Azerian Kelimon
2008-02-13, 04:55 PM
I'm designing a new campaign world. Taking a look through my books, I found out some variants and bits of them that I'd rather correct, and want to have the opinion of the best D&D players this side of the charop boards on the corrections. Without further ado:
1) Change "rapiers" as presented in the PHB to Rope swords and introduce renamed Elven Thinblades as Rapiers, since they're a lot closer to the real deal. They'll be Martial weapons, since Rapiers are not exotic. Anything I should watch out for from this?
2) Make the abjurant champion have the extra prerequisite of School focus: Abjuration. Gishing shouldn't be THAT easy.
3) Use the DMG variant that makes 1's count as -10's, and 20's as 30's. Change spells such as Surge Of Fortune to make you do an extra roll. If the roll is an 11 or higher, the effect activates as normal, instead of requiring a nat 20 only.
4) Fighters do not exist. Instead, you may play a Warblade, and sacrifice any class obtained features (Such as the features or extra ready or known maneuvers) for a Bonus Feat. Your warblade levels count as normal for bonus feats (Which means, instead of being able to take Weapon supremacy from level 20 onwards, you can take it at level 18 provided you sacrifice class features). You may not use this option on dead levels.
5) Introduce a new feat:
Mighty Critical
Your skill at combat allows you to inflict devastating blows on opponents that would normally be immune to them.
Prerequisites: Character level 12, +9 BAB.
Description: If you were to score a critical hit against a creature immune to them, you may score the critical hit observing this limitations:
-If your weapon has an extended threat range, your threat range is lowered by 1. Example: A Kukri will inflict critical hits on a roll of 19-20. A longsword may inflict a critical hit on a roll of 20. Threat range multipliers work as if the modified threat range was the base threat range.
-If your weapon has a higher crit multiplier, you can lower it by one. Example: A greataxe has a crit multiplier of 3x. If you roll a natural 20, you may do a critical hit of 2x multiplier.
-If your weapon has a simple crit multiplier of 2x and no extended threat range, you may roll another d20 as if you were making another attack with that same attack bonus. If this attack hits, you may then proceed to confirm the critical threat.
Additionally, if you possess this feat, threat range enhancers stack in this way: The first enhancement will double your threat range, while all further enhancements increase your threat range by 1.
That's all. So, is there anything I should change?
1) Change "rapiers" as presented in the PHB to Rope swords and introduce renamed Elven Thinblades as Rapiers, since they're a lot closer to the real deal. They'll be Martial weapons, since Rapiers are not exotic. Anything I should watch out for from this?
2) Make the abjurant champion have the extra prerequisite of School focus: Abjuration. Gishing shouldn't be THAT easy.
3) Use the DMG variant that makes 1's count as -10's, and 20's as 30's. Change spells such as Surge Of Fortune to make you do an extra roll. If the roll is an 11 or higher, the effect activates as normal, instead of requiring a nat 20 only.
4) Fighters do not exist. Instead, you may play a Warblade, and sacrifice any class obtained features (Such as the features or extra ready or known maneuvers) for a Bonus Feat. Your warblade levels count as normal for bonus feats (Which means, instead of being able to take Weapon supremacy from level 20 onwards, you can take it at level 18 provided you sacrifice class features). You may not use this option on dead levels.
5) Introduce a new feat:
Mighty Critical
Your skill at combat allows you to inflict devastating blows on opponents that would normally be immune to them.
Prerequisites: Character level 12, +9 BAB.
Description: If you were to score a critical hit against a creature immune to them, you may score the critical hit observing this limitations:
-If your weapon has an extended threat range, your threat range is lowered by 1. Example: A Kukri will inflict critical hits on a roll of 19-20. A longsword may inflict a critical hit on a roll of 20. Threat range multipliers work as if the modified threat range was the base threat range.
-If your weapon has a higher crit multiplier, you can lower it by one. Example: A greataxe has a crit multiplier of 3x. If you roll a natural 20, you may do a critical hit of 2x multiplier.
-If your weapon has a simple crit multiplier of 2x and no extended threat range, you may roll another d20 as if you were making another attack with that same attack bonus. If this attack hits, you may then proceed to confirm the critical threat.
Additionally, if you possess this feat, threat range enhancers stack in this way: The first enhancement will double your threat range, while all further enhancements increase your threat range by 1.
That's all. So, is there anything I should change?