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| #1Wolfen_FenrisonNov 21, 2008 17:12:27 | Don't have a setting name yet Using the following books: d20 Modern Modern Player's Companion d20 Past Critical Locations Weapons Locker Menace Manual Dark*Matter d20 d20 Future Future Player's Companion d20 Future Tech d20 Cyberscape d20 Apocalypse Call of Cthlhu d20 (feats, monsters, spells, artifacts, books) Players Handbook (feats, spells) Dungeon Masters Guidebook (Magic Items, Artifacts) Monster Manual (Monsters and Player races) Psionics Handbook (Powers, Psionic Items, Monsters, Feats, yes its 3.0 psionics but that is what d20 Modern psionics is) Monte Cook's World of Darkness (I turned the races/classes into templates, Feats) Ghostwalk (Turn the ghost template and eidolon class into a race/class template like the ones from McWoD, Feats, Spells) I am debating adding in the rest of the monster manuals, fiend folio, draconomicon, libris mortis, fiendish codex 1 & 2, lords of madness, elder evils, PHB 2, DMG 2. The campaign is home brew, it combines fantasy, modern fantasy, classic horror, modern horror, modern and high sci-fi.The best way i describe it is a cross between movies/tv shows; hellboy, MiB, constentine, x-men, buffy/angel, blade. Another view would be the video game marvel: ultimate alliance and cartoon justice league unlimited, but with out spandex or capes (unless they are magical). the backrounds for characters can be as diverse as fantasy/mythical, modern supernatural/mystical, futuristic high tech/psychic. I allow LA up to +3 (and that includes templates), i handle LA a little differently. For example at first level if want to play a race, template, or race/template combo, you'll have to take flaws to equal the LA. the flaws come from unearthed arcana. some plot lines I'm working on: Castle Ravenloft; d20 Modern in Ravenloft using the mini-campaign option, including the web-enhacement adventure. d20 Castlevainia, nuff said. Illithid Invasion; Using MM 5, Lords of Madness to create an Illithid spacefareing empire (like in spelljammer) that invades earth War of Worlds/Indepence Day style. And its rests on earths metahumans to repell the invasion. Fall of Cthulhu; This runs like a Call of Cthulhu game set to an action movie, no madness for the heroes, with the first adventure being an assult on a back water massachusetts, titled "Battle for Innsmouth". And ending with a showdown with the Great Cthulhu itself. World Born Dead; For direct epic level play there is the Atropus scenario from Elder Evils, it'll be like dawn of the dead (random zombie uprisings, and I could make them infectious) meets Indiana Jones (chasing crazed cultists trying find artifacts and tomes to end the world) and Galactus (Planet sized undead world eater with a bodak herald on a flying construct bound to it). First I want to say this is far from perfect and doesn't cover every class, this mainly to help characters in my setting to be from the fantasy classes to more modern counterparts. The builds Include a Base Class, Advanced Class, Prestige Class or Second Advanced Class. Barbarian: Tough/Thrasher (UA)/Enforcer (MPC) Bard: Charismatic/Glamourist (UA)/Personality Cleric: Dedicated/Acolyte (UA)/Ecclesiarch (UA) Druid: Dedicated/Acolyte/Ecclesiarch (UA) Fighter: Strong/Archaic Weaponmaster (UA)/Soldier Monk: Strong/Martial Artist/Martial Arts Master (MPC) Paladin: Strong/Archaic Weaponmaster (UA)/Holy Knight (UA) Ranger: Tough/Wildlord (UA)/Survivalist (MPC) Rogue: Fast/Infiltrator/Silent Intruder (MPC) Sorcerer: Charismatic/Adept (MPC)/Archamge (UA) Wizard: Smart/Mage/Archmage (UA) Psion: Charismatic/Psychic/Mentalist (MPC) Psychic Warrior: Strong/Battle Mind/Psionic Assassin (MPC) Artificer: Smart/Techno Mage (UA)/Artificer (UA) Mystic: Dedicated/Mystic (UA)/Ecclesiarch (UA) Marshal: Charismatic/Field Marshal (d20F)/Commander (MPC) Swashbuckler: Fast/Swashbuckler/Muskeetier Warlock: Charismatic/Sorcerer/Diabolist Any input or helpful sugestions is appreciated. |
| #2tema69Nov 22, 2008 4:57:26 | Well, this looks interesting. I'm not sure what you're looking for, so I can't really answer nothing, but I like the idea. |
| #3Wolfen_FenrisonNov 26, 2008 15:02:51 | I have completed a list of races and templtes from all my 3rd/3.5 D&D books (which is all of them) and all the races, occupations, advanced classes, and prestige classes from all the books in the OP. If you have Open Office or Microsoft Word and would like a copy please contact me. Also some more house rules; Nonlethal combat uses the rules from the D&D player's handbook with one addition, "When a character takes nonlethal damage that equals or excides her constitution score, she must make a Fort save (DC 15) or fall unconsious for 1d4+1 rounds" Demons (from McWod) arn't animated bits of matter, but possesed mortals (and robots) and thier horrific form can only be maintained (as well as anyother form assumed by shapechanging) for an hour. To make clear a player's race can only have a total level adjustment of +3 or less (this also counts templates, so a race with a LA+3 can't have a template with a LA higher than +0). This can be offset by taking flaws (mutation defects can also be taken as flaws or for MP, not both), or at higher starting levels removing character levels. And 3 MP can be spent on a feat, and 4 MP can be spent on +2 to any ability score. |
| #4Wolfen_FenrisonNov 28, 2008 13:25:48 | My players will use the following scores to asign to their abilities then add racial adjustments (if any); 18, 16, 14, 12, 10, 8 |
| #5Wolfen_FenrisonDec 07, 2008 16:43:57 | Was looking through Heroes of Horror, Mild Phobias offset LA +1, Moderate Phobias offset LA+2, and Severe Phobias offset LA+3. For those that want to make use of Monte Cook's World of Darkness I would highly suggest getting Cyber-Dave's house rules. I just read Masque of the Red Death, both the Order of the Crimson Dawn and the Six-Fingered Hand are from that setting. It would seem that the Shadow Chaser (d20 core), and Shadow Stalker (d20 past) are extensions of the gothic earth setting. And since dark*matter/alternity stuff has been part of the game since the core book and menace manual, and Call of Cthulhu d20 providing the president that modern are d20 gaming was possible. It seems more games other than D&D have influenced what d20 modern has become. It seems what i have come up with has only brought the game full circle. I would love to find more d20 modern conversions of alternity creatures, and more Call of Cthulhu d20 critters. I also want to incorporate super hero rules that use or are full compatible with the d20 modern rule set. |
| #6new_fashion_guyDec 08, 2008 9:23:19 | When incorporating D&D class material with Modern material, you need to consider Class bonuses to DF, Reputation, and Wealth. UA gives class bonuses for AC, but if you use those on D&D classes, your D&D classes become even more overpowered compared to your Modern classes. Just something to think about. |
| #7Wolfen_FenrisonDec 08, 2008 10:22:01 | new_fashion_guy When incorporating D&D class material with Modern material, you need to consider Class bonuses to DF, Reputation, and Wealth. UA gives class bonuses for AC, but if you use those on D&D classes, your D&D classes become even more overpowered compared to your Modern classes. Just something to think about. When D&D classed characters and creatures that come through one of two things happen. First if the stay is only temporary (like for just an adventure) they a class defense bonus equal to half their class level with the following modifiers: +0 if you are a monk, sorcerer, or wizard; +1 if you are a bard, ranger, rogue; +2 if you are a barbarian or druid, +3 if you are a cleric, fighter, or paladin. Unearthed arcana has a table for reputation bonuses that works out of the box. And wealth is converted thus, 1 Gp = $20, look up the dollar amount on the purchase DC/cash table and subtract 10, and you have your wealth bonus (for example max starting gold of a fighter is 240 gp, X 20 is 4800, round down to the nearest amount on the table and that is $3,500, which is purchase DC 22, subtract 10 and wa la wealth bonus +12). Secondly if said D&D character or creature stays longer (more than one adventure) he or she should convert to d20 Modern class levels, losing any and all bonuses and abilities provided by D&D class levels. |
| #8new_fashion_guyDec 08, 2008 10:48:43 | When D&D classed characters and creatures that come through one of two things happen. That works. |
| #9Wolfen_FenrisonDec 08, 2008 10:51:23 | Thanx :D |
| #10new_fashion_guyDec 08, 2008 14:10:45 | So where are your PCs from? If some of them are coming from D&D, I assume you'd prefer to stat them out as they're going to stay, rather than creating them in D&D and then transferring them after 1 adventure. Some things (like Bards, for example) are a little hard to represent in Modern, unless you use something like Classically Modern, for example. |
| #11Wolfen_FenrisonDec 08, 2008 14:41:59 | don't really have pcs yet, i haven't got anyone to commit to a game so far ![]() |
| #12Wolfen_FenrisonDec 11, 2008 3:15:54 | The Illuminati: The Hidden Power behind the Enlightenment by Michael Makidon (AKA Wolfen Fenrison) ![]() Introduction: Comprised of powerful people that reside in the upper echelons of society. Led by James Ball, a young but wealthy business consultant, he attributes the foundation of the group to his ancestor Lucien Ball in the 1800’s. Other esteemed Alums of The Illuminati include; Anastasia Markova, Mr. Onimako, Franz Draco. It is rumored that the gangster Louis Corsone and drug lord Elario Carcavera are members but there is no ties that can be proven. How ever large or small the core membership is there is no denying that they control the international organization known as The Enlightenment, their goal is bring about a one-world government controlled by a single multi-conglomerate corporation, and considering who runs this faction there is no doubt the have means and the will to see it done in our lifetime. – Taken from an anonymous letter sent to a local newspaper. Background: The Enlightenment consists of the most wealthy and influential people in the world who use metaphysical abilities to pull the strings of global politics and finance, but little do they know that they are just puppets to a more secret group, The Illuminati. Considering the wide range of resources this power group has at its disposal the question shouldn’t be when will they rule the world but haven’t they already. The nature of their leader, the archfiend Baal, is known only to one other, Franz Draco. This is because they both had massive kingdoms among the mortals in the antediluvian past when they could freely in their true forms and were worshiped as gods. But in this new age they both came to realize that finance and politics garnered more power and prestige than magic and might did in ancient times. In time they sought out others who have similar views and formed a secrete society that plans to mold the world in one nation with everyone basically working for one company and all of it controlled by a select few with the Illuminati pulling all the strings from the shadows. To maintain appearances The Illuminati meet in person only in emergences and they make sure the area is secure from all electrical, magical, or psionic surveillance. Otherwise meeting are conducted via special psionicly powered business cards, to the naked eye they look mundane enough but held and the holder focuses on the names on the various cards, she is put into mental contact with those people, this allows all six members to remain in contact with each other that is untraceable and nigh undetectable. With the ability to pool resources when ever necessary they are individually powerful but together almost nothing can stand against them. The Enlightenment was formed when collectively they realized that as powerful as they are tasks still needed delegated and if they had group of power hungry executives, CEOs, and politicians that has access to supernatural powers (magic, psionics, mutations, ECT.), they will help The Illuminati form the one government/one corporation goal and be a perfect cover to mask The Illuminati’s actions (nobody knows of The Illuminati, but with fairly deep digging you’ll find The Enlightenment). Thus they have remained in the shadows, unnoticed, unchecked, so far only The Fellowship has tried to foil their plans but as of all they know of is The Enlightenment, should they get close to the truth, The Illuminati may take preventative action . Although they put up a unified front they are not one big happy family, there is back biting and constant grabs for power that tend to step on each others toes. But though all these power plays there is no actual infighting, for while Baal encourages greed and corruption he will not tolerate The Illuminati to destroy it self from the inside, that after all would be counter productive to his own goals. So he keeps this shaky alliance at peace, and the members are safe from each other as long as they serve their purpose and don’t endanger the grand scheme. ![]() Baal sees the world through the eyes of an ancient evil that has been around since time immortal, his motives are his own, he keeps his counsel and has no confidants, but for all the power he is not omnipotent although his current position grants him nearly that. His main goal is to have every man, woman, and child completely motivated by greed and an unceasing lust for power. He is the heart and brains of The Illuminati, for without him they would fall upon each other like rabid dogs. ![]() Anastasia Markova is the living embodiment of the old maxim “knowledge is power”, through television networks, movie studios, newspapers, internet services and much more she keeps her finger on the pulse of the world, and through GNN she can mold that pulse to what ever her or to a greater extent The Illuminati want. She is the eyes and ears of The Illuminati, it she who will make the populace of the world see the one world government is in their best interest. ![]() Mr. Onimako is an enigma, he suddenly appears in the world of finance and takes it by storm, in fact he is the most sought after financial consultant next to James Ball, which is what led him to his current position, with some phone calls and the right words in placed in certain ears he can completely change stock markets, multi-national companies, and global economies. He makes up one half of the strong right hand of The Illuminati, the world economy doesn’t twitch without his knowledge or most of the time his say so. ![]() Franz Draco is the CEO of one of the most powerful corporations in the world, Draco Industries has military contracts with America and NATO, as well as more mundane endeavors, and his most blatant power move is the development of advanced technologies (cybernetic proteases and enhancements, private aerospace projects, energy weapons and heavy powered armor) and has no qualms about “lending” such technologies to the criminal elements of The Illuminati for the simple purpose of test their effectiveness. He along with Mr. Onimako make up the strong right hand of The Illuminati, new technologies don’t hit the world market without his approval. ![]() Louis Corsone is the godfather of the Corsone Syndicate, this crime family has control of most of the organized crime in America and Europe, with his mental prowess, criminal resources, shadow minions, and help here and there from The Illuminati, and he has stayed one step or more ahead of law enforcement and rival gangs. He makes up one half of the unseen left hand of The Illuminati, his criminal acts world wide make people feel unsafe and insecure about their governments. ![]() Elario Carcavera is the head of the largest drug cartel in South America and is the main supplier of common and designer drugs all over the Americas and Asia, and with aid from Draco Industries he has access to pharmaceuticals to further enhance his ability to make more potent and addicting drugs. He along with Louis Corsone makes up the unseen left had of The Illuminati, his poison will aid in subjugating the masses and keeping them chained to their addictions. Membership: Here is the true members list of the Illuminati as ranked by seniority; #1 Baal (d20 Menace Manual) #2 Anastasia Markova (Urban Arcana) #3 Mr. Onimako (Urban Arcana) #4 Franz Draco (Urban Arcana) #5 Louis Corsone (Urban Arcana) #6 Elario Carcavera (d20 Menace Manual) Organization Breakdown: As The Illuminati controls The Enlightenment, the personal organizations of the members are considered part of The Enlightenment, and some of the organizations have ones under them so the break down follows thus; 1. The Enlightenment (Urban Arcana) 1.1. Markova Enterprises, Intl. (Urban Arcana) 1.1.1. Global Network News (d20 Menace Manual) 1.2. Onimako Consulting (Urban Arcana) 1.3. Draco Industries (Urban Arcana) 1.3.1. ThinkBest (d20 Cyberscape) 1.4. Corsone Syndicate (Urban Arcana) 1.5. La Gente (d20 Menace Manual) |
| #13new_fashion_guyDec 11, 2008 14:25:53 | Excellent use of the resources. |
| #14Wolfen_FenrisonDec 11, 2008 20:50:39 | thank you ![]() |
| #15Wolfen_FenrisonDec 13, 2008 11:51:41 | Fenrir (Fenrisulfr)![]() Colossal Magical Beast (Chaotic, Extraplanar) HD: 76d10+1,996 Hp: 2,376 Mas: 61 Init: +18 Spd: 90ft. (18 squares) Defense: 41 (+14 dex, -8 size, +32 natural armor) Touch: 16 Flat-Footed: 34 BAB: +20 Grap: +62 Atk: 2 Claws +42 (4d6+26, 19-20/x2, slashing) Full Atk: 2 Claws +42 (4d6+26, 19-20/x2, slashing), Bite +37 (6d6+13, 19-20/x2, piercing) Space/Reach: 30ft./20ft. Special Attacks: Frightful Howl, Improved Grab, Pounce, Rake, Rend, Savage 18d6+39 Special Qualities: Blindsight 240 ft., Damage Reduction 10/Magic, Darkvision 240 ft., Fast Healing 16, Low-Light Vision, Resistance to Acid 20, Cold 20, Electricity 20, Fire 20, Sonic 20 Saves: Fort +37, Ref +26, Will +24 Abilities: Str 62 (+26), Dex 38 (+14), Con 61 (+25), Int 14 (+2), Wis 34 (+12), Cha 24 (+7) Skills: Hide +77, Listen +93, Move Silently +95, Spot +81 Feats: Alertness, Armor Skin x2, Blinding Speed x2 (Haste 10 rds per day), Blow Hard (125ft. Cone, windstorm), Combat Expertise, Epic Prowess, Epic Toughness, Epic Weapon Focus (claw), Fast Healing x2, Improved Critical (bite), Improved Critical (claw), Improved Darkvision, Improved Initiative, Improved Toughness, Improved Trip, Multiattack, Power Attack, Weapon Focus (claw) Environment: Asgard (Norse home of the gods) Organization: Solitary Cr: 40 AL: Chaos Fenrir (or Fenris) is a gigantic and terrible monster in the shape of a wolf. He is the eldest child of Loki and the giantess Angrboda. The gods learned of a prophecy which stated that the wolf and his family would one day be responsible for the destruction of the world. They caught the wolf and locked him in a cage. Only the god of war, Tyr, dared to feed and take care of the wolf. When he was still a pup they had nothing to fear, but when the gods saw one day how he had grown, they decided to render him harmless. However, none of the gods had enough courage to face the gigantic wolf. Instead, they tried to trick him. They said the wolf was weak and could never break free when he was chained. Fenrir accepted the challenge and let the gods chain him. Unfortunately, he was so immensely strong that he managed to break the strongest fetters as if they were cobwebs. After that, the gods saw only one alternative left: a magic chain. They ordered the dwarves to make something so strong that it could hold the wolf. The result was a soft, thin ribbon: Gleipnir. It was incredibly strong, despite what its size and appearance might suggest. The ribbon was fashioned of six strange elements: the footstep of a cat; the roots of a mountain; a woman's beard; the breath of fishes; the sinews of a bear; and a bird's spittle. The gods tried to trick the wolf again, only this time Fenrir was less eager to show his strength. He saw how thin the chain was, and said that was no pride in breaking such a weak chain. Eventually, though, he agreed, thinking that otherwise his strength and courage would be doubted. Suspecting treachery however, he in turn asked the gods for a token of good will: one of them had to put a hand between his jaws. The gods were not overly eager to do this, knowing what they could expect. Finally, only Tyr agreed, and the gods chained the wolf with Gleipnir. No matter how hard Fenrir struggled, he could not break free from this thin ribbon. In revenge, he bit off Tyr's hand. Being very pleased with themselves, the gods carried Fenrir off and chained him to a rock (called Gioll) a mile down into the earth. They put a sword between his jaws to prevent him from biting. On the day of Ragnarok, Fenrir will break his chains and join the giants in their battle against the gods. He will seek out Odin and devour him. Vidar, Odin's son, will avenge his father by killing the wolf. Frightful Howl (Su): As a standard action, Fenrir can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than Fenrir has. The affected creature must make a successful Will save (DC 55) or become shaken. Success indicates that the target is immune to Fenrir’s frightful howl for one day. The DC is Charisma based. Improved Grab (Ex): If Fenrir hits an opponent at least one size smaller than himself with a claw attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Fenrir has the option to conduct the grapple normally, or simply use the part of his body he used in the improved grab to hold the opponent. If he chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled himself; Fenrir does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents. If he gets a hold, he can rake (see below). If Fenrir does not rake, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals rake damage as well (the amount is given in the rake entry below). When Fenrir gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. He can even move (possibly carrying away the opponent), provided he can drag the opponent’s weight. Pounce (Ex): When Fenrir makes a charge, it can follow with a full attack, including rake attacks. Rake (Ex): Gains gains extra natural attacks when it grapples its foe. When Fenrir gains a hold, he can make two rake attacks at his full melee attack bonus (+39) with his hind legs. Each successful attack does normal claw damage plus ½ its Strength bonus (rounded down)(4d6+13). Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. Fenrir must begin its turn grappling to use its rake, it can’t begin a grapple and rake in the same turn. Rend (Ex): If Fenrir hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d6+52 points of damage. Savage (Ex): If Fenrir successfully trips an opponent, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 18d6+39 points of damage. If an opponent goes prone for any reason in an area Fenrir threatens, he can also savage the victim as a free action (treat as Fenrir’s attack of opportunity for the round), even though he had nothing to do with tripping the foe. Cerberus (Kerberos) ![]() Huge Outsider (Evil, Extraplanar, Fire, Lawful) HD: 28d8+196 Hp: 308 Mas: 25 Init: +7 Spd: 70ft. (8 squares), 350ft. Run (70 squares) Defense: 25 (+3 dex, -2 size, +14 natural armor ) Touch: 11 Flat-Footed: 22 BAB: +20 Grap: +38 Atk: Bite +31 (3d6+10+2d6 fire, 19-20/x2, piercing) Full Atk: 3 Bites +31 (3d6+10+2d6 fire, 19-20/x2, piercing) Space/Reach: 15ft./10ft. Special Attacks: Breath Weapon, Fiery Bite Special Qualities: Damage Reduction 3/-, Darkvision 90 ft., Immunity to fire, Scent, Vulnerability to cold Saves: Fort +19, Ref +12, Will +13 Abilities: Str 31 (+10), Dex 17 (+3), Con 25 (+7), Int 10 (+0), Wis 12 (+1), Cha 8 (-1) Skills: Hide +31, Intimidate +30, Jump +57 (+61 when running), Listen +34, Move Silently +39, Sense Motive +32, Spot +34, Survival +32 (+40 when tracking by scent) Feats: Alertness, Armor Skin, Combat ReflexesB, Damage Reduction, Epic Speed, Epic Weapon Focus (bite), Extend Breath, Improved Critical (bite), Improved MultiattackB, Improved InitiativeB, Recover Breath, Run, TrackB, Weapon Focus (bite) Environment: Greek Underworld (Hades) Organization: Solitary Cr: 20 AL: Hades, Law, Evil Advancement: None Level Adjustment: +6 (Cohort) In Greek mythology, the three-headed watchdog who guards the entrance to the lower world, the Hades. It is a child of the giant Typhon and Echidna, a monstrous creature herself, being half woman and half snake. Originally, the dog was portrayed having fifty or hundred heads but was later pictured with only three heads (and sometimes with the tail of a serpent). Cerberus permitted new spirits to enter the realm of dead, but allowed none of them to leave. Only a few ever managed to sneak past the creature, among which Orpheus, who lulled it to sleep by playing his lyre, and Heracles, who brought it to the land of the living for a while (being the last of his Twelve Labors). In Roman mythology, the Trojan prince Aeneas and Psyche were able to pacify it with honey cake. Breath Weapon (Su): 15 ft. cone, once per head every 2d4 rounds, damage 4d6 fire, Reflex DC 31 for half. The save is Constitution based. Fiery Bite (Su): Cerberus deals an extra 2d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon Skills: Cerberus has a +5 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Survival checks when tracking by scent. |
| #16Wolfen_FenrisonDec 14, 2008 17:13:27 | Key: 1: Material Plane (Known Universe) 2: Region of Dreams 3: Phased Dimension (Ether) 4: Shadow Plane 5: Olympia 6: Duat 7: Yggdrasil 8: Positive Energy Plane 9: Elemental Plane of Air 10: Elemental Plane of Fire 11: Negative Energy Plane 12: Elemental Plane Earth 13: Elemental Plane of Water 14: Astral Void 15: Heaven 16: Hell 17: Far Realm |
| #17Wolfen_FenrisonJan 05, 2009 0:23:30 | more house rules: cross class skills only cost 1 point per rank (instead of half), max skill ranks per level remain the same minus the half at every odd level brawl stacks w/ combat martial arts all characters start with improved unarmed attack (PHB/McWOD) as well as simple weapons proficiency any character that natural weapons slam, claw, or rake improved any unarmed attacks (or brawl or martial arts) by 1 step Death/dying and NL damage rules from McWOD; Disabled; hit points < 0 but > negative con bonus Dying; hit points < negative con bonus but > negative con score Dead; hit point < negative con score Staggered; NL damage > current hp but < current hp + con mod Unconscious; NL damage > current hp + con mod |
| #18Wolfen_FenrisonJan 08, 2009 15:17:34 | The Call of Cthulhu system for magic as presented in the d20 book can only be used by the following advanced classes; The Occultist (d20 Modern), The Spiritualist (d20 Past), The Arcane Scholar (Modern Player's Companion), Field Antiquarian (d20 Dark*Matter), Arcane Arranger (Urban Arcana), Glamourist (Urban Arcana), Shadowjack (Urban Arcana) And the following prestige classes; Alchemist (d20 Dark*Matter), Dark Sage (Modern Players Companion), Diabolist (d20 Dark*Matter), Visionary (d20 Dark*Matter) |
| #19Wolfen_FenrisonJan 14, 2009 12:50:30 | ![]() |
| #20ice_millerJan 22, 2009 15:49:04 | First I want to say this is far from perfect and doesn't cover every class, this mainly to help characters in my setting to be from the fantasy classes to more modern counterparts. The builds Include a Base Class, Advanced Class, Prestige Class or Second Advanced Class. These are very good! Kudos to you. If you could--or anyone else, for that matter--please do the same thing, but with Modern classes. For instance, how does one build a Bounty Hunter or FBI Agent or Rock Star? What about Arch Villain or Weapons Dealer? I know that some of these are addressed as professions, but what about as characters? |
| #21Wolfen_FenrisonJan 22, 2009 18:31:23 | Bounty Hunter: Mercenary (Dark*Matter), Dedicated, Bounty Hunter (modern player's companion) FBI Agent: Law Enforcement, Dedicated, Investigator or Criminologist (Modern Player's Companion) or Profiler (Modern Player's Companion) Rockstar: Celebrity, Charismatic, Personality Weapons Dealer: Mercenary (Dark*Matter), Charismatic, Fixer (Modern Player's Companion) Archvillian is kinda hard to do without knowing what kind villian type or setting its for. |
| #22ice_millerJan 23, 2009 13:02:40 | Bounty Hunter: Mercenary (Dark*Matter), Dedicated, Bounty Hunter (modern player's companion) Yes, yes! These are great. Keep going! More, please. |
| #23Wolfen_FenrisonJan 23, 2009 16:30:13 | Give me some ideas and I will do what I can. |
| #24Wolfen_FenrisonMar 25, 2009 3:17:18 | Ok if everythng goes right I'll be starting a game up with this soon. Now I'm wondering about using the Armor as DR variant from Unearthed Arcana (updated using modern and future armors as well as archaic), if you don't have it: Armor As Damage Reduction In the abstract d20 combat system, a character’s armor defends him by reducing the chance that an attack will deal damage. That system simplifies the realities of battle in order to streamline combat resolution. An attack that fails due to a character’s armor or natural armor doesn’t really fail to connect, but rather fails to connect with enough force to deal any damage. (That’s what touch attacks ignore a character’s armor and natural armor—the touch attack only needs to connect to deliver its effect, and need not actually breach the target’s armor.) If you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright, but also reduces the deadliness of attacks that do connect. In essence, the system “gives up” some of armor’s ability to turn hits into misses in exchange for a small reduction in damage dealt by any given attack. Metagame Analysis: Armor As DR It’s pretty easy to see the effect of this variant system: attacks hit more often, but do less damage. What does that really mean? Low-level combat tends to be less dangerous for armored characters. Although their ACs are lower (and thus their chance of being damaged is higher), this is more than offset by the reduced damage suffered by attacks. A typical goblin warrior, for instance, can barely hurt a character wearing splint mail, because the armor’s damage reduction entirely negates the damage dealt by an average hit. Even though the goblin will hit more often, it will likely end up dealing less total damage over the course of a typical battle. A mid-level fighter in full plate armor must still be cautious when fighting an ogre, but his armor reduces the ogre’s average damage by 25% while only increasing its chance to hit by 20%—a net gain for the fighter. At higher levels, however, the balance shifts back in favor of monsters that deal large amounts of damage per hit. When facing a Huge earth elemental, a fighter in full plate will be hit 20% more often (due to the 4-point reduction in AC), but his 4 points of damage reduction now only reduces his opponent’s average damage by less than 17%. Advantage: elemental. Thus, high-level characters must be more careful when battling monsters with extreme damage-dealing capability. Combo: Defense Bonus And Damage Reduction You can combine the defense bonus variant and the armor as damage reduction variant in a variety of ways to create a more complex system. Using both systems as written, many characters will wear armor even if the armor bonus provided is lower than the defense bonus gained from class level. Because the character gets the higher of his defense bonus or armor bonus, the character can wear armor and benefit from its damage reduction while relying on his defense bonus for a higher Armor Class. If that’s not to your liking, you can rule that a character’s armor bonus overrides his defense bonus, even if the defense bonus is higher. This forces characters to make a tough choice between having a high AC and having damage reduction. Armor Damage Reduction Values |