Singe's SECR(SAGA) D&D Conversion [Archive] - Wizards Community

Post/Author/DateTimePost
Darth_Singe

07-17-07, 07:42 PM
Right here I am going to add on things which i edit in the posts or decide to change, so yous guys don't have to read through the whole thing to find any changes.

8/6/07
-Added Assassin Prestige Class
-Added Poison Use Talent Tree

8/1/07
-Added Craft rules

7/31/07
-Added Drow Paragon Core Class
-Added Dwarf Paragon Core Class

7/30/07
-Added Archmage Prestige Class

7/21/07
- Changed bard's Talent Trees
-Added Warrior's Talent Tree
-Edited Edlritch Knight, as per the SECR multiclassing rules, it was difficult to make the class.

Here's My Version of the Barbarian for the SECR(SAGA) D&D. I use the Weapon Group Proficiency feat rules from UA.

Barbarian

BAB Progression: Good
Level 1: Defense Bonuses, Talent, Starting Feats
Odd Levels: (1,3,5,7,9,etc.) Talent
Even Levels: (2,4,6,8, etc.) Bonus Feat

Class Information

Hit Die: d12
Action Points: 5 + 1/2 Character Level.
Class Skills: (Trained in 4 + Int Modifier): Climb, Endurance, Jump, Perception, Persuasion, Ride, Survival, Swim.

Class Features

Starting Feats: At 1st level, you gain the following feats.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Shield Proficiency
Weapon Group Proficiency (Basic Weapons)
Plus any three Weapon Group Proficiency Feats
Defense Bonuses: The barbarian gets a +2 bonus to Fortitude Defense.
Bonus Feat: The barbarian gains a bonus feat, which must be selected from the following list. Cleave, Combat Reflexes, Double Attack, Great Cleave, Bull Rush, Improved Sunder, Mighty Swing, Power Attack, Powerful Charge, Reckless Charge, Run, Skill Focus, Skill Training, Toughness, Triple Attack, or any feat that modifies your rage talents.
Talent: The barbarian gains a talent, selected from one of the talent trees below, or from the Awareness or Fast Movement talent trees.

Talent Trees

Rage Talent Tree
Summoning an unbridled passion to the surface, the barbarian channels this raw emotion into a battle rage.
Rage: Once per encounter the barbarian can fly into a rage as a swift action. While raging, the barbarian gains a +2 rage bonus on melee attack rolls and melee damage rolls but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use Magic Device.
A fit of rage lasts for a number of rounds equal to 5 + the barbarian's Constitution modifier. At the end of its rage, a barbarian moves -1 persistent step along the conditition track. The penalties imposed by this condition persist until the barbarian takes at least 10 minutes to recuperate, during which time the barbarian can't engage in any strenupis activity.
Berserker Rage: Requires the Rage talent; While raging, you may reduce the number of swift actions by 1 to move +1 step along the condition track. (Minimum 1 swift action).
Tireless Rage: Requires the Rage talent, At the end of a rage, you do not suffer a persistant condition (Though you still move -1 step along the condition track).


Damage Reduction Talent Tree
The barbarian is able to shrug off some damage.
Damage Reduction: You gain DR 2/-. This talent may be selected more than once. Each time this talent is selected, increase your DR by 1.
Resist Energy: Requires Damage Reduction; Select a type of energy. You gain Resistance 5 to that energy type. This talent may be selected more than once; each time it is selected a different energy type must be chosen.

Melee Smash Talent Tree
The barbarian hits hard.
Melee Smash: You get a +1 bonus to all melee damage rolls.
Improved Melee Smash: Requires Melee Smash; You get an additional +1 bonus to all Melee damage rolls (+2 total).
Supreme Melee Smash: Requires Melee Smash, Improved Melee Smash; You get an additional +1 bonus to all melee damage rolls (+3 total).


Savage Talent Tree
The barbarian's savagery and lust for blood and battle knows no bounds. These talents unlock an inner part of the barbarian's thirst for raw power.
Destroyer: If you score a critical hit that exceeds your target's Threshold, he moves an additional step down the condition track.
Savagery: Requires the Rage talent; Each time you score a critical hit against your opponent, he takes 1 point of Constitution damage.
Bloodlust: Requires the Savagery talent; Each time you score a critical hit, you may temporarily increase the threat range of all your attacks by 1 for the remainder of the encounter. This effect stacks with itself.
Crush Your Enemies: Requires the Rage talent; While raging, if you score a critical hit, reduce your opponent's damage threshold by 5 for the remainder of the encounter.
Driven Before You: Requires the Rage talent; While raging, all enemies within 30 ft. of you suffer a -5 penalty to their Will defense.
Lamentations Of The Women: Requires the Rage talent; While raging, if you defeat an enemy in combat, all other opponents within 30 ft. of you become shaken for the remainder of the encounter.
Darth_Singe

07-17-07, 07:44 PM
Took Care Of It :)
vaerdhdragonkin

07-17-07, 07:51 PM
Holy Dren!! This is fricking awesome dude!
Darth_Singe

07-17-07, 07:54 PM
Bard

BAB Progression: 2/3
Level 1: Defense Bonuses, Talent, Starting Feats
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d6
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 6 + Int Modifier) Acrobatics, Deception, Gather Information, Initiative, Knowledge, Perception, Perform, Persuasion, Spellcraft, Stealth, Swim, Use Magic Device.

Class Features

Starting Feats: The bard begins play with the following feats.
Arcane Ability
Armor Proficiency (Light)
Shield Proficiency
Weapon Group (Basic Weapons)
Plus any other two Weapon Group Proficiency feats.
Defense Bonus: The bard gets a +2 bonus to Reflex and Will defense.
Bonus Feat: The bard gains a bonus feat.
Talent: The bard gains a talent selected from the talent trees below, or from the Armored Spellcasting Talent Tree, or from any talent tree available to all spellcasters.

Talents

Bardic Knowledge Talent Tree
Bardic Knowledge: A bard picks up a lot of stray information while wandering the land and learning stories from other individuals. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the bard is trained in Knowledge (History), he gets a +5 bonus to this check. A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or 20 on this check, as bardic knowledge tends to be random tidbits of info.
(The table and DC's are the same from the SRD)

Improved Bardic Knowledge: Requires Bardic Knowledge; You may choose to reroll any Bardic Knowledge check, but the result of the reroll must be accepted even if it is worse.
Obscure Lore: Requires Bardic Knowledge; You become trained in any two knowledge skills of your choice.

Bardic Performance Talent Tree
The bard's performance can cause magical effects in those around him. All bardic performances require training in Perform. A bard may use each of these abilities once per encounter, unless otherwise noted.


Countersong (Su): A bard can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its Will defense, after the power roll is made, if the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, if the bard's Perform check is greater than the power roll, the creature is no longer affected. Countersong has no effect against effects that don’t target a character's Will defense. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. If the check result does not beat a creature's Will defense, the bard cannot attempt to fascinate that creature again for 24 hours. If successful, the creature sits quietly and listens to the performance, taking no other actions, for as long as the bard continues to perform and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -5 penalty on skill checks.
Any potential threat requires the bard to make another Perform check. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard perform. The effect lasts for as long as the ally hears the bard and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on defenses against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): Requires the Inspire Courage talent; A bard can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard perform. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): Requires the Fascinate talent; A bard can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
To affect a creature, the bard makes a Suggestion check (10 + 1/2 Bard level + Bard's Cha modifier) against the target's Will defense. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): Requires the Inspire Courage and Inspire Competence takents; A bard can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must perform and an ally must hear him perform. The effect lasts for as long as the ally hears the bard and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus to Fortitude defense. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): Requires the Countersong talent; A bard can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su): Requires the Inspire Courage, Inspire Competence, and Inspire Greatness talents; A bard can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character has, he can inspire heroics in one additional creature. To inspire heroics, a bard must perform and an ally must hear the bard perform for a full round. A creature so inspired gains a +5 morale bonus to all defenses. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): Requires the Fascinate and Suggestion talents; This ability functions like suggestion, above, except that a bard can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Cross-Trained Talent Tree
The bard can gain talents from other classes.
Cross-Training: Select this talent when you would normally gain a talent from gaining a level in bard. Instead of selecting a talent from the bard's list of talents, you may instead select any talent from any other class you have levels in, and meet the requirements for. This talent may be selected more than once.

Jack Of All Trades Talent Tree
This talent tree opens the bard up to many more skills.
Skill Jack: Select a number of class skills equal to 1 + Int modifier. You become trained in those skills.
Improved Skill Jack: Requires Skill Jack talent, At least 2 levels in a class other than bard; Once per encounter you may spend an action point to become trained in any class skill for the remainder of the encounter.
Skill Jack Mastery: Requires Skill Jack, Improved Skill Jack, At least 3 total levels in two classes other than bard; You may make skill checks with any class skill, even if you are not trained in that skill.
Darth_Singe

07-17-07, 07:58 PM
Holy Dren!! This is fricking awesome dude!

Thanks :)
Tomkin

07-17-07, 08:54 PM
Yeah, very nice. If Saga is 4.0 beta as has been hypothesized, then this is probably what 4.0 will look like. :) At least I hope so.
Darth_Singe

07-17-07, 10:01 PM
Cleric

BAB Progression: 2/3
Level 1: Defense Bonuses, Talent, Starting Feats, Improved Caster Level
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d8
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 2 + Int Modifier) Endurance, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Persuasion, Spellcraft, Treat Injury.

Class Features

Starting Feats: The cleric begins play with the following feats.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Divine Faith
Divine Spell Knowledge
Shield Proficiency
Weapon Group (Basic)
Plus any other two Weapon Group Proficiency feats
Defense Bonuses: The cleric gets a +2 bonus to Fortitude and Will defense.
Bonus Feat: The cleric gains a bonus feat which must be a divine feat, or selected from the following list. Armor Proficiency (Heavy), Brew Potion, Bull Rush, Combat Casting, Coordinated Attack, Divine Spell Knowledge, Extra Second Wind, Extra Turning, Granted Domain, Improved Charge, Improved Damage Threshold, Improved Shield Bash, Leadership, Mighty Swing, Skill Focus, Skill Training, Toughness.
Talent: The cleric gains a talent which must be selected from the talent trees below, or from any talent tree available to all spellcasters.
Improved Caster Level: The cleric's caster level for divine spells is equal to her class level.

Talents

Energy Channeling Talent Tree
The cleric can channel divine energy (positive for good alignment, negative for evil).

Turn Undead: Requires Good or Neutral Alignment; Once per encounter you may attempt to Turn Undead.

Rebuke Undead: Neutral or Evil Alignment; Once per encounter you may attempt to Rebuke Undead.

Command Undead: Neutral or Evil Alignment; Once per encounter you may attempt to Command Undead.

Bolster Undead: Requires Rebuke or Command Undead, Evil Alignment; Once per encounter you may bolster undead creatures under your command.

Improved Turning: You may reroll any Turn, Rebuke, or Command undead check, but the result of the reroll must be accepted, even if it is worse.

Divine Domain Talent Tree
The cleric is more closely attuned to the nature of his beliefs.

Additional Granted Domain: Select one of the domains governed by your deity (or select any domain if you do not serve a deity). You gain the granted power of that domain.

Domain Spellcasting: Requires the Granted Domain feat; Each encounter, you may cast a spell of each level you can cast from your domains list of granted spells.

Divine Faith Talent Tree
The cleric has a thing for George Michael.

Faith: Whenever you spend an action point to augment a d20 roll, you get a bonus to the action die equal to your Wisdom modifier.

Dark Faith: Requires Evil Alignment; The dark powers avail you. You may lose a spell from your spell suite to spontaneously cast an inflict spell of the same level.

Faith Healing: Requires Good Alignment; You may lose a spell from your spell suite to spontaneously cast a cure spell of the same level.

Balanced Faith: Requires True Neutral Alignment; Once per encounter you may spend an additional action point during a round.

Turning Undead
To Turn Undead, you make a special area attack roll (d20 + Cleric Level + Cha Modifier) that targets the Undead creature's Will defense. This power affects all undead within line of sight and within 60 ft. that do not have total concealment in regards to you. If your Turning check defeats the undead creature's Will defense, he suffers 1d6 points of damage per level of cleric. If a creature is not destroyed, it flees in terror in the fastest means possible. If you do not defeat an undead creature's Will defense, it suffers half damage (which might destroy it anyway) and does not run in terror from you. If the creature cannot flee, it cowers instead.

Rebuke Undead
To Rebuke Undead, make a special area attack roll (d20 + Cleric Level + Cha Modifier) that targets the undead creature's Will defense. This power affects all undead within line of sight and within 60 ft. that do not have total concealment in regards to you. If you defeat a creature's Will defense, the creature cowers for 10 rounds. If you do not defeat the creature's Will defense, there is no effect.

Bolstering Undead
To Bolster Undead, make a special area attack (d20 + Cleric Level + Cha modifier) that targets the undead creature's Fortitude defense. This power affects all undead within line of sight and within 60 ft. that do not have total concealment in regards to you. If you defeat a creature's Fortitude defense, it gets a bonus to its Will defense against Turn, Rebuke, and Command attempts equal to the Bolstering Characters Cleric Level. You can also use the Bolster undead talent to negate a successful turning or rebuking attempt agauinst an undead creature. If your Bolster check defeats the undead creature's Will defense, the turning or rebuking affect are negated.

Command Undead
To Command Undead, make a special area attack (d20 + Cleric Level + Cha modifier) that targets the undead creature's Will defense. This power affects all undead within line of sight and within 60 ft. that do not have total concealment in regards to you. If you defeat an undead creature's Will defense, you gain command over thatr creature. You may spend a standard action each turn you wish to convey orders or give a mental command to your undead. You may command a number of HD of undead equal to twice your Cleric level.
Darth_Singe

07-17-07, 10:21 PM
Druid

BAB Progression: 2/3
Level 1: Talent, Defense Bonuses, Starting Feats, Improved Caster Level, Oath Of Druids
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d8
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 2+Int Modifier): Endurance, Knowledge (Nature), Perception, Persuasion, Ride, Spellcraft, Survival, Swim, Treat Injury.



Class Features

Alignment: The druid must be Neutral in some way.
Starting Feats: The druid begins play with he following feats.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Divine Faith
Divine Spell Knowledge
Shield Proficiency
Weapon Group (Basic Weapons)
Weapon Group (Druid Weapons)
[Oath Of Druid's: A druid will not knowingly wear any metal armor or carry a metal shield. Any druid that breaks this oath to nature (whether willingly or unwillingly) loses all druidic spellcasting ability, and moves -1 step down the condition track each round the metal armor is worn or carried. This damage is persistent, and the druid cannot move back up the condition track until 24 hours have passed.
Defense Bonuses: The druid gets a +2 bonus to Fortitude and Will defense.
Talent: The druid gains a talent from the talent trees below, or from any talent tree available to all spellcasters.
Bonus Feat: The druid gains a bonus feat which must be a Wild Shape feat, or selected from the following list. Augment Summoning, Blind Fight, Combat Casting, Divine Spell Knowledge, Dreadful Rage, Extra Rage, Natural Spell, Powerful Charge, Rapid Strike, Skill Focus, Skill Training, Trip.
Improved Caster Level: The druid's caster level for divine spells is equal to her class level.

Talents

Druid Magic Talent Tree
Nature's Summoning: A druid can channel her stored spell energy into summoning spells that she hasn't prepared. He can lose a spell from his spell suite in order to cast a summon nature's ally spell of the same level or lower.
Rejuvenator: A druid can lose a spell from her spell suite to give all ally's within 30 ft. of her Fast Healing for 3 rounds. The fast healing amount is equal to the level of the lost spell. Also, each ally may move one step up the condition track each round without spending any swift actions.
Dessicator: Requires any non-good alignment; A druid can lose a spell from her spell suite to drain the life force from all enemy's within 30 ft. of her. Make a spellpower check (modified by the level of the spell lost to fuel this ability). If you beat a character's Fortitude defense, he loses hit points equal to the level of the spell lost, and is moved -1 step along the condition track. You move +1 step along the condition track for each character whose Fortitude defense was beaten. This damage is persistent damage, and the character cannot move up the condition track until 3 rounds have passed.


Nature's Boon (Druid) Talent Tree
Animal Companion: You gain an animal companion as described in the player's handbook.
Nature Sense: While in a natural setting, the druid may reroll any Knowledge (Nature), Perception, or Survival check, but the result of the reroll must be accepted, even if it is worse.
Wild Empathy: A druid can make a special check to modify an animal's attitude as if she were using the Persuasion skill to be diplomatic. The check is 1d20 + Druid Level + Charisma modifier. To use Wild Empathy, the druid and the animal must be within 30 ft. of each other, and able to detect each other in some manner. The druid can attempt to use Wild Empathy on a magical beast with an intelligence score of 1 or higher, but suffers a -5 penalty to the roll.
Woodland Stride: A druid may move through any sort of natural undergrowth at her normal speed and without taking damage or suffering any other impairment.
Trackless Step: Requires the Woodland Stride talent; A druid leaves no trace of her passing in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure: Requires the Nature Sense talent; A druid gains a +4 bonus to all defenses against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Venom Immunity: A druid becomes immune to all poison.
Timeless Body: A druid no longer takes ability score penalties for aging, and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Druid's Wild Shape Talent Tree
Wild Shape: Requires the Wild Empathy talent; Once per encounter a druid has the ability to turn herself into any Small or Medium animal and back again. 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 druid 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 druid melds into the new form and becomes nonfunctional. When the druid 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 druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid 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.)
Wild Shape (Large): Requires the Wild Shape; As wild shape, except you may take the form of a large animal.
Wild Shape (Tiny): Requires the Wild Shape talent; As Wild Shape, except you may take the form of a tiny animal.
Wild Shape (Plant): Requires the Wild Shape talent; As Wild Shape, except you take the form of a plant or plant creature.
Wild Shape (Huge): Requires the Wild Shape and Wild Shape (Large) talents; As Wild Shape, except you may take the form of a huge animal.
Wild Shape (Elemental): Requires the Wild Shape and Wild Shape (Large) talents; As Wild Shape, except you may take the form of a small, medium, or large elemental. In addition to the normal effects of wild shape, the druid gains all extraordinary, supernatural, and spell-like abilities of the elemental chosen. She also gains the elementals feats for as long as she holds this form, but retains her own creature type.
Wild Shape (Huge Elemental): Requires the Wild Shape, Wild Shape (Large), and Wild Shape (Elemental) talents; As Wild Shape (Elemental), except you may take the form of a huge elemental.
A Thousand Faces: Requires the Wild Shape talent; A druid gains the ability to change her appearance as a swift action, as if using the alter self spell, but only while in her normal form.


Nature's Avenger Talent Tree
The druid acts as nature's avenger, seeking out and destroying those who harm nature, or using her terrible rage to defend nature from those who would despoil it. Any druid who takes a talent from this tree severs part of her connection to nature, so it is rare to encounter anyone following this path.
Nature's Avenger: Requires Wild Empathy; You destroy all those who despoil nature. You get a bonus to all defense scores equal to your Charisma modifier. In addition, you cannot have an animal companion, and you suffer a -5 penalty to all Wild Empathy checks.
Nature's Rage: Requires Nature's Avenger; Once per encounter you can enter a battle rage. You get a +2 bonus to all attack and damage rolls, and gain DR 5/Adamantine. Nature's Rage lasts a number of rounds equal to 3 + Constitution modifier. At the end of the rage, you are fatigued for the remainder of the encounter.
Venom: Requires the Nature's Avenger talent; Once per encounter the druid may coat her blade with a magical venom. The venom is a contact/injury poison with an attack roll equal to 1d20 + the druid's class level + the druid's Constitution modifier. If the attack roll succeeds, the target takes 2d6 points of damage and moves -1 step down the condition track. On a failed attack roll, the target suffers no damage but moves -1 step down the condition track.
Smite Nature's Despoiler: Requires the Nature's Avenger talent; Once per encounter you may attempt to smite a creature that has somehow harmed nature. As part of a melee attack you get a bonus to the attack roll equal to your Charisma modifier, and if the attack is successful you deal an additional amount of damage equal to your druid level.
Darth_Singe

07-17-07, 10:28 PM
Fighter

BAB Progression: Good
Level 1: Defense Bonuses, Starting Feats, Talent
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d10
Action Points: 5 + 1/2 Character level
Class Skills: (Trained in 2 + Int Modifier); Climb, Endurance, Jump, Initiative, Knowledge (Arms and Armor), Knowledge (Tactics), Persuasion, Ride, and Swim.

Class Information

Starting Feats: The fighter begins play witht he following feats.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Shield Proficiency
Tower Shield Proficiency
Weapon Group (Basic Weapons)
Plus any four Weapon Group Proficiency Feats
Plus any one combat oriented feat.

Defense Bonuses: The fighter gets a +2 bonus to Fortitude defense.
Bonus Feat: The fighter gains a bonus feat which must be a combat oriented feat.
Talent: The fighter gains a talent, which must be selected from the talent trees below, or from the Armor Specialist talent tree or the Defensive Fighting Talent Tree.

Talents


Fighting Style Talent Tree
The fighter has studied the many aspects of the sublime way.
Improved Initiator: Requires the Martial Study and Martial Stance feats; Select a fighting style you have the Martial Study and Martial Stance feats for. Your initiator level for that fighting style is equal to your fighter level. You may select this talent more than once. Each time you select this talent, it must be applied to a different fighting style.
Combat Maneuvers Training: Requires Improved Initiator talent, Martial Study and Martial Stance feats; Select a fighting style for which you have the Improved Initiator talent and Martial Study and Martial Stance feats. You gain a number of combat maneuvers from that fighting style equal to 1 + Int modifier (Minimum 1). You may select this talent more than once.
Tactical Mind: Requires the Improved Initiator talent, trained in Knowledge (Tactics); You may spend an action point to recover one of your spent maneuvers.
Fighting Style Mastery: Requires the Imoproved Initiatir talent and the Martial Study and Martial Stance feats; Whenever you roll a natural 20 on your attack roll while initiating a combat maneuver, you recover all your spent combat maneuvers (including the one just initiated).

Weapon Specialist Talent Tree
The fighter has mastered many aspects of his arsenal.
Devastating Attack: Described in the SECR
Penetrating Attack: Described in the SECR
Weapon Specialization: Requires Weapon Focus with chosen exotic weapon or weapon group; Choose a single exotic weapon or weapon group with which you are proficient. You gain a +2 bonus on damage rolls with such weapons. You may select this talent mutliple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.

Fighter's Tactics Talent Tree
Brains and brawn are always a deadly combination.
Tactics: When spending an action point to augment an attack roll, you may add your Intelligence modifier to the roll.
Disable: Requires Tactics Talent and Melee Defense and Improved Disarm feats; If you made a successful disarm attempt this turn, you get an additional melee attack against the target of your disarm.
Shattering Blow: Requires the Tactics Talent and the Power attack and Improved Sunder feats; If you successfully sundered your opponents held object, you get an additional melee attack against the sundered objects wielder.
Kick Him While He's Down: Requires the Tactics talent and Trip feat; If you successfully knocked your opponent prone, you get an additional melee attack against that opponent.
Darth_Singe

07-17-07, 10:39 PM
Monk

BAB Progression: 2/3
Level 1: Defense Bonuses, Starting Feats, Talent
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d8
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 4+Int Modifier); Acrobatics, Climb, Endurance, Initiative, Jump, Knowledge (Arcana), Knowledge (Religion), Perception, Perform, Persuasion, Stealth, Swim

Class Features

Alignment Restrictions: The monk must be Lawful. If he ceases to be Lawful he cannot take any more levels in Monk.
Multiclass Restrictions: A monk may not multiclass freely. Once a character takes levels in monk, if he ever takes a level in a different class, he can never take another level in monk.
Starting Feats: The monk begins play with the following feats.
Martial Arts I
Rapid Strike
Weapon Group (Basic Weapons)
Plus any other one Weapon Group Proficiency feat.
Defense Bonuses: The Monk gets a +2 bonus to Reflex, Fortitude, and Will defenses.
Bonus Feat: The Monk gains a bonus feat which must be selected from the following list. Acrobatic Strike, Bull Rush, Combat Reflexes, Crush, Dodge, Martial Arts II, Martial Arts III, Mobility, Pin, Powerful Charge, Running Attack, Skill Focus, Skill Training, Stunning Strike, Throw.
Talent: The Monk gains a talent which must be selected from the talent trees below, or from the Survivor talent tree.

Talent

Martial Arts Mastery Talent Tree
Advanced Martial Arts Training: Requires Martial Arts I, Martial Arts II feats; Increase the threat range of your unarmed strikes by 1.
Quivering Palm Strike: Requires the Wholeness of Body and Ki Strike (Lawful) talents, and the Martial Arts I, Martial Arts II, and Martial Arts III feats; Once per week the monk may attempt a Quivering Palm Strike against a target that is normally vulnerable to critical hits. The monk declares the quivering palm strike, then delivers it via an unarmed strike. If her attack is successful, she makes a power roll (1d20 + 1/2 the Monk's level + the Monk's Wisdom modifier). If the power roll defeats the victim's Fortitude defense, the monk may will the target to die at any time within a number of days equal to the monk's class level.
Palm Block: Requires the Martial Arts I feat and Strength 13; As a reaction, you may negate a melee attack by making a successful Initiative check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Initiative check for every time you have used a Block or Deflect talent since the beginning of your last turn. You must have a free hand to use this talent, and you must be aware of the attack and not flat footed.
Palm Deflect: Requires the Martial Arts I feat and Dexterity 13; As a reaction, you may negate a ranged attack by making a successful Initiative check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Initiative check for every time you have used a Block or Deflect talent since the beginning of your last turn. You must have a free hand to use this talent, and you must be aware of the attack and not flat footed.
You can use this talent to deflect some of the barrage of an area attack. If you succeed on the Initiative check, you take half damage if the area attack hits and no damage if the area attack misses.
Palm Snatch: Requires the Palm Deflect talent, the Martial Arts I feat, and Dex 15; When using rhe Palm Deflect talent, you may catch the weapon instead of just deflecting it. Thrown weapons can immediatekly by thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one free hand to use this talent


Monk's Unarmored Defense Talent Tree
Unarmored Defense: You get a bonus to your Reflex defense equal to your Wisdom modifier so long as you do not wear any kind of armor or wield a shield.
Defensive Martial Arts: Requires Unarmed Defense talent; You get a dodge bonus to your Reflex defense equal to 1/5 your class level.


Monk's Supernatural Talent Tree
Increased Speed: Requires Endurance skill training; Your speed increases by +10 ft. per round. You may select this talent more than once.
Slow Fall: Requires Acrobatics skill training; When falling, you may treat the distance fallen as if it were 5 feet shorter per character level than the actual distance fell.
Purity Of Body: Requires Endurance skill training; You gain control over your body's immune system. You are immune to all natural diseases and poisons of all kind.
Wholeness Of Body: Requires Purity Of Body talent, Endurance skill training; A monk can heal his own wounds. Once per encounter as a swift action the monk can heal a number of hit points of damage equal to 1/2 his Monk level.
Diamond Spirit: Requires Knowledge (Arcana) skill training, Monk level 15; You gain Spell resistance equal to your Monk Level +10.
Perfect Self: Requires Knowledge (Religion) skill training; You no longer suffer aging penalties and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Moon's Tongue, Sun's Voice: Requires Perception skill training; The monk can speak to and understand any living creature.
Still Mind: Requires Persuasion skill training, Monk level 3; Your meditations have made you mentally tough. You get a +5 bonus to your Will defense.
Abundant Step: Requires Knowledge (Arcana) skill training, Stealth skill training; Once per encounter you may spend an action point to magically move between spaces as if using the spell Dimension Door. Her caster level for this effect is one half her monk level.

Ki Strike Talent Tree
Ki Strike (Magic): Requires the Martial Arts I feat; A monks unarmed strikes count as magic weapons for the purpose of bypassing a creature's damage reduction.
Ki Strike (Lawful): Requires the Martial Arts I feat; A monk's unarmed strikes are considered Lawful weapons for the purpose of bypassing a creature's damage reduction.
Ki Strike (Adamantine): Requires the Martial Arts I feat; A monk's unarmed strikes are considered adamantine weapons for the purpose of bypassing a creature's damage reduction and bypassing an object's hardness.
Darth_Singe

07-17-07, 10:46 PM
Paladin

BAB Progression: Good
Level 1: Defense Bonuses, Starting Feats, Talent, Detect Evil
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information
Hit Die: d10
Action Points: 5 + 1/2 character level.
Class Skills: (Trained in 2+Int Modifier); Concentration, Endurance, Knowledge (Nobility and Royalty), Knowledge (Religion), Perception, Persuasion, Ride, Treat Injury/

Class Features

Alignment: Lawful Good. The paladin must remain Lawful Good. If his alignment changes, he loses all Paladin abilities and cannot gain any levels in paladin.
Multiclass Restriction: The paladin cannot multiclass. If the paladin ever gains a level in a class other than paladin, he may no longer gain levels in paladin.
Aura Of Good: The paladin exudes an aura of holy righteousness. The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Starting Feats: The paladin begins play with the following feats.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Divine Faith
Shield Proficiency
Weapon Group (Basic Weapons)
Plus any three Weapon Group Proficiency feats
Defense Bonuses: The paladin gets a +2 bonus to Fortitude defense.
Bonus Feat: The paladin gains a bonus feat which must be selected from the following list. Action Boost, Bull Rush, Cleave, Coordinated Attack, Combat Casting, Divine Spell Knowledge, Double Attack, Extra Second Wind, Heroic Spirit, Improved Damage Threshold, Melee Defense, Mighty Swing, Mounted Archery, Mounted Combat, Power Attack, Powerful Charge, Ride-By Attack, Skill Focus, Skill Training, Spirited Charge, Trample, Triple Attack, Whirlwind Attack, or any Divine feat.
Talent: The paladin gains a talent which must be selected from the talent trees below, or from the Armor Specialist or Defensive Fighting talent trees.
Detect Evil: The Paladin can cast Detect Evil at will.

Talents

Divine Power Talent Tree
Divine Grace: You gain a bonus equal to your Charisma modifier to all your defenses.
Lay On Hands: Requires Charisma 12; A paladin can heal wounds by touch. Each day she can heal a total number of hit points of damage equal to her paladin level X her Charisma bonus. This healing may be spread out among multiple uses, and doesn't have to used all at one time. This healing is holy energy and may be used to damage undead creatures. In addition to healing hit points, anyone the paladin uses this ability on moves +1 step along the condition track.
Aura Of Courage: A paladin is immune to fear (both magical and non-magical). Each ally within 30 ft. of her gets a +4 morale bonus to all defenses vs, fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health: Requires the Divine Grace talent; The paladin is immune to all diseases (both magical and non-magical).
Remove Disease: Once per day the paladin may remove disease (as the spell). This talent may be selected more than once, each time it is selected beyond the first, the paladin gains an extra use of this ability for the day.
Ghost Touch: The paladin may affect incorporeal or ethereal creatures as if they were not incorporeal or ethereal.

Divine Vengeance Talent Tree
Turn Undead: Once per encounter you may turn undead as a cleric with the talent of the same name. Your effective cleric level is equal to three less than your paladin level (Minimum 1).
Smite Evil: Once per encounter the paladin may smite evil. This ability can only target an evil creature. As part of the attack, the paladin adds her Charisma bonus to the attack roll, and deals additional damage equal to her paladin level if the attack was successful. This talent may be selected more than once. Each time it is selected, it may be used an additional time per encounter.
Charging Smite: Requires the Smite Evil talent; If you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit. If the charge attack misses, the smite evil attempt is not considered used.

Special Mount Talent Tree
Special Mount: The paladin may summon a special mount. See the player's handbook for details.
Tend To Mount: Requires the Lay On Hands and Special Mount talents; A paladin who uses her lay on hands ability to heal her mount cures 5 points of damage per point of healing spent. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions affecting her mount, at the cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feeleminded, insanity, nauseated, sickened, stunned, or poisoned. Also, the mount moves +2 steps along the condition track.
Darth_Singe

07-17-07, 10:51 PM
Ranger

BAB Progression: Good
Level 1: Talents, Starting Feats, Defense Bonuses
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d8
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 6 + Int Modifier); Acrobatics, Climb, Concentration, Endurance, Initiative, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Perception, Stealth, Survival, Swim, Treat Injury.

Class Features



Starting Feats: The ranger begins play with the following feats.
Armor Proficiency (Light)
Shield Proficiency
Weapon Group (Basic Weapons)
Plus any three Weapon Group Proficiencies
Plus either Dual Weapon Mastery I or Point Blank Shot
Defense Bonuses: The Ranger gets a +2 bonus to Fortitude and Reflex defense.
Bonus Feat: The ranger gains a bonus feat selected from the following list. Careful Shot, Charging Fire, Deadeye, Divine Faith, Divine Spell Knowledge, Dodge, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Far Shot, Mobility, Multishot, Point Blank Shot, Precise Shot, Rapid Shot, Rapid Strike, Running Attack, Shake It Off, Skill Focus, Skill Training, Sniper, Triple Attack, Weapon Finesse
Talent: The ranger gains a talent which must be selected from the talent trees below, or from the Awareness, Camouflage, or Survivor talent trees.

Talents

Improved Tracker Talent Tree
Improved Tracker: Requires Survival Skill Training; You may choose to reroll any Survival check made to track a target, but the result of the reroll must be accepted even if it is worse.

Nature's Boon (Ranger) Talent Tree
Wild Empathy: A ranger can make a special check to modify an animal's attitude as if she were using the Persuasion skill to be diplomatic. The check is 1d20 + Ranger Level + Charisma modifier. To use Wild Empathy, the ranger and the animal must be within 30 ft. of each other, and able to detect each other in some manner. The ranger can attempt to use Wild Empathy on a magical beast with an intelligence score of 1 or higher, but suffers a -5 penalty to the roll.
Animal Companion: Requires the Wild Empathy talent; You gain an animal companion as described in the player's handbook.
Nature's Vigor: While resting in some kind of natural setting at night, the ranger naturally heals an additional 1 hit point per level of ranger and move an additional +1 step along the condition track.

Favored Enemy Talent Tree
Favored Enemy: The ranger gains a number of favored enemies equal to 1 + Wisdom modifier. Against these creatures, he gets a +2 bonus to Deception, Perception, and Survival checks. He also gets a +2 bonus to weapon damage rolls against such creatures. This talent may be taken multiple times. Each time it is taken beyond the first, the ranger may gain a single additional favored enemy, or increase the bonus against any one of his favored enemies by +2.

Man Of The Woods Talent Tree
Ranger's Endurance: Requires Endurance skill training; You may choose to reroll any Endurance check, but the result of the reroll must be accepted even if it is worse.
Natural Camouflage: Requires Stealth skill training; The ranger can use the Stealth skill to sneak in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Tomkin

07-17-07, 10:52 PM
Erm... 2/3 BAB? Do you mean 3/4? :confused:
Darth_Singe

07-17-07, 10:57 PM
The Rogue

BAB Progression: 2/3
Level 1: Talent, Defense Bonuses, Starting Feats
Odd Level: Talent
Even Level: Bonus Feat

Class Information

Hit Die: d6
Action Points: 5 + 1/2 character level
Class Skills: (Trained in 8+Int Modifier); Acrobatics, Climb, Deception, Gather Information, Knowledge (All skills, taken individually), Initiative, Mechanics, Perception, Perform, Persuasion, Stealth, Survival, Swim, Use Magic Device

Class Features

Starting Feats: The rogue begins play with the following feats.
Armor Proficiency (Light)
Weapon Group (Basic Weapons)
Plus any two Weapon Group Proficiency feats
Plus one feat of your choice.
Defense Bonuses: The rogue gets a +2 bonus to Reflex defense.
Talents: The rogue gains a talent from the talent trees below, or from the Awareness, Camouflage, or Survivor talent trees.
Bonus feat: The rogue gains a bonus feat which must be selected from the following list. Acrobatic Strike, Combat Reflexes, Deadeye, Dodge, Double Attack, Dual Weapon Mastery I, Improved Defenses, Improved Disarm, Improved Feint, Linguist, Melee Defense, Mobility, Point Blank Shot, Quick Draw, Skill Focus, Skill Training, Trip, Triple Crit, Weapon Finesse

Talents

Trapfinding Talent Tree
Trapfinding: Rogues can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Rogues can use the Mechanics skill to disarm magic traps.
A rogue who beats a trap’s DC by 10 or more with a Mechanics check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Trap Sense: You get a +1 bonus to all defenses made against traps, and a +1 bonus to Perception checks to locate a hidden or concealed trap. This talent may be selected more than once. Its effects stack.
Improved Trapfinding: Requires the Trapfinding and Trap Sense talents; A rogue may detect a hidden or concealed trap without actively searching for it. He must pass within 10 ft. of a traps location, and the DM makes a Perception check for the pc.

Defensive Roll Talent Tree
Defensive Roll: Requires the Evasion and Uncanny Dodge talents; The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt an Acrobatics check (DC = 5+ damage dealt). If the check succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to Ref Defense, she can’t use this ability.


Skill Mastery Talent Tree
Street Rat: Your time on the street has taught you various skills not normally associated with your class. Select a number of skills equal to 1 + Wis modifier (minimum 1). These skills are now class skills for you.
Skill Mastery: Select a number of trained skills equal to 1 + Intelligence modifier (minimum 1). The rogue can now take 10 on skill checks made with those skills even while distracted or normally prevented from doing so. This talent may be selected more than once.

Magical Knowledge Talent Tree
Some Kind Of Magician: Requires Use Magic Device skill training: The rogue no longer needs to roll Use Magic Device checks to activate scrolls, rods, and wands. She is treated as having a caster level equal to her rogue level plus any appropriate caster levels she may have.
Slippery Mind: If an enchantment spell or effect defeats the rogue's Will defense, he may make an Endurance check during his next turn to try and wriggle free of the effect. The DC is equal to the enchantment effects original power roll. If the check is successful, the rogue is no longer effected by the enchantment.

Misfortune Talent Tree
Dastardly Strike: Described in the SECR.
Disruptive: Described in the SECR.
Skirmisher: Described in the SECR.
Sneak Attack: Any time your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 30 ft. of the target to make a sneak attack with a ranged weapon. You may select this talent multiple times. Each time you select it, your sneak attack damage increases by +1d6 (maximum +10d6).
Walk The Line: Described in the SECR.
Opportunist: Requires Initiative skill training; Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character.
Darth_Singe

07-17-07, 11:05 PM
Sorcerer

BAB Progression: 1/2
Level 1: Talent, Defense Bonuses, Starting Feats, Improved Caster Level
Odd Level: Talent
Even Level: Bonus Feat

Class Information

Hit Die: d4
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 2+Int Modifier); Deception, Endurance, Initiative, Knowledge (Arcana), Persuasion, and Spellcraft

Class Features

Starting Feats: The sorcerer begins play with the following feats.
Inherited Magic
Inherited Spell Knowledge
Weapon Group (Basic Weapons)
Plus either Weapon Group (Spears) or Weapon Group (Crossbows)
Plus a single heritage feat
Defense Bonuses: The sorcerer gets a +2 bonus to Will defense.
Bonus Feat: The sorcerer gains a bonus feat which must be a heritage feat, or selected from the following list. Augment Summoning, Combat Casting, Extra Second Wind, Inherited Spell Knowledge, Linguist, Shake It Off, Skill Focus, Skill Training, Spell Penetration.
Talent: The sorcerer gains a talent, which must be selected from the talent trees below, or from any talent tree available to all spellcasters.
Improved Caster Level: The sorcerer's caster level for arcane spells is equal to his class level.

Talents

Scarification Talent Tree
Scarification: The sorcerer has sacrificed a piece of himself to a higher power, whether that be a dragon, demon, angel, etc. Through that sacrifice, the sorcerer has gained a powerful ability. He must permanently lose 1 point from his Constitution score. In return, he may select any 0th or 1st level spell. The sorcerer may spend an action point to cast that spell at any time. The body part sacrificed can be any body part, and it forever takes on a quality of the creature it was sacrificed to.
Scarification II: Requires the Scarification I talent; As Scarification, except the Sorcerer must sacrifice an additional body part, and permanently lose 1 more point of Constitution, and the spell selected may be any spell of 4th level or less.
Scarification III: Requires the Scarification I and II talents; As Scarification, except the Sorcerer must sacrifice an additional body part, and permanently lose 1 more point of Constitution, and the spell selected may be any spell of 7th level or less.
Soul Scarification: Requires the Scarification I, II, and III talents; As Scarification I, except the sorcerer actually trades part of his soul to his higher power. He permanently loses 2 points of Charisma, and the spell selected may be any spell of 9th level or less. In addition, the sorcerer's entire body now resembles his higher power, and he gains his higher powers creature type as a subtype (Thus if a human sorcerer's higher power was a dragon, he would be a Human (Dragon)).

Magical Diversity Talent Tree
Divine Magic: Select a divine spell of a spell level you can cast. You may substitute the divine spell for any arcane spell you know. You must have a Wisdom score of 10 + the divine spell's level in order to learn the spell. You may select this talent more than once, each time selecting a different divine spell.
Spell Diversity: Each time you gain an even numbered class level, you may substitute one arcane spell known for any other spell of the same or lesser level.
Improved Spell Diversity: As Spell Diversity, except you may also trade out any two spells in order to gain knowledge of a spell whose level is exactly one higher than the two spells traded.
Diversified Heritage: If your great granddaddy got freaky with a dragon, than your grandma got freaky with a demon. Select a second heritage. You may gain heritage feats from that heritage as well.
Item Crafter: You like to forge magical items. Whenever you gain a bonus feat, you may gain an item creation feat.
Darth_Singe

07-17-07, 11:10 PM
Wizard

BAB Progression: 1/2
Level 1: Talent, Defense Bonuses, Starting Feats, Improved Caster Level
Odd Levels: Talent
Even Levels: Bonus Feat

Class Information

Hit Die: d4
Action Points: 5 + 1/2 Character Level
Class Skills: (Trained in 2 + Int Modifier) Deception, Endurance, Initiative, Knowledge (All Skills taken individually), Perception, and Spellcraft.

Class Features

Starting Feats: The wizard begins play with the following feats.
Arcane Ability
Arcane Spell Knowledge
Weapon Group (Basic Weapons)

Defense Bonuses: The Wizard gets a +2 bonus to Will defense.
Bonus Feats: The Wizard gains a bonus feat which must be a Metamagic Feat, an Item Creation feat, or Arcane Spell Knowledge, Skill Focus, Skill Training, or Spell Mastery.
Talent: The wizard gains a talent which must be selected from the talent trees below, or from any talent tree available to all spellcasters.
Improved Caster Level: The wizard's caster level for arcane spells is equal to her class level.

Talent Trees

Arcane Sage Talent Tree
Sage's Knowledge: You may reroll any Knowledge check, but the result of the reroll must be accepted, even if it is worse.
Cross-Trained Knowledge: if you have the Skill Focus feat for any Knowledge skill, you get a +2 circumstance bonus to each other Knowledge skill check you make.

Item Creation Talent Tree
Efficient Item Creation: Requires One item creation feat; All costs associated with crafting a magic item are reduced by 10%. This talent may be taken multiple times; each time it is taken reduce the costs for crafting a magic item by an additional 10% (maximum 50%).

Spell Research Talent Tree
Greater Spell Knowledge: Requires the Arcane Spell Knowledge feat; You may learn an additional spell each time you select the Arcane Spell Knowledge feat. The additional spell learned must be at least one level lower than the highest level spell you can cast.
Improved Spell Research: Requires Spell Knowledge; All costs associated with researching spells are reduced by 25%. In addition, once per spell you may re-roll any failed check made to learn the spell.
Spell Mastery: Select a number of spells you know equal to your Intelligence modifier. Once per encounter you may return those spells to your spell suite. This talent may be taken multiple times, and you may may select a spell more than once.

Spellbook Talent Tree
Spellbook: You keep a spellbook that is a written recording of arcane formula and magical spells. This allows you access to more diversified magical spells than you would otherwise have access to. Once per encounter you may spend an action point to cast a spell from your spellbook. Casting a spell from the spellbook requires a full round action.
Improved Spellbook Casting: You may cast an additional spell from a spellbook during an encounter.
SilvercatMoonpaw

07-17-07, 11:13 PM
You know, you can change the title of a thread simply by editing the first post you made.
Darth_Singe

07-17-07, 11:35 PM
Here are the talent trees available to many classes/races in my conversion.

Talent Trees

Armored Spellcasting Talent Tree
Light Armored Spellcasting: You may cast arcane spells while wearing light armor and not suffer the normal percent failure chance for casting arcane spells while wearing armor.
Medium Armored Spellcasting: You may cast arcane spells while wearing medium armor and not suffer the normal percent failure chance for casting arcane spells while wearing armor.
Ignore Spell Failure: You may reduce your chances of arcane spell failure while casting spells in armor by 10%. This talent may be taken multiple times. Each time it is taken, reduce the chances of arcane spell failure by 10% (Maximum 50%).

Awareness Talent Tree
The character is more in tune with his surroundings.
Acute Senses: Described in the SECR.
Expert Tracker: Described in the SECR.
Improved Initiative: Described in the SECR.
Keen Shot: Described in the SECR.
Uncanny Dodge: Requires Acute Senses, Improved Initiative; You gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to Reflex defense (if any) even if you are cauight flat footed or struck by a hidden attacker.
Improved Uncanny Dodge: Requires Acute Senses, Improved Initiative, Uncanny Dodge; You can no longer be flanked.

Camouflage Talent Tree
Hidden Movement: Described in the SECR.
Improved Stealth: Described in the SECR.
Total Concealment: Described in the SECR.
Hide In Plain Sight: Described in the SECR.

Defensive Fighting Talent Tree
Sometimes it's better to not get hit than to hit harder.
Shield Block: Requires Shield Proficiency; As a reaction, you may negate a melee attack by making a successful Initiative check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Initiative check for every time you have used Shield Block or Shield Deflect since the beginning of your last turn. You must be carrying a shield to use this talent, and you must be aware of the attack and not flat footed.
Shield Deflect: Requires Shield Proficiency; As a reaction, you may negate a ranged attack by making a successful Initiative check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Initiative check for every time you have used Shield Block or Shield Deflect since the beginning of your last turn. You must be carrying a shield to use this talent, and you must be aware of the attack and not flat footed.
You can use this talent to deflect some of the barrage of an area attack. If you succeed on the Initiative check, you take half damage if the area attack hits and no damage if the area attack misses.
Active Melee Weapon Defense: As a swift action, you can use your melee weapon to parry your opponent's attacks, gaining a +1 deflection bonus to your Reflex defense until the start of your next turn. You must have a melee weapon in hand to use this talent, and you don't gain the deflection bonus if you are flat-footed or otherwise unaware of the incoming attack. You can take this talent multiple times; each time you take this talent, the deflection bonus increases by +1 (maximum +3).
Shieldback: Requires Shield Proficiency and the Dodge feat; You may strap a shield to your back and retain it's deflection bonus to Reflex defense against the target of your dodge feat. Note that tower shields cannot be used in this manner.

Fast Movement Talent Tree
The character is able to move faster than others.
Fast Movement: Your base land speed is increased by +10 ft. This talent may be selected more than once.
Fast Movement II: Requires Fast Movement; Select a mode of movement you possess (such as Swim, Climb, etc.). Increase your speed for that mode by +10 ft. This talent may be selected more than once.

Armor Specialist Talent Tree
Armored Defense: Described in the SECR.
Improved Armored Defense: Described in the SECR.
Juggernaut: Described in the SECR.
Second Skin: Described in the SECR.
Armor Mastery: Described in the SECR.

Poison Use Talent Tree
Poison Use:[/I] The character is trained in the use of poison and never risks accidentally poisoning himself when applying poison to an object.
Poison Resistant: You get a +1 bonus to Fortitude defense against all types of poisons. This talent may be taken multiple times; each time it is taken you get an additional +1 bonus to Fortitude defense against poisons.
Improved Poison Resistance: Requires Poison Resistant; You can negate a poisons persistant effects by spending a full round action doing nothing other than stabilizing your body.


Survivor Talent Tree

Evasion: If you are hit by an area attack, you take half damage if the attack hits you. If the area attack misses, you take no damage.
Extreme Effort: Described in the SECR.
Sprint: Described in the SECR.
Surefooted: Described in the SECR.

Magic Talent Trees
Any character capable of casting spells can select talents from the following talent trees.


Metamagic Mastery Talent Tree
Metamagic Mastery: Requires one metamagic talent; The increase to a spell's level that your metamagic talents incur is reduced by one. This talent may be taken multiple times. Each time it is selected, reduce the increase to the spell's level by one (Maximum three).
Multiple Metamagic: Requires at least two talentd from the Metamagic Talent Tree; You can apply more than once metamagic talent to a spell you are casting from your spell suite. This talent allows you to spend an additional action point in a round in order to apply the second metamagic talent.

Metamagic Talent Tree
Empower Spell: By spending an action point as you cast a spell from your spell suite, you may empower that spell. All variable, numeric effects of an empowered spell are increased by one-half.
Spellpower checks and opposed rolls are not affected, nor are spells without random variables. An empowered spell increases the spell's level by two.
Enlarge Spell: By spending an action point as you cast a spell from your spell suite, you may enlarge that spell. You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell increases the spell's level by one. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Eschew Materials: By spending an action point as you cast a spell from your spell suite, you may cast that spell without material components. You can cast any spell that has a material component with the standard gp cost without needing that component. If the spell requires a material component that costs more than the standard gp cost, you must have the material component at hand to cast the spell, just as normal.
Extend Spell: By spending an action point as you cast a spell from your spell suite, you may extend that spell. An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell increases the spell's level by one.
Heighten Spell: By spending an action point as you cast a spell from your spell suite, you may heighten that spell. A heightened spell has a higher spell level than normal. You may increase the spell's level by any amount (up to a maximum of 9th level). All effects dependent on spell level are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Maximize Spell: By spending an action point as you cast a spell from your spell suite, you may maximize that spell. All variable, numeric effects of a spell modified by this feat are maximized. Spellpower checks and opposed rolls are not affected, nor are spells without random variables. A maximized spell increases a spell's level by three.
Quicken Spell: By spending an action point as you cast a spell from your spell suite, you may quicken that spell. Casting a quickened spell is a swift action. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell increases a spell's level by four. Casting a quickened spell doesn’t provoke an attack of opportunity.
Silent Spell: By spending an action point as you cast a spell from your spell suite, you may cast that spell without invoking the arcane syllables. A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
Still Spell: By spending an action point as you cast a spell from your spell suite, you may cast that spell without arcane gestures. A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected.
Widen Spell: By spendoing an action point as you cast a spell from your sopell suite, you may widen that spell. You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell increases the spell's level by three. Spells that do not have an area of one of these four sorts are not affected by this talent.

Summon Familiar Talent Tree
Summon Familiar: You may summon a familiar, as detailed in the player's handbook.
Improved Familiar: Requires the Summon Familiar talent; You may summon a more powerful familiar, based on your level. This talent replaces the feat of the same name.

Warriors Talent Tree
This talent tree is available to any class with a good base attack bonus progression (where the base attack bonus is equal to the class level).
[I]Flashing Blade: By spending an action point, you may negate all of your opponent's dodge bonuses to reflex defense against your next melee attack.
Slice and Dice: If you made more than one melee attack this turn, and at least one of them was successful, you may gain an action point. The action point lasts until the end of the encounter, or until it is spent.
Improved Warrior's Training: Requires at least two levels in a non-warrior class (any class that does not have a good base attack bonus progression). Your base attack bonus is increased by one (cannot exceed your character level). This talent may be taken multiple times. Each time it is taken, increase your base attack bonus by one (base attack bonus cannot exceed your character level).
Warrior's Grit: Whenever you gain a level, you may reroll your hit die, but the result of the reroll must be accepted, even if it is worse.
Warrior's Heart: Requires at least two levels in a warrior class and at least one level in a non-warrior class; Whenever you gain a level in a non-warrior class, you may spend an action point to roll one die type higher for hit points than the classes normal hit die (max d10).
Warrior's Resolve: Your strength of body emboldens your will. You may substitute your Strength modifier for your Wisdom modifier when calculating your Will defense.
The Sharpest Blade: If you spent an action point to augment an attack roll and the attack roll was successful, you may add the action die result to your damage.
The Quickest Wit: Once per encounter, if you spent an action point to augment an attack roll, and the attack roll was successful, you may regain your spent action point.


Racial Talent Trees
Any character of the proper race can select talents from that race's talent tree.

Drow Talent Tree
Bloodline of To'Amo: You are of the bloodline of To'Amo, the first elf to embrace the darkness and become a drow. You gain access to the Elven Talent Tree.
Kiss Of The Spider: You are a devout worshiper of Lloth. You get a +5 bonus to your Fortitude defense against poison.
Sting Of The Scorpion: You follow the old ways of the scorpion god. Poison does not cause a persistent condition to you.
Dark Reputation: The reputation of your people precedes you everywhere, and you know how to use it to your best advantage. if you have Persuasion as a trained skill, you gain Skill Focus (Persuasion) as a bonus feat.

Dwarven Talent Tree

Natural Sprinter: Dwarves are very dangerous over short distances. While charging in combat, if the dwarf's attack is successful, his target moves -1 step along the condition track (if his damage was greater thjan his tragets damage threshold, the target instead moves -2 steps along the condition track.)
Blood Of The Dwarven Heroes: The dwarven battle fury flows through you, as it did this great dwarven hero of legend. You gain access to the Rage talent tree, even if you have no levels in barbarian.
Improved Dwarven Charge: Requires Natural Sprinter; Once per encounter, if you moved no more than 10 ft. while charging, your opponent is flat footed against your attack.
Strength Of ~Insert Any City Name that Dwarves Built to Promote Unity Among Races ;)~: The power of this mighty union still gives you the heart to succeed. You may reroll any Persuasion check made against a human or elf, but the result of the reroll must be accepted, even if it is worse.
Rockbones: You get a +5 racial bonus to your damage threshold.
Deepsight: While in complete blackness, the dwarf gets a +5 racial bonus to Perception checks made to notice targets.


Elven Talent Tree

Blood Of Tuviel: You are born of the first generation of elves. You do not suffer aging penalties.
Elven Immortality: Requires the Blood Of Tuviel talent; Your body stops physically aging, and you cannot die of old age.
Knowledge Of Treygon: You have studied the arcane musings of Treygon, a powerful elven wizard. Wizard is now your favored class. In addition, if you have at least two or more levels in wizard than any other class, you get a 10% bonus to all experience earned.
Wisdom Of Old: The wisdom and faith of old has given you inspiriation. Cleric is now your favored class. In addition, if you have at least two or mor levels in cleric than any other class, you get a 10% bonus to all experience earned.
Battle Call of Jo'Han: From an early age you were drawn to battle, much like Jo'Han, the master swordsman. Fighter is now your favored class. In addition, if you have at least two or more levels in fighter than any other class, you geta 10% bonus to all experience earned.
Joy Of Life: The elves share a deep and almost spiritutal love for life, especially their own. If the elf has moved one or more steps down the condition track, he gets a +5 bonus to his damage threshold.

Half-Orc Talent Tree

Savage Heart: You gain access to the rage talent tree, even ifd you have no levels in barbarian.
Brute: Your race has a monstrous reputation. if you have Persuasion as a trained skill, you gain Skill Focus (Persuasion) as a bonus feat.
Bloodheart's Honor: You have been inspired by tales of the holy warrior Bloodheart, who died in battle against demonic minions. Paladin is now your favored class. In addition, if you have at least two or more levels in Paladin than any other class, you get a 10% bonus to all experience earned.
Monstrous: You are grotesque and monstrous. You may substitute your Strength modifier for your Charisma modifier when determining the bonus to your Persuasion skill when using it to intimidate.

Halfling Talent Tree
Cross Logic: By befuddling your targets wits, you better scatter his brains to your deceptions. You may reroll any Deception check, but the result of the reroll must be accepted, even if it is worse.
Pride Of Gam-Samjee: (get it, heh heh); The stout heart of the famous halfling warrior beats in your breast. Fighter is now your favored class. if you have at least two more levels in fighter than any other class, you get a 10% bonus to all experience earned.
Killer Of Giants: You may be small, but you are quick. You get a +1 racial bonsu to all attack rolls made against targets that are larger than yourself.
Pure Heart: Requires Good Alignment; You are a pure souled creature, or something. You get a +5 racial bonus to all defenses against effects that would dominate or control you.
Dancing Fool: You may reroll any Perform check made to dance, but the result of the reroll must be accepted, even if it is worse.
Voice Of Heaven: If you have Perform (Sing) as a class skill, you gain Skill Focus (Perform: Sing) as a bonus feat.


Gnome Talent Tree
Tinkerer: Always building or testing or something, you got the gnome-knack for it. You may reroll any check made to craft something, but the result of the reroll must be accepted, even if it is worse.
RockPoppa: You have a dwarf somewhere in your bloodline. You gain access to the Dwarven talent tree, even if you aren't a dwarf.
Arc-Gnomist: You are one of the Arc-Gnomists, or the Gnome Mages. Wizard is now your favored class. In addition, if you have at least two or more levels in Wizard than any other class, you get a 10% bonus to all experience earned.
Illusionist: You may reroll any spellpower check made to cast an illusion spell, but the result of the reroll must be accepted, even if it is worse.
Killer Of Giants: You get a +1 racial bonus to all attack rolls made against targets that are larger than yourself.
Darth_Singe

07-17-07, 11:48 PM
Here are some feats that I changed around or messed with to fit better in the system. Enjoy.

Oh, and many of these are in the SRD, and some are homebrew, so all that stuff applies I think.

Blind Fight
Benefit: Every time you miss in combat because of concealment (or total concealment) you may reroll your attack roll (and select a different square to target with total concealment).
An invisible attacker gets no benefit to hit you in melee (normally you lose your Dex bonus to Reflex defense and he gets a +2 bonus for being invisible). The invisible attacker's bonuses do still apply for ranged attacks, however.
You take half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Bursting Shot
You fire multiple ranged weapons at a single target.
Prerequisite: Dex 13, Manyshot, Point Blank Shot, Rapid Shot
Benefit: You may fire a short burst of ranged weapons as a single attack against a single target. You take a -5 penalty on the attack roll but deal +2 dice of damage. The effects of this feat do not stack with the extra damage provided by the Deadeye or Rapid Shot feat.
Special: Firing a burst requires at least 5 projectiles.

Combat Casting
Your mental discipline and combat training allows you to cast spells quickly while in a combat situation.
Benefit: By spending two swift actions, you may cast a spell while adjacent to an enemy without incurring an attack of opportunity.

Dual Weapon Defense
Your dual weapon fighting style bolsters your defense.
Prerequisite: Dex 15, Dual Weapon Mastery I.
Benefit: While wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 deflection bonus to Reflex Defense. When you are fighting defensively or using the total defense action, the deflection bonus increases to +2.

Extra Rage
You may rage more frequently than normal.
Prerequisite: Ability to Rage or Frenzy.
Benefit: You may rage or frenzy an additional time per encounter. You must still pay any costs associated with the rage or the frenzy.

Extra Turning
Prerequisite: Ability to channel energy to turn, rebuke, or otherwise affect a creature with positive or negative energy.
Benefit: You may Turn, Rebuke, or Command undead an additional time each encounter.
Special: This feat may be selected more than once. Each time it is selected, you may Turn, Rebuke, or Command undead an additional time per encounter. The cleric may select Extra Turning as one of his bonus feats.

Granted Domain
Prerequisite: Cleric Level 1
Benefit: Select a domain associated with your deity or sphere of influence (or any domain if you have no patron deity or sphere of influence). You gain access to that domain's granted powers.

Improved Feint
Prerequisite: Int 13, Melee Defense
Benefit: You can use the Deception skill to feint in combat as a move action.

Improved Grapple
Prerequisite: Dex 13
Benefit: You may reroll any grapple check, but the result of the reroll must be accepted, even if it is worse.

Improved Overrun
Prerequisite: Str 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +5 bonus on your Strength check to knock down your opponent.

Improved Shield Bash
Prerequisite: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shields deflection bonus to your Reflex Defense.

Improved Sunder
Prerequisite: Str 13, Power Attack
Benefit: When you strike at an object being held by an opponent (such as a weapon or shield), you get a +5 bonus to the attack roll, and deal an additional +1 die of damage on a successful attack.

Manyshot
You can fire ranged weapons as an area attack.
Prerequisite: Point Blank Shot, Rapid Shot
Benefit: As a standard action you may fire two or more ranged weapons as an area attack. The area affected is a 10x10 space that can be no further than 30 ft. away from the attacker. Manyshot requires a number of ranged weapons equal the number of targets within the 10x10 area.

Mounted Archery
You are skilled at using bows while mounted.
Prerequisites: Trained in Ride, Mounted Combat
Benefit: You do not take the normal -5 penalty to attack rolls when firing a ranged weapon while mounted.

Mounted Charge
You are trained at making devastating mounted charges.
Prerequisite: Trained in Ride, Mounted Combat
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Mounted Trample
You are trained in using your mount to knock down opponents.
Prerequisite: Trained in Ride, Mounted Combat
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one natural attack against any target you knock down, gaining the standard +5 bonus to attack rolls against prone targets.

Rapid Reload
You can reload ranged weapons faster than normal.
Prerequisite: Proficient with the selected weapon
Benefit: Select a ranged weapon type. The time required for you to reload your chosen type is reduced by one action type (Full Round becomes Standard, Standard becomes Move, and Move becomes Swift). Reloading a ranged weapon may still provoke an attack of opportunity.
Special: This feat may be taken multiple times. Each time it is selected you may apply it to your already chosen weapon type to reduce the load time by an additional step (cannot go below a Swift action), or apply it to a new ranged weapon type.

Ride-By Attack
You are skilled at making fast attacks from your mount.
Prerequisite: Trained in Ride, Mounted Combat
Benefit: When you are mounted and use the charge action, you may move and attack as if with the normal charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack,

Spell Penetration
Benefit: You may reroll any Spellpower check made to overcome a creature's spell resistance, but the result of the reroll must be accepted, even if it is worse.

Stunning Strike
You are adept at rendering people unconscious with your fists.
Prerequisite: Martial Arts I
Benefit: Your unarmed strikes can deal stun damage. You must declare before making the attack if you wish to deal stun damage.
Darth_Singe

07-17-07, 11:52 PM
I will start posting my races sometime tomorrow. lemme know what you guys think so far. Meesa put a whole lotta time into this, so I hope it is well accepted, and stands firm among the multitude of other conversions out there.
Darth_Singe

07-17-07, 11:53 PM
Erm... 2/3 BAB? Do you mean 3/4? :confused:

oops...yeah lol Put in 12 hours at the shop today, heh heh, then had to watch the kids while the wife did her thing. heh heh.
vaerdhdragonkin

07-17-07, 11:57 PM
I'm more impressed than I can put into words. Just the class conversions were impressive, but the work you put into the whole thing . . . .:clap: :bow: :OMG!

I do have one question: When you say something is described in SECR, are you referring to the Star Wars SER?
Darth_Singe

07-18-07, 05:30 PM
I'm more impressed than I can put into words. Just the class conversions were impressive, but the work you put into the whole thing . . . .:clap: :bow: :OMG!

I do have one question: When you say something is described in SECR, are you referring to the Star Wars SER?

Yeah :) SECR stands for Saga Edition Core Rulebook. There was some confusion in some other threads because SAGA was a Dragonlance 5th age system way back a long time ago, so many of us involved just started referring to it as the SECR (Pronounsed say-ker).
Darth_Singe

07-18-07, 05:44 PM
OKies, here are the races. I did do some changes for my own personal tasts and camapign traits, as many people do, so feel free to invoke your rule 0 if you want to.

Drow
Drow Racial Traits
Ability Adjustments: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.
Size: Medium. As Medium creatures, drow have no special bonuses or penalties due to their size.
Speed: Drow base land speed is 30 feet.
Elf: The drow is an elf.
Magic Resistant: Immunity to magic sleep effects. Drow get a +2 bonus to their Will defense against spells and spell like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s character level.
Darkvision: Drow can see in the dark (even total darkness), meaning they ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Spell Resistance: The drow has Spell Resistance equal to 11 + character level.
Weapon Proficiency: Drow begin play with the Exotic Weapon Proficiency (Hand Crossbow) and the Weapon Group (Light Blades) feats.
Elven Senses: A drow may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse. Also, a drow who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
Conditional Bonus Feat: Drow are keenly perceptive to the world around them. A drow with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Talents: You gain access to the Drow Talent Tree.
Automatic Languages: Common, Elven, and Drow.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round, and they move -1 persistant step along the condition track. This persistant condition lasts until the drow is removed from the bright light for at least one round.
Favored Class: Rogue
Level Adjustment: +2
Darth_Singe

07-18-07, 05:48 PM
Dwarf

Dwarven Racial Traits
Ability Adjustments: +2 Constitution, -2 Wisdom.
Size: Medium. As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Speed: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark (even total darkness), meaning they ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework.
A dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a dwarf can use the Perception skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves that select the Weapon Group (Axes) feat are also proficienct with the Dwarven Waraxe and the Dwarven Urgrosh.
Stability: A dwarf gains a +5 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Also, a dwarf wearing medium or heavy armor or carrying a light or medium load is not slowed down.
Poison Resistant: +2 racial bonus on defenses against poison. Also, poison does not cause a persistent condition to a dwarf.
Alcohol Resistant: +2 racial bonus on defenses vs. alcohol. While alcohol does cause a persistant condition to a dwarf, he may recover in 1/2 the normal recovery time.
Magic Resistant: +2 racial bonus on defenses against spells and spell-like effects.
Hated Enemies: +1 racial bonus on attack rolls against orcs and goblinoids, and a +4 dodge bonus to Reflex Defense against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Reflex Defense, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Expert Craftsman: Dwarves consider craftmanship a high art that is next to godliness. As such, they may reroll any check made to craft an item, but the reroll must be accepted even if it is worse.
Talents: The dwarf gains access to the dwarven talent tree.
Automatic Languages: Common and Dwarven.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Darth_Singe

07-18-07, 05:51 PM
Elf

Elven Racial Traits
Ability Adjustments: +2 Dexterity, -2 Constitution.
Size: Medium. As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 30 feet.
Magic Resistant: Elves have immunity to magic sleep effects, and a +2 racial bonus to all defenses against enchantment spells or effects.
Low-Light Vision: An elf can see in near darkness; they ignore concealment (but not total concealment) from darkness.
Weapon Proficiency: Elves begin play with the Weapon Group (Bows) feat, and either the Weapon Group (Light Blades) or Weapon Group (Heavy Blades) feat.
Elven Senses: An elf may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse. Also, an elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it. Also, the elf can see twice as far as a human; the distance at which she can notice targets is doubled before she incurs any penalties (thus she doesn't take a -5 penalty until the target is at least 100 ft. away).
Conditional Bonus Feat: Elves are keenly perceptive to the world around them. A drow with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Talents: You gain access to the Elven Talent Tree.
Automatic Languages: Common and Elven.
Favored Class: Ranger. A multiclass elf's ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Darth_Singe

07-18-07, 05:54 PM
Half-Elf

Half-Elf Racial Traits
Size: Medium. As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Speed: Half-elf base land speed is 30 feet.
Magic Resistant: Immunity to sleep spells and similar magical effects.
Low-Light Vision: A half-elf can see in near darkness; they ignore concealment (but not total concealment) from darkness.
Half-Elven Senses: A half-elf may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Naturally Diplomatic: A half-elf that selects Gather Information or Persuasion as a trained skill gains Skill Focus as a bonus feat for that skill.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Talents: The half-elf gains access to the Elven Talent Tree.
Automatic Languages: Common and Elven.
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Darth_Singe

07-18-07, 06:02 PM
DISCLAIMER: As this version of the human is printed in the SECR, but the human is also in the SRD, I have decided to do what I did above, and just type in the name of the ability, but it should be easy enough to figger out for those who don't own the SECR. And if you don't own, go and buy it, it is well worth the money, even if only for a fresh perspective of the d20 system.

Human

Human Racial Traits
Size: Medium. As Medium creatures, humans have no special bonuses or penalties due to their size.
Speed: Human base land speed is 30 feet.
Bonus Feat: Humans gain a bonus feat at 1st level.
Bonus Trained Skill: Described in the SECR. But It should be a no brainer, as in SECR you can only select skills that are class skills, so extrapolate and stretch your brains, you can do it!!!! ;)
Automatic Language: Common.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Darth_Singe

07-18-07, 06:05 PM
Half-Orcs

Half-Orc Racial Traits
Ability Adjustments: +2 Strength, -2 Intelligence, -2 Charisma.
Size: Medium. As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Speed: Half-orc base land speed is 30 feet.
Darkvision: Half-Orcs can see in the dark (even total darkness), meaning they ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Menacing: Half-Orcs tend to be short tempered and very brutal with their outlook on life. They may reroll any Persuasion check made to Intimidate, but the result of the reroll must be accepted even if it's worse.
Talents: The half-orc gains access to the half-orc talent tree.
Automatic Languages: Common and Orc.
Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.
Darth_Singe

07-18-07, 06:25 PM
Gnomes

Gnome Racial Traits
Ability Adjustments: +2 Constitution, –2 Strength.
Size: Small; As a Small creature, a gnome gains a +1 size bonus to reflex defense, and a +5 size bonus on Stealth checks, but his lifting and carrying limits are three-quarters of those of a Medium character.
Speed: Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Any gnome who has Weapon Group Proficiency (picks and hammers) is also proficient with the gnome hooked hammer.
Solid Mind: +2 racial bonus to all defenses against illusions.
Illusory: Gnomes get a +1 racial bonus to all Spellpower rolls made when casting illusion spells.
Hated Enemies: +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Big Ears: Gnomes have overly large ears, which also increases thier hearing patterns. A gnome may reroll any Perception check made to listen, but the result of the reroll must bne accepted, even if it is worse..
Alchemist: Gnomes may reroll any check made to craft alchemical substances, but the result of the reroll must be accepted, even if it is worse.
Talent: The gnome gains access to the gnome talent tree.
Automatic Languages: Common and Gnome.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; Spellpower roll d20 + gnome’s Cha modifier + spell level + caster level.
Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.
Darth_Singe

07-18-07, 06:38 PM
Halflings

Halfling Racial Traits

Ability Adjustments: +2 Dexterity, –2 Strength.
Size: Small; As a Small creature, a halfling gains a +1 size bonus to reflex defense, and a +5 size bonus on Stealth checks, but his lifting and carrying limits are three-quarters of those of a Medium character.
Speed: Halfling base land speed is 20 feet.
Conditional Bonus Feats: If the Halfling has Climb, Jump, or Stealth as a trained skill, he gains the Skill Focus feat for that skill as a bonus feat.
Defensive Nature: +1 racial bonus to all defense scores.
Fear Resistant: +2 morale bonus to all defenses against fear.
Improved Throw: The halfling may reroll any ranged attack roll made with a sling or thrown weapon, but the result of the reroll must be accepted, even if it is worse.
Improved Hearing: The Halfling may reroll any Perception check made to Listen, but the result of the reroll must be accepted, even if it is worse.
Talent: The halfling gains access to the Halfling talent tree.
Automatic Languages: Common and Halfling.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Darth_Singe

07-18-07, 08:30 PM
Here is the Blackguard prestige class. As usual it's a 10 level prestige class.


Blackguard

Requirements
To qualify to become a Blackguard, a character must fulfill the following criteria.
Alignment: Any evil
Minimum Heroic Level: 6th
Trained Skills: Knowledge (Religion), Stealth
Feats: Cleave, Improved Sunder, Power Attack
Special: The character must have made peaceful contact with an evil outsider

Level 1: Defense Bonuses, Talent, Aura Of Evil
Odd Levels: Talent
Even Levels: Bonus Feat

Game Rule Information
Blackguards have the following game statistics.

Hit Points
At each level, blackguards gain a number of hit points equal to 1d10 + their Constitution modifier.

Action Points
Blackguards gain a number of action points equal to 6 + one-half their character level, rounded down, each time they gain a new level in this class.

Class Features
The following are features of the Blackguard prestige class.

Defense Bonuses
At 1st level, you gain a +2 bonus to Reflex, Fortitude, and Will defenses.


Talents
At every odd-numbered level (1st, 3rd, 5th, etc.), you select a talent. This talent may be selected from the Armor Specialist talent tree, Misfortune talent tree, or Dark Avenger talent tree.

Aura Of Evil
The blackguard radiates with evil energy. The power of a blackguard's aura of evil is equal to his class level, plus his cleric levels, if any.

Bonus Feat
The Blackguard gains a bonus feat which must be selected from the following list. Bull Rush, Combat Casting, Divine Faith, Divine Spell Knowledge, Double Attack, Leadership, Mighty Swing, Mounted Combat, Rapid Strike, or Triple Crit.

Talent Trees
Dark Avenger Talent Tree
Detect Good: The blackguard can cast detect good at will.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves.
Dark Blessing: The blackguard gains a bonus to all defense scores equal to his Charisma modifier.
Smite Good: Once per encounter the blackguard may smite good. This ability can only target a good creature. As part of the attack, the blackguard adds her Charisma bonus to the attack roll, and deals additional damage equal to her blackguard level if the attack was successful. This talent may be selected more than once. Each time it is selected, it may be used an additional time per encounter.
Command Undead: Once per encounter you may command undead as an evil cleric with the talent of the same name. Your effective cleric level is equal to three less than your blackguard level (Minimum 1).
Aura Of Despair: The blackguard radiates an unholy aura that fills his enemies with grief and despair. All enemies within 10 ft. of the blackguard suffer a -2 penalty to all defenses.
Fiendish Servant: The blackguard gains the service of a demonic or devilish creature. See the DMG for details.
Darth_Singe

07-18-07, 08:34 PM
Here is the Eldritch Knight. A little different, but still a 10 level prestige class.

Eldritch Knight

The eldritch knight is a martial arcanist who mixes sword and sorcery to better defeat his foes. Many wade into combat uttering spells while wielding sword and staff to smite thier enemies ruin.

Requirements
To qualify to become an eldritch knight, a character must fulfill the following criteria.
Base Attack Bonus: +4
Spells: Ability to cast 3rd level arcane spells.
Talents: Must possess at least one talent from the Warriors Talent Tree, or any talent tree only available to a warrior class (A warrior class is any class with a good base attack bonus progression).

Level 1: Talent, Defense Bonuses, Improved Caster Level
Odd Levels: Talent
Even Levels: Bonus Feat

Game Rule Information
Eldritch Knights have the following game statistics.

Hit Points
At each level, the eldritch knight gains a number of hit points equal to 1d6 + their Constitution modifier.

Action Points
Eldritch Knights gain a number of action points equal to 6 + one-half their character level, rounded down, each time they gain a new level in this class.

Class Features
The following are features of the Eldritch Knight prestige class.

Defense Bonuses
At 1st level, you gain a +3 bonus to Fortitude defense.


Talents
At every odd-numbered level (1st, 3rd, 5th, etc.), you select a talent. This talent may be selected from the Armored Spellcasting Talent Tree, the Weapon Mastery Talent Tree (Described in the SECR under the Elite Trooper Prestige class), or any talent tree available to all arcane spellcasters.

Improved Caster Level
The Eldritch Knight's caster level for arcane spells is equal to his class level.

Bonus Feat
The Eldritch Knight gains a bonus feat which must be selected from the following list. Arcane Spell Knowledge, Combat Casting, Dual Weapon Mastery I, Inherited Spell Knowledge.
Steely_Dan

07-19-07, 04:02 AM
I'm totally digging all of these conversions, killer job – keep em coming!
blowfish

07-19-07, 12:35 PM
If you didn't notice in the SECR, all the classes that in previous editions got lots of skill points in previous editions now receive less skills trained then they would have had skills at max ranks. This is because of all the skills being mixed together. So with that I think you should change how many skills trained the classes get. The bard, rogue and ranger are the ones that should be lowered. Maybe make rogue get 6+int, while bard and ranger get 5+int. Also, as is, the bard doesn't have access to the armoured spellcasting talent tree. They should at least get access to light armoured spellcasting. Other than that you did a very good job at converting the classes.
Darth_Singe

07-19-07, 06:20 PM
If you didn't notice in the SECR, all the classes that in previous editions got lots of skill points in previous editions now receive less skills trained then they would have had skills at max ranks. This is because of all the skills being mixed together. So with that I think you should change how many skills trained the classes get. The bard, rogue and ranger are the ones that should be lowered. Maybe make rogue get 6+int, while bard and ranger get 5+int. Also, as is, the bard doesn't have access to the armoured spellcasting talent tree. They should at least get access to light armoured spellcasting. Other than that you did a very good job at converting the classes.

I did notice that, actually. In my 1st edition conversions, I had a lot more skills held over still, so I didn't change them much. I may look into it, though. Thanks for replying :)
Shado

07-19-07, 07:54 PM
Singe, I had a few of questions for you.

First, why did you choose to convert each class as opposed to the SECR style of creating more generic base classes that are then defined by choice of Talents? It was one of the major beauties of the system imo.

Second, why keep favored class? Again, something eliminated in SECR, but something I've also found to be very archaic.

Lastly, I haven't picked apart your conversions, but what exactly is the benefit to being a Drow for ECL +2?
Steely_Dan

07-20-07, 04:31 AM
As others have said, I think you should scrap favoured classes and adjust the number of trained skills for the classes.

My group has gone with:

-Barbarian (4 + Int)
-Bard (5 + Int)
-Cleric (2 + Int)
-Druid (3 + Int)
-Fighter (3 + Int)
-Monk (4 + Int)
-Paladin (3 + Int)
-Ranger (5 + Int)
-Rogue (6 + Int)
-Sorcerer (2 + Int)
-Wizard (2 + Int)


I would also list the speeds of the races in squares instead of feet.
Darth_Singe

07-20-07, 08:39 PM
Singe, I had a few of questions for you.

First, why did you choose to convert each class as opposed to the SECR style of creating more generic base classes that are then defined by choice of Talents? It was one of the major beauties of the system imo.

I originally had the three base classes from UA as my model, and was going to do Talent trees for anything that deviated (Spellcaster could have Cleric Talent Trees, Wizard Talent Trees, Etc). but I felt that took a lot away from the game, and pretty much too many talents to choose from being D&D. Imagine someone wanting to play a Hexblade for example. Where would the BAB fall, and where would his talents be? Would the Hexblade talent tree be under the Expert type class or the warrior or even the spellcaster?

Then, fopr Warrior, you'd have the Barbarian Talent tree, but then what is a Fighter? With every class getting talents and feats at every level, every warrior would now pretty much be the same. Then, what about the d12 hit die barbarians get. Thats 36 + Con modifier Hit Points at 1st level if you use the SECR rule for trip HD at 1st level.

So, I kept a lot of them seperate for two main reasons:
1. At heart, D&D needs to keep those classes and the class identities, because that is what makes the game D&D to begin with.

2. If you baby the classes down into all generic, you will have the Magic:The gathering Syndrome for the character, where each player only then takes the bestest talents for thier pc, and all characters end up being the same (Much like at most Magic Tourneys these days you only see Black and Blue decks).

Second, why keep favored class? Again, something eliminated in SECR, but something I've also found to be very archaic.

Favored class is something I like and use a lot in my campaigns. I didn't post a lot of stuff for it becuase it is all homebrew game world campaign specific, but i have many feats and talents not listed that reward you for having levels in your favored class

Lastly, I haven't picked apart your conversions, but what exactly is the benefit to being a Drow for ECL +2?

It was converted from the SRD, so I didn't add or take away anything from it. I personally agree with it, because you get a +2 bonus to three good stats, and only suffer a -2 penalty to one stat, not to mention many of thier abilities, etc.

I use the UA rule where you can buy off your LA using XP's, and I actually thought about making that into a talent for any race with an LA. I'd make a Level Adjustment Talent Tree and have only creatures/characters with a Level Adjustement have access to it. Stuff like if you have more levels in your favored class than any other, you may ignore your LA when advancing a level in that class, or take this talent to reduce your LA by 1, or even a balancing one like Racial Outcast: Take this talent, pick a racial ability: you lose that ability. Reduce your LA by 1. You may pick this talent more than once. Stuff like that.

Thank you for the reply, man!
Darth_Singe

07-20-07, 08:49 PM
As others have said, I think you should scrap favoured classes and adjust the number of trained skills for the classes.

That seems like a good range. As I said, I originally had more skills in my first conversion (Craft was still around, then it became a function of the Knowledge skill, now I am thinking about making it into a feat; I even had handle Animal still, but then I remembered Conan clobbering a camel, and later in part 2 apologizing and it spat at him so he clobbered it again, so I thought Persuasion might work best for that, so that's where it leaves me)

I would also list the speeds of the races in squares instead of feet.

Well, I think the reason they did the square thing was because about a gazillion and a half people play the minis game while only about 3 or 4 played the old rpg, so they wanted people to move almost seamlessly from one medium to another. For D&D i prefer feet as opposed to squares, but I think it is easy enough to say that 1 sqaure equals 2 meteres equals 5 foot.

And for all of us Grognards and fat Beard who have yet to purchase and/or create a giant grid, we use our chainmail or mage knight tapes (or the one we stole from moms/wifeys sewing kit, heh heh) Or Joe the Construction Contractor who uses the Stanley Super-Steel 5,000 laser beam stud finding measuring device for all his gaming needs. Yeah, you all know who you are ;)

And, also, thank you for the reply. :)
vaerdhdragonkin

07-21-07, 12:29 PM
Re-reading through the thread, I noticed that some of the feats you list in your conversions (Divine Spell Knowledge and Arcane Spell Knowledge for instance) have no description in this thread, the SECR, or even d20 Modern (another good source for talent trees!). Was this just an oversight on my part, or did you forget to post them?
Darth_Singe

07-21-07, 12:31 PM
Re-reading through the thread, I noticed that some of the feats you list in your conversions (Divine Spell Knowledge and Arcane Spell Knowledge for instance) have no description in this thread, the SECR, or even d20 Modern (another good source for talent trees!). Was this just an oversight on my part, or did you forget to post them?

I had posted those on my Magic Conversion thread, and I probably just didn't throw it in here yet. I will chuck it up in here for yous guys, sorry about that, heh heh :)
Darth_Singe

07-21-07, 12:49 PM
Oops, my bad. :)
DISCLAIMER: This is the basic system. Many of the spells in the SRD and various sources can be ultimately abused by it. As I have stated earlier in the original thread, I can't really see the difference in being able to cast the spell over again each encounter than preparing the spell mutliple times or buying wands or staves with the spell in it, but to each his own. I admit that many of the spells need work for the conversion, along with many other aspects of the game for those of us loving the SECR changes (especially in the realm of the gazillion different bonus types which i feel unbalance the SECR to D&D conversion). On that note.......

Magic
In order to use magic, the character must first take one of the following feats: Arcane Ability, Inherited magic, or Divine Faith.

Special Rules Patch: 0th and 1st level spells may be taken at caster Level 1, while every other spell level requires you to have double the spell's level in Caster levels (Thus a caster must have a Caster Level of 6 before being able to learn and cast 3rd level spells).

Once you have selected a spell known, you must "prepare it" by having all of the spell components on hand required for the spell (ie bat turds for Fireball, etc.). I Advise a simple cost of 2 sp's per spell level for basic material components for each spell he wishes to prepare, to keep it simple. That way player X can record on his sheet he has material components for whichever spells he wants to cast, and it limits him from casting many spells over and over (unless he has certain Metamagic Talents and burns action points quickly).

Secondly, casting a spell during a non-combat situation is a little different. You must have a chance to rest for 1 minute until you return all spells you have cast to your spell suite. Thus, if St. Bill the cleric casts Cure Predominantly Traumatic But Not Too Overly Horrendously Critical Wounds on you, he must wait 1 minute before casting it again.

Arcane Ability
Requires: Int 10
Benefit: You are able to understand and cast arcane spells. In order to learn or cast a spell, you must have an Intelligence score of at least 10 + the spell's level. Your caster level is equal to one-half your character level, rounded down. Whenever you cast a spell that has one or more targets, you may need to make a Spellpower check (d20 + caster level + spell's level + Intelligence modifier). The spell's description will determine what defense (if any) the spell targets, and what the effects will be should your Spellpower roll defeat your targets defense. Each encounter, you may cast each spell in your spell suite one time. You may spend an action point to regain any arcane spell cast this encounter. In order to learn a spell, you must take the Arcane Spell Knowledge feat. Spellcraft is a class skill for you.

Arcane Spell Knowledge
Requires: Arcane Ability, trained in the Spellcraft skill.
Benefit: You learn a number of arcane spells of any level you can cast equal to 1 + Int modifier. The maximum level of any spell you can learn or cast is equal to 1/2 your caster level. You can add the same spell more than once (Putting into your suite more than one time, meaning you can cast the same spell more than once per encounter).
Special: You can take this feat more than once. Each time you take this feat, you add to your spell suite a number of new arcane spells of a level you can learn and cast equal to your Intelligence modifier. If your Intelligence modifier permanently increases, you immediateky learn a number of spells equal to the number of Arcane Spell Knowledge feats you have taken.

Divine Faith
Requires: Wis 10
Benefit: You are able to understand and cast divine spells. In order to learn or cast a spell, you must have a Wisdom score of at least 10 + the spell's level. Your caster level is equal to one-half your character level, rounded down. Whenever you cast a spell that has one or more targets, you may need to make a Spellpower check (d20 + caster level + spell's level + Wisdom modifier). The spell's description will determine what defense (if any) the spell targets, and what the effects will be should your Spellpower roll defeat your targets defense. Each encounter, you may cast each spell in your spell suite one time. You may spend an action point to regain any divine spell cast this encounter. In order to learn a spell, you must take the Divine Spell Knowledge feat. Spellcraft is a class skill for you.

Divine Spell Knowledge
Requires: Divine Faith, trained in the Spellcraft skill.
Benefit: You learn a number of divine spells of any level you can cast equal to 1 + Wis modifier. The maximum level of any spell you can learn or cast is equal to 1/2 your caster level. You can add the same spell more than once (Putting it into your suite more than one time, meaning you can cast the same spell more than once per encounter).
Special: You can take this feat more than once. Each time you take this feat, you add to your spell suite a number of new divine spells of a level you can learn and cast equal to your Wisdom modifier. If your Wisdom modifier permanently increases, you immediateky learn a number of spells equal to the number of Divine Spell Knowledge feats you have taken.

Inherited Magic
Requires: Cha 10
Benefit: You are able to understand and cast arcane spells. In order to learn or cast a spell, you must have a Charisma score of at least 10 + the spell's level. Your caster level is equal to one-half your character level, rounded down. Whenever you cast a spell that has one or more targets, you may need to make a Spellpower check (d20 + caster level + spell's level + Charisma modifier). The spell's description will determine what defense (if any) the spell targets, and what the effects will be should your Spellpower roll defeat your targets defense. Each encounter, you may cast each spell in your spell suite one time. You may spend an action point to regain any arcane spell cast this encounter. In order to learn a spell, you must take the Inherited Spell Knowledge feat. Spellcraft is a class skill for you.

Inherited Spell Knowledge
Requires: Inherited Magic, trained in the Spellcraft skill.
Benefit: You learn a number of arcane spells of any level you can cast equal to 1 + Cha modifier. The maximum level of any spell you can learn or cast is equal to 1/2 your caster level. You can add the same spell more than once (Putting into your suite more than one time, meaning you can cast the same spell moire than once per encounter).
Special: You can take this feat more than once. Each time you take this feat, you add to your spell suite a number of new arcane spells of a level you can learn and cast equal to your Charisma modifier. If your Charisma modifier permanently increases, you immediateky learn a number of spells equal to the number of Inherited Spell Knowledge feats you have taken.

Spellbook Knowledge
Prerequisite: Spellbook talent, Int 13+
Benefit: You may add a number of spells to your spellbook equal to 1 + Int modifier. The spells added to the spellbook must be of a level you can cast.
Special: This feat may be taken multiple times. Each time it is selected, add a number of spells to your spellbook equal to your Intelligence modifier. If your Intelligence modifier increases, you may add a number of spells to your sopellbook equal to the number Spellbook Knowledge feats you have taken.



Spellbooks
Some arcane casters have access to the Spellbook talent tree. A spellbook is an arcane writing that is filled with instructions on casting spells. In order to put a spell into a spellbook, the character must either research it through Spell Research, or take the Spellbook Knowledge feat. A spell takes up 1 page per level (0th level spells take up 1 page). Spellbooks allow casters to cast spells without having in thier spell suite. It usually takes a full round action and the expenditure of an action point to cast a spell from a spellbook. If the spell being cast from the spellbook has a casting time greater than 1 full round action, then the longer casting time is used.
vaerdhdragonkin

07-21-07, 07:50 PM
Sorry, yet another question. :P

I'm compiling all of this for use in my home rules (loves it!), and I ran across something else. I can't find descriptions for the Martial Study and Martial Stance feats! I've looked in the d20 Modern core book, and the SECR. Once again, I may just be totally missing it. @>@ Thanks again!
Darth_Singe

07-21-07, 09:37 PM
Sorry, yet another question. :P

I'm compiling all of this for use in my home rules (loves it!), and I ran across something else. I can't find descriptions for the Martial Study and Martial Stance feats! I've looked in the d20 Modern core book, and the SECR. Once again, I may just be totally missing it. @>@ Thanks again!

Martial Study and Martial Stance comes from the Tome of Battle: The book of nine swords. I hated to go off core, but I felt it fit with the fighter.
Matrix Sorcica

07-22-07, 10:57 AM
Not to threadjack, just a FYI:
http://www.enworld.org/showthread.php?t=200714
Matrix Sorcica

07-23-07, 05:55 AM
Hi Singe,

I like what I'm seeing. Very much.

I do have a few points I think needs addressing:

1. I don't think ½ BAB should be used with Saga. Wizards/Sorcerers will only hit on a 20, which is too severe, IMO.

2. Spellbook Knowledge needs a fix. As far as I can see, it must be taken as a level dependant feat. Then why would I choose this instead of Arcane Spell Knowledge? I could choose just as many spells, and always spend an AP to use it more than once per encounter. Plus, the Spellbook Talent is underpowered for the same reasons. Just by the rules I can be almost just as flexible and use the spells more than once by spending an AP - and this won't even take a full round. At the very least, the AP requirement from Spellbook Talent must go!

That's all for now - keep up the good work!
starfire311

07-23-07, 09:42 AM
I really like the system overall, but my biggest problem is with action pooints, in a nutshell, I despise them.

Do you know of any alternate systems that allow action points per day or per encounter, rather than per level?
Matrix Sorcica

07-23-07, 03:05 PM
Spycraft and Grim Tales. Perhaps the game I linked to above will also (as of yet undecided).

There was some rules of semi official character (was it Living Greyhawk?) that had guidelines for making AP's per session.
Darth_Singe

07-23-07, 05:54 PM
I like what I'm seeing. Very much.

Thanks :)

1. I don't think ½ BAB should be used with Saga. Wizards/Sorcerers will only hit on a 20, which is too severe, IMO.
Those characters use magic and can cast spells to augment thier attack capabilities. A wizard doesn't need to hit with his staff if he can fry every MoFo in the room with his Fireball.

2. Spellbook Knowledge needs a fix. As far as I can see, it must be taken as a level dependant feat. Then why would I choose this instead of Arcane Spell Knowledge? I could choose just as many spells, and always spend an AP to use it more than once per encounter.

Yeah, it was an add-on at the end of Wizard draft 3. It should be a bonus Wizard feat, and I probably just forgot to chuck it in there. My bad. ;)

Plus, the Spellbook Talent is underpowered for the same reasons. Just by the rules I can be almost just as flexible and use the spells more than once by spending an AP - and this won't even take a full round. At the very least, the AP requirement from Spellbook Talent must go!

The point is to be able to cast spells you don't have in your Spell Suite. Also, you don't need Spellbook Knowledge to add spells into your spellbiook. You can do Spell Research to do it also, just as normal. if i didn't say that earlier, it should be addressed that is what I had in mind with the whole concept for the Spellbook. The feat is there to be able to rapidly and freely gain spells, while spell research requires time, money, and skill checks, which can be failed and all resources wasted, etc.

That's all for now - keep up the good work!

Thanks :)
Darth_Singe

07-23-07, 06:01 PM
I really like the system overall, but my biggest problem is with action pooints, in a nutshell, I despise them.

Do you know of any alternate systems that allow action points per day or per encounter, rather than per level?

If I were you, keep the AP's per level, but create a system where you award up to three additional ones at the end of an adventure. Give them 1 if they were able to complete the adventure in a neat and timely manner, without too much hassle. Award 2 if they did the above, but also did it well and in character, and finally award 3 if you felt drawn into thier characters and they were able to make you feel as if you were watching a movie and didn't need to coach them along.

Also, you can pass them out as an encounter award to, instead of treasure. The encounter should be harder than average, and require they spend at least 1 AP each. If they succeed, give them back the one they spent, plus an additional one.

Or, instead of any of those systems, do what I used to do and not limit the max amount. Allow them to store them up. You will see the one player who spends them all each session, the other player who spends one now and then, but pretty much stays aboult half full, and the stinge who never spends them and has 60 by level 5, and then starts plowing through all your BBEG's at mid to high levels. :)
Matrix Sorcica

07-24-07, 06:10 AM
Those characters use magic and can cast spells to augment thier attack capabilities. A wizard doesn't need to hit with his staff if he can fry every MoFo in the room with his Fireball.
Well, the point stands. He still needs a 20 to hit with a touch attack! ;) Oh, and the targets boost themselves with magic as well, resulting in a kind of status quo.

The rest of your answer was very enlightening, thank you.

But should max spell level really be half caster level which again is half class (character?) level? Cool for very low magic, but not what you had in mind, I think.
Steely_Dan

07-24-07, 07:15 AM
Well, the point stands. He still needs a 20 to hit with a touch attack!


This brings up an interesting point – there are no touch attacks in Saga…
Darth_Singe

07-24-07, 07:08 PM
Chances are any kind of spell requiring an attack roll would simply call for a Spellcraft check anyway, much as force powers call for a Use The Force check, but I could also see a Talent that would allow this, but I think it would be a spell by spell basis.

Or even have any spell that requires an attack roll or touch attack roll be an area attack that targets a 5x5 area (1 square), where even if they missed the target would still take half damage. But I digress in that with the 1/2 BAB they would miss more often than not, so.....

Also, yes, I wanted all Spellcasters to have the double caster level to cast a spell, because in my system a 10th level fighter has a caster level of 5 and can cast 2nd level spells if he so wanted to spend the feats. I could however see a feat or talent that could allow this to change however. Sorta like

Advanced Spellcasting: In order to cast a spell, your caster level must be at least twice the spell's level -1, or level 5 to cast a 3rd level spell.

It would definitely be a wizard only talent, and would seperate them from a few of the other Improved casters.

Also, as far as spellbooks, I had an idea today while going to the bathroom at work. What if the Wizard's Spell Suite was interchangeable based on the spells he knew, and the spells in his spellbook, and he set his spell suite at the beginning of the day. I would want it to be a Wizard only talent, and it would read something like this:

Mutable Spell Suite: You may change your spells in yopur spell Suite once per day. You may add any spells you know from the Arcane Spell Knowledge or any spells in your Spellbook, but you may not have more spells in your Spell Suite than the 1 + the number of times you have selected the Arcane Spell Knowledge feat + your Intelligence Modifier. You may add a spell to your spell suite more than once, but you must have the spell components on hand for each time you add it to your Spell Suite.

Just an idear, that I may incorporate later. My big updates will be on the weekends mostly, as that is when I have more time off from work, so please be patient. :)
okaynowa

07-30-07, 10:34 AM
Just a thought-- the gnome and halfling racial descriptions come across as a little "cluttered," like unto their current 3.5 versions. Perhaps a few qualities could be removed from the basic block and turned into a racial talent tree. For example, the gnome's "hated enemies" and the halfling's "improved throw," qualities which could arguably require cultural immersion or special training, could be reassigned to the "gnomes only" and "halflings only" talent trees.

Racial talent trees would also put the sometimes far-flung racial feats into a cohesive context. The dwarven fighting styles from Races of Stone, for example, or additional/variant spells for gnomes, have sort of a talent feel to them. Some feats should probably remain feats, though, like the feat that grants a kobold dragonwrought status.

An additional thought: if it's possible to have such a thing as a "human" talent tree, then half-orcs and half-elves might have access to the talents of both their human and non-human heritage. That access could be a huge advantage, depending on the talents available.

Anyhow, just an idea. I was a fan of paragon classes and, to a lesser extent, substitution levels when they first came out-- but talent trees seem like a more elegant way to embellish a character's identity.
Darth_Singe

07-30-07, 05:28 PM
Just a thought-- the gnome and halfling racial descriptions come across as a little "cluttered," like unto their current 3.5 versions. Perhaps a few qualities could be removed from the basic block and turned into a racial talent tree. For example, the gnome's "hated enemies" and the halfling's "improved throw," qualities which could arguably require cultural immersion or special training, could be reassigned to the "gnomes only" and "halflings only" talent trees.

I thought this also, but I haven't gotten around to that part yet. There really is a LOT of stuff to throw over, and the Halfling and Gnome are still on draft 1, while many of the other races are in Draft 2 or 3 (I don't use them in my home games, so I didn't spend a lot of time on them).

Racial talent trees would also put the sometimes far-flung racial feats into a cohesive context. The dwarven fighting styles from Races of Stone, for example, or additional/variant spells for gnomes, have sort of a talent feel to them. Some feats should probably remain feats, though, like the feat that grants a kobold dragonwrought status.

I totally agree with you here, but many of the things I posted here are mostly straight from the core rules.

An additional thought: if it's possible to have such a thing as a "human" talent tree, then half-orcs and half-elves might have access to the talents of both their human and non-human heritage. That access could be a huge advantage, depending on the talents available.

I actually do this in my home campaign. I have a series of racial templates that can be adopted by characters from that region, and the half races have access to a feat that allows them to select talents and feats as if they were a memeber of that region (or had the regional template applied).

Anyhow, just an idea. I was a fan of paragon classes and, to a lesser extent, substitution levels when they first came out-- but talent trees seem like a more elegant way to embellish a character's identity.

I agree here, and Unearthed Arcana is open source, so I may have to tackle some of that. If only i could do this full time and get paid ~dreams~

Oh, and thanks for posting!
Darth_Singe

07-30-07, 05:35 PM
Archmage

Requirements
Trained Skills: Knowledge (Arcana), Spellcraft
Feats: Skill Focus (Spellcraft), Spell Focus in at least two schools of magic
Spells: Ability to cast 7th level arcane spells, knowledge of 5th level or higher spells from at least five schools.

Level 1: Talent, Bonus Spell, Improved Caster Level, Defense Bonuses
Level 2 - 5: Talent, Bonus Spell

Game Rule Information
Archmages have the following game statistics.

Hit Points
At each level, the archmage gains a number of hit points equal to 1d4 + their Constitution modifier.

Action Points
Archmages gain a number of action points equal to 6 + one-half their character level, rounded down, each time they gain a new level in this class.

Class Features
The following are features of the Archmage prestige class.

Defense Bonuses
At 1st level, you gain a +4 bonus to Will defense, and a +2 bonus to Fortitude defense.

Improved Caster Level
The Archmages caster level for arcane spells is equal to his class level.

Bonus Spell
The Archmage may add an additional arcane spell to his spell suite.

Talents
At every level you select a talent. This talent may be selected from the High Arcana Talent Tree, or from any talent tree available to all arcane spellcasters.

Talent Trees

High Arcana Talent Tree

Arcane Fire (Su)
The archmage gains the ability to change arcane spell energy into arcane fire by losing a spell of any level from her spell suite, manifesting it as a bolt of raw magical energy. The bolt is a ranged magical attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect.

Arcane Reach (Su)
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged magical attack. This talent may be taken multiple times; each time it is taken increase the range by +30 ft. (maximum 60 ft.).

Mastery of Counterspelling
When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Spell Power
This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and spellpower checks only). This talent may be taken mutliple times; each time it is talen the archmage's effective caster level is increased by +1.

Spell-Like Ability
An archmage who selects this talent can select one of her spells from her spell suite. The archmage can use that spell as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP.
The archmage may apply any metamagic talents to the spell that she chooses, as normal.
This talent may be taken multiple times. Each time it is taken, you may increase the number of times per day to cast the selected spell by one, or you can select a different spell.
Darth_Singe

07-31-07, 06:19 PM
Drow Paragon

BAB Progression: 2/3
Level 1: Starting Feats, Talent, Defense Bonuses
Level 2 - 5: Talent

Class Information
Requirements: The character must be a drow.
Hit Die: d6
Action points: 5 + 1/2 Character level
Class Skills (Trained in 2 + Int Modifier): Climb, Jump, Knowledge, Perception, Persuasion, Spellcraft, Stealth, Survival, Swim

Class Features

Starting Feats
The drow paragon begins play with the following feats.
Armor Proficiency (Light)
Exotic Weapon Proficiency (Hand Crossbow)
Weapon Group (Basic Weapons)
Weapon Group (Light Blades)
Weapon Group (Heavy Blades)

Defense Bonuses: The drow paragon gets a +2 bonus to Reflex defense.

Talent: The drow paragon gains a talent, which must be selected from the Drow Talent Tree, the Drow Paragon Talent Tree, or any talent tree available to all spellcasters.

Talent Trees

Drow Paragon Talent Tree

Improved Caster Level: Select arcane or divine. The drow paragon's caster level is equal to her class level with the selected type of spells. This talent may be taken multiple times; the second time it is taken it must be applied to the type of magic that has not yet been selected.

Improved Spell Like Abilities: The drow paragon gains one additional daily use of each of her innate spell-like abilities. This talent may be taken multiple times. Each time it is taken, the drow paragon gains an additional daily use of one of her innate spell-like abilities.

Improved Darkvision: The Drow Paragon's darkvision range increases by +30 ft. In addition, he can now distinguish color while using his darkvision.

Light Sensitivity: A drow paragon's is not so strongly affected by abrupt exposure to bright light. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell.

Dexterity Boost: The drow paragon's Dexterity score is increased by +2.

Reduced Level Adjustment I: Requires Character Level 6; When taking this talent, the drow paragon must lose XP equal to (his current ECL -1) X 1,000. This reduces his level adjustment by 1.

Reduced Level Adjustment II: Requires Character Level 9; When taking this talent, the drow paragon must lose XP equal to (his current ECL -1) X 1,000. This reduces his level adjustment by 1.
Darth_Singe

07-31-07, 09:16 PM
Dwarf Paragon

BAB Progression: Good
Level 1: Starting Feats, Talent, Defense Bonuses
Levels 2-5: Talent

Class Information

Requirements: The character must be a dwarf.
Hit Die: d10
Action Points: 5 + 1/2 Character level
Class Skills (Trained in 2 + Int Modifier): Climb, Endurance, Jump, Knowledge (Dungeoneering), Perception, Persuasion, Survival

Class Features

Starting Feats
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Shield Proficiency
Weapon Group (Basic Weapons)
Plus any four Weapon Group Proficiency feats.

Defense Bonuses: The dwarf paragon gets a +2 bonus to Fortitude defense.

Talent: The dwarf paragon gains a talent, which must be selected from the Dwarf Talent Tree, the Dwarf Paragon talent tree, or any talent tree available to all warriors.


Talent Trees

Dwarf Paragon Talent Tree

Craft Expertise: The dwarf paragon may add his class level as a racial bonus to any craft check related to stone or metal items.

Improved Stonecunning: The dwarf paragon's racial bonus on Perception checks to notice unusual stonework increases to +4. The range at which he receives an automatic Perception check for coming near an example of unusual stonework increases to 20 ft. Also, he can intuit where true north lies in relation to himself whenever underground.

Improved Darkvision: The Dwarf Paragon's darkvision range increases by +30 ft. In addition, he can now distinguish color while using his darkvision.

Improved Dwarven Defenses: The dwarf paragons bonus to defense against poison, alcohol, and magic is increased by 1. This talent may be taken multiple times; each time it is taken increase the dwarven paragons bonus to defense by an additional +1.

Constitution Bonus: The dwarven paragon's constitution score is increased by +2.

Weapon Specialization (Axes): Requires Weapon Focus (Axes): You get a +2 bonus to all damage rolls made with axes of all kind.

Master Craftsman: The dwarf paragon receives an additional 200 craft points at each level.
Darth_Singe

08-01-07, 12:11 AM
As so far I haven't seen a good method for crafting stuff in SECR, I am using a modified version of the Craft Point system found in Unearthed Arcana. Basically, you first take the feat Craftsman, and go from there. Characters without the Craftsman feat can still try to craft things, but they only get an Intelligence check for thier crafting roll, and must always take the full crafting time.

Craftsman
Benefit: You can craft mundane items of all sorts. You gain a number of Craft points equal to your character level X 100. Whenever you wish to craft an item, you make a special Craft check (d20 + 1/2 Character level + Intelligence Modifier). In addition, each time you gain a level of experience, you gain an additional amount of craft points equal to your current level X 100.
Special: You can apply the Skill Focus feat to the special Craft check, and you may also spend a skill slot to become better at Crafting items; each of the above options granting a +5 bonus to the craft check, respectively. You may spend an action point to augment your craft check.


The rules for crafting items are the same as in the core rules, and in UA for the craft points. I use the following house rules: If you wield a weapon you built for yourself, you get a +1 bonus to all attack rolls, and if you wear armor you made for yourself you get a +1 bonus to the armor bonus to reflex defense granted by the armor. If you wield a Masterwork weapon forged by your own hands, you get a +1 bonus to all attack and damage rolls made with the weapon.

REASONING: Craft wasn't a skill in SECR, and I debated just keeping it as a skill, but then I figured it might work better as a feat and pseudo-skill based system. Had a brain flux, opened up UA, and found one that worked purdy well. It may actually work better if Craft was kept as a skill, but only available through the Craftsman feat. Worded like "You gain access to the Craft skill. Craft is now a class skill for you." But as I said, I really like the craft point system in my campaigns.
blowfish

08-01-07, 05:57 PM
improved darkvision as you wrote it won't effect how darkvision is handled in SECR. might want to revise that.
Darth_Singe

08-02-07, 10:38 AM
improved darkvision as you wrote it won't effect how darkvision is handled in SECR. might want to revise that.

The only thing i saw that was a major difference was the range thing, which i broke down into "well, they can see in the dark as far as a person normally can see in the light" and with the improved darkvision I slapped in color vision as well as an additional whatever feet (borrowed most kenderishly from the SRD anyway).

But please tell me how you don't poerceive it working.

And thank you for posting!
okaynowa

08-03-07, 11:04 AM
Knowledge Of Treygon:
You have studied the arcane musings of Treygon, a powerful elven wizard. Wizard is now your favored class. In addition, if you have at least two or more levels in wizard than any other class, you get a 10% bonus to all experience earned.I'm very skeptical of the half-orc and elven talents that grant a 10% xp bonus. I was under the impression that the game had moved away from meddling in advancement rates in that manner.

Have you put any example characters or parties together yet using your conversions? I'd be very interested in seeing what sort of dynamic they establish.

Cheers!
Weirgreif

08-03-07, 11:15 AM
Hang on...

"Improved Caster Level
The Archmages caster level for arcane spells is equal to his class level."

This appears, from what I know, to be useless. Class level refers to the character's level in that particular class, doesn't it? That would mean a Wizard taking the first level of Archmage would have an ability that attempts to set their caster level to 1.
Darth_Singe

08-03-07, 01:33 PM
Hang on...

"Improved Caster Level
The Archmages caster level for arcane spells is equal to his class level."

This appears, from what I know, to be useless. Class level refers to the character's level in that particular class, doesn't it? That would mean a Wizard taking the first level of Archmage would have an ability that attempts to set their caster level to 1.

Oh, I see what you mean, ha ha. I was confused for a second. Um, all Caster levels stack, so While the Archmabge level 1 has a caster level of 1, if he has a Wizard level of 15, his total caster level would be 16.

Take, for example, a Fighter decides later in his career to delve into magic. At level 12 he picks up the Arcane Ability feat. This gives him a caster level of 6, meaning he can learn and cast up to 3rd level spells. It would be assumed that he had been studying magic up until this point, and finally decided to "come out of the closet" so to speak.

Same Fighter 12 takes a few levels in Wizard, and then some levels of Eldritch Knight, so say we have a Fighter 12/Wizard 6/Eldritch Knight 2, His Character level is 20, but his caster level is only 14, meaning he has access to 7th level spells.

Is that clear?

And thanks for posting! :)
Darth_Singe

08-03-07, 01:47 PM
I'm very skeptical of the half-orc and elven talents that grant a 10% xp bonus. I was under the impression that the game had moved away from meddling in advancement rates in that manner.

Have you put any example characters or parties together yet using your conversions? I'd be very interested in seeing what sort of dynamic they establish.

Cheers!

Yes, I have run a few games with the conversions. The only issue we had with the magic system was around level 20 the Archmage character had somewhere between 50 and 60 spells (I think the exact number was like 56) in his spell suite, and he tended to only use the higher level versions of many spells he had learned, much like the maneuver system from the Tome of Battle. Also, many of the spells need minor adjustments, and few still need major ones.

The biggest gripe some people had was that some of the classes only get a Poor Base Attack Bonus Progression (1/2 character level), and that this would affect some spells. I just substituted a Spellcraft check in place of the normal attack roll for some spells and this made all the difference.

I am old school and I like the modified advancement rates, and as I mentioned earlier, I use a lot of stuff geared toward favored class and preferred classes in my home games, much of which i haven't posted, but I would like each race to have a talent that allows this.

Also, using the SECR experience rules, it does speed things up a little. (The SECR gives a static award of 200 xp X Challenge level, divided byt he number of heroes that aided in the encounter, thus say a Monster of CL 4 is defeated by the 3 heroes, that would mean 800 XP divided by 3, or 267 each. There are added rules that state if your average character level is so many higher than the challenge you recieve very little to no XP for it.

and thank you for posting! :)
Weirgreif

08-03-07, 06:58 PM
Oh, I see what you mean, ha ha. I was confused for a second. Um, all Caster levels stack, so While the Archmage level 1 has a caster level of 1, if he has a Wizard level of 15, his total caster level would be 16.

That's not clear from what you've written here. I believe this is the first place it's written that SECR caster levels stack--and that has major implications in the other direction for a wizard who 'gets religion' later in life.

Perhaps you could use a phrasing like "Improved Caster Level: each level of [class] increases the character's caster level by one". And make clear that a character has only one caster level, similar to how they only have one Will Defense.
Darth_Singe

08-03-07, 10:24 PM
That's not clear from what you've written here. I believe this is the first place it's written that SECR caster levels stack--and that has major implications in the other direction for a wizard who 'gets religion' later in life.

Perhaps you could use a phrasing like "Improved Caster Level: each level of [class] increases the character's caster level by one". And make clear that a character has only one caster level, similar to how they only have one Will Defense.

Actually, that rule should go into the core Spellcasting feats themselves. I don't want to differentiate between arcane casting types (Based on Arcane Ability or Inherited Magic), so I would assume that if you had both feats, you would take what you knew from one, and then apply it to another, and the arcane casting levels would stack. It would almost be redundant, because you would basically use the higher of the two stats anyway (Int or Cha).

The same would hold true for divine casters, though I believe that at this juncture I only have one path to divine magic, but I felt that sorcerers needed thier own thing, which could have been flavor wise, and most probably done with a talent tree, but at this point I kept it seperate due to the amount of work I put into it and also at its heart the sorcerer could actually shine more in its own right with this system.
Also, divine and arcane casting levels do not stack.

In the core magic feats, it is written that your caster level is equal to 1/2 your character level. Improved caster level says that the caster level is equal to the class level, thus implying a 1 for 1 (as opposed to a 1 per 2) caster level to character level ratio.

So, the only fix I see is a line that needs to be added to Improved caster level, which would say something along the lines of (These improved caster levels stack with all other ~insert magic type~ levels the character may have, for a total caster level).
Darth_Singe

08-06-07, 09:17 PM
Assassin

Base Attack Bonus Progression: 3/4
Level 1: Talent, Defense Bonuses, Death Strike
Levels 2-10: Talent

Requirements
To qualify to become an Assassin, a character must fulfill the following criteria.
Alignment: Any evil
Minimum Heroic Level: 5th
Trained Skills: Deception, Stealth
Talents: Sneak Attack
Special: The character must kill someone for no other reason than to become an assassin.

Game Rule Information
Assassins have the following game statistics.

Hit Points
At each level, assassins gain a number of hit points equal to 1d6 + their Constitution modifier.

Action Points
Assassins gain a number of action points equal to 6 + one-half their character level, rounded down, each time they gain a new level in this class.

Class Features
The following are features of the Assassin prestige class.

Defense Bonuses
At 1st level, you gain a +4 bonus to Reflex defense.

Talents
At every level you select a talent. This talent may be selected from the Awareness Talent Tree, the Camouflage Talent Tree, the Misfortune Talent Tree, or the Poison Use Talent Tree.

Death Strike
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim requires the assassin spend a swift action each round. While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. Once the assassin has completed the 3 rounds of study, he must make the death strike within the next 3 rounds.

If the assassin’s attack is successful, he makes a special Death Strike check (d20 + Assassin Level + Int Modifier). If the roll defeats the target’s Fortitude Defense, the assassin can either kill him outright or paralyze him (rendering him helpless for 1d6 rounds plus 1 round per level of the assassin).

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.