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| TVirus11-23-06, 03:38 PM | Ever wonder what TVirus does when he's grounded? Heres a small amount of my work for DMC3. Introduction The Game This game is a supplement for the d20 Modern Roleplaying Game. This section has information on the game: Devil May Cry 3: Dante's Awakening, including the Styles, Devils, Weapons, and more. It is recommended that you have the d20 Modern Core Rulebook, but you may have the SRD instead. Ultimate Talents These are talents that can be obtained at high levels after already finishing the other talent trees. DMC One, Two, And Four The previous Devil May Cry games (and the upcoming Devil May Cry Four), may be made soon. The reason I'm doing three first is because it is the first one I beat. You may feel free to convert those too if you want. If you would like to help in other projects, please contact me and I'll send you information on what we need finished. Optional Rules Combo Skill Attacks: For those who do not have the combo talent, the GM may choose to allow Combo Skill Attacks. The Player Characters add Combo (Str) to their skills, and it is cross-class to everyone. After a successful attack, you may choose to roll a 1d20+Ranks+Ability Modifier+Misc Bonuses and attack again. The initial roll required to start a combo is the AC of the target, then a +2 for the next attack, then +2 which stacks with the previous until the character misses. The GM may decide to limit the Combo to a certain number (level, hit dice, or whatever the GM wants.) Combo Class Skill: A nice GM may decide to allow Combo to be a class skill for everyone or just certain classes. High Massive Damage Threshold: A GM may decide to raise the Massive Damage Threshold to 40 or higher due to combo attacks. Basic Classes Gunslinger The Gunslinger is a devil who makes good use of his arms to fire a barrage of bullets at his enemies. The Gunslinger may use some guns not available to other classes and has a high reflex save. Ability Dexterity is the most used skill for Gunslingers, as they need speed in order to aim and shoot quickly. Hit Die The Gunslinger gains 1d8 hit points per level. The constitution modifier applies. Action Points The Gunslinger gains 5+one-half of his character level, rounded down. Class Skills The Gunslinger's class skills, and the key ability for each are as follows: Balance (Dex), Drive (Dex), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (Current Events, Popular Culture, Tactics) (Int), Profession (Wis), Read/Write Language (None), Speak Language (None), Spot (Wis), Tumble (Dex) Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points At First Level: (4+Int Modifier) x 4. Skill Points At Each Level: (4+Int Modifier). Table 1-1: The Gunslinger Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +0 +1 +0 Talent +1 +0 2nd +1 +0 +1 +0 Bonus Feat +1 +1 3rd +1 +1 +2 +0 Talent +2 +1 4th +2 +1 +2 +1 Bonus Feat +2 +2 5th +2 +1 +3 +1 Talent +3 +2 6th +3 +2 +3 +1 Bonus Feat +3 +3 7th +3 +2 +4 +2 Talent +4 +3 8th +4 +2 +4 +2 Bonus Feat +4 +4 9th +4 +3 +5 +2 Talent +5 +4 10th +5 +3 +5 +3 Bonus Feat +5 +5 Starting Feats In addition to the two feats a character gets at first level, a Gunslinger begins play with the Simple Weapon Proficiency feat. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Gunslinger selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to chose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Quick Shot Talent Tree A Gunslinger may fire quickly at the expense of aim or damage. Quick Shot: The Gunslinger may fire twice as an attack action, but you must sacrifice two from either your attack roll or damage. Improved Quick Shot: The Gunslinger may fire twice as an attack action, but you must sacrifice one from either your attack roll or damage. Prerequisite: Quick Shot Advanced Quick Shot: The Gunslinger may fire three times as a full action, but you must sacrifice two from either your attack roll or damage. Prerequisite: Improved Quick Shot Dead Eye Talent Tree A Gunslinger may take a full move action to aim better. Dead Eye: The Gunslinger gains a +1 to his attack roll. Improved Dead Eye: The Gunslinger gains a +2 to his attack roll. Prerequisite: Dead Eye Advanced Dead Eye: The Gunslinger gains a +3 to his attack roll. Prerequisite: Improved Dead Eye Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Gunslinger gains a bonus feat. The Gunslinger may choose any feat as long as he meats the prerequisites. Trickster The Trickster is a devil who is an expert at dodging attacks. The Trickster may use spears that other classes may not and has a higher armor class then others. Ability The Trickster uses mostly Dexterity, and next to that is Charisma to quick talk others. Hit Die The Trickster gains 1d8 hit points per level. The constitution modifier applies. Action Points The Trickster gains 5+one-half of his character level, rounded down. Class Skills The Trickster's class skills, and the key ability for each are as follows: Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gamble (Wis), Knowledge (Popular Culture, Streetwise, Technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (None), Research (Int), Ride (Dex), Sleight Of Hand (Dex), Speak Language (None), Tumble (Dex) Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points At First Level: (4+Int Modifier) x 4. Skill Points At Each Level: (4+Int Modifier). Table 1-2: The Trickster Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +0 +1 +0 Talent +2 +0 2nd +1 +0 +1 +0 Bonus Feat +3 +1 3rd +1 +0 +2 +0 Talent +4 +2 4th +2 +1 +3 +1 Bonus Feat +5 +2 5th +2 +1 +3 +1 Talent +6 +3 6th +3 +1 +4 +1 Bonus Feat +7 +4 7th +3 +2 +5 +2 Talent +8 +4 8th +4 +2 +5 +2 Bonus Feat +9 +5 9th +4 +2 +6 +2 Talent +10 +6 10th +5 +3 +7 +3 Bonus Feat +11 +6 Starting Feats In addition to the two feats a character gets at first level, a Trickster begins play with the Dodge feat. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Trickster selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to chose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Parry Talent Tree A Trickster may knock an enemies' weapon to the side, helping him hit the enemy. Parry: The Trickster may knock his enemies' weapon to the side, giving him a +1 to his Attack Roll. Prerequisite: Sword Equipped Improved Parry: The Trickster may knock his enemies' weapon to the side even harder, giving him a +2 to his Attack Roll. Prerequisite: Parry, Sword Equipped Advanced Parry: The Trickster may knock his enemies' weapon out of his hands, giving him an advantage and a +1 to his Attack Roll the turn he knocks the weapon from his hand. Prerequisite: Improved Parry, Sword Equipped Quick Dodge Talent Tree A Trickster may dodge an attack faster than other classes. Quick Dodge: The Trickster gains a +1 to AC. Improved Quick Dodge: The Trickster gains a +2 to AC. After using this talent, he must wait one more turn before using it again. Prerequisite: Quick Dodge Advanced Quick Dodge: The Trickster gains a +4 to AC. After using this talent, he must wait three more turns before using it again. Prerequisite: Improved Quick Dodge Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Trickster gains a bonus feat. The Trickster may choose any feat as long as he meets the prerequisites. Royal Guard The Royal Guard is a devil who is an expert at blocking and parrying attacks. The Royal Guard may use Swords that other classes may not and has a higher armor class then others. Ability The Royal Guard uses his Strength ability to block and attack his enemies. Hit Die The Royal Guard gains 1d10 hit points per level. The constitution modifier applies. Action Points The Royal Guard gains 5+one-half of his character level, rounded down. Class Skills The Royal Guard's class skills, and the key ability for each are as follows: Climb (Str), Demolitions (Int), Drive (Dex), Jump (Str), Knowledge (Behavioral Sciences, Physical Sciences, Tactics) (Int), Listen (Wis), Read/Write Language (None), Search (Int), Speak Language (None), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex) Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points At First Level: (3+Int Modifier) x 4. Skill Points At Each Level: (3+Int Modifier). Table 1-3: The Royal Guard Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +0 +0 +0 Talent +1 +0 2nd +0 +0 +0 +0 Bonus Feat +1 +0 3rd +1 +0 +1 +1 Talent +2 +0 4th +1 +1 +1 +2 Bonus Feat +2 +1 5th +2 +1 +2 +2 Talent +3 +1 6th +2 +1 +2 +3 Bonus Feat +3 +1 7th +3 +2 +3 +4 Talent +4 +2 8th +3 +2 +3 +4 Bonus Feat +4 +2 9th +4 +2 +4 +5 Talent +5 +2 10th +4 +3 +4 +6 Bonus Feat +5 +3 Starting Feats In addition to the two feats a character gets at first level, a Royal Guard begins play with the Deceptive feat. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Royal Guard selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to chose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Parry Talent Tree A Royal Guard may knock an enemies' weapon to the side, helping him hit the enemy. Parry: The Royal Guard may knock his enemies' weapon to the side, giving him a +1 to his Attack Roll. Prerequisite: Sword Equipped Improved Parry: The Royal Guard may knock his enemies' weapon to the side even harder, giving him a +2 to his Attack Roll. Prerequisite: Parry, Sword Equipped Advanced Parry: The Royal Guard may knock his enemies' weapon out of his hands, giving him an advantage and a +1 to his Attack Roll the turn he knocks the weapon from his hand. Prerequisite: Improved Parry, Sword Equipped Block Talent Tree A Royal Guard may take a full move action to prepare to block an attack. Block: The Royal Guard may take a full action to block the next attack as a move action. Improved Block: The Royal Guard may take a full action to block the next attack as a free action. Prerequisite: Block Advanced Block: The Royal Guard may take a move action to block the next attack as a move action. Prerequisite: Improved Block, Weapon Equipped Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Royal Guard gains a bonus feat. The Royal Guard may choose any feat as long as he meets the prerequisites. Swordmaster The Swordmaster is a devil who is an expert at linking combos and dealing damage. The Swordmaster may use combos and swords that other devils may not. Ability The Swordmaster uses mostly Strength to link combos and deal damage. Hit Die The Trickster gains 1d8 hit points per level. The constitution modifier applies. Action Points The Trickster gains 5+one-half of his character level, rounded down. Class Skills The Swordmaster's class skills, and the key ability for each are as follows: Climb (Str), Disable Device (Int), Drive (Dex), Gather Information (Cha), Investigate (Int), Jump (Str), Knowledge (Current Events, History, Physical Sciences) (Int), Profession (Wis), Read/Write Language (None), Research (Int), Search (Int), Speak Language (None), Swim (Str) Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points At First Level: (4+Int Modifier) x 4. Skill Points At Each Level: (4+Int Modifier). Table 1-4: The Swordmaster Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +1 +0 +0 +0 Talent +0 +0 2nd +2 +0 +0 +0 Bonus Feat +1 +1 3rd +3 +1 +1 +0 Talent +2 +1 4th +4 +1 +1 +1 Bonus Feat +2 +2 5th +5 +1 +2 +1 Talent +3 +2 6th +6/+1 +2 +2 +1 Bonus Feat +4 +3 7th +7/+2 +2 +3 +2 Talent +4 +3 8th +8/+3 +2 +3 +2 Bonus Feat +5 +4 9th +9/+4 +3 +4 +2 Talent +6 +4 10th +10/+5 +3 +4 +3 Bonus Feat +6 +5 Starting Feats In addition to the two feats a character gets at first level, a Swordmaster begins play with the Simple Weapon Proficiency Feat. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Swordmaster selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to chose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Combo Talent Tree A Swordmaster may link a combo of two or more hits. Combo: If the Swordmaster has this talent and successfully hits an enemy, he may attack one more time with a -2 to Attack Roll. Prerequisite: Sword Equipped Improved Combo: If the Swordmaster has this talent and successfully hits an enemy with the Combo Talent, he may attack one more time with a -3 to Attack Roll. Prerequisite: Combo, Sword Equipped Advanced Quick Shot: If the Swordmaster has this talent and successfully hits an enemy with the Improved Combo Talent, he may attack three more times, but must sacrifice half of his melee damage and 3 from his Attack Roll. Prerequisite:Improved Combo, Sword Equipped Sword Mastery Talent Tree A Swordmaster's mastery of swords grants him a bonus to attacks. Sword Mastery: The Swordmaster gains a +1 to his attack roll or damage. Prerequisite: Sword Equipped Improved Sword Mastery: The Swordmaster gains a +2 to his attack roll or damage. Prerequisite: Sword Mastery, Sword Equipped Advanced Sword Mastery: The Gunslinger gains a +3 to his attack roll. Prerequisite: Improved Sword Mastery, Sword Equipped Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Swordmaster gains a bonus feat. The Swordmaster may choose any feat as long as he meets the prerequisites. I also finished Dark Slayer, Quicksilver, and Doppelganger, but I won't post those yet. Sorry. |
| the_unthinkable05-23-07, 10:17 PM | Are you going to finish this any time soon. |