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Rin_Hunter
2010-04-23, 07:08 AM
Ok, so I realised that I was creating a few threads to list my variants, so I decided to make one thread for them all. This is probably a better way to do this, as I have far too many variants to let the boards be littered with them.

Feel free to comment on anything in this thread.

---

Post 1: Core Race and Class Edits
Post 2: My Races and Classes
Post 3: Skills, Feats and Feats
Post 4: Magic and Psionics
Post 5: Blank for now
Post 6: Combat
Post 7: Monsters
Post 8: Other Rules

Rin_Hunter
2010-04-23, 07:09 AM
Post 1: Core Race and Class Edits

Most of these have been edited for my setting more than anything else, so there may not be much to comment on. Languages that you see mostly don't exist in Core and the XP Adjustment system will be explained in Post 8.

Core Race Edits
Human
Medium Humanoid (Human)
Automatic Languages Human (Home region)
Bonus Languages Any non-secret
---------------------------------------------------------------
Speed 30
Space / Reach 5 / 5
---------------------------------------------------------------
SQ Bonus Feat, Bonus Skill Points, Natural Talent
---------------------------------------------------------------
Bonus Feat (Ex): Because Humans are quick to master specialised tasks, they gain 1 extra feat at 1st level. See the list in Chapter 4, Character Options.
Skill Points (Ex): Humans gain an extra skill points at each level they attain. This bonus is multiplied at 1st level.
Natural Talent (Ex): Because Humans are a varied race and they all excel at different things, at level 1 a Human chooses an ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma) and gains a +2 racial bonus to it.
---------------------------------------------------------------
Alignment Any
Favoured Class Any

High Elf
Medium Humanoid (Elf)
Senses LLV
Automatic Languages Elven (Home Region), Human (Any)
Bonus Languages Draconic, Gnoll, Gnome, Goblin, Halfling, Human, Orc, Sylvan
---------------------------------------------------------------
Immunities Sleep spells and effects
Saves +2 racial bonus on Will saves against enchantments spells and effects
---------------------------------------------------------------
Speed 30
Space / Reach 5 / 5
---------------------------------------------------------------
Abilities Dexterity +2, Constitution -2, Wisdom +2
SQ Detect Secret Doors, Trance
Feats Martial Weapon Proficiency (Longsword, Rapier, Longbow, Shortbow)
Skills +2 racial bonus on Listen, Search and Spot checks
---------------------------------------------------------------
Detect Secret Doors (Ex): A High Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if the High Elf were actively searching for it.
Trance: A High Elf does not sleep. Instead, it enters a meditative state known as Trance. 4 hours in Trance provide the same benefit as a Human who gets 8 hours of sleep. In Trance, a High Elf may experience dreams, but these are usually mental exercises that have become a reflex over the long years.
---------------------------------------------------------------
Alignment Usually Neutral Good or Chaotic Good
Favoured Class Druid (Female), Ranger (Male)

Hill Dwarf
Medium Humanoid (Dwarf)
Senses DV60
Automatic Languages Dwarven
Bonus Languages Drow, Giant, Gnome, Goblin, Human, Tribal, Terran
---------------------------------------------------------------
Resistances +4 on ability checks against Bull Rush and Trip attempts while standing on ground (See Stability)
Saves +2 racial bonus to Fortitude against poison; +2 racial bonus to saves against spells and spell-like abilities
---------------------------------------------------------------
Speed 20 (not reduced by encumbrance)
Space / Reach 5 / 5
---------------------------------------------------------------
Abilities Strength +2, Constitution +2, Charisma -2
SQ Stonecunning, Weapon Familiarity, Stability
Skills +2 racial bonus on Appraise for stone and metal items; +2 on Craft for stone or metal items; +2 racial bonus on Search (see Stonecunning, below)
---------------------------------------------------------------
Stonecunning (Ex): Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. This ability grants a Dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively Searching, and a Dwarf can use the Search skill to find stonework traps as a Rogue can. A Dwarf can also intuit depth, sensing the approximate depth underground as naturally as a Human can sense which way is up.
Weapon Familiarity (Ex): Dwarves treat two of the following as Martial Weapons instead of Exotic Weapons: Dwarven Waraxe, Dwarven Urgrosh, Dwarven Buckler-Axe. This choice is made at character creation.
Stability (Ex): Dwarves are exceptionally stable on their feet. A Dwarf has a +4 bonus on ability checks to resist being Bull Rushed or Tripped while standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
---------------------------------------------------------------
Alignment Often Lawful Good
Favourite Class Fighter

Lightfoot Halfling
Small Humanoid (Halfling)
Automatic Languages Halfling
Bonus Languages Dwarven, Elven, Gnome, Goblin, Human, Tribal
---------------------------------------------------------------
Saves +1 racial bonus to all saving throws. +2 Morale bonus against fear effects
---------------------------------------------------------------
Speed 20
Space / Reach 5 / 5
Ranged +1 racial bonus to attack with thrown weapons
---------------------------------------------------------------
Abilities Strength -2, Dexterity +2, Charisma +2
Skills +2 racial bonus on Climb, Jump, Move Silently and Listen
---------------------------------------------------------------
Alignment Usually Neutral
Favoured Class Rogue

Core Class Edits
Barbarian
Proposed Changes

Endurance: At 1st level, a Barbarian gains Endurance as a bonus feat.

Barbarian's Might (Ex): Starting at 1st level a Barbarian who multiclasses keeps his full base attack bonus from the Barbarian class. This effect is not retroactive.

Fast Movement (Ex): At every level divisible by 3, the Barbarian's movement speed increases by 10ft. This increased speed works in up to medium armour or when carrying up to a medium load.

Diehard: At 5th Level, a Barbarian gains Diehard as a bonus feat.

Pounce (Ex): Starting at 6th level, a Barbarian may make a full-attack after charging.

Damage Reduction (Ex): Starting at level 7, a Barbarian gets DR2/-. This increases by 2 every three levels after (DR4/- at level 10, DR6/- at level 13, and so on).

---
Change to Rage: Due to my altered Hp system, Barbarians who lose enough Hp after Rage to drop below 0 Hp instead stay at exactly 0 Hp and don't take any Con damage from leaving Rage. This allows the Barbarian to keep going, despite being Fatigued and only able to take one action per round, allowing him to still be useful after battle instead of a mess on the floor.

Champion - Formerly the Paladin
Hit Dice: d10
Skills (2+Int mod): Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Spell Points|Spell Level|Special
01|+1|+2|+0|+0|-|-|Oath, Aura, Detect Opposition, Smite Opposition 1/Encounter
02|+2|+3|+0|+0|-|-|Great Grace, Lay on Hands
03|+3|+3|+1|+1|-|-|Aura of Courage, Great Health, Aligned Domain (1st)
04|+4|+4|+1|+1|0|1|
05|+5|+4|+1|+1|0|1|Smite Opposition 2/Encounter, Special Mount, Aligned Domain (2nd)
06|+6/+1|+5|+2|+2|1|1|
07|+7/+2|+5|+2|+2|1|2|Aligned Domain (3rd)
08|+8/+3|+6|+2|+2|1|2|
09|+9/+4|+6|+3|+3|1|2|Aligned Domain (4th)
10|+10/+5|+7|+3|+3|4|3|Smite Opposition 3/Encounter
11|+11/+6/+1|+7|+3|+3|4|3|Aligned Domain (5th)
12|+12/+7/+2|+8|+4|+4|9|3|Smiting Attack
13|+13/+8/+3|+8|+4|+4|9|3|Aligned Domain (6th)
14|+14/+9/+4|+9|+4|+4|10|4|
15|+15/+10/+5|+9|+5|+5|17|4|Smite Opposition 4/Encounter, Aligned Domain (7th)
16|+16/+11/+6/+1|+10|+5|+5|21|4|
17|+17/+12/+7/+2|+10|+5|+5|26|4|Aligned Domain (8th)
18|+18/+13/+8/+3|+11|+6|+6|35|4|
19|+19/+14/+9/+4|+11|+6|+6|42|4|Aligned Domain (9th)
20|+20/+15/+10/+5|+12|+6|+6|50|4|Smite Opposition 5/Encounter[/table]

Prepare per day
{table=head]Level|1st|2nd|3rd|4th
01|-|-|-|-
02|-|-|-|-
03|-|-|-|-
04|0|-|-|-
05|0|-|-|-
06|1|-|-|-
07|1|-|-|-
08|1|0|-|-
09|1|0|-|-
10|1|1|-|-
11|1|1|0|-
12|1|1|1|-
13|1|1|1|-
14|2|1|1|0
15|2|1|1|1
16|2|2|1|1
17|2|2|2|1
18|3|2|2|1
19|3|3|3|2
20|3|3|3|3[/table]

Weapon and Armour Proficiencies: The Champion is proficient with all weapons and armour, and shields (excluding tower shields).

Oath: At first level, a Champion takes an Oath (usually to a Church, but can be to an individual master or an organisation). This Oath is a list of duties and things that the Champion shall never do. Breaking the Oath causes the Champion to lose all powers granted by this class other than the base attack bonus, hit dice and saves.

Aura (Su): A Champion radiates an aura of their alignment equal to his Champion level (see the Detect Evil spell for the table).

Detect Opposition (Su): A Champion may use a free action to try to detect any opposition in front him in a 60ft Cone. Opposition counts as those with an opposed alignment (A Lawful Good Champion can detect those with the Chaos and Evil alignments) or anyone who is actively trying to cause harm to him or whoever he swore his Oath to. A True Neutral Champion may only detect those who are actively trying to cause harm to him or whoever he swore his Oath to.

Smite Opposition (Su): A Champion may make a Smite attack as a standard action against someone who registers on his Detect Opposition. This attack has a bonus to the attack roll equal to the Champion's Charisma bonus (if any) and a bonus to damage equal to the Champion's class level.
A Champion may Smite once per Encounter, plus an additional time at each level that is a multiple of 5.

Great Grace (Su): At 2nd level, a Champion gains a bonus on all saving throws equal to his Charisma bonus (if any).

Lay on Hands (Su): At 2nd level, a Champion with a Charisma score of 12 or higher may channel positive or negative energy by touch. The number of points that can be channeled by this ability is equal to his Charisma bonus x his class level. The positive energy use of this ability heals the living and harms the undead, while the negative energy use heals the undead and harms the living. These points may be divided up amongst several touches if the Champion chooses so. Any target that does not wish to be touched (such as when trying to harm the undead with the positive energy use) requires a touch attack to hit.

Aura of Courage (Su): At 3rd level, a Champion becomes immune to fear (magical or otherwise). Each ally within 10ft of him gains a +4 morale bonus on saving throws against fear effects. This functions only when the Champion is concious, not when the Champion is unconcious or dead.

Great Health (Ex): At 3rd level, a Champion becomes immune to disease, including supernatural and magical diseases.

Aligned Domain (Sp): At 3rd level, a Champion chooses a Domain that is of the same alignment on at least one axis as he is from the Good, Evil, Law and Chaos Domains (a True Neutral Champion may choose any aligned Domain). The Champion can then cast the 1st level spell from this Domain as a Spell-like Ability once per day. At each odd level after 3rd, the Champion gains the next level of spell as a 1/day Spell-like Ability.

Spells: A Champion casts Divine spells from the Champion spell list. A Champion's primary casting ability is Wisdom, which effect spell DCs, bonus spell points and level of spell the Champion is able to cast.
To prepare and cast a spell, a Champion needs an Wis score of at least 10 + the spell level. A Champion gains bonus SP equal to the cost of the highest level spell he can cast x his Wis modifier, so a Champion with 16 Wis (+3 modifier) that can cast 2nd level spells (cost of 3) gets 9 bonus SP.
The Champion can prepare a number of spells per day equal to the amount shown on the table above. At levels where the base prepared spells is 0, the Champion may prepare 1 spell of that level if he gains at least 1 bonus SP.

Special Mount (Sp): Upon reaching 5th level, a Champion gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium Champion) or a warpony (for a Small Champion).
Once per day, as a full-round action, a Champion may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Champion’s level. The mount immediately appears adjacent to the Champion and remains for 2 hours per Champion level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Champion may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the Champion’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Champion may not summon another mount for thirty days or until she gains a Champion level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Champion takes a -1 penalty on attack and weapon damage rolls.

The Champion's Mount
As the standard mount. (http://www.d20srd.org/srd/classes/paladin.htm#thePaladinsMount)

Fighter
Hit Dice: d10
Skills (4+Int mod): Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Spot, Swim

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Special
01|+1|+2|+2|+2|Weapon of Choice
02|+2|+3|+3|+3|Fighting Style
03|+3|+3|+3|+3|Damage Reduction
04|+4|+4|+4|+4|Fighting Style
05|+5|+4|+4|+4|Medium Armour Expertise
06|+6/+1|+5|+5|+5|Fighting Style, Pounce
07|+7/+2|+5|+5|+5|Heavy Armour Expertise
08|+8/+3|+6|+6|+6|Fighting Style
09|+9/+4|+6|+6|+6|Bonus Feat
10|+10/+5|+7|+7|+7|Fighting Style
11|+11/+6/+1|+7|+7|+7|Bonus Feat
12|+12/+7/+2|+8|+8|+8|Fighting Style
13|+13/+8/+3|+8|+8|+8|Bonus Feat
14|+14/+9/+4|+9|+9|+9|Fighting Style
15|+15/+10/+5|+9|+9|+9|Bonus Feat
16|+16/+11/+6/+1|+10|+10|+10|Fighting Style
17|+17/+12/+7/+2|+10|+10|+10|Bonus Feat
18|+18/+13/+8/+3|+11|+11|+11|Fighting Style
19|+19/+14/+9/+4|+11|+11|+11|Bonus Feat
20|+20/+15/+10/+5|+12|+12|+12|Fighting Style[/table]

Weapon and Armour Proficiencies: The Fighter is proficient with all weapons and armour, and all shields (including tower shields).

Weapon of Choice: A Fighter may select a weapon to train with, gaining various bonuses as he gets more experienced with it. As a Fighter gains levels, he becomes more accurate and can deal more damage with a weapon.
A Fighter gains half his Fighter level rounded down (minimum 1) as a bonus to attack and damage rolls. A Fighter gains a bonus to the threat range of his weapon of choice equal to one fifth his level (+1 at level 4, +2 at level 8, etc...).
The damage bonus granted by this ability is not reduced by damage reduction and is multiplied by a critical hit. The bonus to threat range is not effected by Improved Critical or a Keen weapon (or any similar effect).
A Fighter may practice with a weapon for 1 hour to change his weapon of choice to the new weapon.

Fighting Style (Ex): A Fighter gains the ability to perform a variety of different abilities over the course of his career. At each even level he may choose one of these abilities.

Practiced Fighter: A Fighter's non-Fighter levels stack when determining the Fighter's level for Taunting and other abilities.

Alter Grip: A Fighter using the Power Attack feat may change his choice of modifiers between attacks. Requires the Power Attack feat.

Taunt: A Fighter may make an Intimidate attempt against all opponents within 30ft. Those that fail the check must focus their attacks on the Fighter for a number of rounds equal to the Fighter's Charisma modifier (minimum 1). A Fighter may only Taunt a number of opponents equal to half his Fighter level rounded down (minimum 1).

Victory Roar: A Fighter who drops an opponent may make a swift action to let out a battle cry. He makes an intimidate against opponents within 30ft. Those that fail are shaken for a number of rounds equal to his Charisma modifier (minimum 1). The Fighter may effect a number of targets with a single roar equal to half his Fighter level rounded down (minimum 1). He may do this once every 1d6 rounds.

Step Aside: When the Fighter is charged, he may step aside by 5ft to avoid the attack. He may do this only into a free adjacent space and only once per round.

Improved Step Aside: A Fighter who steps aside may make an attack of opportunity as well and may step aside a number of times equal to his Dexterity modifier (minimum 1). Requires Step Aside.

Opportunity Attack: A Fighter may make an attack of opportunity against an opponent who attempts to make one against an ally. This counts as his attack of opportunity for this turn.

Improved Opportunity Attack: Whenever a Fighter hits with an Opportunity Attack, the target's attack is interupted and still counts as the target's attack of opportunity for that turn. Requires Opportunity Attack.

Combat Step: A Fighter may move 10ft when making a 5ft step in combat.

Improved Combat Step: A Fighter may make two 5ft steps in one round instead of just one. Using the 5ft steps seperately means that the Fighter cannot move 10ft at once. Requires Combat Step.

Stun: A Fighter may replace an attack with a touch attack that may stun an enemy for one round. The target gets a Fortitude save to negate this (DC 10 + 1/2 Fighter's class levels + Str modifier). A Fighter may make multiple Stun attempts each round if he has enough attacks, but the durations do not stack.

Improved Stun: A Fighter's Stun attacks stack when determining the duration. Requires Stun.

Gut Punch: A Fighter may replace an attack with a touch attack that may sicken an enemy for one round. The target gets a Fortitude save to negate this (DC 10 + 1/2 Fighter's class levels + Str modifier). A Fighter may make multiple Gut Punches each round if he has enough attacks. The durations do not stack, but the target may become Nausiated instead for the duration.

Improved Gut Punch: A Fighter's Gut Punch attacks stack when determining the duration. Requires Gut Punch.

Bonus Feat: The Fighter gains a Bonus Feat from the list of feats that a Fighter may select.

Damage Reduction: Starting at level 3, a Fighter gains Damage Reduction/- equal to half his Fighter level rounded down (minimum 1).

Armour Expertise (Ex): A Fighter can adapt to wearing heavier armours as he gains more practice. The Fighter's speed is not reduced when wearing medium armour after level 5 and the Armour Check Penalty is lessened by 2. This extends to heavy armour at level 7.

Pounce (Ex): At 6th level, a Fighter has practiced enough to make multiple attacks after charging an opponent.

Bonus Feat: At every odd level at and after level 9, a Fighter gains a bonus feat that is taken from the Fighter list.

Priest - Formerly the Cleric
Hit Dice: d4
Skills (2+Int mod): Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Wis)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Spell Points|Spell Level|Domain Pool|Special
1|+0|+0|+0|+2|4|1|1|Positive or Negative Energy, Lay on Hands, 1st Domain, Turning Feat
2|+1|+0|+0|+3|6|1|1|Ranged Cure/Inflict (10ft)
3|+1|+1|+1|+3|9|2|3|
4|+2|+1|+1|+4|14|2|3|
5|+2|+1|+1|+4|19|3|5|Turning Feat
6|+3|+2|+2|+5|27|3|5|Ranged Cure/Inflict (15ft)
7|+3|+2|+2|+5|36|4|14|2nd Domain
8|+4|+2|+2|+6|48|4|14|
9|+4|+3|+3|+6|60|5|18|
10|+5|+3|+3|+7|76|5|18|Turning Feat, Ranged Cure/Inflict (20ft)
11|+5|+3|+3|+7|93|6|22|
12|+6/+1|+4|+4|+8|113|6|22|
13|+6/+1|+4|+4|+8|136|7|39|3rd Domain
14|+7/+2|+4|+4|+9|160|7|39|Ranged Cure/Inflict (25ft)
15|+7/+2|+5|+5|+9|189|8|45|Turning Feat
16|+8/+3|+5|+5|+10|217|8|45|
17|+8/+3|+5|+5|+10|258|9|51|
18|+9/+4|+6|+6|+11|284|9|55|Ranged Cure/Inflict (30ft)
19|+9/+4|+6|+6|+11|323|9|60|
20|+10/+5|+6|+6|+12|355|9|70|Turning Feat[/table]

Prepared Spells by level
{table=head]Level| 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
01|3|1|-|-|-|-|-|-|-|-
02|4|2|-|-|-|-|-|-|-|-
03|4|2|1|-|-|-|-|-|-|-
04|5|3|2|-|-|-|-|-|-|-
05|5|3|2|1|-|-|-|-|-|-
06|5|3|3|2|-|-|-|-|-|-
07|6|4|3|2|1|-|-|-|-|-
08|6|4|3|3|2|-|-|-|-|-
09|6|4|4|3|2|1|-|-|-|-
10|6|4|4|3|3|2|-|-|-|-
11|6|5|4|4|3|2|1|-|-|-
12|6|5|4|4|3|3|2|-|-|-
13|6|5|5|4|4|3|2|1|-|-
14|6|5|5|4|4|3|3|2|-|-
15|6|5|5|5|4|4|3|2|1|-
16|6|5|5|5|4|4|3|3|2|-
17|6|5|5|5|5|4|4|3|2|1
18|6|5|5|5|5|4|4|3|3|2
19|6|5|5|5|5|5|4|4|3|3
20|6|5|5|5|5|5|5|4|4|4
[/table]

Weapon and Armour Proficiencies: All simple weapons, no armour or shields. A Priest with the War Domain is also proficient in his God's favoured weapon.

Spells: A Priest casts Divine spells from the Priest spell list. A Priest primary casting ability is Wisdom, which effect spell DCs, bonus spell points and level of spell the Priest is able to cast.
To prepare and cast a spell, a Priest needs an Wis score of at least 10 + the spell level. A Priest gains bonus SP equal to the cost of the highest level spell he can cast x his Wis modifier, so a Priest with 16 Wis (+3 modifier) that can cast 4th level spells (cost of 7) gets 21 bonus SP.
A Priest can also cast from Domains using the SP in his Domain Pool. The Priest starts with access to one Domain but gains access to a second at level 7 and a third at level 13. The Domains the Priest has access to is based on the Priest's God.
Spells cast from Domains are cast spontaneously, but normal spells must be prepared. The Priest can prepare a number of spells per day equal to the amount shown on the table above.
A Priest can cast his Priest level + his Wis modifier 0-level spells per day. If this allotment is used, the Priest may spend 1 spell point to cast a 0-level spell.

Positive or Negative Energy: At 1st level, a Priest must choose whether he controls Positive or Negative Energy.
This choice effects other abilities of the Priest. Lay on Hands, Ranged Cure/Inflict and the ability to Turn or Rebuke is effected.
A Priest who chooses Positive Energy cannot take the Rebuke feat. A Priest who chooses Negative Energy cannot take the Turn feat.
The Priest can still cast spells that use the opposite type of energy.

Lay on Hands (Su): A Priest may channel their chosen Energy type to heal or deal damage. Positive Energy heals the living and harms undead while Negative Energy heals the undead and harms the living.
A Priest can channel a number of points equal to his Priest level x his Charisma bonus. For example: a 3rd Level Priest with 16 Charisma (+3 modifier) can channel 9 points of energy.
To use this as an attack you must make a melee touch attack that doesn't provoke attacks of opportunity.

Turning Feats: A Priest gains a bonus turning feat at levels 1, 5, 10, 15 and 20. This choice is limited by his Positive or Negative Energy choice.

Ranged Cure/Inflict (Sp): Starting at second level, the Cure or Inflict spells can be cast at a very short range. Priests who choose Positive Energy can cast Cure spells at range and Priests who choose Negative Energy can cast the Inflict spells at range.
The effect becomes a Ray and you must roll a ranged touch attack against an unwilling target.

Sorcerer
Hit Dice: d6
Skills (4+Int mod): Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Cha), Tumble (Dex), Use Magic Device (Cha)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Spell Points|Spell Level|Special
1|+0|+0|+2|+2|4|1|Favoured Spell (0), Recharge, Eschew Materials, Mage Edge
2|+1|+0|+3|+3|6|1|Favoured Spell (1st)
3|+2|+1|+3|+3|9|2|Light Armoured Casting
4|+3|+1|+4|+4|13|2|-
5|+3|+1|+4|+4|18|3|Favoured Spell (2nd)
6|+4|+2|+5|+5|26|3|-
7|+5|+2|+5|+5|34|4|Favoured Spell (3rd)
8|+6/+1|+2|+6|+6|46|4|-
9|+6/+1|+3|+6|+6|58|5|Favoured Spell (4th)
10|+7/+2|+3|+7|+7|74|5|-
11|+8/+3|+3|+7|+7|90|6|Favoured Spell (5th)
12|+9/+4|+4|+8|+8|110|6|-
13|+9/+4|+4|+8|+8|130|7|Favoured Spell (6th)
14|+10/+5|+4|+9|+9|154|7|-
15|+11/+6/+1|+5|+9|+9|178|8|Favoured Spell (7th)
16|+12/+7/+2|+5|+10|+10|206|8|-
17|+12/+7/+2|+5|+10|+10|234|9|Favoured Spell (8th)
18|+13/+8/+3|+6|+11|+11|266|9|-
19|+14/+9/+4|+6|+11|+11|300|9|Favoured Spell (9th)
20|+15/+10/+5|+6|+12|+12|350|9|Improved Favourites[/table]

Spells Known
{table=head]Level|0th|1st|2nd|3th|4th|5th|6th|7th|8th|9th
01|4|2|-|-|-|-|-|-|-|-
02|5|2|-|-|-|-|-|-|-|-
03|5|3|-|-|-|-|-|-|-|-
04|6|3|1|-|-|-|-|-|-|-
05|6|4|2|-|-|-|-|-|-|-
06|7|4|2|1|-|-|-|-|-|-
07|7|5|3|2|-|-|-|-|-|-
08|8|5|3|2|1|-|-|-|-|-
09|8|5|4|3|2|-|-|-|-|-
10|9|5|4|3|2|1|-|-|-|-
11|9|5|5|4|3|2|-|-|-|-
12|9|5|5|4|3|2|1|-|-|-
13|9|5|5|5|4|3|2|-|-|-
14|9|5|5|5|4|3|2|1|-|-
15|9|5|5|5|4|4|3|2|-|-
16|9|5|5|5|4|4|3|2|1|-
17|9|5|5|5|4|4|3|3|2|-
18|9|5|5|5|4|4|3|3|2|1
19|9|5|5|5|4|4|3|3|3|2
20|9|5|5|5|4|4|3|3|3|3[/table]

Weapon and Armour Proficiencies: A Sorcerer is proficient with all simple weapons, plus one martial weapon that is chosen at 1st level. Sorcerers are proficient with light armour, but not shields.

Spells: A Sorcerer casts Blood Magic spells from the Sorcerer spell list. A Sorcerer's primary casting ability is Charisma, which effect spell DCs, bonus spell points and level of spell the Sorcerer is able to cast.
To cast a spell, a Sorcerer needs an Cha score of at least 10 + the spell level. A Sorcerer gains bonus SP equal to the cost of the highest level spell he can cast x her Cha modifier, so a Sorcerer with 16 Cha (+3 modifier) that can cast 4th level spells (cost of 7) gets 21 bonus SP.
A Sorcerer casts spontaneously from the list of spells she knows. The number of spells she knows is shown in the table above. A Sorcerer may change one spell she knows each time she gains a new Sorcerer level.
A Sorcerer can cast 3 + his Cha modifier 0-level spells per day. If this allotment is used, the Sorcerer may spend a spell point to cast a 0-level spell.

Eschew Materials: At 1st level, a Sorcerer gains Eschew Materials as a bonus feat.

Mage Edge (Su): A Sorcerer may add her Charisma modifier on damage rolls with any spell that requires an attack roll.

Favoured Spells: A Sorcerer chooses a favoured spell from each spell level as shown on the table. The favoured spells for 0- and 1st-level spells become free to cast whenever the Sorcerer wants. The higher level favoured spells cost two points less to cast, so 2nd-level spells cost 1 SP, 3rd-level spells cost 3 SP, and so on.
A Sorcerer can change her favoured spells each time she gains a level and a favoured spell must be on her spells known list.

Recharge (Su): A Sorcerer can spend 1 round of centring her mind to draw magic into her body from the outside world. This recharge regains a number of SP equal to the highest costing spell level the Sorcerer can cast, so a Sorcerer that can cast 5th level spells recharges 9 SP. This can be done infinitely, but cannot be performed in areas where there is low to no magic, such as in a dead-magic zone.

Improved Favourites: A Sorcerer at level 20 gains the ability to cast their favoured spells at an even cheaper cost. All spells cost a further two SP less and the 2nd-level favoured spell becomes free to cast.

Wizard
Hit Dice: d4
Skills (2+Int mod): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Int)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Spell Points|Spell Level|Special
1|+0|+0|+0|+2|8|1|Scribe Scroll, Speciallity, Convert Spell (0), Mage Edge
2|+1|+0|+0|+3|10|1|-
3|+1|+1|+1|+3|20|2|Convert Spell (1st)
4|+2|+1|+1|+4|24|2|-
5|+2|+1|+1|+4|42|3|Bonus Feat, Convert Spell (2nd)
6|+3|+2|+2|+5|50|3|-
7|+3|+2|+2|+5|76|4|Convert Spell (3rd)
8|+4|+2|+2|+6|88|4|-
9|+4|+3|+3|+6|113|5|Convert Spell (4th)
10|+5|+3|+3|+7|129|5|Bonus Feat
11|+5|+3|+3|+7|180|6|Convert Spell (5th)
12|+6/+1|+4|+4|+8|200|6|-
13|+6/+1|+4|+4|+8|250|7|Convert Spell (6th)
14|+7/+2|+4|+4|+9|274|7|-
15|+7/+2|+5|+5|+9|332|8|Bonus Feat, Convert Spell (7th)
16|+8/+3|+5|+5|+10|360|8|-
17|+8/+3|+5|+5|+10|375|9|Convert Spell (8th)
18|+9/+4|+6|+6|+11|441|9|-
19|+9/+4|+6|+6|+11|458|9|Convert Spell (9th)
20|+10/+5|+6|+6|+12|500|9|Bonus Feat[/table]

Prepare per day
{table=head]Level|0th|1st|2nd|3th|4th|5th|6th|7th|8th|9th
01|3|1+1|-|-|-|-|-|-|-|-
02|4|2+1|-|-|-|-|-|-|-|-
03|4|2+1|1+1|-|-|-|-|-|-|-
04|4|3+1|2+1|-|-|-|-|-|-|-
05|4|3+1|2+1|1+1|-|-|-|-|-|-
06|4|3+1|3+1|2+1|-|-|-|-|-|-
07|4|4+1|3+1|2+1|1+1|-|-|-|-|-
08|4|4+1|3+1|3+1|2+1|-|-|-|-|-
09|4|4+1|4+1|3+1|2+1|1+1|-|-|-|-
10|4|4+1|4+1|3+1|3+1|2+1|-|-|-|-
11|4|4+1|4+1|4+1|3+1|2+1|1+1|-|-|-
12|4|4+1|4+1|4+1|3+1|3+1|2+1|-|-|-
13|4|4+1|4+1|4+1|4+1|3+1|2+1|1+1|-|-
14|4|4+1|4+1|4+1|4+1|3+1|3+1|2+1|-|-
15|4|4+1|4+1|4+1|4+1|4+1|3+1|2+1|1+1|-
16|4|4+1|4+1|4+1|4+1|4+1|3+1|3+1|2+1|-
17|4|4+1|4+1|4+1|4+1|4+1|4+1|3+1|2+1|1+1
18|4|4+1|4+1|4+1|4+1|4+1|4+1|3+1|3+1|2+1
19|4|4+1|4+1|4+1|4+1|4+1|4+1|4+1|3+1|3+1
20|4|4+1|4+1|4+1|4+1|4+1|4+1|4+1|4+1|4+1[/table]

Weapon and Armour Proficiencies: A Wizard is proficient with clubs, daggers, heavy crossbow, light crossbows and quarterstaffs. They are not proficient with armour or shields.

Spells: A Wizard casts Arcane spells from the Wizard spell list. A Wizard's primary casting ability is Intelligence, which effect spell DCs, bonus spell points and level of spell the Wizard is able to cast.
To prepare and cast a spell, a Wizard needs an Int score of at least 10 + the spell level. A Wizard gains bonus SP equal to the cost of the highest level spell he can cast x his Int modifier, so a Wizard with 16 Int (+3 modifier) that can cast 4th level spells (cost of 7) gets 21 bonus SP.
The Wizard can prepare a number of spells per day equal to the amount shown on the table above.
A Wizard can cast 3 + his Int modifier 0-level spells per day. If this allotment is used, the Wizard may spend a spell point to cast a 0-level spell.

Spellbook: A Wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Wizards can prepare from memory.
A Wizard begins play with a spellbook containing any 0-level Wizard spells he wants in his spellbook (cannot be from his prohibited schools) plus three 1st-level spells of his choice. For each point of Intelligence bonus the Wizard has, the spellbook holds one additional 1st-level spell of his choice. At each new Wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a Wizard can also add spells found in other Wizards’ spellbooks to his own.

Scribe Scroll: At 1st level, a Wizard gains Scribe Scroll as a bonus feat.

Speciallity: At 1st level, a Wizard must choose a school of magic to specialise in. This school is granted a +1 to Cast Level that stacks with the Spell Focus feat and prepares and extra spell per spell level that must be of that school as shown on the table above.
When choosing this, a Wizard must also choose 3 other schools. These schools are given a -2 to Caster Level and the Wizard cannot cast spells from these schools at his highest level.
For example, a Wizard that chooses to bar Illusion who wants to cast Invisibility must wait until level 5 when he can cast 3rd level spells to prepare Invisibility in a 2nd level slot rather than be able to cast it at level 3.

Convert Spell: A Wizard can convert a spell from any class into a Wizard spell that he can then use. Doing this requires an identified scroll that is expended in the attempt.
First the Wizard must make a Knowledge check. Arcana is used for Bard and Sorcerer spells, Nature is used for Druid and Ranger spells, and Religion is used for Champion and Priest spells. The DC is 15 + the spell's level.
Next the Wizard must make a Spellcraft check. The DC is 25 + the spell's level.
The spell takes up the normal 1 page per spell level and 100 Gp per spell level to write into the spellbook. A Wizard can only Convert up to the spell level shown on the table above.

Mage Edge (Su): A Wizard may add his Intelligence modifier on damage rolls with any spell that requires an attack roll.

Bonus Feats: These bonus feats must be chosen from this list: Any metamagic feat, any item creation feat, Spell Mastery, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Counterspell, any Reserve Feat.
The Wizard must still meet all prerequisites for the chosen feat and these feats are in addition to feats gained through levelling.

-----

Monster Race Edits
Goblin
Small Humanoid (Goblinoid)
Senses DV60
Automatic Languages Goblin
Bonus Languages Draconic, Elven, Giant, Gnoll, Human
---------------------------------------------------------------
Speed 20
Space / Reach 5 / 5
---------------------------------------------------------------
Abilities S-2, D+2, I+2, Ch-2
Skills +4 racial bonus on Hide and Move Silently checks
---------------------------------------------------------------
Alignment Usually Neutral Evil
Favoured Class Rogue

Orc
Medium Humanoid (Orc)
Senses LLV
Automatic Languages Orc
Bonus Languages Dwarven, Giant, Gnoll, Goblin, Human
---------------------------------------------------------------
Speed 30
Space / Reach 5 / 5
---------------------------------------------------------------
Abilities S+4, Co+2, I-2, W-2, Ch-2
Feats Improved Toughness (even if the Orc doesn't qualify for the feat)
Skills +4 racial bonus to Intimidate checks
---------------------------------------------------------------
Alignment Often Chaotic Evil
Environment Temperate Hills
Favoured Class Barbarian

Half-Race Templates
These half-race templates can only be applied to a creature that is the same size category as creature that the template is inherited from. This means that you could be a Half-Orc Human, but not a Half-Goblin Human. This rule applies to the Half-Race templates here, not any others such as Half-Dragon or Half-Fiend. Dwarves are the exception to this, as they can breed with both Small or Medium creatures.

The subtype gained is in addition to the base creature's normal subtypes. The base creature is treated as a member of that race for determining effects (such as Bane weapons, holding certain magical weapons or qualifying for feats and prestige classes) as well as the base creature's own.

The template cannot be applied to races that the Half-Race already belongs to. This means no Half-Elf Elves.

The +1/2 LA is for use with my Experience Adjustment system. If you want to use these and not my XPA system, then the LA of these Half-Races is +1 instead.

Half-Human
Retains Type; Medium (Human)
---------------------------------------------------------------
SQ Natural Talent
Skills +4 skill points at first level
---------------------------------------------------------------
Natural Talent (Ex): A Half-Human gains a +2 Racial bonus to any abilty score of his choice.
---------------------------------------------------------------
Level Adjustment +1/2

Half-Elf
Retains Type; Medium (Elf)
---------------------------------------------------------------
Abilities: +2 Dex
SQ: Detect Secret Doors
Skills: +2 Racial bonus to Listen checks
---------------------------------------------------------------
Detect Secret Doors (Ex): A Half-Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if the Half-Elf were actively searching for it.
---------------------------------------------------------------
Level Adjustment +1/2

Half-Orc
Retains Type; Medium (Orc)
---------------------------------------------------------------
Abilities: +2 Str
Skills: +2 Racial bonus on Intimidate checks
---------------------------------------------------------------
Level Adjustment +1/2

Planetouched
These are the Templates for the two Monster Manual planetouched. Unlike my Half-Race templates, they can be applied to any race.

Aasimar
Retains Size and Type (Planetouched)
Senses DV60
Bonus Languages Add Celestial
---------------------------------------------------------------
Resistances Acid 5, Cold 5, Electricity 5
---------------------------------------------------------------
Speed 30
Spell-like abilities (CL 1 or HD)
1/day- Daylight
---------------------------------------------------------------
Abilities W+2, Ch+2
Skills +2 Racial bonus to Spot and Listen checks
---------------------------------------------------------------
Alignment Usually Good (any)
Favoured Class Champion
Level Adjustment +1

Tiefling
Retains Size and Type (Planetouched)
Senses DV60
Bonus Languages Add Infernal or Abyssal (player's choice)
---------------------------------------------------------------
Resistances Cold 5, Electricity 5, Fire 5
---------------------------------------------------------------
Speed 30
Spell-like abilities (CL 1 or HD)
1/day- Darkness
---------------------------------------------------------------
Abilities D+2, I+2
Skills +2 Racial bonus to Bluff and Hide checks
---------------------------------------------------------------
Alignment Usually Evil (any)
Favoured Class Rogue
Level Adjustment +1

Planetouched Subtype
For spells and effects that target a type of creature, you may choose to be an Outsider or your base type.

Coming Soon: More Half-Races

Rin_Hunter
2010-04-23, 07:10 AM
Post 2: My Races and Classes

My Races
Ri - Made specifically for my setting, but feel free to look over and adapt to your own setting (Now with fluff)
Fluff
The Ri are a highly magical race descended from Humans and High Elves mainly, but with many mixed heritages in their blood as well. The first started appearing in the 2nd Era, shortly before the Kingdom of Cora was formed.

Personality: The Ri are a curious people and generally quite cheerful. All Ri, no matter the personality, are attracted to magic and most collect magic items for fun, but they also collect shiny or pretty things, which is why people say that they also descend from dragons.
Physical Description: The Ri stand between 5 feet and a little under 6 feet tall and weigh between 87 and 128 pounds. They are a thin race, but are not quite as frail as Elves. A Ri’s skin is ranges from very pale white to a chalky brown. Their hair and eyes are pastel colours of blue, green, brown, yellow and purple. A Ri’s facial and body hair, as well as their nails, grow very slowly, so a male may not have to shave for more than a decade to get rid of stubble. The Ri never die of old age and their looks don’t deteriorate over time.
Relations: The Ri get on very well with any race. They tend to hold no grudges, but individuals may hold exceptions. They are quite happy to take short-term partners of any race, but will likely only take an Elf or Ri as a long-term partner.
Alignment: Like Humans, the Ri can hold any alignment, but there is more of a tendency towards chaos than law, but there are still many neutral or lawful Ri. Good and evil is based entirely on individuals for Ri, but most tend to follow what their parents were.
Ri Lands: The Ri have no lands of their own, but are mostly found in Cora. In the 5th Era onwards, the Kings of Cora are Ri, but it is still considered a mainly Human land.
Religion: The Ri often worship Solis, the God of Magic, and pay him respect even if they worship another God. Ri also have a tendency to worship highly magical being, such as Demon Lords. Most pay respect to natural magic and take a pilgrimage to the Great Maelstrom travelling only by magic at least once in their lifetime.
Language: The Ri have their own language that is a variant of Draconic. It uses the same alphabet, but the grammar and vocabulary is different. They are also taught a Human and Elven language when they are growing up.
Names: The Ri use Elven names, but not quite in the same way as the Elves. They take 5 or 6 Elven words that make a sentence or have some meaning and string them together as a name. Most other races will shorten this name down to 1 or 2 syllables unless the Ri objects, which is rare.
Adventurers: The Ri often become casters of magic and adventure into the world to find magic items for their collection. The Ri favour classes that allow them to cast a lot of spells each day or allow for variety, favouring Arcane over Divine. The Ri also have a fascination with New Magic in the 5th Era and the most powerful Incanters are Ri. Ri tend to travel a lot over the first few centuries of life before settling down.

Reproduction: Female Ri are only fertile on each century birthday for that day. During this time, they become closed-off and quiet, often meditating throughout the entire day unless they have a mate that they wish to have a child with. Like Humans, male Ri remains fertile at all times of the year.
Aging: As noted in the Physical Description, the Ri never age beyond adulthood, though their personality does change over time. During the first few centuries of their life, the Ri tend to act like Humans at around age 20, generally enjoying life and following their own path. After a few hundred years have passed, they tend to calm and become quite dedicated in all their efforts. Ancient Ri tend to function as sages in any culture and become hermits more often than not.

Medium Humanoid (Human, Elf, Shapechanger)
Automatic Languages Ri, Human (Home Region), Elven (Nearest to Home Region)
Bonus Languages Any non-secret
---------------------------------------------------------------
Immunities Sleep spells and effects
---------------------------------------------------------------
Speed 30
Space / Reach 5 / 5
Special Actions Change Form
Spell-like Abilities
At Will - Detect Magic
---------------------------------------------------------------
Abilities Intelligence +2, Wisdom +2, Charisma +2
SQ Fast Incantations, Natural Talent, Trance
---------------------------------------------------------------
Change Form (In): Ri can perform the Change Form Incantation with no need for a Truespeak check or the required focus. The change is limited between the Qual-Ri, Saar-Ri and Mika-Ri. This change cannot be dispelled and the Ri can use this ability to change between the three at their choice. This change can be done in 5 minutes instead of 10 thanks to the Fast Incantations ability of the Ri (below). The default state is the Qual-Ri.
Fast Incantations (In): Incantations are cast faster than normal by one step (1 round > Full-round > Move > Standard > Free > Swift > Immediate) or the time is halved if the incantation takes longer than 1 round).
Natural Talent (Ex): Because Ri are an intellectual and social race, at level 1 a Ri chooses an ability score from Intelligence, Wisdom or Charisma and gains a +2 racial bonus to it.
Trance: A Ri does not sleep. Instead, it enters a meditative state known as Trance. 2 hours in Trance provide the same benefit as a Human who gets 8 hours of sleep. In Trance, the Ri have a heightened connection to the Great Maelstrom, which sustains them, and they dream of all the spells currently being cast around the world.
---------------------------------------------------------------
Alignment Any
Favoured Class Incanter
XP Adjustment +3000

Qual-Ri (People of the Land)
Speed +10 racial bonus

Saar-Ri (People of the Sky)
Fly Speed 30 feet (Good manoeuvrability)

Mika-Ri (People of the Sea)
Swim Speed 30 feet
Amphibious (Ex): The Ri may breathe both in and out of water. The Ri is unaffected by the differences in salt and fresh water.
Skills +8 racial bonus on Swim checks. A Ri may take 10 while swimming even when it is not normally able to do so.

Sanai - Currently being play-tested
The Sanai are a race with a rich culture of hunting, living in the wild lands near the Great Maelstrom. It is impossible to tell whether they are feline or canine, as the young look more like wolves, while the elders have manes like lions.

Medium Humanoid (Sanai)
Senses SLLV, DV60, Scent
Automatic Languages Sanai
Bonus Languages Draconic, Giant, Orc
---------------------------------------------------------------
Saves +2 racial bonus against poison
---------------------------------------------------------------
Speed 50
Space / Reach 5 / 5
Special Actions Hunting Mark
---------------------------------------------------------------
Abilities Dexterity +2
Feats Track
Skills +2 racial bonus on Hide, Listen, Move Silently and Spot checks
---------------------------------------------------------------
Hunting Mark (Ex): A Sanai may spend 1 full hour watching his target undetected. Afterwards, he gains his HD as a bonus on attack and damage rolls against that one target. A Sanai can only have one hunting mark at a time and the Sanai loses this bonus if he loses track of his target for more than one week.
---------------------------------------------------------------
Alignment Usually Lawful Neutral
Favoured Class Hunter

My Classes
Hunter
Hit Dice: d8
Skills (6+Int mod): Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Special
01|+0|+2|+2|+0|Hunter's Mark, Animal Companion, Track, Trackless Step
02|+1|+3|+3|+0|Poison Resistance +2
03|+2|+3|+3|+1|Bonus Feat, Woodland Stride
04|+3|+4|+4|+1|Agile Body
05|+3|+4|+4|+1|Quicken Mark
06|+4|+5|+5|+2|Poison Resistance +4, Pounce
07|+5|+5|+5|+2|Bonus Feat
08|+6/+1|+6|+6|+2|Precise Attack
09|+6/+1|+6|+6|+3|Marked Ability (Str)
10|+7/+2|+7|+7|+3|Quicken Mark
11|+8/+3|+7|+7|+3|Bonus Feat
12|+9/+4|+8|+8|+4|Disease Resistance +2
13|+9/+4|+8|+8|+4|Marked Ability (Dex)
14|+10/+5|+9|+9|+4|Improved Precise Attack
15|+11/+6/+1|+9|+9|+5|Quicken Mark, Bonus Feat
16|+12/+7/+2|+10|+10|+5|Improved Agile Body
17|+12/+7/+2|+10|+10|+5|Marked Ability (Con)
18|+13/+8/+3|+11|+11|+6|Disease Resistance +4
19|+14/+9/+4|+11|+11|+6|Bonus Feat
20|+15/+10/+5|+12|+12|+6|Quicken Mark, Greater Precise Attack[/table]

Weapon and Armour Proficiencies: The Hunter is proficient with all simple weapons, plus the shortbow and longbow. The Hunter is proficient in light armour, but not shields.

Hunter's Mark (Ex): A Hunter may spend 1 full hour watching his target undetected. Afterwards, he gains his class level as an insight bonus on attack and damage rolls against that one target. A Hunter can only have one hunting mark at a time and the Hunter loses this bonus if he loses track of his target for more than one week.
This bonus stacks with the Sanai's racial Hunter's Mark.

Animal Companion: The Hunter gains an Animal Companion as a Druid of his level (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion). Unlike the Druid, a Hunter may not gain an alternate Animal Companion at higher levels.

Track: At 1st level, the Hunter gains Track as a bonus feat. If he already has Track from another class or his race, he may choose a bonus feat from the list below.

Trackless Step (Ex): A Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Poison Resistance (Ex): A Hunter becomes resistant to the effects of poison at 2nd level. The Hunter gains a +2 bonus against poison. This bonus increases to +4 at 6th level.

Bonus Feat: At every class level divisible by 3, a Hunter gains a bonus feat from this list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Far Shot, Greater Two-Weapon Fighting, Improved Feint, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Toughness, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Manyshot, Mobility, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ride-By-Attack, Run, Shot-On-The-Run, Spirited Charge, Spring Attack, Stealthy, Stunning Fist, Trample, Two-Weapon Defence, Two-Weapon Fighting, Weapon Finesse, Whirlwind Attack.
The Hunter must still meet all the prerequisits for the feat.

Woodland Stride (Ex): Starting at 3rd level, a Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect his.

Agile Body (Ex): For every four class levels, a Hunter gains a +1 Dodge bonus to his AC (+1 at 4th, +2 at 8th, +3 at 12th, and so on). This bonus does not apply if the Hunter is wearing medium or heavy armour or if he is carrying more than a light load.

Quicken Mark: At every class level divisible by 5, the Hunter gains Quicken Mark as a bonus feat.

Pounce (Ex): At 6th level, a Hunter gains the ability to make a full-attack after a charge.

Precise Attack (Ex): Starting at level 8, a Hunter may make an aimed attack at a body part as though it was 1 size smaller than normal instead of two.

Marked Ability (Ex): Starting at 9th level, a Hunter may instead attack a Mark's Strength score. On a successful hit against the target's normal AC, the Hunter deals damage to the ability equal to half his Mark bonus. At 13th level the Hunter may instead attack the Mark's Dexterity score and at 17th level the Hunter may attack the Mark's Constitution score.

Disease Resistance (Ex): Starting at 12th level, a Hunter gains a +2 bonus on saves against all diseases, including magical diseases. This bonus improved to +4 at level 18.

Improved Precise Attack (Ex): At 14th level, a Hunter may make an aimed attack at a body part as though it was the same size category instead of smaller.

Improved Agile Body (Ex): At 16th level, a Hunter may add half his class level to his AC as a dodge bonus instead of one quarter (+8 at 16th, +9 at 18th, +10 at 20th and so on).

Greater Precise Attack (Ex): At 20th level, a Hunter may make an aimed attack at a body part as though it was one size larger instead of smaller.

Incanter
Hit Dice: d4
Skills (4+Int mod): Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge (Arcana) (Int) Listen (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Truespeak (Int)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Special|Incantations Known
01|+0|+0|+0|+2|Incantation Limit Increase, Sonic Strike +1d6|2
02|+1|+0|+0|+3|Sonic Resistance|3
03|+1|+1|+1|+3|Sonic Strike +2d6|3
04|+2|+1|+1|+4|Shape Strike|4
05|+2|+1|+1|+4|Sonic Strike +3d6, Meta-Incant Feat|4
06|+3|+2|+2|+5|Strike Ability|5
07|+3|+2|+2|+5|Sonic Strike +4d6|5
08|+4|+2|+2|+6|Tireless Incanting (First)|6
09|+4|+3|+3|+6|Sonic Strike +5d6|6
10|+5|+3|+3|+7|Meta-Incant Feat |7
11|+5|+3|+3|+7|Sonic Strike +6d6|7
12|+6/+1|+4|+4|+8|Incantation Limit Increase|8
13|+6/+1|+4|+4|+8|Sonic Strike +7d6|8
14|+7/+2|+4|+4|+9|Tireless Incanting (Second)|9
15|+7/+2|+5|+5|+9|Sonic Strike +8d6, Meta-Incant Feat|9
16|+8/+3|+5|+5|+10|Shape Strike|10
17|+8/+3|+5|+5|+10|Sonic Strike +9d6|10
18|+9/+4|+6|+6|+11|Strike Ability|11
19|+9/+4|+6|+6|+11|Sonic Strike +10d6|11
20|+10/+5|+6|+6|+12|Sonic Immunity, Meta-Incant Feat|12[/table]

Weapon and Armour Proficiencies: An Incanter is proficient with all simple weapons, but not with any armour or shields.

Incantations: Although anyone can learn Incantations, the Incanter automatically learns them as she gains levels. To use an Incantation, an Incanter must meet the required hit dice and Truespeak ranks and succeed on a Truespeak check.
She begins with 2 Incantations at first level and learns one extra at each even level, to a maximum of 12 at level 20. This limit does not include Incantations learned by any other means.

Sonic Strike (In): And Incanter's Sonic Strike is a 60ft Ray of sonic energy that damages the target. The Incanter must succeed on a ranged touch attack in order to hit with the Strike. The damage starts at 1d6 and increases by a further 1d6 at each odd class level.

Incantation Limit Increase: An Incanter adds her Intelligence bonus to her Constitution score (Or Charisma if she lacks a Constitution score) in order to determine her limit.
At level 12, an Incanter instead adds double her Intelligence bonus to determine her limit.

Sonic Resistance (Su): An Incanter of at least 2nd level has Sonic Resistance equal to her class level.

Shape Strike (In): At 4th level, an Incanter may choose an additional shape that her Sonic Strike may take instead of a 60ft Ray. The shape me be changed each time the Incanter uses the Sonic Strike from the options chosen.
The additional shapes are: 120ft Ray, 15ft Cone, 10ft Spread, 15ft Line. The 120ft Ray is an improvement and thus overrides the original distance.
At 16th level, the Incanter may choose another shape from this list or from the list above: 240ft Ray, 30ft Cone, 20ft Spread, 30ft Line. The Incanter must have the lower version in order to take the higher version, so the Incanter may not skip from 60ft Ray to 240ft Ray, or go from no Cone shape to the 30ft Cone.

Meta-Incant Feat: At each class level divisible by 5, the Incanter gains a bonus Meta-Incant Feat.

Strike Ability (In): At level 6, an Incanter may have her Sonic Strike Deafen any creature it hits for 1d3+Int bonus rounds. In addition to this the Incanter may choose an extra condition to add to her Sonic Strike from this list: Dazed, Fatigued, Knocked Prone, Shaken, Sickened, Stunned.
Conditions that have multiple stages, such as sickened and shaken, have their durations overlap if multiple Sonic Strikes are used.
So a target me be struck and Shaken for 5 rounds, then on round 2, they become Shaken for 6 rounds. This results in 1 round of Shaken, 4 rounds of Frightened, then 2 rounds of Shaken.
At level 18, the Incanter may choose an extra condition to add to her Sonic Strike. All conditions chosen by the Incanter can be used or not used with each Strike, including the deafened condition.

Tireless Incanting: At level 8, an Incanter may pass her limit without becoming Fatigued. Instead, she becomes Fatigued at 1.5 times her limit, Exhausted at 2 times her limit and magicless at 2.5 times her limit.
At level 14, an Incanter may further pass her limit and no longer becomes magicless after enough Incantations are used. She becomes Fatigued at 2 times her limit, Exhausted at 2.5 times her limit and can no longer use Incantations after casting 3 times for limit.

Sonic Immunity (Su): At level 20, an Incanter becomes immune to Sonic damage.

Soul Collector
Hit Dice: d8
Skills (4+Int mod): Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)

{table=head]Level|Base Attack|Fortitude|Reflex|Will|Special
01|+0|+2|+0|+2|Rebuke Undead, Soul Collection, Soul Strike, Negative Energy Healing
02|+1|+3|+0|+3|Positive Energy Resistance
03|+2|+3|+1|+3|Undead Animation, Command Undead
04|+3|+4|+1|+4|Consume Soul
05|+3|+4|+1|+4|Stagnate Soul
06|+4|+5|+2|+5|Soul Detonation
07|+5|+5|+2|+5|Haunting
08|+6/+1|+6|+2|+6|Capture Spirit
09|+6/+1|+6|+3|+6|Improved Animation
10|+7/+2|+7|+3|+7|Raise Soul
11|+8/+3|+7|+3|+7|Cloak of Undeath
12|+9/+4|+8|+4|+8|Improved Soul Detonation
13|+9/+4|+8|+4|+8|Improved Haunting
14|+10/+5|+9|+4|+9|Soul Shield
15|+11/+6/+1|+9|+5|+9|Improved Collection
16|+12/+7/+2|+10|+5|+10|Improved Stagnate Soul
17|+12/+7/+2|+10|+5|+10|Resurrect Soul
18|+13/+8/+3|+11|+6|+11|Greater Soul Detonation
19|+14/+9/+4|+11|+6|+11|Soul Stealing
20|+15/+10/+5|+12|+6|+12|Greater Haunting[/table]

Weapon and Armour Proficiencies: A Soul Collector is proficient in all Simple weapons,plus one Martial weapon chosen at level 1. She is also proficient in Light armour,as well as Shields (but not Tower Shields).

Rebuke Undead: A Soul Collector gains Rebuke Undead as a Bonus Feat at level 1.

Soul Collection (Su): A Soul Collector has the ability to touch the body of a creature that has died within one round of its death in order to obtain its soul. The Soul Collector's Collection forms an aura around her that can be visible or invisible at the Collector's choice. Recalling a Soul from certain abilities is a swift action.
Each time the Collector steals a soul, it gains access to its Hit Dice for use in abilities such as Soul Strike. As Souls are used by abilities, they lose HD, thus losing levels if they are resurrected. Any soul that reaches has its HD lowered and is then Resurrected will have actually lost those levels. If a creature has Racial HD, it comes back with the normal amount for its race.
If a Soul Collector dies, all souls are released and any ongoing effects such as Undead Animation ends instantly. At any time a Soul Collector may release a particular soul. A Soul Collector may also give souls to another Soul Collector by touching them, though a soul with more than 1 HD cannot be partially traded.
A successful Turn Undead check causes the Soul Collector's collection to scatter, making the Collector lose most of its abilities. The Collection stays scattered for 3d4 rounds.

Negative Energy Healing (Su): A Soul Collector that has at least 1 HD of souls in her collection heals using negative energy is harmed by positive energy.

Soul Strike (Su): A Soul Collector may expend 1 HD of souls in order to deal 1d6 negative energy damage as a ranged touch attack against a target. The soul used is then freed. This is a 60ft long Ray.
A Soul Collector may use more than 1 HD of souls. For each HD used, the Soul Strike does 1d6 damage. The Soul Collector may only spend 1 HD per class level.

Positive Energy Resistance (Su): The Soul Collector gains Positive Energy Resistance 1 for each soul she has in her collection to a maximum of 1/class level.

Undead Animation (Sp): Starting at level 3, a Soul Collector may transfer Souls into dead bodies she touches in order to control them. The Soul Collector must transfer a number HD into the body as the creature had in life.
This ability functions as the Animate Dead spell except as noted here. The body does not become a zombie or skeleton unless it has been partially or fully decompossed first. Fresh bodies retain all Extraordinary and Supernatural abilities.
A Soul Collector may only control 2/level of Undead created this way.

Command Undead: A Soul Collector gains Rebuke Undead as a Bonus Feat at level 3.

Consume Soul (Su): A Soul Collector of level 4 or above may abosorb 1 HD of souls in order to regain 1d4 Hp as a standard action. A Soul Collector may consume more than 1 HD souls at a time to regain an additional 1d4 healing up to 1 HD consumed/level at one time.
Consuming the last HD of souls on its own heals the Soul Collector 3d6 Hp instead.

Stagnate Soul (Su): As a ranged touch attack with a range of 60 feet, the Soul Collector of at least 5th level may cause the target creature's soul to stagnate. This allows the Soul Collector to reach the target's body in order to steal its soul within 1d4 + charisma modifier rounds instead of 1 round. This effect wears off in 1d6 + Cha modifier rounds and a Fortitude DC (10 + half class level + Cha modifier) negates. This effect does not stack with itself.

Soul Detonation (Su): Starting at level 6, a Soul Collector may spend 6 HD of souls to unleashe a burst of negative energy that deals 6d4 damage to all within 10ft of the Collector (excluding the Collector). Reflex DC (10 + half class level + Cha modifier) halves the damage.

Haunting (Su): Starting at 7th level, a Soul Collector may implant a creature with a Soul from her Collection. This creature is then possessed by the Soul. The Possessed takes 1 Wisdom damage each day until they are driven insane, at which point the Soul returns to the Collector. This Wisdom damage cannot be healed until the possessing soul has left. The Soul Collector may recall the possessing Soul at any time and may only implant one Soul into a creature.
A Will save (DC 14 + half class level + Cha mod) prevents the Possession upon entry or prevents the damage each day. Three successful saves in a row against the damage removes the possessing Soul.

Capture Spirit (Su): Starting at level 8, a Soul Collector may spend a successful Rebuke Undead attempt to instead capture and add to her Collection any incorporeal undead, such as a Ghost or a Wraith.

Improved Animation (Sp): Whenever a Soul Collector uses its Undead Animation on a fresh corpse, beginning at level 9, the created Undead retains its sentience and use of Blood Magic. It is still within the Soul Collector's control.
The control cap for the Undead Animation ability rises to 3/level.

Raise Soul (Sp): Starting at 10th level as a standard action, a Soul Collector may bring a soul back to life by inserting it into a dead body that is of the same size category as the soul was in life. The body then changes to look exactly as the soul did in life. In all other respects, this functions as the Raise Dead spell.

Cloak of Undead (Su): Starting at level 11, a Sould Collector with at least 20 HD of souls in her collection gains all benefits of being undead without actually becoming undead. This includes immunities and resistances, as well as no longer having to breath, eat or sleep.

Improved Soul Detonation (Su): Starting at 12th level, the Collector may spend more than 6 HD of souls on her Soul Detonation. Each additional HD grants an extra 1d4 damage. Also, each creature hit by the Soul Detonation gets a Negative level. Any creature that makes the save also avoids taking the negative level. A Soul Collector may spend no more HD than her class level.

Improved Haunting (Su): At 13th level, a Soul Collector may place more than one Soul in a creature's body, causing 1 point per creature per day to a maximum of 1 Soul for each HD the target has. Only one save is granted against damage each day, though a save is granted for each Soul trying to possess the target.

Soul Shield (Su): Starting at 14th level, a Soul Collector gains a deflection bonus to AC as long as she has at least one Soul in her Collection. This bonus is equal to half the number of Souls in her Collection rounded down (minimum 1) to a maximum of half her class level.

Improved Collection (Su): Starting at 15th level, the Soul Collector may collect souls at range. The Soul Collector may choose to automatically take souls within 30ft into her Collection. Souls of allies that are willing to be taken in can be taken from 60ft, but cannot be used in any abilities except Raise Soul and Resurrect Soul.

Improved Stagnate Soul (Su): The effect of Stagnate Soul no longer wears off after a time if the effected creature has not died within the time, starting at 16th level.

Resurrect Soul (Sp): Starting at 17th level, when a Soul Collector uses the Raise Soul ability the soul is restored to life without losing a level (or a point of Constitution if it was level 1), though by the True Ressurect spell.

Greater Soul Detonation (Su): A Soul Collector may spend all of her Souls on her Soul Detonation ability from level 18. To do this she must recall all Souls from her Haunting and Undead Animation abilities. This ability deals 1d6 damage for each soul used in this way to all creatures within a 20ft Radius. For every 10 HD of souls used in this ability, any creature hit takes 1 Negative level. Reflex DC (14 + half class level + Cha modifier) halves the damage.

Soul Stealing (Su): At 19th level, a Soul Collector is able to make a touch attack against a possessed creature, another Soul Collector or any other creature that holds Souls in order to steal the Souls and add them to the Collection.
A Soul Collector may try to steal a Soul from a living creature by making a touch attack. The creature gets a Fortitude save (DC 14 + half class level + Cha mod) in order to negate this.
A Soul Collector may also touch an object that contains a soul in order to add the souls within to her collection.

Greater Haunting (Su): Starting at 20th level, a Soul Collector may control the actions of someone that one of her Souls is possession as a standard action. This control lasts for as long as the Soul Collector concentrates and is negated by a Will save (DC 15 + half Collector's level + Cha mod).

Rin_Hunter
2010-04-23, 07:11 AM
Post 3: Skills, Feats and Equipment

Edited Feats
Ambidexterity [General] - Updating an old feat
Prerequisites: Dexterity 15
Benefit: You may use either hand when performing actions and never count as using your off-hand. When fighting with two weapons, you may lessen the penalties to attack by 2 for both hands (meaning no penalties if you have the Two-Weapon Fighting feat and weild a one-handed and a light weapon).

Improved Ability [General] - Moving some Epic feats out of Epic and into a single feat
Benefit: Choose an ability score. This score improves by 1.
Special: This feat can be taken multiple times. Its effects stack. You may choose any ability score each time you take this feat.

Weapon Finesse
Benefit: You may use your Dexterity bonus instead of Strength bonus on attack rolls with all light weapons as well any martial or exotic weapons that state that this feat can be used with them.

New Feats
Armoured Caster
Any character that can automatically cast in armour (such as the bard or warlock) automatically gains the appropriate feat. A druid gains up to Medium and a warmage gains these feats as he levels.

Light Armoured Caster [General]
Prerequisites: Light Armour Proficiency
Benefit: You can cast in light armour without incurring the Spell Failure chance.

Medium Armoured Caster [General]
Prerequisites: Medium Armour Proficiency, Light Armoured Caster
Benefit: You can cast in medium armour without incurring the Spell Failure chance.

Heavy Armoured Caster [General]
Prerequisites: Heavy Armour Proficiency, Medium Armoured Caster
Benefit: You can cast in heavy armour without incurring the Spell Failure chance.

Turning Feats - Also contains reclassified feats
Turn [Turning]
Prerequisites: Charisma 13
Benefit: When choosing this feat, you must choose from this list: Animal, Construct, Plant, Undead, Vermin. You can turn your choice of creature 3 times per day plus your Charisma modifier.
Special: You can take this feat multiple times, choosing a different creature type each time.

Destroy [Turning]
Prerequisites: Turn Construct or Turn Undead, Charisma 15
Benefit: If you have double or more hit dice than your turning target, you destroy them instead of turning them.

Rebuke [Turning]
Prerequisites: Charisma 13
Benefit: When choosing this feat, you must choose from this list: Animal, Construct, Plant, Undead, Vermin. You can rebuke your choice of creature 3 times per day plus your Charisma modifier.
Special: You can take this feat multiple times, choosing a different creature type each time.

Command [Turning]
Prerequisites: Rebuke, Charisma 15
Benefit: If you have double or more hit dice that your turning target, you command them instead of rebuking them. You can command up to your own hit dice worth of HD of the targeted creatures.

Extra Turning [Turning]
Prerequisites: Turn or Rebuke
Benefit: You must select one of your Turn or Rebuke feats when choosing this feat. You can use that feat 4 additional times per day.
Special: You can take this feat multiple times. Its effects stack or you may choose a different Turn or Rebuke.

Improved Turning [Turning]
Prerequisites: Turn or Rebuke
Benefit: You must select one of your Turn or Rebuke feats when choosing this feat. You may use this feat as though you had an additional Hit Dice.
Special: can take this feat multiple times. Its effects stack or you may choose a different Turn or Rebuke.


Meta-Incant Feats
Empower Incantation [Meta-Incant]
Benefit: All variable, numerical effects of an Empowered Incantation are increased by one-half. Saving throws and opposed rolls are not affected, nor are Incantations without random variables. An Empowered Incantation has its Truespeak DC increased by +4.

Enlarge Incantation [Meta-Incant]
Benefit: You can alter an Incantation with a range of close, medium, or long to increase its range by 100%. An Enlarged Incantation with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range Incantations have a range of 200 ft. + 20 ft./level and long-range Incantations have a range of 800 ft. + 80 ft./level. An Enlarged Incantation has its Truespeak DC increased by +2.
Incantations whose ranges are not defined by distance, as well as Incantations whose ranges are not close, medium, or long, do not have increased ranges.

Extend Incantation [Meta-Incant]
Benefit: An Extended Incantation lasts twice as long as normal. An Incantation with a duration of concentration, instantaneous, or permanent is not affected by this feat. An Extended Incantation has its Truespeak DC increased by +2.

Maximize Incantation [Meta-Incant]
Benefit: All variable, numeric effects of an Incantation modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are Incantations without random variables. A Maximized Incantation has its Truespeak DC increased by +6.
An Empowered, Maximized Incantation gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Quicken Incantation [Meta-Incant]
Benefit: Casting a Quickened Incantation is an swift action. You can perform another action, even casting another Incantation, in the same round as you cast a Quickened Incantation. You may cast only one Quickened spell per round. An Incantation whose casting time is more than 1 full round action cannot be quickened. A Quickened Incantation has its Truespeak DC increased by +8. Casting a Quickened Incantation doesn’t provoke an attack of opportunity.

Widen Incantation [Meta-Incant]
Benefit: You can alter a burst, emanation, line, or spread shaped Incantation to increase its area. Any numeric measurements of the Incantation’s area increase by 100%.A Widened Incantation has its Truespeak DC increased by +6.
Incantations that do not have an area of one of these four sorts are not affected by this feat.

Other New Feats
Gestalt [General]
Prerequisites: 1st level only, two abilities that at least have a score of 16
Benefit: You become a Gestalt character, allowing you to take two classes at once, gaining benefits from both and taking the better of the HD, Base Attack and Saves.

Quicken Mark
Prerequisite: Hunter's Mark
Benefit: This feat reduces the time it takes to Mark a target one step as follows: 1 hour>10 minutes>1 minute>1 round>1 standard action> 1 move action> 1 free action>1 swift action> 1 immediate action.
Special: You may take this feat multiple times. Its effects stack.

Equipment
Life Dust
Life dust is the substance that The Life disolve into when they are destroyed. It causes those who touch it to develop a condition that was known as the White Plague, since the skin lost all colour in places and became a pure white, just like The Lifes'.

Disease: The White Plague
Infection on contact
Fortitude DC: 20
Incubation: 1d3 days
Damage: 1d8 Con, 1d8 Wisdom
Other Effect: Those who die or are driven insane because of this disease are raised as (or become) a Life, but without the additional Hit Dice.

---

A side note to this: The White Plague caused the extinction of both the Gnolls and Gnomes in my setting about 2000 years before the current date. Mostly this is due to my irrational hatred of Gnomes, but it also makes a good story piece.

Rin_Hunter
2010-04-23, 07:12 AM
Post 4: Magic and Psionics

I have created a new magic system that will most likely go here. I have called the spells Incantations and they are distinct from the Unearthed Arcana versions. They also require the Truespeak skill.

Magic
Living Undead
Transmutation
Level: Clr 3, DrNec 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: 1 Willing Corporeal Undead
Duration: Permanent (See text)
Saving Throw: None
Spell Resistance: None

This spell generates flesh and innards for an Undead creature, such as it had in life that do not interfere with its Undead body (such as a Mohrg's tongue). The Undead creature regains the Constitution score it had in life and looks like it did when it was alive in all respects. It is impossible to tell that the creature is Undead and not its original race while the spell is in effect except through the use of Detect Undead as it retains its Undead type. The Undead creature will also gain weight equal to how much flesh it gained (a fair amount for a Skeleton, while not as much for a Zombie, Ghoul or Wight).

The Undead now has the option to eat, sleep and breathe again, though these are still not required. The Undead now heals usual amount per night as though it was still alive.

If the Undead were never alive to begin with, then it gains a Constitution of 12. The Undead looks as close as possible to a living race, but there is a good chance that they will be recognised as an Undead under this spell. This spell only provides them a +10 modifier to Disguise checks if they attempt to pass as the living race they look most like.

As the Undead now has a Constitution score, it is now subject to critical hits, death effects, Constitution damage and drain, coup de grace, massive damage, disease, poison and Negative Levels.

If an Undead is damaged below half its maximum Hp (taking into account its possibly higher Constitution score), gets Negative Levels equal to its HD or if its Constitution reaches 0, the spell ends and it is revealed as an Undead creature. Constitution reaching 0 and Negative Levels equalling HD does not destroy the Undead instantly.

While this spell regrows reproductive organs, the undead remains sterile.

New Spell Lists
Priest
0-level spells
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

1st-level spells
Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Death Watch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favour, Doom, Endure Elements, Entropic Shield, Hide From Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection From Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I

2nd-level spells
Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Eagle’s Splendour, Enthral, Fox’s Cunning, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Negative Aura, Owl’s Wisdom, Positive Aura, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth

3rd-level spells
Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continuous Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility, Invisibility Purge, Locate Object, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Meld Into Stone, Obscure Object, Prayer, Protection From Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak With Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall

4th-level spells
Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Lesser Planar Ally, Neutralise Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues

5th-level spells
Atonement, Break Enchantment, Commune, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike, Greater Command, Insect Plague, Mark of Justice, Mass Cure Light Wounds, Mass Inflict Light Wounds, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep, True Seeing, Wall of Stone

6th-level spells
Animate Objects, Antilife Shell, Banishment, Blade Barrier, Create Undead, Find the Path, Forbiddance, Geas/Quest, Greater Dispel Magic, Greater Glyph of Warding, Harm, Heal, Heroes’ Feast, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Cure Moderate Wounds, Mass Eagle’s Splendour, Mass Fox’s Cunning, Mass Inflict Light Wounds, Mass Owl’s Wisdom, Planar Ally, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall

7th-level spells
Blasphemy, Control Weather, Destruction, Dictum, Ethereal Jaunt, Greater Restoration, Greater Scrying, Holy Word, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Refuge, Regenerate, Repulsion, Resurrection, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, Word of Chaos

8th-level spells
Antimagic Field, Cloak of Chaos, Create Greater Undead, Dimensional Lock, Discern Location, Earthquake, Fire Storm, Greater Planar Ally, Greater Spell Immunity, Holy Aura, Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Shield of Law, Summon Monster VIII, Symbol of Death, Symbol of Insanity, Unholy Aura

9th-level spells
Astral Projection, Energy Drain, Etherealness, Gate, Implosion, Mass Heal, Miracle, Soul Bind, Storm of Vengeance, Summon Monster IX, True Resurrection

Spell Changes
Name Changes
{table=head]Old Name|New Name
Consecrate|Positive Aura
Desecrate|Negative Aura
Dimension Door|Lesser Teleport[/table]

Fluff Changes
Consecrate and Desecrate have had their religious connotations removed. In my setting the altar to power up the spell must be made into a symbol that represents the Positive Energy and Negative Energy sources of magic respectively.


Different Magic Types
Divine Magic
Users: Champion, Priest
Divine magic is the magic that is granted by Gods to their Priests. Champions also gain Divine magic from their Gods. If a Champion does not worship a God, then Faret, God of Judgement, grants their magic as all Champions often must judge an opoonent before striking.

Arcane Magic
Users: Assassin, Bard, Beguiler, Duskblade, Warmage, Wizard
Arcane magic is learned through study or practice until it infuses the body for the caster to use at will. Bards learn their magic through poetry and song until it harmonises with their body. Assassins and Beguilers learn their magic in order to enhance their stealth and trickery. Duskblades and Warmages learn their magic through martial practice. Wizards are the exception as they teach their body to accept magic in way that allows the natural resonances of the spells to be changed each day, allowing them to prepare what spells they have at any given point in time.

Nature Magic
Users: Druid, Ranger, Spirit Shaman
Nature magic is drawn from the planet itself and is granted by the Earth God that guards over the plane. Druids and Spirit Shamans follow similar ways of life that allow them to unlock the planet's potential, while the Ranger works to protect nature and is thus rewarded.

Blood Magic
Users: Dread Necromancer, Shadowcaster, Sorcerer, Warlock
Blood magic is an odd category of magic as it is self-powered rather than taken from a God or the world around you. Dread Necromancers are born with the ability to control negative energy and this bloodline often comes from those who were turned into an Undead and the Resurrected at some point, then had children. The Shadowcaster can rarely be given to a user in an instant and then linger after a visit to the Plane of Shadow or somewhere with a deep connection to the plane. Sorcerers and Warlocks gain their power after bargaining with a powerful being that can control those forms of magics or by being descended from one.

Dead Magic Zones
Dead Magic Zones function like an Anti-Magic Field, except that they do not effect Blood Magic users (see the last spoiler). Abilities that draw on the outside world to function, such as the Sorcerer's recharging ability, do not function in a Dead Magic Zone.

Incantations
Incantations are a magic that is entirely verbal and can be learned by any class. These spells cast exactly as normal magic and follow the same rules, but have a few distinguishing features:

Requires Truespeak checks to cast Only verbal components Anyone can learn them Over-use can cause Fatigue, Exhaustion, then maybe Death

Each creature can cast a number of Incantations per day equal to their Constitution (Charisma for Undead and Constructs). Casting any more than this causes Fatigue as the body's internal magic is drawn out. This is bypasses any immunity to Fatigue.

Casting more than 1.5 times the limit causes Exhaustion. Again, this bypasses any immunity. Casting double the limit causes the body to lose all magic, causing the subject to lose access to all magic until they have rested for the required amount of time for their race (or 8 hours for those that don't rest).

Races that rely on magic to keep themselves alive and/or going (such as the Ri, Undead and Constructs) die instantly they cast more than double their limit.

The Incanter class improves the casting limit of creatures and grants additional effects.

Incantations (by minimum Truespeak requirements)
Spoken Spear
Minimum Hit Dice: 1
Required Ranks: 2
Casting Time: Standard Action
Duration: Instantaneous
Target: Line
Range: 30ft (See text)
Save: Reflex Negates
Base Save DC: 12
Truespeak DC: 10
A crystal spear appears in the air and flies straight foward. The first creature in the line must make a reflex save or be hit. If it misses, the next creature must make a the save at a +1 DC. This DC increases by 1 each time it misses.
A creature that is hit takes 1d8 piercing damage. This damage increases by 1d8 at every odd HD of the incanter. If a creature is reduced to below 0 Hp, the spear continues to fly forward and the next creature must make a save at the increased DC.
This incantation is subject to hardness of objects and damage reduction.

Mending Touch
Minimum Hit Dice: 1
Required Ranks: 2
Casting Time: Immediate Action
Duration: Instantaneous
Target: 1 creature or object
Range: Touch
Save: Will Negates (Harmless)
Base Save DC: 05
Truespeak DC: 10
This incantation heals 1d10 points of Hp to the target with a touch. The amount of healing done increases by 1d10 at every HD divisible by 4 (4, 8, 12...).
This incantation can also be used to repair objects. To repair a magic item, the Truespeak DC is increased by 10.

Detection
Minimum Hit Dice: 1
Required Ranks: 4
Casting Time: Swift Action
Duration: 1 minute/HD
Target: You
Range: 60ft Cone (follows eyesight)
Save: Will Negates (Harmless)
Base Save DC: 10
Truespeak DC: 10
When this incantation is cast, the incanter selects either Good, Evil, Law or Chaos. The incanter is then able to see a magical aura surrounding any creature or object within the incantation's range that holds the chosen alignment.
This incantation can be cast multiple times and each different alignment choice stacks.
3 HD: You may instead select a type of creature from Humanoid, Animal, Vermin, Monstous Humanoid, Magical Beast or Undead. Truespeak DC +2.
7 HD: You may instead select to detect Abberations, Oozes or Giants. Truespeak DC +4
12 HD: You may instead select to detect Elementals or Constructs. Truespeak DC +8
15 HD: You may instead select to detect Dragons or Outsiders. Truespeak DC +10
20 HD: You may instead select to detect The Life. Truespeak DC +15

Precision Aiming
Minimum Hit Dice: 1
Required Ranks: 4
Casting Time: Standard Action
Duration: 1 minute/HD or until discharged
Target: 1 creature
Range: Touch
Save: Will Negates (Harmless)
Base Save DC: 05
Truespeak DC: 12
This incantation increases the next attack roll of the touched creature by 2 per the incanter's HD.

Protective Aura
Minimum Hit Dice: 3
Required Ranks: 6
Casting Time: Swift Action
Duration: 1 minute/HD or until destroyed
Target: You
Range: Personal (See text)
Save: Will Negates (Harmless)
Base Save DC: 05
Truespeak DC: 12
This incantation protects you from damage by generating a magical field around you. This field has both an Armour Class and Hit Points and is destroyed if it takes enough damage.
Its AC is equal to 10 plus the incanter's HD. It has Hp equal to half of the Incanter's max Hp (rounded down).
At every HD divisible by 3 (6, 9, 12...) the incanter may select one other creature within 30ft to be protected by the aura. The creature must remain within 30ft plus 5ft per the incanter's HD or it loses the protection. The auras share the same Hp.

Slumber
Minimum Hit Dice: 3
Required Ranks: 6
Casting Time: Full Round Action
Duration: 1 minute/HD
Target: 1 or more creatures
Range: 15ft Cone
Save: Will Negates (Harmless)
Base Save DC: 10
Truespeak DC: 15
This incantation puts creatures to sleep within the cone. You can only put a number of HD of creatures to sleep equal to twice your own HD. You effect the closest creatures who are valid targets first.
The range of the cone increases by 5 feet at every HD divisible by 5.

Magical Sight
Minimum Hit Dice: 5
Required Ranks: 8
Casting Time: 1 Swift Action
Duration: 1 minute/HD
Target: You
Range: 60ft Cone (follows eyesight)
Truespeak DC: 12
This incantation allows the incanter's eyes to see magical items and effects and notice secret doors within line of sight.
The incanter can also see in magical darkness or see invisible creatures or objects at the cost of increasing the Truespeak DC by 2 for each effect.
9 HD: This incantation will allow the incanter to see into the Ethereal Realm or Shadow Plane by increasing the Truespeak DC by 4 for each effect.
11 HD: This incantation allows the incanter to see through illusions, blur and displacement effects and allows the incanter to see the true form of polymorphed, changed or transmuted objects and creatures by increasing the Truespeak DC by 4.

Rin_Hunter
2010-04-23, 07:14 AM
Blank for now

Rin_Hunter
2010-04-23, 07:15 AM
Post 6: Combat

Adjusted Facing rules
Ok, so we've all read the facing rules (http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm), right? Well, I've made a very simple adjustment to these rules.

When your target is unaware of you (or denied its Dexterity bonus to AC, in other words), treat above and below it as Rear zones.

When the target is aware of you, above and below are treated as Flank zones.

These don't come up that much, but when they do they can be quite decisive.

Aimed Attacks - May need some work.
Head: The head is treated as 3 sizes smaller and gains the apporpriate size modifier to AC. Armour bonus only applies to this body part if the armour came with a helmet. It has Hp equal to your Hit Dice. If all of your head's Hp are lost, you die instantly. (I normally severely reduce the XP gained from killing something this way)

Throat: Follows the same rules as the head, except that it has half you HD as Hp.

Arm: The arms are treated as 1 size smaller and gain the apporpriate size modifier to AC. This body part has Hp equal to one quarter your normal max Hp. If this is body part is reduced to 0 Hp, you cannot use this body part for any Strength or Desterity based checks or skills that use the arms (such as climb, but not jump), or attacking. There is a 50% chance you will drop what you are holding in the hand of the arm when it reaches 0 Hp.

Leg: Has the same Hp and AC as an arm. If one of this is body part is reduced to 0 Hp you move at half-speed, are knocked prone and cannot run. You also take a -10 penalty on Strength and Dexterity checks and skills that use the legs. If both are reduced to 0 Hp, you fall prone and cannot move unless you drag yourself accross the floor at a rate of 5ft per round. You also cannot make any Strength or Dexterity based skills or checks that involve the legs.

Hand: This has the same Hp and AC as the head. If this is reduced to 0 Hp, you drop whatever you are holding and cannot hold anything with that hand.

Foot: Has the same Hp and AC as the head. Reducing this to 0 Hp has the same effect as the legs.

If a limb has its Hp reduced to 0 by a slashing weapon, that limb is removed from the body completely and cannot be healed unless it is somehow reattached or regrown.

Coming soon: Sliding size modifiers

Rin_Hunter
2010-04-23, 07:17 AM
Post 7: Monsters

The Life
These things are meant to be unfair, before anyone says anything.

Years ago it was discovered that there are powerful being who are brought into the world when people are raised from the dead. They are tall, have the purest white skin and have dead, staring eyes. They are attracted to magic and absorb it to keep on "living".

They appear near the greatest sources of magic in the world, whether it is a magical landmark or an unfortunate, but powerful (Lv30+), caster.

When in a highly magical environment, they will try to absorb the magic on instinct. This could quite easily be standing in the way of powerful magical effects that flow through an area.

The Life can speak any language that the base creature could speak, but often choose not to speak.

Base stats
10 Racial HD: d12, +10/+5 BAB, +7 Fort/Ref/Will, 2+Int Skill Points, 4 Feats
Class levels: The exact stats of a creature being raised from the dead are used for the creation of a Life at the time the creature is raised. This does not include temporary magic items, spells or effects. These are in addition to the Life's racial HD. The Life also keeps any racial HD from the base creature. It maintains all abilities that the base creature got from either class or race or any other source as long as it was permanent.

Size: Increase by one step
Speed: Base Creature +10. Retains all other movement types
Abilities: Str +4, Dex +4, Con +4, Int -10, Wis -10, Cha -10 (See below for aging effects)

Immunities: Death effects, critical hits, negative levels
Resistances: Energy (All) 20

Attack: 2 Slams (1d10 plus Absorb Magic/20/x2)

Regeneration: A Life heals 20 Hp per round. All damage dealt to it is non-lethal damage. When a Life's non-lethal damage equals its Hp, it begins to take lethal damage. It cannot be knocked unconcious with non-lethal damage.

Magic-Sense: A Life can sense all magic within 1 mile of its location at all times. It knows the number of auras of magic items, how powerful a caster is and where each caster and magic item is.

Absorb Magic: Whenever a Life is hit with magic, it absorbs the spell and retains it. It also heals a number of Hp equal to the level of the spell. A Life gains 1 Hp per round when inside an Anti-Magic Field, but is otherwise unaffected. Weapons that strike the Life instantly lose all magical properties and the Life heals Hp equal to the Caster Level of the item. If a Life hits a magic piece of armour or equipment (unlikely unless the base creature took Improved Sunder), that armour loses all magic instantly and the Life heals Hp equal to the Caster Level of the Item.

Discharge Spell: Any spell that has been retained by Absorb Magic can be used by a Life as a standard action. This fired spell has the same DC and Caster Level of the original caster at the time of casting, but if it must be aimed (using a ranged touch attack, for example) it uses the Life's abilities.

Anti-Magic Ray: Ranged Touch as a standard action. Will Negates. Save can be attempted each round the effect persists as a standard action. Effected target cannot cast spells, use spell-like abilities or supernatural abilities for a number of rounds equal to the Life's HD.

Magic-Leech: Ranged Touch as a standard action. Will Negates. Save can be attempted each round the effect persists as a standard action. The Life who hits a caster with this ability will drain the cost of the target's highest level spell in spell points and gain this amount as Hp each round. If the system uses spells per day, the Life instead causes one of the target's highest level spells to be lost and it heals Hp equal to the spell levels.This effect lasts for a number of rounds equal to the Life's HD.

Origin Hate: A Life gets a +10 to attack and a +20 to damage against the creature that it was created from.

Absorb Origin: If a Life touches the creature it was created from while that creature is dead, it permanently gains +20 to every ability score. The original creature's body is then absorbed into the Life. Only a Wish or Miracle in combination with a True Resurrection can bring back the original creature.

Aging: Every year that the Life is alive it gains +1 to Int, Wis and Cha. This cannot raise these three stats above double the original creature's ability scores at the time of resurrection. This may also grant the Life access to spellcasting that it lost due to the -10 to each of these scores at creation. Aging ignores the +20 if Absorb Origin is used, making the maximum 2*Base+20.

Challenge Rating: [(base creature +15) + (1/2 * years alive until Aging stops)]

Rin_Hunter
2010-04-23, 07:18 AM
Post 8: Other Rules

XP Adjustment - Explained in a clearer fashion
This system is used in place of the Level Adjustment system. The Experience Adjustment (XPA) is an amount of XP that is required to be gained before the player actually gains any XP that count towards levels.

As the player gains XP, the XPA gets smaller until it disappears and the XP starts to actually count. So if the player has an XPA of +1,000 and then gains 900 XP, the player now has an XPA of +100. If that player then gains 200 XP, the player now has an XPA of 0 and an XP count of 100.

The amount of XPA a character has entirely depends on the character's race and what their level adjustment should be. For example, a race with a +1 LA has a +1000 XPA, since to get to level 2 you must earn 1000 XP. This means that a total of 2000 XP must be earned to reach level 2.

Races with Racial Hit Dice do not pose a problem for this system as you count the HD towards their current level, so an Ogre with 4 HD and a +2 LA, has a +9000 XPA under the standard XP rules (I use the fixed variant from the UA). This means that in order to reach level 5 (4 racial HD plus a class level) the Ogre must gain 19,000 XP rather than 10,000 XP.

The XPA is added at the current level that the character is at when they are meant to gain the LA, so becoming a Lich will set you at level 11 and being a half-dragon will set your XPA for a level 1 character. So becoming a Lich at level 11 gets an XPA of +50,000, while becoming a Lich at level 12 would get +54,000, and a Half-Dragon will always get +6,000 since it is applied at level 1.

For games starting at higher levels, just remove a character's XPA from what you start with. So in a game that starts at level 10, the half-dragon player will have 39,000 XP, rather than 45,000 and be at level 9 instead.

Stacking multiple templates creates a small problem that is easily remedied. If a player wanted to play a Celestial Half-Dragon Human, for example, you don't just add the two amounts together as this would mean that the player would have more power than his level-adjustment would allow. This totals +5, so instead of having a +9,000 XPA (Celestial is +3,000 and Half-Dragon is +6,000), the player would have an XPA of +10,000 since that is the XP required to reach level 5 under the standard XP rules.

XP Adjustments
Below will be a complete list of races with level adjustments. Templates that require higher than 1 HD to apply are not included while races that can be applied to races with 1 HD are present. Races with (cohort) next to their LA are not included since LA still works with the Leadership feat.

Remember that if you use a template with a race that has higher than 1 HD, then you will need to recalculate. Or send me a message and I'll work it out for you provided that you include the race's HD and total level adjustment.

Monster Manual 3.5E - No Dragons yet.
{table=head]Race|Standard 3.5E XP|Unearthed Arcana Fixed XP|HD|LA
Angel, Astral Deva|124,000 XP|2,440,000 XP|12|+8
Aranea|18,000 XP|21,000 XP|3|+4
Archon, Hound|40,000 XP|94,000 XP|6|+5
Archon, Trumpet|124,000 XP|2,440,000 XP|12|+8
Athach|80,000 XP|1,480,000 XP|14|+5
Azer|9,000 XP|15,000 XP|2|+4
Bugbear|3,000 XP|3,000 XP|3|+1
Celestial Template|3,000 XP|3,000 XP|1|+2
Centaur|9,000 XP|10,000 XP|4|+2
Couatl|84,000 XP|588,000 XP|9|+7
Demon, Dretch|5,000 XP|5,000 XP|2|+2
Demon, Hezrou|126,000 XP|1,724,000 XP|10|+9
Demon, Succubus|51,000 XP|144,000 XP|6|+6
Demon, Vrock|108,000 XP|1,224,000 XP|10|+8
Derro (if sane)|7,000 XP|7,000 XP|3|+2
Devil, Bearded|51,000 XP|144,000 XP|6|+6
Devil, Chain|63,000 XP|284,000 XP|8|+6
Devil, Erinyes|84,000 XP|588,000 XP|9|+7
Displacer Beast|30,000 XP|60,000 XP|6|+4
Doppleganger|22,000 XP|30,000 XP|4|+4
Drider|30,000 XP|60,000 XP|6|+4
Dwarf, Duergar|1,000 XP|1,000 XP|1|+1
Eldarin, Bralani|40,000 XP|94,000 XP|6|+5
Elf, Drow|3,000 XP|3,000 XP|1|+2
Ettercap|26,000 XP|42,000 XP|5|+4
Ettin|60,000 XP|364,000 XP|10|+5
Fiendish Template|3,000 XP|3,000 XP|1|+2
Gargoyle|30,000 XP|46,000 XP|4|+5
Genie, Djinni|57,000 XP|96,000 XP|7|+6
Giant, Fire|74,000 XP|1,360,000 XP|15|+4
Giant, Frost|62,000 XP|980,000 XP|14|+4
Giant, Hill|54,000 XP|480,000 XP|12|+4
Giant, Stone|62,000 XP|980,000 XP|14|+4
Giant, Stone (Elder)|99,000 XP|2,280,000 XP|14|+6
Githyanki|3,000 XP|3,000 XP|1|+2
Githzerai|3,000 XP|3,000 XP|1|+2
Gnoll|2,000 XP|2,000 XP|2|+1
Gnome, Svirfneblin|6,000 XP|6,000 XP|1|+3
Grimlock|5,000 XP|5,000 XP|2|+2
Half-Celestial Template|10,000 XP|10,000 XP|1|+4
Half-Dragon Template|6,000 XP|6,000 XP|1|+3
Half-Fiend Template|10,000 XP|10,000 XP|1|+4
Harpy|24,000 XP|52,000 XP|7|+3
Hobgoblin|1,000 XP|1,000 XP|1|+1
Krenshar|5,000 XP|5,000 XP|2|+2
Kuo-Toa|9,000 XP|9,000 XP|2|+3
Lamia|42,000 XP|148,000 XP|9|+4
Lammasu|45,000 XP|136,000 XP|7|+5
Lillend|57,000 XP|96,000 XP|7|+6
Lizardfolk|2,000 XP|2,000 XP|2|+1
Locathah|2,000 XP|2,000 XP|2|+1
Lycanthrope, Afflicted|3,000 XP|3,000 XP|1|+2
Lycanthrope, Natural|6,000 XP|6,000 XP|1|+3
Merfolk|1,000 XP|1,000 XP|1|+1
Mind Flayer|77,000 XP|404,000 XP|8|+7
Minotaur|13,000 XP|20,000 XP|6|+2
Nymph|63,000 XP|204,000 XP|6|+7
Ogre|9,000 XP|10,000 XP|4|+2
Ogre Mage|56,000 XP|150,000 XP|5|+7
Planetouched, Aasimar|1,000 XP|1,000 XP|1|+1
Planetouched, Tiefling|1,000 XP|1,000 XP|1|+1
Pseudodragon|9,000 XP|9,000 XP|2|+3
Rakshasa|70,000 XP|296,000 XP|7|+7
Sahuagin|5,000 XP|5,000 XP|2|+2
Sahuagin, Four-Armed|9,000 XP|9,000 XP|2|+3
Salamander, Flamebreather|22,000 XP|30,000 XP|4|+4
Salamander, Average|55,000 XP|268,000 XP|9|+5
Satyr|11,000 XP|14,000 XP|5|+2
Shambling Mound|63,000 XP|284,000 XP|8|+6
Skum|9,000 XP|9,000 XP|2|+3
Slaad, Red|57,000 XP|96,000 XP|7|+6
Slaad, Blue|63,000 XP|284,000 XP|8|+6
Slaad, Green|84,000 XP|588,000 XP|9|+7
Slaad, Grey|75,000 XP|564,000 XP|10|+6
Sprite, Grig|6,000 XP|6,000 XP|½|+3
Sprite, Nixie|6,000 XP|6,000 XP|1|+3
Pixie|10,000 XP|10,000 XP|1|+4
Pixie (With Dance)|21,000 XP|24,000XP|1|+6
Treant|45,000 XP|136,000 XP|7|+5
Triton|7,000 XP|7,000 XP|3|+2
Troglodyte|5,000 XP|5,000 XP|2|+2
Troll|40,000 XP|94,000 XP|6|+5
Xill|26,000 XP|42,000 XP|5|+4
Yuan-Ti Pureblood|9,000 XP|10,000 XP|4|+2
Yuan-Ti Halfblood|45,000 XP|136,000 XP|7|+5
Yuan-Ti Abomination|84,000 XP|588,000 XP|9|+7[/table]


Variant Dying System (Replaces -10 Hp)
Ok, so I was thinking that combat should be a little more realistic :smalltongue: ...Anyway, my system works quite well and has been play-tested more often than not. It is liked too~

I have replaced that fixed -10 Hp for your Constitution score. This means that the Wizard with 8 Con dies much faster when downed than the Barbarian with 18 Con. This also means that healing can take longer, making for a more realistic feel to injury in battle without completely removing Hp like the Wounds system.

I've also made critical hits deal an additional 1 Con damage, just to make them count a bit more.

Best thing is that this system is pretty much already internally consistant since anything without a Con score is immune to critical hits and dies at 0 Hp anyway.

---
When reduced to 0 Hp, you are disabled as normal.

At 0 Hp and having taken at least 1 Con damage from the attack that brought you to 0 Hp, you are unconcious.

To become stable, you must recieve 1 point of magical healing or there is a 10% chance each round of automatically becoming stable.

Recieving 1 point of healing, whether through rest or magic, awakens you on 0 Hp.

Any further healing is actually applied to your Hp. You'll notice that 2 Hp of healing is consumed to stablise and wake up someone who is downed that doesn't apply to the Hp.

Rin_Hunter
2010-04-23, 10:12 AM
Seeing all the views this thread is getting, so feel free to actually comment, people~ I've finished reserving posts~

Edit: Unless it's me that's causing all the views, then I'm just silly now, aren't I? :smalltongue:

The Duke
2010-04-24, 02:34 PM
So why would I want to play anything except a human?

(I've only skimmed through your variants but that's the one thing that really popped out to me.)

After all humans get a +2 to an ability, a bonus feat and skill points,

Well the other races get a +2 to an ability a -2 to an ability and some other preset abilities none of which can match up to a free feat

Rin_Hunter
2010-04-25, 06:10 PM
So why would I want to play anything except a human?

(I've only skimmed through your variants but that's the one thing that really popped out to me.)

After all humans get a +2 to an ability, a bonus feat and skill points,

Well the other races get a +2 to an ability a -2 to an ability and some other preset abilities none of which can match up to a free feat

Well, my new race, the Ri, make excelent wizards and sorcerers, I've noticed. They're good to play.

But, yeah... My Human is exactly the same as the Pathfinder version, apparently.

I've been meaning to go over the other races and work on them.

The Duke
2010-04-25, 07:44 PM
Yes your humans are very much like pathfinder humans.

I do agree it's either playing a Ri or a Human the other races aren't really at the moment worth playing save for flavor.

You could do what pathfinder did and give those races +2 +2 -2 seemed to work for them then they have the same net bonus as humans.

Or you could give them neat racial abilities.

Rin_Hunter
2010-04-27, 03:36 PM
Sorry I haven't been on much to talk about this, but my health has been quite poor. Anyway, I return from the grave and shall look over the other Pathfinder races very soon.

Edit: Races updated as I saw them fitting into my setting, not by the normal perception of races (For example, Elves now have a Wisdom bump, not Intelligence, because in my setting they favour Druids and Rangers of Wizards).

Edit 2: Added the Life Dust item in the equipment post. Also managed to edit it when I realised I accidentally put Lust Dust. That may have caused some trouble if I hadn't caught it :smalltongue:

Edit 3: Added the Life Dust DC. Oops~

Rin_Hunter
2010-04-27, 04:32 PM
Ok, I usually don't like double-posting, but I'm going to here because I noted some things about Incantations in the Magic and Psionics post and was wondering what people thought about it.

Rin_Hunter
2010-04-29, 07:26 PM
I thought my insane variants would generate more interest than this.

Anyway, added some feats and the Priest.

XiaoTie
2010-04-30, 10:14 AM
The races are pretty cool, and, for once, it's good to see a cool Fighter variant that actually ADDS some more power into the class, kudos to you!

It'd be wonderful to see the bard and paladin versions of your Variant Systems.

The Anarresti
2010-04-30, 10:57 AM
I'm not quite sure how the XP adjustment works. Especially with the racial hit dice

Rin_Hunter
2010-04-30, 05:17 PM
I'm not quite sure how the XP adjustment works. Especially with the racial hit dice

It is essentially a system that allows players who are in a game with a level cap (for example, there may be no Epic levels allowed) to reach the maximum level by instead having to gain more XP.

I'll give some examples in play.

Example 1
Player A: Human Fighter 1
Player B: Aasimar Paladin 1
Player C: Gnoll

Player A will take 1000 XP to level up, as is standard.
Player B has a +1 LA because of his race, thus has an XPA of +1000. This means that Player B will take 2000 XP to level up.
Player C has 1 racial HD before recieving a +1 LA. Despite having a racial HD, the XPA is still +1,000 to reach level 2 as it is the equivallent of a class level, making Player C require 2000 XP before he gains a level.

Example 2
Starting XP: 16,000 (level 6 plus 1,000 XP)
Player A: Human Fighter 6
Player B: Drow Cleric 5
Player C: Ogre

Player A has a total of 16k XP due to having no XPA.
Player B is playing a Drow which has a +2 LA that it gains at level 1, so the XPA for the Drow is +3,000. Because the players are starting at a higher level, the XPA is removed from the starting XP, giving the Drow 13,000 XP, putting its level at 5 with only 2,000 XP until it levels up.
Player C is playing an Ogre, which has 4 racial HD and a +2 LA. It starts life with these racial HD, meaning that they are factored into the cost of the XPA. To reach level 6 from level 4 (ECL from racial HD) you need to gain 9,000 XP, thus Player C has an XPA of +9,000. Removing this from the 16k, we get 7,000 XP, meaning that Player C is level 4 with an extra 1000 XP.

If this method were to reduce XP below the race's HD, it only starts with lowered XP. If a player were to start an Ogre at 0 XP it wouldn't lose all it's racial HD.

Hope this has helped.

Rin_Hunter
2010-04-30, 05:20 PM
The races are pretty cool, and, for once, it's good to see a cool Fighter variant that actually ADDS some more power into the class, kudos to you!

It'd be wonderful to see the bard and paladin versions of your Variant Systems.

The Champion is up and coming, just need to type it up instead of leaving it on paper notes. I've yet to adjust the Bard other than giving it spell points.

I think my Fighter needs some work, as we were discussing in my Fighter Improvements thread. I'll be going back to it soon enough.

One of my players is play testing a new race that I'll add here after we try it a little.

Edit: New version of the Fighter. Added two Incantations and made a minor change to Living Undead.

Edit 2: Added the Sanai, a new race of my own, plus my minor tweaks to the Orc and Goblin.

Rin_Hunter
2010-05-01, 06:15 PM
Posted my Sorcerer and Wizard variants.

I have four classes on the way, so they may take some time to type up.

The classes
Champion
Hunter
Incanter

Rin_Hunter
2010-05-19, 06:28 PM
Ok, so I've been kinda dead for a while... But I've just updated and added "Taking Dying to the Next Level" under my XP Adjustment system.

I'd like constructive criticism on anything in this thread if you can provide it.

Rin_Hunter
2010-05-23, 07:18 PM
Updated the Barbarian and added in some space holders for the other classes. I won't be doing a full table for the classes I'm not giving a full over-haul because I'm getting kinda lazy at the moment.

Remember people: I'd like some comments, but no one seems to be giving me anything to work with.

lightningcat
2010-05-24, 11:49 AM
Post 5: Equipment

A side note to this: The White Plague caused the extinction of both the Gnolls and Gnomes in my setting about 2000 years before the current date. Mostly this is due to my irrational hatred of Gnomes, but it also makes a good story piece.[/spoiler]

I can see why you killed off gnomes, but why gnolls? They're actually interesting.

Rin_Hunter
2010-05-24, 05:04 PM
I can see why you killed off gnomes, but why gnolls? They're actually interesting.

Dunno. Couldn't really find a place for them, I guess. I've never really been fond of them and thought they'd make good background flavour rather than being an actual ongoing part of the story.

There's always the retcon punch if needed.

Rin_Hunter
2010-05-29, 05:20 PM
Added my Aimed attacks and Adjusted Facing Rules, finally.

Edit: And two feats~

Merk
2010-05-29, 09:02 PM
Having a gestalt character at the cost of 1 feat -- who wouldn't take this? Am I missing something?

Rin_Hunter
2010-05-30, 11:55 AM
Having a gestalt character at the cost of 1 feat -- who wouldn't take this? Am I missing something?

Well, there are a few things to consider.

1: I run a high powered campaign setting by regular standards, so this feat allows for more options to the player.

2: Not every player will want to take this feat if they want to focus on one class or have a greater challenge ahead of then.

elpollo
2010-05-30, 02:14 PM
2: Not every player will want to take this feat if they want to focus on one class or have a greater challenge ahead of then.

Even focusing on one class, I cannot think of a case where one feat is worth full spellcasting/ +5-+10 BAB over the course of the character/ 63 extra HP over the course of the character.

A wizard takes the feat, he can get 10 extra BAB, good Fortitude saves, an average of 63 extra HP, bonus feats and damage with rays or orbs (if he really wanted them - most won't, but for blasters this would be alright), damage reduction 10/-, +25ft to speed, a bunch of feats... I mean, it's a Wizard, so he doesn't NEED this stuff, but it's so much more powerful than any other feat that it's a no brainer. And if we turn that round to a Fighter taking this feat, he suddenly gets full spellcasting, so suddenly becomes worthwhile.

As to players wanting a greater challenge... that's pretty weak reasoning to allow this feat. Most players won't want to feel useless because the wizard can take damage as well as them, use weapons as well as them, move as fast as them, but then also be a full caster. Non casting classes have it bad enough as is. Either play Gestalt or don't - don't make people waste a feat for something that makes you obsolete if you are the only one not taking it (unless you play a caster, I guess).


edit - and my answer was assuming that the wizard would want to gestalt into fighter, which, let's face it, the wizard probably won't. 16 in Intelligence and Wisdom? Intelligence and Charisma? Hell, Intelligence and whatever and go Wizard/Factotum to be the ultimate in and out of combat (more so than before, of course. Wizards are still wizards outside of combat).

edit 2 - I'm just gonna keep editting in things into this post until someone else posts something. What's the deal with "The Lifes". What's the point of them? They can't die, so certainly can't be defeated by non-casters (especially since their weapons disenchant when they hit it), so if one ever shows up it's up to the wizard to bury it in adamatine and prove that they're more suited to doing everything.

Also, I suspect that the CR for them is off. OK, so they're immune to death and direct intervention of magic, but there's not that much they can actually do to you. They've got a fairly weak Slam attack, so unless their old form had some sort of decent magic, all they've gained is immunity to death and magic. Well, even then they've only really gained immunity to death and magic. And they've probably lost their full casting potential, as they've lost 10 Wisdom, Intelligence and Charisma.
After some time of being... "The Life"d as full casters they'd be alright, I guess. Doubling their primary casting stat is pretty powerful. By this point, of course, they'd be unbeatable, so again: why do they exist?


I'll admit that the Aimed Attack rules mean that blaster wizards are more of a possibility. True Strike + ray of choice (which they're realistically adding at least +3-+12 to throughout their career) mean that they will almost definately one shot anything. Add in Celerity and any BBEG fights are over before they've begun.

To elaborate, a wizard hits 15th level and takes Polar Ray. He has an intelligence bonus of maybe +8 by this point, so his ray is dealing 15d6+8 damage. At this level many of the beasties you are fighting are very big, and thus have very low Touch ACs (8-20 is pretty much what you will be aiming for). +20 from True Strike, maybe +5 from Dexterity, +7 from BAB adds to +32 to hit. 3 Size decreases will give anything from +3 to +7 to AC from size, meaning you've got +32 against 11-27AC. Of course, if you want to you can throw in Celerity so they're flat-footed... you then do an average of 60.5 damage, meaning that you can usually instantly kill anything of 121HD or fewer. Ouch.


Have you tried using the facing rules before? I was always curious as to how they played, especially on a hex-map. Do you think they're worthwhile (well, I guess so since you've got rules for them)?


The Armoured Caster feats don't seem particularly game breaking (in fact, that's what I first thought the Battle Caster feat from Complete Arcane did), so that's all good.


Giving the Fighter Pounce at level 6 is a VERY good step towards making them even close to playable at higher levels, but why doesn't the Barbarian get it? It fits them more than Fighter.

I'm also unsure as to why the Fighter has a speed boost. Ignoring speed penalties from armour, sure, I can see that. Running faster than regular guys? Significantly so? Isn't that the monk's shtick (or one of the very few, any road).


The Sanai's Hunting Mark - when you say he gains his HD as a bonus, does that mean his attack roll (if a 20th level barbarian) is 1d20+20d12+bonus and his damage is normal damage+20d12? Also, how often do you get an hour to view an opponent? And why an hour? I can understand looking for a few moments to judge weak spots, but and hour? Is there really that much you can learn from watching an animal graze/a man talk?

50ft racial speed also seems excessive.


The Rai's... Flying at first level is also generall a no-no. Most enemies can't do anything against you. Hell, the Tarrasque can't do anything against you.


Goblins are underpowered compared to most of the others. They're small, have stat modifiers totalling at 0, and no other bonuses.


Dead Necromancer: Charnel Touch is now good for...? I mean, it was pretty damn poor to begin with, but without the bonus and ability to incredibly slowly heal undead, what you've got is a free wand of cure light wounds on yourself. That's fine out of combat, but in combat it will never be used, and that's usually when healing matters. I actually don't know what to do with this ability - if you're set on keeping it keep it as it was and allow it to be used as many times per round as your BAB allows, even with spectral hand.

I was gonna say that the DR seemed a bit high, but it is B&M, so therefore works against nothing at higher levels and is useless (much like the official class DR).

Animate Dead? At level 3? For free? I mean, it's not great, but it basically provides you with a free fighter or three.

What's the point of being able to Cure/Inflict at range? It's a pretty widely held opinion that curing is less effective use of your time than smacking stuff (although this might change now it's low BAB progression and d4 HD. Probably not - you've still got turning attempts, Persistant Spell and various buffs), but as soon as you get Heal/Harm Cure spells are worthless anyway (and usually before that).


Sorcerers can cast indefinately? They can now nova every fight then spend a minute afterwards restin and be able to do it again in the next one. Give the non-casters a chance.

Rin_Hunter
2010-05-30, 07:09 PM
Wow, that's a lot to comment on...

I see your views on Gestalting and can see your point, but my main player often chooses not to Gestalt. I'm not sure how to comment on this. My reasons I gave were essentially from my main player's mouth.

The Life are there because I was feeling mean when I created them and they're an interesting feature of my setting. And remember that they keep everything from when they were alive except equipment, so that level 12 Barbarian that got raised just created a beast out there.

I did note that I severely reduce XP gained from killing via the head or throat, so it isn't much of an issue when my players do it. And they do it to me so I do it to them. They have been warned.

Facing rules are pretty good and add an extra bit of tactics to the game. I've been wanting a hex grid myself.

Thankies about the Armoured Caster feats~

Pounce has been considered for the Barbarian, but I don't really want to pile up stuff on the lower levels or it could become a dip class, which is what most of my edits try to avoid.

That version of the Fighter is old. Try looking at the second one in the spoiler. Much better in my opinion.

For the Sanai's Hunting Mark, they gain a +1 bonus to attack and damage for each HD (so +20 attack and damage at level 20). The hour was because they are meant to be a wilderness race, stalking their pray across the wild lands until the time is right to strike. My Hunter class that I can't find my notes for (so I can't put it here) has it's own mark that stacks with this and lowers the time it takes over the 20 levels. And I just wanted a very fast base race. :smalltongue:

I've been considering bumping up the Ri's XPA to +3000 for a while. I have no problem with flight at high levels and it should be noted that Ri die in an Anti-Magic Field, so it all works out~

For the Dread Necromancer, I just wanted to up its power to be villain level properly. As an NPC it is a useful class on the opposing side and the Animate Dead allows low level undead mansions without the players asking why the level three had zombies. As a PC class it is still kinda poor, but works in solo. Very good in Gestalt.

I was trying to fill in some dead levels on the Priest and that was one of my friend's suggestions. It helps stabilise across the battlefield, I suppose. I have tried to turn the Priest into a buffer/healer more than CoDzilla.

I have fluff reasons for giving the Sorcerer the ability to recharge and I have no problem with this. I suppose that I do prefer high power games and this class does reflect that.

elpollo
2010-05-30, 08:04 PM
Hell, I suppose if it's not an issue for you it doesn't really matter. I tend to look at and judge house rules as a "How bad could things become" type approach.

The second fighter does seem better. I'm unsure about all good saves, but I suppose that non-casters need all the help they can get. You might want to increase skill points per level to 4+int - fighters aren't usually going to have a very high intelligence, and otherwise they tend to just have climb, jump and maybe intimidate.

I'm still unsure about the Sanai's Mark... on the one hand, a +20 untyped bonus to hit and damage against one creature is potentially quite powerful. On the other hand, it takes an hour. I'd probably reduce the bonus and time required, and make it an insight bonus or something. Possibly "As a standard action the Sanai can observe a target, getting a +1 insight bonus to hit and damage the target", which makes it more useable and not too large a bonus. If you really want them to be able to get higher bonuses, you could allow them to get feats meaning longer observations mean larger bonuses, but I'm not sure if it's necessary.

The problem with making the Cleric a party support role is that they tend to feel less important then other characters. Yes, Bull's Strength gave +2 to hit and +2 to damage, and if the fighter didn't have that then they would have missed, but the Cleric's not the one rolling the dice and scoring the large numbers. I suppose some people like playing the healer, and the Paladin fills the holy warrior slot.

Rin_Hunter
2010-05-31, 07:53 PM
Any help to make the Fighter better is always a good thing.

The Sanai have always felt like an NPC race since I created them, so the long mark time wasn't an issue and I thinking changing it to an insight bonus is a good option. The mark represents them stalking a prey for a while and learning the best possible way to attack it and I'll restate that my Hunter class lessens the time.

My setting uses race/class restrictions and one of the Sanai's few options is Hunter, so it fits with them to take that class (their other choices are Sorcerer, Barbarian and Spirit Shaman).

I will say now that the Priest has not been properly play tested and I have already expanded its spell list (which I should post here at some point~). When I play a buffer in any game I always feel useful, so I guess I kinda assumed that others got that same feeling. I guess it's less about power with me unless I'm playing a Wizard or Dread Necromancer :smallbiggrin:

Rin_Hunter
2010-06-03, 06:46 PM
Updated the Ri's XPA to +3000 instead of +1000.

Updated the Orc with Improved Toughness and a +4 bonus to Intimidate.

Removed Fighter version 3 and updated version 4 with more Fighting Styles.

Rin_Hunter
2010-06-12, 07:28 PM
Added the Champion. Hope you all approve.

Rin_Hunter
2010-06-18, 06:07 PM
I'm trying to reconstruct the Hunter and Incanter classes since I just can;t seem to find my notes. Paper is now my enemy for losing itself.

I'd like some comments on the Champion, please. It's been play tested to a point, but the Aligned Domain class feature is new and hasn't hit play yet.

Rin_Hunter
2010-06-19, 06:21 PM
Updated the XPA system and added the Half-Race templates.

Hope these are to your liking. And if there is anything you wish to ask, just do so as it will help me smooth these out a little.

Rin_Hunter
2010-06-27, 11:28 AM
Ok... So apparently spoilers don't work on the PSP so I won't be able to check anything in my posts until the 15th...

Feel free to comment on anything and I'll reply when I get back from Scotland.

When I get back I'll be posting the spell list changes for the Champion and the Priest.

Rin_Hunter
2010-07-02, 07:28 PM
So I have internet access here but no proper keyboard since I'm on my PSP at half one in the morning. I love insomnia...

Anyway, note to self: properly write up a list of spell changes and finish new dragons.

I need to put that here because I'll forget by the time I get back. I've got nothing better to do in this ungodly heat afterall.

warlock2000
2010-07-05, 08:45 PM
I am looking forward to seeing your Incanter class.

Rin_Hunter
2010-07-06, 03:49 PM
I am looking forward to seeing your Incanter class.

Thankies~ It gains an incantation use boost and a Sonic Strike that is similar to Eldritch Blast. All its skills are language based. It also gains restance to sonic damage and immunity at level 20.

It hasn't been play tested yet, unfortunately.

Analytica
2010-07-06, 05:41 PM
Thankies~ It gains an incantation use boost and a Sonic Strike that is similar to Eldritch Blast. All its skills are language based. It also gains restance to sonic damage and immunity at level 20.

Since you are from Cardiff, I now feel obliged to ask if there might be a sonic screwdriver involved somewhere. :smallsmile:

In any case, I like it. I would go for the Gestalt feat 100% of the time though. This is because it would actually help me focus on one class; the stuff from my secondary class would be enough to let me use all other feats solely on my primary class, no need to use them for general purposes. Case in point, a Wizard Gestalted with Ranger would get 6 skill points per level, all good saves, full BAB, better hit points, as well as Ranger class abilities and spellcasting, meaning I will have all other bases covered with just a single feat. Of course, I would love to play such a character.

Rin_Hunter
2010-07-06, 05:50 PM
Like the 10th, I'm Scottish with a thing for sonic... So I may have thought about it ^_^

Having a feat for gestalt kinda shows the power level I like, doesn't it?

Rin_Hunter
2010-07-07, 06:30 AM
Note to self: Put up my random house rules and also the rules I read in 4e and stole for my own use.

Rin_Hunter
2010-07-07, 10:13 AM
Ok, so now I have temporary access to a computer, I'll put up my Incanter and Hunter after I post this. May not be able to put up all related material at this time as I'm still in Scotland visiting family.

EDIT - Posted the Hunter and the Incanter. I also standardised the table layouts. It's been bugging me for a while. I'll be starting work on the ability descriptions now.

EDIT 2 - Changed the layout of the feats post. I added the abilities for the Incanter, hope you all like it. I may not be able to add more actual Incantations until I get home on the 14th. Taking a break, so I will properly post the Hunter tomorrow or some other time.

Rin_Hunter
2010-07-08, 04:32 PM
Note to self: properly stat the vampiric squirrels.

Also to anyone who reads this: I added a new class. Built with a warlock and wizard base using my new magic system (not fully posted the Incantations yet).

Rin_Hunter
2010-07-09, 10:36 AM
The Hunter is finished.

Added a new feat as well as showing an edited feat.

Rin_Hunter
2010-07-10, 09:37 AM
Meta-Incant feats are up. Will need to add more Incantations and Meta-Incant feats when I get home. I checked and I don't have my notes on my mp3 player or I'd add them now.

Rin_Hunter
2010-07-12, 10:55 AM
Final to-do list when I get home:

Half-races, spell lists, spell changes, sliding size modifiers, new dragons, vampiric squirrels, more Incantations, all other house rules.

Rin_Hunter
2010-07-26, 04:33 PM
After getting back from visiting family, my network decided to stop working. Finally fixed and back online with my computer, I shall begin work on this thread again.

Rin_Hunter
2010-07-29, 01:02 PM
Priest's spell list is up and I've added a new spoiler in the magic post about the changes I've made to spells, mostly minor things.

Hallow and Unhallow have been removed from the list pending a rewrite of the spells to fit my setting. It looks like they might go down to level 4 spells by the time I'm down with them.

Rin_Hunter
2010-08-02, 09:26 AM
Added more Incantations.

Rin_Hunter
2010-08-10, 07:38 PM
Added a new class to replace my Dread Necromancer variant in my world.

The Soul Collector.

Went waaay past the character limit with this one so I'm stuck for what I'm going to do about posting new classes and I had to delete a few things that were no longer needed to get that up.

Sir Sanguine
2010-08-11, 01:20 PM
The Soul Collector's 20th level ability should probably allow a save- right now it lets you control anybody at all (anybody! gods! oozes! Asmodeus!) for however long you want, just by using a standard action each turn.

In My Opinion (TM), having rules for attacking heads and throats and then punishing players who use those rules (by taking away XP) is silly. For one, it leads to really weird decisions. "No, princess! Fear not! I will save you from the Balor which is currently feasting upon your intestines! I will kill it with a direct blow to the cranium! Actually... wait a second, nope, hold on a bit, I really want to increase my own personal power here so I'm just going to attack it in the heavily armoured side for like ten rounds, purposely choosing to put everyone here in danger. Hope you live that long! Heh."

Hit Points are supposed to cover this kind of thing. Loss of HP doesn't need to represent actual physical wounds- it can be understood as attack after attack that wears down the balor's defenses before you crush its skull with a single blow. Go with the HP abstraction.

Rin_Hunter
2010-08-11, 06:55 PM
The Soul Collector's 20th level ability should probably allow a save- right now it lets you control anybody at all (anybody! gods! oozes! Asmodeus!) for however long you want, just by using a standard action each turn.

In My Opinion (TM), having rules for attacking heads and throats and then punishing players who use those rules (by taking away XP) is silly. For one, it leads to really weird decisions. "No, princess! Fear not! I will save you from the Balor which is currently feasting upon your intestines! I will kill it with a direct blow to the cranium! Actually... wait a second, nope, hold on a bit, I really want to increase my own personal power here so I'm just going to attack it in the heavily armoured side for like ten rounds, purposely choosing to put everyone here in danger. Hope you live that long! Heh."

Hit Points are supposed to cover this kind of thing. Loss of HP doesn't need to represent actual physical wounds- it can be understood as attack after attack that wears down the balor's defenses before you crush its skull with a single blow. Go with the HP abstraction.

Yeah. I'll add a save when I get the time. It's just a first draft at this point anyway as I posted it about 2 minutes after I finsihed writing it.

The lowered XP is to stop my players killing the NPCs in my world as most of the leaders of countries are Epic. Don't want them constantly gaining a million XP for aiming a spell or such and rolling high on the damage. It's also much easier to kill a level 15 if you deal 15 damage to it instead of 100, so the lower XP meets with the lowered challenge. But I can see your point and you should know that my main player attacks the head regardless when it suits him. If time is a factor and they use it sparingly, I don't lower it that much.

I can see what you mean about the abstraction, I just feel that it gives my players more options to be able to break legs or arms and so far it has been positive reveiws.

Sir Sanguine
2010-08-11, 10:08 PM
It just seems wrong that an option exists to easily destroy any foe, even if there is a penalty for using that option. For me as DM, at least, it would make fostering a sense of danger or scaring the players much harder. Every battle becomes about gaining the maximum XP possible before it looks like you may be in trouble so you go for the head. No monster will ever make them fear for their lives because, hey, if Gogmagog, Dragon of the Eastern Wastes, looks like he may actually cause some damage to the party, the wizard can just pop his head off next round. The players will be mildly disappointed, but there's always more XP to be had.

(And the treasure they get isn't decreased, so why not go hunting CR 20 dragons when you're level 10? Just win initiative.)

It's fine if this all works for you, which it sounds like it does, but if you want other people to be able to use this system then you have to factor in how players will break it.

EDIT: Do Natural Armor bonuses apply to heads or throats?

Rin_Hunter
2010-08-12, 01:08 AM
It just seems wrong that an option exists to easily destroy any foe, even if there is a penalty for using that option. For me as DM, at least, it would make fostering a sense of danger or scaring the players much harder. Every battle becomes about gaining the maximum XP possible before it looks like you may be in trouble so you go for the head. No monster will ever make them fear for their lives because, hey, if Gogmagog, Dragon of the Eastern Wastes, looks like he may actually cause some damage to the party, the wizard can just pop his head off next round. The players will be mildly disappointed, but there's always more XP to be had.

(And the treasure they get isn't decreased, so why not go hunting CR 20 dragons when you're level 10? Just win initiative.)

It's fine if this all works for you, which it sounds like it does, but if you want other people to be able to use this system then you have to factor in how players will break it.

EDIT: Do Natural Armor bonuses apply to heads or throats?

Yes, Natural Armour applies, as well as Armour bonus if the target is wearing a helmet (Unless it's a touch attack, of course).

My players know first hand that if they start trying anything funny like going after dragons for their treasure I'm just going to wipe them from the board, so they don't try. Either that or they care more about running a fun game than you are imagining that they might.

My main player will attack the head when he feels in danger, but other than that it is hardly used, to be honest.

Origomar
2010-08-12, 05:21 AM
not a huge typo but under barbarian class i think its supposed to say increases by 2 every 3 levels not by 3.(because the list says at 7 its 2/- then at 10 its 4/-/0

Rin_Hunter
2010-08-12, 05:56 AM
not a huge typo but under barbarian class i think its supposed to say increases by 2 every 3 levels not by 3.(because the list says at 7 its 2/- then at 10 its 4/-/0

Thanks for spotting that. It's been fixed.