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Anonymouswizard
2009-11-01, 03:41 PM
Wraiths and Ruins, or WAR, is a game based of D&D 3.5, but with emphasis on better balance and more powerful martial characters. It downgrades the higher end of non-epic magic while buffing up the level of fighters.

Skills have been condensed slightly and class skills are removed. Feats are in the proccess of redesign. Action points are incorperated into the basic game, and hitpoints have been changed to a fixed value. Magic now runs of mana points, although costs are greater than they are in D&D.

Due to a system found on this board caster multi-classing now works better than before. Monsters are to be re designed with humanoid monsters becoming races and other monsters classes. Psionics will be in several different systems, one of them 3.5 virtually untouched.

Warriors now gain manuovres, although these are all new as I do not have ToB.

Along with the core rules I am designing two sets of optional rules: sword and Spell and Men and Monsters. Each ads more versitility to your characters.

When all of this is finished I would like to upload everything into one to three PDFs for the core rules and two PDFs for the optional rules. I hope to publish suplements but not the core rules for profit later on, but more material will flow round the playground before that, if it ever happens.

I hope to update more options to the system, including more variant magic systems.

The origional opening post for those who are interested.
Taking my inspiration from S&S, H20, and D20Rebirth, I will attempt to make D&D as I would like to play it: high magic but few magic items, where fighters can stand alongside wizards (except all promising ones are blown up), and the rogue can be more than trapfinder. For this I am going to take d20, and redesign elements to make it feel more like my idea of how it should be. (A20 is anonymous 20, or no name yet).
First of: ability scores: dexterity is now seperated into agility and cordination, wisdom is redifiened as will power, and magic is added to help determine mystical might.

Secondly: races and classes. I want players to be able to play all humanoid races, and so let them chose from many races. Classes will require modifing, either improving the martial classes (more likely) or nerfing the spellcasters.
List of races
Dwarves
Elves
Gnomes
Goblins
Half-elves
Half-orcs
Humans
Orcs
List of classes (? means unsure if will work, * means variant)
Abjurer* (http://www.giantitp.com/forums/showpost.php?p=7274520&postcount=27)
Barbarian (http://www.giantitp.com/forums/showpost.php?p=7238428&postcount=8)
Bard (http://www.giantitp.com/forums/showpost.php?p=7238438&postcount=9)
Cleric/priest (http://www.giantitp.com/forums/showpost.php?p=7238453&postcount=10)
Defender* (http://www.giantitp.com/forums/showpost.php?p=7274520&postcount=27)
Diviner* (http://www.giantitp.com/forums/showpost.php?p=7274593&postcount=29)
Druid (http://www.giantitp.com/forums/showpost.php?p=7238721&postcount=11)
Enchanter* (http://www.giantitp.com/forums/showpost.php?p=7274683&postcount=31)
Fighter (http://www.giantitp.com/forums/showpost.php?p=7238898&postcount=12)
Illusionist?* (http://www.giantitp.com/forums/showpost.php?p=7275231&postcount=32)
Monk? (http://www.giantitp.com/forums/showpost.php?p=7244663&postcount=13) help with this one please.
Necromancer* (http://www.giantitp.com/forums/showpost.php?p=7276027&postcount=33)
Paladin* (http://www.giantitp.com/forums/showpost.php?p=7277082&postcount=34)
Ranger* (http://www.giantitp.com/forums/showpost.php?p=7294466&postcount=35)
Shaman (tribal caster, both arcane and divine) (http://www.giantitp.com/forums/showpost.php?p=7244670&postcount=14)
Sorcerer (http://www.giantitp.com/forums/showpost.php?p=7244677&postcount=15)
Summoner* (http://www.giantitp.com/forums/showpost.php?p=7296255&postcount=36)
Thief (http://www.giantitp.com/forums/showpost.php?p=7244686&postcount=16)
Transmuter* (http://www.giantitp.com/forums/showpost.php?p=7297027&postcount=37)
Warlock* (http://www.giantitp.com/forums/showpost.php?p=7297066&postcount=38)
Warmage*
Wizard (http://www.giantitp.com/forums/showpost.php?p=7244696&postcount=17)

Thirdly: magic. I want to keep the power of magic but maybe make it harder to use. This is where the magic stat normally comes in: it makes magic more powerful and helps in resisting magic. Also, magic is slightly more MAD, all spellcasters require magic and one other stat (at least) to cast magic. Magic also uses a "spell point mechanic", although in soemcases a loser term. Most casters in the core rules (the ones on the main 1-3 threads) prepare spells, while those who don't generally arn't as versitile. No more specialist wizards: they are now the warmage/begiuiler/whatever. I'll see if I can reflavour the schools or orders of magic, maybe cut it down to seven.
Here is the thread that has the system i'll be basing magic of. (http://www.giantitp.com/forums/showthread.php?t=127918&highlight=mana)

I'll post other changes when I have time.

lesser_minion
2009-11-01, 06:25 PM
OK, I have a few comments:


First of: ability scores: dexterity is now seperated into agility and cordination, wisdom is redifiened as will power, and magic is added to help determine mystical might.

So far, so good.


Classes will require modifing, either improving the martial classes (more likely) or nerfing the spellcasters.

I'd suggest doing both. It's a lot more work to nerf spellcasters, but buffing everything to their level leaves the game somewhere best described as "powergamer heaven" - a nice place, I'm sure, but I'm not sure whether or not that's really where you want to be.


I want to keep the power of magic but maybe make it harder to use.

This is basically obligatory if you want to combine plausible mundanes and magical magic in a balanced game. You can always discard plausible mundanes or magical magic, however, and it's essentially totally up to you how powerful a plausible mundane or a magical mage has to be.


Magic also uses a "spell point mechanic", although in some cases a loser term. Most casters in the core rules (the ones on the main 1-3 threads) prepare spells, while those who don't generally aren't as versatile. No more specialist wizards: they are now the warmage/beguiler/whatever. I'll see if I can reflavour the schools or orders of magic, maybe cut it down to seven.

Your idea looks like it might work, but you aren't gaining much from spell points here (they are better than D&D-style spell slots, but that really doesn't take much).

Eagle
2009-11-01, 08:29 PM
Your idea looks like it might work, but you aren't gaining much from spell points here (they are better than D&D-style spell slots, but that really doesn't take much).

Actually, spell points are worse than spell slots in almost every way, and I'd strongly advise sticking with spell slots if you can't some up with something new.

JKTrickster
2009-11-01, 09:09 PM
Actually someone came up with an alternate spell spoint system that they called 'mana'. It was much better: at level 20 a full spellcaster could only cast 4 9th level spells and be out for the rest of the day. Definetly worth looking into.

Otherwise, I can't wait to see how this goes! It looks very promising.

Another point: Skills. Are you going to change they way they work/function or leaving the same?

lesser_minion
2009-11-02, 05:54 AM
Actually, spell points are worse than spell slots in almost every way, and I'd strongly advise sticking with spell slots if you can't some up with something new.

They're bad, but it is somewhat hard for anything to be that bad.

We're talking about the actual quality of the system, and how efficient it is, rather than how well-balanced it is.

Personally, I don't have a problem with the concept of preparing spells in advance, and I don't have a problem with D&D-style spell slots for a small number of levels, but the way they work in D&D (for values of i between 0 and 9, you may cast X(i) spells per day of level i) is an absolute nightmare.

Anonymouswizard
2009-11-02, 11:48 AM
Personally, I don't have a problem with the concept of preparing spells in advance, and I don't have a problem with D&D-style spell slots for a small number of levels, but the way they work in D&D (for values of i between 0 and 9, you may cast X(i) spells per day of level i) is an absolute nightmare.
I agree. For this remake wizards and sorcerers are most likely going to be casting spells differently. Also, for nerfing casters, how about the amount of spell points you get a level (i'll go with mana, spell points is unweildy) is what you need to cast you highest level spell. Wizards, clerics and a few other casters who do not cast magic innately have to prepare spells, and the time limit is should be strictly enforced. I might give the sorcerer bonus spell points, but more likely i'll give him more spells known or bonus feats. This thread will be the equivilent of the PHB and DMG, if this works out i'll stat out some monsters.

Also, spell schools: if we think about it a lot of illusion spells could be mind affecting. So we put the ones that are into enchantment, the shadow spells into conjuration, and the rest into transmutation. Draining magic: i think i might make rules for this, where casters can cast spells to rob other casters of a random number of points.

I'll work on races: dwarf, elf, gnome, human, orc and half breeds (i'll put halflings up if i get enough interest, but they are the ones with the strongest sterotype).

Anonymouswizard
2009-11-02, 01:58 PM
Races
In A20 you can play as one of several races, from the trickey goblins to the aragont and flighty elves. Each of the races presented here are suitable as 1st level characters, other options will be made available in the monster manaul.
Dwarves
Dwarves are a hardy, stonelike race, more suited to their mountain homes than life abroad. Dwarves stand about four feet tall, weighing about the same as a human. They wear heavy goatskin clothes. Males have large beards, while females faces are as clean shaven as other races. Dwarves are expert craftsmen and soldiers.
+2 constitution: dwarves are toughand earthen.
Dwarves are not slowed by armour.
+2 to trained craft checks
Dwarves reduce the experience point cost of crafted items by 5%
Infravision: dwarves can see shades of heat as well as light, ignoring the prnalties for fighting in the dark.
+1 to attack rolls against creatures of the giant type.
Dwarves gain divine favour as a bonus feat.
Automatic languages: dwarven and common.
Favoured classes: Cleric and fighter.

Elves
Elves are woodland folk with powerful innate magic. They live in their woodland villages protected by enchantments, weaving powerful spells. Elves stand about six feet tall, and wiegh about 5lbs less than humans. Their clothing is of soft fabrics and silks. They have large, pointed ears, and hair ranging to pale greens.
+2 agility: elves are agile and graceful.but aren't as tough as other races.
Medium.
Elves gain a +2 bonus to listen, search and spot checks.
Elves can cast any first level wizard spell once per day as a spell like ability.
Elves gain proficiency as magical wands and staves as standard.
Elves gain arcane gift as a bonus feat at 1st level.
Automatic languages: elven and common.
Favoured class: enchanter and ranger.

Gnomes
Gnomes are short people, descended from the dwarves. They have a natural talent for magic that exceeds even the elves, and an aptitude for knowledge. Gnomes have been responsible for the many magical advances in the world. Gnomes stand about three feet tall, with the same build as humans. They wear soft silk robes.
+2 intelligence, +2 magic: gnomes are very gifted in magic.
Small.
Gnomes gain a +1 bonus to the DC of spells from a school of their choice.
Gnomes gain a +1 bonus to spellcraft checks.
Gnomes gain proficiency with magic wands, staves and enchanted items as standard.
Gnomes gain arcane gift as a bonus feat at 1st level.
Automatic languages: common and gnome.
Favoured classes: abjurer and wizard.

Goblins
Goblins are spirited tricksters related to orcs, as likely to fool you with magic as they are to steal your best spoons. Goblins are green skined creatures of the same height and build as gnomes, with overly large pointed ears. They have a natural aptitude for divine casting and wear clothes pf brown wool.
+2 agility, +2 magic: goblins are agile creatures with lots of energy running through their viens.
Small.
Goblins gain a +2 bonus on move silently checks.
Goblins gain a +2 bonus to acrobatics checks.
Goblins gain profciency with magic wands as standard.
Goblins gain divine favour as a bonus feat at 1st level.
Automatoc languages: goblin and common.
Favoured classes: shaman and thief.

Humans
You don't need a description.
Humans gain +2 to any ability at 1st level.
Humans gain a bonus feat at 1st level.
Automatic langauges: common.
Favoured classes: all.

Lizardmen
Lizardmen are reptilian men and women, covered in scales, with large teeth and claws. They live in tribal cultures in most worlds, worshipping aztec gods or the sun.
+2 strength, +4 agility: lizardmen have to be strong and agile to survive in the jungle.
Medium.
Lizardmen can use their claws and teeth as natural weapons, dealing 1d4+strength damage.
Lizardmen gain a +2 bonus to spot checks and listen checks to notice something, but take a -2 penalty on listen checks to pinpoint somethings location.
Lizardmen either gain arcane gift or divine favour as a bonus feat at 1st level.
Automatic languages: common and suran.
Favoured classes: druid and fighter, or sorcerer and fighter (choose one)

Orcs
Orcs are the larger cousins of goblins, a powerful warlike race. Orcs are strong in combat, but are mentally impaired, leading to few being able to use magic effectively. The green skined orcs are known for their large build, stolen clothes and infamous warcry of WAAAARGH!!!.
+4 strength: orcs are increadibly strong.
Medium.
Orcs gain a proficiency with orc waraxes as martial weapons.
Orcs heal an extra point of damage per character level a day a day, and will keep a limb that has been reatached within one minute.
Orcs can enter a barbarian rage 1/day.
Automatic languages: orc and common.
Favoured classes: barbarian and fighter.

Halfbreeds
Will post these when i get inspiration. The basic idea is to have them function as a mix o f the two races, with human halfbreeds having an extra favoured class.

Favoured classes: a character who takes a level in a favoured class gains an extra skill point.

Anonymouswizard
2009-11-02, 02:05 PM
Barbarian
A barbarian is wild fighter, one who takes down a elephant with nothing but a spear and his strength. Rest of fluf to come later.
{table]Level|BAB|BDB|MDB|Special
1|+1|+0|+0|Rage 1/day, fast movement
2|+2|+1|+1|Uncanny dodge
3|+3|+2|+1|Trap sense, rage 2/day
4|+4|+3|+2|Improved uncanny dodge
5|+5|+3|+2|Rage 3/day
6|+6|+4|+3|Trap sense +2
7|+7|+5|+3|DR 1/-. rage 4/day
8|+8|+6|+4|Lasting rage
9|+9|+6|+4|Trap sense +3, rage 5/day
10|+10|+7|+5|DR 2/-
11|+11|+8|+5|Greater rage, rage 6/day
12|+12|+9|+6|Trap sense +4
13|+13|+9|+6|DR 3/-, rage 7/day
14|+14|+10|+7|Indomitable will
15|+15|+11|+7|Trap sense +5, rage 8/day
16|+16|+12|+8|DR 4/-
17|+17|+12|+8|Tireless rage, rage 9/day
18|+18|+13|+9|Trap sense +6
19|+19|+14|+9|DR 5/-, rage 10/day
20|+20|+15|+10|Might rage[/table]
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian 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 he 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 3rd level and every two levels thereafter, he can use it one additional time per day (to a maximum of ten times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex):
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 4th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Lasting Rage (Ex): at 8th level a barbarian can spend a second use of his rage ability to double the lengthof his rage.
Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Anonymouswizard
2009-11-02, 02:06 PM
Bard
The bard is a master of music and magic. Exploring the power of music, the bard can inspire his allies or fasinate his opponents. A bard must decide whether to follow the path of the sword or the path of magic, although few have the gift required.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Bardric knowledge, bardric music, bardric path|0
2|+1|+1|+1|Magic|1
3|+2|+2|+2|New song|2
4|+3|+3|+3||3
5|+3|+3|+3||6
6|+4|+4|+4|New song|9
7|+5|+5|+5||12
8|+6|+6|+6||18
9|+6|+6|+6|New song|24
10|+7|+7|+7||30
11|+8|+8|+8||42
12|+9|+9|+9|New song|54
13|+9|+9|+9||66
14|+10|+10|+10||78
15|+11|+11|+11|New song|90
16|+12|+12|+12||102
17|+12|+12|+12||114
18|+13|+13|+13|New song|126
19|+14|+14|+14||138
20|+15|+15|+15||150[/table]
Weapon and armour proficiency: a bard is proficient with all simple weapons, as well as light armour and with shields (but not tower shields). Warrior bards are proficient with the longsword, rapier, sap, shortsword, shortbow and whip, as well as medium armour.
Bardic Knowledge: A bard 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 has 5 or more ranks in Knowledge (history), he gains a +2 bonus on 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 take 20 on this check; this sort of knowledge is essentially random.
{table]DC| Type of Knowledge
10 |Common, known by at least a substantial minority of the local population.
20 |Uncommon but available, known by only a few people legends.
25| Obscure, known by few, hard to come by.
30| Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. [/table]
Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he cannot select the music ability.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
A 1st level bard begins play knowing any three songs he can qualify for. A bard gains a new song at 3rd level and every three levels thereafter.
Bardric path: at 1st level a bard must decide which path he will follow: that of the warrior bard or that of the bardric sage. A warrior bard gains full BAB and proficiency with the listed weapons. However, a bardric sage is a more powerful caster, gaining a caster level equal to the bards class level, is able to memorize an extra spell of their highest spell level, and gains extra mana. A bardric sage gains an amount of extra mana per day equal to the cost of the highest level spell they can cast, up to 10 extra points for 4th level spells. A bardric sage can also cast spells at 1st level.
Magic: a 2nd level (1st for bardric sages) a bard unlocks the secrets of magic. A bard casts arcane spells, the same kind of spells cast by the wizard and sorcerer. Unlike most arcane casters a bard can cast in light armour (warrior bards can cast in medium armour). A bard can cast spells spontaneously, but must memorize a certian number of spells each day to become their list of spells known. A bards caster level is equal to 3/4 their class level.
{table]Level|1|2|3|4
1|0|-|-|-
2|1|-|-|-
3|2|-|-|-
4|2|-|-|-
5|3|1|-|-
6|3|2|-|-
7|3|2|-|-
8|4|3|1|-
9|4|3|2|-
10|4|3|2|-
11|4|4|3|1
12|5|4|3|2
13|5|4|3|2
14|5|4|4|3
15|5|5|4|3
16|5|5|4|3
17|6|5|4|4
18|6|5|4|4
19|6|5|5|4
20|6|6|5|4[/table]
A bard gains a spellbook as a wizard.
Bardric Songs: the following are the avalible songs to bard, from common songs (3.5 PHB songs), to uncommon (new songs), to rare (songs that have the same kind of effects as bardric music feats). New ideas for songs please (need about 3-7 more uncommon songs).
Chord of distraction (rare): 6 ranks. As a standard action, you can play a short peice. You can try to distract one humanoid or monstarous humanoid within 30ft of you. If you succeed on a perform check opposed against the targets sense motive, they are treated as flat footed until they are attacked or until the start of your next turn, whichever is first.
Countersong: 3 ranks.
Epic of lost deeds (rare): 6 ranks. as a move action, you can expend one use of bardric music to remove fatigue from an ally withing 30ft each round you sing. If you spend three uses you may remove exhaustion.
Fasinate: 3 ranks.
Inspire compatance: 6 ranks.
Inspire courage: 3 ranks.
Inspire greatness: 12 ranks.
Inspire heroics: 18 ranks.
Mass sugesstion: 21 ranks.
Moving song (uncommon): 12 ranks. As long as the bard continues to sing he can make a number iof creatures equal to 1/4 his class level take an extra five foot step each round.
Song of freedom: 15 ranks.
Song of iron will (uncommon): 9 ranks. As long as you continue to sing allies within 30ft of you gain an extra +2 compatance bonus to will saves.
Song of the long road (rare): 6 ranks. by giving a 1 minute performance you can give all allies within 60ft avoid taking nonlethal damage for hustling for one hour.
Sound of silence (rare): 9 ranks. by expending three uses of bardric music you can deafen a single target for as long as they would be able to hear you sing. A will save rolled against a perform check negates the effect, but you only lose one use.
Sugesstion: 9 ranks.
Warning shout (uncommon): 9 ranks. As long as you continue to sing allies within 30ft of you gain an extra +2 compatance bonus to reflex saves.

Anonymouswizard
2009-11-02, 02:08 PM
Cleric:durkon:
The cleric is a divine caster, a man or women who calls upon the power of gods. Using the power of their dieties clerics call down bolts of lightning, part seas, and heal their allies. Clerics have some skills useful in battle, and as such are able to stand on the front line if required.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, domains, turn undead|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3||15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7||70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11||205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15||340[/table]
Weapon and armour proficiency: Clerics are proficient with all simple weapons, their dieties favoured weapon, and all armour.
Magic: Clerics cast divine magic. To cast magic they must prepare it before hand, by studying from their holy book. A cleric pays the cost to cast a spell when he memorizes it, and then notes down that he is able to cast it later that day. A cleric may not cast spells without preparing them beforehand. A cleric starts of play with all core celric spells, as well as all spells from their domains. Clerics recieve bonus mana based on willpower and magic. The level a cleric needs to be to cast a certian spell level is 2xthe spell level-1.
Domains: a cleric begins play by selecting two of the domains offered by their god. Each domain is a list of nine spells with a granted power. When you select a domain you add the spells to your spells known list, and gain the use of the granted power once per day.
Turn undead: this works as in D&D, except that you add your cleric level to turnign damage.

Anonymouswizard
2009-11-02, 02:58 PM
Druid
The druid draws her power from nature, using its divine energy to fuel spells. Druids live in the willd, calling on the power of the elements to survive. A druid is friend to all of nature, but fiend to thise who oppose it.
{table]Level| BAB| BDB| MDB| Special| Mana
1|+0| +0|+0| Magic, aminal friend|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Wild shape 1/day|15
6|+4|+4|+4|Wild shape 2/day|21
7|+5|+5|+5|Wild shape 3/day|33
8|+6|+6|+6|Wild shape (large)|45
9|+6|+6|+6||62
10|+7|+7|+7|Wild shape 4/day|70
11|+8|+8|+8|Wild shape (tiny)|97
12|+9|+9| +9|Wild shape (plant)|124
13|+9|+9|+9||151
14|+10|+10|+10|Wild shape 5/day|178
15|+11|+11|+11|Wild shape (huge)|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20| +15|+15|+15||340
[/table]
Weapon and armour proficiencies: driuds are proficient with all simple and martial weapons, light armour and wooden shields.
Magic: a druid casts spells sponaneously, without needing to prepare them before hand. The druid spends the cost of the spell in mana and casts it. Unlike other casters druids only know a limited number of spells, as shown on the table below:
{table]Level|1|2|3|4|5|6
1|2|-|-|-|-|-|-|-|-
2|3|-|-|-|-|-|-|-|-
3|3|-|-|-|-|-|-|-|-
4|4|2|-|-|-|-|-|-|-
5|4|3|-|-|-|-|-|-|-
6|4|3|2|-|-|-|-|-|-
7|5|4|3|-|-|-|-|-|-
8|5|4|3|2|-|-|-|-|-
9|5|4|4|3|-|-|-|-|-
10|5|5|4|3|2|-|-|-|-
11|6|5|4|4|3|-|-|-|-
12|6|5|5|4|3|2|-|-|-
13|6|5|5|4|4|3|-|-|-
14|6|6|5|5|4|3|2|-|-
15|6|6|5|5|4|4|3|-|-
16|7|6|6|5|5|4|3|2|-
17|7|6|6|5|5|4|4|3|-
18|7|6|6|6|5|5|4|3|2
19|7|7|6|6|5|5|4|4|3
20|7|7|6|6|6|5|5|4|3[/table]
Animal friend: at 1st level a druid can count all animals as initally friendly.

Ideas for abilities please.

Anonymouswizard
2009-11-02, 03:21 PM
Fighter:roy:
The fighter is the knight in shining armour, the man at arms, the evil horseman. All these are examples of fighters: men and women trained to take part in battle. To some these are the true heroes, and to others they are cannon fodder.
{table]Level|BAB|BDB|MDB|Special
1|+1|+0|+0|Way of the warrior
2|+2|+1|+1|bonus feat
3|+3|+2|+1|Manuver
4|+4|+3|+2|bonus feat
5|+5|+3|+2|Way of the warrior
6|+6|+4|+3|bonus feat
7|+7|+5|+3|Manuver
8|+8|+6|+4|bonus feat
9|+9|+6|+4|
10|+10|+7|+5|bonus feat, Way of the warrior
11|+11|+8|+5|Manuver
12|+12|+9|+6|bonus feat
13|+13|+9|+6|
14|+14|+10|+7|bonus feat
15|+15|+11|+7|Way of the warriorManuver
16|+16|+12|+8|bonus feat
17|+17|+12|+8|
18|+18|+13|+9|bonus feat
19|+19|+14|+9|Manuver
20|+20|+15|+10|bonus feat, Way of the warrior[/table]
weapon and armour proficiency: fighters are proficient with all simple and martial weapons, all armour and shields.
Way of the warrior: at 1st level, 5th level and every 5 levels thereafter the fighter gains the ability from their chosenn way of the warrior: defender, one hander, two hander, dual wielder, or archer.
Bonus feats: at 2nd level and every two levels thereafter the fighter gains a fighter bonus feat.
Manuver: at 3rd level and every third level after that the fighter gains a martial manuver.

Ways of the warrior
Defender
1st level: +1 defence when using a shield.
5th level: +1 DR from armour.
10th level: the fighter can make all opponents believe he is the greatest threat once every five rounds.
15th level: the 1st level bonus increases to +2.
20th level: you may retain your agility bonus to defence if flat footed.

One hander
1st level: +1 defence when using a single one handed wweapon and no shield.
5th level: +1 damage if using one single handed weapon.
10th level: the fighter can double his strength bonus to damage with a one handed weapon every 10 rounds.
15th level: the 1st level bonus increases to +2.
20th level: you may add 2 to your inititiave modifier.

Two hander
1st level: +1 to attack rolls when using a two handed weapon
5th level: +1 damage if using a two handed weapon.
10th level: the fighter can double his strength bonus to damage with a one handed weapon every 15 rounds.
15th level: the 1st level bonus increases to +2.
20th level: you may add 2 to your defence when using a two handed weapon

Dual wielder
1st level: +1 to defence when using two single handed weapons.
5th level: +1 damage if using two single handed weapons.
10th level: the fighter can ignore penalties for fighting with two hand weapons.
15th level: the 1st level bonus increases to +2.
20th level: you may add +2 to inititiave rolls.

Archer
1st level: +1 attack when using firearms or crossbows.
5th level: +1 damage when using firearms or crossbows.
10th level: the fighter gains rapid reload (firearms reload as a move action).
15th level: the fighter can use a baonet as a reach weapon.
20th level: You may add + to the crit range with crossbows and firearms.

Anonymouswizard
2009-11-03, 11:49 AM
Monk
The monk is a martial artist, calling on their inner energy, called ki, to do great feats and master fighting. A monk uses his own hands and feat as weapons, becoming able to attack with surprising speed.
{table]level|BAB|BDB|MDB|Special|ki|unarmed damage|movement bonus|Mana
1|+0|+0|+0|flurry of blows, evasion, fast movement|2|1d6|+0ft|0
2|+1|+1|+1|Stunning strike|4|1d6|+0ft|0
3|+2|+2|+2|Still mind|6|1d6|+10ft|0
4|+3|+3|+3|Uncanny dodge, magic|8|1d6|+10ft|1
5|+3|+3|+3|Flaming fist|10|1d8|+10ft|1
6|+4|+4|+4|Ki strike (magic)|12|1d8|+20ft|2
7|+5|+5|+5|Purity of body|14|1d8|+20ft|2
8|+6|+6|+6|Slow fall 30ft|16|1d8|+20ft|5
9|+6|+6|+6|Improved evasion|18|1d10|+30ft|5
10|+7|+7|+7|Storm fist|20|1d10|+30ft|8
11|+8|+8|+8|Ki strike (lawful)|22|1d10|+30ft|8
12|+9|+9|+9|Diamond body, greater flurry|24|1d10|+40ft|14
13|+9|+9|+9|Slow fall 60ft|26|1d12|+40ft|17
14|+10|+10|+10|Stunning speed|28|1d12|+40ft|23
15|+11|+11|+11|Icy fist|30|1d12|+50ft|26
16|+12|+12|+12|Diamond soul, slow fall 80ft|32|1d12|+50ft|38
17|+12|+12|+12|Ki strike (adamantine)|34|2d6|+50ft|44
18|+13|+13|+13|Timeless body|36|2d6|+60ft|56
19|+14|+14|+14|Slow fall 90ft|38|2d6|+60ft|64
20|+15|+15|+15|Fist of the earth|40|2d6|+60ft|76[/table]
Weapon and armour proficiency: the monk gains proficiency with the club, crossbow (light or heavy), dagger, handaxe, javalin, kama (m), nunchaku (m), quarterstaff (m), sai (m), shuriken (m), siangham (m), and sling. Monkss are not proficient with any armour.
Defence bonus: a monk gains an aditional bonus to defence equal to their wisdom modifier.
Ki: the monk gains a small pool of ki energy with which to power their abilities. This monk has a number of ki points equal to twice their level plus their wisdom bonus.
Flurry of blows: a monk may make a special attack when armed with a monk weapon (a weapon with a (m) in the proficiencies) or unarmed. This results as an extra attack at the monks highest attack bonus. All attacks the monk makes that round are at -1. At 12th level the monk gains an extra bonus attack.
Evasion: at 1st level a monk takes no damage from a failed reflex save when they would normally take half damage. This ability is active as long as the monks ki pool is at least 1.
Stunning strike: this works as the stunning fist feat. A monk spends 1 ki point to use this ability once she has used up all her free attempts.
Fast movement: a monk gains fast movement as a 3.5 PHB monk.
Still mind: this is as the PHB monk ability. It is active as long as your ki pool is one or more.
Uncanny dodge: at 4th level the monk is not denied her dexterity bonus to defence if caught flat footed. This ability functions as long as your ki pool is 1 or more.
Magic: at 4th level the monk gains the ability to cast a small number of divine spells. They can spontaneously cast cure spells and any spells from one domain. They do not require divine favour.
Flaming fist: at 5th level you can channel the element of fire into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 fire damage to the monks attacks.
Ki strike: at 6th level as long as the monks ki pool has at least one point remaining her unarmed attacks are counted as magic weapons for the purpose of overcomming DR. At 11th level they count as lawful and at 17th level they count as adamantine.
Purity of body: this functions as the PHB monk ability of the same name.
Slow fall: at 8th level as long as the monk has at least on ki point left in her pool she can treat any fall as 30ft shorter. at 13th lever she can treat it as 60ft shorter and at 19th level she can treat it as 90ft shorter.
Improved evasion: at 9th level the monks evasion ability improves so that the monk only takes half damage on a failed save.
Storm fist: at 5th level you can channel the element of air into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 lightning damage to the monks attacks.
Diamond body: this is exactly like the PHB monk ability of the same name.
Stunning speed: at 14th level a monk can use a free action to spend 2 points to make an extra attack at her highest attack bonus.
Icy fist: at 15th level you can channel the element of water into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 ice damage to the monks attacks.
Diamond soul: at 16th level the monk gains spell resistance equal to her current monk level+10.
Timeless body: at 18th level a monk no longer ages. She takes no penalties to ability scores from aging, but bonuses still happen. A monk dies at twice the age she would normally.
Fist of the earth: at 20th level you can channel the element of earth into your attacks. Doing so is a move action, an cost as many ki points as the duration in rounds. This ability adds an extra 1d8 acid damage to the monks attacks.

Other martial arts: the above monk represents the elemental style of combat. To make other martial arts replace the abilities at 5th, 10th, 15th and 20th level with abilities more suited to the new martial art.

Anonymouswizard
2009-11-03, 11:51 AM
Shaman
The shaman is a tribal caster, dabbling in both arcane and divine magic but becoming a master of neither. The shaman calls on their god to fill their bodies with energy, and with their bodies brimming with mystical might, lead their tribes to victory.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, domain, Familiar|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the shaman gains proficiency with simple weapons and light armour.
Magic: a Shaman Must meorize spells in order to cast them. A shaman casts spells spontaneously, spending the mana and casting a spell as needed. Unlike other spontaneous casters a shaman knows all the spells on their spell list.
Domain: a shaman begins play with knowledge of one shaman domain that they meet the requirements for. They know the spells from their domain in addition to those from the core shaman list.
Familiar: a shaman may gain a familiar like a sorcerer or wizard.
Bonus feats: every fifth level the shaman gains a new metamagic or item creation feat.

Anonymouswizard
2009-11-03, 11:52 AM
Sorcerer
The sorcerer draws spells from their tainted blood, casting spells without the neeed to prepare them in advance. From his heritiage he can throw bolts of lightning, send foes to sleep, or summon foul demons. He gains many ways to enhance his spells, and does away with materials almost intirely.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, Eschew materials, Bloodline trait, Familiar|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bloodline trait|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bloodline trait|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bloodline trait|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bloodline trait|340[/table]
Weapon and armour proficiency: sorcerers are proficient with all simple weapons. they are not proficient with any armour.
Magic: sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer only has a limited amount of mana.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike mana per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his avalible mana. He does not have to decide ahead of time which spells he’ll cast.
{table]Level|1|2|3|4|5|6
1|2|-|-|-|-|-
2|3|-|-|-|-|-
3|3|-|-|-|-|-
4|4|2|-|-|-|-
5|4|3|-|-|-|-
6|4|3|2|-|-|-
7|5|4|3|-|-|-
8|5|4|3|2|-|-
9|5|4|4|3|-|-
10|5|5|4|3|2|-
11|6|5|4|4|3|-
12|6|5|5|4|3|2
13|6|5|5|4|4|3
14|6|6|5|5|4|3
15|6|6|5|5|4|4
16|7|6|6|5|5|4
17|7|6|6|5|5|4
18|7|6|6|6|5|5
19|7|7|6|6|5|5
20|7|7|6|6|6|5[/table]
Familiar: a sorcerer can summon a familiar.
Bloodline traits: at 1st level, 5th level, and every 5 levels afterwards a sorcerer gets the bloodline trait for that level from her chosen bloodline.

Sorcerer bloodlines
Please give me more.
Celestial
1st level: you cast good spells at +1 caster level.
5th level: add 1 to the DC of good spells that you cast.
10th level: you gain the ability to turn into a lanturn archon for one minute once per day.
15th level: you can summon an astral deva with a chance of sucess equal to 2xyour sorcerer level% once per day.
20th level:You can use sunburst as a spell like ability 1/day.
Draconic
1st level: you gain +1 natural armour.
5th level: you can sacrifice any amount of mana to deal 1d6 fire damage per two mana points spent to creatures within a 30ft cone.
10th level: you gain dragon wings, giving you a flight speed equal to your land speed +20ft with avarage manuverability.
15th level: you add +1 DC to spells from any one school of magic of your choice.
20th level: Gain the use of arcane spellsurge once per day as a spell like ability.
Elemental
1st level: chose an element. all spells of that element are cast at +1 caster level.
5th level: add 1 to the DC of all spells of your chosen element.
10th level: you gain the ability to turn into a medium elemental of your chosen element for 1 minute once per day.
15th level: you can summon an elder elemental with a chance of sucess equal to 3xyour sorcerer level% once per day.
20th level: you can cause a 80ft radius burst of your chosen element to appear within long range once per day, dealing 1d6 points of damage per caster level (max 15d6), with a successful reflex save halving the damage.

Fiendish
1st level: any evil spells you cast are cast at +1 caster level.
5th level:add +1 DC to all evil spells you cast.
10th level: you can turn into a dretch or imp for one minute once per day.
15th level: you can summon a Glabrezu or a Gelugon with a chance of sucess equal to 2xyour sorcerer level% once per day.
20th level: you can use horrid wilting as a spell like ability once per day

Anonymouswizard
2009-11-03, 11:53 AM
Thief:haley:
Cookie for good fluff.
{table]Level|BAB|BDB|MDB|Special
1|+0|+0|+0|Trapfinding, backstab+1d6
2|+1|+1|+1|Evasion
3|+2|+2|+2|Backstab+2d6, trap sense+1
4|+3|+3|+3|Uncanny dodge
5|+3|+3|+3|Backstab+3d6
6|+4|+4|+4|Trap sense+2
7|+5|+5|+5|Backstab+4d6
8|+6|+6|+6|Improved uncanny dodge
9|+6|+6|+6|Backstab+5d6, trap sense+3
10|+7|+7|+7|Special ability
11|+8|+8|+8|Backstab+6d6
12|+9|+9|+9|Trap sense+4
13|+9|+9|+9|Backstab+7d6, special ability
14|+10|+10|+10|
15|+11|+11|+11|Backstab+8d6, trap sense+5
16|+12|+12|+12|special ability
17|+12|+12|+12|Backstab+9d6
18|+13|+13|+13|Trap sense +6
19|+14|+14|+14|Backstab+10d6, special ability
20|+15|+15|+15|[/table]
weapon and armour proficiency: thieves are proficient with all simple weapons, as well as the hand crossbow, rapier, sap, shortbow and shortsword. Thieves are proficient with light armour, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as backstabs only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a backstab that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a backstab, not even with the usual -4 penalty.
A rogue can backstab only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to backstab. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot backstab while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex):A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex)
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex)
The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, 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 a Reflex saving throw (DC = damage dealt). If the save 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 AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex)
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex)
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. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery
The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex)
This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat
A rogue may gain a bonus feat in place of a special ability

Anonymouswizard
2009-11-03, 11:55 AM
Wizard:vaarsuvius:
The wizard is a caster who gains spells through study. He does not call on a god, or draconic blood, instead he instills each powerful spell in his mind to be cast later in the day. This aproach to magic means that the wizard can cast spells less times per day than the related sorcerer, but may know any number of spells.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, Familiar|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the wizard is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a wizard’s spell is 10+the spell level+half the wizards class level+the wizard’s Intelligence modifier.
Like other spellcasters, a wizard only has a limited amount of mana a day. A wizard must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A wizard can only cast a meorized wizard spell.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Familiar: a wizard can gain a familiar.
Bonus feats: at 5th level and every 5 levels thereafter the wizard gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-03, 12:00 PM
Variant classes
These are classes that are based of another class. for example: the paladin and ranger are based of the fighter, the transmuter and warmage are based of the wizard, the warlock is based of the sorcerer, and so on.
A Variant class takes an exsisting class and modifies it. For example: many of the wizard variant classes change the spell list and replace the familiar, while the paladin and ranger classes replace the way of the warrior ability.
I will make the classes not yet posted variant classes, so expect the next few posts to be even more classes.

NOTE: BDB stands for base defence bonus, and MDB mental defence bonus.

lesser_minion
2009-11-03, 06:04 PM
Quick note, I don't think you meant for Clerics to be casting 3rd level spells at 2nd level. And you definitely didn't want them slinging around 33rd level spells when everyone else has 9th level spells.

You may have meant 1/2 x (Level + 1), which might be simpler to tabulate.

Also, assuming Spell Cost = Spell Caster Level, you are handing out way too many mana points.

Anonymouswizard
2009-11-03, 06:13 PM
I have now linked to the mana system in my first post, I'll be basing my costs of that and so I handed out enough mana to cast an extra spell of your highest level each level (except for first). I hope to make a bonus mana table, where you get less mana than you would normally get spells. I'll check the cleric, and change it if I got the formula wrong.

lesser_minion
2009-11-03, 06:36 PM
I have now linked to the mana system in my first post, I'll be basing my costs of that and so I handed out enough mana to cast an extra spell of your highest level each level (except for first). I hope to make a bonus mana table, where you get less mana than you would normally get spells. I'll check the cleric, and change it if I got the formula wrong.

OK, the cleric looks fixed, unless I misread it to start with.

Looking at the magic rules, it still looks like there will be a lot of 9th-level spells flying around at high levels.

You could probably get away with making the 'base magic bonus' for any given character class cap off at 3/4, meaning that nobody ever gets 9th level spells.

It would at least curb some of the abuses, and I'm not even convinced that the existence of 9th level spells adds anything at all to the game.

Anonymouswizard
2009-11-04, 11:28 AM
*Snip*
You could probably get away with making the 'base magic bonus' for any given character class cap off at 3/4, meaning that nobody ever gets 9th level spells.

It would at least curb some of the abuses, and I'm not even convinced that the existence of 9th level spells adds anything at all to the game.

Good idea, although I might do this by removing 7th-9th spells from the non-epic rules (what levels do you think?). Also, although it is not very clear I am most likely getting rid of 0th level spells, so for this reason casters are slightly weaker. What would be your suggestion on the mana progression?

Also, does anybody have any ideas for the classes abilities? I would like to get some feedback on the monk.

EDIT: can someone give me the names of core spells that require nerfing, if i do go up to 9th level spells pre epic ill keep the new maximum mana (based on spells caping at 6th level)

Mongoose87
2009-11-04, 12:18 PM
Well, your Monk doesn't seem to be appreciably better than the regular one, which isn't appreciably better than being hit with a shovel.

Anonymouswizard
2009-11-04, 12:58 PM
Well, your Monk doesn't seem to be appreciably better than the regular one, which isn't appreciably better than being hit with a shovel.

So, ideas for making it better? and what about the casters/fighter?

Anonymouswizard
2009-11-07, 06:48 AM
Casters will be nerfed even more when I get to the magic section. They have to make checks to cast spells.

Anonymouswizard
2009-11-08, 06:51 AM
Bard and barbarian are up. I'm happy with what I did to the bard (long story short I let him chose to be combat or magic focused, and also chose his songs). I am looking to make the bard primarily a support character, and so his spell lists will be built around buffs and debuffs.

Ideas for the monk? I want more abilities that make use of the ki pool.

The next project is the variant classes (all classes in the first post not yet covered). Then I guess I'll have to get onto the magic system, and then feats. I'll look into prestigue classes, although it is likely they will be removed.

Anonymouswizard
2009-11-08, 07:22 AM
Abjurer:vaarsuvius:
An Abjurer is a wizard who has chosen to focus on defensive magic. His specializtion in the field of abjuration has made him the bane of almost every caster of equal power.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, unpick magic|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the abjurer is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: An abjurer casts arcane spells which are drawn from the abjurer spell list. An abjurer must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the abjurer must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against an abjurer’s spell is 10+the spell level+half the wizards class level+the abjurer’s Intelligence modifier.
Like other spellcasters, an abjurer only has a limited amount of mana a day. An abjurer must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. An abjurer can only cast a meorized abjurer spell.
Unlike a sorcerer, an abjurer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the abjurer decides which spells to prepare.
Unpick magic: an abjurer can attempt to unpick an ongoing spell. To do so he must be standing next to the spell and make a spellcraft check with a DC equal to 12+ twiece the spell level. If he succeeds the spell imediatly ends.
Bonus feats: at 5th level and every 5 levels thereafter the abjurer gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-08, 07:50 AM
Defender
A defender is a warrior who has learnt to reduce the amount of damage dealt to him and his allies, both physical and magical.
{table]Level|BAB|BDB|MDB|Special
1|+1|+0|+0|Defensive stance 1/day, fast movement
2|+2|+1|+1|Uncanny dodge
3|+3|+2|+1|Trap sense, Defensive stance 2/day
4|+4|+3|+2|Improved uncanny dodge
5|+5|+3|+2|Defensive stance 3/day
6|+6|+4|+3|Trap sense +2
7|+7|+5|+3|DR 1/-. Defensive stance 4/day
8|+8|+6|+4|Lasting defence
9|+9|+6|+4|Trap sense +3, Defensive stance 5/day
10|+10|+7|+5|DR 2/-
11|+11|+8|+5|Greater defence, Defensive stance 6/day
12|+12|+9|+6|Trap sense +4
13|+13|+9|+6|DR 3/-, Defensive stance 7/day
14|+14|+10|+7|Indomitable will
15|+15|+11|+7|Trap sense +5, Defensive stance 8/day
16|+16|+12|+8|DR 4/-
17|+17|+12|+8|Tireless defense, Defensive stance 9/day
18|+18|+13|+9|Trap sense +6
19|+19|+14|+9|DR 5/-, Defensive stance 10/day
20|+20|+15|+10|powerful Defensive stance[/table]
Weapon and Armor Proficiency: A defender is proficient with all simple and martial weapons, light armor, medium armor, and shields (including tower shields).
Fast Movement (Ex): A defender’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Defensive stance (Ex): When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, and takes a -10ft penalty to movement. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex): At 2nd level, a defender retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a defender already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex): Starting at 3rd level, a defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three defender levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 4th level and higher, a defender can no longer be flanked. This defense denies a rogue the ability to sneak attack the defender by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a defender gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Lasting defence (Ex): at 8th level a defender can spend a second use of his defensive stance ability to double the length of his rage.
Greater Rage (Ex): At 11th level, a defenders’s bonuses to AC and Constitution when he's in his defensive stance each increase to +6, and his morale bonus on Will saves increases to +3.
Indomitable Will (Ex): While in a defensive stance, a defender of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a defender no longer becomes fatigued at the end of his defensive stance.
Mighty Rage (Ex): At 20th level, a defender’s bonuses to AC and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4.

Anonymouswizard
2009-11-08, 08:10 AM
Diviner:vaarsuvius:
A diviner is a wizard who specializes in seeing the unseen. Using magic they peer into the future and the past, and see those things invisible to the naked eye.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, True sight|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the diviner is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: A diviner casts arcane spells which are drawn from the diviner spell list. A diviner must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the diviner must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a diviner’s spell is 10+the spell level+half the diviner's class level+the diviner’s Intelligence modifier.
Like other spellcasters, a diviner only has a limited amount of mana a day. A diviner must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A diviner can only cast a meorized diviner spell.
Unlike a sorcerer, a diviner may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the diviner decides which spells to prepare.
True sight: a diviner can make a caster level check to use either see invisibilty as a spell like ability. The check is against a DC equal to 10=2xthe spell level-1, with the duration of the effect being equal to one round per point the DC is exceeded. This ability can be used once per minute.
Bonus feats: at 5th level and every 5 levels thereafter the diviner gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-08, 08:19 AM
If anyone has any ideas for variant classes please post them. For reference I'm going for tier 3/4 in power and versitillity: they way i see it, teirs are in three power levels: high (1&2), medium (3&4), and low (5&6). Odd number teirs are versitile and even number tiers are not so versitile.

Anonymouswizard
2009-11-08, 08:58 AM
Enchanter:vaarsuvius:
An enchanter has chosen to dedicate himself to spells that effect other peoples minds. Digging into the deepest recesses of the conciousness, they develop a surprising ability.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, Telepathy|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the echanter is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: An enchanter casts arcane spells which are drawn from the enchanter spell list. An enchanter must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the enchenter must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against an enchanter’s spell is 10+the spell level+half the ehchanters class level+the enchanter’s Intelligence modifier.
Like other spellcasters, an enchanter only has a limited amount of mana a day. An enchanter must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. An enchanter can only cast a memorized enchanter spell.
Unlike a sorcerer, an enchanter may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the enchanterwhich spells to prepare.
Telepathy: at 1st level the enchanter gains telepathy with a range of 100ft.
Bonus feats: at 5th level and every 5 levels thereafter the enchanter free metamagic or item creation feat.

Anonymouswizard
2009-11-08, 12:14 PM
Illusionist:vaarsuvius:
an illusionist uses his magic to trick others, making them see things that are not there. Illusionists are frowned upon by their peers, although their skills make them indespensable.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, figment mastery|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the illusionist is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: An illusionist casts arcane spells which are drawn from the illusionist spell list. An illusionist must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the illusionist must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against an illusionist’s spell is 10+the spell level+half the illusionist's class level+the illusionist’s Intelligence modifier.
Like other spellcasters, an illusionist only has a limited amount of mana a day. An illusionist must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. An illusionist can only cast a memorized illusionist spell.
Unlike a sorcerer, an illusionist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the illusionist choses which spells to prepare.
Figment mastery: at 1st level an illusionist casts all figment and glamour spells at +1 caster level.
Bonus feats: at 5th level and every 5 levels thereafter the illusionist gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-08, 02:50 PM
Necromancer:vaarsuvius:
Necromancers are casters of death magic. They can animate dead corpses, and are able to lengthen their life spans.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, undead lord|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the necromancer is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: A necromancer casts arcane spells which are drawn from the necromancer spell list. An necromancer must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the necromancer must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a necromancer’s spell is 10+the spell level+half the necromancer's class level+the necromancer’s Intelligence modifier.
Like other spellcasters, a necromancer only has a limited amount of mana a day. A necromancer must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A necromancer can only cast a memorized necromancer spell.
Unlike a sorcerer, a necromancer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the necromancer choses which spells to prepare.
Undead lord: a necromancer can raise dead without the need for material components. Temporary undead raised by the necromancer last for twiece as long.
Bonus feats: at 5th level and every 5 levels thereafter the necromancerillusionist gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-08, 05:36 PM
Paladin:miko:
The paladin is the altimate knight in shinning armour. Standing upright, his armour gleaming, or leading the cavalry charge, the paladin is a holy warrior second to none.
{table]Level|BAB|BDB|MDB|Special|mana
1|+1|+0|+0|Smite 1/day, lay on hands|0
2|+2|+1|+1|bonus feat|0
3|+3|+2|+1|Divine grace|0
4|+4|+3|+2|bonus feat, magic, smite 2/day|1
5|+5|+3|+2|Warhorse|1
6|+6|+4|+3|bonus feat|2
7|+7|+5|+3|Manuver|2
8|+8|+6|+4|bonus feat, smite 3/day|5
9|+9|+6|+4||5
10|+10|+7|+5|bonus feat, Aura of grace|8
11|+11|+8|+5|Manuver|8
12|+12|+9|+6|bonus feat, smite 4/day|14
13|+13|+9|+6||17
14|+14|+10|+7|bonus feat|23
15|+15|+11|+7|Manuver|26
16|+16|+12|+8|bonus feat, smite 5/day|38
17|+17|+12|+8||44
18|+18|+13|+9|bonus feat|56
19|+19|+14|+9|Manuver|64
20|+20|+15|+10|bonus feat, smite 6/day, holy warrior|76[/table]
weapon and armour proficiency: paladins are proficient with all simple and martial weapons, all armour and shields.
Smite: at 1st level the paladin gains the ability to smite creatures of an oppisite alignment once per day. This is a special attack that charges the paladins blade for a number of rounds equal to their class level+their will power modifier. They gain an aditional use of this ability per day every 4 levels.
Lay on hands: at 1st level a paladin is able to cure themselves or other characters of a number of hit points per day equal to their will power modifierxtheir class level. This can be spilt between several uses.
Bonus feats: at 2nd level and every two levels thereafter the paladin gains a fighter bonus feat.
Divine grace: at 3rd level a paladin gains the ability to apply their will power modifier as a bonus to all their saves.
Magic: at 4th level a paladin gains the ability to cast divine spells, even if they do not have the divine favour feat. They cast spells as clerics, with a maximum spell level of fourth.
Warhorse: at 5th level a paladin gains a warhorse as described in the 3.5PHB.
Manuver: at 6th level and every fourth level after that the paladin gains a martial manuver.
Aura of grace: at 10th level the bonus to saves from a paladin's divine grace ability apply to allies within 30ft.
Holy warrior: at 20th level a paladin gains the ability to smite those whose alignment is at least one step away from their own.

Entry requirements and restrictions
The paladin is probally the greatest non-full caster class in terms of raw power, and so gain a number of requirements and restrictions that other classes don't have.
Requirements: lawful good, willpower 12+.
Restrictions: the paladin cannot willingly commit an evil act, or associate with an evil character. A paladin also cannot multiclass in more than the fighter or cleric classes without losing the ability to advance as a paladin.

Anonymouswizard
2009-11-11, 12:02 PM
Ranger:belkar:
The ranger is a wrrior at home in the wilderness, a skilled hunter and tracker. Rangers come in all types, from silent guardians of the forest to psycopathic madmen.
{table]Level|BAB|BDB|MDB|Special
1|+1|+0|+0|Track, style, favoured enemy
2|+2|+1|+1|bonus feat
3|+3|+2|+1|Manuver
4|+4|+3|+2|bonus feat
5|+5|+3|+2|favoured enemy
6|+6|+4|+3|bonus feat
7|+7|+5|+3|Manuver
8|+8|+6|+4|bonus feat
9|+9|+6|+4|
10|+10|+7|+5|bonus feat, favoured enemy
11|+11|+8|+5|Manuver
12|+12|+9|+6|bonus feat
13|+13|+9|+6|
14|+14|+10|+7|bonus feat
15|+15|+11|+7|Favoured enemy, Manuver
16|+16|+12|+8|bonus feat
17|+17|+12|+8|
18|+18|+13|+9|bonus feat
19|+19|+14|+9|Manuver
20|+20|+15|+10|bonus feat, Favoured enemy[/table]
weapon and armour proficiency: Rangers are proficient with all simple and martial weapons, all armour and shields.
Track: the ranger gains the track feat as a bonus feat at 1st level.
Style: at 1st level a ranger must chose which style to follow: archery or two weapon fighting. If archery is chosen the ranger gains a +1 bonus on attack and damage rolls with true bows. If two weapon fighting is chosen the ranger gains a +1 bonus on attack and damage rolls as long as they wield at least two melee weapons.
Favoured enemy: At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Bonus feats: at 2nd level and every two levels thereafter the ranger gains a fighter bonus feat.
Manuver: at 3rd level and every third level after that the ranger gains a martial manuver.

Anonymouswizard
2009-11-11, 04:44 PM
summoner
Summoners are mages who draw creatures from other dimensions, calling creatures to horrible to comtemplate. However, not all summoners are curropt, as many will call upon the forces of light to aid them in battle.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, Rapid summoning|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the summoner is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: A summoner casts arcane spells which are drawn from the summoner spell list. An summoner must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the summoner must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a summoner’s spell is 10+the spell level+half the summoner's class level+the summoner’s Intelligence modifier.
Like other spellcasters, a summoner only has a limited amount of mana a day. A summoner must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A summoner can only cast a memorized summoner spell.
Unlike a sorcerer, a summoner may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the summoner choses which spells to prepare.
Rapid summoning: a summoner can cast summon spells as a standard action instead of a full round action. A summoner can quicken a number of summon spells spontaneously equal to 1/4 their summoner level.
Bonus feats: at 5th level and every 5 levels thereafter the summoner gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-11, 06:38 PM
Transmuter
Some mages distrust flashy magicks, preferring to use suttle spells that change the properties of objects. These transmuters are highly prised for their abilities to alter things they see, making troops more effective.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, Transmuting touch|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the transmuter is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
Spells: A transmuter casts arcane spells which are drawn from the transmuter spell list. A transmuter must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the transmuter must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a tansmuter’s spell is 10+the spell level+half the transmuter's class level+the transmuter’s Intelligence modifier.
Like other spellcasters, a transmuter only has a limited amount of mana a day. A transmuter must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A transmuter can only cast a memorized summoner spell.
Unlike a sorcerer, a transmuter may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the transmuter choses which spells to prepare.
Transmuting touch: once per day per class level a transmuter gains the ability to make a melee touch attack against a foe. The transmuter deals 1d3 damage and gains an amount of mana equal to the damage dealt. this mana can imediatly be channeled into memorized spells.
Bonus feats: at 5th level and every 5 levels thereafter the transmuter gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-11, 06:43 PM
Warlock
A warlock is a person who has made a pact with foul demons, serving them in exchange for eldritch powers. However, not all warlocks made these bargins, many warlocks in the current generations inherited their power from their cursed ancestors.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, Eschew materials, Familiar|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Eldritch blast|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|DR 5/(silver or cold iron)|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|gaze of the fiend|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Eldritch drain, DR 10/(sliver or cold iron)|340[/table]
Weapon and armour proficiency: sorcerers are proficient with all simple weapons. they are not proficient with any armour.
Magic: a warlock casts arcane spells which are drawn primarily from the warlock spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + half the warlocks class level + warlock’s Charisma modifier.
Like other spellcasters, a warlock only has a limited amount of mana.
A warlock’s selection of spells is extremely limited. A warlock begins play knowing two 1st-level spells of your choice. At each new warlock level, he gains one or more new spells, as indicated on Table: warlock Spells Known. (Unlike mana per day, the number of spells a warlock knows is not affected by his Charisma score; the numbers on Table: warlock Spells Known are fixed.) These new spells can be common spells chosen from the warlock spell list, or they can be unusual spells that the warlock has gained some understanding of by study. The warlock can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered warlock level after that (6th, 8th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his avalible mana. He does not have to decide ahead of time which spells he’ll cast.
{table]Level|1|2|3|4|5|6
1|2|-|-|-|-|-
2|3|-|-|-|-|-
3|3|-|-|-|-|-
4|4|2|-|-|-|-
5|4|3|-|-|-|-
6|4|3|2|-|-|-
7|5|4|3|-|-|-
8|5|4|3|2|-|-
9|5|4|4|3|-|-
10|5|5|4|3|2|-
11|6|5|4|4|3|-
12|6|5|5|4|3|2
13|6|5|5|4|4|3
14|6|6|5|5|4|3
15|6|6|5|5|4|4
16|7|6|6|5|5|4
17|7|6|6|5|5|4
18|7|6|6|6|5|5
19|7|7|6|6|5|5
20|7|7|6|6|6|5[/table]
Familiar: a sorcerer can summon a familiar.
Bloodline traits: at 1st level, 5th level, and every 5 levels afterwards a sorcerer gets the bloodline trait for that level from her chosen bloodline.
Eldritch blast: at 5th level a warlock can use an eldritch blast as a spell like ability at will. This is a ray that deals one d6 damage per five warlock levels. This can be changed with blast shapes and essences.
Damage reduction: at 10th level a warlock gains DR 5 against all attacks. He must chose if this is DR 5/cold iron or DR 5/silver. this increases to DR 10 at 20th level.
Gaze of the fiend: at 15th level a warlock can cause a firey gaze to spring out of his eyes once per day per five warlock levels. This is a set ray that deal 1d6 fire damage per four warlock levels, and can be aimed at different targets.
Eldritch drain: at 20th level, the warlock gains the ability to drain mana from other casters. This is a touch attack thatv subtracts 1d20 mana from their store/prepared spells, and regenerates the same amout of mana for the warlock. This can be used once per day per 10 warlock levels.

Dante & Vergil
2009-11-12, 01:55 AM
It looks pretty good so far and, while I'm at it, I'd like to ask a question.
What are BDB (Base Defence Bonus) and MDB (Mental Defence Bonus) and what do they do and/or how do they change the 3.X system as it stands now? (This is to assume that BAB is the same and has remained as such.)

lesser_minion
2009-11-12, 06:43 AM
Defender is going to be a problem - we've actually had two threads over in roleplaying games discussing why the Dwarven Defender is actually very bad at defending.

In essence, standing still and making the enemy come to you works well for low-level warriors, but it makes no sense at all for elites to do the same thing, because even trying will allow a whole pile of ninjas to waltz into your base and kill your d00ds.

Defensive Stance could use an update - you should probably consider allowing the Defender to move, and giving him a bonus while he is within a certain distance of something worth protecting.

Alternatively, you could allow a selection of Stances - e.g. one that allows you to block tumblers, one that makes your surroundings impenetrable to ethereal or astral creatures, and so on.

Defensive Stance actually has a lot in common with Rage in that it doesn't really make sense - a barbarian in a fight is already pretty angry, and the really important thing is what that anger leads him to do, not how he can become angrier.

Cutting down the number of level-dependent stats is a good idea, but how will you be handling poisons and diseases?

Anonymouswizard
2009-11-12, 11:49 AM
Defender is going to be a problem - we've actually had two threads over in roleplaying games discussing why the Dwarven Defender is actually very bad at defending.

In essence, standing still and making the enemy come to you works well for low-level warriors, but it makes no sense at all for elites to do the same thing, because even trying will allow a whole pile of ninjas to waltz into your base and kill your d00ds.

Defensive Stance could use an update - you should probably consider allowing the Defender to move, and giving him a bonus while he is within a certain distance of something worth protecting.

Alternatively, you could allow a selection of Stances - e.g. one that allows you to block tumblers, one that makes your surroundings impenetrable to ethereal or astral creatures, and so on.

Defensive Stance actually has a lot in common with Rage in that it doesn't really make sense - a barbarian in a fight is already pretty angry, and the really important thing is what that anger leads him to do, not how he can become angrier.

Cutting down the number of level-dependent stats is a good idea, but how will you be handling poisons and diseases?

A selection of feats and new skill uses, as well as a way to calculate how much threat the opponents cause are things i will make soon. By making a feat that lets you use intimidate or bluff to make opponents close to you attack you will work. Also, if you look, the defender can still move when defending: the stance just eliminates fast movement (which is there to let them "defend" by moving towards the opponents and attack). Any idea's about what it should do? I'm happy to use sugestions. Not sure about desiese, assume everything not mentioned is the same so far.

Dante & Vergil: BDB is dadded to defence rolls: this replaces AC, although characters may take 10 once a round. MDB is a bonus to a roll against mental attacks, mainly spells and psionics. It is a roll with your MDB and the apporprate modifier, against the DC of the attack.

Also, warlocks nearly done. I'll edit it later.

Anonymouswizard
2009-11-12, 02:32 PM
Warmage
Some casters care only for the destruction of war, the march of great armies, and the death of opponents. These casters become known as warmages, specialists in the field of invocation.
{table]Level|BAB|BDB|MDB|Special|Mana
1|+0|+0|+0|Magic, armoured mage, Direct damage specialization|2
2|+1|+1|+1||3
3|+2|+2|+2||6
4|+3|+3|+3||9
5|+3|+3|+3|Bonus feat|15
6|+4|+4|+4||21
7|+5|+5|+5||33
8|+6|+6|+6||45
9|+6|+6|+6||62
10|+7|+7|+7|Bonus feat|70
11|+8|+8|+8||97
12|+9|+9|+9||124
13|+9|+9|+9||151
14|+10|+10|+10||178
15|+11|+11|+11|Bonus feat|205
16|+12|+12|+12||232
17|+12|+12|+12||259
18|+13|+13|+13||286
19|+14|+14|+14||313
20|+15|+15|+15|Bonus feat|340[/table]
Weapon and armour proficiency: the wizard is proficient with the club, crossbow (light and heavy), quarterstaff, magic wands and any one martial weapon. He is proficient with light and medium armour.
Spells: A warmage casts arcane spells which are drawn from the warmage spell list. A warmage must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the warmage must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a warmage’s spell is 10+the spell level+half the warmage's class level+the warmage’s Intelligence modifier.
Like other spellcasters, a warmage only has a limited amount of mana a day. A warmage must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A warmage can only cast a meorized warmage spell.
Unlike a bard or sorcerer, a warmage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the warmage decides which spells to prepare.
Armoured mage: a warmage learns to cast spells in armour. at 1st level a warmage gains the ability to ignore arcane spell faliure for warmage spells when they are in armour they are proficient with.
Direct damage specialization: a warmage deals +2 damage with spells that deal lethal damage.
Bonus feats: at 5th level and every 5 levels thereafter the warmage gains a free metamagic or item creation feat.

Anonymouswizard
2009-11-12, 02:35 PM
Prestige classes
I have decided to include prestige classes in A20. They work as before, except that magic using prestige classes will have to be redisigned in some cases. These are those that grant spellcasting without you needing other classes: at least 50% of the time you so=hould be able to get away with something similar to the bardric sages casting progression with fixed spells known.

Anonymouswizard
2009-11-12, 03:23 PM
Magic
In the original post I stated I wanted to keep the power of magic. However, instead magic has become less powerful and harder to use, but the number of spells each day has been put up.
Requirements
In order to use magic a character must have one of two feats: Arcane Gift or Divine Favour. Without these feats characters can still gain levels with the spellcasting classes, but are unable to cast any spells (with the exception of the paladin or the bard, who do not require the feats). Characters who take the feat but have no spellcasting class have one point of the appropreate type of mana, and can use mana activated abilities, but cannot cast spells.
Mana
Of note is the importance of extra mana for casters. In addition to the mana from class levels casters gain mana from having high ability scores, using a mechanic similar to bonus spells per day. To find out your "Base Mana Score" (BMS) triple your magic score and add your primary casting stat, the divide by 2. Spontaneous casters can use twice their magic score plus their primary spellcasting stat. Then compare your score to the table below.
{table]BMS/class level|1-2|3-4|5-6|7-8|9-10|11-12|13-14|15-16|17-18|19-20
4-5|-|-|-|-|-|-|-|-|-|-
6-7|-|-|-|-|-|-|-|-|-|-
8-9|-|-|-|-|-|-|-|-|-|-
10-11|1|-|-|-|-|-|-|-|-|-
12-13|1|3|-|-|-|-|-|-|-|-
14-15|1|3|5|-|-|-|-|-|-|-
16-17|1|3|5|7|-|-|-|-|-|-
18-19|2|3|5|7|9|-|-|-|-|-
20-21|2|6|5|7|9|11|-|-|-|-
22-23|2|6|10|7|9|11|13|-|-|-
24-25|2|6|10|14|9|11|13|15|-|-
26-27|3|6|10|14|18|11|13|15|17|-
28-29|3|9|10|14|18|22|13|15|17|19
30-31|3|9|15|14|18|22|26|15|17|19
32-33|3|9|15|21|18|22|26|30|17|19
34-35|4|9|15|21|27|22|26|30|34|19
36-37|4|12|15|21|27|33|26|30|34|38
38-39|4|12|20|21|27|33|39|30|34|38
40-41|4|12|20|28|27|33|39|45|34|38[/table]
The table extends infintely downwards. add together the bonus mana you gain from the entire row.
Multiclassing between spellcasting classes
A character can only have one spellcasting class of each type arcane and divine. Mana from each class must be tracked speperately.
Casting
Spellcasters use spells in one of two ways: the fire and forget way of celrics and wizards (and it's variants); or the any spell any time way of the sorcerer, druid, and shaman (and their variants).
For spontaneous casting you spend the mana, and then cast the spell, which goes of at full caster level.
For fire and forget you must spend an hour after resting memorizing spells. During this time you memorize the spells that you wish to cast and spend the mana for them. The spell is then noted down as memorized. When the character casrts the spell it is wiped from their mind, and so it is removed from the memorized spells section of the sheet.
The mana costs for spells are set out in the table below.
{table]Spell level|Mana cost
1|1
2|3
3|6
4|12
5|18
6|27[/table]
Any spell of 6th level or under is considered pre-epic for full casters, while partial casters pre-epic spells are of 4th level and below. The costs for full caster epic spells are in the table below:
{table]Spell level|Mana cost
7|36
8|48
9|60
10|75
11|91
12|108
13|127
14|147
15|169[/table]
the formula is ¾ the spell level2.
To cast a spell successfully a spellcaster must make a skill check: devotion for divine casters and spellcraft for arcane spellcasters. the DC is 10+¾ the spell level2. The DCs and concequences for levels 1-15 are on the table below:
{table]Spell level|DC|Failed by <5|Failed by >5
0|10|Nothing|Nothing
1|11|1 damage|Nothing
2|12|2 damage|+1 damage
3|13|2 damage, stunned for 1 round|2 damage
4|15|3 damage, stunned for 1 round, spell lost|2 damage, stunned for 1 round
5|18|3 damage, stunned for 2 rounds, spell lost|+3 damage, stunned for 1 round, spell lost
6|23|4 damage, stunned for 2 rounds, spell lost|3 damage, stunned for 2 rounds, spell lost
7|28|4 damage, stunned for 3 rounds, slot lost|4 damage, stunned for 2 rounds, spell lost
8|35|5 damage, stunned for 3 rounds, spell lost|4 damage, stunned for 3 rounds, spell lost
9|42|5 damage, stunned for 4 rounds, slot lost|5 damage, stunned for 3 rounds, spell lost
10|60|6 damage, stunned for 4 rounds, spell lost|5 damage, stunned for 4 rounds, spell lost
11|70|6 damage, stunned for 5 rounds, spell lost|6 damage, stunned for 4 rounds, spell lost
12|82|7 damage, stunned for 5 rounds, spell lost|6 damage, stunned for 5 rounds, spell lost
13|95|7 damage, stunned for 6 rounds, spell lost|7 damage, stunned for 5 rounds, spell lost
14|108|8 damage, stunned for 6 rounds, spell lost|7 damage, stunned for 6 rounds, spell lost
15|123|9 damage, stunned for 7 rounds, spell lost|8 damage, stunned for 6 rounds, spell lost[/table]

Metamagic
This works as in 3.5: when you memorize or cast a spell spontaneously you may pay the extra mana and apply a metamagic feat. Spontaneous spells casting time does not increase, and so they may be quickened.

(note, the memorization system here is slightly closer to dying earth than that in D&D 3.5, due to the fact Cugel could only memorize the simpilest spells, but it's quite far from that).

Schools of magic
Magic is split into seven schools: abjuration, conjuration, enchantment, invocation, necromancy, transmutation, and universal. Illusion spells are changed so they are mind effecting, and are part of the enchantment school. The exception to this is shadow spells, which are now part of the conjuration school. Divination has been absorbed into the universal school, and healing spells are now necromancy spells.

Variant: wizard specialists
Instead of using the wizard variants of the abjurer, diviner, enchanter, necromancer, summoner, transmuter, and warmage, you many instead state that all wizards must specialize in one of the seven schools of magic. Specialists are referred to with the following names: abjurer, conjurer, enchanter, invoker, transmuter and wizard. All wizards have access to the wizard spell list, as well as any two other spells from their speciality school for each spell level. They gain a +2 bonus on spellcraft checks to cast spells from their speciality school, and an extra amount of mana equal to 2xthe highest spell level that they can cast-1, and must prepare one spell from their speciality school for each spell level that they can cast. However, they must lose any two other schools, apart from the universal school. Generalist wizards gain a +1 bonus on spellcraft checks to cast all spells but gain non of the other bonuses or penalties of other specialists.

Coming soon: psionics, bio-magic.

Zeta Kai
2009-11-12, 03:34 PM
1) As per your statements on the Bio-Mage thread, you have my full permission to use Bio-Magic as the alternate casting method for your project. Just cite me as the inspiration, or whatever. Enjoy.

2) There are more elegant ways to type ½ & ¾, without resorting to [tags]. Copypasta the symbols above at your liesure.

Anonymouswizard
2009-11-12, 05:21 PM
1) As per your statements on the Bio-Mage thread, you have my full permission to use Bio-Magic as the alternate casting method for your project. Just cite me as the inspiration, or whatever. Enjoy.

2) There are more elegant ways to type ½ & ¾, without resorting to [tags]. Copypasta the symbols above at your liesure.

Thank's, I'll get round to posting a slight variant on bio-magic as soon as I've got the spell lists sorted out. I hope to have more ways of regaining LP, but less opportunity to, although I haven't read the entire project yet, I have enough to draft up a quick set of conversion rules.

Also, thank's for the symbols, I'll edit them into the post.

Anonymouswizard
2009-11-12, 05:32 PM
These spell lists are in no particular order, in the arangement of lists and the arangement of spells in each level. I'll begin with the wizard, and then move on to the cleric, druid ect.
1st level wizard spells
Alarm
Charm
Colour spray
Elemental orb (new spell)
Endure elements
Enlarge person
Identify
Magic missile
Mount
Protection
See magic
See secret doors
See undead
Shield
Silent image
Sleep
Speed
Summon monster I
2nd level wizard spells
Acid arrow
Alter self
Arcane lock
Bear's endurance
Blur
Bull's strength
Cat's grace
Darkness
Daze
Detect thoughts
False life
Hideous laughter
Invisibility
Minor image
Mirror image
Protection from arrows
Scorching ray
Resist energy
See invisibility
Shatter
Summon monster II
Web
3rd level wizard spells
Magic circle against chaos/evil/good/law
Dispel magic
Explosive runes
Fireball
Fly
Gaseous form
Haste
Hold person
lightning bolt
Major image
Ray of exshaustion
Slow
Deep slumber
Suggestion
Summon monster III
4th level wizard spells
Animate dead
Bestow curse
Black tentacles
Charm monster
Dimonsion door
Dimensional anchor
Enervation
Fire shield
Ice storm
Invisibility, greater
Minor creation
Polymorph
Remove curse
Scrying
Shout
Summon monster VI
Wall of fire
Wall of ice
5th level wizard spells
Break enchantment
Baleful polymorph
Cone of cold
Dismissal
Domination
Feeblemind
Hold monster
Major creation
Mind fog
Overland flight
Persistent image
Planar binding, lesser
Summon monster V
Teleport
Telekinesis
Wall of stone
Wall of force
Waves of fatigue
6th level wizard spells
Acid fog
Antimagic field
Chain lightning
Circle of death
Create undead
Contingency
Destroy undead
Disintergrate
Dispel magic, greater
Flesh to stone
Permanency
Planar binding
Programed image
Shadow walk
Suggestion, mass
Summon monster VI
True seeing

Anonymouswizard
2009-11-13, 03:55 PM
Cleric spells
In A20 clerics each have a spell list dependent on their diety. This list is the core cleric list and the spells gain from their domains. Note that, unlike in 3.5, the core cleric list is small while the domain lists are slightly larger.
1st level cleric spells
Bless
Cure light wounds
Detect undead
inflict light wounds
2nd level cleric spells
Cure moderate wounds
Inflict moderate wounds
restoration, lesser
Spiritual weapon
3rd level cleric spells
Cure serious wounds
Dispel magic
Inflict serious wounds
Remove curse
4th level cleric spells
Cure critical wounds
Inflict critical wounds
Planar ally, lesser
Restoration
5th level cleric spells
Atonement
Cure light wounds, mass
Dispel chaos/evil/good/law
Inflict light wounds, mass
6th level cleric spells
Cure light wounds
Inflict light wounds
Raise dead
Planar ally

Domains
Each cleric begins play with two domains, that each give them a list of spells that can be cast as cleric spells as well as a special ability, usable once per day for use activated powers. Listed below are the core domains:
Air
Granted power: you can use energy substatution (lightning) spontaneously at no extra cost, an unlimited number of times per day.
1st level air spells
Feather fall
Jump
Obscuring mist
Shocking grasp
2nd level air spells
Gust of wind
Levitate
Wind wall
Wispering wind
3rd level air spells
Call lightning
Fly
Gaseous form
Lightning bolt
4th level air spells
Air walk
Arc of lightning
Defenestrating sphere
solid fog
5th level air spells
Call lightning storm
Control winds
Lord of the sky
Fly, mass
6th level air spells
Acid fog
Chain lightning
Control weather
Wind walk
Animal domain
Granted power: use speak with animals as a spell like ability.
1st level animal spells
Calm animals
Charm animal
Hide from animals
Summon nature's ally I
2nd level animal spells
Animal messenger
Animal Trance
Hold animal
Summon nature's ally II
3rd level animal spells
Dominate animal
Primal instinct
Summon nature's ally III
Wall of vermin
4th level animal spells
Charm monster
Giant vermin
Polymorph
Summon nature's ally IV
5th level animal spells
Animal growth
Baleful polymorph
Insect plague
Summon nature's ally V
6th level animal spells
Antilife shell
Liveoak
Primal speed
Summon nature's ally VI
Chaos domain
Granted power: you cast chaos spells at +1 caster level.
1st level chaos spells
Cause fear
Detect law
Entropic shield
Protection from law
2nd level law spells
Align weapon
Shatter
Sound burst
Undetectable alignment
3rd level chaos spells
Animate dead
Haste
Magic circle against law
Remove disease
4th level chaos spells
Chaos hammer
Enervation
Poison
Tongues
5th level chaos spells
Blight
Dispel law
Slay living
Waves of fatigue
6th level chaos spells
Animate objects
Circle of death
Create undead
Eyebite
Death domain
Granted power: death touch. You must make a touch attack against a creature (following the rules for touch spells). When you hit, roll 1d6 per cleric level. If the total is equal to or greater than the targets remaining hit points, he dies.
1st level death spells
Cause fear
Chill touch
Deathwatch
Ray of enfeeblement
2nd level death spells
Command undead
Death knell
Desecrate
Gentle repose
3rd level death spells
Animate dead
Bestow curse
Speak with dead
Vampiric touch
4th level death spells
Death ward
Enervation
Fear
Poison
5th level death spells
Blight
Raise dead (instead of gaining it as a 6th level spell)
Slay living
Unhallow
6th level death spells
Blade barrier
Create undead
Circle of death
Destruction
Harm
Destruction
Granted power: gain the smite ability as a paladin.
1st level destruction spells
Burning hands
Doom
Magic missile
Shocking grasp
2nd level destruction spells
Flaming sphere
Scorching ray
Shatter
Sound burst
3rd level destruction spells
Call lightning
Contagion
Fireball
Lightning bolt
4th level destruction spells
Blast of flame
Flame strike
Ice storm
Poison
5th level destruction spells
Arc of lightning
Call lightning storm
Cloudkill
Cone of cold
6th level destruction spells
Circle of death
Disintegrate
Harm
Otiluke's freezing sphere
Earth domain
Granted power: use energy substitution (acid) spontaneously as a free action at no increase in spell level.
1st level earth spells
Blockade
Fist of stone
Magic stone
Hail of stone
2nd level earth spells
Bear's endurance
Bull's strength
Earthen grasp
Soften earth and stone
3rd level earth spells
Earth bolt
Meld into stone
Stone shape
terra cota warrior
4th level earth spells
Dimension door
Passage of the shifting sands
Spike stones
Stoneskin
5th level earth spells
Terra cota lion
Transmute mud to rock
Transmute rock to
Wall of stone
6th level earth spells
Flech to stone
Move earth
Stone tell
Stone to flesh
Evil domain
Granted power: you cast evil spells at +1 caster level.
1st level evil spells
Bane
Cause fear
Curse water
Protection from good
2nd level evil spells
Blindness/deafness
Darkness
Death knell
Ghoul touch
3rd level evil spells
Bestow curse
Deeper darkness
Magic circle against good
Vampiric touch
4th level evil spells
Blight
Contagion
Fear
Unholy blight
5th level evil spells
Dispel good
Insect plague
Magic jar
Unhallow
6th level evil spells
Circle of death
Disintegrate
Eyebite
Harm
Fire domain
Granted power: energy substitution (fire) spontaneously and at no cost.
1st level fire spells
Burning hands
Fiery eyes
Melt
Produce flame
2nd level fire spells
Flame blade
Fireburst
Heat metal
Pyrotechnics
3rd level fire spells
Continual flame
Fireball
Fire wings
Wreath of flames
4th level fire spells
Fire shield
Fire trap
Flame strike
Wall of fire
5th level fire spells
Blistering radiance
Fire breath
Fire shield, mass
Blast of flsme
6th level fire spells
Fire seeds
Fire storm
Haze of smoldering stone
Lesser Dragonshape
Good domain
Granted power: you cast good spells at +1 caster level.
1st level good spells
Bless water
Detect evil
Protection from evil
Sanctuary
2nd level good spells
Aid
Align weapon
Enthrall
Remove paralysis
3rd level good spells
Create food and water
Daylight
Magic circle against evil
Protection from energy
4th level good spells
Dismissal
Divine power
Holy smite
Spell immunity
5th level good spells
Dispel evil
Hallow
Righteous might
Spell resistance
6th level good spells
Banishment
Blade barrier
Geas/Quest
Heroes' feast
Knowledge domain
Granted power: you gain a +1 insight bonus on any two knowledge checks. You also cast divination spells at +1 caster level.
1st level knowledge spells
Comprehend languages
Detect secret doors
Detect undead
Identify
2nd level knowledge spells
Detect thoughts
locate object
See invisibility
Spymasters coin
3rd level knowledge spells
Arcane sight
Clairaudience/clairvoyance
Tongues
Vision of the omniscient eye
4th level knowledge spells
Arcane eye
Divination
Locate creature
Scrying
5th level divination spells
Contact other plane
Prying eyes
Scry location
True seeing
6th level knowledge spells
Analyze dweomer
Eyes of the oracle
Find the path
Legend lore
Law domain
Granted power: you cast law spells at +1 caster level.
1st level law spells
Protection from chaos
Remove fear
Sanctuary
Shield of faith
2nd level law spells
Calm emotions
Consecrate
Enthrall
Hold person
3rd level law spells
Contagion
Glyph of warding
Magic circle against chaos
Magic vestment
4th level law spells
Imbue with spell ability
Neutralize poison
Order's wrath
Spell immunity
5th level law spells
Break enchantment
Dispel chaos
Mark of justice
Wall of stone
6th level chaos spells
Banishment
Glyph of warding, greater
Hold monster
Undeath to death
Luck domain
Granted power: you may reroll one die roll once per day. This must be used before the GM declares whether or not the roll results in success or failure. The second roll always stands.
1st level luck spells
Bane
Bless
Colour spray
Entropic shield
2nd level luck spells
Aid
Blur
Mirror image
Sound burst
3rd level luck spells
Bestow curse
Dispel magic
Displacement
Protection from energy
4th level luck spells
Divination
Freedom of movement
Phantasmal killer
Shadow conjuration
5th level luck spells
Break enchantment
Dismissal
Shadow evocation
Spell resistance
6th level luck spells
Find the path
Mislead
Repulsion
Shadow walk
Magic domain
Granted power: all metamagicked spells have their effective spell level reduced by 1, as long as the spell level does not go below the level of the normal spell.
1st level magic spells
Alter magic aura
Floating disk
Identify
Magic missile
2nd level magic spells
Arcane lock
Magic mouth
Hold person
Obscure object
3rd level magic spells
Arcane sight
Dispel magic
Magic vestment
Nondetection
4th level magic spells
Arcane eye
Dimension door
Dismissal
Imbue with spell like ability
5th level magic spells
Feeblemind
Permanency
Spell resistance
Wall of force
6th level
Antimagic field
Contingency
Dispel magic, greater
True seeing

If people have ideas for domains can they please post them. All domains should grant four spells at each level, and have a granted power that is about the same magnitude as the domains listed. I'll add more domains later, I'm aiming to convert all 3.5 PHB domains except for healing.

Anonymouswizard
2009-11-14, 02:26 PM
I'll try to post two domains a day until I cover all the PHB domains. Sfter that I'll convert a few more, but until then I am going to work on shaman spells.
Shaman spells
Shaman begin play with the core shaman spells and the spells from one domain. There are fewer shaman domains than cleric domains, but each domain adds some divine power to the list. Shaman need the divine favour feat to cast spells, but not the arcane gift feat.
1st level shaman spells
Cure light wounds
Charm person
Endure elements
Magic missile
Inflict light wounds
Silent image
Shield of faith
Summon monster I
2nd level shaman spells
Aid
Barkskin
Cure moderate wounds
Enthrall
Gust of wind
Invisibility
Resist energy
Summon monster II
3rd level shaman spells
Arcane sight
Cure serious wounds
Contagion
Dispel magic
Hold person
Prayer
Protection from energy
Summon monster III
4th level shaman spells
Cure critical wounds
Bestow curse
Charm monster
Divination
Remove curse
Polymorph
Poison
Summon monster IV
5th level shaman spells
Break enchantment
Cure light wounds, mass
Feeblemind
Hold monster
Insect plague
Spell resistance
Summon monster V
Wall of thorns
6th Level shaman spells
Antilife shell
Antimagic field
Cure moderate wounds, mass
Dispel magic, greater
Heal
Liveoak
Summon monster VI
Word of recall

Shaman domains
Air domain
1st level air spells
Feather fall
Jump
Obscuring mist
Shocking grasp
2nd level air spells
Fog cloud
Gust of wind
Levitate
Wind wall
3rd level air spells
Daylight
Fly
Gaseous form
Lightning bolt
4th level air spells
Air walk
Defenestrating sphere
Freedom of movement
Solid fog
5th level air spells
Call lightning storm
Cloudkill
Control winds
Mind fog
6th level air spells
Acid fog
Chain lightning
Control weather
Wind walk
Death domain
1st level death spells
Cause fear
Chill touch
Death watch
Hide from undead
2nd level death spells
Death knell
Command undead
False life
Scare
3rd level death spells
Animate dead
Halt undead
Speak with dead
Vampiric touch
4th level death spells
Bestow curse
Death ward
Enervation
Fear
5th level death spells
Blight
Disrupting weapon
Raise dead
Slay living
6th level death spells
Circle of death
Create undead
Harm
Undeath to death
Earth domain
1st level earth spells
Blockade
Fist of stone
Magic stone
Hail of stone
2nd level earth spells
Bear's endurance
Bull's strength
Earthen grasp
Soften earth and stone
3rd level earth spells
Earth bolt
Meld into stone
Stone shape
terra cota warrior
4th level earth spells
Dimension door
Passage of the shifting sands
Spike stones
Stoneskin
5th level earth spells
Terra cota lion
Transmute mud to rock
Transmute rock to
Wall of stone
6th level earth spells
Flech to stone
Move earth
Stone tell
Stone to flesh
Fire domain
1st level fire spells
Burning hands
Fiery eyes
Melt
Produce flame
2nd level fire spells
Flame blade
Fireburst
Heat metal
Pyrotechnics
3rd level fire spells
Continual flame
Fireball
Fire wings
Wreath of flames
4th level fire spells
Fire shield
Fire trap
Flame strike
Wall of fire
5th level fire spells
Blistering radiance
Fire breath
Fire shield, mass
Blast of flsme
6th level fire spells
Fire seeds
Fire storm
Haze of smoldering stone
Lesser Dragonshape
Nature domain
1st level nature spells
Charm animal
Entangle
Longstrider
Summon nature's ally I
2nd level nature spells
Barkskin
Hold animal
Summon nature's ally II
Tree shape
3rd level nature spells
Diminish plants
Palnt growth
Spike growth
Summon nature's ally III
4th level nature spells
Command plants
Giant vermin
Polymorph
Summon nature's ally IV
5th level nature spells
Animal growth
Insect plauge
Summon nature's ally V
Tree stride
6th level nature spells
Antilife shell
Call of the twilight defender
Summon nature's ally VI
Transport via plants
Water domain
1st level water spells
Animate water
Aquatic escape
Cobra's breath
Obscuring mist
2nd level water spells
Fog cloud
Ice blast
Ice knife
Swim
3rd level water spells
Gasoeus form
Steam breath
Sleet storm
Water breathing
4th level water spells
Control water
Ice storm
Solid fog
Wall of ice
5th level water spells
Cloudkill
Freezing fog
Ice storm
Wood rot
6th level water spells
Acid fog
Cone of cold
Control water
Energy imunity

If anyone has ideas for shaman domains can they post them. Domains should have ome relation to nature and consist of four spells each spell level. No alignment domains please, those will be exclusive to clerics.
Most Shaman should be elemental, with their domain(s) being one of the elemental domains.

Anonymouswizard
2009-11-15, 05:38 AM
Druid spells
This list, like all the others, replaces the spell list found in the 3.5 PHB. It cuts the druid list down to 12 spells for each spell level, and removes all spells that are not nature related, except for cure spells.
1st level druid spells
Calm animals
Charm animal
Cure light wounds
Detect animals or plants
Endure elements
Entangle
Faerie fire
Hide from animals
Obscuring mist
Pass without trace
Speak with animals
Summon nature's ally I
2nd level druid spells
Animal messenger
Barkskin
Bear's endurance
Bull's strength
Cat's grace
Flame blade
Gust of wind
Hold animal
Reist energy
Summon nature's ally II
Summon swarm
Wood shape
3rd level druid spells
Call lightning
Contagion
Cure moderate wounds
Daylight
Dominate animal
Meld into stone
Neutralize poison
Plant growth
Poison
Protection from energy
Remove disease
Summon nature's ally III
4th level druid spells
Air walk
Antiplant shell
Command plants
Control water
Cure serious wounds
Flame strike
Giant vermin
Ice storm
Reincarnate
Repel vermin
Spike stones
Summon nature's ally IV
5th level druid spells
Animal growth
Awaken
Baleful polymorph
Call lightning storm
Commune with nature
Cure critical wounds
Insect plague
Stoneskin
Summon nature's ally V
Transmute mud to rock
Transmute rock to mud
Tree stride
6th level druid spells
Antilife shell
Bear's endurance, mass
Bull's strength, mass
Cat's grace, mass
Cure light wounds, mass
Fire seeds
Liveoak
Move earth
Spellstaff
Summon nature's ally VI
Transport via plants
Wall of stone

If anyone wishes to playtest the system, feel free to use what I have posted at any point. Currently the available classes are all the martial classes, plus the bard cleric, druid, shaman, sorcerer and wizard. Please post up anything you noticed and possible fixes, and if you do do controlled experiments please post all the relevant information. They are worth double uncontrolled experiments.

Anonymouswizard
2009-11-15, 06:20 AM
Sorcerer spells
The sorcerer is changed from 3.5, as he no longer uses the wizard spell list. Instead he has his own spell list, focused on buffing and blasting. Although this might make him an inferior choice, he gains versatility in the feats available to him.
1st level sorcerer spells
Burning hands
Chill touch
Colour spray
Enlarge person
Magic missile
Obscuring mist
Ray of enfeeblement
Reduce person
Shocking grasp
Shield
Summon monster I
True strike
2nd level sorcerer spells
Acid arrow
Bear's endurance
Blur
Bull's strength
Cat's grace
False life
Flaming sphere
Invisibility
Protection from arrows
Resist energy
Scorching ray
Shatter
Summon monster II
3rd level sorcerer spells
Displacement
Fireball
Flame arrow
lightning bolt
Haste
Protection from energy
Ray of exhaustion
Slow
Sleet storm
Stinking cloud
Summon monster III
Vampiric touch
4th level sorcerer spells
Bestow curse
Dimension door
Enervation
Enlarge person, mass
Fear
Fire shield
Ice storm
Invisibilty, greater
Reduce person, mass
Shout
Stoneskin
Summon monster IV
5th level sorcerer spells
Aiming at the target
Arc of lightning
Baleful polymorph
Cloudkill
Cone of cold
Feeblemind
Fire shield, mass
Freezing fog
Form of the desert hunter
Mind fog
Planar binding, lesser
Summon monster V
Undying vigour of the dragonlord
6th level sorcerer spells
Acid fog
Chain lightning
Circle of death
Bear's endurance, mass
Bull's strength, mass
Cat's grace, mass
Disintegrate
Fiendform
Lesser dragonshape
Planar binding
Summon monster VI
Transfix

Anonymouswizard
2009-11-15, 06:49 AM
Bard spells
The bard spell list focuses on buffing the bard allies and manipulating people. However, it also has knowledge related spells and debuffs.
1st level bard spells
Animate rope
Charm person
Comprehend languages
Cure light wounds
Disguise self
Feather fall
Grease
Lesser confusion
Remove fear
Silent image
Sleep
Undetectable alignment
2nd level bard spells
Bear's endurance
Bull's strength
Cat's grace
Cure moderate wounds
Enthrall
Heroism
Hold person
Invisibilty
Minor image
Sound burst
Suggestion
Tongues
3rd level bard spells
Blink
Charm monster
Clairaudience/Clairvoyance
Confusion
Cure serious wounds
Displacement
Haste
Invisibility sphere
Major image
Remove curse
See invisibility
Slow
4th level bard spells
Break enchantment
Cure critical wounds
Dimension door
Dominate person
Hallucinatory terrain
Hold monster
Invisibility
Legend lore
Modify memory
Neutralize poison
Shadow conjuration
Shout

Anonymouswizard
2009-11-18, 04:17 PM
Due to the sheer number of spell lists it would mean, I am going to skip the variant classes for the moment and move on. I'll do the feats, skills, and combat system for now, then move on to the psionics system. Next I will detail the variant class spell lists, and then sort out a variant on Zeta Kai's Bio-magic system.

lesser_minion
2009-11-19, 02:52 PM
Due to the shear number of spell lists it would mean, I am going to skip the variant classes for the moment and move on. I'll do the feats, skills, and combat system for now, then move on to the psionics system. Next I will detail the variant class spell lists, and then sort out a variant on Zeta Kai's Bio-magic system.

Shear? Where? What's sheared? How bad is it?

Sorry to pick you up on a spelling mistake, but shear/sheer confusion is something that annoys me.

Anonymouswizard
2009-11-19, 02:55 PM
Feats
In A20 you start with two feats and gain an extra feat at every odd numbered character level. These can be chosen from any of the feat lists you qualify for: general (anyone), martial (useful in combat), or magical (1 or more levels in a spellcasting class). You may chose any feats for which you meet the prerequisites.

All feats that increase your skill bonuses are removed, and replaced with skill focus. Any feats that increase save DCs are removed, due to the automatic scaling with caster level.

General feats
These are feats that are available to any characters.
Any general feat in the 3.5 PHB (I will get around to fixing feats later).
Arcane gift
Prerequisites: int or cha 12+.
Benefit: choose one arcane spellcasting class except for bard. You can cast spells from that classes spell list.
Cohort
Prerequisites: character level 6, cha 12+.
Benefit: you can gain a cohort. A cohort is a character of a level when first gained equal to the characters level-2, and can gain a level up to their employers level-1. A cohort gains XP at half the rate of a PC. The player and the GM can work together to decide the cohorts race and class, or you can roll on the table below:
{table]d8|Race|d10|Class
1|Human|1|Barbarian
2|Dwarf|2|Bard
3|Elf|3|Cleric
4|Gnome|4|Druid
5|Goblin|5|Fighter
6|Half-elf|6|Shaman
7|Orc|7|Sorcerer
8|Lizardman|8|Thief
-||9|Wizard
-||10|Roll again[/table]
Divine favour
Prerequisites: Wis 12+.
Benefit: choose one divine spellcasting class except for monk or paladin. You can cast spells from that classes spell list.
Dodge
Prerequisites: dex 13+.
Benefit: During your action, you designate a number of opponents equal to your dex bonus and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus feats.
Leader
Prerequisites: character level 6, cha 12.
Benefit: You can gain followers based on your character level, as shown on the table in the hirelings and followers section. The characters effective level for this is his level +3.
Skill focus
Benefit: choose a skill. You gain a +3 bonus on checks with that skill.
Toughness
Benefit: you gain +3 hit points.
Special: you can take this feat multiple times. Its effects stack.

Martial feats
These feats are from the fighter bonus feat list.
Cleave
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.
Great cleave
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter bonus feats.
Extra manoeuvre
Prerequisite: character level 3.
Benefit: you can gain any one combat manoeuvre that you can learn.
Power Attack
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
Two weapon fighting
Prerequisite: dex 13+
Benefit: when you are fighting with two weapons the penalty is -4/-4 if you are using two one-handed weapons, or -2/-2 if you are using a light weapon.
Weapon finesse
Prerequisite: BAB +1
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.
Weapon focus
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: choose a weapon, this can be unarmed strike, grapple, or ray. You gain a +1 bonus on all attack rolls you make using the selected weapon. For every four fighter levels you have you add an extra 1 to this bonus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
Weapon specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. For every four fighter levels you have beyond 4th you gain an extra +2 bonus to damage rolls.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.

Magical feats
These are feats that support spellcasters. They range from metamagic feats to item creation feats.

Brew potion
Prerequisites: caster level 5.
Benefit: you can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
Chain spell
Prerequisites: any magical feat.
Benefit: by increasing the cost of the spell by three spell levels you can make a targeted spell jump to a number of secondary targets up to your caster level (max 20) all within 30ft of the original target. If the spell deals damage then the secondary targets take half as much damage, if not then the save DC is reduced by 4.
Coloured mage
Prerequisites: sorcerer or wizard level 1.
Benefit: you may add any one of the colour sets of spells to the spells known for your arcane spellcasting class. You add +1 to the DC of these spells. If any of these spells are already on your spell list then you can cast them at +1 caster level.
Craft magic arms and armour
Prerequisites: caster level 8.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Craft rod
Prerequisites: caster level 15.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Craft staff
Prerequisites: caster level 15.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Craft wand
Prerequisites: caster level 8.
Benefit: you can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
Craft wondrous item
Prerequisites: caster level 8.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Empower spell
Benefit: by increasing the cost of the spell by two spell levels all random numeric effects of the spell are multiplied by 1.5.
Energy substitution
Prerequisites: Knowledge (arcana) 5 ranks, any magical feat.
Benefit: chose one type of energy damage. When you prepare or spontaneously cast a spell with an energy descriptor then you can change the descriptor and damage to the type of energy specified when taking this feat.
Enlarge spell
Benefit: by increasing the cost of a spell with a range of long, medium or close by one spell level you may double the effective range of the spell.
Extended knowledge
Prerequisites: able to cast 2nd level spells.
Benefits: you can add any two spells from another spell list to your own. These spells must be at least one spell level below the highest level spell you can cast.
Extend spell
Benefit: by increasing the cost of a spell by one spell level you may double it's duration. This feat cannot be used on spells with a duration of instantaneous, concentration or permanent.
Extra domain
Prerequisites: cleric or druid 1st level.
Benefit: you gain an extra domain from the list for your god (if a cleric), or mythos (if using that rule). You gain the granted power and spells for that domain.
Grey wizard
Prerequisites: wizard level 1, int 16+.
Benefit: universal spells that you cast are cast at +1 caster level, and gain +1 DC. You can also cast any grey magic spells that are not on your spell list, and grey magic spells gain +1 to their DC.
Maximize spell
Benefit: by increasing the cost of a spell by two spell levels you can make all the numerical effects of the spell maximized.
Natural spell
Prerequisite: ability to use wild shape or cast the polymorph spell.
Benefit: by increasing the cost of a spell by one spell level you can cast the spell when in a non-humanoid form.
Nonlethal substitution
Prerequisites: any magical feat, knowledge (arcana) 5 ranks.
Benefit: choose one type of energy. Whenever you prepare or spontaneously cast a spell that deals that type of energy damage you can increase the cost of the spell by one and have it deal nonlethal damage instead.
Quicken spell
Benefit: by increasing the cost of a spell by four spell levels you can cast the spell as a swift action.
Scribe scroll
Prerequisites: caster level 3.
Benefit: you may create scrolls for any spell you know. Scrining a scroll takes 1 day for every 500gp in its base price, and has a base price of it's spell levelxit's caster levelx25gp. If you create a scroll of a spell that has a costly material or XP component you must provide that component when scribing the scroll.
Silent spell
Benefit: by increasing the cost of a spell by one spell level you can cast the spell without verbal components.
Split ray
Prerequisite: any magical feat.
Benefit: by increasing the cost of any ray spell by one spell level you can fire one additional ray beyond the number normally allowed. The ray can be fired at the same target or a different target, but the target must be within 30ft of the other. All rays must be fired simultaneously.
Still spell
Benefit: by increasing the cost of a spell by one spell level you can cast the spell without somatic components.
Widen spell
Benefit: by increasing the cost of a spell by three spell levels you can widen the area of a burst, emanation, line, or spread spell by 100%.

Anonymouswizard
2009-11-21, 11:37 AM
Skills
In A20 each character gets a number of skill points equal to his intelligence modifier plus a bonus from his class (this total is multiplied at 1st level). Each point lets you gain one rank in any skill. There is no such thing as a class skill in A20, all skills are class skills for all characters. That means that your fighter can have as many ranks in pickpocket as a thief. The skills are as follows (in brackets are the 3.5 skills that they represent).
Acrobatics (balance, jump, tumble)
Appraise
Athletics (climb, swim)
Bluff
Concentration
Craft
Decipher script
Diplomacy (diplomacy, gather information)
Disable device
Disguise
Forgery
Handle animal (handle animal, ride)
Intimidate
Knowledge
Listen
Perform
Profession
Search
Sense motive
Sleight of hand
Spellcraft (spellcraft, knowledge (arcana))
Spot
Stealth
Survival (survival, knowledge (nature))
Use magic device

Use rope and escape artist are removed, each being represented by a dex check.

The skill points per class are listed below:
Barbarian: 4
Bard: 6
Cleric: 2
Druid: 4
Fighter: 2
Shaman: 4
Sorcerer: 2
Thief: 8
Wizard: 4

Variant classes:
Abjurer: 4
Defender: 2
Diviner: 4
Enchanter: 4
Illusionist: 4
Necromancer: 4
Summoner: 4
Transmuter: 4
Warlock: 2
Warmage: 2

Anonymouswizard
2009-11-22, 04:27 AM
Saves: each character can choose one good save, one decent save, and one poor save when they take a level in a class. Whenever they take a new level in that class, they then gain that save.
{table]Class level|Poor save|Decent save|Good save
1|+0|+1|+2
2|+0|+1|+3
3|+1|+2|+3
4|+1|+2|+4
5|+1|+3|+4
6|+2|+3|+5
7|+2|+3|+5
8|+2|+4|+6
9|+3|+4|+6
10|+3|+5|+7
11|+3|+5|+7
12|+4|+5|+8
13|+4|+6|+8
14|+4|+6|+9
15|+5|+7|+9
16|+5|+7|+10
17|+5|+8|+10
18|+6|+8|+11
19|+6|+8|+11
20|+6|+9|+12[/table]

Races have been updated, each has been made more powerful and the lizardman has been added.

Anonymouswizard
2009-11-22, 06:40 AM
Health
In A20 there is no roll for HP. Each character gains an amount of HP equal to his constitution score + a bonus equal to the class he has the most levels in+an amount from his levels in other classes+(his class level-1)xhis constitution modifier. The numbers are set out on the table below.
{table]|Barbarian|Bard|Cleric|Druid|Fighter|Shaman|Sorcer er|Thief|Wizard
1st level|+8|+4|+6|+6|+8|+4|+2|+4|+2
Other levels|4|2|3|3|4|2|1|2|1[/table]

Wounds
Each character can take a number of wounds equal to his constitution modifier+half his class level. Whenever a character takes an amount of damage equal to twice his constitution score he suffers a wound. Each wound makes a character take a -1 penalty to all skill checks and attacks. When a character takes a number of wounds in access of his wound cap he immediately drops to -1 hit points and starts dying.
Recovering wounds: before they can recover wounds a character must first be at full hit points. Each full days rest recovers one wound point. Magical healing restores one wound per level of the spell.

Dying
A dying character is unconscious and near death. She has -1 to -9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches -her constitution score in hit points, she is dead.

Anonymouswizard
2009-11-22, 07:39 AM
Fatigue and energy
In A20 characters cannot go on forever. Each character has a number of energy points equal to his or her constitution score. Martial classes also gain a number of energy points equal to their class level. Any strenuous activity drains a point of energy from your pool (the DM decides what counts as strenous). When half of your pool has gone you become fatigued, and when all your points are gone you become exhausted. If you continue to act while exhausted, when you reach -5 energy points you fall unconscious. You regain one-eighth of your energy points with each nights rest.
Fatigued: A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted: An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Anonymouswizard
2009-11-22, 07:53 AM
Statistics
Each character has 8 stats: Agility, which represents agility and physical grace; Constitution, which represents your resistance to disease and physical toughness; strength, which represents physical strength; Charisma, which represents your looks and personality; Intelligence, which represents your characters memory and book learning; Magic; which represents your characters ability to channel the magical energy flowing around the world; and willpower, which represents your characters mental resilience and common sense.

Each stat has a score between one and infinity. They are generated by either rolling 4d6 eight times and taking the best result each time, or by buying them with points.

When using the point buy method each stat begins at ten. You then get 15 points to spend on raising stats. No stat can be raised above 18 using the point buy method. You can spend a point to raise a stat one number, and can drop a stat below ten to gain one point per number.

Each stat also has a bonus or penalty based on the number, set out on the table below:
{table]Stat|Bonus
1|-5
2-3|-4
4-5|-3
6-7|-2
8-9|-1
10-11|0
12-13|+1
14-15|+2
16-17|+3
18-19|+4
20-21|+5
22-23|+6
24-25|+7
26-27|+8
28-29|+9
30-31|+10
32-33|+11
34-35|+12
36-37|+13
38-39|+14
40-41|+15[/table]

Anonymouswizard
2009-11-23, 03:59 PM
Combat
In A20, combat is similar to before. Initiative is the same as in A20, however, attacks and defence are slightly different.

Attacks and defence
In A20 attacks are handled in the same way. Melee attacks are BAB+str mod+d20, and ranged attacks are BAB+dex mod+d20. However, instead of rolling against a static number each player determines their defence by rolling d20+BDB+dex modifier+shield mod+other modifiers. This is rolled every time they are attacked.

Damage is rolled as normal in D&D. However, armour gives damage reduction equal to their past armour bonus/adamantine. Adamantine instead provides DR/-. This even applies against magic.

Loss of limbs
Whenever you declare you wish to aim your attack at a particular body part with a -8 penalty. If you manage to deal damage with the attack than you cut of the limb. This can be restored by regeneration (or resurrection if your head is removed).

Knaight
2009-11-23, 04:57 PM
Limb Loss needs to be much more difficult. You should need to inflict major damage on the limb to sever it, a -4 penalty isn't enough, and it should provoke an AoO if you fail. Of course, not severing a limb should still give penalties to the person struck.

Anonymouswizard
2009-11-24, 11:12 AM
What sort of penalties do you suggest? I'll change the penalty to -6/8 (-4 reflected the size of the limb). The AoO is a good idea, but what I do want is penalties for unsuccessful attempts. For arms -1 to attacks and skills souns okay, but what if your leg is wounded, or they aim at your neck?

Anonymouswizard
2009-11-24, 03:49 PM
Combat manoeuvres
In A20 combat manoeuvres are special techniques that characters can use to improve their fighting skills. Manoeuvres come in 3 levels, least, lesser, and greater. A character can have 1 manoeuvre readied at a time, and ready manoeuvres as a free action. Characters can only use manoeuvres that are readied. A manoeuvre loses its readied status when it is successfully carried out. To carry out a manoeuvre a character must make a check against a DC set by the manoeuvre, with a bonus equal to their BAB, and then have to wait for a number of rounds for the manoeuvre to "recharge". this takes 1d4+1 round for a least manoeuvre, 1d4+2 rounds for a lesser manoeuvre, and 1d6+2 rounds for a greater manoeuvre. A character who learns a manoeuvre can learn any his character level is high enough to learn: 3rd level for least manoeuvres, 12th level for lesser manoeuvres, and 18th level for greater manoeuvres.
List of manoeuvres
Least manoeuvres
Drake's fury
DC: 18.
Description: you lash out with both of your blades, ripping your opponents heart out of their chest. If you use this manoeuvre, you deal +1 damage and increase your critical threat range by 1.

Giant's breath
DC: 20.
Description: you twirl your blade around your head, then sweep it down, knocking your opponent back as you move in for the kill. If you use this manoeuvre you stun your opponent for 1d4 rounds as well as dealing normal damage.

Anonymouswizard
2009-11-25, 11:56 AM
Rules for wizard specialists as seen in 3.5 added to the wizard section.

Anonymouswizard
2009-12-01, 07:01 PM
A person can only act for so long, and what better way to represent this than with an energy pool. This pool is equal to the characters Str score+their levels in full BAB classes+1/2 their levels in 3/4 BAB classes,+1/3 their level in 1/3 BAB classes.

This pool is reduced whenever the GM rules that you have engaged in strenuous activity, or whenever you roll a critical failure. Each time you subtract one point from your score. Whenever your energy score reaches 0 you immediately collapse and fall alseep. A character can attempt a DC 20 fortitude save to avoid this. Casting a spell always reduces your energy score by one point, no matter what steeps you take.

Restoring energy: the primary way to restore energy is by resting. For every hour of rest a character gets they regain 1/8 of their total energy points. Caffeine and similar substances can grant temporary energy points. A character who does not eat does not regain any energy points.

Also, upped the feats at 1st level to 2.

Anonymouswizard
2009-12-05, 05:07 PM
A20 has now moved to Fax's wiki, under the collection Unknown mage (http://wiki.faxcelestis.net/index.php?title=Unknown_Mage)

Anonymouswizard
2009-12-06, 03:43 PM
Races and classes are now on the wiki. Anything on there automatically trumps anything on here except if expressly notified.

Anonymouswizard
2009-12-31, 03:05 PM
I am bumping this thread to say that if anyone has anything to say about A20 to post here. I am keen to get input on everything that is posted, so for reference the game is located here (http://wiki.faxcelestis.net/index.php?title=A20_page).

I have seperated the rules into three sections: the core rules, sword and spell (a selection of new rules related to classes, combat and magic), and Men and Monsters (a selection of rules related to race). I have been thinking that the game needs a name, and I would use Demons and Destruction except that I'm already using it for another game.

Anonymouswizard
2010-01-02, 05:03 AM
I have got a section for GMs and will start work on the monsters. If anyone has any ideas or any comments please post them.

Anonymouswizard
2010-01-13, 09:25 AM
Wisdom is back, charisma has been removed and replaced with willpower, and coordination has been added to the wiki, and determining ability scores has been added.

The warlord is now added, and has 3 auras that increase physical ability scores. More auras are to be added, with 20-30 auras being the intended target.

Please comment.