StickMan
2007-11-26, 11:46 PM
So for an up coming game/setting I'm working on magic items are going to be rare, very very rare the Player may not see one let alone hold one (With exception to low level potions). Well there are going to be large magic items flying ships, magic walls of force ect. But that is not overly relative to the players or this thread.
So to make up for the power lose I'm planing to use the following Variant rules and homebrew things and would like to know what level of power it will put me in. For the sake of argument will make a scale 1 being the PC's can hardly function, 3 is a gritty game, 5-6 how the game was meant to be played, 8 is power gamers, 10 is pun pun.
Keep in mind as well I plan to go over the normal 4-5 encounters a day 10-12 may not be uncommon, but not all will be at the players ECL. The game will make use of the Players handbook, Psionics, Tome of Battle and Players handbook two, and a screening of other books.
So here goes the list:
Gestalt (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm)
Reserve Points (http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm)
Action Points: (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm) same as rules as listed except players get 1+1/2 character level action points per day.
Defense Bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm): You take a penalty to your touch AC equal to your Armor Check penalty. (In place to not weaken touch attacks).
Armor As Damage Reduction (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm): One mod is Breast Plate has DR 3/-.
Weapon Group Feats: (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm)
Mmundane Item Enhancement System (http://www.giantitp.com/forums/showthread.php?t=64755)
Character Traits:
(http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm)
Golem Armor:
{table=head]Heavy Exotic Armor| Cost | Armor Bonus| Damage Reduction| Max Dex| Armor Penalty| Arcane spell failure|Speed 30/20| Weight
Golem Armor|
3000 GP |
+5|
DR 5/-|
+2|
-8|50%|25/15*|300lb.
[/table]*When running in heavy armor, you move only triple your speed, not quadruple.
Golem Armor: This large suit of armor, increases the hight of toughs who were it by 4-6 inches. It is a true testament to what can happen when people come together. Only Dwarfs could make the plate that cover the suit, only the Gnomes is mechanics could move such a large suit, with out the natural power generation of the thunderstone there would not be a practical way to power the thing, and even then they needed a boost from Elven magic, to run long term.
Golem Armor gives the ultimate protection with out reducing speed significantly while boosting the wears strength.
-Strength Boost: Golem Armor boosts the wears strength by +2, but does not stack with other bonuses once the wears strength score reaches 20. After that point the Hydraulics can not boost the wears strength any further.
-Dexterity Penalty: Golem Armor moves quite well but it still restricts the movement of all but the most graceful charters. While wearing Golem Armor your effective Dexterity score is reduced by -4, this penalty can not reduce the wears Dexterity to less than 10.
-Air filter: As long as the helmet is on and the visor closed, the wearer receives a +4 bonus to saves against any kind of gas or airborne poison.
-Visor shades: The visor darkens rapidly in response to bright light. While the visor is down, the wearer receives a +4 bonus to saves against blindness. The Wearer also gains a +2 on saves against gaze attacks.
-Slam attack. The heavy fists of the armor can be used to make slam attacks. The wearer is never considered unarmed. He can make a slam attack at his usual base attack bonus, damage 1d6 plus this strength modifier.
-Stability: The heavy, Grounded nature of Golem Armor grants the Wearer a +4 bonus to defending against bull rushes (as if he were unusually stable).
-Jumping: The Armors Hydraulics help the wearer Jump, off setting its penalty to jump.
-Master Work: All Golem armors are considered to have a base masterwork level of 1. No Golem Armors are made that do not have at least one level of masterwork better versions how ever can be made through standard methods. Both the Price increases of being masterwork and its bonuses are included in the above stats.
I'm also going to add the following as Armor craftsmanship bonuses:
Power enhancement | Level 1 | The strength bonus granted by the armor is increased by +2 the armor upper strength limit is increased to 22.
Graceful I |Level 1| The Armors Dexterity penalty is reduced by 2 and its max Dexterity Bonus increases by 1.
Graceful II| Level 2| The Armors Dexterity Penalty is reduced by 4 and its max dexterity Bonus is increased by 2.
Speed|Level 1| The Armors speed increases to 30/20 and the wearer can now run at four times his normal speed.
Healing Domain: Granted power is changed to-all allies with in 30 feet gain fast healing one as long as there HP is below 50% max. At 5 level and every 5 levels there after the fast healing increases by 1 to a max of fast healing 5 at level 20.
To make up for the lack of magic weapons I plan to introduce the following feats:
Chanel Ki [Feat]
You Chanel you Ki energy in to your weapon.
Prerequisite: Character level 3, Intelligence, Wisdom or Charisma Score of 15.
Benefit: Any weapon that you hold and you are proficient with acts as if it were a magic weapon. When you take this feat you may deiced to this makes your Ki an alignment. You chose Good, Evil, Law or chaos you must remain with in one step of this alignment at all times. Your weapon acts as if it is that alignment.
Special: To apply this feat to an unarmed strike the user must have the Improved unarmed Strike feat.
Ki Unlocked [Feat]
Your Ki has become stronger and taken on more traits.
Prerequisite: Chanel Ki, Character level 6th.
Benefit: Any weapon that you use and meets the requirements of Chanel Ki gains a +1 special quality. Once selected this quality can not be changed.
Special: To apply this feat to an unarmed strike the user must have the Improved unarmed Strike feat.
Ki Unleashed [Feat]
Your Ki now fully flows through you and in to you attacks
Benefit: Any weapon that you use and meets the requirements of Chanel Ki gains a +2 special quality or two more +1 special qualities. Once selected this quality can not be changed.
Special: To apply this feat to an unarmed strike the user must have the Improved unarmed Strike feat.
I'm also going to roll the TWF feat chain and Duel Strike in to one feat.
I was thinking I could have a bonus with shield use if I introduced facing but only with shields. So basically you get a bonus from attacks come from 3 squares in a row. I'm thinking that in these squares the base Armor bonus of the shield would be doubled.
Feed back, questions, comments, ect....
So to make up for the power lose I'm planing to use the following Variant rules and homebrew things and would like to know what level of power it will put me in. For the sake of argument will make a scale 1 being the PC's can hardly function, 3 is a gritty game, 5-6 how the game was meant to be played, 8 is power gamers, 10 is pun pun.
Keep in mind as well I plan to go over the normal 4-5 encounters a day 10-12 may not be uncommon, but not all will be at the players ECL. The game will make use of the Players handbook, Psionics, Tome of Battle and Players handbook two, and a screening of other books.
So here goes the list:
Gestalt (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm)
Reserve Points (http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm)
Action Points: (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm) same as rules as listed except players get 1+1/2 character level action points per day.
Defense Bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm): You take a penalty to your touch AC equal to your Armor Check penalty. (In place to not weaken touch attacks).
Armor As Damage Reduction (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm): One mod is Breast Plate has DR 3/-.
Weapon Group Feats: (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm)
Mmundane Item Enhancement System (http://www.giantitp.com/forums/showthread.php?t=64755)
Character Traits:
(http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm)
Golem Armor:
{table=head]Heavy Exotic Armor| Cost | Armor Bonus| Damage Reduction| Max Dex| Armor Penalty| Arcane spell failure|Speed 30/20| Weight
Golem Armor|
3000 GP |
+5|
DR 5/-|
+2|
-8|50%|25/15*|300lb.
[/table]*When running in heavy armor, you move only triple your speed, not quadruple.
Golem Armor: This large suit of armor, increases the hight of toughs who were it by 4-6 inches. It is a true testament to what can happen when people come together. Only Dwarfs could make the plate that cover the suit, only the Gnomes is mechanics could move such a large suit, with out the natural power generation of the thunderstone there would not be a practical way to power the thing, and even then they needed a boost from Elven magic, to run long term.
Golem Armor gives the ultimate protection with out reducing speed significantly while boosting the wears strength.
-Strength Boost: Golem Armor boosts the wears strength by +2, but does not stack with other bonuses once the wears strength score reaches 20. After that point the Hydraulics can not boost the wears strength any further.
-Dexterity Penalty: Golem Armor moves quite well but it still restricts the movement of all but the most graceful charters. While wearing Golem Armor your effective Dexterity score is reduced by -4, this penalty can not reduce the wears Dexterity to less than 10.
-Air filter: As long as the helmet is on and the visor closed, the wearer receives a +4 bonus to saves against any kind of gas or airborne poison.
-Visor shades: The visor darkens rapidly in response to bright light. While the visor is down, the wearer receives a +4 bonus to saves against blindness. The Wearer also gains a +2 on saves against gaze attacks.
-Slam attack. The heavy fists of the armor can be used to make slam attacks. The wearer is never considered unarmed. He can make a slam attack at his usual base attack bonus, damage 1d6 plus this strength modifier.
-Stability: The heavy, Grounded nature of Golem Armor grants the Wearer a +4 bonus to defending against bull rushes (as if he were unusually stable).
-Jumping: The Armors Hydraulics help the wearer Jump, off setting its penalty to jump.
-Master Work: All Golem armors are considered to have a base masterwork level of 1. No Golem Armors are made that do not have at least one level of masterwork better versions how ever can be made through standard methods. Both the Price increases of being masterwork and its bonuses are included in the above stats.
I'm also going to add the following as Armor craftsmanship bonuses:
Power enhancement | Level 1 | The strength bonus granted by the armor is increased by +2 the armor upper strength limit is increased to 22.
Graceful I |Level 1| The Armors Dexterity penalty is reduced by 2 and its max Dexterity Bonus increases by 1.
Graceful II| Level 2| The Armors Dexterity Penalty is reduced by 4 and its max dexterity Bonus is increased by 2.
Speed|Level 1| The Armors speed increases to 30/20 and the wearer can now run at four times his normal speed.
Healing Domain: Granted power is changed to-all allies with in 30 feet gain fast healing one as long as there HP is below 50% max. At 5 level and every 5 levels there after the fast healing increases by 1 to a max of fast healing 5 at level 20.
To make up for the lack of magic weapons I plan to introduce the following feats:
Chanel Ki [Feat]
You Chanel you Ki energy in to your weapon.
Prerequisite: Character level 3, Intelligence, Wisdom or Charisma Score of 15.
Benefit: Any weapon that you hold and you are proficient with acts as if it were a magic weapon. When you take this feat you may deiced to this makes your Ki an alignment. You chose Good, Evil, Law or chaos you must remain with in one step of this alignment at all times. Your weapon acts as if it is that alignment.
Special: To apply this feat to an unarmed strike the user must have the Improved unarmed Strike feat.
Ki Unlocked [Feat]
Your Ki has become stronger and taken on more traits.
Prerequisite: Chanel Ki, Character level 6th.
Benefit: Any weapon that you use and meets the requirements of Chanel Ki gains a +1 special quality. Once selected this quality can not be changed.
Special: To apply this feat to an unarmed strike the user must have the Improved unarmed Strike feat.
Ki Unleashed [Feat]
Your Ki now fully flows through you and in to you attacks
Benefit: Any weapon that you use and meets the requirements of Chanel Ki gains a +2 special quality or two more +1 special qualities. Once selected this quality can not be changed.
Special: To apply this feat to an unarmed strike the user must have the Improved unarmed Strike feat.
I'm also going to roll the TWF feat chain and Duel Strike in to one feat.
I was thinking I could have a bonus with shield use if I introduced facing but only with shields. So basically you get a bonus from attacks come from 3 squares in a row. I'm thinking that in these squares the base Armor bonus of the shield would be doubled.
Feed back, questions, comments, ect....