill points ((16 - 3) + (4 - 3)).
That works at 1st level, because of the odd implications that come from having a one-time bonanza of skill points that aren't significantly affected by Intelligence, but that rapidly becomes irrelevant as you level up. And if the cap for 1st level characters is 4 skill points in a skill, wouldn't the cap for 0th level characters be 3 skill points in any given skill?


As I said, I'd prefer postponing this until I get to apply the changes we've already agreed upon.
Please copy-paste this part when we get there.
I would! ...but you seem to have already gotten to it!

As far as advanced races go, I gave them a look over, but I'm having a hard time figuring out what the intended balance point is. Changelings got several buffs from their original incarnation, and I don't really understand the flavor or mechanical justification for them. Goblins getting a bonus feat (they're more combat-oriented than half-orcs?) is strange. Basically, all of the uncommon races seem relatively build-specific without an obvious similarity in power level, so it's hard for me to judge them. I don't like build-specific races, so I'm not a huge fan in general.


Warlord Warcrafts
Battlefield Commander
A warlord is a warrior that is a genius at providing quick combat tips.
As a swift action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn.
In all cases, the ally must be within [60' + 10' per 2 Warrior levels] and must be able to see and hear the warrior.
In all cases, the ally counts as a warrior with as many levels as his BAB, capped by the warrior's class level.

The warrior can grant an ally all his Combat Edge bonuses to a single weapon or shield.
For this benefit to take effect, the ally must be:
1. Wielding a weapon/shield that the warrior has Weapons Expertise with.
2. Proficient with the weapon he's wielding.

The warrior may also grant an ally the use of one of his known feats.
For this benefit to take effect, the ally must meet all the feat's prerequisites.

The warrior may also grant an ally one of his Physical Prowess.
Is this still at-will? I'm not a fan of powerful at-will swift actions - some combination of a more significant action cost, a limit on uses/day, and a decreased power level would make me happier. But I do much prefer the effects of this to the original Motivation ability.


Tactical Leader
Requirements: Battlefield Commander
The warrior excels at teamwork.
The warrior gains teamwork benefits (HoB, p115), which he can train others within 2-days training periods instead of 1-week periods.
The number of teamwork benefits the warrior gains equals 3 + the total number of Warlord Warcrafts the warrior has taken.
Furthermore, The warrior always succeeds at Aid Another attempts and may use them from any distance, as long as he is aware of his ally's position and his ally can both see and hear him clearly.
I'm not a fan of the teamwork benefits as a mechanic, but this feels like a reasonable ability if you like the teamwork benefits. Note that Aid Another has non-combat uses, such as for skill checks and other things that don't always make sense from range. Better to limit this to the core combat uses of Aid Another.


Compelling Oratory
Requirements: Battlefield Commander
A veteran warlord draws confidence from his allies and knows how to project that confidence back at them.
3 + Cha-mod times per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of the Fatigued condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to your Warrior level + your Cha-bonus. These temporary hit points remain until they are expended, or until that ally falls asleep.
After making a Compelling Oratory, the warlord becomes immune to fear until the effect wears off.
No major objections. It seems a bit odd that you can orate at them twice to reduce Exhausted to nothing.


Renewed Effort
Requirements: Compelling Oratory
As a standard action that doesn’t provoke AoOs, you may grant an ally (self not included) a renewed saving throw, augmented by the warlord’s Combat Edge modifier, to thwart an ongoing temporary physical effect or a mental effect. An ally must be able to hear the warlord in order to benefit from Renewed Effort.
Renewed Effort may only be applied once per effect.
Sure, cool in concept. Though you should clarify whether it can end effects that don't have an associated saving throw DC. Can it only end effects that have a saving throw? How would you end a Ray of Enfeeblement, which has no saving throw? (If you can try to end it, would that be a Fortitude save or a Will save?)


Rallying Cry (swift oratory)
Requirements: Compelling Oratory
As a swift action, the warlord may give off a loud battle cry that lift his allies' spirit when he hits a common enemy in combat.
This is an alternative means of utilizing the benefits of Compelling Oratory.
What does "common enemy" mean? Triggered actions like this are usually immediate actions, since you can't take a swift action in the middle of another action.


Demoralizing Presence
Requirements: Battlefield Commander, Rallying Cry (swift oratory), Intimidate 12 ranks.
The warlord's presence on the battlefield is so potent that his enemies can't help but notice.
All enemies who enter the warlord's range of Battlefield Commander must make a successful level check as if the warlord has targeted each of them separately with a Demoralize attempt. Creatures of equal or higher CR than the warlord's class level automatically succeed on this particular saving throw.
A creature that makes its save becomes immune to that warlord’s Demoralizing Presence for the next 24 hours.
Ew, level checks. Intimidate should be Will-based. No other objections, though.


Rallying Cry (negate conditions)
Requirements: Rallying Cry (swift oratory)
Starting at 13th level, conditions associated with sleep, charm & fear are removed from all allies (self-included, in case the warlord is shaken).
Is this in addition to the normal effects of Ralling Cry? Can this be combined with Compelling Oratory? The activation mechanics are very ambiguous here.


Daunting Presence
Requirements: Demoralizing Presence
Starting at 17th level, any opponent who has become demoralized due to the warlord's Demoralizing Presence must make a successful Will save vs. DC 10 + 1/2 the warlord's class level + his Cha-bonus. Opponents that fail their save become Fatigued. Opponents who are already Fatigued suffer -2 Str & Dex ability damage.
Why fatigue? I struggle to see the flavor here. Also, this is really weak for a 17th level ability, given that it allows two two attempts to resist a minor penalty.


Rallying Cry (immunity to conditions)
Requirements: Rallying Cry (negate conditions)
All allies also become immune to sleep, charm & fear until the end of the encounter.
All of these Rallying Cry type abilities are split into way too many separate warcrafts. This is a trivial benefit given the prerequisites, and it is nowhere near the power of similarly leveled warcrafts.


Supreme Commander
Requirements: Tactical Leader, Rallying Cry (negate conditions)
A 20th level warlord becomes an absolute master of the battlefield.
1. The Warlord's battlefield coverage increases to 100' + 20' per level (via inhuman voice and enhanced eyesight & hearing).
2. The warlord and his allies become gain Indomitable Soul as bonus feat, even if they would not normally qualify for taking it.
Being audible from 300' away does not require an "inhuman voice". Also strange to have a 20th level capstone ability grant the effects of a feat that can be taken as early as 3rd level.


The idea is to start at 1st level and continue from there.
I mean, how difficult would it be to build a 1st-level Warrior to fit your preferred combat style?
And once a given level is achieved, how much do you really need to wrap your brain around advancing to the next level?
And can you really trash-build a warrior?
1st level warrior isn't too bad. Most of the activated abilities come in later. But try building, say, a 6th level warrior in the system that you wrote, and then try building a 6th level fighter in Rise, a system you have never played. (ignore skill points for the moment, because that's an unrelated distinction.) I sincerely believe that the Rise character will take you less time to build by a fair margin. (I'm using Rise here because a 3.5 fighter would take a trivial amount of time to put together unless you dive through every single splatbook for feats.)

Now, that's just character creation, which isn't super important. If it takes a long time, that's okay, because it only tangentially interferes with actual gameplay. But here's a different challenge: try writing down every single combat action the warrior could take, and compare it to the number of combat actions a Rise or 3.5 fighter could take. There's a huge difference in complexity, assuming you're not building an extraordinarily simple warrior who has an aversion to activated abilities.

As for trash-building, that's not quite the right question to ask. You can trash-build literally anything if you put enough effort into it; just try a Cha-based wizard who takes only skill feats for skills he doesn't have ranks in, or an Int/Wis warrior who specializes in the Cha-based feats. Whether you can trash-build something doesn't matter.

The question that matters is a little different: how powerful is the obvious build? If you're only making the most obvious, basic choices, how good is the character? The problem I see with the warrior is that there is no obvious build. It's complicated and filled with choices, some of which are "traps" thanks to the power imbalance between abilities. In many respects, it's actually more complicated and involved than spell selection - at least each spell is more or less independent from each other spell. The warrior class features almost always stack with each other, explicitly or implicitly, so each choices affects all your other choices.


I'm not sure I agree with your examples.
Let's start building a simple multiclass combatant according to the official rules:
- Classes: Fighter 8 / Barbarian 11.
- Feats: Greater Weapon Focus, Weapon Specialization, Melee Weapon Mastery.
A 19th level character would thus have +7 to both hit & damage.
This is exactly the same as a 19th level warrior.
And yes, I'm well aware that my warrior offers a lot more.
Sure, I could expend Combat Focus for augmenting a single d20 roll, but at low levels the bonuses are small and expending your Combat Focus could leave you exposed to the point of getting killed by SoS effects, or at least being taken by surprise more easily.
Now I'd expect you to say "but you also have Rage on top of that.
Sure, but the opponents now have more HP and better saves, the aid from spellcasters has been diminished and spellcasters are much more dependent now.
Yes, 19th level warrior could also have Mighty Rage at essentially zero cost to the character, giving them +11 to hit and damage. That's a full RNG away from a full-BAB character. And nothing in core or in the other remotely martial classes in your system compares to the panoply of situational shenanigans that the Warrior has access to. There's really not much point in being a martial character in a party with a warrior, as far as I can tell.


Now for the warcrafts you seem to frown at:
- acrobatic charge – this grants you combat repositioning that most other classes can't benefit from (for both defensive or offensive purposes).
In a world with standard action full attack, increased movement speeds, and only a single attack on a charge, you're vastly overestimating the relevance of charging.

- improved uncanny dodge: Surprise & flanking could both mix to lead to nasty results. Deactivating those is nothing trivial.
Uncanny Dodge is amazing. Improved Uncanny Dodge is a very situational +2 to AC. It matters less than you think in large part because the warrior is so much more deadly now - as we discussed earlier, nothing should want to be near the warrior the way it's currently written.

- shield ally – the ability to take punishment for a more "squishy" ally could make the difference between winning and TPK.
Sure, you can imagine a once-per-campaign scenario where absorbing half the damage from a physical attack on an adjacent ally is enough to save the day. And it could actually be very useful in combination with a rogue or other character who is really too weak to do proper fighting, but who likes going into melee. But the only characters that can really make the difference between winning and a TPK on their own are characters with limited resources, which basically means spellcasters - and if they are adjacent to the warrior, something has probably already gone wrong.


Fair enough.
This merits a clause that says that Veteran's Grit doesn't apply to self-imposed conditions (such as exiting Rage).
Tireless Rage is still horrible, though.


I must be missing something, because I don't see anything particularly complicated about using an AoO to start a grapple.
If someone is grappled, what happens to the action that triggered the AoO? Say someone stands up from prone and you grapple them on the AoO. Is their standing up cancelled? If you grapple someone as an AoO in response to them casting a (standard action) spell, do they suffer full grappling penalties on the spell? There's a potential mess of consequences here, and not all of them are intuitive.


Yes, I know.
I wonder if someone had slipped something into my food back then :smallbiggrin:
Anyway, it is covered above (hopefully to a satisfactory level).
Haha. I've had abilities like that - you should have seen my first draft of the revised monk. They had Wis to attack, damage, and AC (all stacking with Str/Dex) by about 3rd level...


I'm not sure I agree regarding the potency, but the limited usage is a problem.
I suspect tweaking Blade of Woe so that the 24-hour immunity would apply only to the selected condition could go a long way in ameliorating this gap.
Eh, then you'd just have Hexblades using a weird "cycle" of conditions just to avoid the 24-hour limit. I would call that a very unintuitive mechanic. Plus, allowing multiple Blade of Woe triggers per round will be a complex mess, given the amount of extra rolling and comparison required for the ability. Blade of Woe is actually relatively fine as is - the most I'd consider doing is changing it to a 5 round limit rather than a 24 hour limit.


But notice that a 12th level hexblade could have both flight and D-Door.
Also notice that Blade of Omen means extra damage + condition + omen (on top of the weapon's base damage) on virtually every attack (with the 24-hour tweak proposed above). That's hardly trivial.
I actually didn't notice the extra damage from Blade of Woe. That definitely helps.


The Warrior class represents a wide variety of noncasters.
Against multiple foes, the Hexblade is more valuable in combat as levels go up.
The Warrior is no match for the Soulknife in detections, in dealing with hordes, or in augmenting his gear according to the moment's dictate.
When I say "wide variety of characters", I include the partial BAB classes, which are intended to have reasonable combat competency. Is your intent is to say that any character that doesn't have levels in Warrior (and mayyyyybe Hexblade) is supposed to be essentially irrelevant as a martial combatant?


Except for Aura of Unluck/Misfortune, I see nothing in this class that has #uses/day restriction.
Uses/day isn't the right term - "limited usage" in general is more accurate. The omens are 1/encounter, affect a single target, and are universally Will negates. That's not going to have a massive effect.


Druids have Wild Shape, Companion and a heavy list of class features.
A priest can choose the path of the Cleric (and maybe spice it up a bit with a bit of multiclassing).
The Rogue combines Sudden Strike with Improvisation.
I doubt the Monk trails the Warrior in total combat prowess at mid-high levels.
20th level warrior has +31 to hit, +11 damage from the class (20 BAB, 11 combat edge + rage). The monk has... +15 to hit, and +0 to damage? Unless I'm missing something massive, if the monk can hit someone at all with its primary attack, the warrior can only miss with its last attack. They aren't even playing the same game.

Note that I don't think the monk is drastically too weak. The power level of your monk is relatively close to my monk. I just think the warrior blows every other martial class out of the water.


All in all, the Warrior is the least competent at delivering conditions, which could many times end encounters (don't forget that Crit is off the table and Threshold Damage has been mitigated – for both simplicity and balance).
It's the best by a huge margin at maneuvers, which should definitely be considered conditions. I think it's also the best at ignoring and resisting conditions.


I'm not sure what you're suggesting here.
No class should be "the martial class". Many classes should have varying degrees of martial ability. Heavily martial classes (such as warrior/fighter/barbarian) should have a core character concept which is unique to the class and different from other martial classes. For example, the Rise fighter's core concept is "discipline and training", while the barbarian's core concept more like "durability and rage". Their numbers aren't stratospheric, but they have interesting class features. That means that other classes, such as paladins/rangers/clerics/druids/rogues/etc. can have meaningful martial abilities and contribute to fights without taking away from what makes the fully martial characters interesting.


I believe I showed above how this comes to be (but maybe I'm still missing something).
The warrior seems to just be "the martial character". You said specifically that it represents "a wide variety of non-spellcasters". I'm saying that the warrior should be more unique than that. It currently has many, many interesting class features that don't just increase raw numbers, which is great. But it's relying really heavily on its ludicrous numbers. If you significantly toned down Combat Edge, made rage less of a must-take, and lowered Hexblade bonus damage, I think you'd have a more balanced system.


Side note: Pommel Strike is crazy good, and would be an auto-take for essentially every martial character that qualifies. And Confound the Big Folk makes reference to a "threat range".

nonsi
2014-08-02, 01:11 AM
.


Well, I feel dumb. I swear that I posted a reply here. But not only did I not post a reply, I stopped getting notifications for updates to the thread! My apologies, nonsi - I haven't actually abandoned our discussions here, I was just temporarily absent.


No apologies needed.
We all do what we can when we can.

One small request.
This time it's important that you see the big picture before you reply, so please read everything once first.






Originally Posted by nonsi
Oh, ok.
I confused "standard movement" with "standard action".
If someone wishes to move as a full round action, they can do so at x4 speed.
Hustle is useful only if you wish to utilize a move action for something other than movement.
And given hustle is a straneous action, it shouldn't affect overland movement at all.

Running as a full-round action denies Dex and dodge bonuses to AC, and forces you to move in a directly straight line. Being able to move triple speed without either of those restrictions can be very useful. And you can hustle overland - see Hustle, p. 164.


Fair enough.
Denies Dex-bonus (but not dodge) to AC it is.
As for the name... I guess I could call it "Combat Hustle".






So what this means basically, is that magically enhanced offense & defense are enchanted with Magic Weapon, Magic Fang and Magic Vestment.
Given Mage Armor is not applied to an item, I guess it could work ok (can't be made emanating), but this will not leave any room for rings of protection, since Magic Vestment doesn't apply to rings (I could nix them, but I don't think this will promote positive responses).

Magic items don't have to be direct applications of existing spells. In fact, the vast majority of magic items aren't - the core rings of protection required shield of faith to craft, which can't be cast on an item either.


Well then... in my rules they do.
It makes perfect sense that you could only create effects that you can manifest.
That's the best way to avoid uncertainties and to be able to calculate prices without the need to compare to other items of similar power but of irrelevant behavior.






...If the party has a selfless spellcaster who spent his/her spells-known resource on taking them, then yes.
But what if not?

Cantrips barely count as an expenditure of resources, given how plentiful they are, so I'd say that it barely counts. Continual Flame only needs to be cast once, ever, making a scroll or NPC caster an easy solution - or even changing spells known. Darkvision is less common, I'll grant you.


Ok.
Just to have you know, humans and half-humans now enjoy the "once a class-skill always a class-skill" rule, so half-elf & half-orc now have another bonus they never had before.






Level 0: 16 skill points (20 for humans)
Warrior level 1: 4 skill points.

The core Fighter gets 4 - 24 (depending on Int)
20 - 24 skill points at 1st level for warriors (before Int is put into the equation) is more than enough to accomodate all of one's 1st level needs.
Even a brain-dead 1st level warrior (Int 3) has at least 14 skill points ((16 - 3) + (4 - 3)).

That works at 1st level, because of the odd implications that come from having a one-time bonanza of skill points that aren't significantly affected by Intelligence, but that rapidly becomes irrelevant as you level up. And if the cap for 1st level characters is 4 skill points in a skill, wouldn't the cap for 0th level characters be 3 skill points in any given skill?


My warrior has 4 skill points per level.
If you wish to be a top notch athlete, that's no problem.
Without increased Int, I see no reason to allow a warrior to be excellent at everything.
Using skill points (and distributing your ability-score increase) is always a compromise.

And yes. I specifically stated that 0-level characters are capped at 3 skill ranks.




As far as advanced races go, I gave them a look over, but I'm having a hard time figuring out what the intended balance point is.


Use the modified core races as balance point.




Changelings got several buffs from their original incarnation, and I don't really understand the flavor or mechanical justification for them.


Ok. Now that I think of it, [+2 Racial bonus on Bluff, Intimidate, and Sense Motive checks] is indeed more appropriate than +2 to Wis.
As for [+2 Racial bonus on saves vs. Sleep and Charm effects] - that one seems entirely detached.

Given it's a natural shapeshifter, having enhanced control over its "shape", seems only appropriate that it would be more resistant to polymorph. But yes, I see the error. Polymorph is only one aspect of Transmutation spells.
I'll remedy that mistake.





Goblins getting a bonus feat (they're more combat-oriented than half-orcs?) is strange.


Ok, I'll nix that one.





Basically, all of the uncommon races seem relatively build-specific without an obvious similarity in power level, so it's hard for me to judge them. I don't like build-specific races, so I'm not a huge fan in general.


Which one in particular are you referring to as build-specific ?







Originally Posted by nonsi
Warlord Warcrafts
Battlefield Commander
A warlord is a warrior that is a genius at providing quick combat tips.
As a swift action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn.
In all cases, the ally must be within [60' + 10' per 2 Warrior levels] and must be able to see and hear the warrior.
In all cases, the ally counts as a warrior with as many levels as his BAB, capped by the warrior's class level.

The warrior can grant an ally all his Combat Edge bonuses to a single weapon or shield.
For this benefit to take effect, the ally must be:
1. Wielding a weapon/shield that the warrior has Weapons Expertise with.
2. Proficient with the weapon he's wielding.

The warrior may also grant an ally the use of one of his known feats.
For this benefit to take effect, the ally must meet all the feat's prerequisites.

The warrior may also grant an ally one of his Physical Prowess.

Is this still at-will? I'm not a fan of powerful at-will swift actions - some combination of a more significant action cost, a limit on uses/day, and a decreased power level would make me happier. But I do much prefer the effects of this to the original Motivation ability.


Detraction in power is not really an option, given the nature of this Warcraft.
Regarding #uses and action-cost... what did you have in mind? (without invalidating options mind you)







Tactical Leader
Requirements: Battlefield Commander
The warrior excels at teamwork.
The warrior gains teamwork benefits (HoB, p115), which he can train others within 2-days training periods instead of 1-week periods.
The number of teamwork benefits the warrior gains equals 3 + the total number of Warlord Warcrafts the warrior has taken.
Furthermore, The warrior always succeeds at Aid Another attempts and may use them from any distance, as long as he is aware of his ally's position and his ally can both see and hear him clearly.

I'm not a fan of the teamwork benefits as a mechanic, but this feels like a reasonable ability if you like the teamwork benefits. Note that Aid Another has non-combat uses, such as for skill checks and other things that don't always make sense from range. Better to limit this to the core combat uses of Aid Another.


1. Skip it if you don't want it. It's not a prereq for anything else that comes later on.
2. If something isn't applicable – don't apply it.







Compelling Oratory
Requirements: Battlefield Commander
A veteran warlord draws confidence from his allies and knows how to project that confidence back at them.
3 + Cha-mod times per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of the Fatigued condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to your Warrior level + your Cha-bonus. These temporary hit points remain until they are expended, or until that ally falls asleep.
After making a Compelling Oratory, the warlord becomes immune to fear until the effect wears off.
No major objections. It seems a bit odd that you can orate at them twice to reduce Exhausted to nothing.
Renewed Effort
Requirements: Compelling Oratory
As a standard action that doesn’t provoke AoOs, you may grant an ally (self not included) a renewed saving throw, augmented by the warlord’s Combat Edge modifier, to thwart an ongoing temporary physical effect or a mental effect. An ally must be able to hear the warlord in order to benefit from Renewed Effort.
Renewed Effort may only be applied once per effect.

Sure, cool in concept. Though you should clarify whether it can end effects that don't have an associated saving throw DC. Can it only end effects that have a saving throw? How would you end a Ray of Enfeeblement, which has no saving throw? (If you can try to end it, would that be a Fortitude save or a Will save?)


In this case, I'll go with the notion of "if it cannot be resisted, resisting it harder won't make any difference".
Reason: simplicity of not having to deal with a long list of spells, where I'll have to decide on a case-by-case basis.






Rallying Cry (swift oratory)
Requirements: Compelling Oratory
As a swift action, the warlord may give off a loud battle cry that lift his allies' spirit when he hits a common enemy in combat.
This is an alternative means of utilizing the benefits of Compelling Oratory.

What does "common enemy" mean?


Someone that both you and your allies regard as enemy during an encounter.




Triggered actions like this are usually immediate actions, since you can't take a swift action in the middle of another action.


You're right.
I'll make it a free action once per round






Demoralizing Presence
Requirements: Battlefield Commander, Rallying Cry (swift oratory), Intimidate 12 ranks.
The warlord's presence on the battlefield is so potent that his enemies can't help but notice.
All enemies who enter the warlord's range of Battlefield Commander must make a successful level check as if the warlord has targeted each of them separately with a Demoralize attempt. Creatures of equal or higher CR than the warlord's class level automatically succeed on this particular saving throw.
A creature that makes its save becomes immune to that warlord’s Demoralizing Presence for the next 24 hours.

Ew, level checks. Intimidate should be Will-based. No other objections, though.


That's how Demoralize Opponent via Intimidate works.
Why change it if it isn't broken?






Rallying Cry (negate conditions)
Requirements: Rallying Cry (swift oratory)
Starting at 13th level, conditions associated with sleep, charm & fear are removed from all allies (self-included, in case the warlord is shaken).

Is this in addition to the normal effects of Ralling Cry? Can this be combined with Compelling Oratory? The activation mechanics are very ambiguous here.


All benefits of Rallying Cry are combined.
I'll self-note to specify.






Daunting Presence
Requirements: Demoralizing Presence
Starting at 17th level, any opponent who has become demoralized due to the warlord's Demoralizing Presence must make a successful Will save vs. DC 10 + 1/2 the warlord's class level + his Cha-bonus. Opponents that fail their save become Fatigued. Opponents who are already Fatigued suffer -2 Str & Dex ability damage.

Why fatigue? I struggle to see the flavor here. Also, this is really weak for a 17th level ability, given that it allows two two attempts to resist a minor penalty.


Ok, I'll stack the effects and nix the extra save.






Rallying Cry (immunity to conditions)
Requirements: Rallying Cry (negate conditions)
All allies also become immune to sleep, charm & fear until the end of the encounter.

All of these Rallying Cry type abilities are split into way too many separate warcrafts. This is a trivial benefit given the prerequisites, and it is nowhere near the power of similarly leveled warcrafts.


Wait a minute... you're saying that group immunity to sleep, charm & fear doesn't deserve its own Warcraft ? (:O)






Supreme Commander
Requirements: Tactical Leader, Rallying Cry (negate conditions)
A 20th level warlord becomes an absolute master of the battlefield.
1. The Warlord's battlefield coverage increases to 100' + 20' per level (via inhuman voice and enhanced eyesight & hearing).
2. The warlord and his allies become gain Indomitable Soul as bonus feat, even if they would not normally qualify for taking it.

Being audible from 300' away does not require an "inhuman voice". Also strange to have a 20th level capstone ability grant the effects of a feat that can be taken as early as 3rd level.


1. "Inhuman voice" is a vague term. This ability is not marked (Su) or (Sp).
2. That's a group benefit that ignores prereqs.
3. 100' + 20' per level should cover any battle grid a DM would come up with (unless the scale makes the characters/monsters invisible).








The idea is to start at 1st level and continue from there.
I mean, how difficult would it be to build a 1st-level Warrior to fit your preferred combat style?
And once a given level is achieved, how much do you really need to wrap your brain around advancing to the next level?
And can you really trash-build a warrior?

1st level warrior isn't too bad. Most of the activated abilities come in later. But try building, say, a 6th level warrior in the system that you wrote, and then try building a 6th level fighter in Rise, a system you have never played. (ignore skill points for the moment, because that's an unrelated distinction.) I sincerely believe that the Rise character will take you less time to build by a fair margin. (I'm using Rise here because a 3.5 fighter would take a trivial amount of time to put together unless you dive through every single splatbook for feats.)

Now, that's just character creation, which isn't super important. If it takes a long time, that's okay, because it only tangentially interferes with actual gameplay. But here's a different challenge: try writing down every single combat action the warrior could take, and compare it to the number of combat actions a Rise or 3.5 fighter could take. There's ahuge difference in complexity, assuming you're not building an extraordinarily simple warrior who has an aversion to activated abilities.



Level 6. Let's see.
- 5 total feats (6 if you're human): same as the core Fighter.
- 3 warcrafts
- 4 weapons of focus (3 if you go for the TANK type)
- 2 marginal bonuses from Physical Prowess: doesn't really matter what you choose. Most are circumstantial. The others are not game changers.
- Combat Focus + Ever Vigilant: elevated saves, vigilance and combat dominance. No selection there.
- More skill points: the more you have, the smaller the dilemma is.

Now describe to me the warrior you envision yourself playing, not an imaginary minmax warrior.
- Is your warrior averagely armored, a tank or an unfettered one?
- Is he a bruiser, a survivor, a gear-expert or a leader?
- Is he vigilant... a zealot... a detective... an acrobat... a battlefield controller... a versatile martial artist...?
- Does he prefer melee or range?
- Is he Str-based or Dex-based?
- What are his preferred skills? (in order of priority)

I believe that in all cases you'll have tremendous fun playing your character and enjoy the majority of encounters.





The question that matters is a little different: how powerful is the obvious build? If you're only making the most obvious, basic choices, how good is the character? The problem I see with the warrior is that there is no obvious build. It's complicated and filled with choices, some of which are "traps" thanks to the power imbalance between abilities. In many respects, it's actually more complicated and involved than spell selection - at least each spell is more or less independent from each other spell. The warrior class features almost always stack with each other, explicitly or implicitly, so each choices affects all your other choices.


The obvious build is whatever you envision.
It's not complicated at all, as I will show when you answer my questions above.







I'm not sure I agree with your examples.
Let's start building a simple multiclass combatant according to the official rules:
- Classes: Fighter 8 / Barbarian 11.
- Feats: Greater Weapon Focus, Weapon Specialization, Melee Weapon Mastery.
A 19th level character would thus have +7 to both hit & damage.
This is exactly the same as a 19th level warrior.
And yes, I'm well aware that my warrior offers a lot more.
Sure, I could expend Combat Focus for augmenting a single d20 roll, but at low levels the bonuses are small and expending your Combat Focus could leave you exposed to the point of getting killed by SoS effects, or at least being taken by surprise more easily.
Now I'd expect you to say "but you also have Rage on top of that.
Sure, but the opponents now have more HP and better saves, the aid from spellcasters has been diminished and spellcasters are much more dependent now.

Yes, 19th level warrior could also have Mighty Rage at essentially zero cost to the character, giving them +11 to hit and damage. That's a full RNG away from a full-BAB character. And nothing in core or in the other remotely martial classes in your system compares to the panoply of situational shenanigans that the Warrior has access to. There's really not much point in being a martial character in a party with a warrior, as far as I can tell.


That's just +4 to the core Fighter 8 / Barbarian 11 I proposed.

As for "the panoply of situational shenanigans" – try Warblade 11 / Barbarian 9.
It amounts to only +6, but with the shenanigans I took from the Warblade for Ever Vigilant.

See, I don't intend to apologize for my Warrior outclassing the core melees. That was the intention. Also remember that the Warrior doesn't get maneuvers (+100 to damage (:O))

The Hexblade carries more damage per non-circumstantial attack + debuffs + conditions (all at once) + invocations + immunities + zone effects + curse-reflection.

The Soulknife carries extra damage + sensory dominance + teleportation + ranged battlefield control + free of charge magical gear galore + mental damage.

Both Hexblade and Soulknife enjoy the houseruled mobility benefits.







Now for the warcrafts you seem to frown at:
- acrobatic charge – this grants you combat repositioning that most other classes can't benefit from (for both defensive or offensive purposes).

In a world with standard action full attack, increased movement speeds, and only a single attack on a charge, you're vastly overestimating the relevance of charging.


If an opponent is more than a move away but up to twice move away – that's basically your best option.
This happens quite a lot. It will happen more often with dynamic combat.






- improved uncanny dodge: Surprise & flanking could both mix to lead to nasty results. Deactivating those is nothing trivial.

Uncanny Dodge is amazing. Improved Uncanny Dodge is a very situational +2 to AC. It matters less than you think in large part because the warrior is so much more deadly now - as we discussed earlier, nothing should want to be near the warrior the way it's currently written.


Actually, up until 15th level, the Warrior's greatest strength is its elevated mobility and action economy.
It's only when Battleshaper is gained that the Warrior has the option of gaining more attacks.
So it's valid between levels 9 – 14.
But yes, I guess I could reduce the prereq to 7th level.
As for the elevated numbers – they compensate not having maneuvers and the loss of Crit (which the official rules provide quite a few options of elevating).








- shield ally – the ability to take punishment for a more "squishy" ally could make the difference between winning and TPK.

Sure, you can imagine a once-per-campaign scenario where absorbing half the damage from a physical attack on an adjacent ally is enough to save the day. And it could actually be very useful in combination with a rogue or other character who is really too weak to do proper fighting, but who likes going into melee. But the only characters that can really make the difference between winning and a TPK on their own are characters with limited resources, which basically means spellcasters - and if they are adjacent to the warrior, something has probably already gone wrong.


Sometimes you just don't have anywhere to run to, and the warrior can repeat this every round anew.
And even if it's just that one character and not TPK, isn't it worth it?







Fair enough.
This merits a clause that says that Veteran's Grit doesn't apply to self-imposed conditions (such as exiting Rage).

Tireless Rage is still horrible, though.


What would you suggest then?






I must be missing something, because I don't see anything particularly complicated about using an AoO to start a grapple.

If someone is grappled, what happens to the action that triggered the AoO? Say someone stands up from prone and you grapple them on the AoO. Is their standing up cancelled?


If you pin, then yes.



If you grapple someone as an AoO in response to them casting a (standard action) spell, do they suffer full grappling penalties on the spell?


Of course (unless they beat you and negate your grapple attempt – something that's not impossible at low levels).



There's a potential mess of consequences here, and not all of them are intuitive.


Still can't see the dilemma ATM.






I'm not sure I agree regarding the potency, but the limited usage is a problem.
I suspect tweaking Blade of Woe so that the 24-hour immunity would apply only to the selected condition could go a long way in ameliorating this gap.

Eh, then you'd just have Hexblades using a weird "cycle" of conditions just to avoid the 24-hour limit. I would call that a very unintuitive mechanic. Plus, allowing multiple Blade of Woe triggers per round will be a complex mess, given the amount of extra rolling and comparison required for the ability. Blade of Woe is actually relatively fine as is - the most I'd consider doing is changing it to a 5 round limit rather than a 24 hour limit.


That's actually a brilliant idea.







The Warrior class represents a wide variety of noncasters.
Against multiple foes, the Hexblade is more valuable in combat as levels go up.
The Warrior is no match for the Soulknife in detections, in dealing with hordes, or in augmenting his gear according to the moment's dictate.

When I say "wide variety of characters", I include the partial BAB classes, which are intended to have reasonable combat competency. Is your intent is to say that any character that doesn't have levels in Warrior (and mayyyyybe Hexblade) is supposed to be essentially irrelevant as a martial combatant?


I sincerely doubt a high-level warrior would routinely overshadow an equal-leveled monk.

The Warlock should do just fine with its enhanced iterative blasting

Also, the Rogue has quite a lot going for him with Improvisation, Sudden Strike, special abilities and Insightful surge.
But I see now that the restriction of only a single usage of Improvisation per round is bad, so I'll remove it.

A Disciple of the Weirding Ways can relocate, block you with force effects and mess with your mind, but its general purpose is Party Face, divinations, utility and plot engine.

The Bard is a Jack of All Trades, not a head-on combatant.

The Spellthief is a Mage Killer, not a combat brute.

As for the DFD – I'm considering elevating its BAB to good when attacking with natural weapons.
Other than that, with elevated stats, innate flight, invocations and battlefield control breath effects, seems to me like it would do quite nicely.







Except for Aura of Unluck/Misfortune, I see nothing in this class that has #uses/day restriction.

Uses/day isn't the right term - "limited usage" in general is more accurate. The omens are 1/encounter, affect a single target, and are universally Will negates. That's not going to have a massive effect.


The intent was to give additional uses with level increase - +1 usage per encounter at 4th level and each 3 levels thereafter.
It was probably lost somewhere between edits.







Druids have Wild Shape, Companion and a heavy list of class features.
A priest can choose the path of the Cleric (and maybe spice it up a bit with a bit of multiclassing).
The Rogue combines Sudden Strike with Improvisation.
I doubt the Monk trails the Warrior in total combat prowess at mid-high levels.

20th level warrior has +31 to hit, +11 damage from the class (20 BAB, 11 combat edge + rage). The monk has... +15 to hit, and +0 to damage? Unless I'm missing something massive, if the monk can hit someone at all with its primary attack, the warrior can only miss with its last attack. They aren't even playing the same game.


You disregarded Wis-bonus to attack & damage.
Also, at BAB +11, everyone can attack while moving. A 15th level monk – with his enhanced movement – will have his enemies chasing him all over the place while he dances around them flurrying. And by then – the monk also flurries with AoOs.
Also, I now see than Critical Accuracy needs modification to line up with Threshold Damage.




Note that I don't think the monk is drastically too weak. The power level of your monk is relatively close to my monk. I just think the warrior blows every other martial class out of the water.


On steady ground, in a confined space, one-on-one... I agree.
That's the Warrior's comfort zone.






All in all, the Warrior is the least competent at delivering conditions, which could many times end encounters (don't forget that Crit is off the table and Threshold Damage has been mitigated – for both simplicity and balance).

It's the best by a huge margin at maneuvers, which should definitely be considered conditions. I think it's also the best at ignoring and resisting conditions.


By 10th level, the Monk gains stacking Wis-bonus to all maneuvers, thanks to his elevated attack roll. I know it doesn't scale to the Warrior's bonus, but at the higher end of level progression the Monk doesn't need it anymore.

Also notice that Disarm & Sunder are useless vs. monks & soulknives (but they can sunder his weapons), Grapple is virtually useless vs. anyone who can teleport and all maneuvers are useless vs. flyers.






I'm not sure what you're suggesting here.

No class should be "the martial class". Many classes should have varying degrees of martial ability. Heavily martial classes (such as warrior/fighter/barbarian) should have a core character concept which is unique to the class and different from other martial classes. For example, the Rise fighter's core concept is "discipline and training", while the barbarian's core concept more like "durability and rage". Their numbers aren't stratospheric, but they have interesting class features. That means that other classes, such as paladins/rangers/clerics/druids/rogues/etc. can have meaningful martial abilities and contribute to fights without taking away from what makes the fully martial characters interesting.


Ok, taking all my replies above into account, how would you change (if at all) Combat Edge, Ever Vigilant and Rage warcrafts to mitigate this so called problem?

My instinctive solution would be to remove Rage as a mechanic from the game. That could be a solid start. At least it won't trump the potential of core builds.
Another option could be removal of the "All melee-related opposed checks" bonus from Ever Vigilant.
It's possible to apply both, but I'm not sure if it wouldn't be taking things south too much.
I'm also open for other suggestions.






I believe I showed above how this comes to be (but maybe I'm still missing something).

The warrior seems to just be "the martial character". You said specifically that it represents "a wide variety of non-spellcasters". I'm saying that the warrior should be more unique than that. It currently has many, many interesting class features that don't just increase raw numbers, which is great. But it's relying really heavily on its ludicrous numbers. If you significantly toned down Combat Edge, made rage less of a must-take, and lowered Hexblade bonus damage, I think you'd have a more balanced system.


What does the Hexblade have to do with this issue?




Side note: Pommel Strike is crazy good, and would be an auto-take for essentially every martial character that qualifies.


Do you suggest nixing it, or toning it down (how)?



And Confound the Big Folk makes reference to a "threat range".


You're right. With Threshold Damage, it's both out of place and not needed.
.

Vadskye
2014-08-06, 09:32 PM
Fair enough.
Denies Dex-bonus (but not dodge) to AC it is.
As for the name... I guess I could call it "Combat Hustle".
That's the only mechanic in the game that denies Dex but not dodge. In fact, the cores rules specifically state "any situation that denies you your Dexterity bonus also denies you dodge bonuses" (p. 136). Why change that?


Well then... in my rules they do.
It makes perfect sense that you could only create effects that you can manifest.
That's the best way to avoid uncertainties and to be able to calculate prices without the need to compare to other items of similar power but of irrelevant behavior.
If every magic item is just "a spell cast on an item", that invalidates essentially every magic item in existence. What's a bag of holding? What is a belt of strength? And so on and so forth.


Ok.
Just to have you know, humans and half-humans now enjoy the "once a class-skill always a class-skill" rule, so half-elf & half-orc now have another bonus they never had before.
Ah, I didn't think of applying it to the entire human type. Could be interesting.


My warrior has 4 skill points per level.
If you wish to be a top notch athlete, that's no problem.
Without increased Int, I see no reason to allow a warrior to be excellent at everything.
Using skill points (and distributing your ability-score increase) is always a compromise.
Fair enough. Changing how skill points are acquired isn't essential by any stretch.


And yes. I specifically stated that 0-level characters are capped at 3 skill ranks.
So essentially all starting characters will now have a mix of 3 and 4 skill point skills? It's a shame to lose the ability to just pick X skills and max them - that made dealing with skills much simpler.


Use the modified core races as balance point.
Now that human and elf are more settled, I'll do that.


Ok. Now that I think of it, [+2 Racial bonus on Bluff, Intimidate, and Sense Motive checks] is indeed more appropriate than +2 to Wis.
As for [+2 Racial bonus on saves vs. Sleep and Charm effects] - that one seems entirely detached.

Given it's a natural shapeshifter, having enhanced control over its "shape", seems only appropriate that it would be more resistant to polymorph. But yes, I see the error. Polymorph is only one aspect of Transmutation spells.
I'll remedy that mistake.
All that sounds good to me. I'm still confused about the 40' speed, though.


Which one in particular are you referring to as build-specific?
Half-Giant in particular leaps out to me - it has so many attribute modifiers that the ways to play it effectively are very limited. Plus, with the very strong "powerful build" ability and a total lack of other abilities, it's this weird combination of bland, specific, and powerful race.

Also, Kobolds get a ludicrous +8 bonus to Hide checks in addition to a penalty-free +2 dex. Why would you play a halfling?

As far as the LA races go, I think LA is a broken mechanic (not as in overly powerful, just poorly designed), so I'm not not sure what to say about them.


Detraction in power is not really an option, given the nature of this Warcraft.
Regarding #uses and action-cost... what did you have in mind? (without invalidating options mind you)
Force them to choose between granting combat edge and the bonus feat, or make the bonus feat an "add-on" ability that is gained later. When this is at-will, it's a weird decision point that you make every single turn. It should either be a standard action with a duration (5 rounds + Cha), or a swift action with a cap on the uses per day (level + Cha, perhaps).


1. Skip it if you don't want it. It's not a prereq for anything else that comes later on.
2. If something isn't applicable – don't apply it.
1 makes sense. 2 is weird - wouldn't it be better to revise the wording? I assume that it's not supposed to aid Bluff checks from a distance, but could it help Tumble checks from a distance? That shouldn't have to be a judgment call - that should be answerable by just reading the rules.


In this case, I'll go with the notion of "if it cannot be resisted, resisting it harder won't make any difference".
Reason: simplicity of not having to deal with a long list of spells, where I'll have to decide on a case-by-case basis.
I agree.


Someone that both you and your allies regard as enemy during an encounter.
Oh, that make sense. I was thinking "common" as opposed to "uncommon".


You're right.
I'll make it a free action once per round
Free actions can technically only be used during your turn. Immediate action is better.


That's how Demoralize Opponent via Intimidate works.
Why change it if it isn't broken?
There's a philosophical argument here about not using two completely different mechanics to represent an identical concept (both the level check and a Will save explicitly measure willpower). It also adds complexity. But it's a niche issue.


All benefits of Rallying Cry are combined.
I'll self-note to specify.
Cool.


Ok, I'll stack the effects and nix the extra save.
Sounds good.


Wait a minute... you're saying that group immunity to sleep, charm & fear doesn't deserve its own Warcraft ? (:O)
When you can already negate the effects as a swift action, yes, absolutely.


1. "Inhuman voice" is a vague term. This ability is not marked (Su) or (Sp).
3. 100' + 20' per level should cover any battle grid a DM would come up with (unless the scale makes the characters/monsters invisible).
Oh, definitely. This was a fluff objection, not a mechanical one.

2. That's a group benefit that ignores prereqs.
Casting bless also provides a group benefit that ignores prereqs. Just because it's a group benefit that ignores prereqs doesn't mean it's a 20th level capstone ability.


Level 6. Let's see.
- 5 total feats (6 if you're human): same as the core Fighter.
- 3 warcrafts
- 4 weapons of focus (3 if you go for the TANK type)
- 2 marginal bonuses from Physical Prowess: doesn't really matter what you choose. Most are circumstantial. The others are not game changers.
- Combat Focus + Ever Vigilant: elevated saves, vigilance and combat dominance. No selection there.
- More skill points: the more you have, the smaller the dilemma is.
For comparison:
- 6 total feats (7 if you're human): one extra!
- weapon discipline and armor discipline: together, roughly equivalent to your weapons of focus
- combat discipline: no selection, like Combat Focus
- adaptive style feat: it's like Combat Adaptation, but vastly less complex to use.
- Skill points: Rise uses simpler skill mechanics, but that's a separate issue.

It's, uh, a lot simpler.


Now describe to me the warrior you envision yourself playing, not an imaginary minmax warrior.
- Is your warrior averagely armored, a tank or an unfettered one?
- Is he a bruiser, a survivor, a gear-expert or a leader?
- Is he vigilant... a zealot... a detective... an acrobat... a battlefield controller... a versatile martial artist...?
- Does he prefer melee or range?
- Is he Str-based or Dex-based?
- What are his preferred skills? (in order of priority)

I believe that in all cases you'll have tremendous fun playing your character and enjoy the majority of encounters.
Heck, even the core 3.5 fighter could try to be any of those things. Those choices aren't dependent on mechanical complexity, and any of the three systems can address those choices in interesting ways.


The obvious build is whatever you envision.
It's not complicated at all, as I will show when you answer my questions above.
For simplicity, let's say the target is :roy: - relatively intelligent, averagely armored str-based leader with more of a focus on survival than raw damage output.


That's just +4 to the core Fighter 8 / Barbarian 11 I proposed.

As for "the panoply of situational shenanigans" – try Warblade 11 / Barbarian 9.
It amounts to only +6, but with the shenanigans I took from the Warblade for Ever Vigilant.
Eh, I'm not a huge fan of Tome of Battle. But I'd argue the warrior here is substantially more complicated to play than a Warblade. Even warblades didn't have so many powerful swift-action and conditional abilities, which make life much more difficult than standard action abilities.


See, I don't intend to apologize for my Warrior outclassing the core melees. That was the intention. Also remember that the Warrior doesn't get maneuvers (+100 to damage (:O))
But it's not about the core melees - it's about the other warriors in your system.


The Hexblade carries more damage per non-circumstantial attack + debuffs + conditions (all at once) + invocations + immunities + zone effects + curse-reflection.
Is the Blade of Woe damage once per round, once per hit, or once per 24 hours? I originally thought it was once per round, but now that I double-check the wording I'm not so sure.


The Soulknife carries extra damage + sensory dominance + teleportation + ranged battlefield control + free of charge magical gear galore + mental damage.
I haven't taken a more detailed look at them, but I'll keep this in mind.


Both Hexblade and Soulknife enjoy the houseruled mobility benefits.
Are you referring to the BAB-based things (which the warrior also enjoys), or something unique to those classes?


Sometimes you just don't have anywhere to run to, and the warrior can repeat this every round anew.
And even if it's just that one character and not TPK, isn't it worth it?
Sure, if those situations come up often for some reason, it could be worth it.


What would you suggest then?
Tireless Rage could be an automatic rider with Greater Rage or Mighty Rage. Or just nuke rage.


If you pin, then yes.
What? But you can't stand from prone while grappled either (unless you make a check). What makes pinning different from grappling here, given that both restrict the ability to stand from prone?


Of course (unless they beat you and negate your grapple attempt – something that's not impossible at low levels).
In that case, to be consistent, you'd have to say that a grapple on an AoO interrupts all actions that are impossible while grappling, right? Would the initial action of the creature be completely wasted?


That's actually a brilliant idea.
I love 5 round limits and durations.


The Warlock should do just fine with its enhanced iterative blasting

Also, the Rogue has quite a lot going for him with Improvisation, Sudden Strike, special abilities and Insightful surge.
But I see now that the restriction of only a single usage of Improvisation per round is bad, so I'll remove it.

A Disciple of the Weirding Ways can relocate, block you with force effects and mess with your mind, but its general purpose is Party Face, divinations, utility and plot engine.

The Bard is a Jack of All Trades, not a head-on combatant.

The Spellthief is a Mage Killer, not a combat brute.

As for the DFD – I'm considering elevating its BAB to good when attacking with natural weapons.
Other than that, with elevated stats, innate flight, invocations and battlefield control breath effects, seems to me like it would do quite nicely.
I'd have to do math and analysis on these to figure out the details. But "jack of all trades" implies a moderate level of competency. If the bard is at least -12 on attack and -7 to damage compared to the warrior, with fewer attacks per round and vastly inferior combat abilities, then "jack of all trades" is not an appropriate description. He's a BB gun to the warrior's tactical nuke.


The intent was to give additional uses with level increase - +1 usage per encounter at 4th level and each 3 levels thereafter.
It was probably lost somewhere between edits.
Ah, that would definitely help.


You disregarded Wis-bonus to attack & damage.
Also, at BAB +11, everyone can attack while moving. A 15th level monk – with his enhanced movement – will have his enemies chasing him all over the place while he dances around them flurrying. And by then – the monk also flurries with AoOs.
Also, I now see than Critical Accuracy needs modification to line up with Threshold Damage.
Dagnabit. You know, I specifically looked for "Wis to attack", and I couldn't find it. That definitely evens the playing field. What are standard attribute values for high-level characters in this system? At +1/2 levels to both Strength and Wisdom, you'd be looking at +10 each by 20th, so that's about 26 each. Much more reasonable in comparison to the warrior.


On steady ground, in a confined space, one-on-one... I agree.
That's the Warrior's comfort zone.
Combat Threat Excellence single-handedly turns any encounter with a warrior into a confined, one-on-one encounter. No class can escape that that I see, given the warrior's supremacy with combat maneuvers and the ability to grapple on an AoO.


By 10th level, the Monk gains stacking Wis-bonus to all maneuvers, thanks to his elevated attack roll. I know it doesn't scale to the Warrior's bonus, but at the higher end of level progression the Monk doesn't need it anymore.

Also notice that Disarm & Sunder are useless vs. monks & soulknives (but they can sunder his weapons), Grapple is virtually useless vs. anyone who can teleport and all maneuvers are useless vs. flyers.
How is grapple useless vs. teleportation? "When attempting any action, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple". That would include teleportation.


Ok, taking all my replies above into account, how would you change (if at all) Combat Edge, Ever Vigilant and Rage warcrafts to mitigate this so called problem?

My instinctive solution would be to remove Rage as a mechanic from the game. That could be a solid start. At least it won't trump the potential of core builds.
Another option could be removal of the "All melee-related opposed checks" bonus from Ever Vigilant.
It's possible to apply both, but I'm not sure if it wouldn't be taking things south too much.
I'm also open for other suggestions.
Combat Edge caps at +5 (progression: 1st, 5th, 10th, 15th, 20th). Rage is either gone or replaces Combat Edge (presumably with different scaling). Ever Vigilant doesn't directly benefit maneuvers; the Listen/Spot/AoO bonus is sufficient. Maneuvers Mastery doesn't affect grappling. Combat Threat Excellence only affects movement. Combat Adaptation is removed or much more limited (it needs clarification at the very least). As necessary, numbers for other martial classes are lowered to make sure the warrior is still the best martial class (maybe monk, more math needed).

Result: Warrior is still the best warrior, but the gap between warrior and other classes is narrowed. This means that the bard can actually be a jack of all trades, rather than a "jack of most trades but definitely not martial ability". 3/4 BAB classes are functional but not great in combat, as intended. Full BAB classes are good in combat, as intended. Essentially, instead of giving every class a gun and the warrior a tactical nuke, every class gets a gun and the warrior just gets the most awesome gun, and his gun has a ton of perks and alternate ammo shenanigans.


What does the Hexblade have to do with this issue?
If you lower the warrior's numbers without adjusting the numbers for other classes, they could overshadow him (since the warrior is, unfortunately, defined as "the martial class"). That's why the Hexblade's numbers are relevant.


Do you suggest nixing it, or toning it down (how)?
I'd nix it. If you really like having people roll an extra die every round, make it an immediate action, and it deals half damage (halving all bonuses, even accuracy bonuses).

nonsi
2014-08-08, 11:17 AM
.




Originally Posted by nonsi
Fair enough.
Denies Dex-bonus (but not dodge) to AC it is.
As for the name... I guess I could call it "Combat Hustle".

That's the only mechanic in the game that denies Dex but not dodge. In fact, the cores rules specifically state "any situation that denies you your Dexterity bonus also denies you dodge bonuses" (p. 136). Why change that?


Ok, I'll keep things core here






Well then... in my rules they do.
It makes perfect sense that you could only create effects that you can manifest.
That's the best way to avoid uncertainties and to be able to calculate prices without the need to compare to other items of similar power but of irrelevant behavior.

If every magic item is just "a spell cast on an item", that invalidates essentially every magic item in existence. What's a bag of holding? What is a belt of strength? And so on and so forth.


Bag of Holding is actually in the list of Banned Magical Items.
But if you wish to emulate its effect, you could do it with:

1. Shrink Item spell. "An ever repeating effect (once per round)". Shrink Item effect on objects that go in, Dispel Magic on objects that come out.
Price: 3 * 10000 + 1500 (Reactive power). Twice.
I could also add Shrink Item to the list of reversible spells (more manageable and elegant than reversing Shrink Item with Dispel Magic). Would omit the "twice" factor and make the spell more useful without breaking anything.

2. A 4th level small-AoE effect of Shrink-Unshrink. Would remove the need for adding Dispel Magic, and reduce the price category to "emanating ***(always-active) effect".
Price: 4 * 6000.

3. (The cheapest option) a dedicated 6th level effect with permanent duration that creates a sack which shrinks items that go inside (they inflate when they come out).
Not as cinematic as this (https://www.youtube.com/watch?v=huJlDsfXf5U)), but more or less the concept.
Price: 0. (you should add costly materials to avoid spamming)

The implication in all cases is that money doesn't buy you everything at low-level.
Also, given the general agenda of making characters more competent prior to gear kicking in......... and given none of the epic tales had adventuring parties loaded with gear, I'm ok with making it harder to effortlessly carry stuff in mass quantities.


As for Belt of Giant Strength – 2 options there.
1. Stat-modifier spells go up to +6 starting at a given level.
2. Live without the +6 bonuses (would do well for the RNG).







And yes. I specifically stated that 0-level characters are capped at 3 skill ranks.

So essentially all starting characters will now have a mix of 3 and 4 skill point skills? It's a shame to lose the ability to just pick X skills and max them - that made dealing with skills much simpler.


I don't really see the problem here.
1. Sum-up your 1st-level character's skill points.
2. Pick (total / 4 skills).
3. Apply remainder to any desired skill not yet selected.







Ok. Now that I think of it, [+2 Racial bonus on Bluff, Intimidate, and Sense Motive checks] is indeed more appropriate than +2 to Wis.
As for [+2 Racial bonus on saves vs. Sleep and Charm effects] - that one seems entirely detached.

Given it's a natural shapeshifter, having enhanced control over its "shape", seems only appropriate that it would be more resistant to polymorph. But yes, I see the error. Polymorph is only one aspect of Transmutation spells.
I'll remedy that mistake.

All that sounds good to me. I'm still confused about the 40' speed, though.

Not exactly thematically sound, I know. I just wanted to balance it up with the other races and saw it somewhere on D&D Wiki.
I'm open to other suggestions.







Which one in particular are you referring to as build-specific?

Half-Giant in particular leaps out to me - it has so many attribute modifiers that the ways to play it effectively are very limited. Plus, with the very strong "powerful build" ability and a total lack of other abilities, it's this weird combination of bland, specific, and powerful race.


Its elevated Wis also makes it a solid candidate for Druid.
And with elevated Str & con, it could serve as any combat oriented class.




Also, Kobolds get a ludicrous +8 bonus to Hide checks in addition to a penalty-free +2 dex. Why would you play a halfling?


Halflings are more resistant.
Halflings have ranged attack bonuses.
Halflings get +2 to quite a few skill checks. I'm now considering expanding the skill check bonuses to Handle Animal, Perform, Search and Spot.

The above seem to even up vs. +5' speed, darkvision and +4 to Hide checks.

I also notice that I forgot to apply a -2 Str penalty to Kobolds (maybe even -2 Con), which should be taken into consideration.




As far as the LA races go, I think LA is a broken mechanic (not as in overly powerful, just poorly designed), so I'm not not sure what to say about them.


Yes, but if a given race is above average in power, you need a mitigating factor, and racial HD would be too harsh a penalty IMO.






Detraction in power is not really an option, given the nature of this Warcraft.
Regarding #uses and action-cost... what did you have in mind? (without invalidating options mind you)

Force them to choose between granting combat edge and the bonus feat, or make the bonus feat an "add-on" ability that is gained later. When this is at-will, it's a weird decision point that you make every single turn. It should either be a standard action with a duration (5 rounds + Cha), or a swift action with a cap on the uses per day (level + Cha, perhaps).


For the record, I did say "As a swift action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn"

I was getting ready to fiercely argue with you on this one, but it occurred to me that a 1st level warrior doesn't really have things to spend swift actions on.
It also occurred to me that there's something inherently wrong with the idea of a 1st level "Warlord".
I think I'll move Battlefield Commander to 3rd level... and consequently, Tactical Leader would either go to 5th level or lose Battlefield Commander as prereq (your thoughts?).

Now, given the above, a warlord would be yelling quite a lot at low levels.
As levels go up, he'll have quite a few things to do with swift/immediate actions (with Combat Focus as well as with improved maneuvers and potentially a handful of other feats), so he'll be too busy most of the time to be yelling instructions to others.






1. Skip it if you don't want it. It's not a prereq for anything else that comes later on.
2. If something isn't applicable – don't apply it.

1 makes sense. 2 is weird - wouldn't it be better to revise the wording? I assume that it's not supposed to aid Bluff checks from a distance, but could it help Tumble checks from a distance? That shouldn't have to be a judgment call - that should be answerable by just reading the rules.


Ok, then I'll add a comment that Aid Another cannot be applied at a distance to actions that normally cannot be applied at a distance (do you have a specific example?)
Come to think of it, what's the idea behind aiding Bluff? Wouldn't it be a dead giveaway?
As for Tumble - this seems impossible, because by the time you figure out what the tumble's doing and analyzing the terrain, he'd already made his move and you're too late anyway.
Some things just cannot be phrased into the rules in advance and require judgement calls.






You're right.
I'll make it a free action once per round

Free actions can technically only be used during your turn. Immediate action is better.


Not really applicable – it happens "when he hits a common enemy in combat". And this is something that happens during your turn.
Btw, seems unreasonable to me that things such as "Cease concentration on a spell" or "Drop an item" can't be executed out of turn.






Wait a minute... you're saying that group immunity to sleep, charm & fear doesn't deserve its own Warcraft ? (:O)

When you can already negate the effects as a swift action, yes, absolutely.


The major difference is that this removes the danger of them performing below their abilities (or not at all) until you come to their rescue.
Nullifying conditions is by no means the same as rendering them pointless.






1. "Inhuman voice" is a vague term. This ability is not marked (Su) or (Sp).
3. 100' + 20' per level should cover any battle grid a DM would come up with (unless the scale makes the characters/monsters invisible).

Oh, definitely. This was a fluff objection, not a mechanical one.


2. That's a group benefit that ignores prereqs.

Casting bless also provides a group benefit that ignores prereqs. Just because it's a group benefit that ignores prereqs doesn't mean it's a 20th level capstone ability.


It's a Warcraft, not a capstone (I have some level indication leftovers from my Warlord class that need corrections).
And it's just an extra candy on top of the range increase.






Level 6. Let's see.
- 5 total feats (6 if you're human): same as the core Fighter.
- 3 warcrafts
- 4 weapons of focus (3 if you go for the TANK type)
- 2 marginal bonuses from Physical Prowess: doesn't really matter what you choose. Most are circumstantial. The others are not game changers.
- Combat Focus + Ever Vigilant: elevated saves, vigilance and combat dominance. No selection there.
- More skill points: the more you have, the smaller the dilemma is.

For comparison:
- 6 total feats (7 if you're human): one extra!
- weapon discipline and armor discipline: together, roughly equivalent to your weapons of focus
- combat discipline: no selection, like Combat Focus
- adaptive style feat: it's like Combat Adaptation, but vastly less complex to use.
- Skill points: Rise uses simpler skill mechanics, but that's a separate issue.

It's, uh, a lot simpler.



I see where you're going with Adaptive Style Feat, but I intended for it to represent mid-combat inspiration/improvisation.
As for the number of feats – I didn't count 3rd level, so it's the same as core.
1
1
(1 – Human)
2
3
4
6
6






The obvious build is whatever you envision.
It's not complicated at all, as I will show when you answer my questions above.

For simplicity, let's say the target is - relatively intelligent, averagely armored str-based leader with more of a focus on survival than raw damage output.



Ok, but just the basics, no actual stat calculations and no optimization in mind:


Let's start with the ability scores.
I'm going for 32 point-buy (http://plothook.net/tools/pointbuy.htm): Str:15 , Dex:11 , Con:13 , Int:14 , Wis:10 , Cha:15
I'll take human and choose to increase Int.
And with level 6 granting me 6 points: Str:16 , Dex:14, Con:14 , Int:16 , Wis:10 , Cha:16

Languages: Common (extensive vocabulary), Draconic (complete fluency), Goblin (complete fluency) and Sylvan (complete fluency)

Skills: I have 16 + 3 + (6 * (4 + 3)) = 61 skill points to work with.
- Climb 5
- Diplomacy 4
- Handle Animal 2
- Intimidate 4
- Jump 5
- Listen 7
- Ride 4
- Sense Motive 4
- Spot 7
- Swim 7
- Survival 4
- 4 * Literacy: 8 skill points (see Languages above)

3 warcrafts:
Battlefield Commander (leader)
Steely Resolve (survivor)
Uncanny Dodge (survivor)

8 feats:
Lv 1: Imp. Bull Rush
Lv 1: Imp. Unarmed Strike
Lv 1: Imp. Grapple
Lv 2: Mobility
Lv 3: Combat Stability
Lv 4: Cleave
Lv 6: Armor Mastery: medium
Lv 6: Elusive Target

Class Features:
Combat Focus (no selection)
Ever Vigilant (no selection)
Combat Adaptation (1) (on the fly)
2 * Physical Prowess: Honed Defenses: Will , Survival Training
4 * Weapons Expertise: Bastard-Sword, Large Shield, Longbow, Halberd. (Preferred style: S&B)

Movement: 35




Btw, I notice that the Warrior doesn't have enough warcrafts to select from at 1st level.
Do you identify warcrafts that could be lowered to 1st level (or lowered from their current level requirement)?








That's just +4 to the core Fighter 8 / Barbarian 11 I proposed.

As for "the panoply of situational shenanigans" – try Warblade 11 / Barbarian 9.
It amounts to only +6, but with the shenanigans I took from the Warblade for Ever Vigilant.

Eh, I'm not a huge fan of Tome of Battle. But I'd argue the warrior here is substantially more complicated to play than a Warblade. Even warblades didn't have so many powerful swift-action and conditional abilities, which make life much more difficult than standard action abilities.


Yes, but you get into it gradually enough to have all options synched into your mind by the time you get them.
(And I didn't dive into all Warblade-allowed maneuvers to make a comparison)






The Hexblade carries more damage per non-circumstantial attack + debuffs + conditions (all at once) + invocations + immunities + zone effects + curse-reflection.

Is the Blade of Woe damage once per round, once per hit, or once per 24 hours? I originally thought it was once per round, but now that I double-check the wording I'm not so sure.


Per hit seems reasonable to me.
I'm considering removing damage increase at levels 5, 11 & 17, to promote balance and reduce dice-rolls.
I'm also considering static damage additions – again, to reduce dice rolls – but I'm not sure how to go about it.
Another option is to make it a swift action and leave the damage dice as they are (seems a bit too weak to me)






Both Hexblade and Soulknife enjoy the houseruled mobility benefits.

Are you referring to the BAB-based things (which the warrior also enjoys), or something unique to those classes?


The BAB-based things







What would you suggest then?

Tireless Rage could be an automatic rider with Greater Rage or Mighty Rage. Or just nuke rage.


I'm nuking Rage







On steady ground, in a confined space, one-on-one... I agree.
That's the Warrior's comfort zone.

Combat Threat Excellence single-handedly turns any encounter with a warrior into a confined, one-on-one encounter. No class can escape that that I see, given the warrior's supremacy with combat maneuvers and the ability to grapple on an AoO.


I get you.
What if I replaced this:
"Whenever a creature within the warrior's threatened area performs any action other than attacking the warrior, including movement (even 5’ steps), that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO."
with this:
"Whenever a creature within the warrior's threatened area attacks any opponent other than the warrior, that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO."







By 10th level, the Monk gains stacking Wis-bonus to all maneuvers, thanks to his elevated attack roll. I know it doesn't scale to the Warrior's bonus, but at the higher end of level progression the Monk doesn't need it anymore.

Also notice that Disarm & Sunder are useless vs. monks & soulknives (but they can sunder his weapons), Grapple is virtually useless vs. anyone who can teleport and all maneuvers are useless vs. flyers.

How is grapple useless vs. teleportation? "When attempting any action, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple". That would include teleportation.


Should be "When attempting any combat action or movement..." (concentration is not a combat action)







Ok, taking all my replies above into account, how would you change (if at all) Combat Edge, Ever Vigilant and Rage warcrafts to mitigate this so called problem?

My instinctive solution would be to remove Rage as a mechanic from the game. That could be a solid start. At least it won't trump the potential of core builds.
Another option could be removal of the "All melee-related opposed checks" bonus from Ever Vigilant.
It's possible to apply both, but I'm not sure if it wouldn't be taking things south too much.
I'm also open for other suggestions.

Combat Edge caps at +5 (progression: 1st, 5th, 10th, 15th, 20th). Rage is either gone or replaces Combat Edge (presumably with different scaling). Ever Vigilant doesn't directly benefit maneuvers; the Listen/Spot/AoO bonus is sufficient. Maneuvers Mastery doesn't affect grappling. Combat Threat Excellence only affects movement. Combat Adaptation is removed or much more limited (it needs clarification at the very least). As necessary, numbers for other martial classes are lowered to make sure the warrior is still the best martial class (maybe monk, more math needed).

Result: Warrior is still the best warrior, but the gap between warrior and other classes is narrowed. This means that the bard can actually be a jack of all trades, rather than a "jack of most trades but definitely not martial ability". 3/4 BAB classes are functional but not great in combat, as intended. Full BAB classes are good in combat, as intended. Essentially, instead of giving every class a gun and the warrior a tactical nuke, every class gets a gun and the warrior just gets the most awesome gun, and his gun has a ton of perks and alternate ammo shenanigans.


Ok. I hear you.
- Rage is obliterated.
- I'm keeping Combat Edge progression as it is, so that the Warrior doesn't trail the core Fighter's potential modifiers (Gr. Spec + Melee Weapon Mastery + Supremacy).
- Ever Vigilant's benefit to maneuvers is gone too.
- Grapple is noted as impossible to apply via AoOs.
- I'm keeping Combat Adaptation – it's the Warrior's "Ace in the Hole".
- As far as "numbers for other martial classes" go – I'd appreciate ideas regarding Blade of Woe.






Do you suggest nixing it, or toning it down (how)?

I'd nix it. If you really like having people roll an extra die every round, make it an immediate action, and it deals half damage (halving all bonuses, even accuracy bonuses).


Pommel Strike is nixed then.
.

nonsi
2014-08-09, 12:48 AM
@Vadskye: Regarding Rage...

I now see that I have some Rage-related stuff that I wouldn't want to throw away, so tell me what you think of the following idea.

Instead of nuking Rage altogether, what if I:
1. Reduce the Str & Con increase to +2 (should still be worth it with the temporary speed increase)
2. Remove the core Str & Con increase to Greater Rage & Mighty Rage (leaving only the resistances).

This will negate the RNG problem without killing fluff.

qazzquimby
2014-08-09, 09:09 PM
I hope not to derail the conversation, but upon rereading critical subsitution, the rule looks like it would be incompatible with too much to cleanly houserule. Some weapons are balanced around having a better critical chance or damage, and becoming immune to criticals is suddenly worthless. It also adds more math to every single damage roll, and makes bonuses to att essentially bonuses to damage as well.

nonsi
2014-08-10, 01:04 AM
I hope not to derail the conversation, but upon rereading critical subsitution, the rule looks like it would be incompatible with too much to cleanly houserule. Some weapons are balanced around having a better critical chance or damage, and becoming immune to criticals is suddenly worthless. It also adds more math to every single damage roll, and makes bonuses to att essentially bonuses to damage as well.

You're not derailing. It's a legitimate issue to bring to the discussion table.


First of all, the extra damage is precision damage - just like SA.


Second, The core attempt for balance between weapons is flawed, because:
1. IRL different weapons indeed have different damage output.
2. Even by RAW, there's no comparison between a dagger and a greatsword - and if you ask yourself who uses a dagger and who uses a greatsword, it's even more obvious.
3. Extended threat range just promotes wasting feats to improve crit chances.
4. If you crit then you crit. What's the meaning of confirmation...... just playing around with probability, so that crit doesn't happen "too often". This wastes game time with more dice rolls.
5. Crit is double or nothing - nothing in between.
6. IRL, people take smaller weapons to work out their gear load, to conceal weapons, to have more than one available and to use weapons for utility, not just attacking (hacking down a tree, rigging a device etc).

With the Crit-Substitution approach, the gap between the weapons is slightly more noticeable at lower levels, but with level increase, this gap is narrowed down more effectively than via crit.


Finally, regarding "adds more math", here's an example:
- Your BAB is +4.
- You need 11 to hit a target.
- You roll 19.
Extra damage = (19 - 11) - capped at +4 = 8 4.
Everything north of 15 = +4
In the 3rd sessions, newbies are gonna be doing it in their sleep (much faster than working with crit-confirmation).
.

Vadskye
2014-08-13, 09:25 PM
Bag of Holding is actually in the list of Banned Magical Items.
But if you wish to emulate its effect, you could do it with:

1. Shrink Item spell. "An ever repeating effect (once per round)". Shrink Item effect on objects that go in, Dispel Magic on objects that come out.
Price: 3 * 10000 + 1500 (Reactive power). Twice.
I could also add Shrink Item to the list of reversible spells (more manageable and elegant than reversing Shrink Item with Dispel Magic). Would omit the "twice" factor and make the spell more useful without breaking anything.

2. A 4th level small-AoE effect of Shrink-Unshrink. Would remove the need for adding Dispel Magic, and reduce the price category to "emanating ***(always-active) effect".
Price: 4 * 6000.

3. (The cheapest option) a dedicated 6th level effect with permanent duration that creates a sack which shrinks items that go inside (they inflate when they come out).
Not as cinematic as this (https://www.youtube.com/watch?v=huJlDsfXf5U)), but more or less the concept.
Price: 0. (you should add costly materials to avoid spamming)

The implication in all cases is that money doesn't buy you everything at low-level.
Also, given the general agenda of making characters more competent prior to gear kicking in......... and given none of the epic tales had adventuring parties loaded with gear, I'm ok with making it harder to effortlessly carry stuff in mass quantities.


As for Belt of Giant Strength – 2 options there.
1. Stat-modifier spells go up to +6 starting at a given level.
2. Live without the +6 bonuses (would do well for the RNG).
Wow. It sounds like you have in mind a near-total rewrite of magic items. I was assuming we were generally using DMG items. I'd be interested to see what your proposed magic items would look like.

Incidentally, making it easy to carry loads of gear around serves a very good practical purpose: it means you don't have to fiddle around with weight and exactly where you're putting items. Epic tales spend approximately zero time describing how the heroes allot their carrying capacity; it's just something heroes intuitively know. But if you don't make storing items easy, you're forcing players to keep that constantly in mind. In my experience, nothing changes the tone of an adventure from "epic" to "mundane" quite so quickly as worrying about whether the Ineffable Battleaxe of Tanelor puts you over your maximum weight limit.


I don't really see the problem here.
1. Sum-up your 1st-level character's skill points.
2. Pick (total / 4 skills).
3. Apply remainder to any desired skill not yet selected.
Yeah, it works, it just feels... less clean, less natural, in a way that's hard to describe.


Not exactly thematically sound, I know. I just wanted to balance it up with the other races and saw it somewhere on D&D Wiki.
I'm open to other suggestions.
What if you drop the speed to 30 and give some sort of faster healing mechanic? If they naturally change their bodies, perhaps they naturally heal faster. That could either mean more HP per rest, or more rests per day, whichever fits better mechanically. (I like abilities that don't necessarily promote specific builds.)


Its elevated Wis also makes it a solid candidate for Druid.
And with elevated Str & con, it could serve as any combat oriented class.
Druid is a balanced choice for it. But I'm worried about maneuver-based characters; they would essentially all choose the half-giant. +5 to maneuvers is really, really hard to pass up. Core didn't have any Powerful Build races at LA +0, and I think that was a good decision. The closest analogy is the Goliath from Races of Stone, which is very similar but has LA +1.


Halflings are more resistant.
Halflings have ranged attack bonuses.
Halflings get +2 to quite a few skill checks. I'm now considering expanding the skill check bonuses to Handle Animal, Perform, Search and Spot.

The above seem to even up vs. +5' speed, darkvision and +4 to Hide checks.

I also notice that I forgot to apply a -2 Str penalty to Kobolds (maybe even -2 Con), which should be taken into consideration.
I'd advise against giving halflings skill bonuses to a quarter of the skill list. If the kobold has the -2 Str, it's a more reasonable comparison as is. Kobolds being stronger than halflings was strange.


Yes, but if a given race is above average in power, you need a mitigating factor, and racial HD would be too harsh a penalty IMO.
Racial HD is *less harsh* than LA. A 2nd level character with LA +1 has only one HD. A 2nd level character with a racial HD has two HD. Unless you're talking about LA buyback at high levels, which doesn't make sense. LA is most punishing at low levels, and matters least at high levels. Allowing LA characters to buyback e LA at high levels means that you're removing the disadvantage after they already passed the most punishing part of their development, so they just get the bonuses.


For the record, I did say "As a swift action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn"
Ha! So you did. Okay, that works.


I was getting ready to fiercely argue with you on this one, but it occurred to me that a 1st level warrior doesn't really have things to spend swift actions on.
It also occurred to me that there's something inherently wrong with the idea of a 1st level "Warlord".
I think I'll move Battlefield Commander to 3rd level... and consequently, Tactical Leader would either go to 5th level or lose Battlefield Commander as prereq (your thoughts?).

Now, given the above, a warlord would be yelling quite a lot at low levels.
As levels go up, he'll have quite a few things to do with swift/immediate actions (with Combat Focus as well as with improved maneuvers and potentially a handful of other feats), so he'll be too busy most of the time to be yelling instructions to others.
Is there such a huge difference in swift action usage between 1st and 3rd level? I agree that delaying the ability is better - but what about allowing it at 1st as a longer action (probably move), and then giving a higher level ability after swift actions matter more (5th at the earliest) that lets them use Battlefield Commander as a swift action?

As for Tactical Leader, I agree that it doesn't need Battlefield Commander as a prereq.


Ok, then I'll add a comment that Aid Another cannot be applied at a distance to actions that normally cannot be applied at a distance (do you have a specific example?)
Come to think of it, what's the idea behind aiding Bluff? Wouldn't it be a dead giveaway?
Nah, you could be distracting the target with irrelevant information or conversation, making it harder for them to get a read on the person bluffing. It's context-dependent, of course, but there's no reason that aiding bluff should always be impossible.


As for Tumble - this seems impossible, because by the time you figure out what the tumble's doing and analyzing the terrain, he'd already made his move and you're too late anyway.
Some things just cannot be phrased into the rules in advance and require judgement calls.
Or you could be screening the tumbler from the opponent, providing cover so it's easier for them to tumble. That's a justification that makes perfect sense to me in melee - but makes no sense at range. This is a new problem that only exists because this ability creates the concept of a "ranged aid another", which never existed before, so I think it's fair to say that the ability should offer more details on what is and isn't possible.


Not really applicable – it happens "when he hits a common enemy in combat". And this is something that happens during your turn.
Btw, seems unreasonable to me that things such as "Cease concentration on a spell" or "Drop an item" can't be executed out of turn.
Attacks of opportunity can let you hit a common enemy in combat when it isn't your turn. As for the other actions, it's actually useful to restrict those to only happen on your turn. If those actions can be taken at any time, it's impossible for an opponent to interact with them. (Of course, I have issues with several aspects of the initiative system and its interaction with turns - hence the attempt to revise it, which is being playtested now.)


The major difference is that this removes the danger of them performing below their abilities (or not at all) until you come to their rescue.
Nullifying conditions is by no means the same as rendering them pointless.
If you're only disabled until the warrior gets his next swift action, I don't think it really matters. You can keep it if you want - it doesn't break anything - I just would expect it to be one of the least commonly taken warcrafts.


It's a Warcraft, not a capstone (I have some level indication leftovers from my Warlord class that need corrections).
And it's just an extra candy on top of the range increase.
So the main point of the ability is the range increase? 60' + 10 per three levels is not a small range. It's likely that the warrior will have already long stopped having range issues in the vast majority of encounters.

If it's just supposed to be another warcraft option, it's not bad a bad ability by any means. It just doesn't feel like a 20th level warcraft. More like 12th-15th level by my estimation. Perhaps that's just quibbling.


I see where you're going with Adaptive Style Feat, but I intended for it to represent mid-combat inspiration/improvisation.
As for the number of feats – I didn't count 3rd level, so it's the same as core.
1
1
(1 – Human)
2
3
4
6
6
I love mid-combat inspiration/improvisation. I just don't like improvising from among the entire list of combat feats available anywhere. It's too broad. That causes two problems. First, it erodes the diferences between different warriors. When all warriors can draw from the same list of feats at any time, it means that if there is a feat that is extremely useful to have in a given situation, any warrior can have that feat for the situation. And this is true for all situations that a feat can solve. Second, that's a huge amount of information to keep available. The combat feat list is the only thing that compares to the spell list in complexity and variety, and no one would give a spellcaster spontaneous casting from the entire list. It's just too much information to keep track of at all times.


Ok, but just the basics, no actual stat calculations and no optimization in mind:

Let's start with the ability scores.
I'm going for 32 point-buy (http://plothook.net/tools/pointbuy.htm): Str:15 , Dex:11 , Con:13 , Int:14 , Wis:10 , Cha:15
I'll take human and choose to increase Int.
And with level 6 granting me 6 points: Str:16 , Dex:14, Con:14 , Int:16 , Wis:10 , Cha:16

Languages: Common (extensive vocabulary), Draconic (complete fluency), Goblin (complete fluency) and Sylvan (complete fluency)

Skills: I have 16 + 3 + (6 * (4 + 3)) = 61 skill points to work with.
- Climb 5
- Diplomacy 4
- Handle Animal 2
- Intimidate 4
- Jump 5
- Listen 7
- Ride 4
- Sense Motive 4
- Spot 7
- Swim 7
- Survival 4
- 4 * Literacy: 8 skill points (see Languages above)

3 warcrafts:
Battlefield Commander (leader)
Steely Resolve (survivor)
Uncanny Dodge (survivor)

8 feats:
Lv 1: Imp. Bull Rush
Lv 1: Imp. Unarmed Strike
Lv 1: Imp. Grapple
Lv 2: Mobility
Lv 3: Combat Stability
Lv 4: Cleave
Lv 6: Armor Mastery: medium
Lv 6: Elusive Target

Class Features:
Combat Focus (no selection)
Ever Vigilant (no selection)
Combat Adaptation (1) (on the fly)
2 * Physical Prowess: Honed Defenses: Will , Survival Training
4 * Weapons Expertise: Bastard-Sword, Large Shield, Longbow, Halberd. (Preferred style: S&B)

Movement: 35
For comparison, the same style of human warrior/fighter:

Ability Scores: Rise uses a 10 point buy from a base of 0, yielding the following starting stats:
Str: 3, Dex: 1, Con: 2, Int: 2, Wis: 0, Cha: 2
At 6th level, there have been 3 increases, for resulting stats of
Str: 3, Dex: 2, Con: 2, Int: 3, Wis: 0, Cha: 3

(Analysis: I'm not going to call either of these substantially more difficult. A score of 3 in Rise roughly translates to a score of 16 in 3.5, so the two characters end up almost exactly equivalent.)

Languages: Common, Draconic, Sylvan

(Analysis: Your is more complicated, but more realistic. I'm slightly surprised the character knows that many languages, but a 16 Int is pretty high.)

Skills: I have 2 (fighter) + 2 (human) skill points to work with, plus 1 skill point for each of Str, Dex, Int, and Cha-based skills, for a total of 8 skill points. That yields the following skill distribution:
- Athletics 1 (5 ranks)
- Climb 1 (5 ranks)
- Intimidate 1 (5 ranks)
- Knowledge (local) (4 ranks)
- Perception 1 (4 ranks)
- Ride 1 (5 ranks)
- Sense Motive 1 (4 ranks)
- Swim 1 (5 ranks)

(Analysis: The fighter has two fewer skills, corresponding to Rise's choice of 2 skill points for the fighter as opposed to the warrior's 4 skill points. Overall, the systems differ substantially in how skill ranks are assigned, but I would suggest that Rise is simpler: with 8 skill points rather than 61, there are far fewer decisions to make, but you arrive at a very similar outcome.)

7 feats:
Lv 1: Dodge
Lv 1: Armor Familiarity (medium)
Lv 2: Improved Unarmed Strike
Lv 3: Overpowering Assault
Lv 4: Imp. Bull Rush (adaptive style)
Lv 5: Imp. Grapple
Lv 6: Combat Mobility

(Analysis: one fewer feat, and most feats the warrior gains early have a prerequisite of BAB +4 in Rise, so their acquisition is delayed. Overall, very similar)

Class Features:
Armor Discipline (medium armor)
Weapon Discipline (generalist)
Adaptive Style (change feat after rest)
Combat Discipline (no selection)

(Analysis: Rise offers vastly fewer fewer class features. The only special qualities the fighter has in addition to his feats are +1 AC, a reduced armor check penalty, and the ability to mitigate penalizing conditions a limited number of times per day.

In contrast, the warrior has a +2 bonus to attack, damage, saving throws, Will saves, survival-related skill checks (?), Listen and Spot checks, and attacks against flanked and flat-footed targets. He also has a delayed damage pool that gets resolved every time he is damaged. All of that is mostly passive, though the Combat Focus abilities can't just be written down on the character sheet constantly, which is a bit inconvenient. For active abilities, he has a powerful at-will swift action from Battlefield Commander which he will presumably use every round, unless he uses Combat Adaptation.

There are various other system-mechanic differences which generally give the warrior more options than the fighter, such as the greater number of constantly available options like Power Attack.

I'm not going to call each of these "better" than the other; they're clearly aiming for a completely different vision of how powerful a class should be, and what "normal" numbers look like. But I would say that the warrior is vastly more complicated than the fighter.)


Btw, I notice that the Warrior doesn't have enough warcrafts to select from at 1st level.
Do you identify warcrafts that could be lowered to 1st level (or lowered from their current level requirement)?
Sure.

Compelling Oratory without the immunity to fear and without the Battlefield Commander prereq
Engage
Standard or move action version of Battlefield Commander
Tactical Leader if the ranged part was removed



Yes, but you get into it gradually enough to have all options synched into your mind by the time you get them.
(And I didn't dive into all Warblade-allowed maneuvers to make a comparison)
As long as you never create characters at above 1st or 2nd level, and you have generally above-average players who are good at learning, I believe this. (Except for Combat Adaptation.) If you play the same character often enough, I think you can get used to a great deal. After all, people have played prepared spellcasters for years, no matter how complicated that system is. But I don't like accepting the first two caveats. Low-level combat math is weird, and I sometimes want to jump directly into epic stories without going through the low levels every time.


Per hit seems reasonable to me.
I'm considering removing damage increase at levels 5, 11 & 17, to promote balance and reduce dice-rolls.
I'm also considering static damage additions – again, to reduce dice rolls – but I'm not sure how to go about it.
Another option is to make it a swift action and leave the damage dice as they are (seems a bit too weak to me)
I guess it depends on the purpose of the bonus damage. Is it just to balance the hexblade so it is not overshadowed by other combat classes? In that case, you'd probably want to have it happen per-hit, and reducing the number of dice is a good bet. I used lots of fun spreadsheets to balance my combat classes against each other to make sure they were doing relative damage I was comfortable with, and if you want to strike a reasonable balance, I'd recommend doing the same.

Also, one way to reduce the number of dice rolled while keeping the damage you want is to increase the die size. And I'd advise against making Blade of Woe a swift action; the system already has a plethora of swift actions, and I don't see a compelling reason to penalize the hexblade's damage for using one of his other abilities.


I'm nuking Rage
That seems like a thematically appropriate end for Rage.


I get you.
What if I replaced this:
"Whenever a creature within the warrior's threatened area performs any action other than attacking the warrior, including movement (even 5’ steps), that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO."
with this:
"Whenever a creature within the warrior's threatened area attacks any opponent other than the warrior, that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO."
Much better. You should specify what you mean by "attack", though. Do you mean "attack" in the sense that Invisibility uses it - that is, any offensive action - or "attack" in the sense of "attack action", a physical attack with a weapon?


Should be "When attempting any combat action or movement..." (concentration is not a combat action)
I don't think "combat action" is a defined term. If I had to guess at a definition for the term, concentrating on a spell or spell-like ability would feel like a combat action to me. Do you have a definition for that?


Ok. I hear you.
- Rage is obliterated.
- I'm keeping Combat Edge progression as it is, so that the Warrior doesn't trail the core Fighter's potential modifiers (Gr. Spec + Melee Weapon Mastery + Supremacy).
- Ever Vigilant's benefit to maneuvers is gone too.
- Grapple is noted as impossible to apply via AoOs.
- I'm keeping Combat Adaptation – it's the Warrior's "Ace in the Hole".
- As far as "numbers for other martial classes" go – I'd appreciate ideas
regarding Blade of Woe.
I'm generally quite hapy with these changes! One point, though - note that the "core fighter" had only +2/+4. The Player's Handbook II feats were hacky attempt at a "patch" to the fighter because it sucked at fighting due to a total lack of relevant combat abilities. You already solved that problem by granting the warrior all sorts of cool combat abilities - you don't need to include the inflated PHB2 numbers in addition to the combat abilities which make the warrior what it is.

To figure out comparative numbers, I'd recommend the approach I used for designing the Rise classes. Come up with some sort of loose estimate for how you want the numbers to turn out - maybe you think warriors should generally do about 20% more damage than hexblades, and twice the damage of a druid. Then build a spreadsheet or other thing that calculates the average damage per round of a typical member of each class against a variety of ACs. The most important AC is the average AC for monsters of that CR, but it's also useful to know how it scales as AC changes. (Make sure they all use the same weapon, so you don't confuse the math.)


@Vadskye: Regarding Rage...

I now see that I have some Rage-related stuff that I wouldn't want to throw away, so tell me what you think of the following idea.

Instead of nuking Rage altogether, what if I:
1. Reduce the Str & Con increase to +2 (should still be worth it with the temporary speed increase)
2. Remove the core Str & Con increase to Greater Rage & Mighty Rage (leaving only the resistances).

This will negate the RNG problem without killing fluff.
This is better than keeping rage as is, but I'm not sure it's the ideal solution. To be rage, I feel like it should actually make you act stronger (but not necessarily better in combat) in a meaningful way.

Rather than increasing Str and Con at all, what if you got a thematically similar but even more useful by changing what you apply your combat edge to? "While in a rage, you apply your combat edge bonus to all Strength-based checks and Fortitude saves." Or my preferred approach: "While in a rage, you add your combat edge bonus to your Strength and Constitution. This replaces the combat edge bonus to attack and damage from the Weapons Expertise ability." Either way, rage is still a potent and interesting effect that scales with level, allowing you to act stronger and tougher for the duration, but it doesn't nuke the RNG.

nonsi
2014-08-15, 02:23 AM
[Bag of Holding]
. . .
[Belt of Giant Strength]

Wow. It sounds like you have in mind a near-total rewrite of magic items. I was assuming we were generally using DMG items. I'd be interested to see what your proposed magic items would look like.


What it means to me is that you can create any magical item you dream of without the need to compare to other items – and you'll know their exact prices without vague estimation.
This also makes magical items more expensive, which is my aim – to kill magical trade galore.




Incidentally, making it easy to carry loads of gear around serves a very good practical purpose: it means you don't have to fiddle around with weight and exactly where you're putting items. Epic tales spend approximately zero time describing how the heroes allot their carrying capacity; it's just something heroes intuitively know.


Right you are.
Carry what you really need and you'll be free of this crap.
Carrying whatever's humanly possible for you to carry just to have stuff around will give you a headache as well as back ache.



But if you don't make storing items easy, you're forcing players to keep that constantly in mind.


16000 is definitely not cheap, but the DM doesn't have to wait for the players to create one.
You could also invent a 3rd level spells that uses highly costly materials to create Heward's Handy Haversack
With higher cost materials producing a better sack – which is also level-dependent.




In my experience, nothing changes the tone of an adventure from "epic" to "mundane" quite so quickly as worrying about whether the Ineffable Battleaxe of Tanelor puts you over your maximum weight limit.


I don't know what that item is, but a battleaxe shouldn't be particularly hard to carry around.
Also, I don't remember encumbrance reducers in LotR or The Hobbit (or The Belgariad for that matter).
The reason is very simple – they only carried what they needed and got by somehow.

With my classes being so competent – I sure hell would expect a solidly built party to manage without shining like a display window in red lights street.






What if you drop the speed to 30 and give some sort of faster healing mechanic? If they naturally change their bodies, perhaps they naturally heal faster. That could either mean more HP per rest, or more rests per day, whichever fits better mechanically. (I like abilities that don't necessarily promote specific builds.)


I already dropped the speed.
I want back with the official version and gave it 2 new goodies. I think it's enough, but I'll think of the healing part.






Druid is a balanced choice for it. But I'm worried about maneuver-based characters; they would essentially all choose the half-giant. +5 to maneuvers is really, really hard to pass up. Core didn't have any Powerful Build races at LA +0, and I think that was a good decision. The closest analogy is the Goliath from Races of Stone, which is very similar but has LA +1.


I'm not sure +5 to a couple modifiers warrants a permanent level delay.
I'm not sure not either.
Now you've raised some nagging doubts : (






I'd advise against giving halflings skill bonuses to a quarter of the skill list. If the kobold has the -2 Str, it's a more reasonable comparison as is. Kobolds being stronger than halflings was strange.


Ok.
Kobold takes -2 to both Str & Con.
Halfling remains as it is.
Done.






Yes, but if a given race is above average in power, you need a mitigating factor, and racial HD would be too harsh a penalty IMO.
Racial HD is *less harsh* than LA. A 2nd level character with LA +1 has only one HD. A 2nd level character with a racial HD has two HD. Unless you're talking about LA buyback at high levels, which doesn't make sense. LA is most punishing at low levels, and matters least at high levels. Allowing LA characters to buyback e LA at high levels means that you're removing the disadvantage after they already passed the most punishing part of their development, so they just get the bonuses.


Great.
Now imagine a 1st-level Half-Giant Warrior with a racial HD................... 20 + 6 + thrice-Con-bonus is sick (hello 41).
Also, as a combat classed character, it'll be ok later on, but as a spellcaster you'll always be lacking – in a much worse way than with LA (which could later on be bought-off).
This breaks the symmetry you were looking for (not to hardwire races to particular classes).






Is there such a huge difference in swift action usage between 1st and 3rd level?


It's just that a 1st level warrior won't have anything else to spend swift actions on, so he'll be doing the exact same swift action every single round – he'll have no reason to "hold back".




I agree that delaying the ability is better - but what about allowing it at 1st as a longer action (probably move), and then giving a higher level ability after swift actions matter more (5th at the earliest) that lets them use Battlefield Commander as a swift action?


This suggestion will have at least 2 negative results:
1. Costing yet another Warcraft.
2. Making it impossible to complete the path of the Warlord in 20 levels.

I'd rather just move Battlefield Commander to 3rd level and live with that early swift action (don't see it breaking anything)... and this is what I did.
I also lowered the level requirements of half the Warlord Warcrafts – to put them in their more appropriate place and so that not all warlords are exactly the same Warcraft-wise.

As for Tactical Leader, I agree that it doesn't need Battlefield Commander as a prereq. (removed).








Not really applicable – it happens "when he hits a common enemy in combat". And this is something that happens during your turn.
Btw, seems unreasonable to me that things such as "Cease concentration on a spell" or "Drop an item" can't be executed out of turn.


Attacks of opportunity can let you hit a common enemy in combat when it isn't your turn. As for the other actions, it's actually useful to restrict those to only happen on your turn. If those actions can be taken at any time, it's impossible for an opponent to interact with them. (Of course, I have issues with several aspects of the initiative system and its interaction with turns - hence the attempt to revise it, which is being playtested now.)


1. Ok, ok. Rallying Cry (swift oratory) is once per round as a free action, during your turn only.
2. Indeed. IRL, you haven't got a prayer interacting with me stopping thinking of something or letting go of an item (only works in the movies, when someone declares "I'll drop it").





If it's just supposed to be another warcraft option, it's not bad a bad ability by any means. It just doesn't feel like a 20th level warcraft. More like 12th-15th level by my estimation. Perhaps that's just quibbling.


I heard you.
Lowered to 15th.





For comparison, the same style of human warrior/fighter:
. . .

There are various other system-mechanic differences which generally give the warrior more options than the fighter, such as the greater number of constantly available options like Power Attack.
I'm not going to call each of these "better" than the other; they're clearly aiming for a completely different vision of how powerful a class should be, and what "normal" numbers look like.


I wholeheartedly agree with this statement.
I believe this hits the sweet spot I was looking for with my Warrior.
Notice that the numbers you presented don't cancel out the other martially inclined classes. They just make the Warrior better at straight forward fair fight. The others have plenty of useful tools to work with.




But I would say that the warrior is vastly more complicated than the fighter).


No agreement there (see below).






Btw, I notice that the Warrior doesn't have enough warcrafts to select from at 1st level.
Do you identify warcrafts that could be lowered to 1st level (or lowered from their current level requirement)?


Sure.
• Compelling Oratory without the immunity to fear and without the Battlefield Commander prereq
• Engage
• Standard or move action version of Battlefield Commander
• Tactical Leader if the ranged part was removed


Thanks. I'll be sure to implement.
Engage & Tactical Leader taken care of.





Yes, but you get into it gradually enough to have all options synched into your mind by the time you get them.
(And I didn't dive into all Warblade-allowed maneuvers to make a comparison)

As long as you never create characters at above 1st or 2nd level, and you have generally above-average players who are good at learning, I believe this. (Except for Combat Adaptation.) If you play the same character often enough, I think you can get used to a great deal. After all, people have played prepared spellcasters for years, no matter how complicated that system is. But I don't like accepting the first two caveats. Low-level combat math is weird, and I sometimes want to jump directly into epic stories without going through the low levels every time.


I'm not above average when it comes to memory power or rule-juggling, and I do fine with the Warrior's toolbag.
When introduced to a massive game overhaul, it's most advisable to start at the beginning and ease into it gradually.
Play a Warrior from level 4 to 9 (half-way into 9) and you'll easily handle a warrior at any level.







Per hit seems reasonable to me.
I'm considering removing damage increase at levels 5, 11 & 17, to promote balance and reduce dice-rolls.
I'm also considering static damage additions – again, to reduce dice rolls – but I'm not sure how to go about it.
Another option is to make it a swift action and leave the damage dice as they are (seems a bit too weak to me)

I guess it depends on the purpose of the bonus damage. Is it just to balance the hexblade so it is not overshadowed by other combat classes? In that case, you'd probably want to have it happen per-hit, and reducing the number of dice is a good bet. I used lots of fun spreadsheets to balance my combat classes against each other to make sure they were doing relative damage I was comfortable with, and if you want to strike a reasonable balance, I'd recommend doing the same.

Also, one way to reduce the number of dice rolled while keeping the damage you want is to increase the die size. And I'd advise against making Blade of Woe a swift action; the system already has a plethora of swift actions, and I don't see a compelling reason to penalize the hexblade's damage for using one of his other abilities.


The damage is automatic.
I'm nixing damage increase at levels 5, 11 & 17.
I'm keeping it d6, because it evens up with the Soulknife's swift-cascading-d8's.








I get you.
What if I replaced this:
"Whenever a creature within the warrior's threatened area performs any action other than attacking the warrior, including movement (even 5’ steps), that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO."
with this:
"Whenever a creature within the warrior's threatened area attacks any opponent other than the warrior, that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO."


Much better. You should specify what you mean by "attack", though. Do you mean "attack" in the sense that Invisibility uses it - that is, any offensive action - or "attack" in the sense of "attack action", a physical attack with a weapon?


Any offensive action it is then.








Should be "When attempting any combat action or movement..." (concentration is not a combat action)


I don't think "combat action" is a defined term. If I had to guess at a definition for the term, concentrating on a spell or spell-like ability would feel like a combat action to me. Do you have a definition for that?


Forcing a spellcaster to beat its powerhouse grappler at a Grapple check seems highly unfair to me.
I'll restrict it to melee combat actions.








Ok. I hear you.
- Rage is obliterated.
- I'm keeping Combat Edge progression as it is, so that the Warrior doesn't trail the core Fighter's potential modifiers (Gr. Spec + Melee Weapon Mastery + Supremacy).
- Ever Vigilant's benefit to maneuvers is gone too.
- Grapple is noted as impossible to apply via AoOs.
- I'm keeping Combat Adaptation – it's the Warrior's "Ace in the Hole".
- As far as "numbers for other martial classes" go – I'd appreciate ideas regarding Blade of Woe.


I'm generally quite hapy with these changes! One point, though - note that the "core fighter" had only +2/+4. The Player's Handbook II feats were hacky attempt at a "patch" to the fighter because it sucked at fighting due to a total lack of relevant combat abilities. You already solved that problem by granting the warrior all sorts of cool combat abilities - you don't need to include the inflated PHB2 numbers in addition to the combat abilities which make the warrior what it is.


Fighter 12 / Barb 1 is still +6 – and that's as core as it gets.

I'm looking at +2 at 4th Warrior level and I don't see anything outrageous there.





To figure out comparative numbers, I'd recommend the approach I used for designing the Rise classes. Come up with some sort of loose estimate for how you want the numbers to turn out - maybe you think warriors should generally do about 20% more damage than hexblades, and twice the damage of a druid.


Taking 8th level as an example, the Warrior does +3 per hit while the Hexblade does +2d6.
No question who's winning the damage competition.
The Warrior mitigates that with an array of circumstantial bonuses – and that's where I want things to be.




Then build a spreadsheet or other thing that calculates the average damage per round of a typical member of each class against a variety of ACs. The most important AC is the average AC for monsters of that CR, but it's also useful to know how it scales as AC changes. (Make sure they all use the same weapon, so you don't confuse the math.)


I detest this activity so much that even thinking of it makes me tired, so I'll skip this one with your permission.








@Vadskye: Regarding Rage...

I now see that I have some Rage-related stuff that I wouldn't want to throw away, so tell me what you think of the following idea.

Instead of nuking Rage altogether, what if I:
1. Reduce the Str & Con increase to +2 (should still be worth it with the temporary speed increase)
2. Remove the core Str & Con increase to Greater Rage & Mighty Rage (leaving only the resistances).

This will negate the RNG problem without killing fluff.


This is better than keeping rage as is, but I'm not sure it's the ideal solution. To be rage, I feel like it should actually make you act stronger (but not necessarily better in combat) in a meaningful way.


The +2 modifier to Str & Con scores and to Will saves evens up with a bit of extra vs. the -2 modifier to Dodge AC.
The bonus speed is what makes this Warcraft worthwhile.





Rather than increasing Str and Con at all, what if you got a thematically similar but even more useful by changing what you apply your combat edge to? "While in a rage, you apply your combat edge bonus to all Strength-based checks and Fortitude saves." Or my preferred approach: "While in a rage, you add your combat edge bonus to your Strength and Constitution. This replaces the combat edge bonus to attack and damage from the Weapons Expertise ability." Either way, rage is still a potent and interesting effect that scales with level, allowing you to act stronger and tougher for the duration, but it doesn't nuke the RNG.



I tried to see what I could do with this suggestion, but things got messy.
To avoid losing offensive prowess, you'll need double Combat Edge bonus to Str.
But now, at high levels, you'll be dealing with ridiculous amount of added HP, so the double factor needs to go. And if you drop the double factor, then this doesn't even elevate you by a modifier at levels 1/2/3.
As I said. Messy.

I also thought of replacing the core +4 modifier to Str & Con scores and +2 to Will saves with Combat Edge bonus to Str-based checks as well as Fort & Will saves, but this brings back the RNG issue where opposed checks are involved.





[EDIT]: I just had an idea.

What if I keep the Rage modifiers according to core, but change Combat Edge as follows:
Lv 1: +1
Lv 4: +2
Lv 8: +3
Lv 13: +4
Lv 19: +5

This will keep the solid numbers I'm aiming for at low levels and will mitigate the RNG issue at higher levels.

nonsi
2014-08-15, 12:38 PM
@Vadskye: I noticed that discussing Combat Adaptation somehow got lost.

I get why you limited Adaptive Style.
I'm starting to see the game-time problem with allowing selection from all feats everywhere.

What if:
1. A warrior could at any given time have a number of available feats to choose from equal to twice his Warrior class level (think of levels 4 - 10, don't go directly to level 20 for assessment).
2. At the beginning of each gaming session, the player could suggest a single feat to replace an existing one in the list.
3. A feat from the selection pool that the warrior takes via feat slot is automatically replaced with new feats of the player's choice.

This will give the player enough to work with, but will remove the need to / option of diving into the pages to squeeze the very best feat for any given situation.

tarkisflux
2014-08-15, 11:21 PM
@Vadskye: I noticed that discussing Combat Adaptation somehow got lost.

I get why you limited Adaptive Style.
I'm starting to see the game-time problem with allowing selection from all feats everywhere.

What if:
1. A warrior could at any given time have a number of available feats to choose from equal to twice his Warrior class level (think of levels 4 - 10, don't go directly to level 20 for assessment).
2. At the beginning of each gaming session, the player could suggest a single feat to replace an existing one in the list.

This will give the player enough to work with, but will remove the need to /option of diving into the pages to squeeze the very best feat for any given situation.

I agree completely with limiting that in general, but I think you might be able to do better. Double warrior isn't bad at level 4, but it's probably as broad as it should be by level 10. 20 options to pick from is still a lot, and 40 is downright nuts (if there are even 40 options to write down on your selectable list). I'd suggest a base + small scaling bit, like 5 + 1/2 warrior level. A few things to select from at the beginning lets you be more tactical with your selection and use, but at the high end you don't get more than 2 sets of chunkable options (what with people being able to remember 7-9 things at a time) and should still avoid substantial option paralysis.

The option swapping strikes me as overly restrictive though, on top of being rather divorced from in-world fluff mechanics. If the goal is to allow option flexibility, it seems you should support substantial adjustment mid session when the rest of the group is taking a downtime montage to prepare for something completely different than they've faced previously. That calls for a downtime retraining option for one or all feats, with a length of time as long or short as you want to make it (I don't think I'd charge them more than a week to swap out all of them, but that's me and I want pretty generous flexibility in these sorts of things). Swapping per session or at level up on top of that would be fine of course, as they're incredibly useful for downtime limited games.

nonsi
2014-08-16, 01:06 AM
I agree completely with limiting that in general, but I think you might be able to do better. Double warrior isn't bad at level 4, but it's probably as broad as it should be by level 10. 20 options to pick from is still a lot, and 40 is downright nuts (if there are even 40 options to write down on your selectable list). I'd suggest a base + small scaling bit, like 5 + 1/2 warrior level. A few things to select from at the beginning lets you be more tactical with your selection and use, but at the high end you don't get more than 2 sets of chunkable options (what with people being able to remember 7-9 things at a time) and should still avoid substantial option paralysis.

The option swapping strikes me as overly restrictive though, on top of being rather divorced from in-world fluff mechanics. If the goal is to allow option flexibility, it seems you should support substantial adjustment mid session when the rest of the group is taking a downtime montage to prepare for something completely different than they've faced previously. That calls for a downtime retraining option for one or all feats, with a length of time as long or short as you want to make it (I don't think I'd charge them more than a week to swap out all of them, but that's me and I want pretty generous flexibility in these sorts of things). Swapping per session or at level up on top of that would be fine of course, as they're incredibly useful for downtime limited games.

Hmm, let's see.

[5 + 1/2 warrior level] means ranging from 7 to 15 across levels 4 - 20.

That'll actually work, I believe :smallcool:


As for the swapping mechanism . . .
1. Probably goes without saying, but I've noted (above) that permanently selecting a feat from the pool automatically vacates place for a new one of the player's choice.
2. I'll add that during downtime, one day worth of practice is needed to replace a feat in the pool.
3. Also, seems most reasonable that when leveling, you get one free automatic swap if you choose to take it.


One thing that remains to decide on, is how Warcrafts fit into this mechanism.
It only starts at 12th level, but I wouldn't want to leave loose ends.

Vadskye
2014-08-16, 02:39 AM
What it means to me is that you can create any magical item you dream of without the need to compare to other items – and you'll know their exact prices without vague estimation.
This also makes magical items more expensive, which is my aim – to kill magical trade galore.
Oh, I completely support making all magic item effects be based on spell effects, or have an "equivalent spell level" for the effect. It makes pricing them much easier and more consistent. But that's different from making every item literally just be a spell cast on item, which seemed to be what you were suggesting.


Right you are.
Carry what you really need and you'll be free of this crap.
Carrying whatever's humanly possible for you to carry just to have stuff around will give you a headache as well as back ache.
That only works if you provide a core source of wealth other than "carry stuff and then sell it later". That is particularly important if you increase the price of all magic items: it makes the items players find that much more valuable. How do you imagine players gaining wealth? Are they expected to leave all the magic items they find where they are because they can't carry them? Is this a world where magic items are so incredibly rare that this isn't a concern? If so, I'd suggest reconsidering your world design; magic is fun, and magic items help maintain balance between the classes that have direct access to magic and the classes that don't. (Specifically, it helps balance narrative power; even if combat power is perfectly balanced, casters have more narrative power by the virtue of how spells work. Magic items provide narrative power to everyone, which is part of why they are important to have in the system.)


16000 is definitely not cheap, but the DM doesn't have to wait for the players to create one.
You could also invent a 3rd level spells that uses highly costly materials to create Heward's Handy Haversack
With higher cost materials producing a better sack – which is also level-dependent.
So you'd have to use a spell known to cast a one-time spell which gives you a magic item? I don't like the sound of that at al..


I don't know what that item is, but a battleaxe shouldn't be particularly hard to carry around.
Also, I don't remember encumbrance reducers in LotR or The Hobbit (or The Belgariad for that matter).
The reason is very simple – they only carried what they needed and got by somehow.
It's not a real item, I just thought the name was cool. And Tolkein isn't a great source for this sort of thing, because an actual game has vastly different design constraints from that sort of heroic story. Those characters didn't find magical items... basically ever. It was an extremely low-magic world, and you can't have a low magic world in a system that also includes full casters that can throw around agic willy-nilly. D&D draws inspiration from that source material, but it shouldn't be used as direct inspiration for how a game should run, unless you plan on rewriting a bunch of rules and mechanics to quash the power level and reduce magic access in D&D.


With my classes being so competent – I sure hell would expect a solidly built party to manage without shining like a display window in red lights street.
Which is why reducing the number of body slots available for magic items is important. You've already helped by reducing the number of "necessary" magic items thanks to the AC changes, but magic items are a more complex subject than I think you've anticipated.


I already dropped the speed.
I want back with the official version and gave it 2 new goodies. I think it's enough, but I'll think of the healing part.
Sounds good to me.


I'm not sure +5 to a couple modifiers warrants a permanent level delay.
I'm not sure not either.
Now you've raised some nagging doubts : (
Glad to, uh, help...

If it helps, think about the power level of an ability that was just "+4 to grapple checks". Or an ability that said "+2 to weapon damage". And then imagine if Powerful Build was written like this:


+4 to bull rush checks.
+4 to resist bull rush attempts.
+4 to disarm checks.
+4 to resist disarm attempts.
+4 to grapple checks.
+4 to resist grapple attempts.
+4 to overrun checks.
+4 to resist overrun attempts.
+4 to sunder checks.
+4 to resist sunder attempts.
+4 to trip checks.
+4 to resist trip attempts.
Increased size for the purpose of resisting special abilities based on size.
+2 to weapon damage.


Does that seem like an LA +0 ability set to you?


Ok.
Kobold takes -2 to both Str & Con.
Halfling remains as it is.
Done.
I'm happy now.


Great.
Now imagine a 1st-level Half-Giant Warrior with a racial HD................... 20 + 6 + thrice-Con-bonus is sick (hello 41).
Also, as a combat classed character, it'll be ok later on, but as a spellcaster you'll always be lacking – in a much worse way than with LA (which could later on be bought-off).
This breaks the symmetry you were looking for (not to hardwire races to particular classes).
A 1st level half-giant with racial HD should be compared to a 2nd level character - obviously it's crazy compared to a 1st level character. I think it's actually pretty okay as a comparison if you assume LA buyoff doesn't exist. (see previous rant about why I don't like LA buyoff)


It's just that a 1st level warrior won't have anything else to spend swift actions on, so he'll be doing the exact same swift action every single round – he'll have no reason to "hold back".
I totally agree with that. But I think a 3rd level warrior also doesn't really have anything to spend swift actions on. That's why I think it should be a longer action at those levels, so it's actually a meaningful cost, and then at higher levels (5th or 7th), it can be a swift action. The point is to make sure there's always a cost associated with the ability.


This suggestion will have at least 2 negative results:
1. Costing yet another Warcraft.
2. Making it impossible to complete the path of the Warlord in 20 levels.
I'd say that there are other warcrafts in that path that could be more easily removed or bundled together. But if it's really an issue, make the action requirement automatically scale, like Pathfinder bard song usage.


1. Ok, ok. Rallying Cry (swift oratory) is once per round as a free action, during your turn only.
2. Indeed. IRL, you haven't got a prayer interacting with me stopping thinking of something or letting go of an item (only works in the movies, when someone declares "I'll drop it").
So does Rallying Cry still require you to hit an opponent?


I heard you.
Lowered to 15th.

Thanks. I'll be sure to implement.
Engage & Tactical Leader taken care of.
Sounds good.


I'm not above average when it comes to memory power or rule-juggling, and I do fine with the Warrior's toolbag.
When introduced to a massive game overhaul, it's most advisable to start at the beginning and ease into it gradually.
Play a Warrior from level 4 to 9 (half-way into 9) and you'll easily handle a warrior at any level.
You're writing long essays defending the mechanics of a complete system overhaul you wrote. You're a little above average, my friend.


The damage is automatic.
I'm nixing damage increase at levels 5, 11 & 17.
I'm keeping it d6, because it evens up with the Soulknife's swift-cascading-d8's.
Sounds reasonable, though I'd have to run more detailed calculations to be sure.


Forcing a spellcaster to beat its powerhouse grappler at a Grapple check seems highly unfair to me.
I'll restrict it to melee combat actions.
So not ranged combat actions or movement?


Fighter 12 / Barb 1 is still +6 – and that's as core as it gets.

I'm looking at +2 at 4th Warrior level and I don't see anything outrageous there.
The fighter/barb is +4/+6, yeah. And +2 at 4th level isn't outrageous, no - the problem is the way the warrior becomes an RNG away from characters that should thematically be competent fighters. (I say neared, since I think you've changed things to address this issue so it's no longer that bad. I've slightly lost track of what the warrior exactly looks like now, though.)


Taking 8th level as an example, the Warrior does +3 per hit while the Hexblade does +2d6.
No question who's winning the damage competition.
The Warrior mitigates that with an array of circumstantial bonuses – and that's where I want things to be.
Not the right comparison. The warrior is +3/+3, while the Hexblade is +7. Since attack translates directly into damage with your threshold damage system, it would be more correct to say that the warrior is +0/+6 and the Hexblade is +7.

However, that's actually inaccurate as well! You're using PF's Power Attack as an automatic option. That lets an 8th level fighter trade 3 attack bonus for 6 damage (or for 9 damage with a two-handed weapon). The warrior actually does +9 per hit while the Hexblade does +7. If both characters are using a two-handed weapon, the warrior is +12 per hit - nearly double the Hexblade's +7!


I detest this activity so much that even thinking of it makes me tired, so I'll skip this one with your permission.
Far be it from me to force the drudgery of spreadsheets on someone else. But as long as you avoid that sort of detailed comparison, you risk misconceptions like thinking that an 8th level warrior deals less damage on a generic attack than an 8th level hexblade.


The +2 modifier to Str & Con scores and to Will saves evens up with a bit of extra vs. the -2 modifier to Dodge AC.
The bonus speed is what makes this Warcraft worthwhile.
So the reason that berserkers fly into a furious rage is... to run faster? Something in the fluff feels strange.


I tried to see what I could do with this suggestion, but things got messy.
To avoid losing offensive prowess, you'll need double Combat Edge bonus to Str.
But now, at high levels, you'll be dealing with ridiculous amount of added HP, so the double factor needs to go. And if you drop the double factor, then this doesn't even elevate you by a modifier at levels 1/2/3.
As I said. Messy.
When I proposed that, I was thinking that the decreased bonus would be offset by the fact that it applies to all weapons (and 1.5x to damage while dual-wielding or two-handed wielding). But you're right, it's weird that it doesn't elevate you by a modifier at 1/2/3. Messy is right.


I also thought of replacing the core +4 modifier to Str & Con scores and +2 to Will saves with Combat Edge bonus to Str-based checks as well as Fort & Will saves, but this brings back the RNG issue where opposed checks are involved.

What if I keep the Rage modifiers according to core, but change Combat Edge as follows:
Lv 1: +1
Lv 4: +2
Lv 8: +3
Lv 13: +4
Lv 19: +5

This will keep the solid numbers I'm aiming for at low levels and will mitigate the RNG issue at higher levels.
So are you balancing the warrior assuming that he's raging? I'm not totally sure what you're proposing here. I'd be happy if you changed Combat Edge to that progression and made rage's effect be "Combat Edge bonus to Str-based checks as well as Fort & Will saves". Though you shouldn't doubly add Combat Edge to Will saves (once from Combat Focus, and once from Rage). I think rage should be a tradeoff that not every warrior should be interested in, not something that you should balance the numbers of the class around. (Which means rage can't significantly increase a warrior's numbers.)


@Vadskye: I noticed that discussing Combat Adaptation somehow got lost.

I get why you limited Adaptive Style.
I'm starting to see the game-time problem with allowing selection from all feats everywhere.

What if:
1. A warrior could at any given time have a number of available feats to choose from equal to twice his Warrior class level (think of levels 4 - 10, don't go directly to level 20 for assessment).
2. At the beginning of each gaming session, the player could suggest a single feat to replace an existing one in the list.

This will give the player enough to work with, but will remove the need to /option of diving into the pages to squeeze the very best feat for any given situation.

<Other relevant commentary from tarkisflux and nonsi omitted.
Hi tarkisflux! Good to have you back.

5 + 1/2 level works well numerically, but the arbitrary "5" isn't ideal. The standard progression I'd use for a thing like this is "half level + relevant ability modifier". What about 1/2 warrior level + Int modifier? It provides an incentive to raise "off-stats" (and I notice your sample warrior had a 16 Int), and I think it's thematically appropriate, since the feats represent different tactics the warrior could use. If you think that's too small, there could also be a feat or warcraft that expanded the pool in some way (but definitely not to make it unlimited), allowing people who particularly enjoy options to have more of them.

I also don't like session-based swapping, but "one day of training" and/or "swap at levelup" sound reasonable to me.


One thing that remains to decide on, is how Warcrafts fit into this mechanism.
It only starts at 12th level, but I wouldn't want to leave loose ends.
What do you mean here?

nonsi
2014-08-16, 01:55 PM
Right you are.
Carry what you really need and you'll be free of this crap.
Carrying whatever's humanly possible for you to carry just to have stuff around will give you a headache as well as back ache.


That only works if you provide a core source of wealth other than "carry stuff and then sell it later". That is particularly important if you increase the price of all magic items: it makes the items players find that much more valuable. How do you imagine players gaining wealth?


I'd say that most of it could come from gemstones & jewelry . . . or traded into gemstones & jewelry.




Are they expected to leave all the magic items they find where they are because they can't carry them?


Not at all.
There are just so many body slots to work with that you don't really have a problem.
- Crown
- Necklace / Pendant
- Cape / robe
- Armband
- Bracers
- Rings
- Bandolier
- Belt
- Anklet
- Shoes/boots.
A halberd & polearm might be a bit problematic to carry around, but swords & axes could easily go on your belt or behind your back.
And then there's your backpack.

And yes. Sometimes characters have to compromise their optimum load and slow down a bit.

And if that's not enough, you could take a mule.
In medieval timed, knights went along with squires. There was a reason why they did that.

And when the DM gets fed up – he just gives them a magical container of his whim and the debate is over.





Is this a world where magic items are so incredibly rare that this isn't a concern?


Not at all.
The only limitation on body slots and magical items is that 2 emanating effects cannot coexist on the same body slot.
I'll add a note that the more powerful effect overshadows lesser effects.
Other than that, you could decorate your chest like Mr. T if you feel like it and no ill effect will come to you.







16000 is definitely not cheap, but the DM doesn't have to wait for the players to create one.
You could also invent a 3rd level spells that uses highly costly materials to create Heward's Handy Haversack
With higher cost materials producing a better sack – which is also level-dependent.


So you'd have to use a spell known to cast a one-time spell which gives you a magic item? I don't like the sound of that at al..


I'm saying that you could play with your options to your heart's content.
Btw, in a reliable storyline, where characters are subjected to fire, ice and acid on a regular basis, sacks shouldn't endure for long, so such a spell would definitely not be for a one-time use.








I don't know what that item is, but a battleaxe shouldn't be particularly hard to carry around.
Also, I don't remember encumbrance reducers in LotR or The Hobbit (or The Belgariad for that matter).
The reason is very simple – they only carried what they needed and got by somehow.


It's not a real item, I just thought the name was cool. And Tolkein isn't a great source for this sort of thing, because an actual game has vastly different design constraints from that sort of heroic story. Those characters didn't find magical items... basically ever. It was an extremely low-magic world, and you can't have a low magic world in a system that also includes full casters that can throw around agic willy-nilly. D&D draws inspiration from that source material, but it shouldn't be used as direct inspiration for how a game should run, unless you plan on rewriting a bunch of rules and mechanics to quash the power level and reduce magic access in D&D.


There were a few magical items in LotR.
They just didn't require a handy havesack to carry around.








With my classes being so competent – I sure hell would expect a solidly built party to manage without shining like a display window in red lights street.


Which is why reducing the number of body slots available for magic items is important.


On the contrary.
Now there's no reason to limit to 6 rings.
As far as I'm concerned, you could have 20 rings +2. You won't get more than +2 out of it.








I'm not sure +5 to a couple modifiers warrants a permanent level delay.
I'm not sure not either.
Now you've raised some nagging doubts : (
Glad to, uh, help...


If it helps, think about the power level of an ability that was just "+4 to grapple checks". Or an ability that said "+2 to weapon damage". And then imagine if Powerful Build was written like this:
• +4 to bull rush checks.
• +4 to resist bull rush attempts.
• +4 to disarm checks.
• +4 to resist disarm attempts.
• +4 to grapple checks.
• +4 to resist grapple attempts.
• +4 to overrun checks.
• +4 to resist overrun attempts.
• +4 to sunder checks.
• +4 to resist sunder attempts.
• +4 to trip checks.
• +4 to resist trip attempts.
• Increased size for the purpose of resisting special abilities based on size.
• +2 to weapon damage.


Does that seem like an LA +0 ability set to you?


Oh, now that you put it like this, I get what you mean.








Great.
Now imagine a 1st-level Half-Giant Warrior with a racial HD................... 20 + 6 + thrice-Con-bonus is sick (hello 41).
Also, as a combat classed character, it'll be ok later on, but as a spellcaster you'll always be lacking – in a much worse way than with LA (which could later on be bought-off).
This breaks the symmetry you were looking for (not to hardwire races to particular classes).


A 1st level half-giant with racial HD should be compared to a 2nd level character - obviously it's crazy compared to a 1st level character. I think it's actually pretty okay as a comparison if you assume LA buyoff doesn't exist. (see previous rant about why I don't like LA buyoff)


Ok. Killing LA buyoff is not something I'd knock off the table, but that will force me to make sure that all LA PC races have stuff that counts for a very long time and sees a decent amount of gametime use.








It's just that a 1st level warrior won't have anything else to spend swift actions on, so he'll be doing the exact same swift action every single round – he'll have no reason to "hold back".


I totally agree with that. But I think a 3rd level warrior also doesn't really have anything to spend swift actions on. That's why I think it should be a longer action at those levels, so it's actually a meaningful cost, and then at higher levels (5th or 7th), it can be a swift action. The point is to make sure there's always a cost associated with the ability.


How 'bout if Battlefield Commander starts as a move action, and once you’ve gained 4 levels having it, the action cost is reduced to swift action (7th level, now that it's a 3rd level warcraft).








1. Ok, ok. Rallying Cry (swift oratory) is once per round as a free action, during your turn only.
2. Indeed. IRL, you haven't got a prayer interacting with me stopping thinking of something or letting go of an item (only works in the movies, when someone declares "I'll drop it").


So does Rallying Cry still require you to hit an opponent?


As a free action – yes.
I might add that it can be done as an independent swift(/move?) action.








Forcing a spellcaster to beat its powerhouse grappler at a Grapple check seems highly unfair to me.
I'll restrict it to melee combat actions.


So not ranged combat actions or movement?


Try firing a bow when someone's yanking at your face : )








Fighter 12 / Barb 1 is still +6 – and that's as core as it gets.


I'm looking at +2 at 4th Warrior level and I don't see anything outrageous there.
The fighter/barb is +4/+6, yeah. And +2 at 4th level isn't outrageous, no - the problem is the way the warrior becomes an RNG away from characters that should thematically be competent fighters. (I say neared, since I think you've changed things to address this issue so it's no longer that bad. I've slightly lost track of what the warrior exactly looks like now, though.)


Pretty much the same . . . with all the changes we worked out (small details, but significant ones).








Taking 8th level as an example, the Warrior does +3 per hit while the Hexblade does +2d6.
No question who's winning the damage competition.
The Warrior mitigates that with an array of circumstantial bonuses – and that's where I want things to be.


Not the right comparison. The warrior is +3/+3, while the Hexblade is +7. Since attack translates directly into damage with your threshold damage system, it would be more correct to say that the warrior is +0/+6 and the Hexblade is +7.

However, that's actually inaccurate as well! You're using PF's Power Attack as an automatic option. That lets an 8th level fighter trade 3 attack bonus for 6 damage (or for 9 damage with a two-handed weapon). The warrior actually does +9 per hit while the Hexblade does +7. If both characters are using a two-handed weapon, the warrior is +12 per hit - nearly double the Hexblade's +7!


Yes, but I see no reason why a hexblade would be a stranger to frequently using PA.








The +2 modifier to Str & Con scores and to Will saves evens up with a bit of extra vs. the -2 modifier to Dodge AC.
The bonus speed is what makes this Warcraft worthwhile.


So the reason that berserkers fly into a furious rage is... to run faster? Something in the fluff feels strange.


The fluff is indeed strange.
If you wish to model RL rage, then it should definitely be +4 to Str & Con.
I've experienced rage in my life - twice. The first time I was only a teenager and I lifted a 230 pond bully onto a door with my left hand and kept him hanging long enough to wet his pants. How I didn't sprain my shoulder is beyond me.
The second time was a similar situation, just the wall of a tent instead of a door. I held a 250 ponds dude by digging my fingers into his belly (and I bite my nails - you wouldn't believe how painful it is without some serious amount of adrenaline kicking in).






I also thought of replacing the core +4 modifier to Str & Con scores and +2 to Will saves with Combat Edge bonus to Str-based checks as well as Fort & Will saves, but this brings back the RNG issue where opposed checks are involved.

What if I keep the Rage modifiers according to core, but change Combat Edge as follows:
Lv 1: +1
Lv 4: +2
Lv 8: +3
Lv 13: +4
Lv 19: +5

This will keep the solid numbers I'm aiming for at low levels and will mitigate the RNG issue at higher levels.


So are you balancing the warrior assuming that he's raging? I'm not totally sure what you're proposing here. I'd be happy if you changed Combat Edge to that progression and made rage's effect be "Combat Edge bonus to Str-based checks as well as Fort & Will saves". Though you shouldn't doubly add Combat Edge to Will saves (once from Combat Focus, and once from Rage). I think rage should be a tradeoff that not every warrior should be interested in, not something that you should balance the numbers of the class around. (Which means rage can't significantly increase a warrior's numbers.)


I agree, but there's Numbing Rage feat and Fearless Rage Warcraft and my proposed modifications to Greater/Mighty Rage that bestow DR & resistances.
This is a character concept I don't wish to take off the table.

How is [bonus to Str-based checks] different than the bonuses gained by a Half-Giant, other than being less inflated at the beginning and more inflated at the end (again the RNG issue)








@Vadskye: I noticed that discussing Combat Adaptation somehow got lost.

I get why you limited Adaptive Style.
I'm starting to see the game-time problem with allowing selection from all feats everywhere.

What if:
1. A warrior could at any given time have a number of available feats to choose from equal to twice his Warrior class level (think of levels 4 - 10, don't go directly to level 20 for assessment).
2. At the beginning of each gaming session, the player could suggest a single feat to replace an existing one in the list.

This will give the player enough to work with, but will remove the need to /option of diving into the pages to squeeze the very best feat for any given situation.

<Other relevant commentary from tarkisflux and nonsi omitted.



Hi tarkisflux! Good to have you back.

5 + 1/2 level works well numerically, but the arbitrary "5" isn't ideal. The standard progression I'd use for a thing like this is "half level + relevant ability modifier". What about 1/2 warrior level + Int modifier? It provides an incentive to raise "off-stats" (and I notice your sample warrior had a 16 Int), and I think it's thematically appropriate, since the feats represent different tactics the warrior could use. If you think that's too small, there could also be a feat or warcraft that expanded the pool in some way (but definitely not to make it unlimited), allowing people who particularly enjoy options to have more of them.

I also don't like session-based swapping, but "one day of training" and/or "swap at levelup" sound reasonable to me.
One thing that remains to decide on, is how Warcrafts fit into this mechanism.
It only starts at 12th level, but I wouldn't want to leave loose ends.


First off, the Int-16 was to accommodate the character you described.
I have no problem with Int being helpful for a warrior, but I wouldn't want to make its contribution so significant.
The core Fighter suffers from MAD, and I wish to narrow this issue, not inflate it.
How 'bout if I made it [3 + 1/2 Warrior level + Int-mod (for better or worse)] ?

tarkisflux
2014-08-17, 07:35 PM
I'm still skimming once in a while. Nothing to add most of them time.

Flat + stat + scaling seems unnecessarily complicated in this instance. It works, but meh. Int alone would be acceptable if there are other warrior things that key off of it already, else it's just a distraction (which might be ok anyway if other classes are similarly distracted). You could do Con instead, representing his ability to push himself physically into additional training regimens... or something. Or just stick with a flat number. Vadskye's objection to it is an aesthetic one, not a functional one, and I'm not sure that a flat number conflicts with the other aesthetics of the project (though if it does, you should find another solution).

Regalus
2014-08-17, 08:14 PM
Greetings, and salutations comrade! I do enjoy what you've done with this fix; I'm rather fond of what you've done for the Warrior and Rogue. That said I noticed a discrepancy. In the combat rules section you state that all character's can use their Dex in place of Str for the purpose of To Hit with light and finesse weapons, yet Rogue's have an ability called Canny Finnesse which ... allows them to use their Dex in place of Str for the purpose of To Hit with light and finesse weapons.

I think this may be a typo and/or left over from a previous revision you made.

nonsi
2014-08-17, 10:36 PM
Greetings, and salutations comrade! I do enjoy what you've done with this fix; I'm rather fond of what you've done for the Warrior and Rogue. That said I noticed a discrepancy. In the combat rules section you state that all character's can use their Dex in place of Str for the purpose of To Hit with light and finesse weapons, yet Rogue's have an ability called Canny Finnesse which ... allows them to use their Dex in place of Str for the purpose of To Hit with light and finesse weapons.

I think this may be a typo and/or left over from a previous revision you made.

It was a leftover.
My proposed Rogue started out as a stand-alone class.
Now that the Rogue is a part of a complete system, that special ability is no longer relevant.
Thanks.

nonsi
2014-08-17, 11:14 PM
I'm still skimming once in a while. Nothing to add most of them time.

Flat + stat + scaling seems unnecessarily complicated in this instance. It works, but meh. Int alone would be acceptable if there are other warrior things that key off of it already, else it's just a distraction (which might be ok anyway if other classes are similarly distracted). You could do Con instead, representing his ability to push himself physically into additional training regimens... or something. Or just stick with a flat number. Vadskye's objection to it is an aesthetic one, not a functional one, and I'm not sure that a flat number conflicts with the other aesthetics of the project (though if it does, you should find another solution).

I wouldn't go with Con, because combatants automatically push Con, so it'll be quite automatic - and Con does not in any way represent mental versatility.
I was considering taking Vadskye's proposal and using Int alone, but that just means warriors that won't elevate it would have only 2 feats in their pool to start with. This is just not enough in my personal view.
OTOH, I do wish for warriors with a more adaptable mind to get something in return for their investment in a so called dump stat.

I'm not closing the door here, but from the above, I just don't see any other solution at current than to stick with [3 + 1/2 Warrior level + Int-mod].
5 feats to rotate is a bare minimum for me, and if one wishes for more versatility, Int 16 is probably as high as a warrior would start with and this ability score would probably not receive too much attention later on.
Ranging anywhere from 4 (if you're a low-level goon) to 18 (if you're a genius demigod) seems solid to me.

As for warcrafts - I think I will allow swapping 2 feats in the pool in favor of a warcraft.

nonsi
2014-08-20, 08:12 AM
Status Report.......

Resolved Issues:
- Combat Edge
- Rage
- Warlord warcrafts
- Combat Adaptation
- LA Buyoff and Half-Giant.
- Changeling


All in all, seems to me like the Warrior is finally "fully cooked" now.

DeZrog
2014-08-21, 02:28 PM
All in all, seems to me like the Warrior is finally "fully cooked" now.

Is the download on ENWorld the updated version? I'd love to get this all in printable form...

Thanks for all your work. There's a treasure-trove here.

Zrog

nonsi
2014-08-21, 06:43 PM
Is the download on ENWorld the updated version? I'd love to get this all in printable form...

Thanks for all your work. There's a treasure-trove here.

Zrog

Hey Zorg.

The download on ENWorld is an older version.
It has a lot of good ideas, but many of them are not fully cooked, and it has a lot of issues.
This codex is an evolution of that one and it has improvements all across. I'm still perfecting it and removing loopholes and pitfalls with a lot of help here.
If you wish to get down to details, PM me and I'll explain. I don't want that codex brought into discussion on this thread, because I wish to avoid sidetracking (plus, no point discussing issues that have already been fixed).


Btw, you can just save the top page to disk.
It's quite easy to navigate.

Vadskye
2014-08-22, 11:28 AM
I'd say that most of it could come from gemstones & jewelry . . . or traded into gemstones & jewelry.
That's fair - as long as wealth is consistently provided in non-encumbering forms, lack of magical storage isn't a problem. But that means anyone past the mid levels will need to find extremely valuable jewels lying around, since even normal coins become practically impossible to haul around without magical storage in those quantities - unless you're planning on rewriting how wealth by level works. That pushes my suspension of disbelief farther than finding magic items, if the setting is a "magic permeates the world" setting.


Not at all.
There are just so many body slots to work with that you don't really have a problem.
- Crown
- Necklace / Pendant
- Cape / robe
- Armband
- Bracers
- Rings
- Bandolier
- Belt
- Anklet
- Shoes/boots.
I believe rather enthusiastically that the plethora of body slots is actually bad, thanks to the way it encourages the "christmas tree effect". Do you see that effect as a problem to solve, or desirable?


A halberd & polearm might be a bit problematic to carry around, but swords & axes could easily go on your belt or behind your back.
And then there's your backpack.

And yes. Sometimes characters have to compromise their optimum load and slow down a bit.

And if that's not enough, you could take a mule.
In medieval timed, knights went along with squires. There was a reason why they did that.
This makes perfect sense up through about 6th level, which is when most classes thoroughly surpass anything humanly possible. (That may happen slightly sooner in your system, because classes have more class features). But the idea that a 10th level character - a character who can wade through a typical army without breaking a sweat or teleport across continents - would find it meaningfully beneficial to walk around with a mule strikes me as being fundamentally wrong.


And when the DM gets fed up – he just gives them a magical container of his whim and the debate is over.
If this is sufficiently annoying that it could make the DM get fed up, I think it's a problem that would be better resolved with intentionally designed rules.



Completely agree that you can "overlap" effects without penalty. But defining "more powerful" may be problematic - yes, items have caster levels, but nobody remembers those. I seem to recall that core D&D already has an explicit "only the first one counts" rule, which is easier to adjudiciate.

[quote]I'm saying that you could play with your options to your heart's content.
Btw, in a reliable storyline, where characters are subjected to fire, ice and acid on a regular basis, sacks shouldn't endure for long, so such a spell would definitely not be for a one-time use.
Generally, magic items are also magically durable, on the premise that losing gear is more annoying than it's worth.


There were a few magical items in LotR.
They just didn't require a handy havesack to carry around.
Yeah, there were less than a dozen that I can think of. But LotR plays about like 5th-8th level D&D at most. You're designing a system with 10 different body slots before you account for armor and weapons, where characters become continent-shaking demigods and acquire enough wealth to outright buy castles. I definitely think you're overstating the importance of the LotR comparison; it's just not the way D&D plays.


On the contrary.
Now there's no reason to limit to 6 rings.
As far as I'm concerned, you could have 20 rings +2. You won't get more than +2 out of it.
Wait, are you saying that you'd gain the benefit from each of your 20 rings, rather than only 2 rings? Because the reason to limit magic item slots is because there should be many items which aren't just "+2 to something"...


Oh, now that you put it like this, I get what you mean.
Yay!


Ok. Killing LA buyoff is not something I'd knock off the table, but that will force me to make sure that all LA PC races have stuff that counts for a very long time and sees a decent amount of gametime use.
I took a look at your revised version of LA buyoff, and I think it's reasonable, if somewhat lacking in detail.


How 'bout if Battlefield Commander starts as a move action, and once you’ve gained 4 levels having it, the action cost is reduced to swift action (7th level, now that it's a 3rd level warcraft).
Definitely like it.


As a free action – yes.
I might add that it can be done as an independent swift(/move?) action.
So... you still can't trigger it on attacks of opportunity? (Usually, triggered actions like that are specified as "no action", I believe.)


Try firing a bow when someone's yanking at your face : )
Oh, I completely agree that firing a bow in a grapple should be basically impossible. I was just questioning your wording. You said you would restrict it to "melee combat actions", and firing a bow isn't a "melee combat action".


Pretty much the same . . . with all the changes we worked out (small details, but significant ones).
Aye. Just to be clear - which version of rage are you using now? I don't see it explicitly mentioned.


Yes, but I see no reason why a hexblade would be a stranger to frequently using PA.
Certainly, but there's a reason the warrior is using PA in this example while the hexblade is not: that's what makes their attack bonus the same. If they both use PA, the fighter is once again +3 to hit in a way that isn't properly accounted for in the damage comparison. My point is that +3 to hit and +3 to damage is better than +7 to damage, and you were saying it was worse.


The fluff is indeed strange.
If you wish to model RL rage, then it should definitely be +4 to Str & Con.
I've experienced rage in my life - twice. The first time I was only a teenager and I lifted a 230 pond bully onto a door with my left hand and kept him hanging long enough to wet his pants. How I didn't sprain my shoulder is beyond me.
The second time was a similar situation, just the wall of a tent instead of a door. I held a 250 ponds dude by digging my fingers into his belly (and I bite my nails - you wouldn't believe how painful it is without some serious amount of adrenaline kicking in).
Right - but if you wanted to model rage like that, you'd also be justifying in taking away some of the more finesse and control-based bonuses to attack, since raging people aren't the most controlled. (Hence the idea of trading Combat Edge for rage bonuses.)


I agree, but there's Numbing Rage feat and Fearless Rage Warcraft and my proposed modifications to Greater/Mighty Rage that bestow DR & resistances.
This is a character concept I don't wish to take off the table.
I completely agree it should be a viable concept. It just shouldn't be the default concept, because raging is very tangential to the fluff of warriors. That means raging warriors must be numerically very similar to non-raging warriors. If raging warriors are significantly better fighters than non-raging warriors, raging has become a core part of the warrior concept, whehter you want it to be or not.

With that said, if Greater Rage and Mighty Rage don't further improve the Str and Con, and just provide the special abilities listed, I'm at peace with that version of rage.


How is [bonus to Str-based checks] different than the bonuses gained by a Half-Giant, other than being less inflated at the beginning and more inflated at the end (again the RNG issue)
Oh, right, I forgot that combat maneuvers are considered "checks" in this system. My intention was that "Str-based checks" means "Strength checks and Str-based skill checks". In other words, you can bend bars and be strong, but it doesn't have much effect in combat.


First off, the Int-16 was to accommodate the character you described.
Ah, got it. That makes sense.


I have no problem with Int being helpful for a warrior, but I wouldn't want to make its contribution so significant.
The core Fighter suffers from MAD, and I wish to narrow this issue, not inflate it.
How 'bout if I made it [3 + 1/2 Warrior level + Int-mod (for better or worse)] ?
I like it better mechanically because it encourages off-stats, but it doesn't significantly improve the aesthetics. I think the increased relevance of secondary attributes is a worthy goal in itself, though, so I'd be inclined to concede the "annoying complexity" point on this one case. It's strictly a build complexity concern, and it's easy to understand conceptually: more Int is good, but you don't need it.


Status Report.......

Resolved Issues:
- Combat Edge
- Rage
- Warlord warcrafts
- Combat Adaptation
- LA Buyoff and Half-Giant.
- Changeling


All in all, seems to me like the Warrior is finally "fully cooked" now.
I'm inclined to agree.

Before I delve into a detailed critique of another class, I have a broader issue to raise. One of the core problems that I see with D&D combat is its propensity for "rocket tag". After mid levels, combat is generally very short (3 rounds or less), and most characters have the ability to incapacitate other characters in a single round. (I could give more details about how and why this is the case, but for now I'll accept it as a given, with your permission).

My question is - does your system significantly change that? From what I've seen, the class features are much more offensive than defensive, with significant numbers being thrown at the offensive side of the equation. I haven't done a detailed analysis, but I strongly suspect that this would only exacerbate the problem.Does that match with your expectations and understanding of the system as it stands? How many rounds would you expect a battle between, say, 12th level characters to last?

nonsi
2014-08-23, 12:16 AM
That's fair - as long as wealth is consistently provided in non-encumbering forms, lack of magical storage isn't a problem. But that means anyone past the mid levels will need to find extremely valuable jewels lying around, since even normal coins become practically impossible to haul around without magical storage in those quantities - unless you're planning on rewriting how wealth by level works. That pushes my suspension of disbelief farther than finding magic items, if the setting is a "magic permeates the world" setting.


Given that magical gear is now more costly and its creation is not guaranteed, I'm ok with keeping the suggested WBL.




I believe rather enthusiastically that the plethora of body slots is actually bad, thanks to the way it encourages the "christmas tree effect". Do you see that effect as a problem to solve, or desirable?


I'm not saying characters should regularly utilize all body parts, just that you have enough space to distribute stuff before you need to resort to magic to carry your stuff around.




This makes perfect sense up through about 6th level, which is when most classes thoroughly surpass anything humanly possible. (That may happen slightly sooner in your system, because classes have more class features). But the idea that a 10th level character - a character who can wade through a typical army without breaking a sweat or teleport across continents - would find it meaningfully beneficial to walk around with a mule strikes me as being fundamentally wrong.


I don't see how my classes having more class features makes carrying capacity issue arise sooner.
And no. in no way do I see a regular mule as the best option. It's just another option available.
At higher levels you could have far more powerful mounts – and still, it's just one of many options.




If this is sufficiently annoying that it could make the DM get fed up, I think it's a problem that would be better resolved with intentionally designed rules.


I gave plenty of ideas for spells that could help carrying stuff around. You could use one of them of make up one of your own.
All I'm saying is that nothing ties you down.




Completely agree that you can "overlap" effects without penalty. But defining "more powerful" may be problematic - yes, items have caster levels, but nobody remembers those. I seem to recall that core D&D already has an explicit "only the first one counts" rule, which is easier to adjudiciate.


"Only the first one counts" is a vague term is someone puts on two pendants at once.
I could dictate that SL is primary and CL is secondary. This should clear things up.




Generally, magic items are also magically durable, on the premise that losing gear is more annoying than it's worth.


Then it's an agreement by heart, because I don't remember RAW saying that.
In general, I'm ok with "magically durable", but not with "magically indestructible". If you take fire or acid damage, your soft gear shouldn't by inherently immune to wear & tear.




I definitely think you're overstating the importance of the LotR comparison; it's just not the way D&D plays.


I'm not setting things in stone, but I'm aiming for the spirit of adventures as presented in our favored stories.




Wait, are you saying that you'd gain the benefit from each of your 20 rings, rather than only 2 rings? Because the reason to limit magic item slots is because there should be many items which aren't just "+2 to something"...


Yes, but since items are now more expensive and their creation is far from an automatic success, the DM has more control over what characters would be putting into their body slots.




I took a look at your revised version of LA buyoff, and I think it's reasonable, if somewhat lacking in detail.


Yes, I see it as a feel & touch thing. I wouldn't know what more details I can add.
Many times, the best indication is in-game experience.




So... you still can't trigger it on attacks of opportunity? (Usually, triggered actions like that are specified as "no action", I believe.)


1. I don't see this ability as something that's triggerable as an AoO.
2. Non-action is Combat Edge bonus for instance. If you have to shout, that's a separate thing from your attack. It doesn't really waste an action, but it's still not a non-action.




Oh, I completely agree that firing a bow in a grapple should be basically impossible. I was just questioning your wording. You said you would restrict it to "melee combat actions", and firing a bow isn't a "melee combat action".

Ok, since thrown weapons are still usable, I'll change it to "martial combat actions".




Aye. Just to be clear - which version of rage are you using now? I don't see it explicitly mentioned.


The core version, with #uses according to level… plus the +10' speed increase.




Certainly, but there's a reason the warrior is using PA in this example while the hexblade is not: that's what makes their attack bonus the same. If they both use PA, the fighter is once again +3 to hit in a way that isn't properly accounted for in the damage comparison. My point is that +3 to hit and +3 to damage is better than +7 to damage, and you were saying it was worse.


Oh, I see what you mean.
In general, this seems to put them where I want them to stand vs. one another.




Right - but if you wanted to model rage like that, you'd also be justifying in taking away some of the more finesse and control-based bonuses to attack, since raging people aren't the most controlled. (Hence the idea of trading Combat Edge for rage bonuses.)


Hmm, what if indeed Rage cancelled out the benefits of Combat Edge, but for each increase in Combat Edge bonuses beyond +1, your Str-score would increase by an additional +2?
This would make Rage more fitting with non-finesse weapons (specifically 2-H weapons, because Combat Edge also goes to Shield AC) and would limit the combat bonuses to +1 above Combat Edge.
This would make Rage a far less automatic choice, because you compromise more than the core Rage dictates.




Before I delve into a detailed critique of another class, I have a broader issue to raise.


Just a small request in between.
Please postpone addressing the Mage, because I have 2 ACFs and an optional rule I intend to put into it during the coming week.




One of the core problems that I see with D&D combat is its propensity for "rocket tag". After mid levels, combat is generally very short (3 rounds or less), and most characters have the ability to incapacitate other characters in a single round. (I could give more details about how and why this is the case, but for now I'll accept it as a given, with your permission).

My question is - does your system significantly change that? From what I've seen, the class features are much more offensive than defensive, with significant numbers being thrown at the offensive side of the equation. I haven't done a detailed analysis, but I strongly suspect that this would only exacerbate the problem.Does that match with your expectations and understanding of the system as it stands? How many rounds would you expect a battle between, say, 12th level characters to last?


The overall math is tough, but with more HP, elevated saves and no crit, I'd expect that at the very least this issue will not worsen.


Generally, as far as my analysis goes:
- The classes that are by far more offensive now are Warlock, Monk and Soulknife.
- Bards & hexblades were also upgraded, just not as much.
- Fullcasters in general are less powerful in straight combat.
- The DFD is power-wise Warlock-oriented and the Spellthief is roughly Bard-grade.
I see all this as a desired outcome.

RegalKain
2014-08-24, 03:02 PM
I really like the looks of this. Gonna try to convince my group to try it out. Well done sir. I will let you know if and when we have issues.


As someone who has studied martial arts for most of their life, I can't see how fumble rules add any realism. If anything, they detract from it. As has already been pointed out, they punish more experienced fighters, who attack more often, more then novices and, honestly, people with basic training don't normally hurt themselves with their attacks. They only time I could see them being justified is if, for some reason, you're using a weapon you're not actually proficient with (I could fairly easily see someone who's never used a gun before dropping a high-calibur handgun when they first fire it or someone who's never used a sword before managing to cut themselves in a fight) but your rules don't actually include that, so you have mater swords men dropping their foils and forfeiting a large number of attacks.

I kind of disagree with this. I'm on my phone so I can't site my sources et. Right now however look at Anderson Silva he broke a bone striking another fighter. I'd personally call that a critical fumble to be fair its hard to put this into mechanics for a game system. I don't extensively study martial arts I am however a street fighter so I have my fair share of fighting experience I've sprained and fractured my hands multiple times striking others. I still hit them to be fair but I did more damage to myself again I'd call that a fumble simply because I hit them wrong and it resulted in my injury. The bigger issue with the system is that statistically people with more attacks will fumble more often. Again in some ways this is realistic. Take the average Joe who maybe gets in one fight a year compared to someone who fights on a weekly basis. The routine fighter is going to have more chances to hurt themselves simply because they expose themselves to that danger more often.

I think a lot of people assume that critical is synonymous with vital area. That's not usually the case in my experience I see a critical hit as catching a target unaware or doing something that pushes/breaks their bounds of comfort that would allow you to hit them when you otherwise wouldn't. Examples of this are taking a hit to close distance and land your own hit, or switching from a left handed stance to a right handed one etc. But these are my observations from my style of fighting they will vary from person to person especially from amateur fighters like myself to pro fighters like Silva.

This bit is directed at the fellow who said a fighter can't be "untouchable" as far as I am concerned any strike that. Causes you no damage but expends energy from your opponent is a miss. Styles like Wing Chun make use of extremely effective reflections and parries when actually fighting people who can utilize deflections and parries you are missing them. You do no damage and don't effect their stance while yes you literally touch them in fighting terms you aren't touching them.

That's my rant.

nonsi
2014-08-25, 10:17 AM
I really like the looks of this. Gonna try to convince my group to try it out. Well done sir. I will let you know if and when we have issues.



I kind of disagree with this. I'm on my phone so I can't site my sources et. Right now however look at Anderson Silva he broke a bone striking another fighter. I'd personally call that a critical fumble to be fair its hard to put this into mechanics for a game system. I don't extensively study martial arts I am however a street fighter so I have my fair share of fighting experience I've sprained and fractured my hands multiple times striking others. I still hit them to be fair but I did more damage to myself again I'd call that a fumble simply because I hit them wrong and it resulted in my injury. The bigger issue with the system is that statistically people with more attacks will fumble more often. Again in some ways this is realistic. Take the average Joe who maybe gets in one fight a year compared to someone who fights on a weekly basis. The routine fighter is going to have more chances to hurt themselves simply because they expose themselves to that danger more often.

I think a lot of people assume that critical is synonymous with vital area. That's not usually the case in my experience I see a critical hit as catching a target unaware or doing something that pushes/breaks their bounds of comfort that would allow you to hit them when you otherwise wouldn't. Examples of this are taking a hit to close distance and land your own hit, or switching from a left handed stance to a right handed one etc. But these are my observations from my style of fighting they will vary from person to person especially from amateur fighters like myself to pro fighters like Silva.

This bit is directed at the fellow who said a fighter can't be "untouchable" as far as I am concerned any strike that. Causes you no damage but expends energy from your opponent is a miss. Styles like Wing Chun make use of extremely effective reflections and parries when actually fighting people who can utilize deflections and parries you are missing them. You do no damage and don't effect their stance while yes you literally touch them in fighting terms you aren't touching them.

That's my rant.

This is a beautiful analysis.
Taking Anderson Silva as an example hits the nail dead on the head, because pound-per-pound, Silva is probably the best MMA fighter the public has ever heard of.
And if Silva can fumble (not counting his retirement fight, where it's arguable if he sold out or not), then practically anyone can fumble.
Also, I've seen quite a few cases where an opponent in the ring tries an attack and ends up prone.
When fighting unarmed, one doesn't have a weapon to drop, so no one sees this scenario in MMA.


And yes. I'd appreciate any feedback. I want to make this codex the best it can be.
In the meantime, if you find anything glaringly disturbing, you don't have to wait for the playtest.

nonsi
2014-08-27, 09:58 AM
Status Report . . .

Two new combat options added (post #3):
- Block Line of Effect.
- Pulling Punches.

Gish-Feats added to the Multiclassing spoiler (post #10)

Two Mage ACFs + Optional Rules for Mage Lib & Lab (post #14)

DM-ing Tips & Ideas (post #26)

Optional Rules From External Sources (post #26)

Regalus
2014-08-28, 09:37 AM
I've got a question about the Inspiring Dance feature from the Bladesinger. It says you can use the Inspire and Discord line as part of an attack. I'm I correct in understanding that this Feature effectively allows you to initiate these Bardic Performances as part of an attack, instead of requiring that you spend a seperate Standard Action solely to initiate the performance?

nonsi
2014-08-28, 11:35 AM
I've got a question about the Inspiring Dance feature from the Bladesinger. It says you can use the Inspire and Discord line as part of an attack. I'm I correct in understanding that this Feature effectively allows you to initiate these Bardic Performances as part of an attack, instead of requiring that you spend a seperate Standard Action solely to initiate the performance?

One can argue about the outcome and balance issues, but that was the intent.
I view the Bladesinger, among other things, as a leader of men in battle.

If it give too much of an advantage, I could make it require a full attack + swift action (maybe make it [X] times / day or something).
Remember that in the end those are augments, not status changers, and the Bladesinger does trade some solid Bard features.

Regalus
2014-08-28, 12:26 PM
That it does. As intended you are trading out your Utility powers in order to make yourself far more combat profficient. It is to be expected.

On a side note I don't think a Full Attack would be required should the current setup prove too strong. I mean, as it is Song of the White Raven lets you initiate Bardic Performances as a Swift Action rather than a standard. So if it proves troublesome you can just switch it to that.

barna10
2014-08-29, 11:32 PM
I have an issue with the Dodge Bonus increase and its justification. The issue I have is this is exactly what Hit Points are, the character's ability to survive better based on experience. It's an abstract way to say he's better at parrying, dodging, etc. What you've done now is created a redundant mechanic that overlaps what hit points are supposed to be.

nonsi
2014-08-30, 05:36 AM
I have an issue with the Dodge Bonus increase and its justification. The issue I have is this is exactly what Hit Points are, the character's ability to survive better based on experience. It's an abstract way to say he's better at parrying, dodging, etc. What you've done now is created a redundant mechanic that overlaps what hit points are supposed to be.

To me, HP stand for 3 things:
- One's ability to physically soak damage.
- One's ability to turn devastating hits into grazing blows.
- One's fighting spirit and inner will to persevere and hang on to life.

If you wish to know what I'm talking about, watch some MMA fights.
Fighters in the arena take a lot of punishment in the ring.
Most of it doesn't do much (turning devastating hits into grazing blows).
Every once in a while they take a hit that makes you go "ooh, that's gotta hurt", but they don't go down (soaking damage).
Sometimes they go down and recuperate after a few seconds (inner will to persevere and hang on to life).
And sometimes they just go down (their HP have run out).


Dodge means better chances at not getting hit in the first place (i.e. making attacks not connect).

barna10
2014-08-30, 08:35 AM
Hmmm..after combing the 3.5 books, I see WOTC decided to skim over HP and what they are. Looking at older sources, we can see what the intent of HP really is:

(from 1st ed. PHB)
"Each character has a varying number of hit points,' just as monsters do. These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being Killed. Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The some holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces."

That's what HP are to me.

Vadskye
2014-08-30, 04:42 PM
Given that magical gear is now more costly and its creation is not guaranteed, I'm ok with keeping the suggested WBL.
I don't have a problem with the original WBL exactly - I just think it strains credibility to find that many extremely valuable jewels and so forth lying around. Giving that amount of wealth to the players without magic items is very, very difficult without straining suspension of disbelief.


I'm not saying characters should regularly utilize all body parts, just that you have enough space to distribute stuff before you need to resort to magic to carry your stuff around.
If people have all those body slots available, they tend to get used. If you don't want people to use that many body slots, I think you'd want to avoid having that many body slots.


I don't see how my classes having more class features makes carrying capacity issue arise sooner.
And no. in no way do I see a regular mule as the best option. It's just another option available.
At higher levels you could have far more powerful mounts – and still, it's just one of many options.
The more powerful characters are, the sooner they surpass what is humanly possible to do. The sooner characters become superhuman, the sooner it seems strange to have them struggle with mundane challenges. To me, it's like making 10th level characters track rations (unless they're in a very unusual environment). It's such a trivial concern compared to what they are capable of.


I gave plenty of ideas for spells that could help carrying stuff around. You could use one of them of make up one of your own.
All I'm saying is that nothing ties you down.
I think it would help if you wrote up a guide to your proposed changes to magic items. I don't see that in the first post right now, unless I'm missing something.


"Only the first one counts" is a vague term is someone puts on two pendants at once.
I could dictate that SL is primary and CL is secondary. This should clear things up.
I'm not sure I've ever seen a character try to put on two items of jewelry or clothing exactly simultaneously. But this is a minor issue - as long as you have a consistent standard, it's not worth worrying about - things like this don't normally come up in game.


Then it's an agreement by heart, because I don't remember RAW saying that.
In general, I'm ok with "magically durable", but not with "magically indestructible". If you take fire or acid damage, your soft gear shouldn't by inherently immune to wear & tear.
RAW specifies that the more powerful a magic weapon or armor is, the more durable it is. It's silent on the magical durability, if any, of wondrous items. Technically, even an awe-inspiring Ring of Elemental Command has 5 HP. However, all soft gear is explicitly immune to wear and tear that comes from you taking damage. See Items Surviving After a Saving Throw (http://www.dandwiki.com/wiki/SRD:Saving_Throw_(Spell_Descriptor)#Items_Survivin g_after_a_Saving_Throw): "Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack." So, by RAW, the 5 HP Ring of Elemental Command on your finger is invincible if you fall into lava while wearing it, but is instantly destroyed if you drop it into a minor vat of acid.

The nonsensical nature of this whole arrangement is what makes me say that the rules are built to just avoid annoyance from magic items, rather than to make sense. A more logical system would increase the durability of items significantly based on how magical they are - perhaps with a scaling based on caster level - and allow them to take damage from area attacks. But figuring out how much damage each of your magic items takes from an attack is incredibly obnoxious, so I'd call this an acceptable break from reality (http://tvtropes.org/pmwiki/pmwiki.php/Main/AcceptableBreaksFromReality).


I'm not setting things in stone, but I'm aiming for the spirit of adventures as presented in our favored stories.
And I guess what I'm saying is that those inspirational "favorite stories" also need to include high-magic settings that can serve as a basis for high-level play. (Not that I have any great suggestions that aren't directly inspired by D&D. Perhaps the Greek and Norse myths about mighty, earth-changing heroes would be suitable?)


Yes, but since items are now more expensive and their creation is far from an automatic success, the DM has more control over what characters would be putting into their body slots.
I'll withhold judgment on that until I see the complete magic item rules.


Yes, I see it as a feel & touch thing. I wouldn't know what more details I can add.
Many times, the best indication is in-game experience.
Works for me, at least for now.


1. I don't see this ability as something that's triggerable as an AoO.
2. Non-action is Combat Edge bonus for instance. If you have to shout, that's a separate thing from your attack. It doesn't really waste an action, but it's still not a non-action.
If you don't want it to be triggerable on an AoO, then free or swift action are both perfectly fine. I was seeing it as something that's almost an automatic part of the attack - hence the suggestion of "no action".


Ok, since thrown weapons are still usable, I'll change it to "martial combat actions".
Another term without a definition :smalltongue:. But reasonably understandable, so I have no more complaints.


The core version, with #uses according to level… plus the +10' speed increase.
Got it.


Oh, I see what you mean.
In general, this seems to put them where I want them to stand vs. one another.
I don't have a problem with that - the warrior should have higher numbers than the hexblade. I was just making sure you understood what those numbers were.


Hmm, what if indeed Rage cancelled out the benefits of Combat Edge, but for each increase in Combat Edge bonuses beyond +1, your Str-score would increase by an additional +2?
This would make Rage more fitting with non-finesse weapons (specifically 2-H weapons, because Combat Edge also goes to Shield AC) and would limit the combat bonuses to +1 above Combat Edge.
This would make Rage a far less automatic choice, because you compromise more than the core Rage dictates.
I definitely prefer that mechanic to core rage. The increased tradeoffs make it more interesting and... rage-y.


Just a small request in between.
Please postpone addressing the Mage, because I have 2 ACFs and an optional rule I intend to put into it during the coming week.
No problem.


The overall math is tough, but with more HP, elevated saves and no crit, I'd expect that at the very least this issue will not worsen.


Generally, as far as my analysis goes:
- The classes that are by far more offensive now are Warlock, Monk and Soulknife.
- Bards & hexblades were also upgraded, just not as much.
- Fullcasters in general are less powerful in straight combat.
- The DFD is power-wise Warlock-oriented and the Spellthief is roughly Bard-grade.
I see all this as a desired outcome.
I'm pretty confident that the threshold damage system adds significantly more damage during the average combat than crits did. But it would take spreadsheets or programming to do a proper damage analysis of the new system relative to the old one. I'd be willing to hold off on that for now - playtesting will be a critical part of understanding how things usually play out.

A random thought - given the fairly significant HP buffs, I worry that cure spells (with the exception of Heal) are too weak to be usable in combat.

nonsi
2014-08-30, 06:11 PM
I don't have a problem with the original WBL exactly - I just think it strains credibility to find that many extremely valuable jewels and so forth lying around. Giving that amount of wealth to the players without magic items is very, very difficult without straining suspension of disbelief.

. . .

If people have all those body slots available, they tend to get used. If you don't want people to use that many body slots, I think you'd want to avoid having that many body slots.

. . .

The more powerful characters are, the sooner they surpass what is humanly possible to do. The sooner characters become superhuman, the sooner it seems strange to have them struggle with mundane challenges. To me, it's like making 10th level characters track rations (unless they're in a very unusual environment). It's such a trivial concern compared to what they are capable of.

. . .

I think it would help if you wrote up a guide to your proposed changes to magic items. I don't see that in the first post right now, unless I'm missing something.


Post #4 pretty much sums up my view on magic and magic items.
If you find it lacking, then I'm open to suggestions what to add into it.





RAW specifies that the more powerful a magic weapon or armor is, the more durable it is. It's silent on the magical durability, if any, of wondrous items. Technically, even an awe-inspiring Ring of Elemental Command has 5 HP. However, all soft gear is explicitly immune to wear and tear that comes from you taking damage. See Items Surviving After a Saving Throw (http://www.dandwiki.com/wiki/SRD:Saving_Throw_(Spell_Descriptor)#Items_Survivin g_after_a_Saving_Throw): "Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack." So, by RAW, the 5 HP Ring of Elemental Command on your finger is invincible if you fall into lava while wearing it, but is instantly destroyed if you drop it into a minor vat of acid.

The nonsensical nature of this whole arrangement is what makes me say that the rules are built to just avoid annoyance from magic items, rather than to make sense. A more logical system would increase the durability of items significantly based on how magical they are - perhaps with a scaling based on caster level - and allow them to take damage from area attacks. But figuring out how much damage each of your magic items takes from an attack is incredibly obnoxious, so I'd call this an acceptable break from reality (http://tvtropes.org/pmwiki/pmwiki.php/Main/AcceptableBreaksFromReality).


Oh, I'm definitely ok with that notion.
I believe that me not putting things into words leaves DMs & players enough room to decide how they want to go about things.




And I guess what I'm saying is that those inspirational "favorite stories" also need to include high-magic settings that can serve as a basis for high-level play. (Not that I have any great suggestions that aren't directly inspired by D&D. Perhaps the Greek and Norse myths about mighty, earth-changing heroes would be suitable?)


No argument there.




I definitely prefer that mechanic to core rage. The increased tradeoffs make it more interesting and... rage-y.


Then this is how it will be.




No problem.


No need to postpone anymore. All Mage updates are up.
Btw, I'm kind'a hoping we could speed things up a bit. I'd wanna finish this before our grandchildren start capitalizing on their pension :smallbiggrin: :smallwink:




A random thought - given the fairly significant HP buffs, I worry that cure spells (with the exception of Heal) are too weak to be usable in combat.


Without a doubt, PCs get quite a bit more HP to start with.
However, gaining only 1/2 their HD worth of HP per character level (+1HP per 2 levels) means that there isn't much difference in the long run.
If you think of it, monsters get more out of this rule than PCs....... but I'm ok with this, given the PCs are generally far more capable and versatile now, and can deal with a far wider array of challenges on their own.




I'm off to apply the changes regarding Rage, Grappling & thrown weapons and magic-item priority (for the latter, I'm going with something simpler: "When multiple items with emanating effects occupy the same body slot, they cancel each other out.").
I'm also about to solve the number one issue with CL boosting (Blasphemy and its sibling spells)
I'll also be adding some rules about scrying.

Will be done no later than tomorrow.

nonsi
2014-09-03, 10:04 AM
It is ridiculous to assume that even a fantastic fighter can take that much punishment. The some holds true to a lesser extent for clerics, thieves, and the other classes.


No argument there.




Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces."

That's what HP are to me.


I'm not a subscriber of the notion that luck has anything to do with it.
Luck is manifested in the game in one way exactly: dice rolls.

As far as "bestowed by supernatural powers" goes.......
- Why does it apply to all characters equally (by class levels)?
- Why would "supernatural powers" care enough to make the investment?
- How is it that "supernatural powers" know about every character that levels up?

And as for "magical forces" - there are plenty of game mechanics that deal with this one, you don't need to explain unmodified HP like this.


The one factor I do agree upon is "combat skill".


I also talked about "fighting spirit".
I regard 1/2 of the Con-modifier as addition to physical toughness and 1/2 as fighting spirit augmentation (when you have the flue, your fighting spirit and combat awareness drop, so you're easier to hit....... and when you get hit the effect is far more devastating).

barna10
2014-09-03, 10:54 AM
No argument there.

I'm not a subscriber of the notion that luck has anything to do with it.
Luck is manifested in the game in one way exactly: dice rolls.

As far as "bestowed by supernatural powers" goes.......
- Why does it apply to all characters equally (by class levels)?
- Why would "supernatural powers" care enough to make the investment?
- How is it that "supernatural powers" know about every character that levels up?

And as for "magical forces" - there are plenty of game mechanics that deal with this one, you don't need to explain unmodified HP like this.


The one factor I do agree upon is "combat skill".


I also talked about "fighting spirit".
I regard 1/2 of the Con-modifier as addition to physical toughness and 1/2 as fighting spirit augmentation (when you have the flue, your fighting spirit and combat awareness drop, so you're easier to hit....... and when you get hit the effect is far more devastating).

I'm not arguing with you either, I'm just presenting some wisdom-of-the-scribe for you. The words I quoted are Gary Gygax's. You can't argue his intent or whether he was right or not, but you are free to dislike how he designed the game.

IF Hit Points is a representation of physical toughness, and NOT indicative of the things Mr. Gygax laid out, how much punishment can a 20th level Fighter really take? Assuming a Fighter with no Constitution bonus and wearing no equipment, our test-dummy will have around 115 HP. A modern, small caliber hand gun would do about 5 points of damage per shot (not counting criticals and assuming a range from 1D6 - 1D10 for a .22 - .38 short round pistol). Our test-dummy would take 23 bullets before was even close to death.

What explains this great toughness? There are plenty of real-world examples of 'fighters' that couldn't take anywhere near this amount of punishment. You mentioned MMA fighters. How many more bullets would it take to kill one that just started fighting compared to after he'd fought 100 bouts?

Even if we say the MMA fighter get's tougher for any number of reasons, what about a 20th level Accountant (Commoner)? Why can he suddenly absorb so much damage? Or, with your proposed Dodge bonus rule, why would a guy that has ridden a desk for his whole life be able to bob and weave as well as a 10th level Fighter? Why does he get better at dodging blows at all?

Hit Points are an abstract, complex concept, not a meter of a character's physical health. If you take the 'dodging' aspect out of HP, you should lower the HP totals of all characters.

Lastly, it's not explicitly mentioned, but I assume you add this dodge bonus to monsters as well based on BAB. If so (which really should be the case), the challenge rating of every monster needs to change based on this new AC. This also means while things will be fairly normal at low levels (ECL 1-5), but the characters will become harder and harder to challenge and Fighters will become more and more irrelevant, quicker than before. IF the CR of creatures DIDN'T change, a 20 CR creature, let's use a Black Wyrm (CR 20), would go from having a 39 AC to a 56 AC. Without 'lighting up like a Christmas Tree' there's no way the Fighters in a 20th level group are going to hit that thing (especially if you remove auto-hits). Plus, this dodge bonus now applies to touch AC which makes it that much harder for the Mages and Clerics to deal with the thing. AND the characters are that much easier to hit because they can no longer stack AC bonuses. So, what does this really fix (a serious question)?

nonsi
2014-09-05, 06:18 AM
IF Hit Points is a representation of physical toughness . . .


I never said that HP is just about physical toughness.





. . . and NOT indicative of the things Mr. Gygax laid out


Some of it yes and some of it no. I already specified.





how much punishment can a 20th level Fighter really take? Assuming a Fighter with no Constitution bonus and wearing no equipment, our test-dummy will have around 115 HP. A modern, small caliber hand gun would do about 5 points of damage per shot (not counting criticals and assuming a range from 1D6 - 1D10 for a .22 - .38 short round pistol). Our test-dummy would take 23 bullets before was even close to death.


I wholeheartedly agree that HP are an abstraction, I just don't see the luck / divine gift in it. I see combat skill and fighting spirit.





What explains this great toughness? There are plenty of real-world examples of 'fighters' that couldn't take anywhere near this amount of punishment. You mentioned MMA fighters. How many more bullets would it take to kill one that just started fighting compared to after he'd fought 100 bouts?


IRL, when a sniper guns down someone - that someone is effectively helpless, even if that's not the case in game terms. In effect, this is a Coup-de-Grace.
In game terms, this will be too grim&gritty, so they never went there.





Even if we say the MMA fighter get's tougher for any number of reasons, what about a 20th level Accountant (Commoner)? Why can he suddenly absorb so much damage? Or, with your proposed Dodge bonus rule, why would a guy that has ridden a desk for his whole life be able to bob and weave as well as a 10th level Fighter? Why does he get better at dodging blows at all?


In these rules, there's no such thing as "Commoner" class.
You don't get better at combat by sitting behind a desk.
I know that Einstein was no adventurer and yet superior to the common mortal man, but RPG doesn't require me to model a Commoner class.
If you really wish to add a Commoner class to these rules, it should be just as awesome as the other classes, with a wide range of possible fields of expertise. I have no inspiration for that aspect till now.
A Commoner class, btw, would have +0 BAB progression (a commoner is not an adventurer), so there'll be no conflict or stretching suspension of disbelief.





Hit Points are an abstract, complex concept, not a meter of a character's physical health.

Not just a meter of a character's physical health. Probably not even mainly physical health.





If you take the 'dodging' aspect out of HP, you should lower the HP totals of all characters.


Again, I don't see dodging as part of HP, but rather reduction of impact and taking the blow in a less vulnerable body part and angle.
Dodging means making an attack not connect at all





Lastly, it's not explicitly mentioned, but I assume you add this dodge bonus to monsters as well based on BAB.


Incorrect assumption.
I said "for each 2 points of BAB gained by level progression, a subject gains +1 to their dodge AC."
Monster HD are not class levels.
I'll clarify that one.

nonsi
2014-09-15, 01:34 PM
.
Update: I've added a new class - Time Bender.

The Time Bender class seals this codex' collection of classes, both because there's no more space available and because my vision of PC classes is now complete.

qazzquimby
2014-09-15, 06:37 PM
I'm pretty confident that the threshold damage system adds significantly more damage during the average combat than crits did. But it would take spreadsheets or programming to do a proper damage analysis of the new system relative to the old one.

:smallcool: Sounds like something for me to do instead of homework.

One thing I need, what is the average chance of one lvl 10 fighter hitting another in unmodified 3.5 and in your fix?

Edit, I made it, tell me if anything looks wrong.
It assumes a 10 is needed on the roll to hit.
In core, assuming x3 damage on a 20, you deal about 6.2 damage with a d10
In overhaul, assuming Bab is 10, the to hit value (20) is subtracted from the attack roll, you deal about 11.55 damage with a d10.

More importantly, I think, unless I misunderstand things from having not read them for a while, the bonus damage from high rolls does not scale the same as weapon dice at all. A tiny hit is about as scary as a big one, and many little attacks will be much more powerful than one well aimed one.

As evidence, here is rolling 1d2's and then 2d12s
3.5 1d2 average = 1.7
overhaul = 7. 15
4x more effective

3.5 2d12 average =13
overhaul = 18
1.4x more effective

Hopefully I misunderstand something and it's not an issue.

nonsi
2014-09-16, 03:32 PM
One thing I need, what is the average chance of one lvl 10 fighter hitting another in unmodified 3.5 and in your fix?


Let's see . . .
The core Fighter, given Greater Weapon Focus + Melee Weapon Mastery, gains an inherent +4 to hit.
My Warrior get +3 from Combat Edge.
Sure, my Warrior also gets plenty of circumstantial bonuses, but those are even up with everyone else`s BAB-derived dodge-AC.
So, on the average, things remain more or less the same for the Warrior.




Edit, I made it, tell me if anything looks wrong.
It assumes a 10 is needed on the roll to hit.


If you're a warrior and you get hit on an average roll of 10 when facing appropriate CR opponents, then you're definitely doing something wrong.




In core, assuming x3 damage on a 20, you deal about 6.2 damage with a d10


In core, more often than not, a fighter will be carrying a greatsword.
Greatswords have a crit threat range of 19-20.
One has to be really stupid not to take improved Critical at 8th level (now you crit almost 20% of the time . . . assuming confirmation is almost certain for your primary iterative).
See if your calculated averages fair differently now.




In overhaul, assuming Bab is 10, the to hit value (20) is subtracted from the attack roll, you deal about 11.55 damage with a d10.


With Str/Dex modifiers plus Combat Edge (and the insights mentioned above), It'd probably be a bit more than that, but it wouldn't be much more.
The HP rules are supposed to do the rest of the work to even things up.




More importantly, I think, unless I misunderstand things from having not read them for a while, the bonus damage from high rolls does not scale the same as weapon dice at all. A tiny hit is about as scary as a big one, and many little attacks will be much more powerful than one well aimed one.


With attack rolls affecting damage, I'm not sure this claim is valid............. unless you meant tiny weapons - in which case, change "as scary as" to "almost as scary as" and you'll be right if the person using them also takes TWF.




As evidence, here is rolling 1d2's and then 2d12s
3.5 1d2 average = 1.7
overhaul = 7. 15
4x more effective

3.5 2d12 average =13
overhaul = 18
1.4x more effective


Suppose the above calculation is correct - at least in spirit - one of the main goals of Crit-Substitution was to bring the different weapons closer together, leaving weapon choice so more to personal taste and less to Char-Op.
So, if the smaller weapons count for more now, then I I've achieved my design goals.....






Hopefully I misunderstand something and it's not an issue.


Since I can't dig inside your head, it's up to you to go over my replies and decide for yourself if yes or no.
I'm keeping an open mind, just in case you're seeing something than I don't.

qazzquimby
2014-09-16, 05:35 PM
If you're a warrior and you get hit on an average roll of 10 when facing appropriate CR opponents, then you're definitely doing something wrong.
Alright, the number was arbitrary. I'll change it to 5 to account for str bonus and things?


In core, more often than not, a fighter will be carrying a greatsword.
Greatswords have a crit threat range of 19-20.
One has to be really stupid not to take improved Critical at 8th level (now you crit almost 20% of the time . . . assuming confirmation is almost certain for your primary iterative).
See if your calculated averages fair differently now.

2d6 hitting on a 10 still x3 crits on a 17-20 deals 9.5 damage
Overhaul deals 14, without the bonuses you mention below.

1d4 dagger in 3.5 deals 2.9
overhaul deals 9.6

This is keeping with the maximum bonus of Bab.


With Str/Dex modifiers plus Combat Edge (and the insights mentioned above), It'd probably be a bit more than that, but it wouldn't be much more.
The HP rules are supposed to do the rest of the work to even things up.
How much higher?


With attack rolls affecting damage, I'm not sure this claim is valid............. unless you meant tiny weapons - in which case, change "as scary as" to "almost as scary as" and you'll be right if the person using them also takes TWF.
Yes, that's what I meant. Its ok so long as you make it very hard to make many quick attacks, but that kind of restriction really doesn't sound fun.


Suppose the above calculation is correct - at least in spirit - one of the main goals of Crit-Substitution was to bring the different weapons closer together, leaving weapon choice so more to personal taste and less to Char-Op.
So, if the smaller weapons count for more now, then I I've achieved my design goals.....
Oh, then I very much disagree with your design goal. I'll give my counterargument, and you can disregard it as you see fit.

It's assigning fluff to crunch. If you like how one weapon functions and how another looks in game, you ask the DM nicely and refluff it.

Weapon variation adds variety to the game, especially for the more boring hit-it-with-a-stick classes. If you're worried about optimized characters always picking the same weapons, balance the weapons.

This (http://www.minmaxboards.com/index.php?topic=1186.0) re-balances weapons, and as a suggested variant rule allows trading some of your damage bonus for extra damage dice, making weapon choice more important.

As a compromise maybe make a number of different fluffs for various mechanical weapons, so you can still choose what you want as a player (assuming refluffing in these cases is impossible for some reason) while not making all weapons boiled down to almost the same thing.

nonsi
2014-09-17, 11:21 AM
Alright, the number was arbitrary. I'll change it to 5 to account for str bonus and things?


Actually, I read you wrong.
I was talking about defence (getting hit).
But yes, I'd definitely expect a warrior's primary iterative to have better than 50% hit probability on average.





2d6 hitting on a 10 still x3 crits on a 17-20 deals 9.5 damage
Overhaul deals 14, without the bonuses you mention below.

1d4 dagger in 3.5 deals 2.9
overhaul deals 9.6

This is keeping with the maximum bonus of Bab.


You'r missing a key factor: Crit Multiplies Everything (including your +4 from Spec + Mastery, your +6 Str (it shouldn't be less than that at 10th), magical pluses and other circumstantial additions) ).
That's a lot of damage to multiply.
The calculations become more complicated, but I doubt the end result would be much lower than the codex'.

Whatever's working "in the codex' favour" (if at all) is mitigated by overall more HP, better survival chances when in negative HP and elevated saves.





How much higher?


Don't know.
How often on average do you flank/feint/attack a flatfooted opponent/make an AoO?





Yes, that's what I meant. Its ok so long as you make it very hard to make many quick attacks, but that kind of restriction really doesn't sound fun.


Why would I?
Many quick attacks mainly come from TWF, which suffers attack penalties, leading also to damage penalties due to lower threshold damage.





Oh, then I very much disagree with your design goal. I'll give my counterargument, and you can disregard it as you see fit.


I might disagree, but I tend not to disregard.





It's assigning fluff to crunch. If you like how one weapon functions and how another looks in game, you ask the DM nicely and refluff it.


I see no problem with associating fluff with crunch, as long as it doesn't hurt the game.





Weapon variation adds variety to the game, especially for the more boring hit-it-with-a-stick classes. If you're worried about optimized characters always picking the same weapons, balance the weapons.


As you can see, I didn't touch weapon variation at all.
I used PF's weapons (which are a bit more "mature" than 3.5e's) as they are, with but a handful of adjustments.





This (http://www.minmaxboards.com/index.php?topic=1186.0) re-balances weapons, and as a suggested variant rule allows trading some of your damage bonus for extra damage dice, making weapon choice more important.


Could you specify in two or three sentences why the homebrew you pointed to is better than PF?





As a compromise maybe make a number of different fluffs for various mechanical weapons, so you can still choose what you want as a player (assuming refluffing in these cases is impossible for some reason) while not making all weapons boiled down to almost the same thing.


Again - the main goal is to encourage weapon choice to be based on how one envisions his character rather than how it will affect character power.
If in the process I'm producing something that's also both more realistic and reduces dice rolls, I see nothing wrong with my solution.

Just to Browse
2014-09-17, 03:06 PM
Could you specify in two or three sentences why the homebrew you pointed to is better than PF?

1) Certain weapons are no longer objectively better than others in all situations. 2) Creating weapons at similar balance levels is incredibly easy. 3) The system is 1000x more interesting.

qazzquimby
2014-09-17, 05:36 PM
I wasn't actually suggesting you use the fix or that it was better, mostly just recommending it as something to read pointing out that the educated individual behind it had the same point of view as I as assurance that I am not crazy.

Sorry not to quote, Im on an old phone.

The error with crits multiplying str bonus is important, and I'll update the numbers witha +6(?) bonus to all attacks when I'm home.

Reality Glitch
2014-09-18, 10:32 PM
Hey nonsi, mind if I use your stuff in this (http://www.giantitp.com/forums/showthread.php?369269-The-Pit-of-Calamity-(Homebrew-testing-dungeon-crawl-Always-recruiting)) campaign (http://www.giantitp.com/forums/showthread.php?369269-The-Pit-of-Calamity-(Homebrew-testing-dungeon-crawl-Always-recruiting)&p=18133493#post18133493)? The G.M. says the author has to watch for critiquing purposes, and I doubt you wouldn't want to give up a chance at it getting play-tested.

nonsi
2014-09-18, 10:55 PM
Hey nonsi, mind if I use your stuff in this (http://www.giantitp.com/forums/showthread.php?369269-The-Pit-of-Calamity-(Homebrew-testing-dungeon-crawl-Always-recruiting)) campaign (http://www.giantitp.com/forums/showthread.php?369269-The-Pit-of-Calamity-(Homebrew-testing-dungeon-crawl-Always-recruiting)&p=18133493#post18133493)? The G.M. says the author has to watch for critiquing purposes, and I doubt you wouldn't want to give up a chance at it getting play-tested.

Mind? :smallconfused: :smallamused:
I would love some feedback and insights. I'll take any I can get.
If anything doesn't work in practice as I'd expect, I'd want to know about it, so I can make it better.
And as I repeatedly say, whatever I publish is free for everyone to (ab)use as they see fit (and it's not I could stop you :smallbiggrin:).

Regalus
2014-09-19, 05:42 PM
Greetings and salutations Nonsi! Just letting you know that I've convinced my GM to let me us use parts of your overhaul, though he's still a bit hesitant to use it in it's entirety. n_n

As it stands I'm going to be using your Bard with the Elven Bladesinger ACF; and several of your combat rules such as turning Weapon Finnese, power attack, and combat expertise into base system rules, along with your revised rules for Turn/Rebuke Undead, and your skill merges and removals. Discussions are still ongoing as to what other, if any, parts of the overhaul will be included though. That said the game will be held here on Giants, though we don't have an IC yet.

Just thought I'd let ya know.

nonsi
2014-09-19, 11:12 PM
Greetings and salutations Nonsi! Just letting you know that I've convinced my GM to let me us use parts of your overhaul, though he's still a bit hesitant to use it in it's entirety. n_n

As it stands I'm going to be using your Bard with the Elven Bladesinger ACF; and several of your combat rules such as turning Weapon Finnese, power attack, and combat expertise into base system rules, along with your revised rules for Turn/Rebuke Undead, and your skill merges and removals. Discussions are still ongoing as to what other, if any, parts of the overhaul will be included though. That said the game will be held here on Giants, though we don't have an IC yet.

Just thought I'd let ya know.


Greetings and salutations to you too Regalus.
The Bladesinger is surely a fine choice.
From a personal style point of view and broad coverage of influence, my personal favorite feat combo for the Bladesinger is: Twin Blade Dance, Green Ear and Requiem.


Out of curiosity, what is your GM hesitant about?

Anyway, if you're forced to handpick what more to include, I'd start with the following Combat Rules:
- Iterative Attacks: Melees really need all the love they can get.
- Action Breakdown: More options during your combat turn without unbalancing anything.
- Attacks of Opportunity: Promotes more battlefield liberty and makes more sense (good for gameflow).
- Crit Substitution: Makes more sense, promotes weapon balance and BAB-balance, speeds up the game (the GM does all the work in his head and it's really not a lot of work).
- Gaze Attacks: Crucial for TPK prevention.
- Combat Actions (any/all): More things to do with your allotted action economy than "I attack it some more".

I'd also suggest regarding Skill Tricks and New Uses for Old Skills - again, for a horizontal improvement of what characters can do rather than the ability to generate big numbers.

qazzquimby
2014-09-20, 10:31 AM
Sorry I took so long. Adding damage bonuses into the equation didn't change much, just increased every number the same way increased die size would.

Dagger with +4 damage
3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 14 damage
Almost double at lower damage outputs.

2d6
3.5 - 18.7 damage, increased to 20 with improved critical
overhaul - 24 damage

If I were to change this, I would make the maximum threshold damage equal to the lower of BaB and the original attack, so you could never do more than double the damage of your original attack.
Changing the calculation to reflect this, we'd have.

Dagger with +4 damage
~same~ 3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 12.3 damage
1.6x higher

2d6
~same~ 3.5 - 18.7 damage, increased to 20 with improved critical
~same, because average damage is higher than BaB~ overhaul - 24 damage

The below doesn't change damage bonus for str mod, it uses +4 as a standard.
Repeating above at 5th level
Dagger with +4 damage
~Same~3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 11.3 damage
1.5x damage.

2d6
~same~ 3.5 - 18.7 damage, increased to 20 with improved critical
overhaul - 21 damage


Repeating above at 15th level
Dagger with +4 damage
~Same~3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 13 damage
1.7x damage.

2d6
~same~ 3.5 - 18.7 damage, increased to 20 with improved critical
overhaul - 25 damage

My formula doesn't really show what the double damage cap would do, since it uses average damage instead of testing for every possible die result. In most cases the numbers seemed too close to be a high priority, but that kind of method would fix the problem with machine-gun like little attacks. You'd previously argued that many small attacks only came from two weapon fighting. While that may be true now, that creates a lot of incompatability and closes off doors. Any fast attacker would have to be written with a really low base damage output.

That aside, the numbers are looking pretty nice.

Reality Glitch
2014-09-20, 01:21 PM
Just a Heads up nonsi, I'm referencing you DFD class, so you might still want to watch over the game tread.

nonsi
2014-09-20, 03:05 PM
Sorry I took so long. Adding damage bonuses into the equation didn't change much, just increased every number the same way increased die size would.

Dagger with +4 damage
3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 14 damage
Almost double at lower damage outputs.

2d6
3.5 - 18.7 damage, increased to 20 with improved critical
overhaul - 24 damage

If I were to change this, I would make the maximum threshold damage equal to the lower of BaB and the original attack, so you could never do more than double the damage of your original attack.
Changing the calculation to reflect this, we'd have.

Dagger with +4 damage
~same~ 3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 12.3 damage
1.6x higher

2d6
~same~ 3.5 - 18.7 damage, increased to 20 with improved critical
~same, because average damage is higher than BaB~ overhaul - 24 damage

The below doesn't change damage bonus for str mod, it uses +4 as a standard.
Repeating above at 5th level
Dagger with +4 damage
~Same~3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 11.3 damage
1.5x damage.

2d6
~same~ 3.5 - 18.7 damage, increased to 20 with improved critical
overhaul - 21 damage


Repeating above at 15th level
Dagger with +4 damage
~Same~3.5 - 7.6 damage, increased to 8.33 with improved critical
overhaul - 13 damage
1.7x damage.

2d6
~same~ 3.5 - 18.7 damage, increased to 20 with improved critical
overhaul - 25 damage

My formula doesn't really show what the double damage cap would do, since it uses average damage instead of testing for every possible die result. In most cases the numbers seemed too close to be a high priority, but that kind of method would fix the problem with machine-gun like little attacks. You'd previously argued that many small attacks only came from two weapon fighting. While that may be true now, that creates a lot of incompatability and closes off doors. Any fast attacker would have to be written with a really low base damage output.

That aside, the numbers are looking pretty nice.



You're taking too much out of the equation.

Considering that in core:
- You have to be stupid not to take Greater Focus + Spec + Mastery (4 out of your 10 allotted feats), which amount to +4 to hit & damage
- There's no way a 10th level fighter would have less than +4 Str-modifier
- There's no way a 10th level fighter would not normally have a weapon of less than +2
- Bull's-Str should be a routine at this level.

You routinely have at least +12 modifier to multiply on crit, and . . . with +12 to hit, there's no reason you'd pass up on taking -4 to hit to add +8 damage from PA.

That's +20 to multiply and I'm not even trying.

Now you need Improved Critical and Power Critical to increase the odds.

And that's without counting taking 1 Barb level + Extra Rage for some more devastating power (and count on it that I'll be taking Lion Totem Barb, so Leap Attack is more than inviting).


. . . And I'm no more than a novice minmaxer.
With a bit of effort, I found that MM-IV offers this great hammer that does 1d12 with crit 19-20/x4.
Now that's a weapon I'd put an exotic feat into.


The above feat-combo requires but 4 game supplements (which are not even regional for you to ban) for no other purpose than feats: PHB II + CW + CC + CAdv.
It creates a 1-dimensional characters that within his comfort zone walks over most opponents before they even have time to flinch, and outside his extremely restricted comfort zone he's virtually useless.


And with my rules, at 10th level:
- You get only +3 from Combat Edge vs. +4 from Spec + Mastery
- Rage pushes you by only +1 beyond Combat Edge
- You can only trade -3 for your PA.
That's at least -3 on the to-hit and -4 on the to-damage vs. the above bonuses (and PF weapons don't include Great Hammer, so that trick is also out the window).

Yes, with my rules and my Warrior, you gain the bonuses automatically, but the agenda is to kill power-builds and encourage selection of more options, so the inherent bonuses from Combat Edge + Ever Vigilant come instead of wasting all/most of your character resources on damage output.
This grants a player the freedom of building a character that's prepared for a far wider range of scenarios without the binary state of either grinding your opponents to dust or being useless ( = losing) when not in your confined comfort zone.
And as a bonus, the player doesn't have to work hard to be awesome.


In the event that the codex Warrior still has some overall damage advantage (unless we're talking out-of-the-box, then I really don't think so), the codex grants a bit more HP, better recovery rules, better sub-zero survival chances and elevated saves (the latter also ameliorates the massive advantage of SoS effects).
This is more than enough to kill whatever damage output advantage the codex Warrior might have and lengthen high-level encounters from the right angle (more combat rounds) and shorten them in actual gametime (less dice rolls).

nonsi
2014-09-20, 03:10 PM
Just a Heads up nonsi, I'm referencing you DFD class, so you might still want to watch over the game tread.

I'll do my best to keep up.

I didn't get Zaydos' policy on homebrew feats, but some of my classes (DFD included) come with feats "attached".
If you're allowed, use them. They'll serve you well.

nonsi
2014-09-24, 12:58 AM
.
I've added 4 new invocations to the Warlock class:
- Radiant Blast
- Cheetah's Sprint
- Eyes of the Winged Raptors
- Guiding Spirits


Also, the Time Bender now offers 10 new feats that are based on its class features.

Fighter
2014-10-03, 01:03 PM
I had a question regarding your combat rules for iterative attacks:

BAB +6: Full Attack as a standard action.

Does this include all forms of the full-attack option, including extra attacks from feats, class features as a full-round attack option, Natural attacks, and ranged attacks? I noticed earlier in the thread you would change this to melee weapon attacks in order to discourage use of the rule with ranged attacks, but did not see it reflected any where in the rules unless I overlooked it. Thanks!

nonsi
2014-10-03, 04:27 PM
I had a question regarding your combat rules for iterative attacks:

BAB +6: Full Attack as a standard action.

Does this include all forms of the full-attack option, including extra attacks from feats, class features as a full-round attack option, Natural attacks, and ranged attacks? I noticed earlier in the thread you would change this to melee weapon attacks in order to discourage use of the rule with ranged attacks, but did not see it reflected any where in the rules unless I overlooked it. Thanks!

First of all, any and all forms of class-derived regular iteratives always apply for this rule - including FoB.

As for feats - I guess it's a matter of personal view.

I see nothing special about TWF for instance. TWF means that your offhand attacks are integrated into your attack sequence in a fluid manner. They don't require special attention to gear or all around awareness.
I'd never allow feats such as Whirlwind Attack or Rapid Reload to be applied as a standard action (they clearly take too much attention to carry out), but I guess I'm ok with Rapid Shot with a bow or tossed objects taking a standard action, because:
1. bows and tossed object don't have the reload part.
2. You take penalty on all attacks.
3. You pay the feat toll.
Three factors are enough to count.

As a rule of thumb, it's more a matter of functionality than balance.
Now you're probably thinking "this clearly makes x-bows lose the competition to bows" - and I'll say that you're right.
IRL, the great advantage of x-bows was that they made great defensive/ambush weapons, where you could have 2 or 3 available at your post already loaded and ready to fire.
Also, combat-grade x-bows do more damage than regular bows. Using my crit-substitution rules, I'd be ok with all x-boxs' damage dice increased to the next one. Using the core crit rules, I'm ok with 19-20/x3. In both cases, I see no reason why any x-bow should not be a simple weapon


You were asking about melee vs. range attacks. Well, the melee part in "Iterative Attacks" spoiler addresses Holding Your Ground - you just can't do that with a ranged weapon (unless you're talking about something else, but I don't see anything else in the rules that could fit the issue).


Also, I now notice that with the rules of Iterative Attacks, Manyshot feat has no more use in the game.

nonsi
2014-10-08, 09:02 PM
Status Report . . .

For anyone that might find the subject interesting, I've added rules for drinking and getting drunk to the "Miscellaneous" section (post # 26).
I've also added an entry for the Dryad in the "A Handfull of Monsters" spoiler.

nonsi
2014-10-21, 05:00 AM
.
Status report . . .

I gave a finishing touch to the Monk and Witch.
I also added simplified carrying capacity rules (post #5).



I also wish to seize this opportunity and note that the following were never PEACHed (not in this thread and not anywhere else)
- Mage
- Pries Variants (bottom of the class description)
- Druid
- Witch
- Hexblade
- Spellthief
- Time Bender
- Highlander Immortal rules


I'd be most thankful to anyone who's willing to give it a go and evaluate any of the above.

.

Zireael
2014-11-03, 05:32 AM
Wow, how come I didn't see this thread earlier? (researching all sorts of d20 derivatives because making an OGL roguelike)

As for PEACH, here it comes.
1) I love the mage class, especially nullifying the sorc/wiz split. If I understand it right it's a blend between wizard and sorcerer (permanently known spells from Sorc and temporary ones from wizard)?
2) The druid's high level stuff is simply awesome. One with the Green and Essence of Eternity make this already powerful class even more epic and make so much RP sense!
3) Priest - love the positive/negative split being made much more important. I'm not so sold on Leadership @ 11 lvl, though. The variants are all fine.
4) Hexblade - OGL-friendly cross of warlock and knight from the splatbooks?
5) Spellthief - looks fine.
6) Monk - uh, that Ki Strike... I'm torn. Like everything except the 16 lvl thing, where it counts as 2h.

Also, there is no note on PrCs. The intro briefly mentions they are unnecessary, but that is all.

P.S. Could I steal some ideas from here for my roguelike?

AuraTwilight
2014-11-03, 05:14 PM
making an OGL roguelike

WOAH, sign me up.

Reality Glitch
2014-11-03, 06:33 PM
WOAH, sign me up.Please do post the link.

wumpus
2014-11-04, 03:59 PM
I haven't read through all 7 pages, but isn't the "foil action" combat action wildly overpowered? It sounds great (and absolutely necessary for standard heroic tropes), but as written it allows a party to simply trade their actions to remove the actions of a single enemy to the point of removal of options (melee rangers would rule. They might not even bother with taking power attack).

It might simply work as is, with a cumulative penatly for using it on the same enemy. This still assumes that two wizards can last more than a few rounds against each other (it might not effect cleric battles at all, see the "greatest cleric duel of all time" in the OOTS).

In the end, it looks like a case of realism vs. gameplay ("even mighty Hercules is done: in a fight of two on one").

nonsi
2014-11-05, 12:57 AM
Wow, how come I didn't see this thread earlier? (researching all sorts of d20 derivatives because making an OGL roguelike)


Hey Zireael.
Sorry for the late reply. Been busy.




1) I love the mage class, especially nullifying the sorc/wiz split. If I understand it right it's a blend between wizard and sorcerer (permanently known spells from Sorc and temporary ones from wizard)?


The Mage was meant to model all focused arcanists, as well as the "traditional" generalist mage.
The idea of permanently vs. temporary memorized spells is based on the persistence of memory, where you have strong memory of the stuff you use all the time, but you have to refresh stuff you use less often.




2) The druid's high level stuff is simply awesome. One with the Green and Essence of Eternity make this already powerful class even more epic and make so much RP sense!


Actually, versatile is more accurate than powerful, since spellcasters cannot abuse the system anymore.




3) Priest - love the positive/negative split being made much more important. I'm not so sold on Leadership @ 11 lvl, though. The variants are all fine.


Yeah, I get you on the Leadership thing.
Any suggestions?




4) Hexblade - OGL-friendly cross of warlock and knight from the splatbooks?


My Hexblade is the result of me drawing from the best 5 Hexblade remakes (or Hexblade-like homebrew classes) I could find, mixing them up and adding about 25% of my own.




6) Monk - uh, that Ki Strike... I'm torn. Like everything except the 16 lvl thing, where it counts as 2h.


What is the problem you're seeing with 16th level Ki Strike?




Also, there is no note on PrCs. The intro briefly mentions they are unnecessary, but that is all.


See post #10, 2nd sentence.




P.S. Could I steal some ideas from here for my roguelike?


By all means. Take whatever you find useful.
And I'd also like to see your work.




Cheers.

Zireael
2014-11-05, 03:06 AM
Any suggestions?
For the cleric, I'd give some mostly narrative fluff @ 11th level in the 'having a church vein', I dunno, you can have a church as your base and it grants you some bonuses to Craft and Profession and maybe to the magic item creation feats...


What is the problem you're seeing with 16th level Ki Strike?
The fact that a one-handed attack suddenly counts as two-handed. Just can't imagine it in any way...

***

And I'd also like to see your work.

See this thread (http://www.giantitp.com/forums/showthread.php?381669-Veins-of-the-Earth-OGL-roguelike)

nonsi
2014-11-07, 01:38 AM
For the cleric, I'd give some mostly narrative fluff @ 11th level in the 'having a church vein', I dunno, you can have a church as your base and it grants you some bonuses to Craft and Profession and maybe to the magic item creation feats...


Ok, nice thought. I'll have to dwell on it some more, but this might help.
Also, notice that in this codex, item creation is based on certain spells, not feats (see post #4 at the bottom)




The fact that a one-handed attack suddenly counts as two-handed. Just can't imagine it in any way...

***


It's not that the monk's limbs grow and become excessively large.
The aspect where this counts is in maneuvers (mostly Disarm and Sunder) - something that martial artists excel in.




See this thread (http://www.giantitp.com/forums/showthread.php?381669-Veins-of-the-Earth-OGL-roguelike)


Oh, I thought you had a more comprehensive codex written down.

nonsi
2014-11-12, 06:58 PM
I haven't read through all 7 pages, but isn't the "foil action" combat action wildly overpowered? It sounds great (and absolutely necessary for standard heroic tropes), but as written it allows a party to simply trade their actions to remove the actions of a single enemy to the point of removal of options (melee rangers would rule. They might not even bother with taking power attack).

It might simply work as is, with a cumulative penatly for using it on the same enemy. This still assumes that two wizards can last more than a few rounds against each other (it might not effect cleric battles at all, see the "greatest cleric duel of all time" in the OOTS).

In the end, it looks like a case of realism vs. gameplay ("even mighty Hercules is done: in a fight of two on one").

Hey wumpus.

I don't know how, but I somehow managed to miss your post.

Yes you have a point there.

Maybe it would work better if I cut down on the things that can be foiled.
Something like this:



One can ready an action to foil someone else's action (single).
Foil Action allows movement of up to 1/2 one's speed and making an attack against a creature.
Foil Action allows disruption of any of the following actions:
- Attack sequence against someone else (foils only a single attack when the attacker makes full attack)
- Casting of a spell
- Activating a device (magical or otherwise)
- Consuming edible/drinkable substance
- Movement
- Using any of the following skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope.
You make an attack roll. If the attack hits, the creature's action fails (movement is halted, spells fizzle, attack is cancelled, etc). Your movement provokes AoOs as normal, but the attack doesn't.

wumpus
2014-11-15, 08:46 PM
Hey wumpus.

I don't know how, but I somehow managed to miss your post.

Yes you have a point there.

Maybe it would work better if I cut down on the things that can be foiled.
Something like this:
[deleted]


Much less OP.
I was under the impression that both spells (quickened spells may be an exception) and magic devices were effectively opposed rolls (just on normal attacks). You do x amount of damage, then your opponent has to make a concentration check of DC x. At least that is how it works in DDO (and I just assumed they grabbed it from 3.x).

The stuff that is left seems completely reasonable to foil (and doesn't need an opposed roll at all). This might hamper certain "mechanic" spellcasters (who rely on magic items, or perhaps are just artificers with too many toys), who could possibly take a feat to allow a save in this case.

nonsi
2014-11-16, 07:35 AM
Much less OP.
I was under the impression that both spells (quickened spells may be an exception) and magic devices were effectively opposed rolls (just on normal attacks). You do x amount of damage, then your opponent has to make a concentration check of DC x. At least that is how it works in DDO (and I just assumed they grabbed it from 3.x).

The stuff that is left seems completely reasonable to foil (and doesn't need an opposed roll at all). This might hamper certain "mechanic" spellcasters (who rely on magic items, or perhaps are just artificers with too many toys), who could possibly take a feat to allow a save in this case.

Ok, I see what you mean.
I also notice that I didn't address avoiding Foil attempts.

And now that I think of it, Foiling an action has more details to it than I initially figured.
I now think that Foil Action shouldn't be a maneuver in and on itself, but a description of special scenarios.

How about this:



Some actions are difficult to carry out in combat, or are easy to disturb (because they're delicate or intricate).
Such actions are foiled by a successful attack roll for damage or by one of the following checks: Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip.

Actions that can be foiled include (with the howto and what determins success/failure of foil attemp):

Activating a device (magical or otherwise)
- Disarm: Opposed check. Applicable for devices that are held in hand.
- Bull Rush / Grapple / Overrun / Trip: Opposed check. Applicable for devices that are stationary.
- Sunder: Attacker's check
Special: Some activations are trivial (e.g. flipping a lever or switch / hitting a button) while others require accuracy (e.g. turning a dial to a certain value / multi-step activation). It's up to the DM to decide if a scenario mandates bonuses/penalties to the attacker or the defender.

Consuming edible/drinkable substance
- Attack Roll for Damage: Fort save vs. 10 + damage
- Disarm: Opposed check
- Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [15].
- Sunder: Attacker's check

Carrying fragile stuff, or open containers with liquid in them
- Attack roll for Damage: Ref save vs. DC [15 + damage]
- Bull Rush: Ref save vs. DC [15].
- Disarm / Grapple: Opposed check
- Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [20].
- Sunder: Attacker's check (usually auto-success)
In all of the above, the defender loses his/her Dex-bonus to AC.

Using Skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope
- Attack roll for Damage: Ref save vs. DC [15 + damage]
- Bull Rush* / Grapple* / Overrun* / Trip*: Opposed check.
- Disarm: Opposed check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
- Sunder: Attacker's check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
* the defender takes a -5 penalty to the check.


Note: Regarding all Foil scenarios, the DM should determine if the to-be-foiled action is short enough to require the attacker to Ready an action or if s/he can make the attempt on his/her turn. In both cases, the calculations are as given above.



Does the above seem reasonable?
Did I forget something that's obviously susceptible to foil?

Regalus
2014-11-16, 01:55 PM
Hello there Nonsi! Sorry, I missed your earlier reply. Games getting off the ground now, so not much feedback to give you on the Bard class or the other fixes we picked up; but I'll keep you posted.

As for why my GM is hesitant about taking the whole fix; its no slight against you or your work, but a matter of convenience. Several of your fixes require the restating of a lot of creatures and opponents he's already statted out for our game, or is using form the monster manuals; so not only is the idea of having to restat everything to conform to the fix daunting while maintaining balance in the encounters since a lot of creatures have feats which you've either excised or incorporated into rules or just flat out buffed or nerfed. It is for this reason that he's cherry picking fixes, rather than adopting the whole project for the game.

Reality Glitch
2014-11-16, 02:40 PM
Maybe nonsi could also post a Monster Manuel section of his fix (preferably in this thread).

sorryjzargo
2014-11-16, 04:55 PM
I'm personally a big fan of the Pathfinder conversion of the Soulknife by Dreamscarred Press. http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife

But I like this version too, giving the Soulknife mind armor is an interesting idea.

nonsi
2014-11-17, 01:04 PM
Hello there Nonsi! Sorry, I missed your earlier reply. Games getting off the ground now, so not much feedback to give you on the Bard class or the other fixes we picked up; but I'll keep you posted.

As for why my GM is hesitant about taking the whole fix; its no slight against you or your work, but a matter of convenience. Several of your fixes require the restating of a lot of creatures and opponents he's already statted out for our game, or is using form the monster manuals; so not only is the idea of having to restat everything to conform to the fix daunting while maintaining balance in the encounters since a lot of creatures have feats which you've either excised or incorporated into rules or just flat out buffed or nerfed. It is for this reason that he's cherry picking fixes, rather than adopting the whole project for the game.


Maybe nonsi could also post a Monster Manuel section of his fix (preferably in this thread).

I hear what you guys are saying, I just don't see it happening.
1. The scope of work is too much for my motivation or capabilities.
2. Monster feats are mere suggestions. There's nothing that would prevent a hard working DM from taking a monster and rewriting most of its feat list.
3. Until the codex is complete, there's no reason to start addressing monsters as a massive project, because every time I find a "bug" in the codex, it could reflect on a lot of monsters and create an unwanted overhead.

My proposed monsters were suggested alternatives for things that I thought they did really bad thematically, or made way way over complicated.
I have a few more ideas floating around, but they don't yet feel well defined, and I'm not sure I'll have the space to fit them into.
I'm currently gathering my thought on a slight polish for the Medusa (by RAW, a 6HD monster with an 11th level power), as well as Gargoyle and Fairy monsters/PC races. I have very little space left and I want to make it count.


In the meantime, I'd be happy to share my thoughts on specific monster-remake proposals.

nonsi
2014-11-17, 03:18 PM
I'm personally a big fan of the Pathfinder conversion of the Soulknife by Dreamscarred Press. http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife

But I like this version too, giving the Soulknife mind armor is an interesting idea.

Actually, mind armor is the least of the advantages that the codex' Soulknife has over the PF's.
- Superior mobility
- Range dominance
- Invis.
- Enhanced senses
- Mini-Teleportation
These are all much more important to a combatant than raw stats.
They keep you useful where others range anywhere from ineffective to helpless.

nonsi
2014-11-20, 05:33 AM
.
Status Report:

- Epic Level rules are now fully figured out.
- Mage's Bonded Item modified.
- Druid Variant: Blighter added.
- 6 Wild Shape expansion feats added.
- 2 new EB feats added: Corrupting Blast & Healing Blast (see the Warlock entry). These cover the main theme of Eldritch Disciple.
- Figured out what to do with Foil Action.
- Re-figured casting time of spells (see "The Mechanics of Spellcasting" spoiler).
- Spell-Invocation Combo Feats added to the Multiclassing spoiler (post #10). This makes the concept of Eldritch Theurge available.
- Refined the gish-feats (post #10)
- Removed feats that are no longer relevant due to rule refinement.
- Added the "Ranged AoO" feats.

nonsi
2014-12-01, 07:58 AM
.
Status Report:
- Rogue Variant: Jester added (finally figured it out)



Now only 2 classes and some variants I need feedbacks on to declare the Classes part of the codex A Done Deal:
- Witch
- Time Bender
- Jester
- Blighter
- All Priest variants

qazzquimby
2014-12-14, 02:15 AM
I'll hopefully be playtesting a bunch of these rules soon, sans the one's I've disagreed with in the past (mostly the critical rules). I'll hopefully have some feedback for you soon.

nonsi
2014-12-14, 05:00 AM
I'll hopefully be playtesting a bunch of these rules soon, sans the one's I've disagreed with in the past (mostly the critical rules). I'll hopefully have some feedback for you soon.

I'll be anticipating your experienced insights.
And as usual, don't hold back. Be as brutal as required.
If something doesn't work as expected, your insights should assist in modifying it to work.

nonsi
2014-12-21, 09:15 AM
.
Status Report - Codex Additions:

- Expanded Weapon Rules (post #3)
- Action: Aim (post #3)
- Race: Gargoyle – improved & finished (post #6)
- Enhanced Damage of Special Monk Weapons (post #21)
- Draconic Feats – DFD Addendum/Substitution (post #23)
- Additional Spells (post #26)
- Monster: Phoenix (post #26)
- Lich Transformation (post #27)
- Disciplines – Trading Spells-Known for special abilities (post #27)

Citrakayah
2014-12-21, 03:53 PM
This is interesting. Any advice for people who want to import specific parts--say, the new spellcasting system--into something like Pathfinder without doing much else?

commander panda
2014-12-21, 04:03 PM
@nonsi

this is really cool :smallbiggrin:. i'm loving what your doing.
out of curiosity, though, do you intend to compile these fixes into a pdf when you finish fixing everything? i know that would make me more likely to use it at my table.

nonsi
2014-12-22, 02:05 AM
This is interesting. Any advice for people who want to import specific parts--say, the new spellcasting system--into something like Pathfinder without doing much else?

It all depends on what's your definition of the "spellcasting system".

If you're only taking about Strain & Tolerance, then absolutely - you can seamlessly integrate it into the core rules. Just see how you modify the core classes to accommodate Strain & Tolerance, in terms of memorized spells. With wizards it's easy: preparation = memorization, but you'd probably not want to grant divine casters free access to the entire list).
If you're taking about post #4 in its entirety, then consider that it will pose a significant nerf-bat to spellcasters (which is not necessarily a bad thing, but just be aware). In such case, I'd also recommend including all the rules regarding magical items. This will save spellcasters some feat slots and pose a mitigating factor.
If you intend to use the spellcasting classes (I'm guessing not), then it's absolutely mandatory to also take everything in post #4, because as far as class features go, they're vastly superior to the core classes.
If it's something else, then I need more info.


The codex is built to be balanced as a whole package (that's the agenda at least).
If you intend to import any other parts selectively, then you'd probably want to keep me informed exactly which ones, so that we can see how this is done the right way.

Btw, you can take just about anything that concerns noncasters, since core noncasters need all the love they can get.

nonsi
2014-12-22, 02:59 AM
@nonsi

this is really cool :smallbiggrin:. i'm loving what your doing.


Always nice to here.
Thanks.





out of curiosity, though, do you intend to compile these fixes into a pdf when you finish fixing everything?


Actually, no.
This would be quite pointless.
The page is well organized into the right topics and encapsulations.




i know that would make me more likely to use it at my table.


If you're worried about being able to quick-search the document, then you need not be.
The forum page comes with something that I haven't seen anywhere else: the option of expanding and collapsing all spoilers.
Each forum post has this "Spoilers" menu button - Top-Right (brown headline).
It makes navigation and search a lot more convenient than with PDF.
Click one and see what happens.

Citrakayah
2014-12-22, 09:14 AM
It all depends on what's your definition of the "spellcasting system".

If you're only taking about Strain & Tolerance, then absolutely - you can seamlessly integrate it into the core rules. Just see how you modify the core classes to accommodate Strain & Tolerance, in terms of memorized spells. With wizards it's easy: preparation = memorization, but you'd probably not want to grant divine casters free access to the entire list).
If you're taking about post #4 in its entirety, then consider that it will pose a significant nerf-bat to spellcasters (which is not necessarily a bad thing, but just be aware). In such case, I'd also recommend including all the rules regarding magical items. This will save spellcasters some feat slots and pose a mitigating factor.
If you intend to use the spellcasting classes (I'm guessing not), then it's absolutely mandatory to also take everything in post #4, because as far as class features go, they're vastly superior to the core classes.
If it's something else, then I need more info.


The codex is built to be balanced as a whole package (that's the agenda at least).
If you intend to import any other parts selectively, then you'd probably want to keep me informed exactly which ones, so that we can see how this is done the right way.

Btw, you can take just about anything that concerns noncasters, since core noncasters need all the love they can get.

I'll do that. I like Pathfinder's classes and races, but I've never liked Vancian magic all that much. Don't know how I'll deal with clerics and other divine casters... probably make it so that they've got to make deals with servants of whatever powers they're granted their abilities by to get new spells. Basically a yearly review. Would magus have the bard's strain table, you think?

And yeah, everything regarding noncasters I'll use.

nonsi
2014-12-22, 02:14 PM
Would magus have the bard's strain table, you think?


Seems right to me........ but notice the SL level-shift, which stems from me not liking the idea that you get access to certain SLs at certain class-levels if your stat grants you bonus spells.
I'm not familiar with PF enough, but I'm guessing that a magus having 1st SL access at 1st level is fine, so just shift the strain values one level up and you're fine.
I'm not a big fan of partial casters, so I'm not gonna tell you how to build their tolerance table. This one's on you.


Regarding classes, I definitely respect your preference.
Just letting you know that the motivation behind my classes was to have a solid foundation that would allow the creation of virtually any character concept that comes to mind with but a handful of classes - without the need to invent new classes.

Fitz10019
2014-12-22, 05:12 PM
I' be only read a bit so far...

From Dodge: "This benefit does not apply when one loses his Dex-bonus to AC, carries more than medium load, or donning armor without proper proficiency."

The word 'don' refers to actively putting on clothing, not to passively wearing it. I think you meant 'wears armor without proficiency.' Keep simple present to match the other verbs either way.

I didn't know 2-handers needed help with more damage.

I can't see why 'positioning' for CdG isn't the move action, and cutting the standard. These are switched against all precedent. You used 'small body part' twice with very different examples.

I like Climb Opponent's Back. I think it should require flat-footed, or flanked, or successfully feinted.

Cling =》Ride is interesting, should have minimum Ride ranks.

I don't see how the optional ability score/saves connection would yield less dump statting. It seems like you can ignore more stats in that system. Did I misunderstand? Do you average those stats?

I like that odd Str numbers matter. I'd like to see that for every ability, somehow.


Thanks for sharing this project with the community and entertaining feedback.

nonsi
2014-12-22, 05:38 PM
I' be only read a bit so far...


Then I'd like to believe that you still have a lot of inspiring reading to be doing.





From Dodge: "This benefit does not apply when one loses his Dex-bonus to AC, carries more than medium load, or donning armor without proper proficiency."

The word 'don' refers to actively putting on clothing, not to passively wearing it. I think you meant 'wears armor without proficiency.' Keep simple present to match the other verbs either way.


Fixed.
Thanks.





I didn't know 2-handers needed help with more damage.


1. Not having to deal with fractions.
2. Maybe it'll make more sense in the context of "Crit Substitution".





I can't see why 'positioning' for CdG isn't the move action, and cutting the standard. These are switched against all precedent. You used 'small body part' twice with very different examples.


I'm not sure what the above means.





I like Climb Opponent's Back. I think it should require flat-footed, or flanked, or successfully feinted.

Cling =》Ride is interesting, should have minimum Ride ranks.


Yeah, I need to mesh those two together.
Tomorrow's a busy day, so it'll have to wait until the day after.





I don't see how the optional ability score/saves connection would yield less dump statting. It seems like you can ignore more stats in that system. Did I misunderstand? Do you average those stats?


I said "make dump ability scores less of a dump-stat", as in "make an already dump ability score less of a dump-stat".
There are some things in the core rules and in the codex that translate high Cha into combat prowess (nothing on Wis for that). Now it's also useful for willpower.
Priests don't need a lot of Dex. Now they can put more focus into Int for better Ref saves as well as skill points.





I like that odd Str numbers matter. I'd like to see that for every ability, somehow.


Something you've encountered, or things you're hoping to encounter?

Fitz10019
2014-12-23, 01:31 PM
Getting into Coup de Grace position takes a standard action - execution is a move action.
Maintaining the threat provoke AoOs, but with +8 initiative bonus to carry out your threat, unless attacked by an unnoticed opponent.
This allows on-the-fly hostage scenarios.

Getting into position sounds like a move action to me. Execution sounds like an attack to me. Your description makes the former the standard action, and the latter the move action. That sounds very contrary to me; to my internal logic, and to the game generally. Wouldn't the threat to execute be expressed as a readied action? With this phrasing, I'd have to ready a move action.
It's a curious distinction, and I wonder if you would explain your reasoning.


You can choose to sever extremities, blind, deafen, or otherwise maim with 1d4 points of Con drain for a small body part (hand/foot) and 2d4 points of Con drain for a small body part (arm/leg), instead of attempting to kill a helpless target.

You used 'small body part' twice, with different examples, and different consequences. I think finding two phrases would be clearer: small/medium; tiny/small; limbs/limb parts.


I said "make dump ability scores less of a dump-stat", as in "make an already dump ability score less of a dump-stat".
There are some things in the core rules and in the codex that translate high Cha into combat prowess (nothing on Wis for that). Now it's also useful for willpower.
Priests don't need a lot of Dex. Now they can put more focus into Int for better Ref saves as well as skill points.

So it's not less of a dump-stat -- it's more of a dump-stat, because it's even less consequential.
It's strange to me to encourage dump-stat builds. To each his own.


[odd-numbered ability scores mattering] Something you've encountered, or things you're hoping to encounter?
I haven't encountered it -- I've been thinking about it for my own houserules. Basing things on the ability score minus 10 (instead of the ability score bonus), things like saves, skills. Or more easily, all the ability-buff spells (bull's, cat's, owl's) could be 2+1d4.

Something minor:
Improved Feint normally requires Combat Expertise, and Int 13. In your overhaul, Combat Expertise is no longer a feat. Would Improved Feint still require Int 13? That would be strange, as the roll-off is now based on the aggressor's Charisma.
Switching from Bluff to Sleight of Hand is strange to me. Sleight of Hand is to make [i]unseen movements. A Feint is a seen action that is intended to convince someone of something.

Grapple: Combined Effort
"When 2 or more grapplers are engaged in a grapple, their combined score is used by taking the maximum BAB & Str scores within the group. Each grappler in the group beyond the 1st adds +2 to the group's grapple check result."
It sounds like my ally's maximized Summon Monster 1d4+1 badgers could add +10 to my grapple checks. Does each badger use my stats in it's turn, with the +10?

Foiled Action
I like the idea. I suggest a Muffle action, where you try to interfere with the utterance magical word triggers. Consider how this could apply against normal spellcasting.

Spellcasting: Strain & Tolerance
I like the way you've recaptured the idea of exertion and over-reaching common in literature.

Is riding a horse restive or a form of exertion? Should having ranks in Ride affect this?

Not basing duration on caster level is a huge change. What does it cost an 8th level wizard to have 8 consecutive hours of Mage Armor? And for the same wizard to have 16 consecutive hours? By my calculation, he can't have 16 hours, because he'll max his strain at 14 hours. I'm assuming it's a Long spell.

Spellcasters, Ability Scores & Skills:
"Spell access + auto-maximized skill ranks are both a derivative of class level progression."
What about multi-classing? I suggest class level +3 in the pet skill, and max skill ranks always apply.

Magic-propelled Flight
I support your goal to minimize tables, but magic-propelled flight begs for strain, imho.

"Deathwatch: Not fowl and not evil in any way whatsoever." You mean 'not foul'

"Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against throws weapons such as spears. Giant-thrown rocks and siege weaponry is not affected by this spell."
Edit: 'against thrown weapons'
Question: if an orc throws a rock...? Is 'Gaint-thrown' important, or just 'thrown'? Is the exclusion based on weight, or just inverse to the similarity to an aerodynamic arrow?

Omitted: Racial Substitution Class Features
Is this your personal distaste for them, or do many of them conflict with your other changes?

Human:
'Humans also enjoy the benefit of "Once a class skill – always a class skill". This benefit extends to Half-Human races, such as Half-Elf & Half-Orc.'
This should also be mentioned under Half-Elf and Half-Orc ('better not to assume people read everything).

nonsi
2014-12-24, 02:33 AM
Getting into position sounds like a move action to me. Execution sounds like an attack to me. Your description makes the former the standard action, and the latter the move action. That sounds very contrary to me; to my internal logic, and to the game generally. Wouldn't the threat to execute be expressed as a readied action? With this phrasing, I'd have to ready a move action.
It's a curious distinction, and I wonder if you would explain your reasoning.


You know what, forget about my reasoning.
Your solution is better.
I'm adopting it.





You used 'small body part' twice, with different examples, and different consequences. I think finding two phrases would be clearer: small/medium; tiny/small; limbs/limb parts.


The 2nd bolded text should've said "large body part".





So it's not less of a dump-stat -- it's more of a dump-stat, because it's even less consequential.
It's strange to me to encourage dump-stat builds. To each his own.


Ok, let's put things in their right place.
The idea was to let you play with your class' dump stats, so that if all you get from a stat is save bonus and something else from its sibling stat, you can now count the sibling stat and dump the other one entirely (but being aware that this will have an effect on how you RP your character and how it is viewed by others, and also that dump stat still affects associated skills).





I haven't encountered it -- I've been thinking about it for my own houserules. Basing things on the ability score minus 10 (instead of the ability score bonus), things like saves, skills. Or more easily, all the ability-buff spells (bull's, cat's, owl's) could be 2+1d4.


Don't go there. It'll conflict with ability modifiers.
Odd numbered stat values serve as prereqs a lot of times (mostly for feats).
It's better to keep things closer to home.





Something minor:
Improved Feint normally requires Combat Expertise, and Int 13. In your overhaul, Combat Expertise is no longer a feat. Would Improved Feint still require Int 13? That would be strange, as the roll-off is now based on the aggressor's Charisma.
Switching from Bluff to Sleight of Hand is strange to me. Sleight of Hand is to make [i]unseen movements. A Feint is a seen action that is intended to convince someone of something.


"Sleight of Hand synergy" means that if you have 5 or more ranks in Sleight of Hand, then you get a +2 bonus to your roll. That's all.
As for Improved Feint requiring Int 13 - I tend to say yes. You need a certain amount of wit to quickly outwit your opponent (even if it's a physical maneuver).





Grapple: Combined Effort
"When 2 or more grapplers are engaged in a grapple, their combined score is used by taking the maximum BAB & Str scores within the group. Each grappler in the group beyond the 1st adds +2 to the group's grapple check result."
It sounds like my ally's maximized Summon Monster 1d4+1 badgers could add +10 to my grapple checks. Does each badger use my stats in it's turn, with the +10?


Did I say "combined score" :smalleek:
I meant "highest score".
Will be fixed.





Foiled Action
I like the idea. I suggest a Muffle action, where you try to interfere with the utterance magical word triggers. Consider how this could apply against normal spellcasting.


Seems weird to me.
You'd have to share space with the activator.
This would be totally nonstandard and I'd rather not go there.

[EDIT:] Maybe while grappling.





Spellcasting: Strain & Tolerance
I like the way you've recaptured the idea of exertion and over-reaching common in literature.


That's a significant part of this overhaule - making the story come alive.
It so happens that I can only see up sides to this solution (lucky me).





Is riding a horse restive or a form of exertion? Should having ranks in Ride affect this?


I'd say that 1 rank in Ride is enough for counting it restive - provided the horse is walking calmly and casually.





Not basing duration on caster level is a huge change. What does it cost an 8th level wizard to have 8 consecutive hours of Mage Armor? And for the same wizard to have 16 consecutive hours? By my calculation, he can't have 16 hours, because he'll max his strain at 14 hours. I'm assuming it's a Long spell.


Actually, I would like to have Medium/Long/Extended ranges contain the CL component (just not sure how much is enough but not too much).





Spellcasters, Ability Scores & Skills:
"Spell access + auto-maximized skill ranks are both a derivative of class level progression."
What about multi-classing? I suggest class level +3 in the pet skill, and max skill ranks always apply.


Effective CL (not counting CL-modifiers such as Practiced Spellcaster) grants you CL + 3 ranks. Yes.
But what do you mean by "max skill ranks always apply"?





Magic-propelled Flight
I support your goal to minimize tables, but magic-propelled flight begs for strain, imho.


You could argue that it's a strenuous effort, as in requires physical effort, but I see no reason why it should feed off of your Tolerance.





"Deathwatch: Not fowl and not evil in any way whatsoever." You mean 'not foul'


Absolutely :smallbiggrin:






"Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against throws weapons such as spears. Giant-thrown rocks and siege weaponry is not affected by this spell."
Edit: 'against thrown weapons'
Question: if an orc throws a rock...? Is 'Gaint-thrown' important, or just 'thrown'? Is the exclusion based on weight, or just inverse to the similarity to an aerodynamic arrow?


1. I'll fix the typo.
2. If an orc uses both hands and a standard action to throw a rock typically thrown by a giant, then I'm ok with it counting as 'Gaint-thrown' (but how many times do such scenarios come to be?)





Omitted: Racial Substitution Class Features
Is this your personal distaste for them, or do many of them conflict with your other changes?


It's not a matter of distaste at all.
I put a lot of effort in making things as generic as possible.
Without knowing all the base and prestige classes, I can say with a high level of certainty that as far are character concept goes, this codex already makes at least 95% of them possible (and many more that I even haven't thought of).
This codex allows for such a diversity that racial substitution class features will simply not add anything new to the game.
The worst thing is that it will encourage players to spend time on inventing stuff instead of utilizing the existing rules to achieve the same result.

And if by any chance the rules just don't cover your vision of your character (you probably didn't look hard enough, but just if) – in such case I'd suggest coming up with an appropriate racial feat (or a skill trick/spell/template/racial variant).
This will keep the solution isolated without the need for further mechanics (Racial Substitution Class Features in this case).





Human:
'Humans also enjoy the benefit of "Once a class skill – always a class skill". This benefit extends to Half-Human races, such as Half-Elf & Half-Orc.'
This should also be mentioned under Half-Elf and Half-Orc ('better not to assume people read everything).


Will do.

Iwhowrite
2014-12-24, 04:16 PM
Gotta say, I love the fixes and noticed I already used about a third of them all ready. My personal favorite is the class fixes and the extra skills for the other senses. Its simply brilliant. :smallbiggrin:

Twist
2014-12-24, 10:44 PM
First, I'd like to say that I'm really grateful that you took the time to share these rules with us. For the most part, I see no reason not to adopt all of them!

This ability has me confused though...


.
Poltergeist (Grand; 8th)
The warlock becomes incorporeal. He is immune to attacks from non-magical weapons and magical weapons & spells, except for those with the force descriptor. He can travel through solid substances with no hindrance except for effects and spells with the force descriptor. He loses any natural armor bonuses but gains a deflection bonus to AC equal to his Cha-mod. He gains a flight speed of 90' with perfect maneuverability and retains his normal visual capabilities.


This seems uncharacteristically powerful- both relative to other warlock abilities and perhaps to anything else in the codex (unless I'm misreading it). That second sentence permanently makes the warlock immune to all weapons and spells without the force descriptor right..?

nonsi
2014-12-24, 11:33 PM
First, I'd like to say that I'm really grateful that you took the time to share these rules with us. For the most part, I see no reason not to adopt all of them!

This ability has me confused though...



This seems uncharacteristically powerful- both relative to other warlock abilities and perhaps to anything else in the codex (unless I'm misreading it). That second sentence permanently makes the warlock immune to all weapons and spells without the force descriptor right..?

Oh, nice catch.
This one goes back quite a while. I put it there so that it doesn't get lost.
I meant to deal with it for a long time now, but somehow it fell through the cracks.

What it should do, is bestow upon the Warlock the Incorporeal Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) - as given in core.

Fixed.

Thanks.

Twist
2014-12-25, 12:05 AM
Oh, nice catch.
This one goes back quite a while. I put it there so that it doesn't get lost.
I meant to deal with it for a long time now, but somehow it fell through the cracks.

What it should do, is bestow upon the Warlock the Incorporeal Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) - as given in core.

Fixed.

Thanks.

I assumed that might be the case :)

Fitz10019
2014-12-25, 07:09 PM
Grapple: Combined Effort
Overhaul:"When 2 or more grapplers are engaged in a grapple, their combinedhighest score is used by taking the maximum BAB & Str scores within the group. Each grappler in the group beyond the 1st adds +2 to the group's grapple check result."

Me: "It sounds like my ally's maximized Summon Monster 1d4+1 badgers could add +10 to my grapple checks. Does each badger use my stats in it's turn, with the +10?"

You: "Did I say 'combined score'? I meant 'highest score'. Will be fixed."
Me, now: I understood it as highest, but there's no account for HD gaps or size gaps. A 16th-level character could be 'assisted' in a grapple by 5 squirrels, and he'd get +10 for their assist while the squirrels'd use the warrior's 16(BAB)+5(StrBon)+10(5x.assists) for their actions. Maybe a creature's grapple score should be within 10 of the opponent's (or the ally's) for him to legitimately 'assist'. You want cinematic, not Disney.

Feint
I know it's just synergy in your formula, and linking Feint to Sleight of Hand would make sense if Feint were an attack -- you fake one attack type as you switch to another. However, Feint is not an attack, it's a fake-out action to cry wolf so the opponent ignores your next action, a real attack.

Also, it's strange to me that you weaken Feint by taking away a character's ability to invest skill points in it, and yet I like the BAB relevance. I suggest use 3.5's formula but each side gets his BAB as a bonus.

- Aggressor's score = d20 + Bluff + BAB
- Defender's score = d20 + Sense Motive + BAB
Or [for your vision of it]
- Aggressor's score = d20 + Sleight of Hand + BAB
- Defender's score = d20 + Sense Motive + BAB

I think a character should be able to invest in this. A rogue fighting solo is useless without Feint or Invisibility to enable his sneak attack, and your stated goal is to reduce dependency on magic items.

Riding/Resting for Spellcaster Strain/Recovery

"I'd say that 1 rank in Ride is enough for counting it restive - provided the horse is walking calmly and casually."
Riding a horse is not at all like being a passenger in a car, or even much like being a driver. Beyond the fact that steering is imposing one's will on another creature, it really is some exertion to move your body in complement to the mount's movements. If you were completely passive while riding, the horse would go where ever and at whatever speed it chooses (very unlikely to follow a road when there's grass on either side), and you'd still have to move your body to complement it's movements to avoid getting bruised.

Under the overhaul's rules, it is very easy to imagine spellcasters assuming that riding back to town for 6 hours gets them a 6 point reduction in Strain, ignoring the physical toll that ride would actually be. That's the end of my pitch on this microtopic -- it's really no big deal if you ignore this factor like 3.5e does.

Weapon Focus/Spec/Mastery/Supremacy

In the PHB, these are Fighter-only feats. Now the Fighter remake has intrinsic combat stats increase with chosen weapons.
All prereqs for those feats are nixed.
All prereqs? I think these feats still require BAB mins and, in many cases, each other. Maybe 'All class-related prereqs...'

Scribe Scrolls

Not a feat. It's available to the Priest (excluding Cleric and Elemental Adept) and Spellbinder (Mage) automatically – the ones that study magical powers via written scripture, but to no other base class presented here.
I understand this idea that scribing's intrinsic to their training, but that's a huge versatility difference for class balance. Druids and Witches don't write things down, really? I can't imagine a Bard without paper and quills. Fine, give it to Clerics and Mages for free, but it should at least be a feat that other classes can choose to take.

Also, 'Priest' is very narrowly used in the real world -- it's even a specific rank in the few faiths that use the term, ranking under bishop and above a deacon. It would be awkward to continually refer to a PC character as a 'priest' as his career progresses and he advances rank in his church. I suggest 'cleric' or 'clergy' or 'preacher' or something else more neutral.

nonsi
2014-12-25, 08:18 PM
Me, now: I understood it as highest, but there's no account for HD gaps or size gaps. A 16th-level character could be 'assisted' in a grapple by 5 squirrels, and he'd get +10 for their assist while the squirrels'd use the warrior's 16(BAB)+5(StrBon)+10(5x.assists) for their actions. Maybe a creature's grapple score should be within 10 of the opponent's (or the ally's) for him to legitimately 'assist'. You want cinematic, not Disney.


I'm not sure it's Disney.
Imagine an opponent has both your hands tide up grappling and all of a sudden this pack of squirrels (well, squirrels are hard to direct to assist you, but just for the picture of it) jump at your face and start nibbling at your eyelids, nose, ears and lips.
I'll be damned if this doesn't cost you dearly.





Feint
I know it's just synergy in your formula, and linking Feint to Sleight of Hand would make sense if Feint were an attack -- you fake one attack type as you switch to another. However, Feint is not an attack, it's a fake-out action to cry wolf so the opponent ignores your next action, a real attack.

Also, it's strange to me that you weaken Feint by taking away a character's ability to invest skill points in it, and yet I like the BAB relevance. I suggest use 3.5's formula but each side gets his BAB as a bonus.

- Aggressor's score = d20 + Bluff + BAB
- Defender's score = d20 + Sense Motive + BAB
Or [for your vision of it]
- Aggressor's score = d20 + Sleight of Hand + BAB
- Defender's score = d20 + Sense Motive + BAB

I think a character should be able to invest in this. A rogue fighting solo is useless without Feint or Invisibility to enable his sneak attack, and your stated goal is to reduce dependency on magic items.


My main issue with Bluff, is that in other uses it's a verbal deception and applying it to a combat maneuver is a deviation from the usual behavior of the skill.
I Also see 2 problems with your formulae:
1. The numbers go unusually high compared to practically any other check in the game.
2. This will encourage an unnecessary arms-race of skills. It's Ok if rogues use their feinting vs. squishies and adopt other tactics vs. melee-focused characters. They don't need to beat them at their own game. Also, most rogues are Cha-focused already and Wis is as dump-stat as dump-stats go when melees are concerned (with Soulknife being the exception... and Monk being Martial-Arts Genius), so they shouldn't be crippled too badly because of it.






Riding/Resting for Spellcaster Strain/Recovery

Riding a horse is not at all like being a passenger in a car, or even much like being a driver. Beyond the fact that steering is imposing one's will on another creature, it really is some exertion to move your body in complement to the mount's movements. If you were completely passive while riding, the horse would go where ever and at whatever speed it chooses (very unlikely to follow a road when there's grass on either side), and you'd still have to move your body to complement it's movements to avoid getting bruised.

Under the overhaul's rules, it is very easy to imagine spellcasters assuming that riding back to town for 6 hours gets them a 6 point reduction in Strain, ignoring the physical toll that ride would actually be. That's the end of my pitch on this microtopic -- it's really no big deal if you ignore this factor like 3.5e does.


Anything between 1 and 4 ranks is reasonable enough for me, so I tend to categorize this one as "no biggie".





All prereqs? I think these feats still require BAB mins and, in many cases, each other.


I'm not sure what you're saying here.
Are you talking about the Weapon Focus line, or feats that have them as prereqs?





I understand this idea that scribing's intrinsic to their training, but that's a huge versatility difference for class balance. Druids and Witches don't write things down, really?


I'm not sure about the "huge versatility difference for class balance".
Druids have companions + infusions + features all over the board.
Witches have familiars + hexes + awesome feats + invocations + many other tricks.
Also, maybe nowadays Witch-wannabes use text by virtue of using the internet, but in past time they were all about dancing around campfires under the light of the moon, stargazing, tarot reading, conducting candle rituals, attending covens and some such.





I can't imagine a Bard without paper and quills. Fine, give it to Clerics and Mages, but it should at least be a feat that other classes can choose to take.


Ok, I can see this one as making sense.
But if a bard can pull it off, then it seems a pointless feat tax.
I'm cool with including the Bard among the classes that have "Scribe Scroll" as an option.




Also, 'Priest' is very narrowly used in the real world -- it's even a specific rank in the faiths that use the term, ranking under bishop and above a deacon. It would be awkward to continually refer to a character as a 'priest' as his career progresses and he advances rank in his church. I suggest 'cleric' or 'clergy' or something else more neutral.


A professor is still a doctor and also an MA.
Too many times I've encouneted the term "Cleric" as being associated with the mix of holyness and combat prowess.
I was intentionally looking for a name that would more reliably spell out "squishy" and at the same time encompass many archetypes.
"Priest" is the best one I came up with so far.

Fitz10019
2014-12-26, 09:57 AM
Weapon Focus/Spec/Mastery/Supremacy

In the PHB, these are Fighter-only feats. Now the Fighter remake has intrinsic combat stats increase with chosen weapons.
All prereqs for those feats are nixed.
These feats have BAB requirements. And these feats are a line, requiring the earlier ones. You're not really nixing those, right?

Group Grapple

Imagine an opponent has both your hands tide up grappling and all of a sudden this pack of squirrels (well, squirrels are hard to direct to assist you, but just for the picture of it) jump at your face and start nibbling at your eyelids, nose, ears and lips.
I'll be damned if this doesn't cost you dearly.
So, yes, the squirrels get my stats for each of their attacks, plus 10? There'll be a lot of crowd summoning. I agree on the assist, but not the group-uses highest. Just a difference of opinion, I guess.

Feint
"[Rogues] don't need to beat [fighters] at their own game. "
Normally, Fighters will be full attacking, using a better BAB. Under 3.5e, Rogues need two turns to get a single attack that might benefit from feint, unless they've invested a feat to make feinting a move action, and then it's still a single attack but in one turn. Remember, only the first attack benefits from feint. In one-on-one combat, Rogues need two successful rolls to get one sneak-boosted attack. The Fighter does damage on every successful roll, and starts with a higher BAB, getting more attacks.

Perhaps back up a step. How often do you think a Feint should be successful at 6th, 12th, 18th level in a duel between a full BAB martial class character and a Rogue of the same level? Then we'll know if the math matches your philosophy.

Priest
In your example, Priest is like "Master of the Arts" -- higher than Bachelor, but less than Doctor, or Dean. Professor can apply at many levels. I think 'Sargent' is a better analogy for Priest, overall. I can see how finding a familiar word without the baggage of 3.5e is difficult. Perhaps 'Preacher'?

I'm enjoying this discussion and I hope I don't sound too pushy with my opinions.

nonsi
2014-12-26, 11:14 AM
Weapon Focus/Spec/Mastery/Supremacy

These feats have BAB requirements. And these feats are a line, requiring the earlier ones. You're not really nixing those, right?


Ok. Maybe "All prereqs for those feats are nixed" is not the right way of putting it.
I see the point in carrying the requirements of the Weapon Focus line to the feats that have them as prereqs, but I'm inclined to replace "Fighter Level" with BAB, because the Warrior has too big an edge for other classes to catch up, so it wouldn't take the edge out of the Warrior, but rather expand the archetypes.





Group Grapple

So, yes, the squirrels get my stats for each of their attacks, plus 10? There'll be a lot of crowd summoning. I agree on the assist, but not the group-uses highest. Just a difference of opinion, I guess.


It's not that "the squirrels get my stats", but more of a simplification of the total contribution to a group effort.
The alternative would be to truly try to figure out what each grappler contributes to the group - and that could lead to a mess of rules that would probably yield the same result.
Therefore, I choose to K.I.S.S (keep it simple and stupid).





Feint
"[Rogues] don't need to beat [fighters] at their own game. "
Normally, Fighters will be full attacking, using a better BAB. Under 3.5e, Rogues need two turns to get a single attack that might benefit from feint, unless they've invested a feat to make feinting a move action, and then it's still a single attack but in one turn. Remember, only the first attack benefits from feint. In one-on-one combat, Rogues need two successful rolls to get one sneak-boosted attack. The Fighter does damage on every successful roll, and starts with a higher BAB, getting more attacks.

Perhaps back up a step. How often do you think a Feint should be successful at 6th, 12th, 18th level in a duel between a full BAB martial class character and a Rogue of the same level? Then we'll know if the math matches your philosophy.


Ok, I see the problem here.
Warriors can take Maneuvers Expertise and Maneuvers Mastery warcrafts to seamlessly integrate Feint into their combat tactics.
This made me overlook the need of characters without Warrior levels.
Now, a rogue can take Improved Feint and use it while still making a full attack.
What I didn't take into account, is that this deprives the rogue of his battlefield mobility and makes him less of a skirmisher.
What if starting as BAB +8 (or +6?), Improved Feint feat made Feint a swift action?





Priest
In your example, Priest is like "Master of the Arts" -- higher than Bachelor, but less than Doctor, or Dean. Professor can apply at many levels. I think 'Sargent' is a better analogy for Priest, overall. I can see how finding a familiar word without the baggage of 3.5e is difficult. Perhaps 'Preacher'?


'Preacher' implies that all practitioners of divine powers Preach their philosophy.
AFAICT, most of them don't.
I only find the non-variant to fit the title 'Preacher'.
So, for the moment, 'Priest' still remains dominant (and I really have no special attachment to this name, it just seems to fit best for now).





I'm enjoying this discussion and I hope I don't sound too pushy with my opinions.


Not at all.
When things don't add up, I wish to be informed - it may point out things that I unintentionally overlooked but don't add up for me either.




[EDIT:] While we're at it, do you have any suggestions how to integrate CL into Medium/Long/Extended durations?

Fitz10019
2014-12-26, 05:11 PM
Group Grapple

It's not that "the squirrels get my stats", but more of a simplification of the total contribution to a group effort.
The alternative would be to truly try to figure out what each grappler contributes to the group - and that could lead to a mess of rules that would probably yield the same result.
Therefore, I choose to K.I.S.S (keep it simple and stupid).
I hear you on the simplicity. Imagine the squirrels participating in a grapple against a creature with DR/X. Perhaps a 'capable of damaging' clause to avoid extreme abuse (by squirrels, at least).

Feint

Now, a rogue can take Improved Feint and use it while still making a full attack.
Just to be clear, please confirm that, under this overhaul, Feint still only makes the target flat-footed (and therefore open to Sneak Attack damage) for the first attack of that full attack. The iterative attacks will not get Sneak damage from the feint. I just want to check that we're on the same page.


What I didn't take into account, is that this deprives the rogue of his battlefield mobility and makes him less of a skirmisher.
What if starting as BAB +8 (or +6?), Improved Feint feat made Feint a swift action?
So something like, "Improved Feint allows a character to make a Feint as a move action. With a BAB of +6 or higher, the character can Feint as a swift action." That does make it skirmisher friendly.

Priest

'Preacher' implies that all practitioners of divine powers Preach their philosophy.
AFAICT, most of them don't.
It's funny that you fell into one trapping of Catholicism, the title "Priest", and I fell into another, assumed proselytizing.

Spell Durations

While we're at it, do you have any suggestions how to integrate CL into Medium/Long/Extended durations?
What is your argument against 3.5e's way of doing it? What's the problem you'd like to fix?

nonsi
2014-12-26, 06:08 PM
Group Grapple

I hear you on the simplicity. Imagine the squirrels participating in a grapple against a creature with DR/X. Perhaps a 'capable of damaging' clause to avoid extreme abuse (by squirrels, at least).


I hear you, but getting into such corners would quickly cause rule inflation.
Let's just settle for assuming that they'd pose a distraction.





Feint

Just to be clear, please confirm that, under this overhaul, Feint still only makes the target flat-footed (and therefore open to Sneak Attack damage) for the first attack of that full attack. The iterative attacks will not get Sneak damage from the feint. I just want to check that we're on the same page.


So something like, "Improved Feint allows a character to make a Feint as a move action. With a BAB of +6 or higher, the character can Feint as a swift action." That does make it skirmisher friendly.


Feint doesn't make you flatfooted (http://www.d20srd.org/srd/combat/specialAttacks.htm#feint). It makes you unable to properly defend yourself against the feinter's next attack. (unless you have a special homebrew feat that says otherwise - I see no justification for such a feat)





Priest

It's funny that you fell into one trapping of Catholicism, the title "Priest", and I fell into another, assumed proselytizing.


I could go for 'Imam', or 'Rabbi', or 'Lama'......... but that would sound totally awkward.
So far, 'Priest' is the only term that sounds general and non-committing enough to fit the bill.





Spell Durations

What is your argument against 3.5e's way of doing it? What's the problem you'd like to fix?


No standard durations whatsoever.
Each spell that's not instant or permanent seems to have an arbitrary duration.

Fitz10019
2014-12-27, 05:43 PM
Group Grapple

Let's just settle for assuming that [the squirrels]'d pose a distraction.
They get my BAB and my Strength bonus... do they get my size modifier, or their own?

Feint

Feint doesn't make you flatfooted (http://www.d20srd.org/srd/combat/specialAttacks.htm#feint). It makes you unable to properly defend yourself against the feinter's next attack. (unless you have a special homebrew feat that says otherwise - I see no justification for such a feat)
Right, my bad, but that wasn't the point of my post. A successful Feint gets you sneak damage on one attack, maybe the first of the full attack, not every attack.

Spellcasting Durations

No standard durations whatsoever.
Each spell that's not instant or permanent seems to have an arbitrary duration.
So like how Chill Metal is 7 rounds -- a number out of nowhere. And it's damage is calculated by d4s, like Magic Missile, but not like Fireball or Blade Barrier.

Some Types of Scaling (some spells scale with 2 types):
Duration Scaling: 1 round/CL; 1 minute/CL;1 hour/CL; (Invisibility)
Target Volume Scaling: 1 target or 25lbs per 3 CLs (Chill Metal)
Target Distance Scaling: 500ft + 50ft per 3 CLs (Locate Object)
Degree Scaling: 1d6 per 3 CLs (Fireball)
Rolled Scaling: 1d20 + CL (Dispel Magic)

Some Spell Functions:
defense (Mage Armor), damage (Fireball), impede (Entangle), buff for offense (Bull's Strength), discern (Detect..., Scry), mislead (Invisibility), recovery (Cure..., Restore), travel/bear (Fly, Floating Disk), direct (Summon..., Animate...), communicate (Message, Tongues), humiliate allies (Open/Close, Find the Path)

I think you're looking at another table, where function row meets scaling type column you get... ???
It sounds like a daunting task, making all magic consistent. I wonder if magic would lose its... wonder.

nonsi
2014-12-27, 05:57 PM
Group Grapple

They get my BAB and my Strength bonus... do they get my size modifier, or their own?


I think we're starting to drift here.
Group Grapple is a joint effort. Nobody's getting anybody else's stats.





Feint

Right, my bad, but that wasn't the point of my post. A successful Feint gets you sneak damage on one attack, maybe the first of the full attack, not every attack.


The very next attack the fainter makes during the round at which a successful Feint was made - full attack or otherwise.





Spellcasting Durations

So like how Chill Metal is 7 rounds -- a number out of nowhere. And it's damage is calculated by d4s, like Magic Missile, but not like Fireball or Blade Barrier.

Some Types of Scaling (some spells scale with 2 types):
Duration Scaling: 1 round/CL; 1 minute/CL;1 hour/CL; (Invisibility)
Target Volume Scaling: 1 target or 25lbs per 3 CLs (Chill Metal)
Target Distance Scaling: 500ft + 50ft per 3 CLs (Locate Object)
Degree Scaling: 1d6 per 3 CLs (Fireball)
Rolled Scaling: 1d20 + CL (Dispel Magic)

Some Spell Functions:
defense (Mage Armor), damage (Fireball), impede (Entangle), buff for offense (Bull's Strength), discern (Detect..., Scry), mislead (Invisibility), recovery (Cure..., Restore), travel/bear (Fly, Floating Disk), direct (Summon..., Animate...), communicate (Message, Tongues), humiliate allies (Open/Close, Find the Path)

I think you're looking at another table, where function row meets scaling type column you get... ???
It sounds like a daunting task, making all magic consistent. I wonder if magic would lose its... wonder.


I wasn't considering standardizing effects (those could remain varied and crazy as hell), only durations.

Fitz10019
2014-12-28, 09:06 AM
I think we're starting to drift here.
Group Grapple is a joint effort. Nobody's getting anybody else's stats.

Okay, so talk us through the numbers for when a 16th-level Warrior (Str 20) is in a Group Grapple with 5 celestial badgers assisting him against a Dire Ape.

nonsi
2014-12-28, 09:35 AM
Okay, so talk us through the numbers for when a 16th-level Warrior (Str 20) is in a Group Grapple with 5 celestial badgers assisting him against a Dire Ape.

16 (highest BAB) + 5 (highest Str-bonus) + [5 * 2] (group effort aid) = +31.

It doesn't matter who the opponent is when calculating the total score of the group.

There could be exceptions though. E.g. mindless undead/constructs (that are entirely beyond the badgers' ability to deal damage) don't suffer from distractions, so you could rule out the badgers in this case.
(but the is a special case and not the norm)

Fitz10019
2014-12-28, 12:10 PM
16 (highest BAB) + 5 (highest Str-bonus) + [5 * 2] (group effort aid) = +31.

It doesn't matter who the opponent is when calculating the total score of the group.

There could be exceptions though. E.g. mindless undead/constructs (that are entirely beyond the badgers' ability to deal damage) don't suffer from distractions, so you could rule out the badgers in this case.
(but the is a special case and not the norm)

But their damage, if any, is based on their individual Strength modifiers, right?

Are you ignoring the size modifiers for group participants? (Or have you eliminated size modifiers for grapple?)

nonsi
2014-12-28, 01:34 PM
But their damage, if any, is based on their individual Strength modifiers, right?

Are you ignoring the size modifiers for group participants? (Or have you eliminated size modifiers for grapple?)

Oh, I forgot about the size factor in my formula.
Ok, just like BAB & Str-mode, you take the highest size modifier when calculating a group's overall Grapple modifier.

Fitz10019
2014-12-28, 05:13 PM
Grapple: Combined Effort

Oh, I forgot about the size factor in my formula.
Ok, just like BAB & Str-mode, you take the highest size modifier when calculating a group's overall Grapple modifier.
Now that it's clear, all I can say is it's simple, but I wouldn't use this rule.

If my 16th-level Warrior is already Enlarged, summoning 5 celestial owls (tiny) gets him the same bonus as 5 Celestial Lions, and one of the owls might get a pin on their turn. You may say this is a corner case, but my argument is that the economy of spellcasting always calls for the cheapest solution, to save slots or points or strain for later. My 16th-level Mage ally will gleefully cast a 0-cost spell whenever it would solve the problem "good enough."

You've made a good argument for the +2 per assist. I just can't see using the highest Strength and highest Size modifier for all. Really, knowing your participant's grapple number is simple enough that it doesn't need further simplifying, or changing from 3.5e (beyond the assist), in my opinion. It's on my character sheet. It's in every creature's stat block. As I see it, not using that number from the sheet/block is more confusing than having one number for all.

nonsi
2014-12-29, 06:21 AM
Grapple: Combined Effort

Now that it's clear, all I can say is it's simple, but I wouldn't use this rule.

If my 16th-level Warrior is already Enlarged, summoning 5 celestial owls (tiny) gets him the same bonus as 5 Celestial Lions, and one of the owls might get a pin on their turn. You may say this is a corner case, but my argument is that the economy of spellcasting always calls for the cheapest solution, to save slots or points or strain for later. My 16th-level Mage ally will gleefully cast a 0-cost spell whenever it would solve the problem "good enough."

You've made a good argument for the +2 per assist. I just can't see using the highest Strength and highest Size modifier for all. Really, knowing your participant's grapple number is simple enough that it doesn't need further simplifying, or changing from 3.5e (beyond the assist), in my opinion. It's on my character sheet. It's in every creature's stat block. As I see it, not using that number from the sheet/block is more confusing than having one number for all.

Okaaayyyyy, I now see the confusion.

The idea behind Combined Effort is to regard all grapplers of a given side as a single entity.
If a given grappler does not work in concert with the group (e.g. tries to use a carried item, cast a spell, break from grapple etc), it is no longer included in the Combined Effort.


Does this now make more sense?

Fitz10019
2014-12-29, 03:58 PM
The idea behind Combined Effort is to regard all grapplers of a given side as a single entity.
If a given grappler does not work in concert with the group (e.g. tries to use a carried item, cast a spell, break from grapple etc), it is no longer included in the Combined Effort.


Does this now make more sense?

Yes, it does, thank you. I had misunderstood it, until now.

I still think you'll get lots of low-level summons to spam the +2.

nonsi
2014-12-29, 11:08 PM
Yes, it does, thank you. I had misunderstood it, until now.

I still think you'll get lots of low-level summons to spam the +2.

Ok. I see your concern.
I believe that the codex rules for "Summoning & Domination" (post #4: Spellcasting Rules) ensure that this is not an issue.

Fitz10019
2014-12-30, 07:57 AM
Alright, that Summoning and Domination rule is a solid 3.5e fix. Regarding Group Grapple, I was imagining a 16th-level Mage casting Summon Monster III to get up to 5 Celestial Owls (from 1d4+1 of the SMI) for 1 point of strain and up to +10 help in the grapple. It is good he can't do it twice for up to +20 help, and it's good that maximizing that spell (for a definite 5 owls) would cost him 5 strain.

It's still strange that the maximized SMIII is more help than SMVI for 1 Celestial Polar Bear... (+2*5+0(size)=+10 for 5 tiny owls vs. +2+4(size)=+6 for 1 large bear) ... because the -8 size modifier of the tiny owls is ignored. It's more believable to me for Large participants to be +3 help, Medium +2, Small +1, Tiny and all smaller +0.


Spellcasters, Ability Scores & Skills:
Mages’ Tolerance is keyed off of their Int and they gain maximized ranks in Spellcraft.
Priests’ Tolerance is keyed off of their Cha and they gain maximized ranks in Knowledge (religion)
Druids’ Tolerance is keyed off of their Wis and they gain maximized ranks in Knowledge (nature)
Bards’ Tolerance is keyed off of their Cha and they gain maximized ranks in a chosen Perform skill (e.g. singing/oratory/harp/...)
Witches’ Tolerance is determined by their primary circle and they gain maximized ranks in Craft (alchemy)
I touched on this earlier, but I don't think I was clear. Rather than "maximized ranks" this needs another phrase to allow for multiclassing characters. So, "Class Level +3" might be better, so the other class levels can/should also invest skill points to keep it maxed. Or did you want the maxing to be free for multiclassers?

nonsi
2014-12-31, 01:01 AM
It's still strange that the maximized SMIII is more help than SMVI for 1 Celestial Polar Bear...


Yes, but let's not forget that you pay the feat tax to be able to cast a Maximized Spell.





because the -8 size modifier of the tiny owls is ignored. It's more believable to me for Large participants to be +3 help, Medium +2, Small +1, Tiny and all smaller +0.


Ok, that makes sense.
This could go even further, even though Huge+ creatures wouldn't routinely engage in group effort grappling.

Also, the modifier shouldn't drop below +1 (a house cat could still bite/scratch your led. It wouldn't do much damage, but it'll still draw attention).
What if:
1. Medium & Small grapplers contribute +2 each
2. Tiny or smaller grapplers contribute +1 each
3. Large/Huge/Gargantuan/Colossal sized grapplers contribute +3/+4/+5/+6 each (respectively).





I touched on this earlier, but I don't think I was clear. Rather than "maximized ranks" this needs another phrase to allow for multiclassing characters. So, "Class Level +3" might be better, so the other class levels can/should also invest skill points to keep it maxed. Or did you want the maxing to be free for multiclassers?


Sure thing.
I'll add a note that explains what "maximized ranks" means.

Fitz10019
2014-12-31, 03:17 AM
a house cat could still bite/scratch your led
I don't know what body part that is, but it sounds painful!


...the modifier shouldn't drop below +1 ...
What if:
1. Medium & Small grapplers contribute +2 each
2. Tiny or smaller grapplers contribute +1 each
3. Large/Huge/Gargantuan/Colossal sized grapplers contribute +3/+4/+5/+6 each (respectively).

And you still use the best size modifier, right? So re-examining my example under this new version,

+1*5 + 0(size)= +5 for tiny owls helping (the maximum summoning number for one caster)
+3 + 4(size)= +7 for a large bear helping

For me, that's better. Is there a common language or other communication required?

nonsi
2014-12-31, 03:33 AM
I don't know what body part that is, but it sounds painful!


More than you can imagine :smallbiggrin:





Is there a common language or other communication required?


I don't think so.
Grappling is the language of the body.
When strategy becomes a factor, anyone that does anything other than contribute to the joint effor no longer constitutes as part of the group.

nonsi
2015-01-03, 07:56 AM
Gotta say, I love the fixes and noticed I already used about a third of them all ready. My personal favorite is the class fixes and the extra skills for the other senses. Its simply brilliant. :smallbiggrin:

I'm curious to know which classes you had the chance of using and your experience with them (especially things that don't work as expected, concerns, or required adjustments/adaptations - if any).

I'd Also like to know which stuff you already use and which stuff you don't use (and what prevented its integration).

Iwhowrite
2015-01-03, 10:59 AM
I'm curious to know which classes you had the chance of using and your experience with them (especially things that don't work as expected, concerns, or required adjustments/adaptations - if any).

I'd Also like to know which stuff you already use and which stuff you don't use (and what prevented its integration).

Sure I will have a post later tonight or tomorrow.

Iwhowrite
2015-01-08, 05:02 PM
I'm curious to know which classes you had the chance of using and your experience with them (especially things that don't work as expected, concerns, or required adjustments/adaptations - if any).

I'd Also like to know which stuff you already use and which stuff you don't use (and what prevented its integration).

I have never personally used the classes myself (just said I liked them), though if I ever have the chance to I will let you know my thoughts on how they did in game.

As to what I have done myself:

Iterative Attacks: I did something similar. besides adjusting they time a full attack takes up I also added in that they could sacrifice attacks to do additional combat maneuvers at the same speed if they had the Improved feats (trip and the like). They could select one maneuver per sacrificed attack or attempt multiple times on the same one. The catch though the number of times you could do the same one was equal to 1/4 your character level. Also, the fighter class was the only one who gained all the things from what you call Iterative Attacks as well as what I mentioned above.

Action Breakdown: basically did the same thing except I didn't allow those who were taking the total defense action to use AoO. My reasoning was that you wouldn't be paying enough attention to such movements since you where just trying to stay alive.

Fractional BAB & Saves: Standard in my games, exactly the same.

Weapons & Armors: Going to start using these if I ever run a game. I realy like these fixes (though it is just borrowing pfs, but I like their weapon designs more; even though there are only a few differences .... then again ...)

AC Modifiers – The Whole Story: This makes me want to play a shield wielding rogue. "I smack him with my shield from behind, add +6d6 snk atk damage :smalltongue:"

Combat Hustle, Definition: I didn't something similar I let you run as a move action but you had the exhausted condition for 1d8-con. mod. rounds.

Flanking Tweak: Did the same thing, I used a pencil in game to show who had flanking. Though I did let those with reach weapons to pull some shenagins if they could explain how it would causing flanking at weird angles (or succend a tumble check against the opponents ac to grant the flank bonus for one round while they stayed in that spot).

Attacks of Opportunity (AoOs): mainly by the book except I added whenever you lost you dex modifier you provoked a AoO. Period (so if you flanked someone you got a AoO since they couldn't defend well.)

Natural 1s and natural 20s: We had fumble charts. Basically we took the called shot table and set it to random. If a one you hit you self or another in reach (you rolled), then rolled on the table to see what part you hit (one guy lost his head .... from a wizards dagger ...). If it was a 20 you crited and had a choice auto confirm the crit orrrrrrrrr, get to auto succeed on any called shot, but other then what the called shot would do. No damage would be dealt.

Feats turned into combat options available for all: Same thing (PF got some much right)

Hit Points: Monsters in my game allways started with max hp .... I was too lazy at the time(in exchange so was the party. I thought it fair). I like your rest rule though.

Crit Substitution: Nope, all I did was what I said in Natural 1s and natural 20s(meaning if you crit you could chose damage or called shots), crits where treated the same way but you had to roll again to confirm (both crist and called shots).

Saving-Throws Modifiers – Redefined: This makes sense and should be made standard I think in all games.

Gaze Attacks: Mainly used the srd rules for this. (meaning it never came up in a game)

Magic Projectiles & Magical Pluses: Oops I thought they allways had stacked ...

Massive Damage: Did the same thing as you here excepted I never sickened or nausted targets. They where considered shaken though for 1d6+(1/4 the damage) rounds if they succeeded.

Ability Scores & Speed Increase: Neat idea but I never did anything like this.

Combat Actions – (N)ew / (R)edified / More (O)ptions: Noghting to say but ... EPIC :smallbiggrin:

Foil Action: Similar, my rule was if they hit you while flatfooted with anything it was foiled unless you succened against the dc with a + (damage dealt or +10 depending on what happened).

nonsi
2015-01-09, 10:13 AM
I have never personally used the classes myself (just said I liked them), though if I ever have the chance to I will let you know my thoughts on how they did in game.


I see.
Are there any codex classes that you'd consider to be obviously more attractive than others? (for any reason)
My aim was to make all of them equally attractive mechanically, but I know there's no such thing as 100% success, so I'm curious.





As to what I have done myself:

Iterative Attacks: I did something similar. besides adjusting they time a full attack takes up I also added in that they could sacrifice attacks to do additional combat maneuvers at the same speed if they had the Improved feats (trip and the like). They could select one maneuver per sacrificed attack or attempt multiple times on the same one. The catch though the number of times you could do the same one was equal to 1/4 your character level. Also, the fighter class was the only one who gained all the things from what you call Iterative Attacks as well as what I mentioned above.


Notice that the Warrior class has 2 warcrafts that target this very issue: Maneuvers Expertise and Maneuvers Mastery.





Action Breakdown: basically did the same thing except I didn't allow those who were taking the total defense action to use AoO. My reasoning was that you wouldn't be paying enough attention to such movements since you where just trying to stay alive.


I see your point.
I was trying to give total defense something that would make it count for something when Combat Expertise catches up.
So now I'm thinking, what if instead of allowing AoOs, total defense stacked with Combat Expertise, starting at BAB +4?





AC Modifiers – The Whole Story: This makes me want to play a shield wielding rogue. "I smack him with my shield from behind, add +6d6 snk atk damage :smalltongue:"


Now there's an archetype I've never encountered.
Could be nice.
Notice that it'll have to be a spiked buckler though.





Combat Hustle, Definition: I didn't something similar I let you run as a move action but you had the exhausted condition for 1d8-con. mod. rounds.


Seems weird to me that running for no more than 6 seconds could get anyone exhausted.
I don't believe it's physically possible.
Fatigued maybe. Exhausted – no way.





Flanking Tweak: Did the same thing, I used a pencil in game to show who had flanking. Though I did let those with reach weapons to pull some shenagins if they could explain how it would causing flanking at weird angles (or succend a tumble check against the opponents ac to grant the flank bonus for one round while they stayed in that spot).


There's already an official flanking feat for pulling off flanking shenanigans. It's called Adaptable Flanker.
Also, the Rogue has the Opportunist special ability.
Combine the above and you get a lot of flanking.





Attacks of Opportunity (AoOs): mainly by the book except I added whenever you lost you dex modifier you provoked a AoO. Period (so if you flanked someone you got a AoO since they couldn't defend well.)


The AoOs rule is there mainly for game simplification and common sense.
It better defines what constitutes as not being able to properly defend yourself.





Natural 1s and natural 20s: We had fumble charts. Basically we took the called shot table and set it to random. If a one you hit you self or another in reach (you rolled), then rolled on the table to see what part you hit (one guy lost his head .... from a wizards dagger ...). If it was a 20 you crited and had a choice auto confirm the crit orrrrrrrrr, get to auto succeed on any called shot, but other then what the called shot would do. No damage would be dealt.


I came to realize that most fumble charts provide results that overlap with normal combat actions.
The aim was to make the fumble chart as small as possible (to circumvent the need to go back to the pages) and to actually provide result that would solidly fit the scenario without over complicating things.





Hit Points: Monsters in my game allways started with max hp .... I was too lazy at the time(in exchange so was the party. I thought it fair). I like your rest rule though.


Same as with everything else, I tried to find the golden path between believability and practicality.
If you add my recent Heal skill tweak (with the proposed feat), you go a long way in reducing dependability in a heal-bot without losing credibility or taxing gameflow.





Crit Substitution: Nope, all I did was what I said in Natural 1s and natural 20s(meaning if you crit you could chose damage or called shots), crits where treated the same way but you had to roll again to confirm (both crist and called shots).


Whatever works for you.
I noticed that for some unidentified reason, people find it hard to let go of the crit mechanics.





Gaze Attacks: Mainly used the srd rules for this. (meaning it never came up in a game)


Oh, I had my share of dealings with various gaze attacks.
If bad luck strikes (TPK), all the DM can do is sit there with a stupid expression on his face.





Magic Projectiles & Magical Pluses: Oops I thought they allways had stacked ...


Good for you.





Massive Damage: Did the same thing as you here excepted I never sickened or nausted targets. They where considered shaken though for 1d6+(1/4 the damage) rounds if they succeeded.


Shaken is related to fear. I can't really put it in the same context as being wrecked with pain.





Ability Scores & Speed Increase: Neat idea but I never did anything like this.


I find it both to make sense and being practical on eliminating gear dependency.
It also means that you don't need to start with radically high stats to enjoy the fruits of high levels.
With my proposed progression, you could be a 1st level spellcaster with 11 in your primary stat and by the time you get to level 17 (remember that no human in recorded history has ever made it to 7th), you catch up.





Combat Actions – (N)ew / (R)edified / More (O)ptions: Noghting to say but ... EPIC :smallbiggrin:


Yes. Those took years to get fully cooked.
Each of them was completely re-written at least 4 times. Many of them were published for the first time in this codex.





Foil Action: Similar, my rule was if they hit you while flatfooted with anything it was foiled unless you succened against the dc with a + (damage dealt or +10 depending on what happened).


Here I went for believability over gameflow.
Since those don't occur too often, I wanted something to feel realistic and be cinematic.
For activating a device, it's really quite straight forward.
Carrying fragile stuff requires special handling (and Jackie Chan has repeatedly proven that it is humanly possible to salvage fragile stuff while being attacked – in various ways).
Using skills - now that's where Foil Action is really important, because the rules don't cover some cases - or don't cover them well enough.





You haven't touched spellcasting, races and skill (touching feats is only relevant if you find one that's useless or broken, so never mind feats).
Also, post #10 (Classes Intro) offers a lot of stuff regarding multiclassing.
If you have any insights/opinions/questions regarding the above, I hope you share them.

Iwhowrite
2015-01-09, 04:43 PM
I wiil later thoug I have classes starting in a few days (college), plus a bunch of job interviews, and games already on herer (and mythweavers). Give me a few days and I will see if I can get a post up.

AmberVael
2015-01-09, 05:16 PM
So I see you've said this:

And a preliminary apology
This compendium is a compilation of materials gathered and processed over several years and I long since lost track and count regarding all sources, so materials in it that are not originally mine will initially not come with proper credits to their originators.
This by no means mean that I don’t have full appreciation to their originators or have any intention of robbing them of their glory.
On the contrary. Crediting some and not others will be prioritizing, as I'm bound by maximum message length (50000 characters per post).
Therefore, if someone’s offended by not being properly credited, PM me with valid links and I’ll add credit where credit is due (with posting space constraints taking precedence though).


But I can't say I'm impressed with a policy of "ask forgiveness, not permission." Or very persuaded by it. And frankly, not crediting people for their work simply because of the constraints it puts on you is a pretty poor excuse. Even if you are well meaning and do appreciate the work that others have done, you're not being very respectful of it by taking this approach.

Give credit where credit is due. Ask people if they're okay with it. Or if you can't manage that, then don't take other people's work. Its really that simple.

necroon
2015-01-09, 05:27 PM
Hello! I have a question or two. I hope these have not already been asked. Most likely the answer is already here and I'm just not seeing it.



Characters add 1 point to one ability score at each level (including 1st).
You cannot increase the same ability twice in 2 consecutive levels, and you cannot push your racial ability-score limits faster than +1 per 4 class levels via level-progression alone.
This adheres to the notion that practice makes perfect, and serves as a decent compensation for a bad start and/or MAD. It also puts yet a greater impact on level progression vs. gear.
Special: Once per 6 class levels, a general feat can be used to raise one's ability score and ability limits by +1.

What does the bolded/underlined part mean? Does it mean that a racial +4 to strength would instead be a +1 that occurs once every four levels? Or does it mean I can only further increase strngth every four levels?



Zero-level HP: 8
Racial Traits changes/additions:
- Also gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait. A human that wishes to have more skill points can simply apply these extra +2 ability points to Int (this is obviously better than "+1 skill point per level").
- Humans also enjoy the benefit of "Once a class skill – always a class skill". This benefit extends to Half-Human races, such as Half-Elf & Half-Orc.


What is a racial ability cap and how does it work? Is it different for each race? Does this apply for monsters, too?

:smallsmile: Thank you for taking the time to read/review my questions!

nonsi
2015-01-10, 09:11 AM
So I see you've said this:


But I can't say I'm impressed with a policy of "ask forgiveness, not permission." Or very persuaded by it. And frankly, not crediting people for their work simply because of the constraints it puts on you is a pretty poor excuse. Even if you are well meaning and do appreciate the work that others have done, you're not being very respectful of it by taking this approach.

Give credit where credit is due. Ask people if they're okay with it. Or if you can't manage that, then don't take other people's work. Its really that simple.

As I said, I'm waging a near impossible war against shortage of storage space already.
If I gave all the relevan credits, it would probably almost double this work. It'll also break things up in a terrible way and would probably require at least 35 posts.
And almost equally important, I long since lost track of most sources.


But I give credit where credit is due.

When applaud for my ingenious spellcasting variant, I redirect to Surgo and Lord Blackfang's system (http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29) without hesitation. Surgo and Lord Blackfang are nowhere to be found, so there's no one to ask permission of.

More than once, I noted that Ziegander's Warlord (http://brilliantgameologists.com/boards/index.php?topic=2394.0) was the breakthrough I needed to find the Fighter fix I was searching for years. Permission granted way back on gleemax.

If someone is excited over the approach to Priest & Druid spells, I say that GtG's Cleric (http://www.giantitp.com/forums/showthread.php?319556-The-Cleric-(Fixed-List-Caster-Project)-3-5-PEACH) was taken almost as is and that I also drew heavily from his Druid (http://www.giantitp.com/forums/showthread.php?321588-The-Druid-(Fixed-list-Caster-Project)-3-5-PEACH). AFAIK, GtG is as liberal as myself when it comes to sharing.

I'll also add right here and now, that my proposed skill tricks are heavily based on RoC's work (http://www.giantitp.com/forums/showthread.php?171328-40-Skill-Tricks!-peach). I already credited RoC in the previous codex on ENWorld (we had several PMs on the subject).

My extended sig credits eftexar for the foundations I needed for the Witch (http://www.giantitp.com/forums/showthread.php?244973-The-Witch-a-tier-3-druid-(3-5-Peach)).

My extended sig also mentions plenty of my stuff that was a collaborative work on this forum and would never have been completed without some solid PEACHing (e.g. JtB's invaluable assistance in getting the DFD right (http://www.giantitp.com/forums/showthread.php?302080-Dragonfury-Disciple-take-II-(PEACH)&p=15976126#post15976126)).


A feat, spell or invocation here & there - those were all collected sporadically, without me documenting sources.

Everything else in the codex was slowly and pianfully assembled from fragments, or is entirely originally mine.



So yes, I do give credit where credit is due, but I don't bother to "cover my ass" legally, because I don't sell any of my work - it's there for everyone to use and abuse as they see fit (and I don't give a rat's ass if I'm credited or not - people using my ideas is all the credit I need).

nonsi
2015-01-10, 09:13 AM
I wiil later thoug I have classes starting in a few days (college), plus a bunch of job interviews, and games already on herer (and mythweavers). Give me a few days and I will see if I can get a post up.

I know the routine only too well, so at your convenience.
Thanks.

nonsi
2015-01-10, 09:42 AM
What does the bolded/underlined part mean? Does it mean that a racial +4 to strength would instead be a +1 that occurs once every four levels? Or does it mean I can only further increase strngth every four levels?

. . .

What is a racial ability cap and how does it work? Is it different for each race? Does this apply for monsters, too?


Humans start out with an ability score max of 18 to all attributes.
So the bolded/underlined part means that at 4th level and on, a human could increase an ability score to 19... and to 23 by level 20 (or 26, using 3 general feats).
A dwarf's Con starts out at a max of 20, so a 4th level drarf's Con could reach 21, and by level 20, using 3 feats, it could go as high as 28.
I now think it could be reasonable if this limit could be pushed yet again via Wish....... +1 per 10 character levels seems reasonable to me.





:smallsmile: Thank you for taking the time to read/review my questions!


Anytime :smallsmile: 

Chambers
2015-01-10, 09:50 PM
Mod of the Broken Pattern: Thread closed. Permission is given to restart the thread with the removal of all copyrighted material.