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View Full Version : 3.0 based Gestalt Wuxia game feedback plz



nick_crenshaw
2015-05-21, 06:16 PM
I am also working on a gestalt wuxia using 3.0 classes and no races but I will include backgrounds as seen below.

Outcast
Bonus feats: You receive 1 bonus feat at 1st level. In addition, at 1st level you can choose an additional bonus feat from the following list: Agile, Alertness, Deceitful, Nimble Fingers, Stealthy.
Unclean: You are able to learn the Profession (butcher) and Craft (leatherworking) skills without suffering a loss to your Honor.
Lowest of the low: Your Reputation is always infamous (see the Reputation section for more information on the effects of an infamous Reputation).
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Abilities: +2 Dexterity, -2 Charisma. You are quick, but your status as one of the unclean makes you despised.
Favored Class: Rogue.

Merchant
Bonus feats: 1 bonus feat at 1st level.
Silver-tongued: +2 bonus on all Bluff and Diplomacy skill checks.
Guildsman: You gain a +1 bonus to your starting wealth roll for each rank you take in a Profession skill (a character normally gains a +1 bonus per 2 ranks).
Professional: You gain a +2 bonus on all Profession skill checks.
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Abilities: +2 Charisma, -2 Intelligence: Most merchants have been watching stalls, buying, and selling from early childhood (usually while an older relative attended to something else). This means that few have the time (or inclination) for literary or intellectual pursuits.
Favored Class: Rogue.

Artisan
Bonus feats: 1 bonus feat at 1st level.
Good with tools: +2 to all Craft skill checks.
Guildsman: You gain a +1 bonus to your starting wealth roll for each rank you take in a Craft skill (a character normally gains additional Wealth for profession skills only). You may also gain additional wealth from Profession skills taken at 1st level. An artisan who swears allegiance to a guild governing one of his chosen professions gains a +2 bonus to his starting Honor.
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Abilities: +2 Intelligence, -2 Charisma: Artisans are masters of their crafts, which require them to have a keen mind and the ability to absorb new trends and techniques quickly. However, they are much more comfortable creating their works then marketing them, and tend to be blunt to the point of rudeness.
Favored Class: Artificer.

Farmer
Laborer: Farmers receive the Endurance feat as a bonus feat at 1st level.
Tied to the land: Farmers receive Weapon Proficiency (agricultural weapons) as a bonus feat at 1st level. Farmers also receive a +1 attack bonus with all weapons in the agricultural weapons group (this bloodline attack bonus stacks with all other bonuses, such as that provided by the Weapon Focus feat).
Salt of the Earth: +2 bonus on all Bluff and Diplomacy skill checks.
Illiteracy: You must spend 2 skills points before being able to read and write all the languages you speak.
Abilities: +2 Constitution, -2 Intelligence: Farmers are accustomed to hard labor, which makes them tougher even when compared to other commoners. However, they have no time for intellectual pursuits.
Favored Class: Fighter

Monastic
Believer: Monastics receive the Faith feat as a bonus feat at 1st level.
Religious training: Monastics receive a +2 bonus on all Knowledge (calligraphy, divination, and religion) skill checks.
Man of the cloth: Monastics receive a +2 bonus on all Bluff, Diplomacy, and Gather Information skill checks when dealing with heimin (farmers, artisans, merchants, and outcast).
Right of refuge: A monastic and up to one companion per character level will always be taken in by another monastery and granted a meal and place of rest for a night.
Literacy: Monastics can read and write all the languages they speak at 1st level.
Favored Class: Monk or Sohei.

Noble
Court education: A noble receives a bonus feat from the follow list: Deceitful, Diligent, Educated, Mounted Combat, Negotiator, Persuasive, Skill Focus Weapon Focus (any bow), Weapon Proficiency (bows).
Intrigues and machinations: The noble gains a +2 bonus on all Bluff, Diplomacy, and Gather Information skill checks.
Imperial sage: Nobles gain a +1 bonus to their starting wealth roll for each rank they possess in a Knowledge skill.
Majesty of Learning: Nobles gain +1 Honor for each rank they possess in a knowledge skill (a character normally gains a +1 Honor per 2 ranks in certain specializations).
Literacy: Nobles can read and write all the languages they speak at 1st level.
Abilities: +2 Intelligence and +2 Charisma, -2 Strength and -2 Constitution. You are educated and trained in the arts of diplomacy but your sedentary lifestyle puts you at a disadvantage in combat.
Favored Class: Courtier.

Warrior
Education of the Buke: The warrior gains the Weapon Proficiency (swords) feat as a bonus feat at 1st level. Warriors also receive a +1 attack bonus with all swords (this bloodline attack bonus stacks with all other bonuses, such as that provided by the Weapon Focus feat)
Steel gaze: Warriors gain a +2 bonus on all Intimidate skill checks and all level checks to resist intimidation.
Literacy: Warriors can read and write all the languages they speak at 1st level.
Abilities: +2 Strength, -2 Intelligence. You are strong, but your up bringing and education makes you crude.
Favored Class: Samurai.

All of this is a WIP