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| EvilVegan03-10-07, 04:44 PM | I'm going to be running a generic class campaign. I'm going to be making every class ability (even for PrCs) except for spellcasting into a feat (that can reasonably made into a feat). I know there are lots of people out there who are proponents of feats over new classes. Heck, if spellcasting had been made into feats that would be great! So, the major changes I'm making to the UA generic class system are: Warrior Scaling warrior feats. Warrior feats get better with more warrior levels (for instance Improved Trip grants +1/3 warrior levels bonus to trip checks). Weapon pool for warrior. Every odd level starting at 3rd a warrior adds a weapon to his weapon pool. Weapons in this pool benefit from feats that typically are weapon specific, such as weapon focus. 4+int skill points. Expert More feats for expert. They get a feat every level. The feats alternate between skill feats and expert feats. For instance at 1st level a rogue could take sneak attack and at 2nd level they would take something like skill focus or stealthy or even skill trick/luck feats. Trapfinding is subsumed into skill checks (no need for a class ability to do it, if you can disable devices you can disable devices, if you can search for traps you can search for traps.) 10+int skill points. I always feel you need more skill points. Spell caster Arcane is int based, Nature is wisdom based, Divine is charisma based. Power point casting based off of psion. Slightly more spells known. 4+int I've already got rage feats, sneak attack feats (different than UA due to the increased number of feats for experts), flurry of blow feats (rapid attack), and some PrC ability feats (thief-acrobat feats). I'm trying to think of a way to make bardic music feats, but I was contemplating making it into a different type of perform check. Such as perform (fascinate) and perform (inspiration). . . Also as I was typing this I could see a way to make feats for spell casters that grant access to different schools of spells that scale. . . must go tinker. Anyway, I talk too much and nobody ever reads it anyway or responds, so just ignore me. . . But has anyone seen a large compilations of feats that reduce the need for 500 classes/Prestige classes. |
| EvilVegan03-10-07, 04:53 PM | Here are some of the ones I've worked on so far. These are mostly warrior scaling feats, the other ones are at the bottom. Blind-Fight - At 5th level you no longer suffer penalties for movement while unable to see. At 10th level you gain blindsense out to 15 feet. At 15th level you gain blindsense to 30 feet. At 20th level you gain blindsight 30'. Combat Expertise - When using combat expertise you add 1/4 your warrior levels as a dodge bonus to your AC, up to the amount you deduct from your BAB. Improved Disarm - Add 1/4th your warrior levels as an additional bonus on disarm checks. Improved Feint - +1/4 levels. At 10th level you may feint once per encounter as a free action. At 15th you may feint as a free action. Improved Trip - Add 1/4th your warrior levels as an additional bonus on trip checks. Whirlwind Attack Combat Reflexes Dodge - +1/3rd warrior levels to dodge bonus against dodge opponent. Mobility - +1/3rd warrior levels to dodge bonus against attacks of opportunity provoked by movement. Spring Attack - You may make one additional attack on a spring attack at 11th level. A 3rd attack is possible at 17th. These attacks are at -5 and -10 respectively. Exotic Weapon Proficiency - Warriors who take this feat gain an additional exotic weapon proficiency every 4th level. Improved Critical - Warriors with this feat add +1 to their threat range for every 5th level. Improved Initiative - Add 1/4th your warrior levels as an additional bonus on initiative checks. Improved Shield Bash - Improved Unarmed Strike - For every two unarmed strike feat a warrior takes their damage die improves one step. Deflect Arrows - Once per round per 5 warrior levels, up to a maximum of their dex modifier. Improved Grapple - Add 1/4th your warrior levels as an additional bonus on grapple checks. Snatch Arrows - Once per round per 6 levels, up to a maximum of their dex modifier. Stunning Fist - You gain one use of stunning fist per warrior level. Mounted Combat - Warriors can train mounts to be amazingly powerful. They gain an animal companion as a druid, but this animal companion must be suitable as a mount. Mounted Archery - +1/5 levels to hit while mounted. Ride-By Attack - +1/4 levels as a dodge bonus on AC for attacks of opportunity caused by ride-by-attack. Spirited Charge - +1/5 levels to hit on a charge while mounted. Trample - Add 1/4th your warrior levels as an additional bonus on overrun checks. Point Blank Shot - Add + 1/4 levels to hit with ranged weapons while within 30 feet. Far Shot - Beginning at 11th level the penalty for long ranges is reduced by 1 (-1,-3,-5, -7, -9), at 15th it is half (-1, -2, -3, -4, -5). At 20th level there a warrior has no penalty for range (but is still limited to 5 or 10 range increments). Precise Shot - At 11th level a warrior with this feat gains the benefits of improved precise shot. Rapid Shot - At 5th level you suffer only -1 to hit while using rapid shot. At 8th level you suffer no penalty for rapid shot. At 13th level you gain one additional attack at your highest BAB with Rapid shot. At 18th level you gain one more additional attack (for a total of 3 bonus attacks with rapid shot). Manyshot - At 11th level this feat improves to greater manyshot. If you already had this feat, you may select another one. Shot On The Run - At 10th level you may make any ranged attack that requires a standard action (such as manyshot) as part of a shot on the run, but at a further -4 penalty. At 15th level this is at a -2 penalty. At 20th level there is no penalty. Improved Precise Shot - Subsumed by precise shot. Power Attack - At 3rd level you gain the benefits of cleave whenever you power attack. At 7th level you gain the benefits of great cleave whenever you power attack. At 11th level you gain the benefits of supreme cleave whenever you power attack. Cleave - If you select this feat before 3rd level, you get a bonus feat at 3rd level (due to power attack granting the benefit). You still gain the normal benefit of cleave even if not power attacking. Great Cleave - If you select this feat before 11th level, you get a bonus feat at 11th level (due to power attack granting the benefit). You still gain the normal benefit of great cleave even if not power attacking. Improved Bull Rush - Add 1/4th your warrior levels as an additional bonus on bull rush checks. Improved Overrun - Add 1/4th your warrior levels as an additional bonus on overrun checks. Improved Sunder - Add 1/4th your warrior levels as an additional bonus on sunder checks. Quick Draw - A warrior of 7th level or higher can sheath a weapon as a swift action. Rapid Reload - At 5th level you no longer provoke for reloading a hand or light crossbow (but do still provoke for firing one while threatened). At 10th level you reduce the reload time for a heavy crossbow to a free action. Two-Weapon Fighting - A warrior gains iterative attacks with their off-hand at 6th, 11th, and 16th level of warrior. Two-Weapon Defense - +1/6th warrior level to shield bonus granted by off-hand weapon. Improved Two-Weapon Fighting - Warriors gain no benefit from this feat unless they're multiclassed. Greater Two-Weapon Fighting - Warriors gain no benefit from this feat unless they're multiclassed. Weapon Finesse - At 5th level you add half of your intelligence modifier to damage dealt with a finessable weapon. At 10th level you add your full intelligence modifier to damage dealt with a finessable weapon. At 15th level you add 1 1/2 your full intelligence modifier to damage dealt with a finessable weapon. Weapon Focus - At 4th level you gain +2 to damage with chosen weapon. At 8th level you gain an additional +1 to hit. At 12th level you gain an additional +2 to damage. These bonuses replace the feats weapon specialization, greater weapon focus, greater weapon specialization. Weapon Specialization - Subsumed by weapon focus. Greater Weapon Focus - Subsumed by weapon focus. Greater Weapon Specialization - Subsumed by weapon focus. [/sblock] And of course I can easily adjust for feats from other sources to make them equally scalable. New feats, these aren't warrior only: Rage [rage] Prerequisites Str 13, Con 13, BAB +1 Benefit: You can fly into a rage. In a rage you gain +2 bonus to strength and constitution, a +1 bonus on will saves, but take a -2 penalty to armor class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end your rage. At the end of the rage, you loses the rage modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Special: For every rage feat you take you may rage one additional time per day. Improved rage [rage] Prerequisites: Str 15, Con 15, BAB +6, Rage Benefit: Your gain a +2 bonus to Strength and constitution and a +1 to will save. These stack with other rage bonuses. Greater rage [rage] Prerequisites: Str 17, Con 17, BAB +11, Rage, Improved Rage Benefit: Your gain a +2 bonus to Strength and constitution and a +1 to will save. These stack with other rage bonuses. Supreme rage [rage] Prerequisites: Str 19, Con 19, BAB +16, Rage, Improved Rage, Greater rage Benefit: Your gain a +2 bonus to Strength and constitution and a +1 to will save. These stack with other rage bonuses. Tireless rage [rage] Prerequisites: Rage, Toughness, Improved toughness, Endurance Benefit: You are no longer fatigued after a rage. While raging you are immune to fatigue, exhaustion, or sleep effects. Deathless rage [rage] Prerequisites: Rage, Improved Rage, Greater rage, Toughness, Improved toughness, Endurance, Die hard, Tireless rage, Con 19 Benefit: While raging you cannot die due to loss of hit points. When a rage ends if your hit point total is less than -10 you die. You may still be killed by massive damage, death effects, ability damage, or any other effect that kills through means other than reducing hit points (such as suffocation). Mobile Raging [rage] Prerequisite: Str 13, Con 13, BAB +4, 5 ranks in Jump, Rage Benefit: While raging you gain a +10 bonus to you base speed. Flurry of Blows [unarmed strike] Prerequisites: Improved unarmed strike Benefit: When you make a full attack you may take -2 to all your attacks for the entire round to make one additional attack at your highest attack bonus (with -2 included). Special: Normally you can only flurry of blows with an unarmed strike, however certain weapons are designated as capable of being used in a flurry. Improved flurry of blows [Unarmed strike] Prerequisites: Flurry of blows, Improved unarmed strike, +3 BAB Benefit: The penalty on attacks for a flurry of blows is reduced to -1. Greater flurry of blows [Unarmed Strike] Prerequisites: Improved Flurry of Blows, Flurry of Blows, Improved unarmed strike, +6 BAB Benefit: You no longer suffer a penalty when making a flurry of blows. Supreme flurry of blows [Unarmed Strike] Prerequisites: Greater flurry of blows, Improved flurry of blows, Flurry of blows, Improved unarmed strike, +9 BAB Benefit: You may make one additional attack at your highest attack bonus when using a flurry of blows. Ki strike [Unarmed Strike] Prerequisites: Improved Unarmed Strike, Concentration 8 ranks Benefit: Choose one type of damage reduction (such as cold iron, silver, adamantine, magic, alignment, etc). Your unarmed strikes overcome that type of damage reduction. Special: You may select this feat multiple times. Each time you select a new type of damage reduction. |
| Kineon_War03-17-07, 05:01 AM | I use a 5 class system almost exclusively now. Warrior Expert Spell-caster Noble Commoner I have worked on the feats but whereas, your systems seems to be about more power, my system is more about balanced powers. High level/ epic characters are way too powerful and need to be adjusted. Otherwise it is just not fun anymore. |
| EvilVegan03-17-07, 09:23 AM | Define "fun" :) Besides, I wasn't going to have the exponential increases of epic levels, it was just going to be as linear as the first 20 levels, including BAB, saves, and feats. High level spell slots won't be crazy powerful, they'll be used for metamagic and more powerful abilities. Wish/Miracle will be a 10th level spell for instance. The biggest power boost will be that as BAB increases it will grant even more attacks, so a 26 BAB gets 6 attacks, each at -5 cumulative. |
| Kineon_War03-17-07, 11:56 AM | Define "fun" :) Ha! You're right. I meant fun for me. :) I guess that although I acknowledge that D & D is fantasy, at high levels (15+) it just gets ridiculous. PCs can take over entire cities and unless the DM can generate high level characters from any possible background quickly, the players start running the show. Magic is way too powerful and the DM can either give in, be draconic or try to negotiate. I have been playing Conan RPG lately and it is much more towards the kind of game I enjoy. Cheers |
| Crashy7503-17-07, 02:43 PM | You could throw skill tricks in there too if you wanted. I think trapfinding and some of the bard abilities would make fine skill tricks. |
| EvilVegan03-17-07, 03:57 PM | HAHA! I've already made most of bardic music into skill tricks! Also trapfinding I just made a normal use of search and disable device, but you have to have ranks in it to do it. . . but making it a skill trick probably would work better. |
| keyunp03-17-07, 04:33 PM | Here's a classless system (http://www.netflash.net/llanade/redleafgames/index.php) that some did up. The site a few years old (abandonded) but you should still be able to get it. I like it, and I think it works, but some things are complicated (but lets you make base classes) and its easy to abuse. |
| Crashy7503-19-07, 05:25 PM | HAHA! I've already made most of bardic music into skill tricks! Also trapfinding I just made a normal use of search and disable device, but you have to have ranks in it to do it. . . but making it a skill trick probably would work better. Either way. I think skill tricks could really be a boon to a generic system. I also like track as a skill trick. |
| swallowyersoul03-19-07, 10:42 PM | there's a product on rpg now called 'buy the numbers' that tries to do this. i do not recommend it. the concept is sound, but the production quality is low and the math is wrong. doesn't work out the way the author claims. |