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  1. - Top - End - #1
    Titan in the Playground
     
    Rizban's Avatar

    Join Date
    Mar 2008
    Location
    Aldhaven
    Gender
    Male

    Default Labyrinthine - OOC

    Team Stealth
    Player Character Build
    Jeriah Vera S. Neekee Shadowcaster//Rogue
    Book Wombat Jacob Esme Rogue, Psychic//Monk, Soulknife
    PeacefulOak Robin Darkweaver Fighter // Conjurer
    AdamSmasher Conor Hughes DragonFire Adept//Paladin of Freedom
    Spoiler
    Show
    Patron: Talvis All Wise

    IC Thread


    Team Contrary
    Player Character Build
    Lyndworm "Biggun" Fighter//Barbarian
    JudgeKludge Roscoe Tealeaf Monk//Rogue
    WindStruck Gabbra Helmsplitter Bard//Sorcerer
    THEChanger Nicomede Gasparo Pio Bonaventura Speziale the Fourth Archivist//Beguiler
    Spoiler
    Show
    Patron: Jonqash The Radiant

    IC Thread


    Team Dragonborn
    Player Character Build
    Eonn Demir Cloistered Cleric//Dragon Shaman
    RJIguy57 Derek Beguiler//Dragon Shaman
    tonberrian Hesken Myastan Bard//Crusader
    Spoiler
    Show
    Patron: Yveilth, Champion Of The Skies

    IC Thread




    Spoiler: Copy of the information from the Recruiting Thread
    Show
    General Guidelines
    Labyrinthine uses a number of house rules, class fixes, and homebrew. Generally speaking, the game is open to content from any 3rd or 3.5 edition WotC source, many 3rd party sources, and homebrew (see Homebrew Requests below). The following is the short list of house rules you'll need to be aware of to join the game.

    • Race Restrictions: I'm putting a ban on any race that is traditionally considered a monster race, such as goblins, kobolds, and full orcs. Those races just aren't appropriate as PCs in Labyrinthine.
    • Class Fixes/Changes: Detailed below, many of the base classes have been buffed or replaced by homebrew options. Every single class has a skill list update. Please check for the updates.
    • New Skill list: Skills have been rewritten entirely. The new list consists of 20 skills rather than the 50+ skills available in 3.5. In addition, the way skill points work have been modified just slightly. The number of skill points you gain at each level remains the same, but you only gain 2x the normal skill points at 1st level. Maximum skill rank is equal to your Hit Dice.
      Spoiler: Skill List
      Show
      The skills are
      • Academics
      • Acrobatics
      • Arcane Lore
      • Athletics
      • Deception
      • Engineering
      • Handle Animal
      • Heal
      • Insight
      • Intimidate
      • Linguistics
      • Natural Lore
      • Perception
      • Perform
      • Persuasion
      • Profession
      • Psi Lore
      • Stealth
      • Streetwise
      • Theology

      Full details on the new skills can be found here.
    • Action Points: This game uses Action Points; however, they are in a single pool shared by all members of your party.
      Spoiler
      Show
      Each party will have a number of Action Points equal to the number of players + 2. So, if you have 4 players, there will be 6 action points. I will track the number of AP available in most of the GM posts in the following manner.
      ●●●●●●
      Blue indicates an available Action Point. Red indicates an Action Point that has been expended.
      Additionally, the Red circles become action points available to your enemies. When I use an action point as the GM, it will change from Red back to Blue. This makes it available to the players once again. In this way you will have potentially unlimited action points available to you, but each time you use one, Fate makes a note in its ledger and will eventually collect its due.

      Most plot arcs will begin with all action points as Blue, but this may not always be the case.

      Using Action Points
      Players
      • The standard actions available as per the SRD
        • Add to a Roll
        • Activate Class Ability
        • Boost Defense
        • Emulate Feat
        • Extra Attack
        • Spell Boost
        • Spell Recall
        • Stablize
      • Luck: When your luck is good, it's really good. When it's bad...
        A player that rolls a natural 20 immediately converts a Red Action Point to Blue.
        A player that rolls a natural 1 immediately converts a Blue Action Point to Red.
        This does not apply to GM rolls.
      • Prevent Death: When a player character or NPC the players value would normally die, the players can choose to spend ALL available action points immediately. The character is reduced to -1 hit points, is stabilized, and miraculously still alive. Fortunately, the bad guys are quite certain the character actually is dead, so attacks against it almost always stop.
      • Sudden Insight: If the players feel stuck or just want a hint of some kind, they can spend 2 action points to gain a sudden insight into the situation. This is almost always some form of OOC knowledge that the characters probably can't easily know. So, this does not replace skill checks. If you do use this, it should be resolved as some fortunate serendipity or stumbling across some vital clue, not as your character just spontaneously knowing something he shouldn't be able to know.
      • Pause the Clock: A player who is otherwise doing nothing when a die would be added to the Time Pool (see below) may spend 1 action point to prevent the die from being added. This effectively lets the players complete tasks more quickly. As an example, if the Rogue is disabling a difficult trap while the Fighter and Cleric stand watch, the Wizard could spend an action point to assist the rogue, effectively pausing the clock. In this situation, the Wizard would not be entitled to a Perception check to notice a stealthily approaching monster, because he is otherwise engaged and distracted.

      Dungeon Master
      • When a "Main Villain" appears, 1-2 action points will be added to the pool until the the threat of that villain is no longer relevant, such as its death or it moving on to do other things and ignoring the party further. These points will always start Red.
        Additional AP may be added in this way from time to time if I deem them story appropriate. An example of this would be attempting to undertake a stealth mission and being spotted way too early.
      • "Heroic" villains can use action points for themselves just as player characters can. Ordinary enemies have no direct access to action points.
      • Action points can be spent to add unexpected setbacks to the story, such as unexpected bad weather, wagon trouble, extra mooks showing up as reinforcements, etc. These events will generally be minor and always outside the players' control. I won't throw a random "you're screwed" effect into play without using up some of those Evil Action Points.
    • Theater of the Mind: I will not be using tactical maps for this game unless absolutely necessary. As such, many game rules, such as flanking, have been simplified.
    • Armor as Damage Reduction: Armor values are modified as per Unearthed Arcana rules.
    • Race Against the Clock: Time marches ever forward, and the world moves on without you. I'll be using an abstract system of tracking time outside of combat. You will only have so many hours in a day, and you're going to need supplies if you plan to have extended expeditions into the dungeon. The progress of time will be clearly visible to the players.
      Spoiler
      Show
      The Time Pool
      The core of this system is the Time Pool. Anytime the players spend a meaningful amount of time on a task, a die is added to the pool. The dice are an abstraction for time and represent somewhere between 5 and 15 minutes of time each. When there are 6 dice in the Time Pool, the dice are rolled, clearing the pool and advancing the in game clock by 1 hour. If any of the dice roll a 1, then the situation just got worse. Maybe you have a random encounter, maybe your torch sputters out, or maybe the bad guy has had enough time to pull off whatever dastardly deed he had planned. Time is not your friend.

      Adding Time Dice
      When the players commit to an action that takes more than just a couple of minutes, time passes, adding a die to the pool. Whether this is searching a room, making camp, or reading a book, spending time doesn't go unnoticed. Time Dice are typically d8s. In more dangerous situations, the Time Die added might be a d6 or even a d4. In more peaceful places, the Time Die might be a d10, d12, or quite rarely, a d20.

      Combat never adds Time Dice to the pool.

      Rolling Time Dice
      Whenever a Time Die would be added to the pool, the GM may choose to roll the dice instead of adding a new die. If none of the dice roll a 1, then the dice are returned to the pool, and play continues. If at least one die rolls a 1, Bad Stuff happens. The more 1s rolled, the worse the Bad Stuff becomes. The dice that rolled a 1 are removed from the pool, the rest are returned, and play continues.

      If there are already 6 Time Dice in the pool, then the Time Pool is considered full. If a die should be added when the Time Pool is full, then the GM must roll the dice instead of adding a new die. After the dice are rolled, all dice are cleared from the pool, even if none of them rolled a 1. Game time only advances by an hour when the Time Pool is full, rolled, and then cleared.

      Example Time Pool

    • Universal Spell Failure: Magic is a difficult and dangerous proposition. While arcane spell failure chances from armor is unchanged, a new mechanic has been added. Magic almost always interferes with magic. The flows of energy cause eddy currents and nasty, crashing cascades of raw energy when they interact poorly. To represent this, magic items of all types will impose a spell failure chance to all spells cast by the character wearing the item. The quality of the item will greatly influence the failure chance. In addition, if anyone, even non-casters, wears a combination of magic items that brings the failure chance above certain levels, the items start negatively interfering with one another in unpredictable ways. The quest for the best items begins!
    • Resting: Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
      Spoiler
      Show
      Short Rest
      A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. Characters recover a number of hit points equal to their Hit Dice and may gain other benefits.

      Once per day, characters who complete a short rest can gain some limited benefits:
      • Spellcasters recover expended spell slots with a combined level equal to half their class level, rounded up.
      • Psionic characters recover a number of expended power points equal to their class level.
      • Meldshapers can unshape and/or reshape 1 soulmeld, and bind it to a chakra if able.
      • Initiators can swap their readied maneuvers.
      • Shadowcasters recover expended mysteries like a spellcaster.
      • Binders who have made a poor pact may make 1 new binding check to try to make it into a good pact. Alternatively, if they have the Expel Vestige feat, they gain 1 additional daily use of that feat.
      • Truespeakers suffering from the Law of Resistance have their increased Truespeak DCs reset.

      Characters may regain hit points any number of times per day through taking short rests, but other benefits (such as recovering spell slots) may be limited.

      Long Rest
      A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. Characters recover 2 hit points per Hit Die and 1 point of ability damage for each affected ability score.

      Characters may only benefit from a long rest once per day.

      Full-Day's Rest
      If characters spend a full day resting, sleeping, or performing light activity: reading, talking, eating, or standing watch for no more than 2 hours, they gain double the normal healing benefits of a Long Rest.
    • Third Party Requests: In general, I'll allow any balanced 3rd party material, after updating it to work with this rules system. There are a few conditions.
      • First, and most importantly, I must agree that it is balanced and appropriate to this game.
      • It will need to be modified to fit with the rules systems in place for this game before it will be approved. I will do the tweaking.
      • Keep in mind that anything I approve will be added to a public list for anyone to use, not just your character. So, it must be appropriate for public consumption without the need for constant monitoring against abuse.
      • It should not be an outright replacement for something that already exists or a version that's just outright better.
      • It should be something that is not already expressed in the available content. I.e., don't request the Rokugon Ninja. WotC already has a Ninja, and the Rokugon version is not different enough to that or the Rogue to be a meaningful addition to the game.
      • It should not introduce large scale new systems. I'm fine with small things, but if it requires a rules rewrite or adds large amounts of complexity, it's not going to be worth the effort to incorporate it. We already have spellcasting, psionics, maneuvers, incarnum, shadowcasting, binding, invocations, etc. Let's not add too much more, please.
      • It should be in a source that's easily available and legal for me to access, preferably for free. I'm not going to go hunting down obscure books and buying them, but if there's a PDF you want to use and are willing to purchase a copy of it for me, I'm probably going to be good with that.
      • It should be appropriate for player characters. Content meant for the BBEG is less likely to see approval.
    • Homebrew Requests:
      • All Third Party restrictions from above apply to homebrew.
      • It should be from a reputable website, preferably GitP, never the wiki of questionable content we don't name.
      • I will consider class fixes, but not on classes that have already been fixed and included here. One fix per class!


    Character Creation
    • Ability Scores will be generated using the elite array (15, 14, 13, 12, 10, 8).
    • Experience and Gold are as standard for 2nd level characters. This gives you 1,000 xp and 900 gp to spend. Please do not purchase any magic items during character creation, with the exception of consumables such as potions and wands, but not scrolls.
    • Hit Points are maximized for 1st and 2nd level, rolled afterwards.
    • Races
      • Characters may not have any template applied to them, unless it is granted by a class, feat, spell, or item.
      • Characters may not be of a race that has more than 2 racial hit dice.
      • Characters may not have more than a +1 Level Adjustment.
      • Dragonborn is a race, not a template. Treat the template as if it were a race entry. It does not cost 100 gp to be a dragonborn.
    • Classes
      • Gestalt.
      • No fractional Saves/BAB.
      • Multiclassing XP penalties are removed, for ease of bookkeeping. Otherwise, multiclassing is as normal in all other regards.
      • Additionally, Paladins, Clerics, and other characters with required codes of conduct will be required to uphold those restrictions. Violating their code of conduct doesn't result in a loss of abilities. Instead, it inflicts one negative level that lasts until they complete a long rest. These negative levels have all the normal penalties but never result in permanent level loss or death. If you ever gain as many negative levels due to ethos violations as you have class levels, you fall and lose your class abilities and require atonement as normal.
    • Alignment does matter and will likely come into play through spells and effects, if nothing else. There will be characters who can detect alignment and will react accordingly. Consider that when choosing your alignment. If you do not (loosely) roleplay your alignment, the DM will likely alter your alignment to fit your actions.
    • Traits/Flaws: Up to two of each.
    Last edited by Rizban; 2018-07-25 at 05:39 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    Rizban's Avatar

    Join Date
    Mar 2008
    Location
    Aldhaven
    Gender
    Male

    Default Re: Labyrinthine - OOC

    Approved Material
    All 1st party material by WotC is allowed. If you prefer to use the original version rather than one of the approved homebrew versions below, you may; however, be clear which version you're using.

    Meeting Skill Prerequisites
    In general, all skill prerequisites for prestige classes, feats, bardic music, etc. are reduced by 3 to a minimum of 1.

    If the prerequisites are several skills that have been collapsed into a single skill, use the highest one -3 then add +1 to the requirement. For example, a prestige class with the original entry requirement of "Skills: Handle Animal 8 ranks, Knowledge (nature) 4 ranks, Survival 4 ranks" would have a new entry requirement of "Skills: Handle Animal 5 ranks, Natural Lore 2 ranks." (4 - 3 + 1)

    3rd Party Sourcebooks
    Dragonlance
    • Age of Mortals
    • Legend of the Twins
    • Bestiary of Krynn
    • War of the Lance

    Races
    No traditional "Monster" races, such as orcs, goblins, gnolls, etc. Other races from Monster Manuals are permitted, but nothing that you would expect to encounter as a regular enemy.
    Any other 1st party/WotC race with no more than 2 Racial Hit Dice and/or no more than a +1 Level Adjustment.

    Approved Homebrew Races

    Revised Base Classes
    Fighter
    Barbarian
    Dragon Shaman
    Spoiler: Dragon Shaman Details
    Show
    Class Skills: Arcane Lore (Int), Intimidate (Cha), Natural Lore (Int), Perception (Wis), and Profession (Wis).
    • Black: Athletics (Str) and Stealth (Dex).
    • Blue: Deception (Cha) and Stealth (Dex.
    • Brass: Deception (Cha) and Insight (Wis).
    • Bronze: Deception (Cha) and Natural Lore (Wis).
    • Copper: Athletics (Str) and Stealth (Dex).
    • Gold: Deception (Cha) and Heal (Wis).
    • Green: Deception (Cha) and Stealth (Dex.
    • Red: Athletics (Str) and Deception (Cha).
    • Silver: Athletics (Str) and Deception (Cha).
    • White: Athletics (Str) and Stealth (Dex).
    Healer
    Spoiler: Healer Details
    Show
    As the homebrew in the link with the following changes:
    • Class Skills: Heal (Wis), Insight (Wis), Natural Lore (Int), Persuasion (Cha), Profession (Wis), and Theology (Int). (Also, you should take note of the changes I made to the Heal skill for this game.)
    • Healing Hands (Su): Reduce the required ranks in Heal by 3.
    • Healer's Code of Conduct: The Healer has a required code of conduct. She must always remain non-evil, must offer healing and aid to her allies and non-evil creatures in need, and has restrictions similar to, but not as strict as, a Vow of Nonviolence [BoED p47]. Breaking the code of conduct works as described in the first post under Character Creation.
    Monk
    Rogue
    Shadowcaster
    Spoiler: Shadowcaster Details
    Show
    As the homebrew in the link with the following changes:
    • Skill Points: 2+Int mod.
      Class Skills: Academics (Int), Arcane Lore (Int), Intimidate (Cha), Perception (Wis), Profession (Wis), and Stealth (Dex).
    • Bonus Feats: Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, any metashadow feat, and any feat is granted the [Shadow] tag.
    Soulborn
    Spoiler: Soulborn Details
    Show
    As the homebrew in the link with the following changes:
    • Class Skills: Arcane Lore (Int), Athletics (Str), Handle Animal (Wis), Heal (Wis), and Profession (Wis).
      • Lawful Good: Persuasion (Cha)
      • Chaotic Good: Insight (Wis)
      • Lawful Evil: Deception (Cha)
      • Chaotic Evil: Intimidate (Cha)
    Warlock (Class Table)
    Spoiler: Warlock Details
    Show
    As the homebrew in the link with the following changes:
    • Skill Points: 2+Int.
    • Class Skills: Arcane Lore (Int), Athletics (Str), Deception (Cha), Insight (Wis), Intimidate (Cha), Profession (Wis), and Theology (Int).
    Banned Classes
    These classes are soft banned, because they've been merged into other classes and have become redundant.
    Knight - Play a Fighter
    Marshal - Play a Fighter
    Psychic Warrior - Play a Fighter with the Psychic Warrior ACF.
    Samurai - Play a Fighter with the Samurai ACF.
    Soulknife - Play a Monk with the Soulknife ACF
    Swashbuckler - Play a Fighter with the Swashbuckler ACF.
    Updated Skill Lists/Class Quick Fixes
    The following list contains the official base classes along with updated skill lists. Some also include quick fixes to the classes themselves. Being listed here does not necessarily preclude a "fix" or homebrew alternative to these classes.
    Spoiler
    Show
    BardSRD
    Class Skills: Academics (Int), Acrobatics (Dex), Arcane Lore (Int), Athletics (Str), Deception (Cha), Insight (Wis), Linguistics (Int), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    ClericSRD
    Class Skills: Academics (Int), Arcane Lore (Int), Heal (Wis), Persuasion (Cha), Profession (Wis), and Theology (Int).


    DruidSRD
    Class Skills: Handle Animal (Wis), Heal (Wis), Natural Lore (Int), Perception (Wis), Profession (Wis), and Theology (Int).


    RangerSRD
    Class Skills: Acrobatics (Dex), Athletics (Str), Handle Animal (Wis), Heal (Wis), Natural Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).


    PaladinSRD
    Class Skills: Handle Animal (Wis), Heal (Wis), Insight (Wis), Persuasion (Cha), Profession (Wis), and Theology (Int).


    SorcererSRD
    Class Skills: Arcane Lore (Int), Athletics (Str), Deception (Cha), Insight (Wis), Intimidate (Cha), and Profession (Wis).


    WizardSRD
    Class Skills: Academics (Int), Arcane Lore (Int), Linguistics (Int), and Profession (Wis).


    ArchivistHoH
    Class Skills: Academics (Int), Arcane Lore (Int), Heal (Wis), Insight (Wis), Linguistics (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), and Theology (Int).


    ArdentCPsi
    Class Skills: Academics (Int), Heal (Wis), Persuasion (Cha), Profession (Wis), Psi Lore (Int), and Theology (Int).


    ArtificerECS
    Class Skills: Academics (Int), Arcane Lore (Int), Engineering (Int), Perception (Wis), and Profession (Wis).


    Battle DancerDMC
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Perception (Wis), Perform (Cha), and Stealth (Dex).

    Maneuvers and Stances: A battle dancer gains martial maneuvers and stances as a monk of the same class level. A battle dancer need not be centered to recover maneuvers, but she can only recover maneuvers in combat while unarmored and encumbered by no more than a light load.


    BeguilerPHB2
    Class Skills: Acrobatics (Dex), Arcane Lore (Int), Athletics (Str), Deception (Cha), Engineering (Int), Insight (Wis), Linguistics (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    BinderToM
    Class Skills: Academics (Int), Arcane Lore (Int), Deception (Cha), Insight (Wis), Linguistics (Int), Persuasion (Cha), Profession (Wis), and Theology (Int).


    CrusaderToB
    Class Skills: Academics (Int), Athletics (Str), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Persuasion (Cha), Profession (Wis), and Theology (Int).


    Death MasterDMC
    Class Skills: Arcane Lore (Int), Intimidate (Cha), Linguistics (Int), Profession (Wis), and Theology (Int).


    Divine MindCPsi
    Class Skills: Athletics (Str), Handle Animal (Wis), Profession (Wis), Psi Lore (Int), and Theology (Int).


    Dragonfire AdeptDrM
    Class Skills: Academics (Int), Arcane Lore (Int), Athletics (Str), Deception (Cha), Intimidate (Cha), Linguistics (Int), Natural Lore (Int), Perception (Wis), Persuasion (Cha), and Profession (Wis).


    Dread NecromancerHoH
    Class Skills: Arcane Lore (Int), Deception (Cha), Intimidate (Cha), Linguistics (Int), Profession (Wis), Stealth (Dex), and Theology (Int).


    DuskbladePHB2
    Class Skills: Academics (Int), Arcane Lore (Int), Athletics (Str), Handle Animal (Wis), Insight (Wis), Linguistics (Int), and Profession (Wis).


    Dwarf ParagonSRD
    Class Skills: Athletics (Str), Engineering (Int), Insight (Wis), Intimidate (Cha), Natural Lore (Int), and Profession (Wis).


    Elf ParagonSRD
    Class Skills: Academics (Int), Arcane Lore (Int), Athletics (Str), Natural Lore (Int), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Theology (Int).


    Favored SoulCD
    Class Skills: Arcane Lore (Int), Athletics (Str), Heal (Wis), Persuasion (Cha), Profession (Wis), and Theology (Int).


    Gnome ParagonSRD
    Class Skills: Arcane Lore (Int), Athletics (Str), Deception (Cha), Natural Lore (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), and Streetwise (Int).


    Half-Elf ParagonSRD
    Class Skills: Athletics (Str), Deception (Cha), Insight (Wis), Perception (Wis), Persuasion (Cha), Profession (Wis), and Stealth (Dex).


    Half-Orc ParagonSRD
    Class Skills: Athletics (Str), Handle Animal (Wis), Intimidate (Cha), Natural Lore (Int), and Profession (Wis).


    Halfling ParagonSRD
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Natural Lore (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), and Stealth (Dex).


    HexbladeCW
    Class Skills: Arcane Lore (Int), Deception (Cha), Handle Animal (Wis), Insight (Wis), Persuasion (Cha), and Profession (Wis).

    Hexblades have the following adjustments to their class features:
    • Good Fortitude save
    • Curse ability usable as a swift action
    • Curse ability does not count as used if the target makes his saving throw
    • Ability to cast without arcane spell failure in light or medium armor and while carrying a light shield or buckler
    • At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.


    IncarnateMoI
    Class Skills: Academics (Int), Arcane Lore (Int), Profession (Wis), and Theology (Int).


    JesterDMC
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Engineering (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    KnightPHB2
    This class is eliminated. Play a Fighter.


    LurkCPsi
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Perception (Wis), Profession (Wis), Psi Lore (Int), Stealth (Dex), and Streetwise (Int).

    Lurk Augment: A lurk can use her lurk augments a number of times per day equal to twice her class level + her Int modifier. Classes which progress her manifesting give her one additional use of lurk augment at each level that progresses her manifesting.

    A lurk's manifester level for her class determines the lurk augments available to her rather than her class level, allowing her to multiclass with less of a penalty.

    The daily use of a lurk augment and the power points spent are not lost if the lurk's attack misses. When a lurk misses, she may choose to "hold the charge," similar to a touch spell, and have it activate on the next successful attack made, or she may choose to let it dissipate harmlessly, immediately regaining the daily use and any power points spent. If a lurk is holding a charge on an augment and activates a new lurk augment, the held charge dissipates as if she chose to release it.

    Specialization: A lurk must choose either the True Thief or Tracker specialization at 1st level. The associated augment lists are in addition to the normal lurk augments available, not a replacement.

    True Thief
    A true thief gains Engineering and Perception as class skills.

    Psionic Trapfinding, Psionic Uncanny Dodge, Psionic Trapsense, Psionic Skill Mastery, and Psionic Improved Evasion each cost a use of lurk augment to activate and have a duration of 1 hour per class level. If a lurk's psionic focus is expended, she loses the benefit of the augment, but it remains active. She regains the benefit when she regains her psionic focus without needing to spend another use of lurk augment, as long as the duration hasn't ended.

    Tracker
    A tracker gains Natural Lore as a class skill and Track as a bonus feat.

    • Psionic Tracker: The bonus increases by +1 for every 2 power points spent.
    • Binding Attack: The reflex save is (DC 10 + lurk's Int modifier) and increases by 1 for every 2 power points spent. If the target fails his save, he becomes entangled until he spends a standard action, which provokes attacks of opportunity, to disentangle himself.


    MarshalMH
    This class is eliminated. Play a Fighter.


    MountebankDMC
    Class Skills: Acrobatics (Dex), Arcane Lore (Int), Deception (Cha), Insight (Wis), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    NinjaCAd
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Engineering (Int), Insight (Wis), Perception (Wis), Profession (Wis), Stealth (Dex), and Streetwise (Int).

    Maneuvers and Stances: A ninja gains martial maneuvers and stances as a monk of the same class level. A ninja need not be centered to recover maneuvers, but she can only recover maneuvers in combat while unarmored and unencumbered.


    PsionXPH
    Class Skills: Academics (Int), Profession (Wis), and Psi Lore (Int).
    • Seer (Clairsentience): Insight (Wis) and Perception (Wis).
    • Shaper (Metacreativity): Deception (Cha) and Engineering (Int).
    • Kineticist (Psychokinesis): Arcane Lore (Int) and Intimidate (Cha).
    • Egoist (Psychometabolism): Acrobatics (Dex) and Heal (Wis).
    • Nomad (Psychoportation): Athletics (Str) and Handle Animal (Wis).
    • Telepath (Telepathy): Insight (Wis) and Persuasion (Cha).


    Psychic WarriorXPH
    This class is eliminated. Play a Fighter with the Psychic Warrior ACF.


    SamuraiCW
    This class is eliminated. Play a Fighter with the Samurai ACF.


    ScoutCAd
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Handle Animal (Wis), Insight (Wis), Linguistics (Int), Natural Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).


    Sha'irDMC
    Class Skills: Arcane Lore (Int), Deception (Cha), Insight (Wis), Linguistics (Int), Perception (Wis), and Persuasion (Cha).


    ShamanOA
    Class Skills: Arcane Lore (Int), Heal (Wis), Natural Lore (Int), Persuasion (Cha), Profession (Wis), and Theology (Int).

    Spirit Lore (Ex): A shaman gains a +2 bonus on skill checks involving spirits.

    Animal Companion: A shaman gains Animal Companion as a bonus feat.

    Unarmed Strike: As the monk ability of the same name; however, a shaman uses the Monk Unarmed Damage table for a monk of one size category smaller. The shaman's attack is still treated as the normal size for all purposes other than calculating base damage.

    Cleric/Druid Alternative Class Features
    Due to the shaman's nature, he has access to the following alternative class features normally available only to clerics and druids. The levels at which the alternative class feature may be gained is adjusted to match the level that the shaman gains the sacrificed ability. For example, a shaman would gain the Champion Cleric ACF at 3rd level rather than at 1st, because that is when a shaman gains turn/rebuke.
    • Champion Cleric [SRD]
    • Aquatic Druid [Storm]
    • Blasphemous Incantation [EoE]
    • Chastise Spirits [CD] (As the Spirit Shaman ability of the same name, replaces turn/rebuke)
    • Destroy Undead [EtCR]
    • Druidic Avenger [SRD]
    • Elemental Companion [CM]
    • Master of Spiders [DotU]
    • Phynxkin Companion [DrM]
    • Shifter Druid [RoE] (1st and 4th only, replacing animal companion and the bonus feat)
    • Spontaneous Domain Casting [PHB2]
    • Urban Companion [City]


    ShugenjaCD
    Class Skills: Academics (Int), Arcane Lore (Int), Heal (Wis), Natural Lore (Int), Persuasion (Cha), Profession (Wis), and Theology (Int).


    SoheiOA
    Class Skills: Acrobatics (Dex), Athletics (Str), Heal (Wis), Persuasion (Cha), Profession (Wis), and Theology (Int).


    SoulknifeXPH
    This class is eliminated. Play a Monk with the Soulknife ACF.


    SpellthiefCAd
    Class Skills: Academics (Int), Acrobatics (Dex), Arcane Lore (Int), Deception (Cha), Engineering (Int), Insight (Wis), Linguistics (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    Spirit ShamanCD
    Class Skills: Handle Animal (Wis), Heal (Wis), Insight (Wis), Natural Lore (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), and Theology (Int).


    SwashbucklerCW
    This class is eliminated. Play a Fighter with the Swashbuckler ACF.


    SwordsageToB
    Class Skills: Academics (Int), Acrobatics (Dex), Athletics (Str), Handle Animal (Wis), Heal (Wis), Insight (Wis), Intimidate (Cha), Natural Lore (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    Tiefling ParagonSRD
    Class Skills: Arcane Lore (Int), Deception (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    TotemistMoI
    Class Skills: Arcane Lore (Int), Handle Animal (Wis), Natural Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).


    TruenamerToM
    This class is eliminated.


    Urban DruidDMC
    Class Skills: Academics (Int), Deception (Cha), Engineering (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Natural Lore (Int), Perform (Cha), Profession (Wis), and Streetwise (Int).

    City Sense (Ex): An urban druid gains a +2 bonus on Streetwise skill checks.

    Favored City (Ex): This grants a bonus on Deception, Insight, Intimidate, and Persuasion skill checks.


    WarbladeToB
    Class Skills: Academics (Int), Acrobatics (Dex), Athletics (Str), Insight (Wis), Intimidate (Cha), Persuasion (Cha), Profession (Wis), and Streetwise (Int).


    WarmageCAr
    Class Skills: Academics (Int), Arcane Lore (Int), Intimidate (Cha), and Profession (Wis).


    WilderXPH
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), and Psi Lore (Int).

    Use Grod's fix:
    Quote Originally Posted by Grod_The_Giant View Post
    • Begins with 2 powers known, and learns one new power every level.
    • Psychic Enervation burns a number of power points equal to twice the original amount surged for.
    • Elude touch applies to all attacks, not just touch attacks.
    • Can replace Volatile mind (and subsequent improvements) with psionic bonus feats.


    Wu JenCAr
    Class Skills: Academics (Int), Arcane Lore (Int), Linguistics (Int), Natural Lore (Int), Profession (Wis), and Theology (Int).

    Approved Homebrew Base Classes
    Chameleon
    Spoiler: Chameleon Details
    Show
    Class Skills: Athletics, Deception, Insight, and Profession
    Arcane/Devotion Focus: You are limited to main list casters, i.e. Cleric, Druid, Sorcerer/Wizard.

    Approved Revised/Homebrew Prestige Classes
    Thief of Life
    Spoiler: Thief of Life Details
    Show
    Class Skills: Acrobatics, Arcane Lore, Athletics, Deception, Engineering, heal, Insight, Linguistics, Perception, Persuasion, Profession, Stealth, and Theology.
    Last edited by Rizban; 2018-07-04 at 03:27 PM.

  3. - Top - End - #3
    Titan in the Playground
     
    Rizban's Avatar

    Join Date
    Mar 2008
    Location
    Aldhaven
    Gender
    Male

    Default Re: Labyrinthine - OOC

    Approved Material Continued
    Feat Special Rulings
    Sudden Metamagic and Metashadow Feats
    Sudden Metamagic feats that are normally usable 1/day may be used 1/day for each Sudden Metamagic feat you possess. So, for example, if you have both Sudden Extend and Sudden Silent, you may use each one of them 2/day.
    The same applies to Metashadow feats, granting you 1 daily use of each Metashadow feat for each Metashadow feat you possess.

    Incarnum Related Feats
    Open Least/Lesser/Greater Chakra opens the chosen chakra and gives you the ability to bind to it. This bind does not count against the maximum number of bound chakras granted by class features.
    Shape Soulmeld grants the ability to shape and bind one soulmeld of your choice. You must have an open chakra in order to bind this souldmeld, but neither shaping nor binding this soulmeld counts against the maximum number of shaped soulmelds or bound chakras granted by class features.
    Bonus Essentia may be taken multiple times. It's effects stack.
    Incarnum-Fortified Body is as an [Incarnum] feat for all purposes. You gain 1 essentia when you take this feat; however, unlike other Incarnum feats, you may not invest essentia into it.

    Approved Feats
    All of the feats from my Revised 3.5 Project are approved.

    Revised Feats
    +2/+2 Skill Feats and Skill Focus- All have been replaced.
    Able Learner [RoD 150] - New Benefit: Gain +1 skill point/level, multiplied as normal at 1st level. Pick any one skill to always be a class skill.
    Two-Weapon Fighting - The TWF line of feats have been revised here.

    Approved Homebrew Feats

    New Feats

    Midnight Fundamentals [Incarnum, Shadow]
    Spoiler
    Show
    Prerequisites: Con 13, ability to cast fundamental mysteries.
    Benefit: Once per day, you can invest essentia into this feat to gain additional daily uses of fundamentals you know. You gain additional uses per day equal to the number of essentia invested in this feat.
    In addition, the save DC of any fundamental you cast is increased by +1 per point of essentia invested in this feat.
    Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia.

    Midnight Metashadow [Incarnum, Shadow]
    Spoiler
    Show
    Prerequisites: Con 13, ability to cast 1st-level mysteries, any metashadow feat.
    Benefit: Once per day, you can invest essentia into this feat and choose one or more metashadow feats that you know. Each affected metashadow feat gains additional uses per day based on the number of essentia assigned to that metashadow feat.
    You can apply this effect to as many metashadow feats as you can afford to invest with essentia. For example, you could invest 1 point of essentia in Enlarge Mystery and 2 points of essentia in Extend Mystery, as long as you had at least 3 points of essentia to invest, had an essentia capacity of 3 or greater, and knew both the Enlarge Mystery and Extend Mystery feats. In this example, you would gain 1 additional daily use of Enlarge Mystery and 2 additional daily uses of Extend Mystery.
    Once essentia is invested in a metashadow feat, it remains invested until the feat runs out of daily uses, at which point the essentia returns to your essentia pool.
    You gain 1 point of essentia.


    Approved Flaws & Traits
    Flaws
    Flaws from the following Dragon Magazines:
    • Dragon #324
    • Dragon #325
    • Dragon #326
    • Dragon #327
    • Dragon #328
    • Dragon #329
    • Dragon #333

    Traits
    Last edited by Rizban; 2018-06-19 at 09:32 AM.

  4. - Top - End - #4
    Titan in the Playground
     
    Rizban's Avatar

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    Default Re: Labyrinthine - OOC

    [Extra Reserved Space]
    Last edited by Rizban; 2018-06-18 at 11:58 PM.

  5. - Top - End - #5
    Titan in the Playground
     
    Rizban's Avatar

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    Default Re: Labyrinthine - OOC

    [Extra Reserved Space 2]

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    Titan in the Playground
     
    WindStruck's Avatar

    Join Date
    Jan 2012

    Default Re: Labyrinthine - OOC

    Additional rolls...
    Spoiler
    Show
    What is the significance of a skull sitting in the center of a room?
    academics: (1d20+3)[23]
    arcane lore: (1d20+2)[12]
    theology: (1d20+2)[5]

    Or... maybe it's just the perfect point of focus for an ambush! Or nothing at all...
    insight: (1d20+2)[18]

  7. - Top - End - #7
    Pixie in the Playground
     
    PaladinGuy

    Join Date
    Nov 2017

    Default Re: Labyrinthine - OOC

    I futzed up my perception roll, sorry.

    My perception check to hear the party.

    Perception:
    (1d20-3)[13]

  8. - Top - End - #8
    Ogre in the Playground
     
    PeacefulOak's Avatar

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    Jul 2013
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    Default Re: Labyrinthine - OOC

    (1d20-2)[13] Persuasion!

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