| Post/Author/DateTime | Post |
|---|---|
| Titan W05-23-05, 09:40 PM | A bit of notes - my compaign setting works in cusps for classes, you must take 5 levels in cusp 1 (NPC classes) to advance to cusp 2 (PC classes), then another 5 levels in thsoe to take a cusp 3 class if you wish (Or you could continue with your cusp 2 class to 20th level, or your cusp 1 for w/e reason) you gain increased XP as a cusp 1 character than a cusp 2 for your first 5 levels of a cusp 1 class (NPC Classes) (2x to be exact) then upon reching cusp 2 (PC Classes) you gain 2x the standarad experience for the first 5 levels of a cusp 2 class, then you advance to cusp 3 and normal XP. I have revised certain classes to better fit my campaign setting: ((No metamagic feats exist before epic level)) Wizard: No familiar, Bouns feats are fighter bonus feats. Spells per day are +1 per level, they may be used for any level spells, that the wizard knows, learns two spells of appropriate level as limited by spells per day table in the wizard calss description. **Revised spell list** Cleric: Does not need holy symbol. Spells per day are +1 per level, they may be used for any level spells, that the wizard knows, learns two spells of appropriate level as limited by spells per day table in the wizard calss description. **Revised spell list** Caster Adept (Cusp 1) BAB: Full Fort: Poor Ref: Poor Will: Good Skills: Craft (Int), Concentration (Con), Knowledge (Arcana), Knowledge (Religon), Knowledge (History), Spellcraft (Int). Skill Points/Level: 4+Int Mod (x4 @ 1st level) Hit Die: 1D4 Starting Gold: 2D6x10 LEADS TO: Wizard/Cleric Level Special 1 Divine OR Arcane 2 2 Level 0 Spells known 3 1 Level 1 Spell known +1 spell/day 4 2 level 1 spells known 5 1 level 2 spell known 6 2 level 2 spells known 7 1 level 3 spell known +1 spell/day 8 2 level 3 spells known 9 1 level 4 spell known 10 2 level 4 spells known 11 1 level 5 spell known +1 spell/day 12 2 level 5 spells known 13 1 level 6 spells known 14 2 level 6 spells known 15 1 level 7 spell known +1 spell/day 16 2 level 7 spells known 17 1 level 8 spell known 18 2 level 8 spells known 19 1 level 9 spell known +1 spell/day 20 2 level 9 spells known Devine You may take spells from the cleric list for your spells known, these count as cleric spells if you take wizard levels.. You have 2 spells per day to use with any level spells Arcane: You may take spells from the wizard spell list for your spells known, these count as wizard spells if you take wizard levels.. You have 2 spells per day to use with any level spells. +1 Spell/Day: You gain 1 additional spell per day. Crafter (Cusp to from Expert) Skills: Craft (Int), Appreaise (Int), Knowledge (Architecture and Engeneering), Use Magic Device (Int). Skill Points 5+Int Mod BAB: Average Fort: Good Ref: Poor Will: Poor Hit Die: D6 Lvl Special 1 Craft +2, Craft Ring 2 Craft +4, Level 0 Spells 3 Craft +6 4 Craft +8, Level 1 Spells 5 Craft +10 Craft Magic arms and armor 6 Craft +12 Level 2 Spells 7 Craft +14 8 Craft +16 Level 3 Spells 9 Craft +18 Craft Rod 10 Craft +20 Level 4 Spells 11 Craft +22 12 Craft +26 Level 5 Spells 13 Craft +28 Craft Wonderous Item 14 Craft +30 Level 6 Spells 15 Craft +32 16 Craft +34 Level 7 Spells 17 Craft +36 18 Craft +38 Level 8 Spells 19 Craft +40 20 Level 9 Spells Craft +(X) You may have +X ranks in up to 3 craft skills above the normal maximum, thse do not stack (So at 19th level you may only ahve 40 additional ranks in a crafting skill) Level (X) Spells These spells are considered known for purposes of crafting items, and can be placed on rods. Craft Ring: The Crafter gains Craft Ring as a bonus feat at 1st level. Craft Magic Arms and Armor: The Crafter gains Craft magic arms and armor as a bonus feat at 5th level. Craft Rod: The Crafter gains Craft Rod as a bonus feat at 9th level. Craft Wonderous Item: The Crafter gains Craft Wonderous Item as a bonus feat at 13th level. Canges to other classes: Sorcerer/Bard: Spells per day removed. Gain 2 spells from respective lists as 3/day spellike abilites (Spell level max equal to spell per day level limit in the sorcerer in the PHB) 20th Level - Silent Spellike Ability (Remove verbal components from spellike abilties) 19th level - Epower spellike ability (Spellike abilties deal +50% of their variable damage) Caster adepts, Wizards and clerics gain a staff based on thier ranking in magical guilds. Tehy have a variant spell storing ability, in which they may release a spell from thier staff in stead of one from themselves to gain a desired effect. Caster Adept: Wooden - Level 0 Spells storeable, max 4 spells stored per day. Spells cast from staff count as stilled spells. Wizard/Cleric: Copper - Level 0 or 1 spells storeable, max 4 spells stored per day, spells count as stilled spells when cast from the staff. Guild Trainee: Bronse - Level 0 to 2 spells storeable, max 5 spells stored per day, spells count as empowered when cast from the staff or stilled. Guild Adept: Silver - Level 0 to 3 spells storeable, max 5 spells stored per day, spells count as empowered when cast from the staff or stilled. Guild Warrior: Gold - Level 0 to 4 spells storeable, max 6 spells stored per day, spells count as maximised when cast from the staff or stilled. Guild Master: Platinum - Level 0 to 6 spells storeable, max 6 spells stored per day, spells count as quickened or maximised when cast from the staff. Legendary (not for PCs at any level below epic): Crystal - Level 0 to 9 spells storeable, max 7 spells stored per day. Any one metamagic feat may be applied using this staff when casting a spell from it. Huge sized weapon. Races of setting (http://boards1.wizards.com/showthread.php?p=6254274#post6254274) |
| Titan W05-26-05, 03:02 PM | bump |