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    Post Wriaths and Ruins (a new type of D20) (WIP)

    Wraiths and Ruins, or WAR, is a game based of D&D 3.5, but with emphasis on better balance and more powerful martial characters. It downgrades the higher end of non-epic magic while buffing up the level of fighters.

    Skills have been condensed slightly and class skills are removed. Feats are in the proccess of redesign. Action points are incorperated into the basic game, and hitpoints have been changed to a fixed value. Magic now runs of mana points, although costs are greater than they are in D&D.

    Due to a system found on this board caster multi-classing now works better than before. Monsters are to be re designed with humanoid monsters becoming races and other monsters classes. Psionics will be in several different systems, one of them 3.5 virtually untouched.

    Warriors now gain manuovres, although these are all new as I do not have ToB.

    Along with the core rules I am designing two sets of optional rules: sword and Spell and Men and Monsters. Each ads more versitility to your characters.

    When all of this is finished I would like to upload everything into one to three PDFs for the core rules and two PDFs for the optional rules. I hope to publish suplements but not the core rules for profit later on, but more material will flow round the playground before that, if it ever happens.

    I hope to update more options to the system, including more variant magic systems.

    The origional opening post for those who are interested.
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    Taking my inspiration from S&S, H20, and D20Rebirth, I will attempt to make D&D as I would like to play it: high magic but few magic items, where fighters can stand alongside wizards (except all promising ones are blown up), and the rogue can be more than trapfinder. For this I am going to take d20, and redesign elements to make it feel more like my idea of how it should be. (A20 is anonymous 20, or no name yet).
    First of: ability scores: dexterity is now seperated into agility and cordination, wisdom is redifiened as will power, and magic is added to help determine mystical might.

    Secondly: races and classes. I want players to be able to play all humanoid races, and so let them chose from many races. Classes will require modifing, either improving the martial classes (more likely) or nerfing the spellcasters.
    List of races
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    Dwarves
    Elves
    Gnomes
    Goblins
    Half-elves
    Half-orcs
    Humans
    Orcs

    List of classes (? means unsure if will work, * means variant)


    Thirdly: magic. I want to keep the power of magic but maybe make it harder to use. This is where the magic stat normally comes in: it makes magic more powerful and helps in resisting magic. Also, magic is slightly more MAD, all spellcasters require magic and one other stat (at least) to cast magic. Magic also uses a "spell point mechanic", although in soemcases a loser term. Most casters in the core rules (the ones on the main 1-3 threads) prepare spells, while those who don't generally arn't as versitile. No more specialist wizards: they are now the warmage/begiuiler/whatever. I'll see if I can reflavour the schools or orders of magic, maybe cut it down to seven.
    Here is the thread that has the system i'll be basing magic of.

    I'll post other changes when I have time.
    Last edited by Anonymouswizard; 2010-01-01 at 03:36 PM.
    Snazzy avatar (now back! ) by Honest Tiefling.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  2. - Top - End - #2
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    NecromancerGirl

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    Default Re: A20 (a new type of D20, not low magic)

    OK, I have a few comments:

    Quote Originally Posted by Anonymouswizard View Post
    First of: ability scores: dexterity is now seperated into agility and cordination, wisdom is redifiened as will power, and magic is added to help determine mystical might.
    So far, so good.

    Classes will require modifing, either improving the martial classes (more likely) or nerfing the spellcasters.
    I'd suggest doing both. It's a lot more work to nerf spellcasters, but buffing everything to their level leaves the game somewhere best described as "powergamer heaven" - a nice place, I'm sure, but I'm not sure whether or not that's really where you want to be.

    I want to keep the power of magic but maybe make it harder to use.
    This is basically obligatory if you want to combine plausible mundanes and magical magic in a balanced game. You can always discard plausible mundanes or magical magic, however, and it's essentially totally up to you how powerful a plausible mundane or a magical mage has to be.

    Magic also uses a "spell point mechanic", although in some cases a loser term. Most casters in the core rules (the ones on the main 1-3 threads) prepare spells, while those who don't generally aren't as versatile. No more specialist wizards: they are now the warmage/beguiler/whatever. I'll see if I can reflavour the schools or orders of magic, maybe cut it down to seven.
    Your idea looks like it might work, but you aren't gaining much from spell points here (they are better than D&D-style spell slots, but that really doesn't take much).
    Last edited by lesser_minion; 2009-11-01 at 06:26 PM.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by lesser_minion View Post
    Your idea looks like it might work, but you aren't gaining much from spell points here (they are better than D&D-style spell slots, but that really doesn't take much).
    Actually, spell points are worse than spell slots in almost every way, and I'd strongly advise sticking with spell slots if you can't some up with something new.

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    SwashbucklerGuy

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    Default Re: A20 (a new type of D20, not low magic)

    Actually someone came up with an alternate spell spoint system that they called 'mana'. It was much better: at level 20 a full spellcaster could only cast 4 9th level spells and be out for the rest of the day. Definetly worth looking into.

    Otherwise, I can't wait to see how this goes! It looks very promising.

    Another point: Skills. Are you going to change they way they work/function or leaving the same?

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    NecromancerGirl

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by Eagle View Post
    Actually, spell points are worse than spell slots in almost every way, and I'd strongly advise sticking with spell slots if you can't some up with something new.
    They're bad, but it is somewhat hard for anything to be that bad.

    We're talking about the actual quality of the system, and how efficient it is, rather than how well-balanced it is.

    Personally, I don't have a problem with the concept of preparing spells in advance, and I don't have a problem with D&D-style spell slots for a small number of levels, but the way they work in D&D (for values of i between 0 and 9, you may cast X(i) spells per day of level i) is an absolute nightmare.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by lesser_minion View Post
    Personally, I don't have a problem with the concept of preparing spells in advance, and I don't have a problem with D&D-style spell slots for a small number of levels, but the way they work in D&D (for values of i between 0 and 9, you may cast X(i) spells per day of level i) is an absolute nightmare.
    I agree. For this remake wizards and sorcerers are most likely going to be casting spells differently. Also, for nerfing casters, how about the amount of spell points you get a level (i'll go with mana, spell points is unweildy) is what you need to cast you highest level spell. Wizards, clerics and a few other casters who do not cast magic innately have to prepare spells, and the time limit is should be strictly enforced. I might give the sorcerer bonus spell points, but more likely i'll give him more spells known or bonus feats. This thread will be the equivilent of the PHB and DMG, if this works out i'll stat out some monsters.

    Also, spell schools: if we think about it a lot of illusion spells could be mind affecting. So we put the ones that are into enchantment, the shadow spells into conjuration, and the rest into transmutation. Draining magic: i think i might make rules for this, where casters can cast spells to rob other casters of a random number of points.

    I'll work on races: dwarf, elf, gnome, human, orc and half breeds (i'll put halflings up if i get enough interest, but they are the ones with the strongest sterotype).
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Races
    In A20 you can play as one of several races, from the trickey goblins to the aragont and flighty elves. Each of the races presented here are suitable as 1st level characters, other options will be made available in the monster manaul.
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    Dwarves
    Dwarves are a hardy, stonelike race, more suited to their mountain homes than life abroad. Dwarves stand about four feet tall, weighing about the same as a human. They wear heavy goatskin clothes. Males have large beards, while females faces are as clean shaven as other races. Dwarves are expert craftsmen and soldiers.
    +2 constitution: dwarves are toughand earthen.
    Dwarves are not slowed by armour.
    +2 to trained craft checks
    Dwarves reduce the experience point cost of crafted items by 5%
    Infravision: dwarves can see shades of heat as well as light, ignoring the prnalties for fighting in the dark.
    +1 to attack rolls against creatures of the giant type.
    Dwarves gain divine favour as a bonus feat.
    Automatic languages: dwarven and common.
    Favoured classes: Cleric and fighter.

    Elves
    Elves are woodland folk with powerful innate magic. They live in their woodland villages protected by enchantments, weaving powerful spells. Elves stand about six feet tall, and wiegh about 5lbs less than humans. Their clothing is of soft fabrics and silks. They have large, pointed ears, and hair ranging to pale greens.
    +2 agility: elves are agile and graceful.but aren't as tough as other races.
    Medium.
    Elves gain a +2 bonus to listen, search and spot checks.
    Elves can cast any first level wizard spell once per day as a spell like ability.
    Elves gain proficiency as magical wands and staves as standard.
    Elves gain arcane gift as a bonus feat at 1st level.
    Automatic languages: elven and common.
    Favoured class: enchanter and ranger.

    Gnomes
    Gnomes are short people, descended from the dwarves. They have a natural talent for magic that exceeds even the elves, and an aptitude for knowledge. Gnomes have been responsible for the many magical advances in the world. Gnomes stand about three feet tall, with the same build as humans. They wear soft silk robes.
    +2 intelligence, +2 magic: gnomes are very gifted in magic.
    Small.
    Gnomes gain a +1 bonus to the DC of spells from a school of their choice.
    Gnomes gain a +1 bonus to spellcraft checks.
    Gnomes gain proficiency with magic wands, staves and enchanted items as standard.
    Gnomes gain arcane gift as a bonus feat at 1st level.
    Automatic languages: common and gnome.
    Favoured classes: abjurer and wizard.

    Goblins
    Goblins are spirited tricksters related to orcs, as likely to fool you with magic as they are to steal your best spoons. Goblins are green skined creatures of the same height and build as gnomes, with overly large pointed ears. They have a natural aptitude for divine casting and wear clothes pf brown wool.
    +2 agility, +2 magic: goblins are agile creatures with lots of energy running through their viens.
    Small.
    Goblins gain a +2 bonus on move silently checks.
    Goblins gain a +2 bonus to acrobatics checks.
    Goblins gain profciency with magic wands as standard.
    Goblins gain divine favour as a bonus feat at 1st level.
    Automatoc languages: goblin and common.
    Favoured classes: shaman and thief.

    Humans
    You don't need a description.
    Humans gain +2 to any ability at 1st level.
    Humans gain a bonus feat at 1st level.
    Automatic langauges: common.
    Favoured classes: all.

    Lizardmen
    Lizardmen are reptilian men and women, covered in scales, with large teeth and claws. They live in tribal cultures in most worlds, worshipping aztec gods or the sun.
    +2 strength, +4 agility: lizardmen have to be strong and agile to survive in the jungle.
    Medium.
    Lizardmen can use their claws and teeth as natural weapons, dealing 1d4+strength damage.
    Lizardmen gain a +2 bonus to spot checks and listen checks to notice something, but take a -2 penalty on listen checks to pinpoint somethings location.
    Lizardmen either gain arcane gift or divine favour as a bonus feat at 1st level.
    Automatic languages: common and suran.
    Favoured classes: druid and fighter, or sorcerer and fighter (choose one)

    Orcs
    Orcs are the larger cousins of goblins, a powerful warlike race. Orcs are strong in combat, but are mentally impaired, leading to few being able to use magic effectively. The green skined orcs are known for their large build, stolen clothes and infamous warcry of WAAAARGH!!!.
    +4 strength: orcs are increadibly strong.
    Medium.
    Orcs gain a proficiency with orc waraxes as martial weapons.
    Orcs heal an extra point of damage per character level a day a day, and will keep a limb that has been reatached within one minute.
    Orcs can enter a barbarian rage 1/day.
    Automatic languages: orc and common.
    Favoured classes: barbarian and fighter.

    Halfbreeds
    Will post these when i get inspiration. The basic idea is to have them function as a mix o f the two races, with human halfbreeds having an extra favoured class.

    Favoured classes: a character who takes a level in a favoured class gains an extra skill point.
    Last edited by Anonymouswizard; 2009-11-22 at 04:26 AM.
    Snazzy avatar (now back! ) by Honest Tiefling.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Barbarian
    A barbarian is wild fighter, one who takes down a elephant with nothing but a spear and his strength. Rest of fluf to come later.
    {table]Level|BAB|BDB|MDB|Special
    1|+1|+0|+0|Rage 1/day, fast movement
    2|+2|+1|+1|Uncanny dodge
    3|+3|+2|+1|Trap sense, rage 2/day
    4|+4|+3|+2|Improved uncanny dodge
    5|+5|+3|+2|Rage 3/day
    6|+6|+4|+3|Trap sense +2
    7|+7|+5|+3|DR 1/-. rage 4/day
    8|+8|+6|+4|Lasting rage
    9|+9|+6|+4|Trap sense +3, rage 5/day
    10|+10|+7|+5|DR 2/-
    11|+11|+8|+5|Greater rage, rage 6/day
    12|+12|+9|+6|Trap sense +4
    13|+13|+9|+6|DR 3/-, rage 7/day
    14|+14|+10|+7|Indomitable will
    15|+15|+11|+7|Trap sense +5, rage 8/day
    16|+16|+12|+8|DR 4/-
    17|+17|+12|+8|Tireless rage, rage 9/day
    18|+18|+13|+9|Trap sense +6
    19|+19|+14|+9|DR 5/-, rage 10/day
    20|+20|+15|+10|Might rage[/table]
    Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
    Fast Movement (Ex): A barbarianís land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarianís speed because of any load carried or armor worn.
    Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
    A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
    Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarianís hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
    A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 3rd level and every two levels thereafter, he can use it one additional time per day (to a maximum of ten times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elseís action.
    Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
    Trap Sense (Ex):
    Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
    Improved Uncanny Dodge (Ex): At 4th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
    Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
    Lasting Rage (Ex): at 8th level a barbarian can spend a second use of his rage ability to double the lengthof his rage.
    Greater Rage (Ex): At 11th level, a barbarianís bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
    Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
    Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
    Mighty Rage (Ex): At 20th level, a barbarianís bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
    Last edited by Anonymouswizard; 2009-11-08 at 07:23 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Bard
    The bard is a master of music and magic. Exploring the power of music, the bard can inspire his allies or fasinate his opponents. A bard must decide whether to follow the path of the sword or the path of magic, although few have the gift required.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Bardric knowledge, bardric music, bardric path|0
    2|+1|+1|+1|Magic|1
    3|+2|+2|+2|New song|2
    4|+3|+3|+3||3
    5|+3|+3|+3||6
    6|+4|+4|+4|New song|9
    7|+5|+5|+5||12
    8|+6|+6|+6||18
    9|+6|+6|+6|New song|24
    10|+7|+7|+7||30
    11|+8|+8|+8||42
    12|+9|+9|+9|New song|54
    13|+9|+9|+9||66
    14|+10|+10|+10||78
    15|+11|+11|+11|New song|90
    16|+12|+12|+12||102
    17|+12|+12|+12||114
    18|+13|+13|+13|New song|126
    19|+14|+14|+14||138
    20|+15|+15|+15||150[/table]
    Weapon and armour proficiency: a bard is proficient with all simple weapons, as well as light armour and with shields (but not tower shields). Warrior bards are proficient with the longsword, rapier, sap, shortsword, shortbow and whip, as well as medium armour.
    Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
    A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    {table]DC| Type of Knowledge
    10 |Common, known by at least a substantial minority of the local population.
    20 |Uncommon but available, known by only a few people legends.
    25| Obscure, known by few, hard to come by.
    30| Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who donít understand the significance of the knowledge. [/table]
    Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he cannot select the music ability.
    Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesnít require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
    A 1st level bard begins play knowing any three songs he can qualify for. A bard gains a new song at 3rd level and every three levels thereafter.
    Bardric path: at 1st level a bard must decide which path he will follow: that of the warrior bard or that of the bardric sage. A warrior bard gains full BAB and proficiency with the listed weapons. However, a bardric sage is a more powerful caster, gaining a caster level equal to the bards class level, is able to memorize an extra spell of their highest spell level, and gains extra mana. A bardric sage gains an amount of extra mana per day equal to the cost of the highest level spell they can cast, up to 10 extra points for 4th level spells. A bardric sage can also cast spells at 1st level.
    Magic: a 2nd level (1st for bardric sages) a bard unlocks the secrets of magic. A bard casts arcane spells, the same kind of spells cast by the wizard and sorcerer. Unlike most arcane casters a bard can cast in light armour (warrior bards can cast in medium armour). A bard can cast spells spontaneously, but must memorize a certian number of spells each day to become their list of spells known. A bards caster level is equal to 3/4 their class level.
    {table]Level|1|2|3|4
    1|0|-|-|-
    2|1|-|-|-
    3|2|-|-|-
    4|2|-|-|-
    5|3|1|-|-
    6|3|2|-|-
    7|3|2|-|-
    8|4|3|1|-
    9|4|3|2|-
    10|4|3|2|-
    11|4|4|3|1
    12|5|4|3|2
    13|5|4|3|2
    14|5|4|4|3
    15|5|5|4|3
    16|5|5|4|3
    17|6|5|4|4
    18|6|5|4|4
    19|6|5|5|4
    20|6|6|5|4[/table]
    A bard gains a spellbook as a wizard.
    Bardric Songs: the following are the avalible songs to bard, from common songs (3.5 PHB songs), to uncommon (new songs), to rare (songs that have the same kind of effects as bardric music feats). New ideas for songs please (need about 3-7 more uncommon songs).
    Chord of distraction (rare): 6 ranks. As a standard action, you can play a short peice. You can try to distract one humanoid or monstarous humanoid within 30ft of you. If you succeed on a perform check opposed against the targets sense motive, they are treated as flat footed until they are attacked or until the start of your next turn, whichever is first.
    Countersong: 3 ranks.
    Epic of lost deeds (rare): 6 ranks. as a move action, you can expend one use of bardric music to remove fatigue from an ally withing 30ft each round you sing. If you spend three uses you may remove exhaustion.
    Fasinate: 3 ranks.
    Inspire compatance: 6 ranks.
    Inspire courage: 3 ranks.
    Inspire greatness: 12 ranks.
    Inspire heroics: 18 ranks.
    Mass sugesstion: 21 ranks.
    Moving song (uncommon): 12 ranks. As long as the bard continues to sing he can make a number iof creatures equal to 1/4 his class level take an extra five foot step each round.
    Song of freedom: 15 ranks.
    Song of iron will (uncommon): 9 ranks. As long as you continue to sing allies within 30ft of you gain an extra +2 compatance bonus to will saves.
    Song of the long road (rare): 6 ranks. by giving a 1 minute performance you can give all allies within 60ft avoid taking nonlethal damage for hustling for one hour.
    Sound of silence (rare): 9 ranks. by expending three uses of bardric music you can deafen a single target for as long as they would be able to hear you sing. A will save rolled against a perform check negates the effect, but you only lose one use.
    Sugesstion: 9 ranks.
    Warning shout (uncommon): 9 ranks. As long as you continue to sing allies within 30ft of you gain an extra +2 compatance bonus to reflex saves.
    Last edited by Anonymouswizard; 2009-11-08 at 09:14 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Cleric
    The cleric is a divine caster, a man or women who calls upon the power of gods. Using the power of their dieties clerics call down bolts of lightning, part seas, and heal their allies. Clerics have some skills useful in battle, and as such are able to stand on the front line if required.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, domains, turn undead|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3||15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7||70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11||205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15||340[/table]
    Weapon and armour proficiency: Clerics are proficient with all simple weapons, their dieties favoured weapon, and all armour.
    Magic: Clerics cast divine magic. To cast magic they must prepare it before hand, by studying from their holy book. A cleric pays the cost to cast a spell when he memorizes it, and then notes down that he is able to cast it later that day. A cleric may not cast spells without preparing them beforehand. A cleric starts of play with all core celric spells, as well as all spells from their domains. Clerics recieve bonus mana based on willpower and magic. The level a cleric needs to be to cast a certian spell level is 2xthe spell level-1.
    Domains: a cleric begins play by selecting two of the domains offered by their god. Each domain is a list of nine spells with a granted power. When you select a domain you add the spells to your spells known list, and gain the use of the granted power once per day.
    Turn undead: this works as in D&D, except that you add your cleric level to turnign damage.
    Last edited by Anonymouswizard; 2009-11-13 at 12:25 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Druid
    The druid draws her power from nature, using its divine energy to fuel spells. Druids live in the willd, calling on the power of the elements to survive. A druid is friend to all of nature, but fiend to thise who oppose it.
    {table]Level| BAB| BDB| MDB| Special| Mana
    1|+0| +0|+0| Magic, aminal friend|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Wild shape 1/day|15
    6|+4|+4|+4|Wild shape 2/day|21
    7|+5|+5|+5|Wild shape 3/day|33
    8|+6|+6|+6|Wild shape (large)|45
    9|+6|+6|+6||62
    10|+7|+7|+7|Wild shape 4/day|70
    11|+8|+8|+8|Wild shape (tiny)|97
    12|+9|+9| +9|Wild shape (plant)|124
    13|+9|+9|+9||151
    14|+10|+10|+10|Wild shape 5/day|178
    15|+11|+11|+11|Wild shape (huge)|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20| +15|+15|+15||340
    [/table]
    Weapon and armour proficiencies: driuds are proficient with all simple and martial weapons, light armour and wooden shields.
    Magic: a druid casts spells sponaneously, without needing to prepare them before hand. The druid spends the cost of the spell in mana and casts it. Unlike other casters druids only know a limited number of spells, as shown on the table below:
    {table]Level|1|2|3|4|5|6
    1|2|-|-|-|-|-|-|-|-
    2|3|-|-|-|-|-|-|-|-
    3|3|-|-|-|-|-|-|-|-
    4|4|2|-|-|-|-|-|-|-
    5|4|3|-|-|-|-|-|-|-
    6|4|3|2|-|-|-|-|-|-
    7|5|4|3|-|-|-|-|-|-
    8|5|4|3|2|-|-|-|-|-
    9|5|4|4|3|-|-|-|-|-
    10|5|5|4|3|2|-|-|-|-
    11|6|5|4|4|3|-|-|-|-
    12|6|5|5|4|3|2|-|-|-
    13|6|5|5|4|4|3|-|-|-
    14|6|6|5|5|4|3|2|-|-
    15|6|6|5|5|4|4|3|-|-
    16|7|6|6|5|5|4|3|2|-
    17|7|6|6|5|5|4|4|3|-
    18|7|6|6|6|5|5|4|3|2
    19|7|7|6|6|5|5|4|4|3
    20|7|7|6|6|6|5|5|4|3[/table]
    Animal friend: at 1st level a druid can count all animals as initally friendly.

    Ideas for abilities please.
    Last edited by Anonymouswizard; 2009-11-24 at 04:43 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Fighter
    The fighter is the knight in shining armour, the man at arms, the evil horseman. All these are examples of fighters: men and women trained to take part in battle. To some these are the true heroes, and to others they are cannon fodder.
    {table]Level|BAB|BDB|MDB|Special
    1|+1|+0|+0|Way of the warrior
    2|+2|+1|+1|bonus feat
    3|+3|+2|+1|Manuver
    4|+4|+3|+2|bonus feat
    5|+5|+3|+2|Way of the warrior
    6|+6|+4|+3|bonus feat
    7|+7|+5|+3|Manuver
    8|+8|+6|+4|bonus feat
    9|+9|+6|+4|
    10|+10|+7|+5|bonus feat, Way of the warrior
    11|+11|+8|+5|Manuver
    12|+12|+9|+6|bonus feat
    13|+13|+9|+6|
    14|+14|+10|+7|bonus feat
    15|+15|+11|+7|Way of the warriorManuver
    16|+16|+12|+8|bonus feat
    17|+17|+12|+8|
    18|+18|+13|+9|bonus feat
    19|+19|+14|+9|Manuver
    20|+20|+15|+10|bonus feat, Way of the warrior[/table]
    weapon and armour proficiency: fighters are proficient with all simple and martial weapons, all armour and shields.
    Way of the warrior: at 1st level, 5th level and every 5 levels thereafter the fighter gains the ability from their chosenn way of the warrior: defender, one hander, two hander, dual wielder, or archer.
    Bonus feats: at 2nd level and every two levels thereafter the fighter gains a fighter bonus feat.
    Manuver: at 3rd level and every third level after that the fighter gains a martial manuver.

    Ways of the warrior
    Defender
    1st level: +1 defence when using a shield.
    5th level: +1 DR from armour.
    10th level: the fighter can make all opponents believe he is the greatest threat once every five rounds.
    15th level: the 1st level bonus increases to +2.
    20th level: you may retain your agility bonus to defence if flat footed.

    One hander
    1st level: +1 defence when using a single one handed wweapon and no shield.
    5th level: +1 damage if using one single handed weapon.
    10th level: the fighter can double his strength bonus to damage with a one handed weapon every 10 rounds.
    15th level: the 1st level bonus increases to +2.
    20th level: you may add 2 to your inititiave modifier.

    Two hander
    1st level: +1 to attack rolls when using a two handed weapon
    5th level: +1 damage if using a two handed weapon.
    10th level: the fighter can double his strength bonus to damage with a one handed weapon every 15 rounds.
    15th level: the 1st level bonus increases to +2.
    20th level: you may add 2 to your defence when using a two handed weapon

    Dual wielder
    1st level: +1 to defence when using two single handed weapons.
    5th level: +1 damage if using two single handed weapons.
    10th level: the fighter can ignore penalties for fighting with two hand weapons.
    15th level: the 1st level bonus increases to +2.
    20th level: you may add +2 to inititiave rolls.

    Archer
    1st level: +1 attack when using firearms or crossbows.
    5th level: +1 damage when using firearms or crossbows.
    10th level: the fighter gains rapid reload (firearms reload as a move action).
    15th level: the fighter can use a baonet as a reach weapon.
    20th level: You may add + to the crit range with crossbows and firearms.
    Last edited by Anonymouswizard; 2009-11-03 at 11:01 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Monk
    The monk is a martial artist, calling on their inner energy, called ki, to do great feats and master fighting. A monk uses his own hands and feat as weapons, becoming able to attack with surprising speed.
    {table]level|BAB|BDB|MDB|Special|ki|unarmed damage|movement bonus|Mana
    1|+0|+0|+0|flurry of blows, evasion, fast movement|2|1d6|+0ft|0
    2|+1|+1|+1|Stunning strike|4|1d6|+0ft|0
    3|+2|+2|+2|Still mind|6|1d6|+10ft|0
    4|+3|+3|+3|Uncanny dodge, magic|8|1d6|+10ft|1
    5|+3|+3|+3|Flaming fist|10|1d8|+10ft|1
    6|+4|+4|+4|Ki strike (magic)|12|1d8|+20ft|2
    7|+5|+5|+5|Purity of body|14|1d8|+20ft|2
    8|+6|+6|+6|Slow fall 30ft|16|1d8|+20ft|5
    9|+6|+6|+6|Improved evasion|18|1d10|+30ft|5
    10|+7|+7|+7|Storm fist|20|1d10|+30ft|8
    11|+8|+8|+8|Ki strike (lawful)|22|1d10|+30ft|8
    12|+9|+9|+9|Diamond body, greater flurry|24|1d10|+40ft|14
    13|+9|+9|+9|Slow fall 60ft|26|1d12|+40ft|17
    14|+10|+10|+10|Stunning speed|28|1d12|+40ft|23
    15|+11|+11|+11|Icy fist|30|1d12|+50ft|26
    16|+12|+12|+12|Diamond soul, slow fall 80ft|32|1d12|+50ft|38
    17|+12|+12|+12|Ki strike (adamantine)|34|2d6|+50ft|44
    18|+13|+13|+13|Timeless body|36|2d6|+60ft|56
    19|+14|+14|+14|Slow fall 90ft|38|2d6|+60ft|64
    20|+15|+15|+15|Fist of the earth|40|2d6|+60ft|76[/table]
    Weapon and armour proficiency: the monk gains proficiency with the club, crossbow (light or heavy), dagger, handaxe, javalin, kama (m), nunchaku (m), quarterstaff (m), sai (m), shuriken (m), siangham (m), and sling. Monkss are not proficient with any armour.
    Defence bonus: a monk gains an aditional bonus to defence equal to their wisdom modifier.
    Ki: the monk gains a small pool of ki energy with which to power their abilities. This monk has a number of ki points equal to twice their level plus their wisdom bonus.
    Flurry of blows: a monk may make a special attack when armed with a monk weapon (a weapon with a (m) in the proficiencies) or unarmed. This results as an extra attack at the monks highest attack bonus. All attacks the monk makes that round are at -1. At 12th level the monk gains an extra bonus attack.
    Evasion: at 1st level a monk takes no damage from a failed reflex save when they would normally take half damage. This ability is active as long as the monks ki pool is at least 1.
    Stunning strike: this works as the stunning fist feat. A monk spends 1 ki point to use this ability once she has used up all her free attempts.
    Fast movement: a monk gains fast movement as a 3.5 PHB monk.
    Still mind: this is as the PHB monk ability. It is active as long as your ki pool is one or more.
    Uncanny dodge: at 4th level the monk is not denied her dexterity bonus to defence if caught flat footed. This ability functions as long as your ki pool is 1 or more.
    Magic: at 4th level the monk gains the ability to cast a small number of divine spells. They can spontaneously cast cure spells and any spells from one domain. They do not require divine favour.
    Flaming fist: at 5th level you can channel the element of fire into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 fire damage to the monks attacks.
    Ki strike: at 6th level as long as the monks ki pool has at least one point remaining her unarmed attacks are counted as magic weapons for the purpose of overcomming DR. At 11th level they count as lawful and at 17th level they count as adamantine.
    Purity of body: this functions as the PHB monk ability of the same name.
    Slow fall: at 8th level as long as the monk has at least on ki point left in her pool she can treat any fall as 30ft shorter. at 13th lever she can treat it as 60ft shorter and at 19th level she can treat it as 90ft shorter.
    Improved evasion: at 9th level the monks evasion ability improves so that the monk only takes half damage on a failed save.
    Storm fist: at 5th level you can channel the element of air into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 lightning damage to the monks attacks.
    Diamond body: this is exactly like the PHB monk ability of the same name.
    Stunning speed: at 14th level a monk can use a free action to spend 2 points to make an extra attack at her highest attack bonus.
    Icy fist: at 15th level you can channel the element of water into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 ice damage to the monks attacks.
    Diamond soul: at 16th level the monk gains spell resistance equal to her current monk level+10.
    Timeless body: at 18th level a monk no longer ages. She takes no penalties to ability scores from aging, but bonuses still happen. A monk dies at twice the age she would normally.
    Fist of the earth: at 20th level you can channel the element of earth into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 acid damage to the monks attacks.

    Other martial arts: the above monk represents the elemental style of combat. To make other martial arts replace the abilities at 5th, 10th, 15th and 20th level with abilities more suited to the new martial art.
    Last edited by Anonymouswizard; 2009-11-25 at 04:30 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Shaman
    The shaman is a tribal caster, dabbling in both arcane and divine magic but becoming a master of neither. The shaman calls on their god to fill their bodies with energy, and with their bodies brimming with mystical might, lead their tribes to victory.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, domain, Familiar|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the shaman gains proficiency with simple weapons and light armour.
    Magic: a Shaman Must meorize spells in order to cast them. A shaman casts spells spontaneously, spending the mana and casting a spell as needed. Unlike other spontaneous casters a shaman knows all the spells on their spell list.
    Domain: a shaman begins play with knowledge of one shaman domain that they meet the requirements for. They know the spells from their domain in addition to those from the core shaman list.
    Familiar: a shaman may gain a familiar like a sorcerer or wizard.
    Bonus feats: every fifth level the shaman gains a new metamagic or item creation feat.
    Last edited by Anonymouswizard; 2009-11-14 at 04:00 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Sorcerer
    The sorcerer draws spells from their tainted blood, casting spells without the neeed to prepare them in advance. From his heritiage he can throw bolts of lightning, send foes to sleep, or summon foul demons. He gains many ways to enhance his spells, and does away with materials almost intirely.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, Eschew materials, Bloodline trait, Familiar|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bloodline trait|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bloodline trait|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bloodline trait|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bloodline trait|340[/table]
    Weapon and armour proficiency: sorcerers are proficient with all simple weapons. they are not proficient with any armour.
    Magic: sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
    To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcererís spell is 10 + the spell level + the sorcererís Charisma modifier.
    Like other spellcasters, a sorcerer only has a limited amount of mana.
    A sorcererís selection of spells is extremely limited. A sorcerer begins play knowing two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike mana per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer canít use this method of spell acquisition to learn spells at a faster rate, however.
    Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his avalible mana. He does not have to decide ahead of time which spells heíll cast.
    {table]Level|1|2|3|4|5|6
    1|2|-|-|-|-|-
    2|3|-|-|-|-|-
    3|3|-|-|-|-|-
    4|4|2|-|-|-|-
    5|4|3|-|-|-|-
    6|4|3|2|-|-|-
    7|5|4|3|-|-|-
    8|5|4|3|2|-|-
    9|5|4|4|3|-|-
    10|5|5|4|3|2|-
    11|6|5|4|4|3|-
    12|6|5|5|4|3|2
    13|6|5|5|4|4|3
    14|6|6|5|5|4|3
    15|6|6|5|5|4|4
    16|7|6|6|5|5|4
    17|7|6|6|5|5|4
    18|7|6|6|6|5|5
    19|7|7|6|6|5|5
    20|7|7|6|6|6|5[/table]
    Familiar: a sorcerer can summon a familiar.
    Bloodline traits: at 1st level, 5th level, and every 5 levels afterwards a sorcerer gets the bloodline trait for that level from her chosen bloodline.

    Sorcerer bloodlines
    Please give me more.
    Celestial
    1st level: you cast good spells at +1 caster level.
    5th level: add 1 to the DC of good spells that you cast.
    10th level: you gain the ability to turn into a lanturn archon for one minute once per day.
    15th level: you can summon an astral deva with a chance of sucess equal to 2xyour sorcerer level% once per day.
    20th level:You can use sunburst as a spell like ability 1/day.
    Draconic
    1st level: you gain +1 natural armour.
    5th level: you can sacrifice any amount of mana to deal 1d6 fire damage per two mana points spent to creatures within a 30ft cone.
    10th level: you gain dragon wings, giving you a flight speed equal to your land speed +20ft with avarage manuverability.
    15th level: you add +1 DC to spells from any one school of magic of your choice.
    20th level: Gain the use of arcane spellsurge once per day as a spell like ability.
    Elemental
    1st level: chose an element. all spells of that element are cast at +1 caster level.
    5th level: add 1 to the DC of all spells of your chosen element.
    10th level: you gain the ability to turn into a medium elemental of your chosen element for 1 minute once per day.
    15th level: you can summon an elder elemental with a chance of sucess equal to 3xyour sorcerer level% once per day.
    20th level: you can cause a 80ft radius burst of your chosen element to appear within long range once per day, dealing 1d6 points of damage per caster level (max 15d6), with a successful reflex save halving the damage.

    Fiendish
    1st level: any evil spells you cast are cast at +1 caster level.
    5th level:add +1 DC to all evil spells you cast.
    10th level: you can turn into a dretch or imp for one minute once per day.
    15th level: you can summon a Glabrezu or a Gelugon with a chance of sucess equal to 2xyour sorcerer level% once per day.
    20th level: you can use horrid wilting as a spell like ability once per day
    Last edited by Anonymouswizard; 2009-11-24 at 04:36 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Thief
    Cookie for good fluff.
    {table]Level|BAB|BDB|MDB|Special
    1|+0|+0|+0|Trapfinding, backstab+1d6
    2|+1|+1|+1|Evasion
    3|+2|+2|+2|Backstab+2d6, trap sense+1
    4|+3|+3|+3|Uncanny dodge
    5|+3|+3|+3|Backstab+3d6
    6|+4|+4|+4|Trap sense+2
    7|+5|+5|+5|Backstab+4d6
    8|+6|+6|+6|Improved uncanny dodge
    9|+6|+6|+6|Backstab+5d6, trap sense+3
    10|+7|+7|+7|Special ability
    11|+8|+8|+8|Backstab+6d6
    12|+9|+9|+9|Trap sense+4
    13|+9|+9|+9|Backstab+7d6, special ability
    14|+10|+10|+10|
    15|+11|+11|+11|Backstab+8d6, trap sense+5
    16|+12|+12|+12|special ability
    17|+12|+12|+12|Backstab+9d6
    18|+13|+13|+13|Trap sense +6
    19|+14|+14|+14|Backstab+10d6, special ability
    20|+15|+15|+15|[/table]
    weapon and armour proficiency: thieves are proficient with all simple weapons, as well as the hand crossbow, rapier, sap, shortbow and shortsword. Thieves are proficient with light armour, but not with shields.
    Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
    The rogueís attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
    Ranged attacks can count as backstabs only if the target is within 30 feet.
    With a sap (blackjack) or an unarmed strike, a rogue can make a backstab that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a backstab, not even with the usual -4 penalty.
    A rogue can backstab only living creatures with discernible anatomiesóundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to backstab. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot backstab while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
    Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    A rogue who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
    Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
    Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
    Trap sense bonuses gained from multiple classes stack.
    Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
    If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
    Improved Uncanny Dodge (Ex):A rogue of 8th level or higher can no longer be flanked.
    This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
    If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
    Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
    Crippling Strike (Ex)
    A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
    Defensive Roll (Ex)
    The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive rollóif she is denied her Dexterity bonus to AC, she canít use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogueís evasion ability does not apply to the defensive roll.
    Improved Evasion (Ex)
    This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
    Opportunist (Ex)
    Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogueís attack of opportunity for that round. Even a rogue with the Combat Reflexes feat canít use the opportunist ability more than once per round.
    Skill Mastery
    The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
    Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    Slippery Mind (Ex)
    This ability represents the rogueís ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
    Feat
    A rogue may gain a bonus feat in place of a special ability
    Last edited by Anonymouswizard; 2009-11-07 at 06:47 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Wizard
    The wizard is a caster who gains spells through study. He does not call on a god, or draconic blood, instead he instills each powerful spell in his mind to be cast later in the day. This aproach to magic means that the wizard can cast spells less times per day than the related sorcerer, but may know any number of spells.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, Familiar|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the wizard is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a wizardís spell is 10+the spell level+half the wizards class level+the wizardís Intelligence modifier.
    Like other spellcasters, a wizard only has a limited amount of mana a day. A wizard must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A wizard can only cast a meorized wizard spell.
    Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightís sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
    Familiar: a wizard can gain a familiar.
    Bonus feats: at 5th level and every 5 levels thereafter the wizard gains a free metamagic or item creation feat.
    Last edited by Anonymouswizard; 2009-11-08 at 07:54 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Variant classes
    These are classes that are based of another class. for example: the paladin and ranger are based of the fighter, the transmuter and warmage are based of the wizard, the warlock is based of the sorcerer, and so on.
    A Variant class takes an exsisting class and modifies it. For example: many of the wizard variant classes change the spell list and replace the familiar, while the paladin and ranger classes replace the way of the warrior ability.
    I will make the classes not yet posted variant classes, so expect the next few posts to be even more classes.

    NOTE: BDB stands for base defence bonus, and MDB mental defence bonus.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Quick note, I don't think you meant for Clerics to be casting 3rd level spells at 2nd level. And you definitely didn't want them slinging around 33rd level spells when everyone else has 9th level spells.

    You may have meant 1/2 x (Level + 1), which might be simpler to tabulate.

    Also, assuming Spell Cost = Spell Caster Level, you are handing out way too many mana points.
    Last edited by lesser_minion; 2009-11-03 at 06:06 PM.

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    Default Re: A20 (a new type of D20, not low magic)

    I have now linked to the mana system in my first post, I'll be basing my costs of that and so I handed out enough mana to cast an extra spell of your highest level each level (except for first). I hope to make a bonus mana table, where you get less mana than you would normally get spells. I'll check the cleric, and change it if I got the formula wrong.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by Anonymouswizard View Post
    I have now linked to the mana system in my first post, I'll be basing my costs of that and so I handed out enough mana to cast an extra spell of your highest level each level (except for first). I hope to make a bonus mana table, where you get less mana than you would normally get spells. I'll check the cleric, and change it if I got the formula wrong.
    OK, the cleric looks fixed, unless I misread it to start with.

    Looking at the magic rules, it still looks like there will be a lot of 9th-level spells flying around at high levels.

    You could probably get away with making the 'base magic bonus' for any given character class cap off at 3/4, meaning that nobody ever gets 9th level spells.

    It would at least curb some of the abuses, and I'm not even convinced that the existence of 9th level spells adds anything at all to the game.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by lesser_minion View Post
    *Snip*
    You could probably get away with making the 'base magic bonus' for any given character class cap off at 3/4, meaning that nobody ever gets 9th level spells.

    It would at least curb some of the abuses, and I'm not even convinced that the existence of 9th level spells adds anything at all to the game.
    Good idea, although I might do this by removing 7th-9th spells from the non-epic rules (what levels do you think?). Also, although it is not very clear I am most likely getting rid of 0th level spells, so for this reason casters are slightly weaker. What would be your suggestion on the mana progression?

    Also, does anybody have any ideas for the classes abilities? I would like to get some feedback on the monk.

    EDIT: can someone give me the names of core spells that require nerfing, if i do go up to 9th level spells pre epic ill keep the new maximum mana (based on spells caping at 6th level)
    Last edited by Anonymouswizard; 2009-11-04 at 11:37 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Well, your Monk doesn't seem to be appreciably better than the regular one, which isn't appreciably better than being hit with a shovel.
    Quote Originally Posted by Doc Roc View Post
    Ring of Evasion means never playing a monk with monk levels again. There is just no reason to dip that stuff. I know we're all about using every part of the buffalo here, but can we just admit that it's inedible?

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by Mongoose87 View Post
    Well, your Monk doesn't seem to be appreciably better than the regular one, which isn't appreciably better than being hit with a shovel.
    So, ideas for making it better? and what about the casters/fighter?
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Casters will be nerfed even more when I get to the magic section. They have to make checks to cast spells.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Bard and barbarian are up. I'm happy with what I did to the bard (long story short I let him chose to be combat or magic focused, and also chose his songs). I am looking to make the bard primarily a support character, and so his spell lists will be built around buffs and debuffs.

    Ideas for the monk? I want more abilities that make use of the ki pool.

    The next project is the variant classes (all classes in the first post not yet covered). Then I guess I'll have to get onto the magic system, and then feats. I'll look into prestigue classes, although it is likely they will be removed.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Abjurer
    An Abjurer is a wizard who has chosen to focus on defensive magic. His specializtion in the field of abjuration has made him the bane of almost every caster of equal power.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, unpick magic|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the abjurer is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: An abjurer casts arcane spells which are drawn from the abjurer spell list. An abjurer must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the abjurer must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against an abjurerís spell is 10+the spell level+half the wizards class level+the abjurerís Intelligence modifier.
    Like other spellcasters, an abjurer only has a limited amount of mana a day. An abjurer must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. An abjurer can only cast a meorized abjurer spell.
    Unlike a sorcerer, an abjurer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightís sleep and spending 1 hour studying her spellbook. While studying, the abjurer decides which spells to prepare.
    Unpick magic: an abjurer can attempt to unpick an ongoing spell. To do so he must be standing next to the spell and make a spellcraft check with a DC equal to 12+ twiece the spell level. If he succeeds the spell imediatly ends.
    Bonus feats: at 5th level and every 5 levels thereafter the abjurer gains a free metamagic or item creation feat.
    Last edited by Anonymouswizard; 2009-11-08 at 09:06 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Defender
    A defender is a warrior who has learnt to reduce the amount of damage dealt to him and his allies, both physical and magical.
    {table]Level|BAB|BDB|MDB|Special
    1|+1|+0|+0|Defensive stance 1/day, fast movement
    2|+2|+1|+1|Uncanny dodge
    3|+3|+2|+1|Trap sense, Defensive stance 2/day
    4|+4|+3|+2|Improved uncanny dodge
    5|+5|+3|+2|Defensive stance 3/day
    6|+6|+4|+3|Trap sense +2
    7|+7|+5|+3|DR 1/-. Defensive stance 4/day
    8|+8|+6|+4|Lasting defence
    9|+9|+6|+4|Trap sense +3, Defensive stance 5/day
    10|+10|+7|+5|DR 2/-
    11|+11|+8|+5|Greater defence, Defensive stance 6/day
    12|+12|+9|+6|Trap sense +4
    13|+13|+9|+6|DR 3/-, Defensive stance 7/day
    14|+14|+10|+7|Indomitable will
    15|+15|+11|+7|Trap sense +5, Defensive stance 8/day
    16|+16|+12|+8|DR 4/-
    17|+17|+12|+8|Tireless defense, Defensive stance 9/day
    18|+18|+13|+9|Trap sense +6
    19|+19|+14|+9|DR 5/-, Defensive stance 10/day
    20|+20|+15|+10|powerful Defensive stance[/table]
    Weapon and Armor Proficiency: A defender is proficient with all simple and martial weapons, light armor, medium armor, and shields (including tower shields).
    Fast Movement (Ex): A defenderís land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarianís speed because of any load carried or armor worn.
    Defensive stance (Ex): When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defenderís hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, and takes a -10ft penalty to movement. A defensive stance lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
    Uncanny Dodge (Ex): At 2nd level, a defender retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a defender already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
    Trap Sense (Ex): Starting at 3rd level, a defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three defender levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
    Improved Uncanny Dodge (Ex): At 4th level and higher, a defender can no longer be flanked. This defense denies a rogue the ability to sneak attack the defender by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
    Damage Reduction (Ex): At 7th level, a defender gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
    Lasting defence (Ex): at 8th level a defender can spend a second use of his defensive stance ability to double the length of his rage.
    Greater Rage (Ex): At 11th level, a defendersís bonuses to AC and Constitution when he's in his defensive stance each increase to +6, and his morale bonus on Will saves increases to +3.
    Indomitable Will (Ex): While in a defensive stance, a defender of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
    Tireless Rage (Ex): At 17th level and higher, a defender no longer becomes fatigued at the end of his defensive stance.
    Mighty Rage (Ex): At 20th level, a defenderís bonuses to AC and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Diviner
    A diviner is a wizard who specializes in seeing the unseen. Using magic they peer into the future and the past, and see those things invisible to the naked eye.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, True sight|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the diviner is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: A diviner casts arcane spells which are drawn from the diviner spell list. A diviner must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the diviner must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a divinerís spell is 10+the spell level+half the diviner's class level+the divinerís Intelligence modifier.
    Like other spellcasters, a diviner only has a limited amount of mana a day. A diviner must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A diviner can only cast a meorized diviner spell.
    Unlike a sorcerer, a diviner may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightís sleep and spending 1 hour studying her spellbook. While studying, the diviner decides which spells to prepare.
    True sight: a diviner can make a caster level check to use either see invisibilty as a spell like ability. The check is against a DC equal to 10=2xthe spell level-1, with the duration of the effect being equal to one round per point the DC is exceeded. This ability can be used once per minute.
    Bonus feats: at 5th level and every 5 levels thereafter the diviner gains a free metamagic or item creation feat.
    Last edited by Anonymouswizard; 2009-11-08 at 09:05 AM.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    If anyone has any ideas for variant classes please post them. For reference I'm going for tier 3/4 in power and versitillity: they way i see it, teirs are in three power levels: high (1&2), medium (3&4), and low (5&6). Odd number teirs are versitile and even number tiers are not so versitile.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

    Spoiler: playground quotes
    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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