T.G. Oskar
2015-03-17, 04:49 AM
Alright, time to ask: if you were some sort of inter-dimensional hero, which wielded the powers of Earth heroes and those of another dimension of your choice...how would you develop yourself?
First, some rules. Consider yourself as if you were a character in one of the following worlds (and the respective rulesets): Faerun, Eberron, Greyhawk, Krynn, Ravenloft, Athas (D&D 3.5), Golarion (Pathfinder) or Earth (d20 Modern, even though there are references in Pathfinder). You can be a member of any race native to the world you have chosen (in the case of Earth, that would be humans, plus any race from d20 Future or Dark*Matter); the race can have a level adjustment no higher than +1, where applicable. You'd start as a typical character of that world, with one exception: all characters begin by choosing an occupation from those available in the d20 Modern rules, and regardless of the world, the skill system would be collapsed and simplified as per Pathfinder rules (adding the skills that are unique to d20 Modern where applicable, as well as applications of the skills). Feat-wise, you can choose any of the feats from any of the worlds, and the better iteration where applicable (exception: Power Attack. For purposes of this exercise, 3.5 version supersedes PF. Also, for purposes of qualification, Improved Unarmed Strike is identical to Combat Martial Arts, and 3.5's Hidden Talent counts as Wild Talent)
Second: gestalt applies in a specific way. That is, you take one base/core class from the D&D/PF rules, and one base/advanced class from the d20 Modern rules. If you start on Earth, you can choose only ONE of the worlds, and you can choose from any of the classes innate to that world. You can qualify for advanced classes and prestige classes, as usual. Thus, no Alchemist||Artificer, but Factotum||Smart Hero counts, Wizard/Master Specialist||Smart Hero/Techno Mage counts and Inquisitor/Gray Warden||Dedicated Hero/Acolyte count. You can choose theurge-based classes on one side, but as long as you'd otherwise qualify on that side (thus, levels in Acolyte or Mage wouldn't help you to qualify for Mystic Theurge; you'd need to be Cleric/Wizard or a similar set-up to qualify).
Third: if you need more info, use elite array (should be similar on all three rulesets), 2 PF traits, no flaws/drawbacks. You can start with items befitting a 1st level character of your designated world, but no magic items (the way they work in d20 Modern are entirely different, and Wealth by Level doesn't exist as such in d20 Modern so you can't define which items to expect). Pretty much everything goes: exceptions would be no Leadership/Wild Cohort/similar feats, no Item Familiar, no Words of Power or Spheres of Power, no Sarrukh (and hence no Pun-Pun), use the least-beneficial interpretation of spell rules where necessary (hence, no 3.5 Knock or Gate, instead using PF Knock or Gate), and mind the cheese. Dragon Compendium is a valid resource, but not stuff from Kingdoms of Kalamar; Dragonlance material is also allowed, even if it's "hybrid party" content. Make sure you use links (from SRDs, mind you) or post pages from all content you wish to use, to allow others to know from where its from (when you can't get it via SRD).
Fourth: if using stuff DSP ported into Pathfinder...Incarnum and Veils are similar. ToB classes can replace one or two of their disciplines for PoW disciplines, and viceversa. That's about as much 3rd party content that's allowed.
Fifth: links for SRD content.
D&D 3.5 Hypertext SRD (http://www.d20srd.org/index.htm)
Pathfinder Reference Document (http://paizo.com/pathfinderRPG/prd/)
Pathfinder SRD (http://www.d20pfsrd.com) (contains most DSP content)
Archives of Nethys (http://www.archivesofnethys.com/Default.aspx) (contains all 1st-party PF content, including what the d20 PF SRD cannot have because of Product Identity)
d20 Resources (http://www.d20resources.com) (the hypertext equivalent for Modern SRD, with Urban Arcana, Menace Manual and d20 Future resources)
That should be enough. Go ahead and make monster builds.
First, some rules. Consider yourself as if you were a character in one of the following worlds (and the respective rulesets): Faerun, Eberron, Greyhawk, Krynn, Ravenloft, Athas (D&D 3.5), Golarion (Pathfinder) or Earth (d20 Modern, even though there are references in Pathfinder). You can be a member of any race native to the world you have chosen (in the case of Earth, that would be humans, plus any race from d20 Future or Dark*Matter); the race can have a level adjustment no higher than +1, where applicable. You'd start as a typical character of that world, with one exception: all characters begin by choosing an occupation from those available in the d20 Modern rules, and regardless of the world, the skill system would be collapsed and simplified as per Pathfinder rules (adding the skills that are unique to d20 Modern where applicable, as well as applications of the skills). Feat-wise, you can choose any of the feats from any of the worlds, and the better iteration where applicable (exception: Power Attack. For purposes of this exercise, 3.5 version supersedes PF. Also, for purposes of qualification, Improved Unarmed Strike is identical to Combat Martial Arts, and 3.5's Hidden Talent counts as Wild Talent)
Second: gestalt applies in a specific way. That is, you take one base/core class from the D&D/PF rules, and one base/advanced class from the d20 Modern rules. If you start on Earth, you can choose only ONE of the worlds, and you can choose from any of the classes innate to that world. You can qualify for advanced classes and prestige classes, as usual. Thus, no Alchemist||Artificer, but Factotum||Smart Hero counts, Wizard/Master Specialist||Smart Hero/Techno Mage counts and Inquisitor/Gray Warden||Dedicated Hero/Acolyte count. You can choose theurge-based classes on one side, but as long as you'd otherwise qualify on that side (thus, levels in Acolyte or Mage wouldn't help you to qualify for Mystic Theurge; you'd need to be Cleric/Wizard or a similar set-up to qualify).
Third: if you need more info, use elite array (should be similar on all three rulesets), 2 PF traits, no flaws/drawbacks. You can start with items befitting a 1st level character of your designated world, but no magic items (the way they work in d20 Modern are entirely different, and Wealth by Level doesn't exist as such in d20 Modern so you can't define which items to expect). Pretty much everything goes: exceptions would be no Leadership/Wild Cohort/similar feats, no Item Familiar, no Words of Power or Spheres of Power, no Sarrukh (and hence no Pun-Pun), use the least-beneficial interpretation of spell rules where necessary (hence, no 3.5 Knock or Gate, instead using PF Knock or Gate), and mind the cheese. Dragon Compendium is a valid resource, but not stuff from Kingdoms of Kalamar; Dragonlance material is also allowed, even if it's "hybrid party" content. Make sure you use links (from SRDs, mind you) or post pages from all content you wish to use, to allow others to know from where its from (when you can't get it via SRD).
Fourth: if using stuff DSP ported into Pathfinder...Incarnum and Veils are similar. ToB classes can replace one or two of their disciplines for PoW disciplines, and viceversa. That's about as much 3rd party content that's allowed.
Fifth: links for SRD content.
D&D 3.5 Hypertext SRD (http://www.d20srd.org/index.htm)
Pathfinder Reference Document (http://paizo.com/pathfinderRPG/prd/)
Pathfinder SRD (http://www.d20pfsrd.com) (contains most DSP content)
Archives of Nethys (http://www.archivesofnethys.com/Default.aspx) (contains all 1st-party PF content, including what the d20 PF SRD cannot have because of Product Identity)
d20 Resources (http://www.d20resources.com) (the hypertext equivalent for Modern SRD, with Urban Arcana, Menace Manual and d20 Future resources)
That should be enough. Go ahead and make monster builds.