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noob
2016-01-29, 12:24 PM
Dnd player

"I must get more manuals"
It is a class about consuming more manuals

Adventures: For having a reason to read and buy more manuals

Characteristics: It can do everything you want if you consume the right WOTC products

Alignment: Lawful Wizard of the coast slave(No matter which alignment you write on your character sheet you are one)

Religion: Wizard of the coast

Background: Players becomes members of this class by spending a lot of money for buying wotc products

Races: Any race

Other Classes: It depends on how you choose your powers

Role: Variable again

Adaptation: They might tweak some power gains and hail Wizard of the coast because they say that they can just put that in their campaign without any need of adaptation if they pay 10$.
If you are a GM tolerating only low amounts of rudisplorking then it is better to remove the possibility to use the ninth level castings option.
Capstone progression can be adapted to only give capstones of lower levels if you prefer.
If you are not into early entry you can put a restriction in levels before dipping into a non base class(like no prcs dips before the fifth level).
If you dislike shairs progressing twice their casting with each level in mystic theurge you might make the obligation to progress two different castings at each level with the theurge like prcs dips.
if you do not want a player to improve beholder magi and ur priest castings with a theurge prc then you was probably already someone banning those classes.


GAME RULE INFORMATION
Dnd player's have the following game statistics.
Abilities: Any
Alignment: Any
Hit Die: d4 or d12
Starting Age: As wizard or as barbarian
Starting Gold: 4d20 PO

Class Skills
The Dnd player's class skills (and the key ability for each skill) are
All the skills

Skill Points at First Level: (2 or 6 + Int modifier) x 4
Skill Points at Each Additional Level: 2 or 6 + Int modifier

CLASS NAME


Level
Special


1st
DIP, ninth level castings


2nd
Manual eater feats


3rd



4th
Manual eater feats


5th
Capstone Progression


6th
Manual eater feats,Lost feats


7th



8th
Manual eater feats


9th
Ninth level castings or nothing


10th
Capstone Progression or Manual eater feats


11th



12th
Manual eater feats,Lost feats


13th



14th
Manual eater feats


15th
Capstone Progression or Ninth level castings


16th
Manual eater feats


17th



18th
Manual eater feats,Lost feats


19th



20th
Capstone Progression or Manual eater feats



Class Features
All of the following are class features of the Dnd player.

Weapon and Armor Proficiencies:
None but with dips you can get Proficiencies.

DIP:
At each level(Except multiples of five) you can receive all the class features of the first level in one class(can be a prestige class).
If you choose only mundane classes you have an hit dice made of d12,only favorable saves and a BBA equal to your level and an high skill progression.
If you choose "casting" classes(include binding, any class with spells, faculties, that stuff with shadows, True naming and others I forgot(Not incarnum for me it is not casting)) you have an hit dice of d4, will as a good save and others saves are bad and you have a BBA equal to your level/2 and a low skill progression.
Each time you take a dip who have written that it progress castings you can progress any casting you want even if you do not have it(So for example a dip into mystic theurge progress two of your castings of 1 or progress one casting of two(the latter only happens if your gm is insane)).
In the latter case you consider you had a caster level of 0 before progressing it
You can dip multiple times in the same class and in this case you get the class features of the Nth level when dipping for the Nth time.
However you can not go into epic progression of a class before your total level is 20 and you can not progress a class in the epic progression if it is a class with a number of levels which is not 10 or 20.

Capstone Progression:
At level 5 you gain the class features another chosen class gains at the tenth level.
at level 10 you gain the class features another chosen class gains at the fifth level.
At level 15 you gain the class features another chosen class gains at the tenth level.
At level 20 you gain the class features another chosen class gains at level 20.
Of course it is adapted to the casting you want so for example if you have psion casting and get the capstone power of incantatrix it can apply to metapsi on faculties instead of applying to metamagics on spells.
You can not choose multiple classes from the same manual for the capstone progression nor the same class multiples times even if it is in different manuals.

Ninth level castings:
You can choose to have Ninth level castings instead of the capstone progression.
As usual if you have no casting and that something affects your castings you gain one that you choose.
At level 1 you can access to everything in your casting up ninth level stuff at level 1 but only one spell/mystery/utterance/faculty of each level(you can choose any of them) and you can cast only one of those per day(From your list so if you do not have level X spells in you list then you get nothing for that level except a slot) this in addition from what you get from dips.
at level 9 if you are a caster you can access to everything in your casting up ninth level stuff for all your powers in a prepared fashion(at the morning for each slot you choose a spell which you will be able to cast with this slot) With slots as 4/4/4/4/4/4/4/3/2/1(with bonus spell slots)
At level 15 you get the slots 6/6/6/6/6/6/6/6/6/6(with bonus spell slots)for casting spontaneously any power.(in addition to all the other stuff you got from ninth level castings)
When you use castings that usually do not use slots(like truenaming or binding) you are limited in the use of abilities of the nth level to the given number(So you can bind a level 9 vestige only once per day at level 1 but you can do that 6 times per day at level 15(however you must prepare it and have the right to bind this many vestiges or expel them)) and are still limited by the regular rules of the casting(so you need to draw a diagram for binding or to succeed at an ever growing truenaming check for truenaming or any other restriction of the base casting)

(All of this is approximately stuff you could get from dip progression)

Manual eater feats:
You can choose to get one feat per two levels instead of the capstone progression.
You can not pick up more than one feat from one given manual.


Lost feats:
Every six levels you loose the latest feat you got from the normal feat progression(so for example you take a level into chicken infested commoner then you take 6 levels in dnd player you will at level 7 loose the feat you gained at level 6).
This is because of how much time consuming reading manuals and taking dips into prcs without using feats is.

Jormengand
2016-01-29, 02:33 PM
If you don't mind, I'm just going to rewrite the entire class without changing what it actually does (except the bare minimum for it actually to make sense) just to have a starting point. We can leave off the fact that it's hilariously broken for a moment:


D&D player

"I must get more manuals."

The D&D player is a class about consuming more manuals.

Adventures: For having a reason to read and buy more manuals.

Characteristics: It can do everything you want if you consume the right WotC products.

Alignment: Lawful Wizards of the Coast Slave (No matter which alignment you write on your character sheet, you are one.)

Religion: Wizards of the Coast.

Background: Players become members of this class by spending a lot of money for buying WotC products.

Races: Any.

Other Classes: Interaction with other classes depends on how you choose your powers.

Role: Your role is again variable.

Adaptation:
Tweak some power gains and say "Hail Wizards of the Coast!" Because you've said that, you can just put that in your campaign without any need of adaptation if you pay 10$.
If you are a GM tolerating only low amounts of rudisplorking then it is better to remove the ability to use the "Ninth level casting" option.
Capstone progression can be adapted to give capstones of lower levels if you prefer.
If you are not in favour of early entry, you can put a restriction in levels before dipping into a non base class (such as restricting prestige class dips before the fifth level).
If you dislike sha'irs progressing their casting twice with each level in mystic theurge, you might force mystic theurge dips to progress two different types of casting.
if you do not want a player to improve beholder magi and ur priest casting, you were probably already banning those classes.

GAME RULE INFORMATION
D&D players have the following game statistics.
Abilities: Any.
Alignment: Any.
Hit Die: d4 or d12 (See text)
Starting Age: As wizard or as barbarian (See text)
Starting Gold: 4d20*10 gold pieces.

Class Skills
All skills are class skills of the D&D player.

Skill Points at First Level: (2 or 6 + Int modifier) x 4 (See text.)
Skill Points at Each Additional Level: 2 or 6 + Int modifier (See text.)

D&D Player


Level
Special


1st
DIP, ninth level casting


2nd
Manual eater feats


3rd



4th
Manual eater feats


5th
Capstone Progression


6th
Manual eater feats, Lost Feats


7th



8th
Manual eater feats


9th
Ninth level casting


10th
Capstone Progression or Manual eater feats


11th



12th
Manual eater feats, Lost Feats


13th



14th
Manual eater feats


15th
Capstone Progression or Ninth level casting


16th
Manual eater feats


17th



18th
Manual eater feats, Lost Feats


19th



20th
Capstone Progression or Manual eater feats



Class Features
All of the following are class features of the D&D player.

Weapon and Armor Proficiencies:
D&D players do not gain proficiency in any weapons or armour except through dips.

DIP:
At each level, except fifth level and every fifth level thereafter, you can receive all the class features of the first level in one class (this can be a prestige class).
If you choose a mundane classes you have, for that level, a hit die of d12, only favorable saves (As monk) and a Base Attack Bonus equal to your level and the skill progression of a ranger. For this purpose, a "Mundane Class" is a class which does not have any supernatural, spell-like, psi-like, magical or psionic abilities, plus the monk.
If you choose a non-mundane class, you have a hit die of d4, will as a good save and others as bad saves (as wizard) and you have a Base Attack Bonus equal to half your level and the wizard's lower skill progression.

The good save progression is 2, plus one per two levels (including the first). The bad save progression is 1 per 3 levels. Two levels with a bad save progression and one with a good one produces a total save bonus of 3, rounded down from 19/6.
Each time you take a dip from a class which progresses existing spellcasting, you can progress any casting you want even if you do not have it (For example, a dip into mystic theurge might progress your cleric casting and your sorcerer casting if you have neither). You are considered to have had a caster level of 0 until you did it, so a 1-level mystic theurge dip progressing sorcerer casting will grant 5 cantrips per day.
You can dip multiple times in the same class. Each time, increase your effective level in that class by 1.
However, you cannot go into epic progression of a class before your total level is 20.

Capstone Progression:
At level 5 you gain the class features another chosen class gains at the tenth level.
at level 10 you gain the class features another chosen class gains at the fifth level.
At level 15 you gain the class features another chosen class gains at the tenth level.
At level 20 you gain the class features another chosen class gains at the twentieth level.
As an added benefit, your class features are adapted to any type of spells, psionics, spell-like or psi-like abilities you might use. For example, a D&D player with psionics may wish to apply the Arcane Fire High Arcana of the Archmage to his character by permanently paying 17 power points, meaning that he can spend 1 power point to deal 2d6 damage, and 2 more to deal an additional 1d6 as many times as he can pay for it.
However, you cannot take a class from the same sourcebook twice. Even if a class appears twice, you can't take levels in the same class twice, and you must choose one of the appearances and ban that book.

Ninth Level Casting:
You can choose to have Ninth Level Casting instead of the Capstone Progression. Choose one of the following: Spells, Psionics, Invocations, Utterances.

At level 1 you gain access to every spell, power or spell-like ability of that type. However, you can only use one of each level per day and can't augment powers. Your caster or manifester level equals your class level. The save DC is charisma-based.
At level 9, you can use the following number of spells of each level per day: 4/4/4/4/4/4/4/3/2/1 (Plus bonus spells for a high charisma score). If you use psionics, you instead gain 140 power points (Plus bonus points for having a high charisma score) and can spend these as though you were the minimum level to manifest each power you could wish to manifest. You now prepare powers each day equal to the number a psion of your level knows. If you use utterances or invocations, you now follow the normal rules for using them.
At level 15 you get 6 spells/day of each level (with bonus spell slots for having a high charisma modifier) and can cast spells spontaneously. You instead get 486 power points (plus bonus points for having a high charisma modifier) if you manifest powers. If you use utterances, you no longer need to roll for them. If you use invocations, nothing particularly special happens.

Manual eater feats:
Instead of the Capstone Progression, you can instead get one bonus feat per 2 levels, but you can't take more than one feat from the same sourcebook. When you take a feat in more than one sourcebook, choose which sourcebook to ban.

Lost feats:
Every sixth level you loose the latest feat you got from the normal feat progression. This is because of how much time consuming reading manuals and taking dips is.

noob
2016-01-29, 03:03 PM
Thanks you: your version is much clearer and better.
The old version is completely obsolete.
Well I do not know if removing all the feats(Really all of them including any feat you had before or that you gain after) could balance or not.
Making some levels where you get no dip nor capstone progression could work too.
for the ninth levels castings I remember I did made that for the first level version I wanted to explain that you had to choose one spell known per level and that you could only cast one of the ten spells you had(for someone with access to all the ten levels.)
(however I failed)

tsj
2016-01-30, 03:36 AM
The class is extremely funny but I fear it needs a massive rewrite to even approach being balanced to just a tier 1 class? :)

But I could certainly see the allure of a class along the lines of Acolyte of Wizards of the Coast :)