RedWarlock
2016-12-23, 07:40 PM
Going to be running a half-time Eberron campaign in another week (alternating sundays between this game and playtests of my homebrew system).
Tweaking a few basic things to taste in the basic game. If anyone has any suggestions or critique, any issues I can correct for, please let me know. (Trying to shore up some of the tier-outliers, plus hopefully my tight story-style will prevent some of the worse tier 0/1 problems that might pop up.)
Setting: Eberron
Starting Level: 1* (freshmen), 3 (sophomore), 6 (junior), 9 (senior).
You are all students are Rekkenmark Academy, in the city of Rekkenmark, Karrnath. While its students can come from anywhere on the continent, most students are from Karrnath, and so share a certain mindset.
* - LA/ECL >1 races are allowed, up to ECL 4, but suffer a -1 per adjustment to all checks until their XP matches their race's level modifier.
Each gaming session will consist of one mission, win or lose, succeed or fail, by the end of the night. This way, intermittent players are not stigmatized for being unable to complete an overarching story-plot.
Character Mortality: As students of an elite institution of grey moral qualities, as part of your admission package, a sample of your flesh/material was taken for preservation. Should you suffer an ignoble death or capture in the field, and your classmates are unable to secure your return, the mission will be graded as a failure for all students (normal XP, but reduced treasure), and you will be brought back via resurrection effect by the next week's class. (If captured and still alive, know that we have.. ways.. of securing your release. Remote death effect and level loss may be involved.)
Class Grades: Whenever your character reaches one of the above breakpoints (sophomore, junior, senior), have a backup character of the lower grades available. When possible, new players will be brought up from 1st level, and missions will likely take on a variety of power levels.
Classes
All classes allowed from 3.5 primary sources (PHB, PHB2, Expanded Psionics Handbook, Complete series, Tome of Battle, Tome of Magic, Magic of Incarnum, Miniatures Handbook, Dragon Magic, Dungeonscape, etc). If you’re not sure, ask. Some classes have been modified as below:
Cleric
Spell DC is based on Charisma.
Nightsticks (and any other items that grant extra turn attempts) recharge turn attempts rather than add to them. See short rests for other stipulations.
Dread Necromancer
Casting chart shifts one level earlier for 2nd level and higher spells. Repeat 19th level numbers for 20th level.
Druid
Shapechange variant (PH2) is default for Druid, with an animal companion of ½ Druid level at 4th level (as book Ranger).
Wild Shape is a valid variant, however Animal Companion is lost entirely. Druid must select specific, limited forms, 1 per Druid level, for use with Wild Shape. Whenever a new size or creature type is made accessible, one previously-selected option can be retrained to anything appropriate, in addition to the new option for that level. These forms must be selected ahead of an adventure, not chosen on the fly. (player must have the stats prepared ahead of time, written or printed, not referenced from a book.)
Factotum
Inspiration pool only refreshes during actual, threatening combat. Outside of combat, you can only use it once per social encounter/challenge.
Fighter
Base skills per class level are 6+int. Skill list expanded as follows: As PHB fighter, plus Bluff, Diplomacy, Gather Information, Kn (History, Local, Nob&Roy), Listen, Spot.
At 3rd, 5th, and every odd level after, gain a +1 martial bonus to all saves.
Healer
Casts spontaneously (full-list known, as warmage/dread necromancer), using chart as printed. Gain advanced learning (conjuration (healing)/necromancy) at 5th, 9th, 13th, 17th levels.
Marshal
BAB is equal to class level.
Monk
Unarmed Swordsage variant is an encouraged alternative, but changes as follows:
Speed bonus is untyped, as barbarian. AC bonus improves every 4th level (4th, 8th, 12th, 16th, 20th). When gaining a monk HD, you can add your Wisdom modifier in place of your Constitution modifier for that level.
Attacks made with unarmed strikes and monk weapons gain a +1 at 1st, 5th, 9th, 13th, and 17th levels. (Effectively, your bonus to attack from class is equal to your level with these attacks, though iterative attacks are gained at ¾ level, as normal.) Natural weapons do not count as unarmed strikes.
Flurry of Blows can be used as a standard action (or as part of a charge), granting a single extra attack when attacking with only an unarmed strike or monk weapon, at the cost of a -2 penalty to these and all other attacks made until the start of your next turn. The penalty drops to -1 and 5th and 0 at 9th, and a second bonus attack at 11th level. Add only your Strength bonus (not Str bonus × 1½ or ×½) to your damage rolls for these attacks.
Paladin
The paladin’s spells are charisma-based, for highest spell level, bonus spells and spell DC. Additionally, the paladin is a spontaneous caster (use the Hexblade spells-known progression), but can re-select spells every day, much like a Spirit Shaman.
Psion
Power DC is based on Wisdom.
Ranger
Animal Companion is gained at 1st level, and is equal to class level (as book Druid). Animal Companion can be traded for bonus Fighter feats at 1st, 5th, 10th, 15th, and 20th level. (1st, 4th, 8th…?)
Samurai
Not recommended.
Sorcerer
Free intermediate bloodline as class features aside from spells. (minor bloodline can be chosen, but tops out at 10th level, good for prestige classing) Optionally, can take casting progression as bard to take major bloodline instead.
Bonus spells based on Intelligence.
Soulknife
BAB is equal to class level. Psychic Strike is a Swift action to use.
Warlock
Gains 1 invocation per level.
Hideous Blow - Swift action, next non-invocation melee attack roll before end of turn adds EB damage/effect.
Warmage
Base skills per class level are 4+int. Skill list expanded as follows: As CArc warmage, plus Diplomacy, Kn (Local, Nob&Roy)
Casting chart shifts one level earlier for 2nd level and higher spells. Repeat 19th level numbers for 20th level.
Wizard
Spell DC based on Wisdom.
Skills
Cross-class ranks cost 1 skill point per rank, but the cap for a cross-class skill is ½ that of a class skill. (class skill = class level + 3, cross-class = half of class-level + 3, so at level 6, cap is 9 for class skills, or 4 for cross-class skills.)
Iajutsu Focus is not a valid skill. (Sorry Factotums)
Summoner’s Command
Skill trick, useable 1/encounter, can command non-mindless summoned creatures as a swift action rather than move action.
Spells
Any spells which obviate skills (such as knock, charm person, etc) have an obvious audio or visual display (knock makes a loud knocking noise, charm effects creates a visible glow in the eyes), which may alert enemies aside from the direct target. Additionally, social-influence spells like charm and dominate effects leave a residual memory of the magical influence, which they may resent. This display or residual memory can be suppressed with a Spellcraft check equal to 10 + the original DC, or 15 + (the spell’s level × 2), whichever is higher.
Polymorph and other open-selection shapeshifting spells
When you learn/prepare this spell, select creature options equal to your caster level. Whenever a new spell level is gained, one previously-selected option can be retrained to anything appropriate, in addition to the new option for that level. These forms must be selected ahead of an adventure, not chosen on the fly. (player must have the stats prepared ahead of time, written or printed, not referenced from a book.)
Summon Monster/Nature’s Ally/Undead/etc
When you learn/prepare this spell, select creature options equal to your caster level. This includes a selection of multiple lower-level creatures as an option. When you gain a caster level, select one additional option for each summon spell known. Prepared casters can prepare this spell multiple times with separate creature selections.
Casting this spell includes one initial target that the summoned creature will attack, however a Move action is (explicitly) required to direct additional commands/change targets, assuming you share a language. This can be reduced to a Swift action once an encounter with the Summoner’s Command skill trick.
Shivering Touch (including lesser variety) - The effect is instead a dexterity penalty (does not stack with itself), with a Fortitude Negates save allowed each round of the duration.
Feats
Combat Casting
Casting defensively is only *enabled* by taking this feat, with no bonus. The DC is 15 + (the spell’s level × 2).
Skill feats (+2 to two skills, Acrobatic, Agile, Alertness, etc..)
The bonus improves by +1 every 4 character levels (4th, 8th, 12th, 16th, 20th).
Other Rules
Short Rest
When taking a short rest (5 minutes to 1 hour), regain your Con score in hit points, plus 1 charge of a main per-day ability (rage, turn/rebuke, bardic music, wild shape, etc), and 1 slot of highest spell level (or two of 2nd highest, 4 of 3rd highest, etc, mix&match of lower levels as desired). Prepared casters can re-memorize spell with regained slot (only) by spending 1min/spell level.
Effects which use daily charge abilities (rage, turn/rebuke, bardic music, wild shape, etc) for any non-instantaneous purpose are deducted from your maximum while the effect is active, and cannot be regained if the effect is still in place. This includes divine metamagic’d extend/persist spell effects.
Tweaking a few basic things to taste in the basic game. If anyone has any suggestions or critique, any issues I can correct for, please let me know. (Trying to shore up some of the tier-outliers, plus hopefully my tight story-style will prevent some of the worse tier 0/1 problems that might pop up.)
Setting: Eberron
Starting Level: 1* (freshmen), 3 (sophomore), 6 (junior), 9 (senior).
You are all students are Rekkenmark Academy, in the city of Rekkenmark, Karrnath. While its students can come from anywhere on the continent, most students are from Karrnath, and so share a certain mindset.
* - LA/ECL >1 races are allowed, up to ECL 4, but suffer a -1 per adjustment to all checks until their XP matches their race's level modifier.
Each gaming session will consist of one mission, win or lose, succeed or fail, by the end of the night. This way, intermittent players are not stigmatized for being unable to complete an overarching story-plot.
Character Mortality: As students of an elite institution of grey moral qualities, as part of your admission package, a sample of your flesh/material was taken for preservation. Should you suffer an ignoble death or capture in the field, and your classmates are unable to secure your return, the mission will be graded as a failure for all students (normal XP, but reduced treasure), and you will be brought back via resurrection effect by the next week's class. (If captured and still alive, know that we have.. ways.. of securing your release. Remote death effect and level loss may be involved.)
Class Grades: Whenever your character reaches one of the above breakpoints (sophomore, junior, senior), have a backup character of the lower grades available. When possible, new players will be brought up from 1st level, and missions will likely take on a variety of power levels.
Classes
All classes allowed from 3.5 primary sources (PHB, PHB2, Expanded Psionics Handbook, Complete series, Tome of Battle, Tome of Magic, Magic of Incarnum, Miniatures Handbook, Dragon Magic, Dungeonscape, etc). If you’re not sure, ask. Some classes have been modified as below:
Cleric
Spell DC is based on Charisma.
Nightsticks (and any other items that grant extra turn attempts) recharge turn attempts rather than add to them. See short rests for other stipulations.
Dread Necromancer
Casting chart shifts one level earlier for 2nd level and higher spells. Repeat 19th level numbers for 20th level.
Druid
Shapechange variant (PH2) is default for Druid, with an animal companion of ½ Druid level at 4th level (as book Ranger).
Wild Shape is a valid variant, however Animal Companion is lost entirely. Druid must select specific, limited forms, 1 per Druid level, for use with Wild Shape. Whenever a new size or creature type is made accessible, one previously-selected option can be retrained to anything appropriate, in addition to the new option for that level. These forms must be selected ahead of an adventure, not chosen on the fly. (player must have the stats prepared ahead of time, written or printed, not referenced from a book.)
Factotum
Inspiration pool only refreshes during actual, threatening combat. Outside of combat, you can only use it once per social encounter/challenge.
Fighter
Base skills per class level are 6+int. Skill list expanded as follows: As PHB fighter, plus Bluff, Diplomacy, Gather Information, Kn (History, Local, Nob&Roy), Listen, Spot.
At 3rd, 5th, and every odd level after, gain a +1 martial bonus to all saves.
Healer
Casts spontaneously (full-list known, as warmage/dread necromancer), using chart as printed. Gain advanced learning (conjuration (healing)/necromancy) at 5th, 9th, 13th, 17th levels.
Marshal
BAB is equal to class level.
Monk
Unarmed Swordsage variant is an encouraged alternative, but changes as follows:
Speed bonus is untyped, as barbarian. AC bonus improves every 4th level (4th, 8th, 12th, 16th, 20th). When gaining a monk HD, you can add your Wisdom modifier in place of your Constitution modifier for that level.
Attacks made with unarmed strikes and monk weapons gain a +1 at 1st, 5th, 9th, 13th, and 17th levels. (Effectively, your bonus to attack from class is equal to your level with these attacks, though iterative attacks are gained at ¾ level, as normal.) Natural weapons do not count as unarmed strikes.
Flurry of Blows can be used as a standard action (or as part of a charge), granting a single extra attack when attacking with only an unarmed strike or monk weapon, at the cost of a -2 penalty to these and all other attacks made until the start of your next turn. The penalty drops to -1 and 5th and 0 at 9th, and a second bonus attack at 11th level. Add only your Strength bonus (not Str bonus × 1½ or ×½) to your damage rolls for these attacks.
Paladin
The paladin’s spells are charisma-based, for highest spell level, bonus spells and spell DC. Additionally, the paladin is a spontaneous caster (use the Hexblade spells-known progression), but can re-select spells every day, much like a Spirit Shaman.
Psion
Power DC is based on Wisdom.
Ranger
Animal Companion is gained at 1st level, and is equal to class level (as book Druid). Animal Companion can be traded for bonus Fighter feats at 1st, 5th, 10th, 15th, and 20th level. (1st, 4th, 8th…?)
Samurai
Not recommended.
Sorcerer
Free intermediate bloodline as class features aside from spells. (minor bloodline can be chosen, but tops out at 10th level, good for prestige classing) Optionally, can take casting progression as bard to take major bloodline instead.
Bonus spells based on Intelligence.
Soulknife
BAB is equal to class level. Psychic Strike is a Swift action to use.
Warlock
Gains 1 invocation per level.
Hideous Blow - Swift action, next non-invocation melee attack roll before end of turn adds EB damage/effect.
Warmage
Base skills per class level are 4+int. Skill list expanded as follows: As CArc warmage, plus Diplomacy, Kn (Local, Nob&Roy)
Casting chart shifts one level earlier for 2nd level and higher spells. Repeat 19th level numbers for 20th level.
Wizard
Spell DC based on Wisdom.
Skills
Cross-class ranks cost 1 skill point per rank, but the cap for a cross-class skill is ½ that of a class skill. (class skill = class level + 3, cross-class = half of class-level + 3, so at level 6, cap is 9 for class skills, or 4 for cross-class skills.)
Iajutsu Focus is not a valid skill. (Sorry Factotums)
Summoner’s Command
Skill trick, useable 1/encounter, can command non-mindless summoned creatures as a swift action rather than move action.
Spells
Any spells which obviate skills (such as knock, charm person, etc) have an obvious audio or visual display (knock makes a loud knocking noise, charm effects creates a visible glow in the eyes), which may alert enemies aside from the direct target. Additionally, social-influence spells like charm and dominate effects leave a residual memory of the magical influence, which they may resent. This display or residual memory can be suppressed with a Spellcraft check equal to 10 + the original DC, or 15 + (the spell’s level × 2), whichever is higher.
Polymorph and other open-selection shapeshifting spells
When you learn/prepare this spell, select creature options equal to your caster level. Whenever a new spell level is gained, one previously-selected option can be retrained to anything appropriate, in addition to the new option for that level. These forms must be selected ahead of an adventure, not chosen on the fly. (player must have the stats prepared ahead of time, written or printed, not referenced from a book.)
Summon Monster/Nature’s Ally/Undead/etc
When you learn/prepare this spell, select creature options equal to your caster level. This includes a selection of multiple lower-level creatures as an option. When you gain a caster level, select one additional option for each summon spell known. Prepared casters can prepare this spell multiple times with separate creature selections.
Casting this spell includes one initial target that the summoned creature will attack, however a Move action is (explicitly) required to direct additional commands/change targets, assuming you share a language. This can be reduced to a Swift action once an encounter with the Summoner’s Command skill trick.
Shivering Touch (including lesser variety) - The effect is instead a dexterity penalty (does not stack with itself), with a Fortitude Negates save allowed each round of the duration.
Feats
Combat Casting
Casting defensively is only *enabled* by taking this feat, with no bonus. The DC is 15 + (the spell’s level × 2).
Skill feats (+2 to two skills, Acrobatic, Agile, Alertness, etc..)
The bonus improves by +1 every 4 character levels (4th, 8th, 12th, 16th, 20th).
Other Rules
Short Rest
When taking a short rest (5 minutes to 1 hour), regain your Con score in hit points, plus 1 charge of a main per-day ability (rage, turn/rebuke, bardic music, wild shape, etc), and 1 slot of highest spell level (or two of 2nd highest, 4 of 3rd highest, etc, mix&match of lower levels as desired). Prepared casters can re-memorize spell with regained slot (only) by spending 1min/spell level.
Effects which use daily charge abilities (rage, turn/rebuke, bardic music, wild shape, etc) for any non-instantaneous purpose are deducted from your maximum while the effect is active, and cannot be regained if the effect is still in place. This includes divine metamagic’d extend/persist spell effects.