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  1. - Top - End - #1
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    Default Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    This thread is going to be a project of mine to create something for a future campaign of mine (after the current pirate campaign and following video game campaign have come to their conclusions or end), to create something that is basically a classless DnD where feats, skills and items are basically the key behind everything. The end result will be the basis of a low-magic (item-wise), but high-power oriental setting where the dangers the PCs face are mostly consisting of the environment, spirits and unholy abominations that wreck havoc on the mind and body.

    The following posts will contain new rules for the following under this system:
    1. Basic Character Rules
    2. Magic Rules (Arcane, Divine and Invocations)
    3. Psionics Rules
    4. Tome of Battle Rules
    5. Incarnum Rules
    6. Binding Rules
    7. Shadowcasting Rules
    8. Truenaming Rules
    9. Item Creation Rules


    Most of this will be kept simple, short and as comprehensive as possible, so the rules will generally cut to the chase and leave the fluffy bits out a lot, with a few exceptions here or there.

    These rules DO assume you are already familiar with Dungeons and Dragons 3.5 and still uses its combat rules. These rules are merely meant to enhance the game, not create an entirely new one from scratch.

    Classes not yet (fully) converted: Ardent, Divine Mind, Lurk, Warlock, Wu Jen, Warmage, Favored Soul, Shaman, Spirit Shaman, Shugenja, Dragonfire Adept, Factotum, Swordsage (easy), Crusader (easy), Warblade (easy), Totemist, Incarnate, Soulborn, Binder (easy), Shadowcaster (easy), Truenamer (easy), Bard (easy), Barbarian (rage), Druid (easy), Artificer, Archivist, Beguiler, Duskblade, Knight, Dragon Shaman (easy), Marshal (easy), Healer, Dread Necromancer, Hexblade (curse), Sohei.

    Books yet to scrounge: Complete Champion, It's Hot/Wet/Cold/Not Outside, It's Dark Inside, Dragon Magic.
    Last edited by Morph Bark; 2011-09-06 at 07:24 AM.
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    The New and Refined Basic Character Creation Rules

    With a new system where classes are done away with, of course the rules for character creation are going to be wildly different. No more multiclassing, no more prestige classes and no more actual class features. Instead, everyone basically starts at level 1 as a commoner/expert mix of sorts.

    STARTING STATS
    HD: d4
    Skill points: 2 + Int (x4 for first level)
    Class Skills: Choose any ten skills, those are your class skills. You may add all Knowledge skills to your class skill list in place of five skills.
    BAB: Bad progression.
    Fort save: Bad progression.
    Ref save: Bad progression.
    Will save: Bad progression.
    Weapon Proficiencies: Basic weapons.
    Armor Proficiencies: None.

    CLASS FEATURES
    In place of the normal class features that you can acquire with normal DnD, here you instead gain feats and Improvements as you level. You no longer gain a feat at first level and every three levels and an ability score increase every four levels as normal. Instead, you gain one feat every level and six Improvements.

    An Improvement is a change to your basic "class", but only at the level you use it at. For example, if you use an Improvement to increase your HD, only the HD of that level is increased, not any of your other levels, unless you use an Improvement at those levels to increase your HD as well. One Improvement can be spent to increase your HD by one step (d4 -> d6 -> d8 -> d12), increase one of your saves by 1 (up to a maximum of half your character level + 2) or increase your skill points at that level by 2. However, for each point you want to increase a save beyond half your character level, you must spend two Improvements. You can gain 1 point of BAB for 2 Improvements (up to a maximum of your character level), but you can only gain 1 point of BAB at every level.
    Furthermore, you may use two Improvements to change a non-class skill into a class skill, gain a +1 inherent bonus to one ability score (which may not be higher than a fourth of your character level), or gain a single Armor, Shield or Weapon Proficiency feat.

    FEATS
    These rules are heavily based on the feats you can gain. Some class features have therefore been turned into feats, which are listed below. Some existing feats have been rehashed or reproduced here.

    CLASS FEATS (X)
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    See here.


    RACIAL FEATS (4)
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    WARFORGED (4)
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    BODY AS WEAPON
    Preresuisite: Battle hardened, BAB+4.
    Benefit: You gain a +2 bonus on damage rolls with your slam attack and any warforged weapons.

    BATTLE HARDENED
    Preresuisite: BAB+1.
    Benefit: You gain a +3 bonus to initiative checks and saves against fear.

    REPAIR DAMAGE
    Prerequisite: Character level 5.
    Benefit: You gain the ability to repair a total number of hit points of damage equal to your character level x your Charisma bonus each day with a touch. This healing only affects constructs. This repairing has a double effect when used on yourself or your animal companion, familiar or special mount if you have any. This repairing is a supernatural ability.

    SMITE CONSTRUCT
    Preresuisite: BAB+1.
    Benefit: Once per encounter, you may attempt to smite a construct with one normal melee attack (which may be part of a full attack). You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per character level. If you accidentally smite a creature that is not a construct, the smite has no effect, but the ability is still used up for that encounter. You gain one additional use of smite construct per encounter for every 5 character levels you possess.


    NEW FEATS (7)
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    ABILITY BOOST
    Prerequisite: Humanoid type.
    Benefit: Your racial modifier to an ability score increases by 2. This may not increase a racial modifier beyond +4. You may not apply this boost to an ability score for which you have a racial penalty.
    Special: If you are human, you may only take this feat twice. The second time you take this feat you must apply it to the same ability score you applied it to the first time.

    DAMAGE REDUCTION
    Prerequisite: Con 21, character level 21.
    Benefit: You gain damage reduction equal to one-seventh your character level. This is damage reduction/-.

    EPIC SKILL
    Prerequisite: 20 ranks in the chosen skill.
    Benefit: You can gain your character level as a bonus on epic uses of the chosen skill 1/day until the end of the encounter.
    Special: You may gain this feat more than once, choosing a different skill each time.

    FAST HEALING
    Prerequisite: Con 25, character level 21.
    Benefit: You gain fast healing equal to one-seventh your character level.

    GREAT MAN, LITTLE ABILITY
    Benefit: You gain two extra Improvements and 2 bonus hp.
    Special: You may take this feat up to three times.

    GREAT MAN, GREAT ABILITY
    Prerequisite: Must have have taken Great Men Can't Read at level 1, must have taken Great Man, Little Ability three times, 8 ranks in 8 different skills, base Fortitude save +4, base Reflex save +4, base Will save +4, BAB+5.
    Benefit: You gain one extra Improvement at each level, starting at the level you take this ability. Additionally, you gain 1 extra hp every time you level up, starting with the level you take this ability.

    GREAT MEN CAN'T READ
    Prerequisite: Can only be taken at level 1.
    Benefit: You are illiterate, but you may start with three extra Improvements at level 1. Additionally, you gain 3 bonus hp.


    REDONE OR REPOSTED FEATS (39)
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    ARMOR PROFICIENCY: WILD
    Benefit: You become proficient with light and medium non-metal armor.

    ASCETIC HUNTER
    Prerequisite: Favored enemy, improved Unarmed strike, stunning fist, Dex 13, Wis 13, base attack bonus +8
    Benefit: When you use an unarmed strike to deliver a stunning attack against a favored enemy, you can add one-half your favored enemy bonus on damage rolls to the DC of your stunning attempt. Your unarmed strike damage increases by one step (1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> 12d6).

    ASCETIC KNIGHT
    Prerequisite: Improved unarmed strike, smite
    Benefit: Your unarmed strike damage increases by one step (1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> 12d6) and you gain one extra use of your smite ability per encounter. You may choose to add your Wisdom bonus instead of your Charisma bonus to your attack roll when you use your smite.

    ASCETIC MAGE
    Prerequisite: Arcane spellcaster I
    Benefit: When unarmored and unencumbered, you add your Charisma bonus (if any) to your AC. In addition, you gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five character levels thereafter (+2 at 10th, +3 at 15th, +4 at 20th level, +5 at 25th level, etc). These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carries a shield, or when you carry a medium or heavy load.

    ASCETIC PSION
    Prerequisite: Hidden talent, improved unarmed strike
    Benefit: As a swift action that doesn't provoke attacks of opportunity, you can sacrifice power points from your daily allotment to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the number of power points sacrificed. You may only sacrifice a number of power points equal to half your manifester level up to a maximum of 10.
    In addition, you may instead use your Wisdom score instead of your Charisma score to determine bonus power points and power DCs.

    ASCETIC ROGUE
    Prerequisite: Improved unarmed strike, sneak attack, stunning fist, Dex 13, Wis 13, base attack bonus +8
    Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt. Your unarmed strike damage increases by one step (1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> 12d6).

    ASCETIC STALKER
    (see CLASS FEATURES)

    DEVOTED INQUISITOR
    Prerequisite: Smite, sneak attack
    Benefit: When you successfully use your sneak attack ability and your smite ability against the same foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round.

    DEVOTED TRACKER
    Prerequisite: Track, smite, wild empathy
    Benefit: You gain a +2 bonus on smite damage, wild empathy checks and Survival checks made for tracking.
    Special: If you also have both the special mount and animal companion feats, you can designate your special mount as your animal companion. Your mount gains all the benefits of being both your special mount and your animal companion.

    FISTMAGE
    Prerequisite: Arcane spellcaster I, improved unarmed strike, magic-blooded
    Benefit: As a swift action that doesn't provoke attacks of opportunity, you can sacrifice one of your spells to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it.

    SWIFTH AMBUSHER
    Prerequisite: Hide 11 ranks, Move Silently 11 ranks, Survival 11 ranks, Tumble 11 ranks, skirmish, improved skirmish, sneak attack, improved sneak attack.
    Benefit: After moving 10 ft in a round, as a free action, you may exchange half your sneak attack damage dice (rounded down) for an increased AC. Your skirmish' competence bonus to AC increases by the amount of sneak attack damage dice you've given up. This lasts until the beginning of your next turn.

    SWIFTH HUNTER
    Prerequisite: Survival 11 ranks, Tumble 11 ranks, favored enemy, skirmish, improved skirmish.
    Benefit: During any round in which you move at least 10 ft, your skirmish' competence bonus to AC increases by half your favored enemy bonus against creatures of your favored enemy type (or subtype).

    TASHALATORA
    Prerequisite: Autohypnosis 5 ranks, Concentration 5 ranks
    Benefit: You gain 2 power points. Your unarmed strike damage increases by one step (1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> 12d6).

    TOUGHNESS
    Prerequisite: Base Fortitude save +2.
    Benefit: You gain 3 hp.
    Special: You may take this feat multiple times. Each time you take this feat the base Fortitude save prerequisite increases by 3 and the amount of hp you gain from it increases by 3.

    TOUGHNESS, IMPROVED
    Prerequisite: Base Fortitude save +2.
    Benefit: You gain 1 hp per character level.
    Special: You may take this feat multiple times. Each time you take this feat the base Fortitude save prerequisite increases by 2 and the amount of hp per character level you gain from it increases by 1.

    TOUGHNESS, EPIC
    Prerequisite: Base Fortitude save +15, character level 31.
    Benefit: You gain 30 hp.

    TOUGHNESS, GOD'S
    Prerequisite: Base Fortitude save +20, character level 36.
    Benefit: You gain 10 hp per character level.

    TRACK
    Benefit: As the normal Track feat, except you gain a +1 bonus on Survival checks for purposes of tracking for every 3 HD you have.

    WEAPON GROUP (AXES)
    You understand how to use axes and axelike weapons.
    Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (BASIC WEAPONS)
    You understand how to use a few basic weapons.
    Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (BOWS)
    You understand how to use bows.
    Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (CLAW WEAPONS)
    You understand how to use weapons strapped to the hands.
    Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (CROSSBOWS)
    You understand how to use crossbows.
    Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (DRUID WEAPONS)
    You understand how to use weapons favored by druids.
    Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (EXOTIC DOUBLE WEAPONS)
    You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
    Prerequisite: Base attack bonus +1.
    Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.
    Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat.
    Axes: Orc double axe, dwarven urgrosh (must also have Weapon Group [spears and lances]).
    Flails and Chains: Dire flail, gyrspike (A; must also have Weapon Group [heavy blades]).
    Heavy Blades: Double scimitar (A), gyrspike (A; must also have Weapon Group [flails and chains]), two-bladed sword.
    Maces and Clubs: Double mace (A).
    Picks and Hammers: Double hammer (W), gnome hooked hammer.
    Spears and Lances: Dwarven urgrosh (must also have Weapon Group [axes]).
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
    Special: If you include exotic double weapons from sources other than the basic d20 system rules, the game master should assign those weapons to a weapon group as appropriate for the campaign. The lists above includes weapons featured in the Arms and Equipment Guide (marked A) and Complete Warrior (marked W).

    WEAPON GROUP (EXOTIC WEAPONS)
    You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
    Prerequisite: Base attack bonus +1.
    Benefit: When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use. Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons (but not the exotic double weapons) associated with that group.
    Axes: Dwarven waraxe (one-handed use).
    Bows: Elven double bow (A), greatbow (W), composite greatbow (W).
    Claw weapons: Bladed gauntlet (A), claw bracer (A), panther claw (A), stump knife (A), tiger claws (A), ward cestus (A).
    Clubs and Maces: Warmace (W; one-handed use), tonfa (A).
    Crossbows: Great crossbow (A), hand crossbow.
    Druid Weapons: Greatspear (W).
    Flails and chains: Chain-and-dagger (A), scourge, spiked chain, three-section staff (A), whip, whipdagger (A).
    Heavy Blades: Bastard sword (one-handed use), khopesh (A), mercurial longsword (A), mercurial greatsword (A).
    Light Blades: Kukri, sapara (A), triple dagger, war fan (A).
    Monk Weapons: Butterfly sword (A), tonfa (A).
    Picks and Hammers: Dire pick (W), gnome battlepick (A), maul (A; one handed use).
    Polearms: Heavy poleaxe (W).
    Slings and Thrown Weapons: Bolas, chakram (A), gnome calculus (A), halfling skiprock (A), orc shotput (A), shuriken, throwing iron (A).
    Spears and Lances: Duom (A), greatspear (W), harpoon (A), manti (A), spinning javelin (A).
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
    Special: If you include exotic weapons from sources other than the basic d20 system rules, the game master should feel free to assign those weapons to a weapon group as appropriate for the campaign. The list above includes weapons featured in the Arms and Equipment Guide (marked A) and Complete Warrior marked W).

    WEAPON GROUP (FLAILS AND CHAINS)
    You understand how to use flails and chain weapons.
    Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (HEAVY BLADES)
    You understand how to use large bladed weapons.
    Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (LIGHT BLADES)
    You understand how to use light bladed weapons.
    Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (MACES AND CLUBS)
    You understand how to use maces and clubs.
    Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, sap, and warmaceW (two-handed use).
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
    Special: If you use the Arms and Equipment Guide, this weapon group also includes the maul.

    WEAPON GROUP (MONK WEAPONS)
    You understand how to use weapons normally favored by monks.
    Prerequisite: Improved Unarmed Strike.
    Benefit: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (PICKS AND HAMMERS)
    You understand how to use picks and hammers.
    Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer, scythe, and maul (two handed use).
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
    Special: If you use the Arms and Equipment Guide, this weapon group also includes the lucerne hammer.

    WEAPON GROUP (POLEARMS)
    You understand how to use polearms.
    Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (SLINGS AND THROWN WEAPONS)
    You understand how to use slings and handheld thrown weapons.
    Benefit: You make attack rolls with the following weapons normally: dart and sling.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON GROUP (SPEARS AND LANCES)
    You understand how to use spears and javelins.
    Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.
    Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

    WEAPON FOCUS
    Prerequisites: Proficiency with selected weapon group, base attack bonus +1.
    Benefit: Choose one type of weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon group.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon group.

    WEAPON FOCUS, GREATER
    Prerequisites: Proficiency with selected weapon, weapon focus with selected weapon, BAB+12.
    Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon group. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
    This attack bonus increases by 2 in any round during which you do not make a full attack.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon group.

    WEAPON SPECIALIZATION
    Prerequisite: Proficiency with at least five weapon groups (including selected weapon group), weapon focus with selected weapon group, BAB+6.
    Benefit: Choose one type of weapon for which you have already selected Weapon Focus. You gain a +1d6 bonus on all damage rolls you make using the selected weapon.
    This damage bonus increases by 1d6 in any round during which you do not make a full attack.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon group.

    WEAPON SPECIALIZATION, GREATER
    Prerequisites: Proficiency with at least five weapon groups (including selected weapon group), weapon focus with selected weapon, improved weapon focus with selected weapon, weapon specialization with selected weapon, BAB+18.
    Benefit: You gain a +1d6 bonus on all damage rolls you make using the selected weapon group. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
    This damage bonus increases by 3d6 in any round during which you do not make a full attack.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon group.
    Last edited by Morph Bark; 2011-09-08 at 12:50 PM.
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  3. - Top - End - #3
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    The First Post Couldn't Handle These!

    CLASS FEATS
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    ARDENT (1)
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    DOMINANT IDEAL
    Prerequisite: Ardent psychic, hidden talent, character level 10.
    Benefit: Choose one of your psionic mantles. You no longer need to expend your psionic focus when applying metapsionic feats to powers you manifest from the chosen mantle, and the power point cost of augmenting or applying metapsionic feats to these idealized powers is reduced by 2 (to a minimum of 0). The reduction in cost applies only to the additional power points spent on augmentation or metapsionic feats; the power's normal power point cost is not reduced.
    Special: As normal with feats, you can only gain this feat once, but at any time you level up you may choose to apply this feat to a different mantle instead.


    BARBARIAN (9)
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    EXTRA RAGE
    Prerequisite: Lesser rage, BAB+4.
    Benefit: You gain the ability to rage 2 more times per day.

    FAST MOVEMENT
    Prerequisite: Character level 6.
    Benefit: Your base land speed increases by 10 ft.

    RAGE, LESSER
    Prerequisite: BAB+1.
    Benefit: You gain the ability to rage 1/day. During rage, you gain +2 Strength, +2 Constitution and a +1 morale bonus to Will saves, but you take a -2 penalty to AC. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)
    While raging, you 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 you 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. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. You may prematurely end his rage. At the end of the rage, you lose the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
    You can fly into a rage only once per encounter.

    RAGE
    Prerequisite: Lesser rage, BAB+6.
    Benefit: Your rage bonuses modifiers increase to +4 Strength, +4 Constitution and +2 morale bonus to Will saves.

    RAGE, GREATER
    Prerequisite: Lesser rage, rage, rage 3/day, BAB+21.
    Benefit: Your rage bonuses modifiers increase to +6 Strength, +6 Constitution and +3 morale bonus to Will saves.

    RAGE, MIGHTY
    Prerequisite: Lesser rage, rage, greater rage, rage 5/day, BAB+31.
    Benefit: Your rage bonuses modifiers increase to +8 Strength, +8 Constitution and +4 morale bonus to Will saves.

    SPIRITUAL TOTEM
    Prerequisite: Lesser rage, BAB+1, character level 6.
    Benefit: Choose one spirit totem animal to give you untyped bonuses or abilities:
    - Ape: You gain a climb speed equal to half your base land speed.
    - Bear: Improved Grab ability.
    - Boar: While raging you gain the benefits of the Diehard feat and damage reduction 1/-.
    - Dragon: +2 bonus on saves against paralysis and sleep effects. This bonus increases to +4 at level 8.
    - Eagle: +5 bonus to Search and Spot. This bonus increases by 1 for every 4 character levels beyond 6th.
    - Fox: +5 bonus to Hide and Move Silently. This bonus increases by 1 for every 4 character levels beyond 6th.
    - Horse: +3 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse. This bonus increases by 1 for every 4 character levels beyond 6th.
    - Lion: Gain Pounce ability.
    - Serpent: +4 bonus on Fortitude saves against poison. This bonus increases to +4 at level 8.
    - Wolf: +2 to attack and damage rolls while flanking.

    UNCANNY DODGE
    (see Rogue)

    WHIRLING FRENZY
    Prerequisite: Lesser rage, BAB+6.
    Benefit: Your rage bonus to Strength increases to +4, but your rage bonus to Constitution is decreased by 2 and your rage bonus to Will saves is decreased by 1. Instead, you gain a +2 dodge bonus to AC and on Reflex saves, instead of gaining a penalty to AC during rage. While in a whirling frenzy, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.


    BARD

    CLERIC (4)
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    REBUKE DRAGONS
    Prerequisite: Divine spellcaster I, Wis 11.
    Benefit: You gain the ability to rebuke, control and bolster dragons as a cleric of your level. Dragons have +2 turn resistance if they share one alignment component with you and +4 if they share both.

    REBUKE UNDEAD
    Prerequisite: Arcane spellcaster I and Int 11 OR divine spellcaster I and Wis 11.
    Benefit: You gain the ability to rebuke, control and bolster undead as a cleric of your level.
    Special: A character with the turn undead feat may not take this feat.

    TURN UNDEAD
    Prerequisite: Divine spellcaster I, Wis 11.
    Benefit: You gain the ability to turn and destroy undead as a cleric of your level.
    Special: A character with the rebuke undead feat may not take this feat.

    UNDEAD MASTERY, DIVINE
    Prerequisite: Divine spellcaster I, divine spellcaster II, divine spellcaster III, divine spellcaster IV, rebuke undead, Wis 4, Cha 21, character level 31.
    Benefit: You may command up to ten times your level in HD of undead.


    CRUSADER
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    METTLE
    (see Hexblade)


    DIVINE MIND (3)
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    PSYCHIC AURA
    Prerequisite: Hidden talent, Wis 13, character level 7.
    Benefit: You gain a psychic aura that extends around you and affects your allies. Your aura extends 5 ft per 2 character levels around you. You can spend an hour in meditation to switch your aura. This is a mind-affecting effect.
    You gain the following auras:
    - Attack: You and all allies in your aura gain a +1 morale bonus on attack and damage rolls. This bonus increases by 1 for every 5 character levels you have.
    - Defense: You and all allies in your aura gain a +1 morale bonus to AC. This bonus increases by 1 for every 5 character levels you have.
    - Perception: You and all allies in your aura gain a +2 on Initiative, Listen and Spot checks. This bonus increases by 1 for every 5 character levels you have.

    PSYCHIC AURA, EXTRA
    Prerequisite: Hidden talent, psychic aura, Wis 15, character level 16.
    Benefit: You can use two psychic auras at once.
    Special: You can choose this feat again if you are at least level 20, allowing you to use three auras at once. You can choose it again after that if you are at least level 30, 40, 50, etc, allowing you to use one extra psychic aura at once each time.

    PSYCHIC AURA, SWIFT
    Prerequisite: Hidden talent, psychic aura, Wis 15, character level 16.
    Benefit: You may change your aura as a standard action at any time.
    Special: You can choose this feat again if you are at least level 18, allowing you to change your aura as a move action. You can choose it again after that if you are at least level 24, allowing you to change your aura as a swift action.


    DRAGONFIRE ADEPT / WARLOCK

    DRAGON SHAMAN / MARSHAL

    DREAD NECROMANCER (10)
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    CHARNEL TOUCH
    Prerequisite: Cha 11, character level 7.
    Benefit: At will, but no more than once per round, you can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four character levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four character levels.

    ENERVATING TOUCH
    Prerequisite: Charnel touch, scabrous touch, extra scabrous touch, Cha 11, character level 18.
    Benefit: You gain the ability to bestow negative levels with a supernatural touch attack. Each day, you can bestow a total number of negative levels equal to one-half your character level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 your character level + your Charisma modifier.
    Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack.

    ENERVATING TOUCH, IMPROVED
    Prerequisite: Charnel touch, scabrous touch, extra sabrous touch, enervating touch, Cha 11, character level 23.
    Benefit: The amount of negative levels you can bestow per day becomes equal to your character level.

    EXTRA NEGATIVE ENERGY BURST
    Prerequisite: Charnel touch, negative energy burst, Cha 11, character level 15.
    Benefit: The amount of times per day you can use your negative energy burst ability increases to one-fifth your character level.

    EXTRA SCABROUS TOUCH
    Prerequisite: Charnel touch, scabrous touch Cha 11, character level 17.
    Benefit: The amount of times per day you can use your scabrous touch ability increases to one-fifth your character level.

    FEAR AURA
    Prerequisite: Charnel touch, negative energy burst, Cha 11, character level 11.
    Benefit: You radiate a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or become shaken. A creature who successfully saves cannot be affected by your fear aura for 24 hours.

    NEGATIVE ENERGY BURST
    Prerequisite: Charnel touch, Cha 11, character level 9.
    Benefit: You gain the ability to emit a burst of negative energy from your body, harming living creatures within 5 feet of you. This burst deals 1d4 points of damage per character level. A successful Will save (DC 10 + 1/2 your character level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage you deal to living creatures. You can use this ability twice per day.

    REBUKE UNDEAD
    (see Cleric)

    SCABROUS TOUCH
    Prerequisite: Charnel touch, Cha 11, character level 12.
    Benefit: Twice per day you can inflict disease on a creature you touch. This ability works like the contagion spell, inflicting the disease of your choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 your character level + her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted (see page 292 of the Dungeon Master’s Guide for details).
    Activating this ability is a swift action. The effect lasts until you make a successful charnel touch attack.

    UNDEAD MASTERY, ARCANE
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, arcane spellcaster IV, rebuke undead, Int 14, character level 21.
    Benefit: All undead creatures created by you gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when you use the animate dead spell to create undead, you can control 4 + your Charisma bonus HD worth of undead creatures per character level (rather than the 4 HD per level normally granted by the spell). Similarly, when you cast the control undead spell, the spell targets up to (2 + your Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.


    DRUID (7)
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    ANIMAL COMPANION
    Prerequisite: Handle Animal 7 ranks, wild empathy.
    Benefit: You gain an animal companion as a druid of half your level.

    ELEMENTAL COMPANION
    Prerequisite: Knowledge (the planes) 8 ranks, Speak Language (Aquan, Auran, Ignan or Terran).
    Benefit: You gain the companionship of a Small elemental (air, earth, fire or water). You must speak the language of your chosen elemental companion (Aquan for water, Auran for air, Ignan for fire, Terran for earth).
    At character level 8, you may improve your elemental companion to a Medium elemental of its kind. At character level 20 you may improve it to a Large elemental of its kind and at character level 32 you may improve it to a Huge elemental of its kind.

    ELEMENTAL COMPANION, IMPROVED
    Prerequisite: Knowledge (nature) 16 ranks, Knowledge (the planes) 16 ranks, Speak Language (Aquan, Auran, Ignan or Terran), elemental companion.
    Benefit: No matter what size your elemental companion is, it gains 2 HD, +2 Strength, +2 Constitution and damage reduction 5/-.

    ELEMENTAL COMPANION, GREATER
    Prerequisite: Knowledge (nature) 22 ranks, Knowledge (the planes) 22 ranks, Speak Language (Aquan, Auran, Ignan or Terran), elemental companion, improved elemental companion.
    Benefit: No matter what size your elemental companion is, it gains 4 HD, +4 Strength, +4 Constitution and damage reduction 5/-. This replaces improved elemental companion, it does not stack with it.

    ELEMENTAL COMPANION OF THE STORM
    Prerequisite: Knowledge (the planes) 10 ranks, Speak Language (Auran), divine spellcaster I, divine spellcaster II, divine spellcaster III, Wis 13.
    Benefit: You can gain a storm elemental as your elemental companion of the same size as your normal elemental companion would have been. You cannot have both a storm elemental and another elemental companion at once.

    NATURAL BOND
    Prerequisite: Handle Animal 10 ranks, animal companion, wild empathy.
    Benefit: Your effective druid level increases by 2 for purposes of your animal companion's bonuses.
    Special: You may gain this ability more than once. Your effective druid level can never be higher than your character level.

    WILD EMPATHY
    Prerequisite: Handle Animal 4 ranks.
    Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your druid level and your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.


    FAVORED SOUL
    Spoiler
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    See Divine Feats below.


    FIGHTER (4)
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    ALIGNED STRIKE
    Prerequisite: Proficient with heavy armor and at least six weapon groups, BAB+1.
    Benefit: As a free action you may align your weapon with any of your alignment components, allowing it to pierce damage reduction of that type.

    DRAGONSCALE HUSK
    Prerequisite: Proficient with heavy armor and at least six weapon groups, dragonblood subtype, Str 13, BAB+1.
    Benefit: Whenever you are not wearing armor, you can grow a thick scaly dragonhide that grants you a +6 natural armor bonus. This bonus increases by 1 for every 3 character levels you have. While this ability is active, your maximum Dexterity bonus to AC is +3 and you gain energy resistance 5 against three types of energy (acid, cold, electricity or fire) chosen when you take this feat. The energy resistance increases by 5 for every 5 character levels you have.

    DUNGEONCRASHER
    Prerequisite: Proficient with at least five weapon groups, improved bull rush, power attack, Str 13, BAB+2.
    Benefit: Whenever you bull rush someone into a wall or similar obstacle, you deal 4d6 + 2 x your Strength modifier damage to them.

    DUNGEONCRASHER, IMPROVED
    Prerequisite: Proficient with at least five weapon groups, dungeoncrasher, improved bull rush, power attack, Str 13, BAB+6.
    Benefit: Your dungeoncrasher damage increases to 8d6 + 3 x your Strength modifier.

    RESOLUTE
    Prerequisite: Proficient with at least five weapon groups, BAB+2.
    Benefit: As an immediate action, reduce your BAB by half and add that amount to your will save.


    HEXBLADE / BLACKGUARD (8)
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    AURA OF DESPAIR
    Prerequisite: Must be evil, BAB+9.
    Benefit: You radiate a malign aura that causes enemies within 10 feet of you to take a –2 penalty on all saving throws and a -1 penalty to AC, but only while you are conscious.

    AURA OF DESPAIR, IMPROVED
    Prerequisite: Must be evil, BAB+26, character level 31.
    Benefit: The penalties from your aura of despair double.

    AURA OF DESPAIR, WIDENED
    Prerequisite: Must be evil, BAB+26, character level 31.
    Benefit: You aura of despair extends to affect enemies within 100 ft of you.

    DARK COMPANION
    Prerequisite: Arcane spellcaster I, Int 11, BAB+4.
    Benefit: You gain a dark companion which manifests itself as a small cloud of darkness and dread up to 5 ft in diameter. It is incorporeal and cannot take damage of any kind, but it can be dispelled as a spell with a level equal to one fourth your character level and a caster level equal to your level, but it reforms automatically after 24 hours. Its movement speed is equal to yours except the dark companion is flying with perfect maneuverability. Any creature adjacent to (but not sharing the same space as) the dark companion takes a -2 penalty to saves and AC. The dark companion does not bestow concealment or cover, nor can it be used to flank creatures.

    METTLESOME BODY
    Prerequisite: Base Fortitude save +7, Con 17.
    Benefit: If you make a successful Fort save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. If you are helpless you do not gain the benefits of mettlesome body.
    Special: Yes, mettlesome is a word.

    METTLESOME BODY, IMPROVED
    Prerequisite: Base Fortitude save +17, Con 23.
    Benefit: Your mettlesome body ability improves. You still don't suffer any effect on a successful Fortitude saving throw against attacks, but henceforth you suffer only the lesser effect on a failed save.

    METTLESOME MIND
    Prerequisite: Base Will save +7, Wis 17.
    Benefit: If you make a successful Will save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. If you are helpless you do not gain the benefits of mettlesome mind.

    METTLESOME MIND, IMPROVED
    Prerequisite: Base Will save +17, Wis 23.
    Benefit: Your mettlesome mind ability improves. You still don't suffer any effect on a successful Will saving throw against attacks, but henceforth you suffer only the lesser effect on a failed save.


    INCARNATE

    LURK

    MONK (10)
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    ASCETIC STALKER
    (see Ninja)

    DRACONIC FIST
    Prerequisite: Improved unarmed strike.
    Benefit: Choose one type of energy (acid, cold, electricity or fire). As a swift action, you can make your next unarmed attack made that round deal 1d6 points of extra damage of the chosen energy type. This extra damage increases by 1d6 for every 5 character levels you have.

    DRACONIC KI ADMIXTURE
    Prerequisite: Autohypnosis 8 ranks, Knowledge (arcana) 1 rank, Spellcraft 1 rank, ascetic stalker, draconic fist, improved unarmed strike, point blank shot.
    Benefit: When you use your ki strike, you may spend one additional point of ki to have your extra draconic fist energy damage apply to your ki strike.

    EVASION
    Prerequisite: Base Reflex save +3.
    Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless creature does not gain the benefit of evasion.

    EVASION, IMPROVED
    Prerequisite: Base Reflex save +7, evasion.
    Benefit: Your evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. A helpless creature does not gain the benefit of improved evasion.

    FAST MOVEMENT, IMPROVED
    Prerequisite: Character level 7, fast movement (see barbarian), burrow/climb/fly/swim speed.
    Benefit: You lose one of your alternative movements (burrow, climb, fly or swim). Your base land speed increases by 10 ft per 3 character levels. Improved fast movement does not stack with fast movement.

    KI STRIKE
    Prerequisite: Autohypnosis 14 ranks, ascetic stalker, improved unarmed strike, point blank shot, BAB+9.
    Benefit: Your unarmed strike is treated as a magic weapon for purposes of overcoming damage reduction. Additionally, once per encounter, you may fire a blast of ki at a target within 30 ft as a ranged touch attack as a standard action. This uses up 1 point of ki and the damage is force damage equal to your unarmed strike damage.
    If you also have the draconic fist ability, the extra damage does not apply to your ki strike.

    KI STRIKE, IMPROVED
    Prerequisite: Autohypnosis 22 ranks, ascetic stalker, improved unarmed strike, ki strike, point blank shot, BAB+9.
    Benefit: You may use your ki strike an additional amount of times per encounter equal to your Wisdom modifier and may even make ki strikes as part of a full attack.

    KI STRIKE, WEAPONIZED
    Prerequisite: Proficient with monk weapons, Autohypnosis 14 ranks, ascetic stalker, improved unarmed strike, ki strike, point blank shot, BAB+15.
    Benefit: Your unarmed strike, ki strike and any monk weapons you wield are treated as magic adamantine weapons for the purposes of overcoming damage reduction.

    SOULWARP STRIKE
    Prerequisite: Improved unarmed strike.
    Benefit: You must declare you are using this ability before you make an attack roll. Your unarmed strike leaves any living creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Fortitude save (DC 10 + half your character level + your Wisdom modifier). You can use this ability a number of times per day equal to your character level, but only once per round. If you miss with your attack, the use is still expended. This is a necromancy effect.
    Last edited by Morph Bark; 2011-09-13 at 09:40 AM.
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    The Second Post Couldn't Handle These!

    CLASS FEATS (continued)
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    NINJA (9)
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    ASCETIC STALKER
    Benefit: You gain a ki pool with an amount of ki equal to your character level plus your Wisdom modifier. You can only use ki while wearing no armor. As long as your ki pool isn't empty, you gain a +2 bonus on Will saves (even while wearing armor). Your ki pool replenishes each day. All abilities that use ki are supernatural abilities.

    ASCETIC STALKER, IMPROVED
    Prerequisite: Ascetic stalker.
    Benefit: You may use ki while wearing light armor. You gain 1 extra point of ki.

    GHOST SIGHT
    Prerequisite: Spot 26 ranks, ascetic stalker.
    Benefit: By spending 1 point of ki, you become able to see ethereal and invisible creatures.

    GHOST STEP
    Prerequisite: Hide 11 ranks, Move Silently 11 ranks, ascetic stalker.
    Benefit: By spending 1 point of ki, you become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

    GHOST STEP, IMPROVED
    Prerequisite: Hide 19 ranks, Move Silently 19 ranks, ascetic stalker, ghost step.
    Benefit: When you use your ghost step ability, you can become ethereal instead.

    GHOST STRIKE
    Prerequisite: Hide 17 ranks, Move Silently 17 ranks, ascetic stalker, sneak attack, improved sneak attack.
    Benefit: By spending 1 point of ki, you grant all your natural weapons and any weapons you wield the ghost touch special property for 1 round. Using this ability is a move action that does not provoke attacks of opportunity.

    GHOST WALK
    Prerequisite: Hide 29 ranks, Move Silently 29 ranks, ascetic stalker, ghost step, improved ghost step.
    Benefit: By spending 2 points of ki, you can enter the Ethereal Plane. This functions as an ethereal jaunt spell with a caster level equal to your character level.

    KI DODGE
    Prerequisite: Hide 15 ranks, Move Silently 15 ranks, ascetic stalker, ghost step.
    Benefit: By spending 1 point of ki, you grant yourself concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility does not negate this miss chance, but true seeing does.

    KI DODGE, GREATER
    Prerequisite: Hide 27 ranks, Move Silently 27 ranks, ascetic stalker, ghost step, ki dodge.
    Benefit: When you use your ki dodge ability, it instead grants you total concealment (50% miss chance).


    PALADIN (15)
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    ARMOR OF GOD
    Prerequisite: Must worship a god, must be proficient with heavy armor and shields, Wis 15, Cha 15, BAB+14.
    Benefit: You add the higher of your Wisdom or Charisma bonuses as a deflection bonus to your AC. This is a supernatural ability.

    AURA OF COURAGE
    Prerequisite: Must be good, BAB+9.
    Benefit: You become immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects, but only while you are conscious.

    AURA OF COURAGE, IMPROVED
    Prerequisite: Must be good, BAB+26, character level 31.
    Benefit: The bonuses from your aura of courage double.

    AURA OF COURAGE, WIDENED
    Prerequisite: Must be good, BAB+26, character level 31.
    Benefit: You aura of courage extends to affect allies within 100 ft of you.

    BLESSED WEAPON
    Prerequisite: Must worship a god, BAB+12.
    Benefit: Your weapons always count as aligned with one of your god's non-neutral alignment components for the purposes of overcoming damage reduction. The choice is made when you take this feat.
    Special: You may choose nonstandard alignment components if your game uses them, like Funky, Square, Black, Blue, Green, Red, White or Stupid. This is a supernatural ability.
    Special: When you lose faith in your god or are cast out by the faith, you may find a new god to worship and re-align your weapon.

    DIVINE GRACE
    Prerequisite: Must worship a god, Cha 13, BAB+8.
    Benefit: You gain a bonus equal to your Charisma bonus on all saving throws. This is a supernatural ability.

    DIVINE MIGHT
    Prerequisite: Must worship a god, BAB+11.
    Benefit: Once per day you may use a standard action to grant yourself a +4 bonus to Strength, Wisdom or Charisma for a number of rounds equal to your character level. This is a supernatural ability.

    DIVINE MIGHT, IMPROVED
    Prerequisite: Must worship a god, divine might, BAB+21.
    Benefit: Once per day you may use a standard action to grant yourself a +6 bonus to Strength and Wisdom, Strength and Charisma or Wisdom and Charisma for a number of rounds equal to your character level. This replaces divine might.

    DIVINE MIGHT, GREATER
    Prerequisite: Must worship a god, divine might, improved divine might, BAB+31.
    Benefit: Once per day you may use a standard action to grant yourself a +8 bonus to Strength, Wisdom and Charisma for a number of rounds equal to your character level. This replaces improved divine might.

    DIVINE MIGHT, PERFECT
    Prerequisite: Must worship a god, divine might, improved divine might, greater divine might, divine spellcaster I, use metamagic, Wis 11, BAB+41.
    Benefit: Once per day you may use a standard action to sacrifice eighteen Crystal Souls to grant yourself a +10 bonus to Strength, Wisdom and Charisma for 24 hours. This does not stack with greater divine might.

    LAY ON HANDS
    Prerequisite: Must worship a god, character level 11.
    Benefit: You gain the ability to heal a total number of hit points of damage equal to your character level x your Charisma bonus each day with a touch. This healing has a double effect when used on yourself or your animal companion, familiar or special mount if you have any. This healing is a supernatural ability and a positive energy effect, so it damages undead. This is a supernatural ability.

    LAY ON HANDS, IMPROVED
    Prerequisite: Must worship a god, lay on hands, character level 22.
    Benefit: Your lay on hands ability improves, making the healing have increased effect on yourself or your animal companion, familiar or special mount if you have any. For every point of healing spent, you cure 5 points of damage per point of healing spent. In addition, you may use lay on hands to end any one of the following adverse conditions affecting you, your animal companion, familiar or special mount, at the cost of 5 points of healing per condition unless otherwise noted: ability damage (1 point per ability point restored), blinded, confused, dazed, dazzled, deafend, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned or poisoned. You can remove adverse conditions at the same time that you heal damage, but any points of healing spent to end adverse conditions don't also cure hit point damage.

    TURN UNDEAD
    (see Cleric)

    SMITE HERETIC
    Prerequisite: Must worship a god.
    Benefit: Once per encounter, you may attempt to smite a heretic (a creature who does not worship the same god or pantheon as you) with one normal melee attack (which may be part of a full attack). You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per character level. If you accidentally smite a creature that is not a heretic, the smite has no effect, but the ability is still used up for that encounter. You gain one additional use of smite heretic per encounter for every 5 character levels you possess. This is a supernatural ability.

    SMITING CHARGE
    Prerequisite: Must worship a god, smite heretic.
    Benefit: If you use your smite on a charge attack, the extra smite damage is triple your character level, rather than equal to your character level.

    SPECIAL MOUNT
    Prerequisite: Must worship a god, character level 5.
    Benefit: You gain the special mount class feature of a paladin as a paladin of your level.


    PSION
    Spoiler
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    See Psionic Feats below.


    PSYCHIC WARRIOR/SOULKNIFE (3)
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    PSYCHIC STRIKE
    Prerequisite: Autohypnosis 13 ranks, hidden talent, soulbound weapon, must know the call weapon power, BAB+9.
    Benefit: As a move action, you can imbue your called weapon with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living target you successfully hit with a melee attack. Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) This is a supernatural ability.

    PSYCHIC STRIKE, IMPROVED
    Prerequisite: Autohypnosis 17 ranks, hidden talent, soulbound weapon, must know the call weapon power, BAB+13.
    Benefit: Your psychic strike damage increases by +2d8.
    Special: You may take this ability more than once. Each time you take this ability the prerequisites for the next time you take it increase by 4 ranks and 4 points of BAB.

    SOULBOUND WEAPON
    Prerequisite: Hidden talent, must know the call weapon power, BAB+7.
    Benefit: The weapon you call with call weapon counts as a magic weapon for purposes of overcoming damage reduction and it gains a +1 bonus to attack and damage rolls for every 4 manifester levels you have.
    Also, add the following augmentation to your call weaponry power:
    - Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement.


    RANGER (8)
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    ANIMAL COMPANION
    (see Druid)

    FAVORED ENEMY
    Prerequisite: BAB+4.
    Benefit: You must choose a creature type (and subtype in case of Humanoids or Outsiders). You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you gets a +2 bonus on weapon damage rolls against such creatures.
    Special: You may gain this feat multiple times. You must choose a different creature type (or subtype) every time, but your bonuses against every favored enemy you already had increase by 2, up to a maximum of half your character level.

    MAGE HUNTER
    Prerequisite: Knowledge (arcana) 1 rank, favored enemy (any), BAB+4.
    Benefit: You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane spellcasters an innate spellcasters. You also gain a +2 bonus on damage rolls against them. This bonus stacks with favored enemy if the arcane spellcaster or innate spellcaster is also of a type (or subtype) your favored enemy bonus applies to.

    NATURE'S BLESSING
    Prerequisite: Wild empathy, BAB+11.
    Benefit: Once per day you may use a standard action to grant yourself a +4 bonus to Dexterity, Constitution or Wisdom for a number of rounds equal to your character level. This is a supernatural ability.

    NATURE'S BLESSING, IMPROVED
    Prerequisite: Nature's blessing, wild empathy, BAB+21.
    Benefit: Once per day you may use a standard action to grant yourself a +6 bonus to Dexterity and Constitution, Dexterity and Wisdom or Constitution and Wisdom for a number of rounds equal to your character level. This replaces nature's blessing.

    NATURE'S BLESSING, GREATER
    Prerequisite: Nature's blessing, improved nature's blessing, wild empathy, BAB+31.
    Benefit: Once per day you may use a standard action to grant yourself a +8 bonus to Dexterity, Constitution and Wisdom for a number of rounds equal to your character level. This replaces improved nature's blessing.

    NATURE'S BLESSING, PERFECT
    Prerequisite: Nature's blessing, improved nature's blessing, greater nature's blessing, divine spellcaster I, use metamagic, wild empathy, Wis 11, BAB+41.
    Benefit: Once per day you may use a standard action to sacrifice eighteen Crystal Souls to grant yourself a +10 bonus to Dexterity, Constitution and Wisdom for 24 hours. This does not stack with greater nature's blessing.

    WILD EMPATHY
    (see Druid)


    ROGUE (20)
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    CRIPPLING STRIKE
    Prerequisite: Hide 17 ranks, Move Silently 17 ranks, sneak attack, improved sneak attack, greater sneak attack.
    Benefit: Whenever you damage a target with your sneak attack, the target also takes 2 points of Strength damage.

    DEATH'S RUIN
    Prerequisite: Hide 11 ranks, Move Silently 11 ranks, sneak attack, improved sneak attack, BAB+6.
    Benefit: You gain the ability to sneak attack undead. However, only half your sneak attack damage dice may be rolled against undead (rounded down).

    DEFENSIVE ROLL
    Prerequisite: Tumble 16 ranks, evasion.
    Benefit: You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you 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), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you takes only half damage from the blow; if it fails, you takes full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if your are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, any evasion ability you have does not apply to the defensive roll.

    DISTRACTING ATTACK
    Prerequisite: BAB+8.
    Benefit: Whenever you hit an enemy with a weapon attack (whether melee or ranged), that creature is considered flanked by you until the start of your next turn or until the creature is hit by an attack by one of your allies, whichever comes first.

    EVASION
    (see Monk)

    EVASION, IMPROVED
    (see Monk)

    EVASION, FRIEND'S
    Prerequisite: Base Reflex save +8, evasion.
    Benefit: Every ally adjacent to you gets the benefits of evasion. If you also have improved evasion, your allies do not gain improved evasion.

    EVASION, IMPROVED FRIEND'S
    Prerequisite: Base Reflex save +14, evasion, friend's evasion, improved evasion.
    Benefit: Every ally adjacent to you gets the benefits of improved evasion.

    FROSTFELL TERRAIN MASTERY
    Prerequisite: Endurance, character level 13.
    Benefit: You gain a +2 bonus to initiative and a +10 ft bonus to your base land speed while in cold environments.

    HOLY STALKER
    Prerequisite: Hide 4 ranks, Move Silently 4 ranks, sneak attack, BAB+9, character level 13.
    Benefit: For every die of sneak attack you have, you deal 2 points of additional damage to undead creatures whenever you flank them or they are denied their Dexterity bonus to AC against you.

    OPPORTUNIST
    Prerequisite: Hide 17 ranks, Move Silently 17 ranks, sneak attack, improved sneak attack, greater sneak attack.
    Benefit: Once per round, you 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 your attack of opportunity for that round. Even if you have the Combat Reflexes feat you can’t use the opportunist ability more than once per round.

    SKILL MASTERY
    Prerequisite: 19 ranks in at least one skill.
    Benefit: Upon gaining this ability, you select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so.
    Special: You may gain this ability multiple times, selecting different skills each time.

    SLIPPERY MIND
    Prerequisite: Escape Artist 16 ranks, base Will save +5.
    Benefit: If you are affected by an enchantment spell or effect and fails your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

    SNEAK ATTACK
    Prerequisite: Hide 4 ranks, Move Silently 4 ranks.
    Benefit: You gain the sneak attack ability as a 1st-level rogue.

    SNEAK ATTACK, IMPROVED
    Prerequisite: Hide 11 ranks, Move Silently 11 ranks, sneak attack.
    Benefit: Your existing sneak attack damage increases to +3d6.

    SNEAK ATTACK, GREATER
    Prerequisite: Hide 17 ranks, Move Silently 17 ranks, sneak attack, improved sneak attack.
    Benefit: Your existing sneak attack damage increases to +6d6.

    SNEAK ATTACK, PERFECT
    Prerequisite: Hide 22 ranks, Move Silently 22 ranks, sneak attack, improved sneak attack, greater sneak attack.
    Benefit: Your existing sneak attack damage increases to +10d6.

    TRAPFINDING
    Prerequisite: Search 4 ranks.
    Benefits: You 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. You 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. If you beat a trap’s DC by 10 or more with a Disable Device check you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.

    TRAP SENSE
    Prerequisite: Search 4 ranks, trapfinding.
    Benefits: You gain a bonus to AC and saves against traps equal to a third of your class level. You also gain half this bonus as a bonus to AC against attacks of opportunity.

    UNCANNY DODGE
    Benefit: You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. You can no longer be flanked. This defense denies attackers the ability to sneak attack you by flanking you, unless the attacker has at least four more character levels than the target.


    SCOUT (6)
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    FAST MOVEMENT
    (see Barbarian)

    RIPOSTE
    Prerequisite: Intimidate 4 ranks, Survival 4 ranks, Tumble 4 ranks, skirmish, BAB+5.
    Benefit: Your skirmish damage always applies against enemies who have damaged you since your last turn, even if you have not moved 10 ft during your turn yet. You gain your competence bonus to AC against creatures you have damaged with your riposte ability until the beginning of your next turn.

    SKIRMISH
    Prerequisite: Survival 4 ranks, Tumble 4 ranks.
    Benefit: You deal 1d6 points of extra damage during any round in which you move at least 10 ft, but only during your turn. This extra damage only applies against living creatures that have a discernible anatomy -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
    Special: The extra damage from skirmish stacks with the extra damage from sneak attack, if you have both feats.

    SKIRMISH, IMPROVED
    Prerequisite: Survival 11 ranks, Tumble 11 ranks.
    Benefit: During any round in which you move at least 10 ft you gain a +1 competence bonus to AC until the beginning of your next turn. Your existing skirmish damage increases to +2d6.

    SKIRMISH, GREATER
    Prerequisite: Survival 17 ranks, Tumble 17 ranks.
    Benefit: The competence bonus you gain during any round in which you move at least 10 ft increases to +3. Your existing skirmish damage increases to +3d6.

    SKIRMISH, PERFECT
    Prerequisite: Survival 22 ranks, Tumble 22 ranks.
    Benefit: The competence bonus you gain during any round in which you move at least 10 ft increases to +5. Your existing skirmish damage increases to +5d6.


    SORCERER/WIZARD (1)
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    FAMILIAR
    Prerequisite: Arcane spellcaster I, Int 11.
    Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard (see the sorcerer class description and the accompanying sidebar, page 52 of the Player's Handbook). As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, you use your character level.


    SOULBORN

    SPELLTHIEF (11)
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    DISABLE CASTING
    Prerequisite: Hide 10 ranks, Move Silently 10 ranks, Spellcraft 10 ranks, sneak attack.
    Benefit: You can forego 1d6 of sneak attack damage to instead disable the target creature from casting 0-level, 1st-level or 2nd-level spells for 1 round as a standard action. This does not work on a target that is already casting.

    DISABLE CASTING, IMPROVED
    Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Spellcraft 13 ranks, sneak attack, improved sneak attack.
    Benefit: You can forego half your sneak attack damage dice (rounded up) to instead disable the target creature from casting spells of levels up to half your character level for 1 round as a standard action. For example, if you are a level 8 character, you can disable the target creature from casting up to 4th-level spells. This does not work on a target that is already casting.

    INTERRUPT CASTING
    Prerequisite: Hide 14 ranks, Move Silently 14 ranks, sneak attack, BAB+14.
    Benefit: You can forego 1d6 of sneak attack to interrupt the spellcasting of the target creature. The target creature must make a Will save DC 16 + [6 * crit modifier of your weapon] or stop casting. The spell is not expended if the save fails.
    Special: If you also have the disable casting or improved disable casting ability, the amount of sneak attack damage dice you have to give up stack if you want to use either of those abilities with this one simultaneously. The use of this ability allows disable casting and improved disable casting to work on targets that are already casting.

    SNEAK ATTACK
    (see Rogue)

    SNEAK ATTACK, IMPROVED
    (see Rogue)

    STEAL ENERGY RESISTANCE
    Prerequisite: Hide 12 ranks, Move Silently 12 ranks, Spellcraft 12 ranks, sneak attack, disable casting, steal spell effect.
    Benefit: If you hit an opponent with a successful sneak attack you can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, you can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.
    If your target has more than one type of resistance to energy, you can choose which kind to steal. If you choose to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.
    The resistance you gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires. A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. The amount of stolen energy resistance increases by 10 every 8 levels beyond 3rd.

    STEAL POWER POINTS
    Prerequisite: Hide 10 ranks, Move Silently 10 ranks, Spellcraft 10 ranks, sneak attack.
    Benefit: You can forego 1d6 of sneak attack damage to instead steal 1 power point from the target creature and randomly gain one of the creature's 1st-level powers known as one of your own powers known for 1 hour.

    STEAL POWER POINTS, IMPROVED
    Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Spellcraft 13 ranks, sneak attack, steal power points.
    Benefit: The amount of power points you steal with your steal power points ability increases by 2 and the maximum level of the power known gained increases by 1.
    Special: You can gain this ability multiple times. Every time you take it the Spellcraft prerequisite increases by 3 ranks.

    STEAL SPELL EFFECT
    Prerequisite: Hide 11 ranks, Move Silently 11 ranks, Spellcraft 11 ranks, sneak attack, disable casting.
    Benefit: If you hit an opponent with a sneak attack you can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, you can steal a spell effect with a touch as a standard action. You can choose which spell effect to steal. If you try to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. You can't steal a spell effect if its caster level exceeds your character level + your Charisma modifier.
    Upon stealing a spell effect, you gain the stolen effect (and the original creature loses that effect) for 1 minute per character level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.
    You can steal the effect of a spell only if the spell could be cast on you by the original caster. For example, you couldn't gain the effect of an animal growth spell (unless you are of the animal type) or the effect of a shield spell (since that spell's range is personal). If you try to steal the effect of a spell not allowed to you, the effect is still suppressed on the original target of the spell for 1 minute per character level.
    This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

    STEAL SPELL RESISTANCE
    Prerequisite: Hide 24 ranks, Move Silently 24 ranks, Spellcraft 24 ranks, sneak attack, improved sneak attack, disable casting, steal spell effect, steal energy resistance, steal spell-like ability.
    Benefit: If you hit an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. You also gain spell resistance equal to 5 + your character level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, you can steal spell resistance with a touch as a standard action.
    The stolen spell resistance benefits you for a number of rounds equal to your Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. You can't use this ability on the same creature again until the creature's stolen spell resistance returns.

    STEAL SPELL-LIKE ABILITY
    Prerequisite: Hide 14 ranks, Move Silently 14 ranks, Spellcraft 14 ranks, sneak attack, disable casting, steal spell effect, steal energy resistance.
    Benefit: If you hit an opponent with a sneak attack you can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action.
    This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-fourth your character level. You can select a specific spell-like ability to steal. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), you can't steal it.
    You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until you use the ability (or until the minute elapses), the target cannot use the stolen ability.


    SPIRIT SHAMAN

    SWASHBUCKLER (4)
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    SWASHBUCKLING
    Prerequisite: Jump 5 ranks, Tumble 5 ranks.
    Benefit: You gain a +1 competence bonus on Reflex saves. This bonus increases by 1 every 9 levels after 2nd (+2 at level 11, +3 at level 20, +4 at level 29, etc).
    Furthermore, on any action you may select an opponent and receive a +1 dodge bonus to AC against attacks from that opponent. This dodge bonus increases by 1 every 5 levels thereafter (+2 at level 7, +3 at level 12, +4 at level 17, +5 at level 22, etc). You can select a new opponent on any action.
    Your swashbuckling bonuses do not function if you are wearing medium or heavy armor or if you are carrying a medium or heavy load.
    Special: You may use this feat as a prerequisite for feats in place of Dodge.

    SWASHBUCKLING, CANNY
    Prerequisite: Jump 5 ranks, Tumble 5 ranks, swashbuckling.
    Benefit: You gain your Intelligence modifier as a competence bonus to AC whenever you are wearing no armor or light armor.

    SWASHBUCKLING, OUTNUMBERED
    Prerequisite: Jump 13 ranks, Tumble 13 ranks, swashbuckling.
    Benefit: You may select two targets to gain your dodge bonus against for your swashbuckling ability.

    SWASHBUCKLING, MASS
    Prerequisite: Jump 34 ranks, Tumble 34 ranks, swashbuckling, outnumbered swashbuckling.
    Benefit: You may select four targets to gain your dodge bonus against for your swashbuckling ability.


    TOTEMIST

    WARMAGE

    WILDER (2)
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    ELUDE TOUCH
    Prerequisite: Hidden talent, manifester level 8th.
    Benefit: Your intuition supersedes your intellect, alerting you to danger from touch attacks (including rays). You gain a bonus to Armor Class against all touch attacks equal to your Charisma bonus; however, your touch AC can never exceed your Armor Class against normal attacks.

    VOLATILE MIND
    Prerequisite: Hidden talent, manifester level 11th.
    Benefit: When any telepathy power is manifested on you, the manifester of the power must pay 1 power point more than he otherwise would have spent.
    The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. Your volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.


    WU JEN
    Last edited by Morph Bark; 2012-05-10 at 10:27 AM.
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Unclassic Arcane, Divine and Innate Magic

    Magic spells works slightly differently in Unclassic in terms of acquiring it. All arcane magic requires spellbooks to cast and all divine magic requires prayerbooks to cast. There is no distinction between a spellbook and a prayerbook until the first spell is written in it, taking up an amount of pages equal to its level (1 page for 0-level spells). Innate magic, such as spell-like abilities and invocations (which function like spell-like abilities) do not require books of any sort to use, just like its name suggests. Invocations are spell-like abilities useable at will that higher beings grant through pacts (see Pact Magic a few posts below).

    An arcane spellbook can have spells in it from any arcane spellcasting class' spell list, except for wu jen-only spells. A divine prayerbook can likewise have spells in it from any divine spellcasting class' spell list, except for druid and ranger spells. However, an arcane spellbook can only have spells from one of the eight schools, chosen when the first spell is written in it. Furthermore, arcane spells must be written in the Draconic alphabet (which means only people who know Draconic, Auran or Ignan can read and cast them), while divine spells must be written in the Celestial or Infernal alphabet (which means only people who know Celestial, Infernal or Abyssal can read and cast them). Divine [Good] spells must always be written in Celestial, divine [Evil] spells must always be written in Infernal or Abyssal, divine [Law] spells may never be written in Abyssal and divine [Chaos] spells may never be written in Infernal. 0-level spells of either kind (arcane and divine) may be written in the Common alphabet (which means only people who know Common, Gnoll or Halfling can read and cast them).

    Casting a spell takes longer than usual under Unclassic rules. The caster must have their spellbook in their hand and take a 1-round action to cast the spell if its level is 3 or less. During this time they may move up to half their base land speed. If the spell's level is 4 or more, the casting time is two 1-round actions in two successive rounds. During each of these two rounds the caster may also move up to half their base land speed.

    Ritual Magic

    Spells that have casting times longer than one 1-round action (for spells level 0-2) or two 1-round actions (for spells level 3-9) are called Rituals and are not recorded in arcane spellbooks or divine prayerbooks, but are instead recorded in special ritual books. These rituals are useable by anyone with the Ritualist feat. The ritual caster must succeed on an appropriate Knowledge check (arcana for most arcane-based rituals, nature for druid/ranger-based rituals, religion for other divine-based rituals) DC 20 + ritual level an amount of times equal to the ritual's level or have the ritual backfire. If the ritual deals with other planes, the caster must also succeed on a DC 20 Knowledge (the planes) check. Either the caster is subject to the negative effects of the spell rather than their intended target, a divination provides false information, a teleportation circle sends creatures to the wrong place, a called creature turns on the ritualist, etc.

    Although ritual magic is arcane-based, divine-based or druidic-based (which determines the necessary Knowledge check), ritual magic is neither arcane nor divine nor druidic magic.

    Druidic Magic

    Druidic magic

    ARCANE FEATS (13)
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    ARCANE SPELLCASTER I
    Prerequisite: Int 11.
    Benefit: You can cast 0-level and 1st-level arcane spells from a spellbook.

    ARCANE SPELLCASTER II
    Prerequisite: Arcane spellcaster I, Int 12, character level 3.
    Benefit: You can cast 2nd-level arcane spells from a spellbook.

    ARCANE SPELLCASTER III
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, Int 13, character level 6.
    Benefit: You can cast 3rd-level arcane spells from a spellbook.

    ARCANE SPELLCASTER IV
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, Int 14, character level 9.
    Benefit: You can cast 4th-level arcane spells from a spellbook.

    ARCANE SPELLCASTER V
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, arcane spellcaster IV, Int 15, character level 12.
    Benefit: You can cast 5th-level arcane spells from a spellbook.

    ARCANE SPELLCASTER VI
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, arcane spellcaster IV, arcane spellcaster V, Int 16, character level 15.
    Benefit: You can cast 6th-level arcane spells from a spellbook.

    ARCANE SPELLCASTER VII
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, arcane spellcaster IV, arcane spellcaster V, arcane spellcaster VI, Int 17, character level 18.
    Benefit: You can cast 7th-level arcane spells from a spellbook.

    ARCANE SPELLCASTER VIII
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, arcane spellcaster IV, arcane spellcaster V, arcane spellcaster VI, arcane spellcaster VII, Int 18, character level 21.
    Benefit: You can cast 8th-level arcane spells from a spellbook.

    ARCANE SPELLCASTER IX
    Prerequisite: Arcane spellcaster I, arcane spellcaster II, arcane spellcaster III, arcane spellcaster IV, arcane spellcaster V, arcane spellcaster VI, arcane spellcaster VII, arcane spellcaster VIII, Int 19, character level 24.
    Benefit: You can cast 9th-level arcane spells from a spellbook.

    SORCERER
    Prerequisite: Arcane spellcaster I, Int 11, Cha 15.
    Benefit: At level 1, you may choose one 0-level spell from the sorcerer list that you may cast once per day. At level 3 and every 3 levels thereafter (6, 9, 12, etc) you gain another spell of a level equal to a third of the level you gain the spell at. You must have a Charisma modifier equal to 1 + spell level to be able to cast it and you may cast each spell once per day. The save DCs of these spells are Charisma-based.

    SPECIALTY SCHOOL
    Prerequisite: Arcane spellcaster I, Int 11.
    Benefit: Choose one school of magic. You gain a +1 bonus to DCs of that school and a +1 bonus to caster level when casting spells of that school. As normal with feats, you may only pick this feat once.

    SPECIALTY SCHOOL FOCUS
    Prerequisite: Arcane spellcaster I, specialty school, Int 15.
    Benefit: Your bonus to DCs and caster level from specialty school increases to +2, but you gain a -1 penalty to DCs and a -1 penalty to caster level when casting spells of any other school.

    SPECIALTY SCHOOL DEDICATION
    Prerequisite: Arcane spellcaster I, specialty school, specialty school focus, Int 19.
    Benefit: You can only cast spells of your specialty school. Your bonus to DCs and caster level from specialty school increases to +5. You can use all cantrips from your specialty school as spell-like abilities at will.


    DIVINE FEATS (2)
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    DEITY'S FAVOR
    Prerequisite: Must worship a god, divine spellcaster I, favored soul, Wis 11, Cha 15.
    Benefit: Whenever you cast one of your spells gained through your favored soul ability on one of your allies, you may choose to grant all allies affected by that spell (including yourself) temporary hit points equal to 3 times the level of the spell until the end of the encounter. These temporary hit points do not stack with other temporary hit points, even from the spell you cast, as under the normal temporary hit point rules.

    FAVORED SOUL
    Prerequisite: Must worship a god, divine spellcaster I, Wis 11, Cha 15.
    Benefit: You gain proficiency with the deity's favored weapon and access to the spells of two of your god's domains. Once per day, you may cast one spell of each level as long as your HD are 3 times the spell's level and your Charisma modifier is equal to the spell's level. The save DCs of these spells are Charisma-based.


    GENERAL MAGIC FEATS (5)
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    PERMANENT MAGIC
    Prerequisite: Metamagic user, prestidigitator, Cha 15, character level 21.
    Benefit:

    PERMANENT MAGIC
    Prerequisite: Metamagic user, prestidigitator, Cha 15, character level 21.
    Benefit: Any spell cast on you becomes affected immediately by permanency if the spell can be made permanent with permanency. The spells are still vulnerable to dispel magic.
    Special: This ability does not function until you have eaten 13 crystallized souls.

    QUICK READER I
    Prerequisite: Int 15, Wis 15, character level 16.
    Benefit: You can use the normal casting time for 0-level to 3rd-level spells and only take a 1-round action to cast 4th-level and 5th-level spells (if it is shorter than the normal casting time) when casting from a spellbook or prayerbook.
    Special: You only gain three Improvements at the level you take this ability.

    QUICK READER II
    Prerequisite: Int 17, Wis 17, character level 22.
    Benefit: You can use the normal casting time for 4th-level and 5th-level spells and only take a 1-round action to cast 6th-level and 7th-level spells (if it is shorter than the normal casting time) when casting from a spellbook or prayerbook.
    Special: You only gain three Improvements at the level you take this ability.

    QUICK READER III
    Prerequisite: Int 19, Wis 19, character level 28.
    Benefit: You can use the normal casting time for 6th-level and 7th-level spells and only take a 1-round action to cast 8th-level and 9th-level spells (if it is shorter than the normal casting time) when casting from a spellbook or prayerbook.
    Special: You only gain three Improvements at the level you take this ability.

    UNEDUCATED CASTER
    Benefit: You may cast from arcane spellbooks and divine prayerbooks associated with gods you worship without really having the knowledge to do so. You may cast spells of levels up to one third your character level, taking either a 1-round action or two 1-round actions to cast the spell as appropriate. At the end of casting, you must make an Intelligence check (if casting from an arcane spellbook) or a Wisdom check (if casting from a divine prayerbook), DC 10 + the spell's level. If the check fails, the spell isn't cast, but it is still expended from the spellbook. Additionally, there is a chance you are dazed until the end of your next turn equal to 10% per level of the spell (0-level spells have a 5% chance).


    SPELL-LIKE ABILITY FEATS (10)
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    ARCANE MARKER
    Prerequisite: Cha 10.
    Benefit: You can use arcane mark as a spell-like ability at will.

    ARCANE STUNT
    Prerequisite: Jump 6 ranks, Knowledge (arcana) 1 rank, Tumble 6 ranks, swashbuckling.
    Benefit: Choose one of the following spells: blur, expeditious retreat, feather fall, jump or spider climb. You can use that spell as a spell-like ability, useable as a swift action (or immediate action in case of feather fall) a number of times per day equal to 1 + your Intelligence bonus. The duration of the spell is reduced to only 1 round and your caster level is equal to your character level.
    Special: When you have at least 16 ranks in both Jump and Tumble, this feat grants you one additional spell-like ability that you had not chosen yet, and again when you have at least 26 ranks in both Jump and Tumble, when you have at least 36 ranks in both Jump and Tumble and when you have at least 46 ranks in both Jump and Tumble.

    DETECTIVE
    Prerequisite: Cha 13.
    Benefit: Choose one of the following spell-like abilities when you take this ability detect chaos, detect evil, detect good, detect law, detect magic, detect secret doors, detect undead. You can use that spell-like ability 3/day.
    Special: You may gain this ability more than once, choosing a different spell-like ability each time.

    DETECTIVE, IMPROVED
    Prerequisite: Detective, Cha 19, character level 6.
    Benefit: You can use your spell-like ability at will.
    Special: If you have taken the detective ability multiple times, you must select one of your detect spell-like abilities to apply the improved detective ability to.

    DIVINE COUNTERSPELL
    Prerequisite: Must worship a god, Knowledge (arcana) 1 rank, Knowledge (religion) 1 rank.
    Benefit: While holding a holy symbol of your god, you can use dispel magic as a spell-like ability, useable a number of times per day equal to 1 + your Charisma modifier, using your character level as your caster level.
    Special: If you have at least 5 ranks in both Knowledge (arcana) and Knowledge (religion) you gain a +2 bonus on dispel checks made with this spell-like ability.

    FREEDOM OF MOVEMENT
    Prerequisite: Escape Artist 11 ranks, character level 19.
    Benefit: You gain the ability to use freedom of movement on yourself as a spell-like ability once per day with a caster level equal to your character level.

    HEALING TOUCH
    Prerequisite: Wild empathy, character level 16.
    Benefit: Once per day you may use either neutralize poison or remove disease as a spell-like ability once per day with a caster level equal to your character level.

    HOLY SWORD
    Prerequisite: Must worship a god, BAB+19.
    Benefit: You gain the ability to use holy sword as a spell-like ability once per day with a caster level equal to your character level.

    IMMEDIATE MAGIC
    Prerequisite: Arcane spellcaster I, specialty school, Int 11.
    Benefit: You gain a spell-like ability based on your specialty school, useable an amount of times per day equal to 1 + your Intelligence bonus. This spell-like ability requires an immediate action to use, but cannot be used against attacks you are not aware of.
    - Abjuration (urgent shield): You create a shield of force that grants you a +2 shield bonus to AC against one attack. This bonus increases by 1 for every 6 character levels you have.
    - Conjuration (abrupt jaunt): You can teleport yourself up to 10 ft. Unlike the other immediate magic spell-like abilities, this ability is only useable an amount of times per day equal to 1 + half your Intelligence bonus.
    - Divination (glimpse peril): You gain a +2 insight bonus on the next saving throw you make before your next turn.
    - Enchantment (instant daze): When an enemy that has HD equal to or less than you makes a melee attack against you, you can render him dazed (Will DC 10 + 1/2 character level + Int modifier negates). This is a compulsion, mind-affecting ability.
    - Evocation (counterfire): When a visible enemy within 60 ft targets you with a ranged attack or spell, you can respond with a glowing arrow of force. This requires a ranged touch attack to hit and deals 1d6 points of damage plus 1d6 per 3 character levels you have. Both attacks resolve simultaneously (neither can disrupt the other). This is a force effect.
    - Illusion (brief figment): You create a figment double of yourself (similar to mirror image). The image lasts until it is struck or until the start of your next turn, whichever comes first.
    - Necromancy (cursed glance): When a visible enemy within 60 ft targets you with a ranged attack or spell, you can respond with a curse. If the enemy fails a Will save (DC 10 + 1/2 character level + Int modifier), he takes a -2 penalty to AC and saving throws until the end of your next turn.
    - Transmutation (sudden shift): You temporarily change your form to gain either a climb, fly or swim speed equal to your base land speed. If you use this ability during your turn (as a swift action), this change lasts until the end of that turn. Otherwise it lasts until the end of your next turn.

    PRESTIDIGITATOR
    Prerequisite: Cha 10.
    Benefit: You can use prestidigitation as a spell-like ability at will.



    Unclassic Psionics

    Psionics is a little different in Unclassic DnD. The only way to get psionic powers is through the Hidden Talent feat, which has been slightly tweaked as follows:

    HIDDEN TALENT
    Prerequisite: Cha 11.
    Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, and you can take psionic feats, metapsionic feats and psionic item creation feats. When you take this feat, choose one 1st-level power from any psionic class list. You know this power (it becomes one of your powers known). You can manifest this power with the power points provided by this feat if you have a Charisma score of 11 or higher. You are considered a 1st-level manifester when manifesting this power.
    The only powers you cannot gain through hidden talent are powers that belong only to a discipline or mantle.
    Special: You may take this feat more than once. Every time you take it after the first, you gain 2 more power points, your manifester level increases by 2 (up to a maximum of your character level) and you gain one more power known from any psionic class list of up to the highest level available to characters of your manifester level (power level 1 at manifester level 1st and higher, 2 at 4th, 3 at 7th, 4 at 10th, 5 at 13th, 6 at 16th, 7 at 19th, 8 at 22nd, 9 at 25th).
    Special: You gain bonus power points based on your character level, as shown here.

    Furthermore, one of the other big changes to psionics is that psionic powers cost [3 x power level - 2] power points to manifest, all their augments have their cost increased by 1 power point and all metapsionic feats have their power point cost doubled. You must have a Charisma score of at least 10 + power level the be able to manifest a power.

    PSIONIC FEATS (11)
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    ARDENT PSYCHIC
    Prerequisite: Divine spellcaster I, hidden talent, Wis 11.
    Benefit: You use your knowledge of the prayers to enlighten yourself. You use Wisdom instead of Charisma to determine power DCs, bonus power points and if you can manifest a power. You take a -3 penalty to your spellcaster level for divine spells.

    ARDENT PSYCHIC MANTLE
    Prerequisite: Ardent psychic, divine spellcaster I, hidden talent, Wis 11.
    Benefit: You may choose one mantle. The powers of that mantle are added to your powers known and you gain the mantle's granted ability.

    GREATER ANIMATOR
    Prerequisite: You must know the control object power.
    Benefit: Your control object power gains the following augmentation.
    - Augment: For each additional power point you spend, you can target an object weighing an additional 25 lbs.

    HARBINGER
    Prerequisite: Hidden talent, must know false sensory, manifester level 5th.
    Benefit: You have learned to incorporate symbolism into your psionic attacks and defenses. When you manifest powers that specifically target another's mind or defend your mind, you gain an augmentation option.
    - Augment:If you spend an additional 5 power points, you can add a mental illusionary aspect to your attack. This takes the form of a harbinger, a mental symbol that conveys a confusing or threatening message to the target's mind and momentarily distracts or disables them. The target gets a Will save to negate the effects of the harbinger. If the target fails the Will save, the power you manifest is considered 1d3 levels higher than its actual level for purposes of DC.
    The form of the harbinger can vary wildly. An offensive power could have a harbinger of a sword, a flame, or a spider. A defensive power could have a harbinger of a shield, a wall, or brambles with thorns.

    PSION
    Prerequisite: Arcane spellcaster I, hidden talent, Int 11.
    Benefit: Your knowledge of the spells has allowed you to figure out how powers work. You use Intelligence instead of Charisma to determine power DCs, bonus power points and if you can manifest a power. You take a -3 penalty to your spellcaster level for arcane spells.

    PSIONIC DISCIPLINE
    Prerequisite: Arcane spellcaster I, hidden talent, psion, Int 11.
    Benefit: Choose one discipline. The powers of that discipline are added to your powers known.

    SNEAK ATTACK, PSIONIC
    Prerequisite: Concentration 9 ranks, Hide 9 ranks, Move Silently 9 ranks, hidden talent, sneak attack.
    Benefit: Your sneak attack damage increases by 1d6 while you are psionically focused.

    SNEAK ATTACK, IMPROVED PSIONIC
    Prerequisite: Concentration 16 ranks, Hide 22 ranks, Move Silently 22 ranks, hidden talent, sneak attack, psionic sneak attack.
    Benefit: Your sneak attack damage increases by 3d6 while you are psionically focused. This replaces psionic sneak attack.

    SNEAK ATTACK, GREATER PSIONIC
    Prerequisite: Concentration 22 ranks, Hide 33 ranks, Move Silently 33 ranks, hidden talent, sneak attack, psionic sneak attack, improved psionic sneak attack.
    Benefit: Your sneak attack damage increases by 6d6 while you are psionically focused. This replaces improved psionic sneak attack.

    SNEAK ATTACK, PERFECT PSIONIC
    Prerequisite: Concentration 27 ranks, Hide 41 ranks, Move Silently 41 ranks, hidden talent, sneak attack, psionic sneak attack, improved psionic sneak attack, greater psionic sneak attack.
    Benefit: Your sneak attack damage increases by 10d6 while you are psionically focused. This replaces greater psionic sneak attack.

    TELEPATHIC COMMUNICATION
    Prerequisite: Hidden talent, discipline focus (telepathy), manifester level 5th.
    Benefit: You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.


    PSI-LIKE ABILITIES (3)
    Spoiler
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    ENERGY SNAP
    Prerequisite: Hidden talent, discipline focus (psychokinesis).
    Benefit: By expending your psionic focus, you can create a small burst of energy. You can use it as a weapon; treat it as a psi-like ability and consider it a 1st-level power for power resistance. You have to succeed on a melee touch attack as you expend your focus and, if successful, it does 1d3 points of damage of the type of energy manifested.
    - Fire: This can warm food, provide a distraction, and of course start a fire.
    - Cold: This can chill food or a drink, make sure a campfire is out, and numb a bruise.
    - Electricity: This can give someone a jolt, startle an animal, or start a fire.
    - Sonic: This can startle someone up close or get someone's attention from far away.

    PERSONAL SPACE
    Prerequisite: Hidden Talent, discipline focus (psychoportation).
    Benefit: You gain an extradimensional storage space within your body. You can access it as a psi-like ability by expending your psionic focus. You may send an item to it or retrieve an item as you wish. The size of the storage space grows with your own power. At 1st level it is equivalent to a belt pouch, at 5th level it equals a sack, at 10th level it is the size of a backpack, at 15th level it is the size of a chest, and at 20th level it is the size of a Medium creature. You cannot store anything that has extradimensional properties, such as a bag of holding , within your personal space. Any attempt will fail.

    STALWART WILDER
    Prerequisite: A power point reserve.
    Benefit: At the start of each day, you can spend 1 power point to gain 1 temporary hit point plus 1 per four manifester levels you have. You can increase this amount of temporary hit points by 2 for every 1 extra power point you spend. These temporary hit points last until they are gone, until you are asleep or unconscious or 24 hours have passed.
    Last edited by Morph Bark; 2011-09-08 at 05:18 PM.
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Reserved for Incarnum rules.
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    Last one reserved just in case.
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    I am impressed. This is truly a masterpiece. I am going to use these rules in my next campaign.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Quote Originally Posted by Ashtagon View Post
    I am impressed. This is truly a masterpiece. I am going to use these rules in my next campaign.
    /sarcasm I hope
    do you know when you will have it up?
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    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Quote Originally Posted by Captain_Obvious View Post
    do you know when you will have it up?
    It will be a slow process, but for magic, tome of battle and binding rules I have most of it worked out already. Much of it will likely be tweaked in the process. I will also be reading over the Taint, Insanity, Honor and Reputation rules in both Unearthed Arcana and Heroes of Horror and see if those are useable and compatible enough to my tastes.

    I'm going to make that initial sarcasm taste bad.
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    It's quite obvious to me that your system is gonna be radically different than anything seen so far, but you might want to take a peek at my house rules (click my sig). Event if nothing in them comes close to what you're trying to accomplish, they cover more topics than any other HR collection I know of, including quite a few issues I haven't encountered anywhere else.

    Anyway, best of luck in the creation of your system.
    Last edited by nonsi; 2011-09-01 at 07:44 AM.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    I have to say: Respect for trying to create a character sandbox system within the known d20 framework. The very foundation of the d20 framework is the levelling process; the immediate rise in power after a certain build-up of accumulating experience rewards, within a pre-set frame that is the class.

    The problems with the d20 framework, however, are that the fixed values (such as hit dice, skill points/lvl, number of class skills, BaB and base saves) do not have an intrinsic power value as such, while you grant people 'improvements,' and all improvements to these factors are worth exactly the same, while in practice, some are vastly more powerful than others.
    Another possible problem you might find yourself in is that you still use the level-based progression system. Of course; this system is indeed paramount to the d20 framework, and to be honest, I don't have a solution for any problems you may possibly run into when adhering to that system.

    One possibility to counter the problems with differencing intrinsic values is that you make a list of all classes, their pros and cons, and compare all their abilities to one another. Then you can summarize the abilities (including hit dice, skill points etcetera) in a list of 'weak, average, strong,' and maybe assign weak improvements a single point cost, average would then be a two-point cost, and strong a three-point cost.
    Not only would this help to bring more balance to your characters; it would also allow your characters to be more wildly different.

    Then there's also the problem with DnD's established preconceptions. The best known of this is possibly 'Arcane Spell Failure,' a completely redundant system based on nothing but the bias that a wizard shouldn't wear armour.

    Anyway, it's going to be a bumpy ride for you. However, don't be discouraged! Projects like this are really worth the effort.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    or you could just take a look at this. It's a classless system that allows you to "level up" as you gain XP, not when you reach a certain XP value. I have used it and it is fairly well balanced. Only problem i have with it is that it only includes psionics, vancian magic, and the channelling system made by the same people, though i did make pact magic compatable in a sense.
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    I sure hope I could get the chance to try and playtest this system Morph.

    Considering I might be forced to......

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    Thumbs up Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Looks really interesting. Got it bookmarked. I've got to agree with Dryad, though, some of the Improvements are not very well balanced. I think his idea to rank diffrent Improvements and adjust their costs sounds very good (although quite time consuming).

    Even if you don't want to go that far you should at least do something to make the HD Improvement option better. +1hp/level doesn't seem as good as the other options to me. A quick "solution" would be to make one Improvement increase your HD by more then one step, or at least jump one step to make the d12 HD more affordable. I'd probably cut out the d10 from the progression, reducing the cost of d12s to three points instead of four.

    Of course, you could spend alot of time coming up with a more or less compicated system, but myself I'd go with Dryads suggestion, possibly cutting the d10 as a temporary solution before I get to it
    If my grammar or spelling is off, please PM me.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Quote Originally Posted by Dryad View Post
    One possibility to counter the problems with differencing intrinsic values is that you make a list of all classes, their pros and cons, and compare all their abilities to one another. Then you can summarize the abilities (including hit dice, skill points etcetera) in a list of 'weak, average, strong,' and maybe assign weak improvements a single point cost, average would then be a two-point cost, and strong a three-point cost.
    Not only would this help to bring more balance to your characters; it would also allow your characters to be more wildly different.

    Then there's also the problem with DnD's established preconceptions. The best known of this is possibly 'Arcane Spell Failure,' a completely redundant system based on nothing but the bias that a wizard shouldn't wear armour.

    Anyway, it's going to be a bumpy ride for you. However, don't be discouraged! Projects like this are really worth the effort.
    Class features are going to be split up until they are about worth a feat (or a little more, so that you're slightly encouraged to pick them).

    Furthermore, magic will be done in such a way that Arcane Spell Failure no longer even could reasonably exist at all (I'll grant WotC that I find their fluff-wise reasoning reasonable, but unfair in comparison with divine magic), it will be more accessible to characters who aren't casters, it will take longer and be less based on ability scores.

    Quote Originally Posted by EdroGrimshell View Post
    or you could just take a look at this. It's a classless system that allows you to "level up" as you gain XP, not when you reach a certain XP value. I have used it and it is fairly well balanced. Only problem i have with it is that it only includes psionics, vancian magic, and the channelling system made by the same people, though i did make pact magic compatable in a sense.
    Considering I'd have to buy that, no ball.

    Also, from your pact magic post it seems to me like you'd buy HD, BAB, saves, etc. seperately, right? That seems more like an Exalted-like system to me rather than DnD (barring the fact that you use d20s rather than d10s).

    Quote Originally Posted by Zaakar View Post
    Looks really interesting. Got it bookmarked. I've got to agree with Dryad, though, some of the Improvements are not very well balanced. I think his idea to rank diffrent Improvements and adjust their costs sounds very good (although quite time consuming).

    Even if you don't want to go that far you should at least do something to make the HD Improvement option better. +1hp/level doesn't seem as good as the other options to me. A quick "solution" would be to make one Improvement increase your HD by more then one step, or at least jump one step to make the d12 HD more affordable. I'd probably cut out the d10 from the progression, reducing the cost of d12s to three points instead of four.
    Hmmm... an alternative I'm considering is to have the Improvements not last (except for class skills and weapon proficiencies, which would be the most expensive), but only affect the level you are taking. That way, I could easily give out extra Improvements per level.

    If I may ask though, which Improvements seem the "best" here?
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    One question: isn't it time already to do away with TRAP SENSE?
    I mean, the Thief class belongs to AD&D 2e and south, so how long are we gonna keep carrying this pre-3e-misconceived baggage?

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Sorry, double post.
    Last edited by nonsi; 2011-09-01 at 11:26 PM.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Not quite the right topic to discuss the merits and flaws of trapsense.

    I agree with you that Trap Sense does not actually add anything to the game; it is a redundant ability in many, many ways, but especially flavour-wise, since the ability does not help the characters to actually find traps. Instead, it makes characters trap-paranoid, but no more perceptive.

    So Nonsi: Here's me agreeing with you. Let's get back to the topic at hand; Morph's possibly Titan undertaking of remodelling d20.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Quote Originally Posted by Morph Bark View Post
    If I may ask though, which Improvements seem the "best" here?
    Ehm, I avoided that subject because I'm not sure, I'm no expert on these things

    If you'd like my opinion though, I'd say it's hard to say before we see what you've done to magic. If it stays as overpowered compared to martial prowess as in basic 3.5, I'd guess the saves are the "best" option but I don't really play the high-end powerscale of dnd so I wouldn't really know...

    For most characters that are not soly spell-casters, though, the BAB increase seem very potent, because it's so cheap. Many characters can settle for 3/4 BAB, but with full BAB only one imporvement point away, I don't see many rouge-types or gish-types settle for the 3/4 option. Why would they?

    Another thing - as is, your system allows any character to "max out" by level 10ish. d12 HD is 4 Improvents. 8 skillpoints is 3 Improvents. Full BAB is 2 Improvents. All saves to good is 3 Improvents. If you want two weapon proficiencies and one armor proficiency that's another 3 Improvents. Currently that's available at level 12, after that most chars will be dumping their Improvents in +1 skill bonuses or proficiencies for weapons they will maybe need.

    Another thing you might want to consider are proficiency "tiers". Many exotic weapons are simply better then martial weapons, as martial weapons are mostly better then simple weapons. I don't think it's a big deal, the difference is not huge and you're going for a high-power setting anyway, but you might wanna think about it.

    Quote Originally Posted by Morph Bark View Post
    Hmmm... an alternative I'm considering is to have the Improvements not last (except for class skills and weapon proficiencies, which would be the most expensive), but only affect the level you are taking. That way, I could easily give out extra Improvements per level.
    Well that would certranly get you out of the "maxing out" problem. It still reqiures adjusted costs or adjusted steps to make the diffrent basic stats more balanced, but you need to do that anyway. I kinda like it, it gives basic stats a more linear progression, which you may or may not like yourself.

    You'd have to carefully explain how it works to have different progressions diffrent levels regarding saves and BAB, but that won't be very hard.

    Alternatively, you buy fractions of BAB and saves (rounding down) and let the players keep track for themselves (if you trust them, that is ). A little like this:
    {table=head]Bonus | Cost (Improvents points)
    BAB +1 | 2
    BAB +3/4 | 1
    BAB +1/2 | 0
    Save +2* | 2
    Save +1/2 | 1
    Save +1/3| 0[/table]
    *only available at level one

    Didn't put much thought in the costs. I'll leave the balancing up to you, if you wanna go with this suggestion at all.

    Edit: I don't know how I managed to miss it the last time, but I just saw what's under the magic rules post. Well, my statements still stand - I don't really know what impact that has. BAB will be the obvious choice for most characters, but if you manage to pull off some even more powerful trick with, say, transformation spells, it might not be interesting to you. I don't know the all the possibilities of the most powerful spells, though.
    Last edited by Zaakar; 2011-09-02 at 06:10 PM.
    If my grammar or spelling is off, please PM me.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    The idea I had was somewhat different and has now been implemented. Improvements no longer are permanent but only affect your current level, except for the class skills, proficiency feats and inherent ability score bonuses.

    Also, with regards to magic, I intend to make it so that magic (and psionics) come later than normal in DnD, as in that you cannot cast 9ths until level 24. This is intentional as I also would like to see DnD be able to go higher than level 20 without using the Epic Rules. Therefore, I hope the changes to Improvements will also end up making "Epic" play easier and more balanced under these rules than in standard DnD.

    On the topic of trap sense btw, I know there are ACFs that replace it, but I haven't been able to find them. Anyone know where I can?
    Last edited by Morph Bark; 2011-09-03 at 05:44 AM.
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Dealing with massive extended family DRAMAAAAA, posting slow to nonexistent until issues resolved.

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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Quote Originally Posted by Circle of Life View Post
    Oohh, shiny! Thanks! That will help a lot in this endeavor. I should probably favourite that thread so I don't lose it again...
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Added a slew more class feats. In fact, so many that I had to move it to a seperate post...

    I added in the d6 hit die and made it so you get six Improvements at every level instead of five.


    Additional ideas for possible changes: at first level you choose 2 + Int modifier skills. You always have maximum ranks in these skills. You also choose 2 other skills. You always have half maximum rank in these skills. You may spend three Improvements at any level to add one max-rank skill and one half-max-rank skill.

    Of course, there would be feats which would allow you to gain ranks in non-skills or add ranks to your skills.

    Thoughts?
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    Default Re: Unclassic low-magic high-power oriental PvE DnD 3.5 [WIP]

    Added Arcane, Divine, Innate and Ritual Magic and Psionics.
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