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| #1mmoran5554Jun 29, 2008 20:48:15 | This is an add-on that works great for D&D 3.5 or 4.0. It's a lot of fun and adds a lot more variety to the game. It also allows players to focus heavily on certain things such as offense or defense or you can also balance yourself out. Most importantly, this system allows almost any class to be effective depending on what masteries you take. Yes, this system works on choosing masteries to enhance your character. It also works only using 1D20s. You do not need to use any other dice and it is truly a lot of fun. I am already running 2 campaigns and other people have also tried it and say that it is great. So I hope you want to try it too. All the information is below and if you have any questions, email me at [email]mmoran5554@aol.com[/email]. Mike’s D&D System Dice Rolls: You only use a 1D20 dice for all of the game. All rules and everything work around the 1D20, so there is no need for any other dice. Class Levels: Important for class abilities and bonus feats. Experience points are determined by the usual challenge rating chart or by the DM depending on the difficulty of the battle. The DM may also give bonus experience points for specific achievements in a quest or for using creative ideas to accomplish a task. For Prestige Classes, you do not need to fulfill skill point requirements. But you must meet the minimum level required to normally take the class. For example, if it says that you need 13 ranks in Heal, you don’t need the skill ranks, but you have to wait until at least 10th level to take the class. You also still need to fulfill feats, special, ability scores, and all other requirements. Base attack bonus and save bonuses can equal character level. Example: if you need a +5 base attack bonus or save bonus, you need to be level 5+. Special Note: class abilities cannot repeat or stack upon each other! Example: if you got “divine grace” from multiple classes, you only gain the benefits once and the other times are wasted. Racial Abilities: all work normally according to each race. Masteries: There are countless possibilities and they completely alter your character! You begin with 4 masteries at level 1. You gain 4 masteries every 10 levels (4 masteries at 11th, 21st, 31st, 41st, and etc.). To gain extra masteries, you need feats (look below). Some masteries do not have levels while others can reach levels 1 or 2. To qualify for masteries, you must have the pre-req. and you cannot use magic items or spells to help you qualify for ability score requirements. Special note: if you choose a mastery that offers the benefits of feats, you must still meet the pre-requisites of the feats that you choose. You do not need to fulfill skill point requirements, but you do need to fulfill all other requirements. This may include class abilities, feats, ability scores, special, etc. Feats: Feats do nothing unless they make a mastery. 4 feats that are focused on something specific can create a mastery. For example: Blocking level 1 or 2 = Dodge + combat expertise + improved combat expertise + melee evasion. There are countless combinations and possibilities. You figure them out, ask DM, and he’ll approve or help u modify the idea. Players begin with 1 feat and gain 1 feat every three levels (3rd, 6th, 9th, etc.) as usual, but the DM may decide to give characters bonus feats for training. When taking feats, you must still meet all prerequisites except skill point requirements. However, you must have the minimum level needed to take the feat. Treat all requirements exactly the same as the rules for prestige classes. As an alternative, the DM may allow players to choose any mastery they wish after each time they accumulate 4 new feats. This will reduce book research and make the game run smoother. Skills: ability score mod. + specific class abilities/masteries/magic/items. You start at level 1 with one skill point in each of your class skills. At each level up, you gain 3 skill points. At Epic levels, you gain 6 skill points per level. When deciding where to place new skill points at a level up, a character may add the points to any skill they want, even if it is not a class skill. But if they choose a non-class skill, they must have tried using that skill at least once before leveling up. The DM may decide to give characters bonus skill points for training or excessive use of specific skills. Skill tricks do not exist in this game. Ability Scores: At level 1, players receive 80-96 points (determined by DM) to distribute freely amongst their ability scores. Ability scores cannot begin higher than 18 unless players have specific races that increase ability scores. Players may also take masteries that increase ability scores above 18. Afterward, you gain 1 point to any ability score you choose at levels 4th, 8th, 12th, etc. Due to specific masteries, ability scores can rise very easily in this game. Therefore, you can only apply one bonus to ability scores. Example: if you have a magic item that grants you +6 str. Enhancement bonus, you cannot receive a bonus from morale or any other source. In this game, your body essentially ignores any additional bonuses because your body could be damaged or overexerted by multiple bonuses. HP: character level + con. mod. + specific HP masteries/class abilities AC: armor + dex. Mod. + specific AC masteries/class abilities + specific AC items/magic Touch AC does not exist in this game! But Flat footed AC works normally. Melee/Ranged Attack Rolls: apply dex. Or str. Modifiers as usual. Magic weapons add their bonus to attack rolls as usual. Players begin with 1 attack, 2 attacks at level 10, and 3 attacks at level 15. Players can only get a maximum of 3 attacks/round, unless you take Chosen Weapon Mastery level 1. It is the DM’s decision whether or not to allow players to gain the benefits of the Weapon Finesse feat for free. Using two weapons gives you one extra attack at half damage with your off-hand. Look at Extra Attack Mastery for more information. Using a 2-handed weapon may allow you to hit or block multiple foes with one attack, depending on your attack roll and the DM’s discretion. You may also use a two-handed weapon to avoid certain reflex saves. For example: an object is falling on top of you, but you decide to make an attack roll to destroy or knock it out of the way instead of jumping out of the way. In this case, the player makes an attack roll against the reflex save DC. When using different weapons, players should develop creative ideas and ask the DM to allow them depending on the situation and how their weapon works. For example: if a player uses a spear, he may want to charge and impale an enemy into a wall and leave the spear to keep the enemy stuck on the wall. If the player rolls a very high attack roll, allow it. If the player rolls low, but still lands the attack, the enemy takes normal damage, but does not get impaled onto the wall. If player rolls really low, he could miss the enemy and get the spear stuck in the wall, requiring a move or standard action to remove. Special note: If you’re holding a ranged weapon while engaged in melee combat, you do not provoke an attack of opportunity and you can attack your enemies, but the attack roll relies on strength and you only deal up to half your normal damage (because you are not shooting your enemy, you are attempting to smack your enemy with a weapon not normally used for melee). Melee/Ranged Damage: successful melee attacks deal 1 damage + ability modifier + specific masteries. For str. Or dex modifiers, 16 = +1 dam., 22 = +2 dam., 28 = +3 dam., 34 = +4 dam., etc. Ranged weapons and players using Weapon Finesse apply dex. Modifier up to int. modifier to damage! However, your int. modifier must follow the same rules as str. and dex. modifiers for purposes of damage. For example: a player with 16 dex. and 16 int. adds +1 damage. A player with 22 dex. and 22 int. adds +2 damage. And so on. Critical threat = +1 damage. When you confirm a critical hit, however, you multiply your normal damage and add the +1 critical threat damage afterward. For example: if you use a short sword (19-20 x2 critical) that does 2 damage normally, you do 3 damage on a critical threat, and on a confirmed critical hit you do 2x2 + 1 critical threat damage = 5 damage. When using sneak attack and similar abilities, 2D6 = 1 damage. Magic weapons bonus does not apply to damage. Special Magic weapon abilities notes: elements become +2 bonuses and add +1 damage of their element to each attack. Elemental bursts become +3 bonuses and add +1 damage of their element to each attack and +1 damage on critical hits. All other damage bonuses, such as Holy or Bane, keep their respective bonuses and add +1 damage to each attack. Any other magic weapon ability that adds only 1D6 must be upgraded to the next bonus and add +1 damage. Example: Merciful becomes a +2 bonus and adds +1 non-lethal damage. For the Vicious ability, players deal +1 damage with each attack, but take -½ damage as well. So two attacks = -1 damage to self. Attacks of Opportunity: can be used against any nearby opponent who rolls a 1 on attack roll or athletic skills. You can use melee, ranged weapons, or quickened spells. You do not provoke an attack of opportunity for using ranged weapons in melee. You provoke attacks of opportunity whenever you enter or leave an enemy’s threat area. Charging, however, does not provoke an attack of opportunity. Magic: To cast any magic, you need at least one Divine, Arcane, Spellcasting, or Chosen Elemental Magic mastery. 2D6 = 1 damage (if using 2D4s, subtract -1 from total. If using 2D8s, add +1 damage to total. If using 2D10s, add +2 damage to total. At 12th caster level and beyond, subtract -2 for 2D4s, add +2 for 2D8s and +4 for 2D10s.). For spells that say 10 damage, resistance, or HP/level, 10hp = 1 damage. For example: Heal cures 10 HP/level, so that equals 1 damage/level. All spells inflict 1 damage at low levels until your spells reach 2D6 or 10hp or higher. Then you take away the 1 damage and follow normal spell damage rules. All spells have a save and attack roll! Spellcasters must hit AC of a target to succeed or hit the floor or wall if using an area spell (AC = 10 against floor or wall). If area spells target the floor or wall, players can avoid all damage with a successful save, but they take full damage if they fail the save. In rare situations, however, the environment or other circumstances may not allow you to make a save to avoid all damage (such as being stuck in a corner or narrow space while trying to avoid a fireball). For spells that do not have saves, apply the following rules: any spell that deals HP damage or weakens your physical body (str., dex., con., diseases, negative levels, attack rolls, AC, etc.) now has a fort. save for half damage. Any spell that weakens the mind (int., wis., cha., curses, loss of actions/skills, etc.) now has a will save for half damage. For Magic attack rolls, use 1D20 + dex. mod. + specific masteries/magic/items. Spells score a critical threat on 19-20. Critical threat = +1 damage. Confirmed critical = 1.5 x damage and no save against spell. Critical threats and critical hits can only be scored if they target characters. For spells that deal ability damage or negative levels, ignore damage rules above and always use the average of dice rolls given in spell description, even when calculating extra damage for metamagic feats. Spell DCs = 8 + respective ability modifier + spell level. This increases if players take Arcane, Divine, or Spellcasting Mastery level 2. Material Components/Focus: spells do not require material components or a focus unless they cost 1000gp or more. Spell Resistance does not exist in this game! For races or classes that offer spell resistance, talk to the DM on trading it for another ability or getting bonuses to your saves (start with +1 to all saves against spells and gain +1 for every 5 points of spell resistance). Saves: base save + ability mod. + specific masteries/class abilities + specific items/magic. But you do not gain saves from classes. You begin at level 1 with one point for each base save. Every two levels (3rd, 5th, 7th, etc.), you gain 1 base save point that you may add to one of your saves (fort, ref, or will). At Epic levels, you gain 2 base save points every two levels. Items: can only wear 4 magic items (weapons, armor, vest, cloak, ring, boots, necklace, etc.). In this game, your body essentially ignores any additional magic items and their effects because your body could be damaged or overexerted by too much magic. Due to the item restriction and lower AC, however, armor bonuses can stack in this game for items (not for magic spells). For example: a character may have a weapon and 3 items that all add armor bonus such as a helmet, chainmail, and bracers. This may seem unfair, but it balances out when that character doesn’t have a magic item with “fly”, “darkvision”, or other important magical abilities that are necessary in a variety of situations. Crafting magic items: There are no magic crafting masteries in this game. In order to craft a magic item, you must have the caster level and magic spells required in the item description and you must make a Craft DC = double the required caster level. Due to players gaining skill points at a slower pace, the Craft skill can be used to make anything. Two spell casters can work together to create an item and you receive a +2 aid bonus when rolling to make the Craft DC check. However, you only get one chance to roll, so choose the person with the highest Craft skill. If you fail by 4 points or less, you lose a day or week (depending on the DM) and keep trying each day or week until you hit the Craft DC. If you fail by 5 or more points, you ruin the raw materials and you have to buy them again if you want to make the item. Raw materials always cost ½ the market price of the item and the spell caster must pay 1/25 experience points worth of the market price (if two spell casters work together, they can share the costs). When you reach Epic levels, you can begin crafting Epic items. It is also assumed that you have the benefits of Efficient Item Creation feat at epic levels. Banned items/abilities: Rods, Bags of holding, Tombs/Manuals, Epic spells, and anything else according to the DM’s discretion (this may include specific classes, races, spells, items, D&D books/sources, etc.). The DM is also allowed to change or balance out items, abilities, spells, and etc. to make the game fair. Animal Companions, Familiars, and Special Mounts: this is very important for characters that gain an animal companion, familiar, or special mount. This includes characters such as rangers, druids, wizards, sorcerers, paladins, and etc. These animals’ statistics work in the following manner: Hp = con. mod. + HD + specific masteries. Attack rolls and grapple checks = half HD + str. or dex. mod. + specific masteries. These animals do not begin with masteries. However, they do obtain 1 feat every three HD they gain when characters level up and they can accumulate masteries with 4 or more feats. They can also do re-training and obtain bonus feats, skill points, exp., and etc. in the same way that regular characters can. Look at page 10 for more information about re-training. These animals begin with their regular Saves as stated in the monster manual or whatever source book necessary. Their Saves increase regularly according to the character classes. They also retain all special abilities. Epic levels: At 21st level, all masteries double in effectiveness (unless stated otherwise in mastery) except “Magic” masteries. This means that there’s no need for a lot of epic masteries because at epic levels, you can choose any mastery from the list and it will have double its effectiveness. However, there are epic “Magic” masteries (look at the bottom of the list for more details). List of Masteries 1. Blocking level 1+2 (block 1 or 2 successful attacks/round using attack roll with weapons or shield. If using a shield, add shield enhancement bonus to attack roll and you gain 1 extra block per round. If using two weapons, you gain 1 extra block per round with a -2 penalty on the attack roll. You also take a -2 penalty on attack rolls against two-handed weapons. Must know where attack is coming from to block. Pre-req: 16+ str.) 2. Evasion levels 1+2 (avoid 1 or 2 successful attacks/round using 3/4 reflex save. Must know where attack is coming from to evade. Pre-req: 16+ dex.) 3. Counterattack level 1+2 (attack after being successfully hit 1 or 2 times/round. If using two weapons, you gain 1 extra counterattack per round at half damage. You cannot make a power attack during your counterattack.) 4. Accuracy level 1+2 (+2 or +4 on all attack rolls) 5. Damage level 1+2 (+1 or +2 on all damage rolls) 6. Chosen Weapon level 1+2 (at level 1, gain 1 extra attack and +1 on chosen weapon attack rolls, damage, and all dice rolls involving chosen weapon. At level 2, it upgrades to +2 on chosen weapon attack rolls, damage, and all dice rolls involving chosen weapon. If using two weapons, you only gain 1 extra attack with your primary hand, not your off-hand. At Epic levels, only double the bonus on dice rolls.) 7. Chosen Weapon Critical (double threat range and +5 confirm critical for chosen weapon or spell casters. At Epic levels, only triple the threat range. Pre-req: Chosen Weapon level 1+2 for chosen weapon. Level 1 Arcane, Divine, Spellcasting, or Chosen Elemental Magic for spell casters.) 8. Blind-fighting 1+2 (you gain blindsight 15 ft. radius or 30 ft. radius. Pre-req: 18+ wis.) 9. Improved Special Attack (Choose 4 special attacks from the following list: bull rush, disarm, feint, grapple, overrun, sunder, trip, and turning/rebuking undead. Add +4 when using your chosen special attacks and no attack of opportunity. You may take this mastery a second time to gain benefits for the remaining special attacks that you did not choose the first time. At epic levels, only double the bonus to special attacks.) 10. Ranged Combat King 1+2 (gain benefits of 4 or 8 ranged combat feats. At epic levels, gain benefits of 2 or 4 epic ranged combat feats.) 11. Super Bard level 1+2 (gain benefits of 4 or 8 Bardic feats. At epic levels, gain benefits of 2 or 4 Epic Bardic feats.) 12. Wild Shape King 1+2 (gain benefits of 4 or 8 feats involving the use and/or prerequisite of Wild Shape. At epic levels, gain the benefits of 2 or 4 epic feats involving the use and/or prerequisite of Wild Shape.) 13. Rage King (gain benefits of 4 Rage feats. At epic levels, gain benefits of 2 Epic Rage feats.) 14. Sneak Attack King level 1+2 (gain benefits of 4 or 8 sneak attack feats. At epic levels, gain benefits of 2 or 4 Epic sneak attack feats.) 15. Favored Enemy King (gain benefits of 4 favored enemy feats. At Epic levels, gain benefits of 2 Epic favored enemy feats.) 16. Shield Master (gain benefits of 4 shield feats. At epic levels, gain benefits of 4 more shield feats. Pre-req: 16+ str.) 17. Mounted Combat King 1+2 (gain benefits of 4 or 8 mounted combat feats. At Epic levels, you gain the benefits of the epic feat Legendary Rider for level 1. For level 2, add +1 to all dice rolls involving mounted combat.) 18. Smite Machine (gain 4 additional smite attempts per day. At Epic levels, add three times your level to smite damage instead of just your level. To gain the epic benefits, you need 25+ cha.) 19. Unarmed Combat King 1+2 (gain benefits of 4 or 8 unarmed combat feats. At epic levels, gain benefits of 2 or 4 Epic unarmed combat feats.) 20. Precision 1+2 (make 1 or 2 melee/ranged attacks per round to injure specific body parts. Attacks deal half damage. If attack is successful, body part becomes unusable for 1 round or 2 rounds if you score a critical threat or hit. At epic levels, you only double the # of attacks per round. Pre-req: 18+ dex) 21. Limb Smash 1+2 (make 1 or 2 melee attacks per round to injure chosen limbs. Attacks deal half damage. If attack is successful, limb becomes unusable for 1 round or 2 rounds if you score a critical threat or hit. At epic levels, you only double the # of attacks per round. Pre-req: 18+ str.) 22. Power Attack 1+2 (make 1 or 2 melee attacks/round at double damage. If using a two-handed weapon, add +1 to damage. Cannot use power attack for attacks of opportunity. Pre-req: 18+ str.) 23. Extra Attack 1+2 (add 1 or 2 melee/ranged attacks/round at half damage. Pre-req: 18+ dex. If fighting with two weapons, you gain extra attacks as normal with your primary hand, but can only gain one additional attack with your off-hand at level 2 mastery. So if you took Extra Attack levels 1+2, you would have the maximum # of attacks with your primary hand and only 2 attacks with your off-hand. At epic levels, you would add +2 attacks to your primary and +2 attacks to your off-hand. The highest total # of attacks for fighting with two weapons is 12, while a 2-handed weapon fighter only has 8 attacks.) 24. Incorporeal Attack (all your attacks only incur a 25% miss chance against incorporeal creatures. At epic levels, your attacks ignore all miss chance against incorporeal creatures. Pre-req: 18+ wis.) 25. Opportunity Shot 1+2 (At level 1, gain benefits of Quick Draw feat and gain 2 additional attacks of opportunity/round. Quick Draw can be used as an immediate action in this game. At level 2, gain benefits of Hold the Line feat and gain 2 more attacks of opportunity/round. If using two weapons, you gain 1 extra attack of opportunity per round at half damage. At epic levels, you double the # of attacks of opportunity and gain one or two more feats involving attacks of opportunity.) 26. Spell Deflection (deflect one spell/round using attack roll with weapon or shield. If using a shield, add shield enhancement bonus to attack roll. Must know where spell is coming from to block. If you fail to deflect a spell, you can still make a will or fort. save, but you already failed the reflex save because you attempted to deflect the spell instead of moving away from it. Pre-req. Blocking level 1+2.) 27. Spell Evasion (avoid 1 spell/round using 3/4 reflex save. Must know where spell is coming from to evade. If you fail to avoid a spell, you can still make a will or fort. save, but you already failed the reflex save against the spell. Pre-req. Evasion 1+2.) 28. Harden Body level 1+2 (+2 or +4 natural AC. Pre-req: 16+ con.) 29. Dodge level 1+2 (+2 or +4 dodge AC. Pre-req: 16+ dex.) 30. Health Boost level 1+2 (+2 or +4 HP) 31. Movement level 1+2 (+15 ft. to base speed and benefits of Run feat or +30 ft. to base speed and benefits of Fleet of Foot feat. At Epic levels, only double base speed.) 32. Combat Movement level 1+2 (make 1 or 2 attacks while moving and no att. of opp. Need 16+ dex. At Epic levels, only double # of attacks.) 33. Flight King (gain benefits of 4 flying feats. At epic levels, gain benefits of 4 more flying feats) 34. Animal Companion King 1+2 (gain benefits of 4 or 8 animal companion feats. At epic levels, gain benefits of 2 or 4 epic animal companion feats.) 35. Familiar King 1+2 (gain benefits of 4 or 8 familiar feats. At epic levels, gain benefits of 2 or 4 epic familiar feats. This mastery only applies to wizards, sorcerers, and characters that have a familiar.) 36. Mount King (gain benefits of 4 or 8 mount feats. At epic levels, gain benefits of 2 or 4 epic mount feats. This mastery only applies to paladins and classes that give you a mount.) 37. Improved Will level 1+2 (+6 or +12 on Will saves. At Epic levels, becomes +12 or +18.) 38. Improved Fort. level 1+2 (+6 or +12 on Fort. saves. At Epic levels, becomes +12 or +18.) 39. Improved Ref. level 1+2 (+6 or +12 on Ref. saves. At Epic levels, becomes +12 or +18.) 40. Savior (+2 on all saves) 41. Mettle (successful will/fort. saves vs. spells with will/fort. saves = 0 dam/effects. Pre-req: 18+ wis. or con. and Improved Will or Fort. level 1+2 or Great wis. and Great con. At Epic levels, gain +3 to will and fort. saves.) 42. Evasion (successful ref. save vs. spells with ref. save = 0 dam/effects. Pre req: 18+ dex. and Improved Ref. level 1+2 or Great dex. and Improved Ref. level 1 or Evasion level 1+2. At Epic levels, gain +3 to ref. saves.) 43. Spell-like Ability King 1+2 (gain benefits of 4 or 8 feats for spell-like abilities. At epic levels, gain +2 or +4 DC on all spell-like abilities.) 44. Insight level 1+2 (+4 or +8 on skills of wis.) 45. Acrobatics level 1+2 (+4 or +8 on skills of dex.) 46. Knowledge level 1+2 (+4 or +8 on skills of int.) 47. Power level 1+2 (+4 or +8 on skills of str.) 48. Charm level 1+2 (+4 or +8 on skills of cha.) 49. Jack of All Trades (+2 on all skills) 50. Chosen Skill level 1+2 (+10 or +20 on chosen skill rolls) 51. Great str., con., dex., int., wis., or cha. (+4 on chosen ability score) 52. Regenerate level 1+2 (heal 1 damage/2 rounds or 1 damage each round. Pre-req: 18+ con. and Improved Fort level 1+2 or Great Con. and Improved Fort level 1.) 53. Extreme Initiative (+8 on initiative checks. At Epic levels, it becomes +12.) 54. Hard-to-Hit (you are energetic and constantly moving, so all attacks against you have a 10% miss chance. Magic cannot see through or negate this effect. If something makes you lose your dexterity to AC, this mastery does not work.) 55. Final Fantasy Limit Break (gain benefits of Extra Limit Break and Improved Limit Break feats. Also gain +1 to all attack rolls during Limit Breaks. At epic levels, gain +2 to all attack rolls during Limit Breaks.) 56. Bonus Cleric Domain (gain access to one extra cleric domain if you have access to cleric domains from a class. At epic levels, gain one more extra cleric domain.) 57. Undead Turning/Rebuking King 1+2 (gain the benefits of 4 or 8 feats related to turning/rebuking undead and/or the use of turning attempts. At epic levels, gain the benefits of 2 or 4 epic feats related to turning/rebuking undead and/or the use of turning attempts.) 58. Divine Magic Versatility 1+2 (can use divine attack spells at level 1 and increased DCs at level 2. Only for classes that use the cleric spell list.) 59. Divine Magic (can use all other divine spells. Only for classes that use the cleric spell list.) 60. Arcane Magic level 1+2 (can use arcane attack spells at level 1 and increased DCs at level 2. Only for classes that use the wizard spell list.) 61. Arcane Magic Versatility (can use all other arcane spells. Only for classes that use the wizard spell list.) 62. Spellcasting Magic level 1+2 (level 1 allows full usage of magic for base/prestige classes that have their own spell lists and do not use cleric or wizard spell lists. Examples include Bard, Druid, Paladin, Ranger, Blackguard, Assassin, Templar, and etc. Level 2 increases DCs.) 63. Magic Target Practice (add wis., int., or cha. mod. to magic attack rolls. Pre-req: at least one Magic mastery.) 64. Stealth Magic (gain pros and cons of Silent and Still metamagic feats and gain Sudden metamagic feats for Silent and Still. Pre-req: at least one Magic mastery.) 65. Spatial Magic (gain pros and cons of Enlarge and Widen metamagic feats and gain Sudden metamagic feats for Enlarge and Widen. Pre-req: at least one Magic mastery.) 66. Time Magic (gain pros and cons of Quicken and Extend metamagic feats and gain Sudden metamagic feats for Quicken and Extend. Special note: Quicken spells are at +3 spell levels. Pre-req: at least one Magic mastery.) 67. Power Magic (gain pros and cons of Heighten, Empower, and Maximize metamagic feats and gain Sudden metamagic feats for Empower and Maximize. Special note: Maximize spells are at +4 spell levels. Empower = X1.5 dam. Maximize = X2 dam. Only spells that use 1d4, 1d6, 1d8, and etc. can be affected by Empower and/or Maximize. Spells with set numbers, such as Heal, Harm, Bull Strength, and etc. cannot be affected by Empower and/or Maximize. Pre-req: Divine Magic Versatility 1+2, Arcane Magic 1+2, Spellcasting Magic 1+2, or Chosen Elemental Magic.) 68. Shadow Magic (gain pros and cons of all Shadow Weave metamagic feats.) 69. Ray Magic (gain pros and cons of all Ray metamagic feats.) 70. Chosen Elemental Magic (choose one of the following elements: earth/acid, fire, air/electricity, water/cold, or sonic. You gain access to all attack spells of your chosen element and increased DCs. If you cast divine magic and have domains, you lose your domains and their granted powers. This is because most elemental attack spells are arcane and divine casters are now gaining access to spells that normally they can never cast. Divine magic casters must also pray to or worship the god of their element in order to take this mastery. Pre-req: at least one level in any spell casting class that uses the cleric or wizard spell list. Players who qualify for the Spellcasting Magic mastery cannot take this mastery because their spell list is too focused on a specific ideal or code to allow access and concentration on spells of a single element.) 71. Chosen Elemental Metamagic (gain pros and cons of all elemental/energy metamagic feats for one element/energy. Pre-req: at least one Divine, Arcane, Spellcasting, or Chosen Elemental Magic mastery.) 72. Extra Magic Spell Slots (gain 4 extra spell slots and place them at any spell levels except the highest level you may cast at the time you take this mastery. This does not include epic spell levels, so you can only go up to a max of 8th level spell slots, assuming you can cast 9th level spells. Once you choose the spell levels, they cannot be changed. Pre-req: at least one Magic mastery) 73. Magic Spell Knowledge (add 4 extra spells, up to the highest spell level you can cast at the time you take this mastery, to your “spells known” list. This only applies to sorcerers and other classes that have a number of known spells per level.) List of Epic Masteries 1. Epic Magic (subtract 1 from the cost of all metamagic feats and gain one 10th level spell slot. Pre-req: need ability to cast 9th level spells, 24+ of respective ability score, Divine Magic or Arcane Magic Versatility or Divine Magic Versatility 1+2, Arcane Magic 1+2, Spellcasting Magic 1+2, or Chosen Elemental Magic, and at least 1 other Magic mastery) 2. Epic Magic II (gain one more 10th level spell slot and one 11th level spell slot. Pre-req: Epic Magic and 28+ respective ability score) 3. Epic Magic III (gain one more 11th level spell slot and one 12th level spell slot. Pre-req: Epic Magic I+II and 32+ respective ability score) 4. Epic Magic IV (gain one more 12th level spell slot and one 13th level spell slot. Pre-req: Epic Magic I+II+III and 36+ respective ability score) 5. Epic Spell DCs (add ¾ of your caster level to Spell DCs or multiply spell levels by 2.5 for purposes of Spell DCs, depending on what the DM prefers. Pre req: Epic Magic and Divine Magic Versatility 1+2, Arcane Magic 1+2, Spellcasting Magic 1+2, or Chosen Elemental Magic) 6. Epic Quicken (subtract 1 from cost of Quicken metamagic feat and you can cast one more quicken spell/round. Pre-req: Time Magic and Epic Magic) 7. Epic Quicken II (You can cast one more quicken spell/round and gain benefit of Sudden Quicken feat again so that now you can use it twice per day. Pre-req: Time Magic, Epic Magic I+II, and Epic Quicken.) 8. Epic Maximize (subtract 1 from cost of Maximize metamagic feat and gain benefit of Sudden Maximize feat again so that now you can use it twice per day. Pre-req: Power Magic and Epic Magic I+II+III) Notes for the Dungeon Master This game system is very simple for players, but it poses a challenge to the DM. There are many decisions that the DM has to make during game play. I left out a lot of rules because I want players to use creativity and do things that are normally not possible in D&D. For example, a player wielding a two-handed warhammer may want to smash the floor to cause a minor earthquake under his enemies’ feet and make them fall prone. A player wielding a dagger and a longsword may want to throw the dagger at the enemy as a distraction to add a bonus to his longsword attack. Someone may want to run into a wall, jump off the wall, and back-flip behind the enemy to attack. All of these ideas and more may require certain checks or dice rolls that the DM has to think of on the spot. But these opportunities are important for players because it makes the game a lot more fun and makes the game evolve into something more than hack-and-slash. Very Important Note: most masteries require dice rolls in order to use successfully. For example: blocking, evasion, spell deflection, and etc. all require an attack roll equal to or higher than the enemy’s attack roll. That’s why all attacks, even spells, require attack rolls so that the players or enemies can roll against attacks using masteries. This game has a lot of power and variety, but it’s also designed to make players focus more on one or two concepts. It’s designed for characters to depend on each other in a party instead of fighting alone. It also gives characters more purpose and meaning when they have specific class abilities that nobody else has. To make the game party-oriented and prevent characters from becoming unfocused, you should enforce a limit on the # of classes that players are allowed to take. I personally only allow players to take 3 different classes: either 1 base and 2 prestige or 2 base and 1 prestige. Players should not take 3 base classes. Maybe it’s a good idea to allow players to adopt a 4th class at epic levels, but no more than that. I personally feel that 3 classes are more than enough to make a powerful and fun character with solid storyline. As a DM, you may choose to change the number of masteries that characters gain. There are a lot of factors to consider such as how much experience/skill players have, how powerful or weak you want them to be, how much variety you want them to have, and the desired difficulty of your game. Generally, more masteries equal more power, variety, and an easier game. Less masteries equal less power, variety, and a harder game. Re-training: Players should be allowed to re-train anytime they want to. But each re-training period should take one month to complete. This allows players to change classes if they do not like what they chose at the beginning. However, changes in classes have to be similar to what they had before. Example: a fighter can change into a barbarian, but not into a spell caster (unless it’s a ranger or a class with a weak spell list). The only way to make drastic changes is if another player or NPC in the party has the desired class and agrees to train the player. Re-training also allows players to change their feats, which may also help them qualify for a mastery that requires 4 specific feats. You can also allow them to change one mastery during a re-training period, but another character in the party or an NPC must have the mastery and be willing to teach them. Re-training also has benefits for players who do not want to change their characters. Players who are not changing their characters may train to gain a bonus feat or bonus skill points. They may also fight each other or monsters to gain experience. The DM can even create side quests for these players to complete during the re-training period. This allows for more story line, introduction of new NPCs, finding money or new magic items, and etc. Special note: Any player who trains another character loses their chance to gain any benefits during the re-training period. But they do gain a specific amount of experience points, determined by the DM, and bonus skill points in Profession: teaching. Players gain fewer skill points in this game. Therefore, skill checks should not be very difficult unless a player is trying to do something bazaar or nearly impossible. The DM has to decide fair DCs for skill checks. I would use a range of 5-35 for non-epic levels and up to 70 for epic levels. “Athletic skills” such as tumble, jump, climb, swim, and anything that makes you fall or struggle by rolling a 1 provokes an attack of opportunity. Attacks of opportunity are important because it gives a player or enemy the chance to take advantage of a bad situation or moment. That’s why characters with ranged weapons can get attacks of opportunity. For example: 5 dark elves have a party surrounded and are about to fire crossbows and kill them. But suddenly one dark elf rolls a 1 and his crossbow gets jammed, allowing the party to gain attacks of opportunity and kill the dark elf, which increases the party’s chance of survival. This situation could also occur in a reversed manner, creating a challenging situation for the party if a player rolls a 1, provokes attacks of opportunity, and falls unconscious. Increased DCs at level 2: I wanted to leave this up to the DM. I figured that this will simply allow spell DCs to always be competitive. I allow spell casters to add half their caster level to Spell DCs. Another idea is to double spell levels for purposes of Spell DCs. As a DM, you may want to improvise or develop your own way of increasing DCs. Depending on the strength of the enemy (minions, sub-boss, boss) could define how easy or difficult it is to make saves against players’ spells. Maybe minions need to roll 16 or higher while sub-bosses need to roll 13 or higher and bosses need to roll 10 or higher. But certain enemies may have different fortitude, reflex, or will saves, which will change the enemies’ necessary dice rolls. As a good DM, you have to be the judge of what makes Saves challenging and fair vs. unreasonable. Another important thing about magic is that you may want to have it recharge after a few hours so that spell casters do not become useless after one or two battles, especially at low levels when spell casters are weak and vulnerable. But every DM feels differently about the subject. I allow players to recharge their magic if they rest for 2 hours. But if something happens, like a surprise attack, then they may only recharge half their spells. Remember that even though magic can recharge, this does not affect magic items or Sudden metamagic feats. They are still used only once per day or the specific number of times per day given in the magic item or feat description. Magic is also something that is creative. This means that players can create new spells any time they want. They just need to follow the usual rules for cost and how long it takes to make. As the DM, you should encourage spell casters to create and use at least a few spells that only take an immediate action because it will tremendously change the game. For example: Bob, the barbarian, is about to charge and attack Adam, the spell caster. If Adam makes a concentration check and uses an immediate-action lightning bolt to attack Bob, something may happen depending on the attack roll. If Adam rolls low, he misses Bob. If Adam makes an average roll, they both hit each other with their attacks. If Adam rolls a critical threat or scores a critical hit, then his spell hurts Bob and weakens or negates Bob’s attack (meaning that the attack spell was so painful and surprising that it weakened or completely negated Bob’s attack). Weakening an attack means the following: Bob normally deals 6 damage on an attack. But Adam shoots his immediate-action lightning bolt spell that deals 4 damage on a critical threat or critical hit. If Adam scores a critical threat or hit, then Bob will still hit Adam, but Bob will take 4 damage himself and subtract 4 damage from his attack. Therefore, Adam gets hit by Bob and only takes 2 damage instead of 6 damage. As an alternative rule, you can allow spell casters to use quickened spells as immediate actions, but they need to roll against double the normal concentration DC. You may also add or subtract circumstance bonuses to the DC depending on the situation. Players may ask you “why do you only get to use ¾ of your reflex save for Evasion and Spell Evasion masteries?” The true reason is to balance out the game. But for players, you can tell them that in order to successfully avoid an attack, you must wait until the last possible moment to move away. If you move too soon, your opponent could change the attack and still hit you. Since you are waiting until the last moment to move, you have a slight disadvantage that lowers your reflex save against the attack. I personally don’t like banning spells, I prefer changing spells to be balanced or fair. For example: True Strike is too powerful. So I changed it to +5 on your next attack roll, immediate action. Summoning spells are very difficult to manage in this game due to the attack rolls and other statistics that have to be adjusted for monsters. HP can be divided by 10 and attack rolls can equal ½ HD. As for saves and other stats, the DM can “wing it” and just decide based on the dice rolls (summoned creatures fail on 1-10 and succeed on 11-20). If the monster is agile, like a jaguar, he may succeed on reflex saves rolling 7-20, but only succeed on will and fort saves rolling 14-20. If all of this is too complicated or annoying to deal with, then just ban summoning spells from the game. This also takes care of people being cheap and using the “Gate” spell because that spell is incredibly overpowered. Very Important Note about D&D 4.0! This game system was created during the time of D&D 3.5. But it works fine in D&D 4.0 as well. Players still gain all class abilities and powers at each level-up. However, certain masteries that apply to feats may not work because those feats no longer exist. The DM may allow you to still gain the benefits of the old feats or players may just want to choose other masteries. You may even be able to use D&D 4.0 feats to replace feat requirements for masteries. Magic casters may have more difficulty because metamagic feats and spell casting rules were changed drastically in 4.0, which directly affects many of the magic masteries. But that’s easy to fix. The DM may simply allow them to trade masteries for the benefits of D&D 4.0 feats. Everything else should work properly, but if problems arise, the DM can work with players to make any other necessary adjustments. Keeping the Game Simple This entire section only applies to D&D 3.5. Ignore this section if you are playing D&D 4.0. If you want to simplify the game, try this alternative. Only allow players to choose one class to gain levels in. However, they must choose one of the three base classes available in the “Unearthed Arcana” book. These classes are the Warrior, Expert (this class will gain 4 skill points per level instead of 2), or Spellcaster (Only allow the Spellcaster to choose spells from the “Player’s Handbook”). For bonus feats, the Warrior may only choose fighter feats. The Expert and Spellcaster may choose any feats or the class abilities given in “Unearthed Arcana” in place of bonus feats. They will gain the full benefits of these class abilities. However, the class abilities cannot be used to help form a mastery. Once they choose a class, they cannot change it. However, each player will begin with 5 masteries at level 1. At level 11, you gain 6 more masteries. At level 21, you gain 7 more masteries. At level 31, you gain 8 more masteries. Keep following the same pattern every 10 levels. The reason why players gain more masteries is because they are restricted to only one class and will not obtain as many unique class abilities. Therefore, giving players extra masteries will be a fun replacement for unique class abilities. |