Better-Organized House Rules (hopefully) [Archive] - Wizards Community

Post/Author/DateTimePost
FriendlyBiscuit

04-11-07, 06:16 PM
In preparation for the level 10 limited character-rebuild event in my RL campaign, I'm trying to get all my house rules together... again. Organizing them in the same chapters that are used by the DMG and PHB should help, and the changelog oughta make it easier to see what's new or not.

The old thread for all my house-rules is here (http://boards1.wizards.com/showthread.php?p=12023889). Most of the house rules from there still apply. I'm reviewing and analyzing them as I copy them over, however, so I can't do it all at once.

CHANGELOG:
4/11 - all post slots reserved
4/11 - favored classes for PHB and ECS races added.
- - - - Special rules for same-niche classes added.
4/14 - combined skills and new skills added
4/18 - WoW favored classes added
4/20 - clarified which classes have the new skills as class skills
4/21 - added links to the various fighter-like classes under Favored Classes - Special
- - - - added base class alterations to the Classes section. Fighter, especially
- - - - added the new feat Scholar, and modifications to Toughness and Endurance-related feats
5/28 - added Great Throw to the new feats section
5/30 - added option for different flavor of Soldier in the classes section
- - - - began writing the Skilled Combat overhaul. Steps 1, 2, and 3 are up
- - - - added the Mastery and Brawling skills - new special skills for the overhaul
- - - - added Improved Brawling and Superior Brawling
6/23 - added Block, Dodge, and Parry to Skilled Combat
- - - - added new Synergy line to Research
- - - - combined Jump, Swim, and Balance into Athletics. hoping I think of a better name
- - - - changed the Toughness feat
- - - - exhausted; went to sleep with unfinished business :(
- - - - woke up, ate breakfast, etc
- - - - added changes to massive damage and 5' steps in the Combat section
- - - - Ranger and Hexblade were buffed in the Classes section, clerics were nerfed
- - - - added action point rules to the setting-specific section
6/25 - reorganized Weapon Groups, fell asleep a couple times midway and gave up
FriendlyBiscuit

04-11-07, 06:22 PM
Abilities
FriendlyBiscuit

04-11-07, 06:22 PM
Favored Classes
To better integrate the glut of new base classes, all races will now have a 2nd favored class. Different settings spin a different flavor onto the races; while all Elves will be frail and have a knack for wizardry regardless of setting, they might have a more martial bent in certain settings that can be indicated by their 2nd favored class. Only one of the two favored classes can be used for the purpose of negating multiclassing penalties.
PHB races
Humans - no change
Dwarves - Knight (Greyhawk), Knight (Eberron), Knight (Faerun)
Elves - Ranger (Greyhawk), Scout (Eberron), Duskblade (Faerun)
Gnomes - Wizard (Greyhawk), Beguiler (Eberron), Tinker* (Faerun)
Half Elves - no change
Half Orcs - Gladiator** (Greyhawk), Samurai (Eberron), Gladiator** (Faerun)
Halflings - Nomad (Greyhawk), Ranger (Eberron), Bard (Faerun)
ECS races
Changeling - Egoist
Kalashtar - Society Mind***
Shifter - (not sure yet. considering Gladiator, Scout, Marksman, and possibly even Wilder - the flavor is perfect, but the -2 cha is rather... blech)
Warforged - Artificer
WoW Races
-|- WoW races are significantly different from their cousins in standard D&D that they may not have the PHB favored class at all. For some reason, though, the writers of the WoW RPG sourcebook made almost every single race have either Fighter or Barbarian as a favored class, which I intend to change, so what's written here overrules whatever is in both the PHB and the WoWRPG. -|-
Dwarf, Ironforge - Warblade or Tinker
Dwarf, Wildhammer - Barbarian or Hunter
Elf, Blood - Warlock or Rogue
Elf, High - Mage or Hunter
Elf, Night - Druid (male) or Scout (female)
Gnome, Ironforge - Tinker or Mage
Gnome, Leper - Tinker or Barbarian
Goblin - Tinker or Rogue
Human - any
Orc, Orgrimmar - Barbarian or Warblade
Orc, Fel - Barbarian or Warlock
Tauren - Shaman or Hunter
Troll, Darkspear - Witch Doctor or Hunter
Troll, Zandalar - Witch Doctor or Rogue
Undead, Forsaken - Shadow Priest (http://www.geocities.com/magusrogue/Shadow_Priest.htm) or Warblade
Undead, Scourge - Necromancer or Shadow Priest (http://www.geocities.com/magusrogue/Shadow_Priest.htm)

Special
Fighter, Warblade (http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2), Soldier (http://boards1.wizards.com/showthread.php?t=833275), and Psychic Warrior (http://systemreferencedocuments.org/35/sovelior_sage/psionicPsychicWarrior.html) can be treated as the same class. Any race which has one as a favored class may treat all of them as a favored class, and multiclassing between them yields no penalties. For example, a fighter 2/warblade 5/psychic warrior 5/binder 3 suffers no multiclassing penalties because he's essentially treated as fighter 12/hexblade 3. If he then took a level of barbarian, he would face multiclassing penalties until Binder and Hexblade were within one level of each other.
Crusader, Knight, Soulborn, and Paladin are likewise treated as the same class, though only Aasimar are likely to care.
Warmage and Soreror are also interchangeable.
Binder and Totemist are also interchangeable.
Marksman and Ranger are also interchangeable. (I've been thinking of adding Scout to this grouping, but Scouts have a 3/4 BAB)
Spirit Shaman and Druid are interchangeable, though I can't think of any races with Favored Class: Druid.

*Tinker is a base class from the WoW RPG setting, with an emphasis on mundane yet powerful technology.
**Gladiator (http://boards1.wizards.com/showthread.php?p=11976947)is a base class from the Dark Sun setting, with an emphasis on feinting and exotic weapons.
***Society Mind (http://boards1.wizards.com/showthread.php?t=506284) is a base class designed here on the WotC D&D boards, also published with small polish revisions in the amazing book known as Untapped Potential. (dreamscarredpress.com/main/index.php?page=shop.product_details&flypage=shop.flypage&product_id=1&category_id=1&manufacturer_id=0&option=com_virtuemart&Itemid=29) If Complete Psi didn't do it for you... Untapped Potential will.
FriendlyBiscuit

04-11-07, 06:23 PM
Base Classes

D&D Classes
Barbarian - At every level where a barbarian gains +1 trap sense, he may instead choose to gain Toughness.
Cleric - Clerics are no longer proficient with heavy armor. They still have no spell failure chance in it should they choose to wear it. The cleric's Spells Per Day have been changed to:
0 1 2 3 4 5 6 7 8 9
3 1+1 — — — — — — — —
4 2+1 — — — — — — — —
4 2+1 1+1 — — — — — — —
4 3+1 2+1 — — — — — — —
4 3+1 2+1 1+1 — — — — — —
4 3+1 3+1 2+1 — — — — — —
4 4+1 3+1 2+1 1+1 — — — — —
4 4+1 3+1 3+1 2+1 — — — — —
4 4+1 4+1 3+1 2+1 1+1 — — — —
4 4+1 4+1 3+1 3+1 2+1 — — — —
4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Druid - The druid class is, quite simply, too powerful. It can get absolutely insane. I have a few different options for making it match other classes in strength while still being a lot of fun to play. If you want to play a druid, talk to me. Tell me what you love most about the class, and I'll discuss ways to nerf the other stuff a bit while letting you keep your favorite parts.
Fighter - The fighter class is obsolete. Barbarian can deal more damage, Warblade has better tactical options, Gladiator is a superior pit fighter, and if you want a man of honor without religious flavor, you can play a Knight. "Fighter", too, is an extremely generic concept. Barbarians, Warblades, and all the rest could easily be classed as fighters, so what's so special about the Fighter? Not very much, I'm afraid. All the other classes, however, represent a particular type of fighter.
One type that's missing is the military man. Military folk train in a wide variety of fighting skills dependent on their abilities and the needs of their squad. I realized this and decided it was a perfect direction in which to focus the fighter, and to determine the flavor of its class abilities.
Therefore, in all settings, including but not limited to basic D&D, faerun, eberron, and even WoW:RPG, Soldier (http://boards1.wizards.com/showthread.php?t=833275)now replaces Fighter. In addition to flexible fighting-oriented bonus feats at even levels, they gain special military "training" at every odd level. Hopefully this will make Soldier a class that people want to actually play sometimes, instead of a class that they dip into for one or two levels just to grab bonus feats. Revised: Some players dislike the flavor implications of the name "Soldier". Admittedly, in some settings, notably WoW, organized military take a backseat to rampaging hordes and mobs, and their heroic leaders. Feel free, if you prefer, to call the Soldier "Elite Warrior". Remove the need for a book of training and the "engineer training" option if you do so.
Hexblade - Has a good Fortitude save, Curse is usable 1 + the hexblade's Cha modifier per day, is usable as a swift action, and does not count as used if the target makes his saving throw. Hexblades may cast 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. He may instead choose to learn a single warlock invocation of Least or Lesser strength at any of those levels. He must know two Least invocations to learn a Lesser invocation, and must know three Least invocations to learn a second Lesser invocation.
Ranger - They gain their animal companion at 4th level, as normal, but the ranger’s effective druid level is equal to his ranger level - 3. Rangers do not have Knowledge (dungeoneering) as a class skill. Instead, their favored enemy choices grant Knowledge skills. If a Ranger chose Dragons as his 1st-level favored enemy, Knowledge (arcana) would become a class skill. If he later chose a humanoid race as a favored enemy, he could choose either Knowledge (local) or Knowledge (nobility and royalty) to gain as a class skill. A Ranger's favored enemy bonus applies to Knowledge checks related to your favored enemy. Rangers also gain the abilities listed in the Dead Levels (http://wizards.com/default.asp?x=dnd/cwc/20061013a) article.

Eberron Classes
Barbarian - At every level where a barbarian gains +1 trap sense, he may instead choose to gain Toughness, Action Boost, Action Surge, Heroic Spirit, Pursue, or Raging Luck. At the DM's discretion, other appropriate action-point-related feats from other sources may be chosen as well.

WoW Classes
Barbarian - At every level where a barbarian gains +1 trap sense, he may instead choose to gain Toughness or a Shout feat.
Druid - The druid class is, quite simply, too powerful. It can get absolutely insane. I have a few different options for making it match other classes in strength while still being a lot of fun to play. If you want to play a druid, talk to me. Tell me what you love most about the class, and I'll discuss ways to nerf the other stuff in some way while letting you keep your favorite parts.
Hunter - The Hunter gains Track as a bonus feat at 2nd level. If he already has Track, he instead gains Skilled (Search and Survival) even if he does not fulfill the prerequisites. If he already has Skilled (Search and Survival), he instead gains Skill Focus (Survival).
Scout - The Scout, whose class abilities are really cool but not especially potent, now has a strong Base Attack Bonus (as a fighter) and 8 + Intelligence skill points per level. If a 1st-level Scout already has Track, then instead of gaining Track he gains Skilled or Skill Focus, just like the Hunter.
FriendlyBiscuit

04-11-07, 06:24 PM
Combined Skills
Hide and Move Silently are now Creep. Spot and Listen are now Perceive. Disable Device and Open Lock are now Dismantle. Balance, Jump, and Swim are now Athletics.
Hotfix – until a better solution presents itself, classes that only grant one of the two parents skills, such as Bard which grants Listen but not Spot, may purchase ranks in the class skill at the normal cost of one point per rank. They get half as many ranks in the cross-class skill for free.

NEW SKILLS
Research (Int) – Usable untrained
Check: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.
Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.
The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.
Generally, the goal of a Research check is an opportunity to re-roll a Knowledge check. In such a situation, the Research check DC is 2 lower than the original Knowledge check DC, and, if successful, allows the character to retry the Knowledge check once.
Try Again?: Yes, but any Research checks made beyond the first render the character fatigued. If they are already fatigued, then they become exhausted. If they are already exhausted, they fall unconscious and sleep for 1d8 hours. (Note: If they can cast remove fatigue, more power to ‘em – players are rarely so tenacious in non-combat situations.)
Special: A character can take 10 on a Research check if they have 5 or more ranks.
Any class that has all Knowledge skills as class skills also has Research as a class skill. Serious arcane casters, such as Sorcerors, Wizards, Warmages, and Dread Necromancers do, as well. Other thematically-appropriate classes may also have it as a class skill; consult your DM regarding a specific class that you believe should have Research.
A character with the Studious feat gets a +2 bonus on all Research checks.
Synergy: If you have 5 ranks in any Knowledge skill, you gain a +2 bonus on Research checks related to that Knowledge skill. If you know 5 or more languages, you gain a +2 bonus on Research checks.
Time: A Research check takes 2d4 hours.

Who can use Research? Well, the classes mentioned in the skill description, for starters. Obviously-appropriate prestige classes, such as Loremaster and Ollam, are in as well. As always, if there's something you think should be a certain way, tell your freakin DM!

Technology (Int) – Not usable untrained
Check: In most ways, functions like a Craft skill, except that it can't be used untrained and isn't a class skill for anyone except currently-secret prestige classes. More details available in-character as the dwarves of the Mror Holds develop technology and increasing amounts of it are exposed or leaked to the rest of Khorvaire.
Synergy: If you have 5 ranks in Technology, you gain a +2 bonus on Dismantle checks related to intricate mechanical items. Even the best lock in the PHB is considered a simple mechanical item and the bonus does not apply to it. You also gain a +2 bonus on any skill checks related to construct physiology (such as warforged). If you have 5 ranks in Dismantle, you gain a +2 bonus on Technology checks related to repairs, modifications, or upgrades.

What is this skill? This is the D&D equivalent of the Craft Technological Device skill from the WoW RPG sourcebook. Therefore, it is unnecessary in games that use WoW rules, as they already have two skills to cover it all. The only people affected by this new skill are players in my RL gaming group that meets on Wednesdays. They will encounter minor technological advances in the near future. Nothing as advanced as the technology in WoW, but new technology nonetheless. Most players and NPCs who have ranks in the skill will have to purchase it as a cross-class skill, but the skill applies to crafting, using, AND repairing technological devices, making it a decent investment despite the cost.
FriendlyBiscuit

04-11-07, 06:25 PM
New Feats


Great Throw -
You can throw your opponents to the ground, choosing where they land and dealing damage in the process.
Prerequisites: Improved Unarmed Strike, Dexterity 13+, Dodge, Improved Trip, Combat Reflexes.
Benefit: When you make a successful unarmed trip attack against a creature no larger than your own size, you can choose where the creature lands, within the area you threaten. In addition, you deal your normal unarmed strike damage to the opponent plus 1d6 falling damage for every size category you are above Small. (The falling damage can be mitigated with Tumble checks, Catfall, etc, as normal) The creature’s movement does not provoke attacks of opportunity, no matter how far you move it. When you use this option, however, you cannot make a follow-up melee attack using the Improved Trip feat.
Scholar -
Regardless or in spite of where you grew up, you are a versatile scholar.
Prerequisite: Int 11
Benefit: All Knowledge skills and Research become class skills for all of your classes, and you gain a +1 bonus to any two Knowledge skills of your choice.
Studious Scholar -
You are tireless in the pursuit of knowledge far and wide.
Prerequisite: All Knowledge skills as class skills for one of your classes
Benefit: You receive +1 bonus on all Knowledge checks and a +2 bonus on Research checks.

Revised Feats (changes are in red)

Dodge –
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: You gain a +1 dodge bonus to AC against all opponents when fighting defensively or executing the total defense action. This overrides the usual single-target benefit of the Dodge feat, but stacks with the benefits of Combat Expertise, having 5 ranks in Tumble, and/or the normal benefits of fighting defensively or total defense.
A fighter may select Dodge as one of his fighter bonus feats.
Diehard –
Prerequisite: Endurance, Con 11.
Benefit: When reduced to negative hit points (but not dead), you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. You may also choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. This damage may kill you.
Also, you receive a +2 on saving throws vs death effects and coup de graces. Your negative hit point death threshold is extended by half your Constitution modifier (round down, minimum 1). This stacks with the effect of Endurance.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
Endurance –
Prerequisite: Con 11.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Finally, your hit point total can fall 1 point lower per four character levels before you die. For example, Regdar has Endurance and is a 7th level fighter. When his hit point total reaches 0, he’s disabled. When it reaches –1, he’s dying. When it gets to –11, he’s dead. When he reaches 12th level, he must have –13 hit points to die from hit point loss.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day, and dies at –10 hit points.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
Improved Toughness –
Prerequisite: Base Fortitude save bonus +2, Toughness
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.
Special: A fighter may select Improved Toughness as one of his fighter bonus feats.
Toughness –
Benefit: You gain +3 hit points, +3 on d100 rolls to stabilize, and your massive damage threshold increases by 3.
Special: A character may gain this feat multiple times. Its effects stack.
A fighter may select Toughness as one of his fighter bonus feats.
At each level that a barbarian gains Trap Sense, he may instead choose to gain Toughness.
FriendlyBiscuit

04-11-07, 06:26 PM
Massive Damage Threshold
"Massive Damage" is an amount of hit point damage equal to 20 plus your character level plus your Constitution score. If you ever sustain a single attack that deals massive damage or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. For every 5 points of damage dealt in excess of massive damage by that single attack, the Fortitude save DC increases by 1.If this saving throw fails, you are reduced to -8 hit points regardless of your current hit points. If you take massive damage from multiple attacks, no one of which dealt massive damage itself, the massive damage rule does not apply.

Take a 5-foot Step
You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round when you move any distance.
You can take a 5-foot step at any time during the round, even on an opponent's turn.
You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
FriendlyBiscuit

04-11-07, 06:35 PM
Magic
FriendlyBiscuit

04-11-07, 06:35 PM
Special Rules
FriendlyBiscuit

04-11-07, 06:36 PM
Possessions
FriendlyBiscuit

04-11-07, 06:36 PM
Experience
FriendlyBiscuit

04-11-07, 06:38 PM
Fighting is a skill. Or at least, it is a skill in most people's minds and most RPG systems. Folks don't usually have a base attack - they have a skill in swordsmanship, fencing, or brawling. This complete overhaul of the combat system will take place in any campaign I run that lasts longer than 6 months - in a shorter campaign, it's not worth it to try to explain everything to the players.

1) All classes that normally have a full base attack bonus gain an additional 4 skill points per level. Other classes gain an additional 2 skill points per level.

2) Classes choose a number of weapon groups according to the table at the bottom of this section. Instead of granting you a flat ability to use the weapons in it, a weapon group adds those weapons as class skills. For example, Hennet, a 1st level sorcerer, has Weapons (Basic) and Weapons (Spears) as class skills. Any weapon group you are proficient with has 2 free skill points allocated to it. These free ranks stack with either virtual ranks from Mastery (versatility) or with real skill ranks, but not both. In either case, the free ranks cannot be added in any way to exceed your normal skill point maximum. Classes with strong or moderate base attack bonuses have Mastery as a class skill. Classes that have Shield Proficiency gain Block as a class skill. Classes with strong Reflex saves or strong base attack bonuses gain Dodge as a class skill. Brawling is a class skill for all characters, just like Basic Weapons.

3) Use your skill in the appropriate weapon group anywhere where you would normally make an attack roll.
----------------
The following skills only exist in campaigns that are using the Skilled Combat overhaul.
Block (none) - Not usable untrained
For every 4 ranks you have in Block, the shield value of an equipped shield is increased by 1.
Dodge (none) - Not usable untrained
For every 5 ranks you have in Dodge, you gain a +1 Dodge bonus to AC.
Parry (Str) - Not usable untrained
Costs a feat to learn. Is a very strong addition to your defensive abilities if you're willing to invest a feat and the skill points. More exact details either 1 - When a player expresses interest, or 2 - when I get around to it.
Brawl (Str) - Usable untrained
Brawling can be used to make melee touch attack rolls.
Brawling is subdivided into Striking and Grappling. A practitioner of either style has to occasionally deal with those who use the other style - this cross-training gives you half as many ranks as your primary style for free. For example, if Sasmo the dwarven monk has 8 ranks in Brawling (striking), he can make Brawling (grappling) checks as if he had 4 ranks in the skill. He could increase Brawling (grappling) to 8 by spending only 4 skill points. If he then spent 2 skill points to increase grappling to 10, striking would go up to 9 for free.
Striking is used for: melee touch attacks, unarmed strikes, natural attacks, spiked gauntlets, armor spikes, brass knuckles, and similar attacks.
Grappling is used for: melee touch attacks, grapple checks, constrict and swallow whole abilities, and trip attacks.
If someone attacks you with either brawling skill, and you have 5 more ranks than they do, you may take an attack of opportunity. If your attack roll beats theirs by 5, your lightning-fast attack stops their movement cold and they fail to attack you. If you used striking to take the attack of opportunity, and it was successful, you deal unarmed damage. If you used grappling to take the attack of opportunity, treat it as your melee touch attack and, if successful, you may initiate a grapple.
Improved Unarmed Strike is replaced by Improved Brawling. Improved Grapple can be used as-is, or replaced with Superior Brawling at the player's choice.
Improved Brawling -
You've mastered close combat to the point that weapons do not deter you or impede your attacks, and you have an edge on other close-quarters combatants.
Benefit: You do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. You get a +2 bonus on grapple checks and a +2 bonus for the purpose of determining whether you can take an attack of opportunity on another brawler. You deal lethal damage with brawling attacks at only a -1 penalty.
Normal: Brawling skills provoke attacks of opportunity from armed combatants, and dealing lethal damage with a brawling skill is at a -4 penalty.
Superior Brawling -
Your unarmed attacks are particularly punishing.
Prerequisite: Improved Brawling
Benefit: You may deal lethal or nonlethal damage with your brawling skills at no penalty, all your brawling attacks deal +1 damage, and your first striking attack each round, if successful, deals unarmed damage dice plus double your Strength modifier. Finally, you have an additional +2 on grapple checks.
Normal: Dealing lethal damage with a brawling skill is at a -4 penalty, and striking attacks deal unarmed damage plus 1x your Strength modifier.
Mastery (none) – Not usable untrained
Ranks in the Mastery skill are allocated according to the following table:
|1 rank| Tactics: +1 on disarm, grapple, sunder OR trip
|1 rank| Charger: +1 on bull rush, overrun, AND trample
|2 ranks| Versatility: Each time you allocate 2 ranks to Versatility, it counts
as a virtual rank of any weapon skill that is not already that high. For
example, Hennet has Weapons (spears) at 6 and Weapons (basic) at 2. If he
selected Versatility once, he would treat all other weapon groups as if he had
1 rank in them. If he selected Versatility three or more times, Weapons (basic)
rolls would also be made as if Hennet had 3 ranks in it.
|2 ranks| Training: Become proficient with a single weapon
|3 ranks| Superior Training: Gain another weapon group proficiency
|3 ranks| Special Move: Learn a martial maneuver for which you fulfill the
prerequisites. This does not grant you any of the other benefits that you would gain
if you had taken the Martial Study feat.
|3 ranks| Iaijatsu: You may draw or sheath a weapon as a free action. You
may do so a number of times per round equal to your Dexterity modifier. (minimum 1)
|3 ranks| Chugger: Once per round, you may drink a potion, elixir, shot, or swig
of a drink as a swift action. You must still use a move action to draw or ready the
container, unless you have abilities or equipment that allow you to do so more quickly.
|4 ranks| Knockback: If you deal bludgeoning damage to a creature equal to its
Hit Dice, it is knocked back 5 feet, plus an additional 5 feet per additional
Hit Dice total of damage. If the distance traveled is greater than its
Constitution modifer, it falls prone.
|4 ranks| Velocity: If a piercing weapon (such as an arrow or spear) deals
damage to a creature equal to its hit dice, it goes through the creature,
hitting other creatures behind it if the same attack roll with a –2 penalty
would be enough to hit them. A projectile only carries enough velocity to do
this within its first range increment. A melee weapon only goes as far as your
reach with it, however two-handed weapons are treated as having another increment
of reach only for the purpose of this ability. (5 ft for medium, 10 ft for large, etc)
|4 ranks| Dismember: When you successfully attack with a slashing weapon, roll
d100. On a 100, you behead your enemy. On a 98-99, you lop off a leg, lower limb,
or tentacle. On a 94-97, you lop off an arm, upper limb, or tentacle. On a 90-93,
you sever a body part or chunk of flesh that isn’t immediately necessary to the
creature but causes it to lose significant blood, dealing 1 Constitution damage to it.
|4 ranks| Dexxer: Gain the Weapon Finesse feat.
|4 ranks| Parry: Gain the Parry feat.
|4 ranks| Rapid Strikes. Gain an iterative attack at a –5 penalty. Further
iterative attacks are at additional –5 penalty. Prerequisite: At least 6, 11,
16, etc ranks in a Weapons skill. (This is the normal benefit in the standard
combat rules for having a high base attack bonus. The following two choices
represent new, alternative options.)
|4 ranks| Powerful Strikes. Two-handed weapons deal additional damage equal to
your Strength modifier on a successful attack; other weapons deal additional
damage equal to one-half your Strength modifier. Prerequisite: At least 6, 11,
16, etc ranks in a Weapons skill.
|4 ranks| Sure Strikes. +2 on all attack rolls, +1 on critical threat range
(applied after Improved Critical and similar effects), and +5 on critical
confirmation rolls. Prerequisite: At least 6, 11, 16, etc ranks in a Weapons
skill.
|5 ranks| Sublime Way: gain the Martial Study feat and a stance from the same
discipline.

Check: Not applicable. There are no Mastery checks to attempt.
----------------
Weapon Group (Axes)
You understand how to use axes and axelike weapons.
Standard: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Exotic: Dwarven waraxe (one-handed use), Orc double axe.
Weapon Group (Basic Weapons)
You understand how to use a few basic weapons.
Standard: club, dagger, and quarterstaff.
Weapon Group (Bows)
You understand how to use bows.
Standard: shortbow, longbow, composite shortbow, and composite longbow.
Exotic: Elven double bowA, greatbowW, composite greatbowW.
Weapon Group (Claw Weapons)
-|-Claw weapons use Brawling (striking), not a skill of their own.-|-
Weapon Group (Crossbows)
You understand how to use crossbows.
Standard: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Exotic: Great crossbowA, hand crossbow.
Weapon Group (Druid Weapons)
You understand how to use weapons favored by druids.
Standard: scimitar, sickle, shortspear, sling, and spear.
Exotic: dart, longspear, and greatspearW.
Weapon Group (Exotic Double Weapons)
You understand how to use the double weapons associated with your weapon groups.
Standard:
Exotic:
Weapon Group (Flails and Chains)
You understand how to use flails and chain weapons.
Standard: light flail, heavy flail, and whip.
Exotic:
Weapon Group (Heavy Blades)
You understand how to use large bladed weapons.
Standard:
Exotic:
Weapon Group (Light Blades)
You understand how to use light bladed weapons.
Standard:
Exotic:
Weapon Group (Maces and Clubs)
You understand how to use maces and clubs.
Standard:
Exotic:
Weapon Group (Monk Weapons)
You understand how to use weapons normally favored by monks.
Standard:
Exotic:
Weapon Group (Picks and Hammers)
You understand how to use picks and hammers.
Standard:
Exotic:
Weapon Group (Polearms)
You understand how to use polearms.
Standard: glaive, guisarme, halberd, heavy poleaxeW, and ranseur.
Weapon Group (Slings and Thrown Weapons)
You understand how to use slings and handheld thrown weapons.
Standard: Bolas, dart, orc shotputA, and sling.
Exotic: chakramA, gnome calculusA, halfling skiprockA, shuriken, throwing ironA.
Weapon Group (Spears and Lances)
You understand how to use spears and javelins.
Standard: javelin, longspear, shortspear, spear, and trident.
Exotic: DuomA, greatspearW, harpoonA, lance, mantiA.
FriendlyBiscuit

04-11-07, 06:40 PM
EBERRON

Action Points
You may spend 1 action point to increase or decrease the result of any d20 roll that you make. No exceptions. If it is a hidden roll that the DM is rolling in secret, the DM will modify the roll in the most beneficial direction. Secondary rolls, such as crit confirmation, bad luck, or a Tumble check that follows a reckless Jump check, are rolled with twice the normal number of dice.
You may spend 1 action point to increase or decrease the result of any d100 roll that you make. If it is a hidden roll that the DM is rolling in secret, the DM will modify the roll in the most beneficial direction.
You may spend 2 action points to gain additional uses of class abilities, as written in the ECS. This also extends to a Hexblade's Curse and other class's abilities not in the PHB and ECS.
You may spend 3 action points to gain an additional use of any ability that you can normally use only a few times per day, such as a half-dragon's breath weapon, or certain fae's spell-like abilities.
You can spend 1 action point to imbue an infusion in one round, even if it normally takes longer than one round.
You can spend 1 action point to reduce a spell, power, or infusion that normally takes a full round to cast down to one standard action. Among other benefits, this allows sorcerors to use Quicken Spell at the cost of action points.
You can spend 1 action pont to automatically stabilize.
You can spend 1 action point to gain a +1 dodge bonus to AC for one round. (if you roll 2 dice for your action points, it is a +2, and so on)
Also, certain feats out there allow you to use action points for other things, such as gaining psionic focus. If you do not have the feat, you may pay the feat's action point cost +1 to use that ability.

FAERUN
FriendlyBiscuit

04-11-07, 06:41 PM
Misc
FriendlyBiscuit

04-11-07, 06:42 PM
just in case
(done)
FriendlyBiscuit

08-15-07, 05:55 AM
I apologize, but here's a :bump:

Normally I hate these things, but I'm doing it for a worthy cause; I don't care if anyone looks at it and comments, but I need to be able to continue editing and using this thing.
Max Octavious Xavier

08-15-07, 10:32 AM
I can only speak for myself, but there are just too many of them.

Favored Classes: perhaps you should just eliminate the favored class mechanic. That is a popular and simple house rule.

Classes: Yeah, fighters need help (IF you subscribe to the "being a dip class is a bad thing" crowd) and druids are powerful.

5' step rule: Really bad idea, very abuseable.

Combat System: Huh. :confused:

If the system has that many flaws, find a new system.