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| Aggrenox02-27-07, 07:36 PM | Hello, I'm working on a few classes for a D20 variant that me and my friends are working on. ITS FAR FROM DONE, and this isn't for everyone. But we are avid fans of D20 modern and we like the base classes there. So what we are doing is developing a class system for D20 Fantasy that is similar to D20Mod. Please tell me what you think. And remember in this system the normal base classes don't exist. Any and all critique is appriciated. The Martial Hero Ability: Strength Hit Die: 1d10 Class Skills: The Martial hero's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Skill Points at 1st Level: (2 + Int modifier)x4. Skill Points at Each Additional Level: 2 + Int modifier. Table: The Martial Hero Level BAB Fort Ref Will Class Features 1st +1 +2 +0 +0 Talent 2nd +2 +3 +0 +0 3rd +3 +3 +1 +1 Talent 4th +4 +4 +1 +1 Bonus feat 5th +5 +4 +1 +1 Talent 6th +6 +5 +2 +2 7th +7 +5 +2 +2 Talent 8th +8 +6 +2 +2 Bonus feat 9th +9 +6 +3 +3 Talent 10th +10 +7 +3 +3 11th +11 +7 +3 +3 Talent 12th +12 +8 +4 +4 Bonus feat 13th +13 +8 +4 +4 Talent 14th +14 +9 +4 +4 15th +15 +9 +5 +5 Talent 16th +16 +10 +5 +5 Bonus feat 17th +17 +10 +5 +5 Talent 18th +18 +11 +6 +6 19th +19 +11 +6 +6 Talent 20th +20 +12 +6 +6 Bonus feat Class Features The following are class features of the Martial hero. Weapon and Armor Proficiency A Martial hero is proficient with all simple and 1 martial weapons, and with all armor (heavy, medium, and light) and shields. This does not include Tower Shields. Talents The Martial hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. **************************************** ************************* Weapon Master Tree The Martial hero has an innate talent that increases weapon damage. Martial Prowess: The Martial hero receives a +1 bonus on weapon damage. Improved Martial Prowess: The Martial hero receives an additional +1 bonus on weapon damage (+2 total). Prerequisite: Martial Prowess. Greater Martial Prowess: The Martial hero receives an additional +1 bonus on weapon damage (+3 total). Prerequisites: Martial Prowess, Improved Martial Prowess. Advanced Greater Martial Prowess: The Martial hero receives an additional +1 bonus on weapon damage (+4 total). Prerequisites: Martial Prowess, Improved Martial Prowess, Greater Martial Prowess, Martial Hero Level 11 Master Martial Prowess: The Martial hero receives an additional +1 bonus on weapon damage (+5 total). Prerequisites: Martial Prowess, Improved Martial Prowess, Greater Martial Prowess, Advanced Greater Martial Prowess. **************************************** ************************* Combat Style Tree When selecting this tree, the Martial hero must choose the Sword and Shield, Two Weapon Combat, Two Handed, or Archery Style. This choice is permanent. Combat style: If the Martial Hero selects Sword and Shield, Your shield’s armor bonus is increased by 1 when you wield it. Also when performing a shield bash, you do not take any penalty’s to armor class. If the Martial Hero selects Two-Weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Two Handed Style, he is treated as having the Power Attack feat, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. Improved Combat style: Prerequisite: Combat Style talent If the Martial Hero selects Sword and Shield, Your shield’s armor bonus is increased by an additional +1 when you wield it. If the Martial Hero selects Two-Weapon combat, he is treated as having the Two Weapon Defence feat, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Two Handed Style, he is treated as having the Cleave, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Archery, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. Greater Combat style: Prerequisite: Combat Style talent, Improved Combat style talent If the Martial Hero selects Sword and Shield, Your shield’s armor bonus is increased by an additional +1 when you wield it. If the Martial Hero selects Two-Weapon combat, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Two Handed Style, His power attack feat adds an additional 1 point of damage per point of base attack subtracted with Power Attack. If the Martial Hero selects Archery, he can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -4 penalty. You must use the full attack action to use this ability. Advanced Greater Combat style: Prerequisite: Combat Style talent, Improved Combat style talent, Greater Combat Style, Martial Hero Level 11 If the Martial Hero selects Sword and Shield, Your shield’s armor bonus is doubled when you wield it (before adding any bonus from Combat Style talents. If the Martial Hero selects Two-Weapon combat, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Two Handed Style, His power attack feat adds an additional 1 point of damage per point of base attack subtracted with Power Attack. If the Martial Hero selects Archery, he is treated as having the Greater Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. Master Combat style: Prerequisite: Combat Style talent, Improved Combat style talent, Greater Combat Style, Advanced Greater Combat style. If the Martial Hero selects Sword and Shield, Your shield’s armor bonus is doubled when you wield it (before adding any bonus from Combat Style talents. If the Martial Hero selects Two-Weapon combat, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Two Handed Style, he is treated as having the Supreme Cleave feat (adapted from master samurai), even if he does not have the normal prerequisites for that feat. If the Martial Hero selects Archery, Once per day, the Martial Hero can make a single attack at his highest attack bonus. This attack is treated as a line effect with a range equal to the range on the bow that the Martial adept is using and there is no saving throw. Each target in the line is attacked using the same attack result as the original attack. **************************************** ************************* Combat Diversity Tree When selecting to use a talent in tree, you gain a one of the feats listed below. You must still qualify for this feat. Blind-Fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Shield Bash, Improved Unarmed Strike, Deflect Arrows, Improved Grapple, Snatch Arrows, Stunning Fist, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot On The Run, Improved Precise Shot, Power Attack, Cleave , Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization **************************************** ************************* Unnescapable Foe Tree The Martial Hero can be a very hard foe to escape from. In order to take any of the Talents in this tree, the Martial hero must have at least one talent from one of the other trees. Taunting Blow The Martial Hero can as a standard action, make an attack on a single foe at his highest attack value. If the attack hits, the target may not make any movement other than a 5' step Next round. The Target may make a will save to avoid this effect. The DC is equal 10+ Half the Martial Hero's level + Charisma modifier. Taunting Charge The Martial Hero can use the Taunting Blow Talent as part of a charge. Prerequisite: Taunting Blow Improved Taunting Blow The Martial Hero can make a free intimidate check to demoralize foes if he hits with his Taunting Blow Talent. Prerequisite: Taunting Blow, Taunting Charge Relentless Advance Once per round, if an enemy that is threatened by the Martial Hero moves, the Martial Hero may make a 5' step. This does not provoke attacks of opportunity. Prerequisite: Taunting Blow, Taunting Charge, Improved Taunting Blow, Martial Hero Level 11. Master Taunting Blow You may use the Taunting Blow Talent as part of a full attack action.Prerequisite: Taunting Blow, Taunting Charge, Improved Taunting Blow, Relentless Advance. COMPLETE DRAFT: NEEDS TESTING/REVIEW/CRITIQUE |
| Aggrenox02-27-07, 08:27 PM | The Unbreakable Hero Ability: Constitution Hit Die: 1d12 Class Skills The Unbreakable hero's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Unbreakable Hero Level BAB Fort Ref Will Class Features 1st +1 +2 +0 +0 Talent 2nd +2 +3 +0 +0 3rd +3 +3 +1 +1 Talent 4th +4 +4 +1 +1 Bonus feat 5th +5 +4 +1 +1 Talent 6th +6 +5 +2 +2 7th +7 +5 +2 +2 Talent 8th +8 +6 +2 +2 Bonus feat 9th +9 +6 +3 +3 Talent 10th +10 +7 +3 +3 11th +11 +7 +3 +3 Talent 12th +12 +8 +4 +4 Bonus feat 13th +13 +8 +4 +4 Talent 14th +14 +9 +4 +4 15th +15 +9 +5 +5 Talent 16th +16 +10 +5 +5 Bonus feat 17th +17 +10 +5 +5 Talent 18th +18 +11 +6 +6 19th +19 +11 +6 +6 Talent 20th +20 +12 +6 +6 Bonus feat Class Features All of the following are class features of the Unbreakable hero. Weapon and Armor Proficiency Unbreakable hero is proficient with a single martial weapon and all simple weapons, and with light armor. Talents The Unbreakable hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. **************************************** ************************* Berserker Tree Some Unbreakable Heroes are mighty forces of destruction in their own right. You can use this talent once per day. This talent may be taken multiple times. Each time you take this talent you gain an additional use of it per day. Rage A Unbreakable Hero can fly into a rage a certain number of times per day. In a rage, a Unbreakable Hero temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Unbreakable Hero’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Unbreakable Hero cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Unbreakable Hero may prematurely end his rage. At the end of the rage, the Unbreakable Hero loses 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. A Unbreakable Hero can fly into a rage only once per encounter. Rage can only be used in light or medium armor. Greater Rage The Unbreakable hero’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. Prerequisites: Rage 3/day, Unbreakable Hero Level 11. **************************************** ************************* Diehard Talent Tree The Unbreakable hero is particularly resilient thanks to the following talents. Remain Conscious: The Unbreakable hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Unbreakable hero's hit points reach -1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches -10 hit points (and dies) or the hero's hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage. Robust: The Unbreakable hero becomes especially robust, gaining a number of hit points equal to his or her Unbreakable level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Unbreakable he or she gains. Second Wind: Once per day the Unbreakable hero can call forth a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Unbreakable hero's hit points beyond the character's full normal total. Stamina: The Unbreakable hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious. DIEHARD TALENT 5 **************************************** ************************* Damage Reduction Talent Tree The Unbreakable hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms. Before the Unbreakable hero can select a talent from this tree the hero must have previously selected at least one talent from the Diehard Talent Tree. Damage Reduction 1/-: The Unbreakable hero ignores 1 point of damage from melee and ranged weapons. Damage Reduction 2/-: The Unbreakable hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/- total). Prerequisites: Damage reduction 1/-. Damage Reduction 3/-: The Unbreakable hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/- total). Prerequisites: Damage reduction 1/-, damage reduction 2/-. Damage Reduction 4/-: The Unbreakable hero ignores an additional 1 point of damage from melee and ranged weapons (DR 4/- total). Prerequisites: Damage reduction 1/-, damage reduction 2/-, Damage Reduction 3/-, Unbreakable Hero level 11. Damage Reduction 5/-: The Unbreakable hero ignores an additional 1 point of damage from melee and ranged weapons (DR 5/- total). Prerequisites: Damage reduction 1/-, damage reduction 2/-, Damage Reduction 3/-, Damage Reduction 4/-. **************************************** ************************* Resitance Tree The Unbreakable Hero is very resistant spells and energy damage. Acid Resistance: The Unbreakable hero ignores an amount of acid damage equal to his or her Constitution modifier. He recieves a +1 bonus to saving throws. Cold Resistance: The Unbreakable hero ignores an amount of cold damage equal to his or her Constitution modifier. He recieves a +1 bonus to saving throws. Electricity Resistance: The Unbreakable hero ignores an amount of electricity damage equal to his or her Constitution modifier. He recieves a +1 bonus to saving throws. Fire Resistance: The Unbreakable hero ignores an amount of fire damage equal to his or her Constitution modifier. He recieves a +1 bonus to saving throws. Sonic The Unbreakable hero ignores an amount of sonic damage equal to his or her Constitution modifier. He recieves a +1 bonus to saving throws. COMPLETE DRAFT: NEEDS TESTING/REVIEW/CRITIQUE |
| Aggrenox02-27-07, 08:27 PM | The Venturous Hero Ability: Dexterity Hit Die: 1d6 Class Skills: The Venturous hero's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier. Level BAB Fort Ref Will Class Features 1st +0 +0 +2 +0 Talent 2nd +1 +0 +3 +0 3rd +2 +1 +3 +1 Talent 4th +3 +1 +4 +1 Bonus feat 5th +3 +1 +4 +1 Talent 6th +4 +2 +5 +2 7th +5 +2 +5 +2 Talent 8th +6 +2 +6 +2 Bonus feat 9th +6 +3 +6 +3 Talent 10th +7 +3 +7 +3 11th +8 +3 +7 +3 Talent 12th +9 +4 +8 +4 Bonus feat 13th +9 +4 +8 +4 Talent 14th +10 +4 +9 +4 15th +11 +5 +9 +5 Talent 16th +12 +5 +10 +5 Bonus feat 17th +12 +5 +10 +5 Talent 18th +13 +6 +11 +6 19th +14 +6 +11 +6 Talent 20th +15 +6 +12 +6 Bonus feat Class Features All of the following are class features of the Venturous hero. Weapon and Armor Proficiency Venturous heroes are proficient with all simple weapons, the rapier, sap, shortbow, and short sword. Venturous heroes are proficient with light armor, but not with shields. Talents The Venturous hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. **************************************** ************************* Defensive Talent Tree The Venturous hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Evasion: If the Venturous hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Venturous hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. Uncanny Dodge: The Venturous hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.) Prerequisite: Evasion. Improved Uncanny Dodge: The Venturous hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker. Prerequisites: Evasion, uncanny dodge 1. Improved Evaision The Venturous hero’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Venturous hero does not gain the benefit of improved evasion.Prerequisites: Evasion, uncanny dodge, Improved Uncanny Dodge, Venturous Hero level 11 . Defensive Talent 5 Prerequisites: Evasion, uncanny dodge, Improved Uncanny Dodge, Improved Evasion. **************************************** ************************* Increased Speed Talent Tree The Venturous hero can increase his or her natural base speed. Increased Speed: The Venturous hero's base speed increases by 5 feet. Improved Increased Speed: The Venturous hero's base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). Prerequisite: Increased speed. Greater Increased Speed: The Venturous hero's base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). Prerequisites: Increased speed, improved increased speed. Advanced Greater Increased Speed: The Venturous hero's base speed increases by 5 feet. This talent stacks with increased speed, improved increased speed and Greater Increased Speed (20 feet total). Prerequisites: Increased speed, improved increased speed, Greater Increased Speed, Venturous hero level 11. Master Increased Speed: The Venturous hero's base speed increases by 5 feet. This talent stacks with increased speed, improved increased speed, Greater Increased Speed and Advanced Greater Increased Speed (25 feet total). Prerequisites: Increased speed, improved increased speed, Greater Increased Speed, Advanced Greater Increased Speed. **************************************** ************************* Athletics Tree The Venturous Hero can be a great Athlete. Atheletics You get a +2 Competence bonus to Jump, Climb, Balance, Tumble, Escape Artist, Ride and Swim Checks. Improved Athletics Your Competence Bonus from Athletics Increases to +4. Prerequisite: Athletics. Greater Athletics Your Competence Bonus from Athletics Increases to +6. Prerequisite: Athletics, Improved Athletics. Advanced Greater Athletics Your Competence Bonus from Athletics Increases to +8. Prerequisite: Athletics, Improved Athletics, Greater Athletics, Venturous Hero level 11. Master Athletics Your Competence Bonus from Athletics Increases to +10. Prerequisite: Athletics, Improved Athletics, Greater Athletics, Advanced Greater Athletics. **************************************** ************************* ASSASINATION If a Venturous Hero can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Venturous Hero’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Venturous Hero flanks her target. Should the Venturous Hero score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Venturous Hero can sneak attack only living creatures with discernible anatomies—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. The Venturous Hero must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Venturous Hero cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Sneak Attack Your Sneak Attacks do +1d6 Damage. Improved Sneak Attack Your Sneak Attacks do an additional +1d6 (2d6 total) Damage. Prerequisite: Sneak Attack. Greater Sneak Attack Your Sneak Attacks do an additional +1d6 (3d6 total)Damage. Prerequisite: Sneak Attack, Improved Sneak Attack. Advanced Greater Sneak Attack Your Sneak Attacks do an additional +3d6 Damage (6d6 total). Prerequisite: Sneak Attack, Improved Sneak Attack, Greater Sneak Attack, Venturous Hero Level 11. Master Sneak Attack Your Sneak Attacks do an additional +1d6 Damage (7d6 total). Prerequisite: Sneak Attack, Improved Sneak Attack, Greater Sneak Attack, Advanced Greater Sneak Attack. COMPLETE DRAFT: NEEDS TESTING/REVIEW/CRITIQUE |
| Aggrenox02-27-07, 08:36 PM | The Arcane Hero Ability: Intellegence/Charisma Hit Die: 1d4 Class Skills: The Devoted hero's class skills (and the key ability for each skill) are: Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Arcane Hero Level BAB Fort Ref Will Class Features 1st +0 +0 +0 +2 Talent 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 5th +2 +1 +1 +4 Talent 6th +3 +2 +2 +5 7th +3 +2 +2 +5 8th +4 +2 +2 +6 9th +4 +3 +3 +6 10th +5 +3 +3 +7 Talent 11th +5 +3 +3 +7 12th +6 +4 +4 +8 13th +6 +4 +4 +8 14th +7 +4 +4 +9 15th +7 +5 +5 +9 Talent 16th +8 +5 +5 +10 17th +8 +5 +5 +10 18th +9 +6 +6 +11 19th +9 +6 +6 +11 20th +10 +6 +6 +12 Talent Class Features The following are class features of the Arcane hero. Talents The Arcane hero selects talents from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. At first level the Arcane hero must select a talent from the Spellcasting Tree. Afterwards, he may never select another talent from that tree. No talent can be selected more than once unless expressly indicated. A Spellcasting Tree When selecting this tree the Arcane hero uses the following information for spellcasting. Arcane Study An Arcane Hero casts arcane spells which are drawn from the sorcerer/ wizard spell list. An Arcane Hero must choose and prepare his/her spells ahead of time (see below). To learn, prepare, or cast a spell, An Arcane Hero must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against An Arcane Hero’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, An Arcane Hero can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if he/she has a high Intelligence score. An Arcane Hero may know any number of spells. He/She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, An Arcane Hero decides which spells to prepare. Level Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 1 — — — — — — — — 2nd 4 2 — — — — — — — — 3rd 4 2 1 — — — — — — — 4th 4 3 2 — — — — — — — 5th 4 3 2 1 — — — — — — 6th 4 3 3 2 — — — — — — 7th 4 4 3 2 1 — — — — — 8th 4 4 3 3 2 — — — — — 9th 4 4 4 3 2 1 — — — — 10th 4 4 4 3 3 2 — — — — 11th 4 4 4 4 3 2 1 — — — 12th 4 4 4 4 3 3 2 — — — 13th 4 4 4 4 4 3 2 1 — — 14th 4 4 4 4 4 3 3 2 — — 15th 4 4 4 4 4 4 3 2 1 — 16th 4 4 4 4 4 4 3 3 2 — 17th 4 4 4 4 4 4 4 3 2 1 18th 4 4 4 4 4 4 4 3 3 2 19th 4 4 4 4 4 4 4 4 3 3 20th 4 4 4 4 4 4 4 4 4 4 Arcane Knack An Arcane Hero casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, An Arcane Hero must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the Arcane Hero’s Charisma modifier. Like other spellcasters, An Arcane Hero can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table below. In addition, he receives bonus spells per day if he has a high Charisma score. An Arcane Hero’s selection of spells is extremely limited. An Arcane Hero begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Arcane Hero level, he gains one or more new spells, as indicated on the bleow (Spells Known). (Unlike spells per day, the number of spells An Arcane Hero knows is not affected by his Charisma score.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Arcane Hero has gained some understanding of by study. An Arcane Hero can’t use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered level after that (6th, 8th, and so on), An Arcane Hero can choose to learn a new spell in place of one he already knows. In effect, the Arcane Hero "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the Arcane Hero can cast. An Arcane Hero may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike the preperation tree, an Arcane Hero need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 5 3 — — — — — — — — 2nd 6 4 — — — — — — — — 3rd 6 5 — — — — — — — — 4th 6 6 3 — — — — — — — 5th 6 6 4 — — — — — — — 6th 6 6 5 3 — — — — — — 7th 6 6 6 4 — — — — — — 8th 6 6 6 5 3 — — — — — 9th 6 6 6 6 4 — — — — — 10th 6 6 6 6 5 3 — — — — 11th 6 6 6 6 6 4 — — — — 12th 6 6 6 6 6 5 3 — — — 13th 6 6 6 6 6 6 4 — — — 14th 6 6 6 6 6 6 5 3 — — 15th 6 6 6 6 6 6 6 4 — — 16th 6 6 6 6 6 6 6 5 3 — 17th 6 6 6 6 6 6 6 6 4 — 18th 6 6 6 6 6 6 6 6 5 3 19th 6 6 6 6 6 6 6 6 6 4 20th 6 6 6 6 6 6 6 6 6 6 Level Spells Known 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 — — — — — — — — 2nd 5 2 — — — — — — — — 3rd 5 3 — — — — — — — — 4th 6 3 1 — — — — — — — 5th 6 4 2 — — — — — — — 6th 7 4 2 1 — — — — — — 7th 7 5 3 2 — — — — — — 8th 8 5 3 2 1 — — — — — 9th 8 5 4 3 2 — — — — — 10th 9 5 4 3 2 1 — — — — 11th 9 5 5 4 3 2 — — — — 12th 9 5 5 4 3 2 1 — — — 13th 9 5 5 4 4 3 2 — — — 14th 9 5 5 4 4 3 2 1 — — 15th 9 5 5 4 4 4 3 2 — — 16th 9 5 5 4 4 4 3 2 1 — 17th 9 5 5 4 4 4 3 3 2 — 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 Incantation Tree (I don't think the warlock class in open source. So far EVERYTHING reproduced here has come from the SRD) **************************************** ************************* Metamagic Tree When spending a talent in this tree, you gain the use of a metamagic feat that you qualify for. **************************************** ************************* Item Creation Tree When spending a talent in this tree, you gain the use of a Item creation feat that you qualify for. **************************************** ************************* Specialist Arcana Tree When an Arcane Hero specializes in a school of magic, they become more powerful spells. Favored School Choose a school, spells cast from that school gain +2 to thier save DC's. Improved Favored School Your choosen school from Favored school gains an additional +1 (3 total) to save DC's. Prerequisites: Favored School. Greater Favored School Your choosen school from Favored school gains an additional +1 (3 total) to save DC's. Prerequisites: Favored School,Improved Favored School. Master Favored School Your choosen school from Favored school gains an additional +2 (5 total) to save DC's. Prerequisites: Favored School,Improved Favored School, Greater Favored School . **************************************** ************************* Arcane Might Tree Your spells are stonger than normal. Arcane Might (INSERT WARMAGES STUFF HERE) COMPLETE DRAFT: NEEDS TESTING/REVIEW/CRITIQUE |
| Aggrenox02-27-07, 08:37 PM | The Devoted Hero Ability: Wisdom Hit Die: 1d6 Class Skills: The Devoted hero's class skills (and the key ability for each skill) are: Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Devoted Hero Level BAB Fort Ref Will Class Features 1st +0 +2 +0 +2 Talent 2nd +1 +3 +0 +3 3rd +2 +3 +1 +3 4th +3 +4 +1 +4 5th +3 +4 +1 +4 6th +4 +5 +2 +5 7th +5 +5 +2 +5 8th +6 +6 +2 +6 9th +6 +6 +3 +6 10th +7 +7 +3 +7 11th +8 +7 +3 +7 12th +9 +8 +4 +8 13th +9 +8 +4 +8 14th +10 +9 +4 +9 15th +11 +9 +5 +9 16th +12 +10 +5 +10 17th +12 +10 +5 +10 18th +13 +11 +6 +11 19th +14 +11 +6 +11 20th +15 +12 +6 +12 Class Features The following are class features of the Devoted hero. Talents The Devoted hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Divine Devotion Tree This talent must be selected at the first level of Devoted Hero, or it may never be selected. After taking this Talent, the Devoted hero does not gain any more talent points. Spellcasting A Devoted Hero casts divine spells, which are drawn from the Cleric spell list. A Devoted Hero must choose and prepare his spells in advance (see below). To prepare or cast a spell, a Devoted Hero must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Devoted Hero’s spell is 10 + the spell level + the Devoted Hero’s Wisdom modifier. Like other spellcasters, a Devoted Hero can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. A Devoted Hero also gets one domain spell of each spell level he can cast, starting at 1st level. Devoted Heros meditate or pray for their spells. Each Devoted Hero must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Devoted Hero can prepare spells. A Devoted Hero may prepare and cast any spell on the Cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain Spells A Devoted Hero’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Devoted Hero chooses two domains from among those belonging to his deity. A Devoted Hero can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a Devoted Hero is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the Devoted Hero access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Devoted Hero gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a Devoted Hero prepares one or the other each day in his domain spell slot. If a domain spell is not on the Devoted Hero spell list, a Devoted Hero can prepare it only in his domain spell slot. Level Spells per Day1 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 1+1 — — — — — — — — 2nd 4 2+1 — — — — — — — — 3rd 4 2+1 1+1 — — — — — — — 4th 5 3+1 2+1 — — — — — — — 5th 5 3+1 2+1 1+1 — — — — — — 6th 5 3+1 3+1 2+1 — — — — — — 7th 6 4+1 3+1 2+1 1+1 — — — — — 8th 6 4+1 3+1 3+1 2+1 — — — — — 9th 6 4+1 4+1 3+1 2+1 1+1 — — — — 10th 6 4+1 4+1 3+1 3+1 2+1 — — — — 11th 6 5+1 4+1 4+1 3+1 2+1 1+1 — — — 12th 6 5+1 4+1 4+1 3+1 3+1 2+1 — — — 13th 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — — 14th 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — — 15th 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — 16th 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — 17th 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 18th 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 19th 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 20th 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 Any Devoted Hero also has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A Devoted Hero may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Devoted Hero with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. **************************************** ************************* Nature Devotion Tree This talent must be selected at the first level of Devoted Hero, or it may never be selected. After taking this Talent, the Devoted hero gains a talent point at ever other level and may only select talents from this tree. Spellcasting A Devoted Hero casts divine spells, which are drawn from the Druid spell list. A Devoted Hero must choose and prepare her spells in advance (see below). To prepare or cast a spell, the Devoted Hero must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Devoted Hero’s spell is 10 + the spell level + the Devoted Hero’s Wisdom modifier. Like other spellcasters, a Devoted Hero can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A Devoted Hero prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Devoted Hero may prepare and cast any spell on the Devoted Hero spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Casting A Devoted Hero can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Level Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 1 — — — — — — — — 2nd 4 2 — — — — — — — — 3rd 4 2 1 — — — — — — — 4th 5 3 2 — — — — — — — 5th 5 3 2 1 — — — — — — 6th 5 3 3 2 — — — — — — 7th 6 4 3 2 1 — — — — — 8th 6 4 3 3 2 — — — — — 9th 6 4 4 3 2 1 — — — — 10th 6 4 4 3 3 2 — — — — 11th 6 5 4 4 3 2 1 — — — 12th 6 5 4 4 3 3 2 — — — 13th 6 5 5 4 4 3 2 1 — — 14th 6 5 5 4 4 3 3 2 — — 15th 6 5 5 5 4 4 3 2 1 — 16th 6 5 5 5 4 4 3 3 2 — 17th 6 5 5 5 5 4 4 3 2 1 18th 6 5 5 5 5 4 4 3 3 2 19th 6 5 5 5 5 5 4 4 3 3 20th 6 5 5 5 5 5 4 4 4 4 Animal Companion A Devoted Hero may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Devoted Hero on her adventures as appropriate for its kind. A 1st-level Devoted Hero’s companion is completely typical for its kind except as noted below. As a Devoted Hero advances in level, the animal’s power increases as shown on the table. If a Devoted Hero releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Wild Shape The Devoted Hero gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Devoted Hero level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the Devoted Hero melds into the new form and becomes nonfunctional. When the Devoted Hero reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Devoted Hero's feet. The form chosen must be that of an animal the Devoted Hero is familiar with. A Devoted Hero loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) This ability can be taken more than once. Each time you take it you can use wild shape one more time per day. Large Wild Shape You can now wild shape into Large creatures. Prerequisites: Wild Shape, 2 other Nature Devotion talents. tiny Wild Shape You can now wild shape into tiny creatures. Prerequisites: Wild Shape, 2 other Nature Devotion talents. Plant Wild Shape You can now wild shape into plant creatures. Prerequisites: Wild Shape, 2 other Nature Devotion talents. Elemental Wild Shape The Devoted Hero becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Devoted Hero gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. Prerequisites: Wild Shape, 5 other Nature Devotion talents. Nature Prowess When selecting to use a talent on this ability, select one of the following benifits. The effects are permenent. Nature Sense A Devoted Hero gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy A Devoted Hero can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Devoted Hero rolls 1d20 and adds her Devoted Hero level and her 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, the Devoted Hero 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. A Devoted Hero 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. Woodland Stride A Devoted Hero may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Trackless Step A Devoted Hero leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature’s Lure A Devoted Hero gains a +4 bonus on saving throws against the spell-like abilities of fey. **************************************** ************************* Crusader Tree BLah blah paladin Level Spells per Day 1st 2nd 3rd 4th 1st — — — — 2nd — — — — 3rd — — — — 4th 0 — — — 5th 0 — — — 6th 1 — — — 7th 1 — — — 8th 1 0 — — 9th 1 0 — — 10th 1 1 — — 11th 1 1 0 — 12th 1 1 1 — 13th 1 1 1 — 14th 2 1 1 0 15th 2 1 1 1 16th 2 2 1 1 17th 2 2 2 1 18th 3 2 2 1 19th 3 3 3 2 20th 3 3 3 3 **************************************** ************************* Divine Choosen Tree Work in Progress |
| Aggrenox02-27-07, 08:38 PM | The Skilled Hero Ability: Intelligence Hit Die: 1d6 Class Skills: The Skilled hero's class skills (and the key ability for each skill) are: Skill Points at 1st Level: (8 + Int modifier) x4. Skill Points at Each Additional Level: 8 + Int modifier. Table: The Skilled Hero Level BAB Fort Ref Will Class Features 1st +0 +0 +0 +2 Talent 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 Talent 4th +2 +1 +1 +4 Bonus feat 5th +2 +1 +1 +4 Talent 6th +3 +2 +2 +5 7th +3 +2 +2 +5 Talent 8th +4 +2 +2 +6 Bonus feat 9th +4 +3 +3 +6 Talent 10th +5 +3 +3 +7 11th +5 +3 +3 +7 Talent 12th +6/+1 +4 +4 +8 Bonus feat 13th +6/+1 +4 +4 +8 Talent 14th +7/+2 +4 +4 +9 15th +7/+2 +5 +5 +9 Talent 16th +8/+3 +5 +5 +10 Bonus feat 17th +8/+3 +5 +5 +10 Talent 18th +9/+4 +6 +6 +11 19th +9/+4 +6 +6 +11 Talent 20th +10/+5 +6 +6 +12 Bonus feat Class Features All of the following are class features of the Skilled hero. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Skilled hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. TREE 1 **************************************** ************************* TREE 2 **************************************** ************************* TREE 3 **************************************** ************************* TREE 4 Work in Progress |
| Aggrenox02-28-07, 01:25 PM | Reserved for CHA CHAR |
| Aggrenox02-28-07, 03:49 PM | Whew thats alot of writing. |
| Izodor_Shadowcaster02-28-07, 03:59 PM | 1. I like it when I see people re-doing systems. I tried once or twice (didn't work out) and it was fun and usefull on some points. 2. Personally I think Rage shouldn't be with the Constitution class, but more with the Wisdom or Strength class, because going berserk is more of sanity (Wisdom) thing flavourwise than constitution. Although I totally understand your reasons for making it constitution. 3. I like your Dexterity Class, but I trhink it should have more abilities different abilities, maybe a Sneak Attack? 4. I like the idea of having a intelligence based class in dnd next to an Arcane class. 5. I like it thus far. |
| kadeity02-28-07, 04:00 PM | lol. well i know your not done yet, but ill go ahead and make some things plain. first, d20modern is on a very different balance level than dnd. it caps at about 5th level spells and spell like abilities... and stretches them over 20 levels. next, you need to make sure these classes can qualify for prestige classes. Seriously. If one of your Classes doesn't get Sneak attack... or skirmish ect...then they wont be played. i dont have a clue where a wildshape tree would go... I also suggest ELDRITCH BLAST for your mage one... as well as a talent that lets you cast in light armor. and as for making SPELLS into FEATS or TALENTS... good effing luck man. After that um... well i like the IDEA. i really do. but i think your gonna do alot of work, and find that this just doesnt integrate with dnd very well. However, i really hope thats not what you find. |
| kadeity02-28-07, 04:02 PM | use the generic classes in Unearthed Arcana as a little aide for your feats. Ignore the actual classes though, they are horribly unbalanced. |
| Aggrenox02-28-07, 04:02 PM | I plan on it, I'm stuck there at this point, I'm trying to figure out what the 4th tree should be.:waits: |
| Aggrenox02-28-07, 04:06 PM | lol. first, d20modern is on a very different balance level than dnd. it caps at about 5th level spells and spell like abilities... and stretches them over 20 levels. Agreed. next, you need to make sure these classes can qualify for prestige classes. Seriously. If one of your Classes doesn't get Sneak attack... or skirmish ect...then they wont be played. Planned on it. I think that sneak attack will go into the Venturous Assaination Tree. i dont have a clue where a wildshape tree would go... I also suggest ELDRITCH BLAST for your mage one... as well as a talent that lets you cast in light armor. and as for making SPELLS into FEATS or TALENTS... good effing luck man. I planned on the Talents effecting spell casting. Like the Spontaineous casting tree giving more spells per day, less known. All that. |
| Adrian_Barraczi02-28-07, 04:10 PM | Hmmmm..... very interesting.... I find it that you are a bit of a Diabloll fan eh?.... I think it's a nice idea to try out, but maybe you should try working your classes differently from each one, no offense made but variation is a very good thing and it keeps the artist inspired and open-minded. (just feel that i need to say it: I don't that WOTC hit a good spot with the soul-melds & chakra binds, I fell asleep when I was reading them) But anyway I think your project is a good idea;) |
| Aggrenox02-28-07, 04:14 PM | Hmmmm..... very interesting.... I find it that you are a bit of a Diabloll fan eh?.... No, d20 modern. :w00t: |
| Devlonir02-28-07, 04:22 PM | Why do the Arcane and Devoted Hero have a talent and bonus feat switching each other each level and the other classes dont? What i like most about d20 modern is that you get something every level (either a talent or a bonus feat) the classes you worked out already have a lot of empty levels.. what is your reason for this? |
| Adrian_Barraczi02-28-07, 04:26 PM | No, d20 modern. :w00t: Arhhh... I haven't played DnD modern because I have this thing: I play DnD for fantasy & WH40K for science fiction |
| Aggrenox02-28-07, 04:33 PM | Why do the Arcane and Devoted Hero have a talent and bonus feat switching each other each level and the other classes dont? What i like most about d20 modern is that you get something every level (either a talent or a bonus feat) the classes you worked out already have a lot of empty levels.. what is your reason for this? I was editing. Didn't get to them yet. I was thinking that a bonus feat every other level for EVERY class might be too much. |
| Aggrenox02-28-07, 05:16 PM | Updated a bunch. |
| Aggrenox02-28-07, 06:54 PM | Finished the 4th class. |
| Aggrenox02-28-07, 08:04 PM | Stalling due to brain draining.... |
| notmesmee02-28-07, 11:15 PM | My main thing is that compairing them to a fighter, they end up with 5 more "feats" over all and they only lose all but one martial weapon pro, and tower shields. and the abilitys are better and easyer to get to than a fighter/ranger/barbarian of the same level |
| Devlonir03-01-07, 02:37 AM | I was thinking that a bonus feat every other level for EVERY class might be too much. A bonus feat every other level is what a fighter gets... do you want to say that a fighter is overpowered? And the Talents.. man if a fighter had that, it would be a perfect fix for the entire class! Choose a combat style (kinda like the ranger) and use your other feats for other neat stuff. About the Arcane.. no more bonus feats while you have two talent trees that do what the wizard's bonus feats do? That is kind of underpowered i think. I'd say, give them the 4 bonus feats a wizard gets and think of some nice new talent trees. For example one that gives you elemental specialization. That can be kinda like the school specialization, with the DC's going up.. That works good because your classes can cast 5th level spells max, but saves do go up higher and higher. The extra DC makes it possible for low level spells to still hurt a bit at high levels. Also, consider giving them a sort of elemental mage tree. Where each step gives each elemental specialization an extra power. The elements i'd use would be the 4 basics (earth, fire, wind and water... noooo not heart too. I hate captain planet). At the first level of that tree, make them choose the opposite element (earth <--> air, fire <--> water) and ban them from using that but also give them the possibility to substitute any elemental spell to their chosen elemental. Later on, give earth the ability to let the do extra damage over the next rounds, give fire the ability to burn opponents after being hit, give water the ability freeze them (first slow, later on actually holding them for a short period after being hit by a cold spell and failing a fort save) and give air the ability to blow people away. Although i might change air a bit, because you just loose a few acid spells and are able substitute everything with sonic. That is very overpowered. I would give them powers like fly (eventually at will) and maybe even empower their spells if they are able to be at least 30 feet up in the air or something. This is just brainstorming, but I always liked the idea of elemental mages and i think it sucks in DnD it is only capable of happening when you take a strange PrC with often horrible prereqs.. both ingame and rp.. just my two copper. |
| Aggrenox03-01-07, 01:17 PM | A bonus feat every other level is what a fighter gets... do you want to say that a fighter is overpowered? And the Talents.. man if a fighter had that, it would be a perfect fix for the entire class! Choose a combat style (kinda like the ranger) and use your other feats for other neat stuff. About the Arcane.. no more bonus feats while you have two talent trees that do what the wizard's bonus feats do? That is I think I'm going to do a huge spell point system. Thus the Arcane system will change drasticly |
| Nivek Loneshadow03-01-07, 05:40 PM | I had thought of doing this same project several hundred times but I never liked the way my work was turning out. I kept running into problems. For example, compare a second level rogue to a second level venturous hero. Clearly rogues get more skills and specials. My favorite thing about the Fast Hero is the great defense bonus. Maybe your class could still have that. I know the Unfettered (A fighter / Rogue from AE) still has a real good DB. As a balance they can only were light armor. |