PDA

View Full Version : [3.5] The Broken System [Steampunk - Low Magic][PEACH]



Gaiyamato
2010-11-07, 01:03 AM
This is primarily for me to store my work on my own DnD world/System Variant I simply call "The Broken System". The idea is to create a "extreme-low/no magic" "Cuthulu-esqu" "low-resource" "steampunk-vibed" world. This will be edited constantly and heavily. Most changes to the DnD 3.5 system are for fluff purposes and not major mechanical overhauls. EDIT: Wow... oh just wow... sooo many changes.. o_O

Please feel free to comment, make suggestions and even use some of my work.
Images are not my own.

Note: Eventually any rules I have links to will be copied over to here to make things easier, and for any required modification.

http://fc01.deviantart.com/fs12/f/2006/339/5/8/Steampunk_Airship_Pilot__Det___by_homarusrex.jpg

Alignment: Alignment has been removed entirely from the system. The world has far too many shades of gray for absolutism to work. Without magic there is no requirement for a mechanical good vs evil type approach either.

Rifts alignment system or the World Of Darkness Nature/Demeanor system works well if you require alignment in a campaign.
Players should be encouraged to use online personality quizzes for thier characters as development.

System uses the following Variant rules:
Alternative skill system (http://www.d20srd.org/srd/variant/buildingCharacters/alternativeSkillSystems.htm) See Base classes below for specifics.

Vitality and Wounds instead of HP (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm)

Reputation (http://www.d20srd.org/srd/variant/campaigns/reputation.htm)

Sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm) Modified as shown below

Frostfell/Iceworld Rules from Frostburn
Dry/Desert Rules (not heat rules) from Sandstorm
World of shadows campaign setting from Libris Mortis

Story

The world is shattered, it's nobility gone, sucked dry by the forces of horror
that have blasted it. The proud cities of the sentient races lie broken open
like an old cracked rotting egg. Only 12 cities remain alive, built on mountains
with fierce layers of defences able to withstand centuries of war.

No one knows the histories anymore. The names of long dead Gods and lands
forgotten. The stories of the heroes who tried to save it blown away like the
grains of sand that fill most of the air. The very name of the world they live in is long lost.

The entire surface of the world is covered in one giant desert, and most of
that is black sand. Rainfall is low and food is scarce, consisting mostly of
what strange edibles can be grown in the mountain fortresses and shipped
between the cities on the great airships used by the last nation, the alliance
of twelve. However this is not some blasted hot world. Snowfall does not
occur simply because there is not enough water. Dying of frostbite is only
one of the few perils faced by the people on their daily lives.

Slowly over the centuries some of the great cities have stumbled, unable to
withstand this relentless assault from the elements, lack of food, freezing
weather, low morale and constant assaults from the foulest of creatures.

The 12 Cities

Askabad

Races: Primary: Human, Dwarf Secondary: Any Other

The great City of Askibad, built eons earlier by a combined group of Dwarves and Elves. Centre of learning and peace for over 10,000 years. It's buildings of white marble with the finest peak of architecture shown in the great spires of it's towers.

Now it stands as a ruin. 8 Great grey stone walls surround it in concentric rings slowly moving down the mountainside like great steps.
The lowest level wall, a massive 90 foot monstrosity lays broken and shattered. Huge holes in dozens of places pierce right through the wall. The old shanty town where traders and human clingers on used to live is nothing but a ruin rising from the thick fog that always blankets the land in these times.
The peaks of ancient houses peak from the fog like the broken teeth of an old hag. The great shattered wall leaning in places, the battlements blackened and scarred. The stones cracked and broken. A great battle had been fought, and at some point lost by the defenders.

The seventh wall fares little better. Essentially set upon the foothils further up it too has great broken holes in it. The battlements are partially in tact in some areas. the buildings between walls 7 and 8 are burnt out husks. chimneys and remnants of stone walls stand silently like ghostly defenders.
However built into the holes in the wall are huge wooden walls, the gaps in the battlements bridged by long swinging wooden bridges with large wooden shields strpped to the outward side to sheild anyway walking across during a battle.
Humans and Dwarves in chain and leather armor stand guard holding a motley assortment of weapons. Many of them bare scars and more than a few have hideous deformities. Huge Lucern Hammers and Great Axes seem favoured by the warriors for the most part. These men look grissled and battered far beyond the years of any mortal warrior. They have seen death itself rise up aganist them and they put him back in his place.
They are the Red Guard of Askibad! The meanest fighters in the region.
For 20 years they have held the 7th wall against all assaults, never letting it fall again into enemy hands.

The Sixth wall also looks as though it has taken a beating, though no great holes open into it. The massive iron gates stand strong and the battlements are firm. In between walls 6 and 7 are again the burnt out buildings. Though close behind wall 7 some of these have been partially rebult using scraps of wood and looted stones into housing and stores for the Red Guard.
Many sections of the 6th wall have large wood and leather constructions housing the eagles of the flying brigades of Askibad. Archers and Crossbowmen mingle with the Ballistae and Trebuche engineers on these walls.
Built hanging off the rear of the 6th wall and all along the base of the rear of the wall is a small town in it's own right. These are the formal barracks for the troops of Askibad. The small wooden houses are braced high above the ground by solid beams of wood, wooden swinging bridges conncect the balconies of the houses and allow people to walk too and fro.

The 5th wall is much the same as the 6th, except for a slight change. the defences have been altered to face up the mountain instead of down. Houses hang from the downward face and great swinging bridges connect the buildings of the 5th and 6th walls. Large hastily erected stone buildings sit atop the 5th wall. These are the few temples and government buildings left in Askibad.
The ground between the two walls is split in half, a Giant fisure which falls over 500 feet into a deep crevas seperates the two walls. Only the massive swinging wooden and rope bridges close the gap and keep the city working.
Huge wooden stairs have been built into some sections of the crevass and these go down to the mines of Askibad. Hanging as precariously as those houses built against the great stone walls are the houses of the miners and mushroom farmers of Askibad. They keep the city stocked with resources and are some of the most treasured members of the society.
At the top of the great fissure are huge wooden structures, collections of beams with dozens of great ropes, each as thick as a human's head, holding them in place against the two walls and anchoring them to the rock in the fissure itself. Atop these are massive wooden disks and small sheds.

These platforms are perhaps the most important part of the survival of Askibad.
The airship docks. Wooden swinging bridges link the docks to the two walls and huge spiral wooden stairs travel 10 stories down to link to the resources area. Massive cranes constantly lift cargo from below up to the waiting airships. Docked here is the airforce of Askibad. 13 great airships, built for war sit idle for now.

The 4th wall resemlbes the 8th more than any of the others, it is broken, some sections almost collapsing completely. However the stable sections have great rope bridges linking to the 5th wall. On the remaining stable sections are small buildings and wooden defensive platforms built for the soldiers stations there. The broken sections have small partly cooled lava flows moving through the gaps and the entire ground between the 4th and 5th wall is full of congealed yet still quite hot lava. Only the freezing air keeps it from crashing into the 5th wall and pournig into the great fissure.
A huge earth wall and a ditch add another layer of defence for the 5th wall just at it's upward base.

The 3rd, 2nd and 1st walls and the old city are all gone. Small fragments of wall and building stand out here and there in the congealed lava flow but nothing else remains.

The mountain is quiet for now. For now.

Il-Betresor

Races: Primary: Human Secondary: Catfolk, Halflings

Night settled over the great city of Il-Betresor. The largest city of the great twelve, containing within it the entirety of a nation. At the sundering of the world long ago Il-Betresor was sliced from the ground and contained within it's own pocket dimension. Here the light shone still through the use of magics now long since forgotten. Gone were the mages of old and in their place had risen a new magic. Science.

The scientists had built great clockwork contraptions all about the mighty city to aid it in the daily running of the great metropolis, and the largest of these towered over the mightiest of the city's buildings creating an endless cacophany of whirs and grinding sounds that rang out across the now darkened streets. This noise had become a sound of comfort to it's residents, for with that noise they knew that the air they breathe can continue and the food they eat will be freshly made in the morning. They know that the sewers and other neccessary contraptions can continue to work in a realm where the laws of physics are not complete.

High about the city is a massive gridwork of wooden walkways, rope bridges and strange up-side-down huts. Tied to the wooden walkways are hundreds of the mighty airships employed by the alliance to ferry goods between the twelve cities. This series of multi-layered docks are linked to the lower city by clockwork and steam driven elevators, the mighty steel lifts constantly rising and lowering with either human passengers or the cargo destined for far off places.

Surrounding the city is just one great wall. The might wall of Il-Betresor stands almost two hundred foot high, again linked to the city with a complex system of pulley-lifts and elevators. On top of the wall is the majority of the armed forces of the city, hundreds of cannons and thousands of musketeers are stored within the barracks, patrols frequently move back and forward across the great stone works.
The city has just three gates, two of these are long since rusted shut now that they lead to no-where. Just one gate stands, and it too has long stood closed and barred, reinforced with a huge pile of stones. Beyond this gate is the great rift, the entrace to the rest of the world. Through the rift the airships fly out to the other eleven cities reinforcing and resupplying them in the never-ending war against the forces of evil that now control almost the entire world. Every now and then a series of shots will ring out through the darkness as the troopers on the wall take shots at the mindless evil monstrosities that frequently build up outside.

Standing out in contrast to this were the old towers, rumored to once have belonged each to a powerful mage, more than ten thousand scatter throughout the city, the pure white smooth stone still solid even to the modern day. These are now mostly used by the city watch, bells and torches mounted into the top of each. Some have had buildings built into them and turned into lookout towers for the attached government buildings.



Agnarnok the broken spire

Races: Primary: Catfolk Secondary: Human, Halflings

A single mighty tower atop a cliff face.


Ynifsor-Elriad

Races: Primary: Catfolk, Humans Secondary: All others

Last of the Eleven cities. Alas, with no elves.


Kanarn

Races: Dwarves Only

A Drwarven stronghold so tough that even the Dwarves cannot get out.


Grunn

Races: Dwarves and Humans Only

A deep underground Dwarvish Forge City


Meelanar

Races: Halfling Secondary: Catfolk, Human

High atop a rocky plateu this city is nothing but a giant garden, supplying food to the twelve cities.


Emishbalal

Races: Any

The Rebel city, serving the darkest of the Occult beings in their destruction of the world.


Uniyol

Races: Human, Halflings and Catfolk Secondary: Any others

Split across three peaks, a windy city of ropes and bridges.


Tyrol

Races: Primary: Humans, Halflings Secondary: Any other

Forge fortress city deep underground


Salvatar

Races: Primary: Any

Salvatar the southern fortress on the frindge of the great desert. The only other city to border "the exanse" other than Askabad. Built on a mountaintop similar to Askabad, but far more broken down.


Gurrun

Races: Primary: Primitive Humans Only

The weakest, yet most remote city. Made of primitive men who hunt the last free animals for food.




Organisations


Mood Music Selection

Silent Warrior By Engima (http://www.youtube.com/watch?v=RB_qsKGjTrg&NR=1)
One by One by Enya (http://www.youtube.com/watch?v=pN84bIE7spE&feature=related)
Airship Pirate by Abney Park (http://www.youtube.com/watch?v=-WrPWFn7e2c)
Dark Tower by Bliss n Eso (http://www.youtube.com/watch?v=Yx35rN_58cE&feature=BF&a=GxdCwVVULXfqT-Tt7SL_2m6J_ka1LF-S&list=ML&index=21)
Return to Oz by the Scissor Sisters (http://www.youtube.com/watch?v=NaTGNIsEXGY&feature=BF&a=GxdCwVVULXfD1xSrq-9ExzaJCoQdjN3e&list=ML&index=39)
Now we are Free by Lisa Gerrard (http://www.youtube.com/watch?v=YRew2QYDOYk&NR=1&feature=fvwp) and a remix of the song (http://www.youtube.com/watch?v=oFEhmeiajmg&feature=related)
Storm by Vanessa Mae Techno Remix (http://www.youtube.com/watch?v=WwqN4Q8Mjhc)
Red Hot by Vanessa Mae (http://www.youtube.com/watch?v=qn6vnwzpLAI)
Mein Tiel by Rammstein (http://www.youtube.com/watch?v=seH0zbnvb_A)
Trance on Bach (http://www.youtube.com/watch?v=2sr0a_II9RI&feature=related)
Voodoo People by The Prodigy (http://www.youtube.com/watch?v=-Fz85FE0KtQ)
Pirates of the Caribbean - Techno Remix (http://www.youtube.com/watch?v=ELM-re3pFEI)


Races

These are all LA+0

Humans

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
One extra skill as a class skill at first level, one extra class skill at levels 10 and 20.
Automatic Language: Common. Bonus Languages: Any See the Speak Language skill.


Halfling

+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with pistols and any weapon that Weapon Finesse may apply to.
Automatic Language: Common. Bonus Languages: Any See the Speak Language skill.


Dwarf

+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: 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 his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and Blunderbuses as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Language: Common, Dwarvish. Bonus Languages: Any See the Speak Language skill.


Catfolk

+4 Dexterity, -2 Constitution, -2 Wisdom
Medium: As Medium creatures, catfolk have no special bonuses or penalties due to their size.
A catfolk’s base land speed is 40 feet.
Low-Light Vision: Catfolk can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
Racial Skills: Catfolk have a +2 racial bonus on Listen and
Move Silently checks.
Bonus Class Skills: Catfolk always have Balance and Tumble as class skills.
Automatic Language: Common. Bonus Languages: Any See the Speak Language skill.



Religion

The Gods are called "beings" and do not function as Gods do in other worlds. Some of these "Beings" are decidedly not friendly nor conductive to the continuation of life.

{table=head] Name | Domains | Description | Symbol
Eixetoth | Corruption, Sand, Undeath, Vile Darkness, Cold | One of the two evil beings responsible for the destruction of the world. Was once a Demon. His Avatar boldly strides the world and is often spotted leading armies of undead into battle. | A black snowflake on a red background.
Tygod | Evil, Mind, Hatred, Knowledge, Summoner | One of the two evil beings responsible for the destruction of the world. Was once a Demon. His avatar travels in disguise turning the last twelve cities against one another. | A reptilian eye inside a pentagram.
Worshul | Thirst, Hunger, Pain, Madness, Dream, Pestilence | A corrupted and twisted lesser goddess of fertility and natural harmony. She used to grant sweet dreams and blessings to ward off pain and hunger. Now she is an abomination who feeds the nightmares of the defenders and the horrors of the world. | A leafless tree.
Ninloy | Good, Protection, War, Endurance, Glory, Community | She was once a being of goodness, rumored to have been a powerful Celestial being who was imprisoned by the forces of evil. She still sends out favors to her followers as best she can. | A pair of shackles attached to a gauntlet.
Erskaec | Good, Healing, Creation, Dream, Liberation, Oracle | The last free God. Once a Catfolk wizard who spent his time freeing slaves and destroying the undead that plague the world. | A sword thrust into an eye.
Aderion the Sufferer | Madness, Thirst, Hunger, Pain, Animal, Plant | The last of the original Gods, the former god of the Druids, the God of the land and nature. He clings to his ideals, though the breaking and corrupting of the world eats away at his sanity. It is said that he is imprisoned in an artifact buried under the black sands. | Two angry, hungry looking stylized glowing green eyes on a black background.
[/table]

Domains:
Corruption

Granted Power: Once per day, you can attack an object and ignore its hardness rating.


Sand

Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 Cubic feet.

You must make a special Wisdom check (d20 + your Wis modifier +1/2 your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below.

{table="header"]Item Complexity | Modifier
Fine details | +2
Functioning tool | +2
Functioning armor/weapon | +5
Multiple parts | +5
Masterwork version | +10
Moving parts | +10
[/table]

Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic.

All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.


Undeath

Granted Power: You gain the ability to Rebuke Undead a number of times per day equal to your Wisdom bonus.


Vile Darkness

Granted Power: You gain the Blind-Fight feat.


Cold

Granted Power: <cold themed power>


Evil

Granted Power: All Occult powers gain the [EVIL] descriptor


Mind

Granted Power: Gain +2 bonus on Bluff, Diplomacy, and Sense Motive checks.


Hatred

Granted Power: You gain the ability to Rage X/day where X is equal to your manifestor level.


Knowledge

Granted Power: All standard Knowledge() skills are now class skills.


Summoner

Granted Power: Gain Bind Vestige as a bonus feat


Thirst

Granted Power: You gain Endurance as a bonus feat


Hunger

Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. if you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.


Pain

Granted Power: You converst damage that you deal in one blow per day into healing for yourself, up to 1 point of damage per level.


Madness

Granted Power: You cannot lose sanity, even via feats. Your sanity score is dropped to 0. You instantly have a score of 3 in all permanent insanities.
Gain Power Points to your reserve equal to the amount of Sanity you just lost.


Dream

Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects. Sanity loss is halved.


Pestilence

Granted Power: Immunity to the effects of all diseases. You carry a disease which you can spread to others. Consult DM.


Good

Granted Power: All Occult powers gain the [GOOD] descriptor


Protection

Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your manifestor level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.


War

Granted Power: Free Martial Weapon Proficiency with any martial weapon (if necessary) and Weapon Focus with the chosen weapon.


Endurance

Granted Power: Gain Will To Live as a bonus feat.


Glory

Granted Power: You gain the ability to Turn Undead a number of times per day equal to your Wisdom bonus.


Community

Granted Power: Gain +4 competence bonus on Diplomacy checks.


Healing

Granted Power: Gain Body adjustment (http://www.d20srd.org/srd/psionic/powers/bodyAdjustment.htm) as a bonus Occult Power.


Creation

Granted Power: Gain Minor Creation (http://www.d20srd.org/srd/psionic/powers/minorCreationPsionic.htm) as a bonus power.


Liberation

Granted Power: If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.


Oracle

Granted Power: You gain a bonus on Sense Motive checks equal to your manifestor level.


Animal

Granted Power: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of class skills.


Plant

Granted Power: You can bless a plant doubling it's growth rate and halving the volume of water and sunlight it requires. Add Knowledge (nature) to your list of cleric class skills.

Gaiyamato
2010-11-07, 01:12 AM
Base Classes


Expert
The expert can be a jack-of-all-trades or a master of a limited area of expertise. Based on his selection of skills and feats, he can focus on diplomatic matters, stealth, combat, wilderness survival, thievery, or any of a number of critical tasks.

Vitality per Level: 6+Con at level 1. 1D6 for levels 2 and 3.
Class Skills: Any 8+Int Bonus.
Weapon and Armor Proficiency All simple weapons, one martial weapon (you may chose martial gunpowder weapons as a group); light armor.

{table="header"]Level | BAB | Fort | Ref | Will | Special
1 | +0 | +2/+0 | +2/+0 | +2 | Bonus Feat, Class Bonus
2 | +1 | +3/+0 | +3/+0 | +3 | Bonus Feat
3 | +2 | +3/+1 | +3/+1 | +3 | Class Bonus
4 | | | | | Bonus Feat
5 | | | | |
6 | | | | | Bonus Feat
7 | | | | | Class Bonus
8 | | | | |
9 | | | | |
10 | | | | | Bonus Feat
11 | | | | | Class Bonus
12 | | | | |
13 | | | | |
14 | | | | | Bonus Feat
15 | | | | | Class Bonus
16 | | | | |
17 | | | | |
18 | | | | | Bonus Feat
19 | | | | | Class Bonus
20 | | | | | Class Bonus
[/table]

Base Save Bonuses: An Expert may chose either Fortitude or Reflex saves as his good save. The Expert always has good will saves.

Bonus Feats: At 1st, 2nd and every 4th level after the Expert gains a bonus feat that may be used for any feat he/she qualifies for.

Class Bonus: At 1st, 3rd and every 4th level ater, and 20th level the Expert gains a bonus Class feature which may either be selected from the list below or used for one of the given feats below. He/she must still meet the requirements for these feats.

Class Features

Evasion (Ex)
As the monk ability. Prerequisite: Base Reflex save +3.

Greater Sneak Attack (Ex)
Add +1D3 to your sneak attack damage (for a total of +2D3). Prerequisites: Improved sneak attack

Improved Evasion (Ex)
As the monk ability. Prerequisites: evasion.

Improved Sneak Attack (Ex)
Add +1D3 to your sneak attack damage. Prerequisites: BAB +1, Sneak attack.

Sneak Attack (Ex)
As the rogue ability but +0 damage (ignore Vitality), the Expert counts as a rogue for any feat requirements. Prerequisites: Hide and Move Silently.

Trap Sense (Ex)
Combines the rogue class features trap sense and trapfinding. Prerequisite: Search.

Uncanny Dodge (Ex)
Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character, Base Reflex save +2.

Flurry of Blows (Ex)
As the Monk ability. You count as a monk for any feat requirements. Base Fortitude save +2.


Bonus Feats

Bind Vestige (and all feats that require this feat), Least Utterance of the evolving mind (and all feats that require an utterance), Occult Adept(and any feat that requires either this feat or a power point reserve), Hostile Mind, Clockwork Master , Skill Focus, Class Specialist.


Warrior
The warrior is the basic combatant of the trio of generic classes. He has the fighter's hit points, combat prowess, bonus feats, and weapon selection.

Vitality per Level: 10+Con at level 1. 1D10 for levels 2 and 3.
Class Skills: Any 6+Int Bonus.
Weapon and Armor Proficiency All simple and martial weapons; light and medium armor; shields (but not tower shields).

{table="header"]Level | BAB | Fort | Ref | Will | Special
1 | +1 | +2/+0 | +2/+0 | +0 | Fighting Fit, Bonus Feat, Class Bonus
2 | +2 | +3/+0 | +3/+0 | +0 | Bonus Feat
3 | +3 | +3/+1 | +3/+1 | +1 | Class Bonus
4 | | | | | Bonus Feat
5 | | | | |
6 | | | | | Bonus Feat
7 | | | | |
8 | | | | | Bonus Feat, Class Bonus
9 | | | | |
10 | | | | | Bonus Feat
11 | | | | |
12 | | | | | Bonus Feat
13 | | | | | Class Bonus
14 | | | | | Bonus Feat
15 | | | | |
16 | | | | | Bonus Feat
17 | | | | |
18 | | | | | Bonus Feat, Class Bonus
19 | | | | |
20 | | | | | Bonus Feat, Class Bonus
[/table]

Fighting Fit: The Warrior counts as a fighter of his class level for meeting feat pre-requisites.

Base Save Bonuses: An Warrior may chose either Fortitude or Reflex saves as his good save. The Warrior always has poor Will saves.

Bonus Feats: At 1st, 2nd and every 2nd level after the Warrior gains a bonus feat that may be used for any feat he/she qualifies for.

Class Bonus: At 1st, 3rd and every 5th level after, and 20th level the Warrior gains a bonus Class feature which may either be selected from the list below or used for one of the given feats below. He/she must still meet the requirements for these feats.


Evasion (Ex)
As the monk ability. Prerequisite: Base Reflex save +3.

Improved Evasion (Ex)
As the monk ability. Prerequisites: evasion.

Improved Sneak Attack (Ex)
Add +3d6 to your sneak attack damage. Prerequisites: Hide, Move Silently, sneak attack.

Sneak Attack (Ex)
As the rogue ability, but +2d6 on damage rolls. Prerequisites: Hide and Move Silently.

Uncanny Dodge (Ex)
Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character, Base Reflex save +2.

Smite (Su)
As the paladin ability (though without alignment restrictions), once per day, plus one additional daily use per five character levels. Prerequisite: Base Fortitude save +2.

Rage (Ex)
As the Barbarian ability, once per day, plus one additional daily use per four levels, counts as a Barbarian for any feat requirements. Prerequisite: Base fort save +2.

Greater Rage (Ex)
As the Barbarian ability. Prerequisite: Rage.

Tireless Rage (Ex)
As the Barbarian ability. Prerequisite: Greater Rage.


Bonus Feats

Any Fighter Bonus feat, any feat requiring one of the listed class features (the class feature must have already been chosen previously) or Class Specialist.




Prestigious Classes


Vitality, BAB, Saves and Skills do not progress beyond level 3. The first Two levels of these stats only apply if a character manages to join the prestige class after his/her first or second level. Class features and bonus feats etc. still apply as normal.

Prestigious Swashbuckler

Pre-Requisites:
Class Skills: Tumble, Jump as class skills
BAB: +1
Special: Acceptance into one of the following organisations:
Royal Musketeers: requires Knowledge(Martial), Profession(Musketeer) as class skills.
Republican Guard: requires Knowledge(Martial), Profession(Musketeer) as class skills
Air Guild: requires Profession(sailor), Profession(Cannoneer) or Profession(Musketeer).
Theives Guilds: requires Move Silently, Hide as class skills and Two Weapon Fighting feat.

Vitality per Level: 1D8 per level
Weapon and Armor Proficiency No change.

{table="header"]Level | BAB | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +0 | Weapon Finesse, Guild Member
2 | +2 | +3 | +0 | +0 | Insightful Strike , Grace +1
3 | | | | | Dodge Bonus +1 , Lucky 1/day
4 | | | | | Acrobatic Charge
5 | | | | | Improved Flanking, Grace +2
6 | | | | | Dodge Bonus +2
7 | | | | | Acrobatic Skill Mastery , Lucky 2/day
8 | | | | | Slippery Mind
9 | | | | | Grace +3
10 | | | | | Dodge Bonus +3
[/table]

Guild Member:
Gain a bonus feat for the guild used to gain entrace into the Swashbuckler class as listed below:
Royal Musketeers: Ready Shot (Heroes of Battle)
Republican Guard: Guerilla Warrior (Heroes of Battle)
Air Guild: Sea Legs (Stormwrack)
Theives Guilds: Freerunner (Complete Scoundrel)

Weapon Finesse:
Gain Weapon Finesse as a bonus feat.

Insightful Strike:
A Swashbuckler adds her intelligence bonus to damage rolls with any finesse weapon. Targets immune to Sneak Attack and Critical hits are immune to Insightful Strike damage. A swashbuckler cannot use this ability when wearing medium or heavy armor.

Grace:
A Swashbuckler gains a +1 competance bonus to reflex saves, this increases to +2 at level 5 and +3 at level 9. A swashbuckler loses this bonus when wearing medium or heavy armor.

Dodge Bonus:
As the Dodge Feat (in addtion to the dodge feat, may declare the same target (to stack the bonuses) or a different target). The Bonus increases to +2 at level 6 and +3 at level 10. The Swashbuckler loses this bonus when wearing medium or heavy armor.

Lucky:
Once per day the Swashbuckler may re-roll one failed attack roll, skill check, ability check or saving throw. The character must take the result of the roll even if it is worse. At level 7 this may be used twice per day, but not on the same roll.

Acrobatic Charge
The Swashbucjkler may charge over difficult terrain. This ability allows her to run down steep stairs, leap from a balcony or tumble over tables to get to her target.

Improved Flanking
When flaking she receives a +4 bonus to attacks instead of +2.

Acrobatic Skill Mastery
A swashbuckler may take 10 on tumble and jump checks even if in stress and distractions would precent her form doing so.

Slippery Mind
If the swashbuckler fails as save against an enchantment or enchanment effect she make atampt a saving throw 1 round later. She only get's this one chance to succeed at a certain saving throw.


Prestigious Scout

Pre-Requisites:
Class Skills: Tumble, Jump
BAB: +1
Special: Acceptance into one of the following organisations:
Royal Musketeers: requires Knowledge(Martial), Profession(Musketeer) as class skills.
Republican Guard: requires Knowledge(Martial), Profession(Musketeer) as class skills
Air Guild: requires Profession(sailor), Profession(Musketeer), balance as class skills
Theives Guilds: hide and move silently as class skills, Point Blank Shot feat

Vitality per Level: 1D8 per level
Weapon and Armor Proficiency No change.

{table="header"]Level | BAB | Fort | Ref | Will | Special
1 | +1 | +0 | +2 | +0 | Skirmish (+1D6), Far Shot, Trapfinding
2 | +2 | +0 | +3 | +0 | BattleFortitude +1, Uncanny Dodge
3 | | | | | Fast Movement +10ft, Skirmish (+1D6, +1AC), Trackless Step
4 | | | | | Bonus Feat, Evasion
5 | | | | | Flawless Stride, Skirmish (+2D6, +1AC)
6 | | | | | Camouflage, Bonus Feat
7 | | | | | Blind Sense 30ft, Skirmish (+2D6, +2AC)
8 | | | | | Battle Fortitude +2, Fast Movement +20ft
9 | | | | | Skirmish (+3D6, +2AC), Bonus Feat
10 | | | | | Hide in plain sight, Free movement
[/table]

Additional bonus feat at first level: Far Shot

EDIT: Class Features to be added later. All are same as Complete Adventurer Class Features page 12.



Airship Corsair

Requirements:
Class Skills: Profession(Sailor) or Profession(Airship Pilot), Balance, Tumble as class skills. One Movement Skill Trick.
BAB: +1
Feats: Sea Legs and Weapon Finesse.
Special: Must be an officer on a war Airship of any size.

---------------

Skills: no change
Vitality per Level: 1D8 per level.
Weapon and Armor Proficiency Is always proficient with the Cutlas, Rapier, Pistol and Musket.

{table="header"]Level | BAB | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +0 | Improved Fient, Fast Acrobatics, Kip Up, Steady Stance
2 | +2 | +3 | +0 | +0 | Corsair's Feint (2D4), Easy Luck
3 | | | | | Expeditious Dodge, Agile fighting +1/+2
4 | | | | | Sailor's Balance, Sailors Step +2
5 | | | | | Old Salt, Evasion
6 | | | | | Corsair's Fient (1D4), More Luck than Skill
7 | | | | | Daredevil Athlete, Agile fighting +2/+3
8 | | | | | Fortune's Favourite , Fast Movement
9 | | | | | Lucky Catch, Sailors Step +4
10 | | | | | Mobility, Improved Evasion
[/table]

Improved Fient
At first level the Airship Corsair gains Improved Fient as a bonus feat.

Fast Acrobatics
An Airship Corsair can avoid normal penalties for accellerated movement while using her acrobatic talents.

Ignores the -5 Penalty for Balance checks when moving at her normal full speed
She can Climb at half her normal movement speed without taking a -5 penalty on her climb check
She can Tumble at her full speed without taking a -10 penalty to the check


Kip Up
As a free action an Airship Corsair can stand up from prone as a free action that does not provoke attacks of opportunity.

Steady Stance
She is never flat footed while balancing or climbing and she adds her class level to balance and climb checks when taking damage

Corsair's Feint
She can make a feint as a free action. However once she has done this she cannot surprise her enemies with the same trick for another 2D4 rounds.
This reduces to 1D4 rounds at level 6.

Easy Luck
Taking luck rolls is a free action.

Expeditious Dodge
At third level an airship corsair gains Expeditious Dodge as a bonus feat. This feat counts as Dodge for all class abilities and feat requirements.

Agile fighting
Starting at third level an Airship Corsair gains a +1 bonus to dodge rolls. When fighting defensively or using total defense this bonus increases to +2. This bonus increases to +2 and +3 respectively at level 7.

Sailor's Balance
At fourth level an airship corsair gains Sailor's Balance as a bonus feat.

Sailors Step
While aboard a ship and wearing light or no armor an Airship Corsair gains a +2 dodge bonus to Armor class. This bonus stacks with all other dodge bonuses. At level 9 this bonus increases to +4

Old Salt
At fifth level an airship corsair gains Old Salt as a bonus feat.

Evasion
At fifth level the Airship Corsair gains Evasion. this works exactly as the Rogue ability.

More Luck than Skill
Once per day as a swift action she may add her class level as a bonus to all skill checks until the start of her next turn.

Daredevil Athlete
At sixth level an airship corsair gains Daredevil Athlete as a bonus feat.

Fortune's Favourite
Once per day as an immediate actions she may add her class level as a luck bonus to all saving throws until the start of her next turn.

Fast Movement
She gains fast movement. This works exactly as the Barbarian ability.

Lucky Catch
At ninth level an airship corsair gains Lucky Catch as a bonus feat.

Mobility
At tenth level an airship corsair gains Mobility as a bonus feat.

Improved Evasion
At tenth level the Airship Corsair gains Improved Evasion. This works exactly as the Rogue ability.




Techsmith

Requirements:
Class Skills: Profession(Inventor), Knowledge(Science), Craft(Clockwork), Craft(Metalworking)
Feats: Clockwork Master, Skill Focus - Craft(Clockwork), Skill Focus - Knowledge(Science)
Special: Acceptance as an undergraduate in the College of Engineers.

------------------

Skills: gain Profession(Engineer) and Truespeak as class skills if you did not possess them already.
Vitality per Level: 1D4 per level.
Weapon and Armor Proficiency No change.

{table="header"]Level | BAB | Fort | Ref | Will | Special | Reserve | Mechanition Bonus
1 | +0 | +2 | +0 | +2 | Mechanitian, Mad Inventor, Crafting Reserve | 50 | ----
2 | +1 | +3 | +0 | +3 | Technical Knack +2 | 80 | +1 BAB or +1 NA
3 | | | | | Bonus Feat, Mechanitian Attachment | 120 | +1 to any Ability Score
4 | | | | | Technical Knack +4 | 170 | +1 BAB or +1 NA
5 | | | | | Bonus Feat | 210 | +1 to any Ability Score
6 | | | | | Technical Knack +6, Mechanitian Attachment | 260 | +1 BAB or +1 NA
7 | | | | | Bonus Feat | 300 | +1 to any Ability Score
8 | | | | | Technical Knack +8 | 350 | +1 BAB or +1 NA
9 | | | | | Bonus Feat, Mechanitian Attachment | 390 | +1 to any Ability Score
10 | | | | | Technical Knack +10 | 440 | +1 BAB or +1 NA
[/table]

Mechanitian

http://cache.gawkerassets.com/assets/images/8/2009/05/340x_marvinbabbageconcierge.jpg

Upon becoming a Techsmith the character may construct a Mechanitian - a loyal mechanical warrior, assistant, bodyguard and often a even a friend.
This mechanitian costs the Techsmith nothing, for it is assumed that in the time before becoming a Techsmith he has been researching and working on parts of the Mechanitian in his spare time.

A Mechanition is a Clockwork Device made of metal, often bronze and gold.
A Techsmith can create a Mechanition of one of two sizes:
Small (Str 13, Dex 14, Con -, Int 10, Wis 13, Cha 4)
Medium (Str 15, Dex 12, Con -, Int 8, Wis 13, cha 4)

A Mechanitian has +5 Natural Armor, D10 Vitality Dice with Vitality Dice equal to the Techsmiths class level (max of 4), and 15 Wounds. It has a slam attack that deals 1D8 base damage. It has a base movement of 20.
A new Mechanitian has no equipment but may use weapons suitable for it's size.

Mechanition Bonus
Through constant tinkering and improvements the Techsmith increases the abilities of his Mechanitian. At each level after the first he may chose a bonus from those given in the table above. At each odd Techsmith level he may chose any ability score (except Con) to improve by one point. At each even level he may improve the BAB or Natural Armor bonus on the Mechanitian by one point.

Mechanition Attachment
At levels 3, 6 and 9 the Techsmith has built some new gadget to further enhance the Mechanitian in some way. He may chose from one of the following options for the Mechanitian:

Drivers Seat: Medium size only. The any medium or small sized character may sit in this seat and either control the Mechanitian or simply sit back and let it cart them about. This increases the size of the Mechanitian to large. The increase in size does not give any ability score benefits, but weapon damage for appropriate sized weapons does increase. This may be chosen once.

Cannon Attachment: Medium or large size only: The Mechantian has a small cannon replacement for one arm. It may not longer perform any task that requires both arms or carry any weapons that require both arms to wield.
It does however gain a small cannon which is fed from an interal ammunition supply. This supply holds 6 rounds. To reload takes the Techsmith who built it 3 hours or 6 hours for anyone else. The Mechanitian is not able to reload itself. The Mechanitian is assumed to be proficient in the use of the weapon.
{table="header"]Exotic Weapons | Cost | Dmg | Critical | Range | Weight | Damage Type
cannon | -- | 6D8 | 18-20/x1 | 250ft | 20lb | Seige (P & B)
[/table]
This may be chosen for as many free arms the Mechanitian has remaining.

Machine-Musket Attachment: The Mechantian has a small and very strange clockwork musket replacement for one arm. It may not longer perform any task that requires both arms or carry any weapons that require both arms to wield.
It does however gain a experimental rapid-firing musket which is fed from an interal ammunition supply. This supply holds 100 rounds. To reload takes the Techsmith who built it 2 hours or 4 hours for anyone else assuming they have the approriate ammunition. The Mechanitian is not able to reload itself.
The Mechanitian is assumed to be proficient in the use of the weapon.
{table="header"]Exotic Weapons | Cost | Dmg | Critical | Range | Weight | Damage Type
Machine-Musket | -- | 1D8 | 19-20/x1 | 100ft | 5lb | Piercing
[/table]
A Machine-Musket fires a burst of 3 rounds whenever it is used. All shots must be fired at the same target, but attack rolls are rolled seperately. This may be chosen for as many free arms the Mechanitian has remaining.

Extra Arm: The Mechanitian gains an extra arms somewhere on it's body. It does not gain any additional benefit other than having an arm that may carry/use something. This may be chosen more than once.

Toolkit: Like an army knife the Mechanitian has built within it thousands of delicate tools that it uses to assist the Techsmith. The Mechanitian provuides a +2 bonus on any Craft or Profession check the Techsmith makes while the Mechanitian is in close proximity. Should the Mechanitian have a bonus to Int then it may provide this in additon to this bonus. This may be chosen once only.

Steampower: Medium or Large only: The Mechanitian goes high-tech and adds additonal steam power to it system. It provides the Mechanition with the following benefits: +2 Str, +20 move, double strength-based load capacity. This may be chosen once only.

Refined System: Small or Medium only: The Mechanition has been refined and improved to such a point that it becomes smaller and lighter. Reduce it's size category by one level. The change in size has no effect on ability scores. This may be chosen more than once.

Clockwork Butterfly: Any size up to and including Small: The Mechanition gains Average flight with a speed of 40. If this is chosen a second time the Techsmith may either chose to improve the manueverability by one category or increase the speed by 50%. This may be chosen more than once.

Mad Inventor
A Techsmith gains the mad inventor feat at first level even if he does not meet the requirements for the feat.
He does not lose any sanity or gain a permanent insanity.

Craft Reserve
A Techsmith receives a pool of points he can spend instead of experience points when crafting a steam or clockwork device. Each time the Techsmith gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Techsmith can also use his craft reserve to supplement the XP cost of the device he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Bonus Feat
At second level and each level after the Techsmith may chose a bonus feat from the following list:

Skill Focus (any Knowledge, Profession or Craft), Dilligent, Investigator
Iron Will, Truename Research, Vestige Truename, Minor Utterance of the Evolving Mind, Utterance of the Evolving Mind, Utterance of the Crafted Tool

Technical Knack
A Techsmith of a certain skill picks up a technical knack, an innate familiarity with the inner workings of mechanical gadgetry and science that allows them a +2 bonus on all Appraise, Craft, Disable Device, Knowledge(Science) and Open Locks checks involving any sort of mechanical device.
This bonus increase by a further cumulative +2 at each even level.



Skills

Truespeak <- see link in Truespeak stuff below
Iaijutsu Focus <- Needs homebrew fixing
Craft(Clockwork Device)
Craft(Steam Device)
Craft(Gunpowder Weapon)
Profession(Airship Pilot)
Profession(Airship Engineer)
Profession(Sailor) <- Allows you to work on an Airship.
Profession(Inventor) <- Earn money by designing gadgets.
Knowledge (Science) <- Clockwork and Steam devices, some knowledge of how Airships work. Use the word 'science' loosely.
Knowledge (Martial) <- know about organised modern warfare
Knowledge (Artillery) <- Know about cannons and how to use and maintain them.
Profession (Cannoneer) <- Skill at using various aspects of a cannon in battle.
Profession (Musketeer) <- You have trained in battlefield warfare using the musket.

Knowledge (Occult Powers) <- You have studied the dark arts of the ocult. Each level deducts one sanity point. (See Knowledge(Psionics) for uses)

Forbidden Knowledge <- Trained INT. Can only aquire through some very horrific means. Allows you to learn some seriously creepy stuff. See Sanity rules for more details.
This skill does not work the same as the rest of the skills under the variant skill rules. Characters never gain max ranks.


Feats


{table="header"]Feat Name | Pre-requisites | Benefits
General Feats
Sudden Challenge | BAB+3, Iaijutsu Focus, Intimidate | Gain bonuses to Iaijustus skills when using a challenge
Challenge Obssessed | Intimidate, Sudden Challenge | Gain special abilities in combat when caught flatfooted
Plunging Shot | Dex 13+, Point Blank Shot | Deal extra damage when firing from above
Flick of the Wrist | Dex 17+, Slight of Hand as a class skill, Quick Draw | render opponents flat footed when you draw your weapon
Expeditious Dodge | Dex 13+ | Gain dodge bonus when moving fast
Defensive Archery | Point Blank Shot | +4 Dodge bonus vs AoO when firing
Catfolk Pounce | Dex 13+, Catfolk | Improved attacks when charging flatfooted opponents
Able Sniper | Dex 13+, Hide | Bonuses when sniping while hiding.
Agile Athlete | Climb, Jump | Use Dex for Climb and Jump skills instead of Dex
Class Specialist | Required Class feature prerequisites, Expert or Warrior | Gain an additionla class feature that you meet the prerequisites for.
Clockwork Master | 3 Vitality Dice, Knowledge(Science), Skill Focus - Craft(Clockwork) | Create Clockwork Devices
Closed Mind | No Power reserve | +2 saves vs Occult Powers
Hostile Mind | No Power reserve, Knowledge(Occult Powers) | Retributive damage to those seeking to read/control your mind.
Sanity Feats
Mad Inventor | One Permanent Insanity, Craft(Clockwork or Steam Device), Knowledge(Science) | +2 to Craft(Clockwork or Steam Device) and +2 Knowledge(Science) checks.
Truespeak Feats
Vestige Truename | Truespeak, Truename Research, Binder level 2+ | Binding bonuses
Truename Training | none | Truespeak as a class skill
Truename Research | Truespeak, Forbiden Knowledge 1+ | gain bonuses when researching a Truename.
Least Utterance of the evolving mind | Truespeak | gain one 1st level utterance of the evolving mind
Lesser Utterance of the evolving mind | One utterance of the evolving mind | gain one 2nd level utterance of the evolving mind
Greater Utterance of the evolving mind | Two utterances of the evolving mind | gain one 3rd level utterance of the evolving mind
Least Utterance of the crafted tool | One utterance | gain one 1st level utterance of the crafted tool
Lesser Utterance of the crafted tool | One utterance of the crafted tool | gain one 2nd level utterance of the crafted tool
Binder Feats
Vestige Truename | Truespeak, Truename Research, Binder level 2+ | Binding bonuses
Bind Vestige | none | You may Bind Vestiges with a binder level of 1
Improved Bind Vestige | Bind Vestige | Your binder level increases to 5
Practised Binder | Bind Vestige | You gain an additional granted power when binding vestiges
Occult feats
Body Fuel | A Power Point reserve, living | Recover PP through ability score damage
Forbidden Archivist | Knowledge(Occult Powers), Knowledge(Religion), Knowledge(History) | Gain bonuses on Forbidden Knowledge, Truename and Knowledge(Science)
Occult Discovery | Occult Manifester 3rd | Learn one new Occult Power
Overchannel | A Power Point reserve | Burn life force to fuel your powers.
Occult Possession | Any [OCULT] feat | Gain Vitality and Wounds based on the number of [OCCULT] feats you possess.
Link to the Powers | A Power Point Reserve, 1+ Forbidden Knowledge | Gain Power Points to your reserve based on your ranks in Forbidden Knowledge
Occult Adept | Knowledge(Occult Powers) | Gain Occult Powers
Occult Observance | Occult Adept | Gain a granted power from a 'being'
Vile feats
Vile Binder | Binder level 3+, Any [VILE] Feat | Gain +1 to all binding attempts for each two Vile feats you possess.
Tactical feats
[/table]


SUDDEN CHALLENGE [GENERAL]
Prerequisites: BAB+3, Iaijutsu Focus and Intimidate as a class skill.
Benefit: You can initiate a duel of wills (ToB 27) as a free action once during combat if you hadn’t done it already at the start of combat. The target cannot choose to submit to these duels.

Furthermore, if you initiate a iaijutsu strike on the first round of combat against someone you used a duel of wills against before combat, or if you had a duel of wills with them in the same round, you gain a +1 bonus on your Iaijutsu Focus check and a +1 bonus on each damage die you gain from Iaijutsu Focus, but only if you win the duel of wills.

CHALLENGE-OBSESSED [GENERAL]
Prerequisites: Intimidate as a class skill, Sudden Challenge
Benefit: You can initiate a duel of wills (ToB 27) as a free action during combat an extra number of times per encounter equal to your Cha bonus. The target cannot choose to submit to these duels.

You can also, once per day, initiate a duel of wills as an immediate action, even right before you are hit by an attack. The target cannot choose to ignore this. If you win you can make a single Iaijutsu Focus check as long as you have a sheathed weapon and enough hands free to wield it. If this check beats your attacker's attack roll you manage to parry it and can make a single attack at your full BAB against your attacker. You cannot use Iaijutsu Focus to enhance the damage of this attack.

PLUNGING SHOT [GENERAL]
You can use the force of gravity to make your ranged attacks
deal extra damage if your target is below you.
Prerequisites: Dex 13, Point Blank Shot.

Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown or projectile weapon.

FLICK OF THE WRIST [GENERAL]
With a single motion, you can draw a light weapon and make
a devastating attack.
Prerequisites: Dex 17, Sleight of Hand, Quick Draw.

Benefi t: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You can use this feat only once per round and once per opponent during any single combat encounter.

EXPEDITIOUS DODGE [GENERAL]
You’re good at avoiding attacks while moving quickly.
Prerequisite: Dex 13.

Benefit: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn.

Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. A fighter may select Expeditious Dodge as one of his fighter bonus feats.

DEFENSIVE ARCHERY [GENERAL]
You can avoid attacks of opportunity when making ranged attacks while threatened.
Prerequisite: Point Blank Shot.

Benefit: You gain a +4 dodge bonus to Armor Class against attacks of opportunity provoked when you make a ranged attack.
Special: A fighter may select Defensive Archery as one of his fighter bonus feats.

CATFOLK POUNCE [GENERAL]
You can rush unaware foes and deliver several attacks before
they have a chance to respond.
Prerequisite: Catfolk, Dex 13.

Benefit: If you use the charge action against a flatfooted opponent, you can make a full attack at the end of a charge.
Special: A catfolk fighter may select Catfolk Pounce as a bonus feat.

ABLE SNIPER [GENERAL]
You are accomplished at remaining unseen when you’re sniping with a ranged weapon.
Prerequisites: Dex 13, Hide as a class skill.

Benefit: You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding (see page 76 of the Player’s Handbook).

AGILE ATHLETE [GENERAL]
You rely on your agility to perform athletic feats, rather than
brute strength.
Prerequisites: Climb and Jump as class skills.

Benefit: When making a Climb or Jump check, you use
your Dexterity modifier for the check.
Normal: Without this feat, you use your Strength modifier
for Climb and Jump checks.

CLASS SPECIALIST [GENERAL]
Benefits: You may chose an additional class feature that you meet the prerequisites for as if you had gained the Class Feature ability instead of a bonus feat.

TRUENAME TRAINING [TRUESPEAK]
Unlike most of your peers, you have discovered the secret power of truenames.
Benefit: The Truespeak skill is a class skill for you.

TRUENAME RESEARCH [TRUESPEAK]
You have a knack for finding out the truenames of friends and foes alike through study and investigation.
Prerequisites: Truespeak, Forbidden Knowledge 1+.

Benefit: You gain a +2 bonus on Knowledge/Forbidden Knowledge checks made to discover a creature's personal truename.
In addition, the cost to research a personal truename is reduced by half.

LEAST UTTERANCE OF THE EVOLVING MIND [TRUESPEAK]
Your mastery of Truespeech has led you to the understanding necessary to perform a simple Utterance from the Lexicon of the Evolving Mind.
Prerequisites: Truespeak.
Benefit: You learn one 1st level utterance from the Lexicon of the Evolving Mind. This may be taken multiple times.

LESSER UTTERANCE OF THE EVOLVING MIND [TRUESPEAK]
Prerequisites: At least one utterance of the evolving mind.
Benefit: You learn one 2nd level utterance from the Lexicon of the Evolving Mind. This may be taken multiple times.

GREATER UTTERANCE OF THE EVOLVING MIND [TRUESPEAK]
Prerequisites: At least two utterances of the evolving mind.
Benefit: You learn one 3rd level utterance from the Lexicon of the Evolving Mind. This may be taken multiple times.

LEAST UTTERANCE OF THE EVOLVING CRAFTED TOOL [TRUESPEAK]
As you strive for more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects.
Prerequisites: Truespeak, ability to speak at least one utterance.
Benefit: You learn one 1st level utterance from the Lexicon of the Crafted Tool. This may be taken multiple times.

LESSER UTTERANCE OF THE EVOLVING CRAFTED TOOL [TRUESPEAK]
Prerequisites: At least one utterance of the crafted tool.
Benefit: You learn one 2nd level utterance from the Lexicon of the Crafted Tool. This may be taken multiple times.


BODY FUEL [OCCULT]
Requires: A power point reserve, living.
Benefits:
You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.

Special:
Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

CLOSED MIND [GENERAL]
Your mind is better able to resist the occult than normal.
Requires: No power point reserve.
Benefit: You get a +2 bonus on all saving throws to resist powers.

OCCULT DISCOVERY [OCCULT]
Requires: Occult Manifester 3rd
Benefits: Learn an additional Occult Power up to your maximum Power level.

[b]HOSTILE MIND [GENERAL]
Requires: No power point reserve, Knowledge(Occult Powers) as a class skill
Benefits: Whenever you are subject to an Occult Power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + ½ your character level + your Charisma bonus or take 2d6 points of damage.

OVERCHANNEL [OCCULT]
You burn your life force to strengthen your powers.
Requires: A Power Point Reserve

Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

OCCULT POSESSION [OCCULT]
Requires: Any [OCCULT] Feat

Benefits: +2 Vitality for each [OCCULT] feat you possess. +1 Wounds for each three [OCCULT] feats you possess. Include this feat.

LINK TO THE POWERS [OCCULT]
Requires: A power Point Reserve, 1+ points in Forbidden Knowledge.

Benefits: Gain an additional 2 Power Points to your reserve for each point of Forbidden Knowledge you possess, this does not change later should you earn additional Forbidden Knowledge. Each time you take this feat your Forbidden Knowledge score must be higher than the previous time. You received the full bonuses each time.

OCCULT ADEPT [OCCULT]
You have learned enough dark secrets to begin drawing power from the beings themselves.
Requires: Knowledge(Occult Powers) as a class skill

Benefits: To determine your Occult Power Ranking simply sum the number of [OCCULT] feats you possess (count this feat as double) with your ranks in Forbidden Knowledge, then divide by 2.

Note: Should your number of Forbidden Knowledge Points or [OCCULT] feats increase or decrease then update your score on this chart.

{table="header"] Occult Power Ranking| Manifester Level | Powers Known | Power Point Reserve
1 | 1st | 1 | 1
2 | 1st | 1 | 2
3 | 1st | 2 | 3
4 | 2nd | 2 | 4
5 | 2nd | 3 | 6
6 | 2nd | 3 | 8
7 | 3rd | 4 | 10
8 | 3rd | 4 | 12
9 | 3rd | 5 | 14
10 | 4th | 5 | 19
11 | 4th | 6 | 21
12 | 4th | 6 | 26
13 | 5th | 7 | 30
14 | 5th | 7 | 34
15 | 6th | 8 | 40
[/table]

This feat may be taken multiple times.

OCCULT OBSERVANCE [OCCULT]
Requires: Occult Adept

Benefits: You gain one special ability of one of the beings. (See religion above)

DRIFT MAGIC [OCCULT]
You can tap the power of drift magic.

Prerequisites: Knowledge(Occult Power) and Knowledge (local) as class skills, Occult Adept, Con 13+.

Benefit: You can use drift "magic" to enhance your powers.

If you add a handful of waste sand as an additional material component
to any power you manifest, the power gains the cold descriptor.

This does not actually change the nature of the Power you manifest.

If you add a handful of waste sand as an additional material
component to a power when youmanifest it and that power
already has the cold descriptor, you increase the effective
level of the power being manifested by +1.
Adding this additional material component requires
you to spend a move action immediately before you manifest the power to gather sand from the surrounding environment.
You may take no other action between gathering the
sand and manifesting the power.

MAD INVENTOR [SANITY]
Requires: One Permanent Insanity, Craft(Clockwork or Steam Device), Knowledge(Science) as class skills.

Benefits: +2 to Craft(Clockwork or Steam Device) and +2 Knowledge(Science) checks.

CLOCKWORK MASTER [GENERAL]
Requires: 3 Vitality Dice, Knowledge(Science), Skill Focus - Craft(Clockwork) as class skills.

Benefits: May create truly fantastical clockwork wonders. This feat allows the creator to "invent" any magic item with a caster level limit of (HD-1) that requires the Craft Wonderous Item feat following the standard gp and xp costs. These items are not actually magical in nature but are clockwork representations. Feats that reduce gp and xp costs may be taken as if this feat is a magical item creation feat. Allowed items subject to DM discretion.

FORBIDDEN ARCHIVIST [OCCULT]
You have purposefully delved into the darkest recesses of the world to learn things best left alone.
Requires: Knowledge(Occult Powers), Knowledge(Religion), Knowledge(History) as class skills, Expert

Benefit: Gain 1D3-1 Ranks of Forbidden Knowledge. +2 to all Truespeak and Binding checks. +1 on all Knowledge(Science) checks.

TAINTED RESEARCHER [GENERAL]
You have delved too deep and discovered something that is best left unknown.
Requires: Knowledge(Religion), Knowledge(History) as class skills

Benefit: Lose 1D6 Sanity. Gain a permanent Insanity. Gain 1D4+1 ranks in Forbidden Knowledge or add one Knowledge skill to your list of class skills.

VESTIGE TRUENAME [BINDER][TRUENAME]
You have learned the truename of a vestige, or at least what you think is it's truename. This has the potential of giving you great power when binding the vestige.
Requires: Truespeak as a class skill, Truename Research feat, Binder level 2 or higher.

Benefit: Chose a specific Vestige that you can currently bind. You gain +8 to rolls to bind that vestige due to knowing their truename. Should you fail to adequately bind the vestige make a Will save DC 10+Vestige level. If you fail the truename is wiped from your mind and you lose the benefit of this feat, you do not get to replace this feat or re-use the slot in any other manner.

VILE BINDER [VILE][BINDER]
You channel dark energies to aid you in trapping vestiges as you summon them.
Requires: Binder level 3+, At least one Vile feat

Benefit: Gain +1 to all binding attempts for each two Vile feats you possess.

BIND VESTIGE [BINDER]
Benefits: See pages 73 and 73 of the Tome of Magic for complete rules.

IMPROVED BIND VESTIGE [BINDER]
Prerequisites: Bind Vestige

Benefits: You count as a 5th level binder and may bind vestiges up to 3rd level.

PRACTISED BINDER
Prerequisites: Bind Vestige

Benefits: You gain an additional power when binding a vestige. This may be taken multiple times.




Long Term and Permanent Sanity Rules
Note on starting Sanity: Starting Sanity is equal to 5 times your Wisdom Ability score (not the bonus, the entire score)

Use Temporary Insanity as described. Consult below for other rules

When ever sanity is lost record the sanity loss as either Neuroses or Psychosis (50% chance of either, depending on how it was gained the DM may assign it to a specific type).

Consult the following tables should a long term or permanent insanity be required:

Neuroses
{table="header"] Neuroses Score | Name
1 | General Anxiety
2 | Specific Anxiety (OCD, Social Phobia etc.)
3 | Eating Disorder (anorexia etc.)
4 | Sleeping Disorder (Night terrors etc.)
5 | Personality Disorder*
6 | Post Traumatic Dissorder
[/table]

Psychosis
{table="header"] Psychosis Score | Name
1 | Mood
2 | Psychosexual
3 | Impulse control
4 | Personality*
5 | Dissociative
6+ | Schizophrenia/Psychosis
[/table]

Once an order has been chosen erase the associated score back to 0.
Sanity score remains unaffected.

When an illness is gained permanently roll 1D6. That is the degree at which the character suffers from that illness. Add +1 to that score each time more points of the same type are generated. A score of 1 being very minor through to 10 being crippled. Characters with any permanent illness above a score of 8 are subject to DM control.

For Personality disorders add only half the initial roll (1D3 only) but it increases by +1 whenever any sanity is lost regardless of which type it is.

Gaiyamato
2010-11-07, 05:44 AM
Masterwork Rules

Custom masterwork rules being added soon.


Armor

{table="header"]Armor | Cost | Armor/Shield Bonus | DR Bonus | Sneak Attack Protection | Maximum Dex Bonus | Armor Check Penalty | Speed (30 ft.) | Speed (20 ft.) | Weight
Light Armor
Padded | 5 gp | 1 | 0/- | 5% | 8 | 0 | 30 ft. | 20 ft. | 10 lb.
Leather | 10 gp | 1 | 1/- | 5% | 6 | 0 | 30 ft. | 20 ft. | 15 lb.
Studded leather | 25 gp | 1 | 1/- | 15% | 5 | -1 | 30 ft. | 20 ft. | 20 lb.
Chain shirt | 100 gp | 2 | 1/- | 20% | 4 | -2 | 30 ft. | 20 ft. | 25 lb.
Medium Armor
Hide | 15 gp | 1 | 1/- | 20% | 4 | -3 | 20 ft. | 15 ft. | 25 lb.
Scale mail | 50 gp | 2 | 1/- | 25% | 3 | -4 | 20 ft. | 15 ft. | 30 lb.
Chainmail | 150 gp | 2 | 2/- | 30% | 2 | -5 | 20 ft. | 15 ft. | 40 lb.
Breastplate | 200 gp | 2 | 2/- | 35% | 3 | -4 | 20 ft. | 15 ft. | 30 lb.
Exotic Armor
none yet
Shields
Buckler | 15 gp | 1 | — | +0% | — | -1 | — | — | 5 lb.
Shield, light wooden | 3 gp | 1 | — | +5% | — | -1 | — | — | 5 lb.
Shield, light steel | 9 gp | 1 | +1/- | +5% | — | -1 | — | — | 6 lb.
Shield, heavy wooden | 7 gp | 2 | — | +10% | — | -2 | — | — | 10 lb.
Shield, heavy steel | 20 gp | 2 | +1/- | +10% | — | -2 | — | — | 15 lb.
Shield, hide | 50 gp | 1 | +1/- | +20% | 4 | –3 | — | — | 30 lb.
[/table]


Weapons
Note on Gunpowder Weapons: They reload and fire the same as crossbows. Rapid Reload or any such feat that speeds the firing of archery weapons, and any feat that allows more than one attack with an archery weapon, do not apply to Gunpowder weapons.
Instead a DC 10 Profession(Musketeer) check gives the same result as Rapid Reload. Penalties apply for distractions and being attacked.


http://www.hhandco.com/images/gp5.jpg


{table="header"]Simple Weapons | Cost | Dmg | Critical | Range | Weight | Damage Type
Unarmed
Unarmed strike | — | 1d3 | 20/x1 | — | — | Bludgeoning
One-handed
Dagger | 2 gp | 1d4 | 18-20/×1 | 10 ft. | 1 lb. | Piercing or slashing
Sickle | 6 gp | 1d6 | 19-20/×1 | — | 2 lb. | Slashing
Shortspear | 1 gp | 1d6 |19-20/×1 | 20 ft. | 3 lb. | Piercing
Pistol | 80gp | 1D10 | 19-20/x1 | 50ft | 3lb | Piercing
Two-handed
Spear | 2 gp | 1d8 | 18-20/×1 | 20 ft. | 6 lb. | Piercing
Musket | 120gp | 1D10 | 19-20/x1 | 150ft | 8lb | Piercing
Crossbow, heavy | 50 gp | 1d10 | 18-20/×1 | 120 ft. | 8 lb. | Piercing
Crossbow, light | 35 gp | 1d8 | 18-20/×1 | 80 ft. | 4 lb. | Piercing
Ammunition
Arrows (20) | 1 gp | — | — | — | 3 lb. | —
Bolts, crossbow (10) | 1 gp | — | — | — | 1 lb. | —
Average Quality Gunpowder | 1gp per 10 rounds | - | - | - | 0.5lb | -
Good Quality Gunpowder | 3gp per 10 rounds | +1 | - | - | 0.5lb | -
Shot | 1gp per 20 rounds | - | - | - | 1lb | -
[/table]

{table="header"]Martial Weapons | Cost | Dmg | Critical | Range | Weight | Damage Type
One-handed
Handaxe | 6 gp | 1d6 | 18-20/×1 | — | 3 lb. | Slashing
Shield, light | special | 1d3 | 19-20/×1 | — | special | Bludgeoning
Spiked shield, light | special | 1d4 | 19-20/×1 | — | special | Piercing
Sword, short | 10 gp | 1d6 | 18-20/×1 | — | 2 lb. | Piercing
Longsword | 15 gp | 1d8 | 18-20/×1 | — | 4 lb. | Slashing
Rapier | 20 gp | 1d6 | 18-20/×1 | — | 2 lb. | Piercing
Cutlass | 15 gp | 1d6 | 18–20/×1 | — | 3 lb. | Slashing
Scimitar | 15 gp | 1d6 | 17-20/×1 | — | 4 lb. | Slashing
Shield, heavy | special | 1d4 | 19-20/×1 | — | special | Bludgeoning
Spiked shield, heavy | special | 1d6 | 19-20/×1 | — | special | Piercing
Two-handed
Musket Bayonet | 10gp | 1D6 | 19-20 | - | 2lb | Piercing
Falchion | 75 gp | 2d4 | 17-20/×1 | — | 8 lb. | Slashing
Glaive | 8 gp | 1d10 | 18-20/×1 | — | 10 lb. | Slashing
Greatsword | 50 gp | 2d6 | 18-20/×1 | — | 8 lb. | Slashing
Guisarme | 9 gp | 2d4 | 18-20/×1 | — | 12 lb. | Slashing
Halberd | 10 gp | 1d10 | 18-20/×1 | — | 12 lb. | Piercing or slashing
Ranseur | 10 gp | 2d4 | 18-20/×1 | — | 12 lb. | Piercing
Blunderbuss | 210gp | 2D8 | 17-20/x1 | 70ft | 12lb | Piercing
Longbow | 75 gp | 1d8 | 18-20/×1 | 100 ft. | 3 lb. | Piercing
Longbow, composite | 100 gp | 1d8 | 18-20/×1 | 110 ft. | 3 lb. | Piercing
Shortbow | 30 gp | 1d6 | 18-20/×1 | 60 ft. | 2 lb. | Piercing
Shortbow, composite | 75 gp | 1d6 | 18-20/×1 | 70 ft. | 2 lb. | Piercing
Crossbow, repeating heavy | 400 gp | 1d10 | 18-20/×1 | 120 ft. | 12 lb. | Piercing
Crossbow, repeating light | 250 gp | 1d8 | 18-20/×1 | 80 ft. | 6 lb. | Piercing
Ammunition
Excellent Quality Gunpowder | 8gp per 10 rounds | +1 | - | +20 | 0.5lb | -
Rare Exotic Gunpowder * | 20gp per 10 rounds | +1D3 | 20-(2D2-1) | 30x1D6 | 1lb | -
Blunderbuss Shot | 1gp per 10 rounds | - | - | - | 2lb | -
[/table]
* roll effects for each shot when used.

{table="header"]Exotic Weapons | Cost | Dmg | Critical | Range | Weight | Damage Type
One-handed
Sword, bastard | 35 gp | 1d10 | 18-20/×1 | — | 6 lb. | Slashing
Waraxe, dwarven | 30 gp | 1d10 | 18-20/×1 | — | 8 lb. | Slashing
Great scimitar | 200 gp | 1d8 | 17–20/×1 | — | 8 lb. | Slashing
Two-handed
Battlehorn | 50 gp | 1d8/1d8 | 17-20/x1 | — | 10 lb. | Piercing
Sword, two-bladed | 100 gp | 1d8/1d8 | 18-20/×1 | — | 10 lb. | Slashing
Great falchion | 100 gp | 1d12 | 17–20/×1 | — | 12 lb. | Slashing
Bolas | 4gp | 1d4 | 19-20/×1 | 10 ft. | 2 lb. | Bludgeoning
Crossbow, hand | 100 gp | 1d4 | 18-20/×1 | 30 ft. | 2 lb. | Piercing
Desert throwing-knife | 3 gp | 1d6 | 18–20/×1 | 15 ft. | 1 lb. | Piercing
Bone bow | 250 gp | 1d12 | 17-20/×1 | 120 ft. | 4 lb. | Piercing
Harpoon | 15 gp | 1d10 | 19-20/×1 | 30 ft. | 10 lb. | Piercing
[/table]



Equipment

Mundane Gear
none yet


Vehicles


Airships


Gliders



Devices

These are "magic items" represented by Clockwork and/or Steampower technology.

Clockwork Companion Cube

This small innocent clockwork cube opens to reveal an extremely delicate brass and crystal music box inside. The outside of the box is fashioned from a strange blueish metal with intricate gold and brass patterns. A Clockwork Companion Cube is a 1x1x1ft. cube. weighing 5lb. When opened it plays music that sounds to all listeners to be the most beautiful music they have ever heard. All listeners must make a DC 15 Will save or approach the box.

It becomes tied to anyone who picks it up and then holds it or remains within a 15ft. radius of it for 1 hour. As long as its owner holds it or remains within a 50ft. radius they recieve a +1 moral bonus to all attack roles and skill checks. While the Cube is held the holder (owner or not) will believe that it is talking to them via the music. The cube is merely iducing the idea, it is not itself intelligent, what they believe it says to them and/or what emotions it stirs depends on the personality of the character.

Regardless of what the owner believes they cannot bring themselves to loose it or leave it behind. This is a mind affecting compulsion. The player will not willingly move more than 100ft. from the cube or leave a room without it. If they are forced to they take a -1 penalty on all attack rolls and skill checks. The only way to break the enchantment is to destroy the cube. The cube has 25hp and hardness 10. It is destroyed instantly by exteme heat. If the cube is being attack the owner will try to defend it, if it is destroyed the owner becomes panicked for 2d6 rounds. After this they are completly free of the cube's effects.

The holder instantly lose 1D3 Sanity when placed under the control of the box.

Value: 400gp
Craft Clockwork Device, Craft(Clockwork Device) DC22, 1600xp, 200gp, Occult Power: Empathy or Truespeak: Wind-Carried Words - If both are applied increase all bonuses and pantlies by 1 and increase all DC by 2.



Binding:

Binding Rules from Tome of Magic

Vestiges



Utterances


Fixed Truespeak Rules to use (http://www.giantitp.com/forums/showthread.php?t=120488)

Evolving Mind Utterances

The Lexicon of the Evolving Mind

1st Level Utterances
Defensive Edge: Grant ally +1 AC, or an enemy -1 AC.
Knight's Pussiance: Ally gains +2 on attack rolls, or enemy gains -2 on attack rolls.
Universal Aptitude: Subject gains +5 on skill checks, or enemy gains -5 on skill checks.
Word of Nurturing, Minor: Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.

2nd Level Utterances
Archer's Eye: Give ally ability to ignore concealment with ranged attacks or protect an ally from projectiles.
Hidden Truth: Grant creature +10 bonus on Knowledge check or a +10 on a Bluff check.
Morale Boost: Remove fear from a creature, or frighten an enemy.
Speed of the Zephyr: Subject's speed increases by 20 feet and he can run on up walls, or reduce foe's speed by 10 feet.
Strike of Might: Target's next weapon damage roll deals +10 damage or target's next weapon damage roll deals -5 damage.
Temporal Twist: Ally gains one free attack, or enemy is dazed for 1 round.
Wind-Carried Words: As a sending spell, or hear everything a creature says.
Dreamless Slumber: Put target to sleep or wake target up.

3rd Level Utterances
Anchor of Reality: Prevent a creature from leaving the current plane of existance or banish a creature back to its original plane of existance.
Breath of Cleansing: Allow ally a second save against ongoing effect, or nauseate an enemy.
Energy Negation: Grant an ally resistance 10 to one energy type, or deal energy damage to a foe.
Incarnation of Angels: Creature gains the celestial template, or creature gains the fiendish template.
Preturnatural Clarity: Give an ally a +5 floating bonus for attacks, saves, or checks, or make an enemy confused.


Crafted Tool Utterances

The Lexicon of the Crafted Tool

1st Level Utterances
Agitate Metal: Cause a creature's metal equipment to radiate painful heat or cold.
Word of Opening: Door or portal opens.

2nd Level Utterances
Seize Item: Bring an object within range to your hand.
Rebuild Item: Restore an item destroyed within the last round to perfect form and functionality.




Occult Powers


Manifesting Powers (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#manifestingPowers):

nothing copied over, follow the link for now.


Powers List:


1st level powers:
Call to mind (http://www.d20srd.org/srd/psionic/powers/calltoMind.htm)
Know direction and location (http://www.d20srd.org/srd/psionic/powers/knowDirectionandLocation.htm)

2nd level powers:
Control light (http://www.d20srd.org/srd/psionic/powers/controlLight.htm)
Empathy (http://www.d20srd.org/srd/psionic/powers/empathy.htm)
Burst (http://www.d20srd.org/srd/psionic/powers/burst.htm)

3rd level powers:
Control flame (http://www.d20srd.org/srd/psionic/powers/controlFlames.htm)
Far hand (http://www.d20srd.org/srd/psionic/powers/farHand.htm)
Astral Traveler (http://www.d20srd.org/srd/psionic/powers/astralTraveler.htm)

4th level powers:
Missive (http://www.d20srd.org/srd/psionic/powers/missive.htm)
My light (http://www.d20srd.org/srd/psionic/powers/myLight.htm)

5th level powers:
Sustenance (http://www.d20srd.org/srd/psionic/powers/sustenance.htm)
Astral Caravan (http://www.d20srd.org/srd/psionic/powers/astralCaravan.htm)

6th level powers:
Mind thrust (http://www.d20srd.org/srd/psionic/powers/mindThrust.htm)
Body Equilibrium (http://www.d20srd.org/srd/psionic/powers/bodyEquilibrium.htm)
Dream Travel (http://www.d20srd.org/srd/psionic/powers/dreamTravel.htm)
Remote Viewing (http://www.d20srd.org/srd/psionic/powers/remoteViewing.htm)




Monsters


Clockwork Zombies

http://steampunkwallpaper.com/wp-content/uploads/2008/10/clockworkzombies-toxic-remix.jpg


Human Commoner Clockwork Zombie

Size/Type: Medium Undead (Clockwork Device)
Vitality Dice: 2D12+7 (19 HP)
Wounds: 10 (Immune to Sneak Attack)
Initiative: +4
Speed: 60
Armor Class: 14 (+2 Natural Armor, +2 dodge), Touch 12, Flat Footed 12
Base Attack/Grapple:
Attack: Unarmed Strike x2 +3 (1D3+3/20), Slam +3 (1D6+6/20)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision(60), Fast Healing(5)
Saves: Fortitude +5, Reflex +0, Will +2
Abilities: Str 17, Dex 10 , Con -, Int 14, Wis 9, Cha 8
Skills: Move Silently +5, Hide +5, Listen +1, Spot +1
Skill Tricks: Walk the Walls, Wall Jumper, Nimble Stand, Leaping Climber
Feats: Toughness, Great Fortitude, Improved Toughness, Improved Initiative
Environment: Any
Challenge Rating: 4





Adaptation ideas:
PREVIOUS IDEAS ALL ADDED OR REJECTED

Current Potential Concerns:
The extreme supreme power of sneak attack to cause instant deaths of deathiness. MAYBE SOLVED
With light/medium armor categories and no magic armor only death would be assured at high levels.
Sanity may be lost a little too fast.
Power and influence of the Gods is perhaps a little too strong for decent level Occultists.

Possible Solutions:
Remove sneak attack bonus damage, it only bypasses Vitality but deals normal damage. ADDED
Either apply Armor as DR or in a similar fashion give armor a chance of stopping sneak attacks. ADDED
Create a chain of armor specialist feats, or maybe even a prestigious class. DITCHED
Reduce sanity losses or the negative effects of sanity loss.
Allow Occultists to gain the benefit of one domain only and limit domain granted powers to minor skill bonuses only.

Morph Bark
2010-11-07, 06:04 AM
EDIT: From your introduction: "low tech" and "steampunk" don't really fit together, as steampunk is by definition pretty advanced on a relative scale. Do you simply mean that technology, even in this world, is really hard to come by and most countries are still rather third world-like?

Other than that, it looks fair so far.




By "Low-Tech" I meant no lasers or anything crazy. Tech is part way between Victorian England the late Middle ages.

For the world idea read the description of Askabad and the World story I just put in place. You may need to refresh the page frequently as I am working on this constantly.

Got it. Just a difference of definition then.

And will do. I'll just wait a while so I can read it in one go.

Gaiyamato
2010-11-07, 06:10 AM
Oh, there is weeks of work to do here. :P
But be my guest. :)

Unrest
2010-11-07, 07:03 AM
First of all, I will just state how delighted I'd be to have a 3.5-dedicated steampunk setting.


And the annoying stuff:
yes, the "low-tech steampunk" will sound odd to most... You said "halfway between Middle Ages and Victorian". More 17th c., or more 18th c.? Now, that is a Big difference: 17th was "magic-believing superstitious barbarians laid their hands on whatever technology was left from the Renaissance", and 18th was "guys in thighs and wigs get down to business squeezing the science-juice out of the globe".

Gaiyamato
2010-11-07, 07:15 AM
lol.

Closer to 18th Century.
If you use the entire setting then you get something more like your description of the 17th century however.

Maybe I should change/clarify that.

Gaiyamato
2010-11-07, 07:55 AM
Edited it to "low-resource" as that perhaps better describes it.

EDIT: I also dropped Maneuvers from Tome of Battle. Just to hard to tone down. The only "magical" elements now are going to be some very toned down truespeak, some very weak vestiges and some very very weak psionics posing as "Occult Powers".

As far as roleplaying goes these are the relative equivilent classes to normal dnd, though by no means an equal match in the case of spellcasters:

Fighter - Warrior
Barbarian - Warrior
Rogue - Expert
Monk - Warrior with Binding
Ranger - Warrior with Occult Powers
Cleric - Expert with Occult Powers and Binding
Wizard - Expert with Truespeak and Occult Powers
Sorcerer - Expert with Binding and Occult Powers
Paladin - Warrior with Occult Powers

Unrest
2010-11-07, 08:52 AM
Fighter - Warrior
Barbarian - Warrior
Rogue - Expert
Monk - Warrior with Binding
Ranger - Warrior with Occult Powers
Cleric - Expert with Occult Powers and Binding
Wizard - Expert with Truespeak and Occult Powers
Sorcerer - Expert with Binding and Occult Powers
Paladin - Warrior with Occult Powers

Now that's a cool thing, differentiating them like that. +1.

But do you actually intend on reworking these classes in the forms of fixes or such, or just leave them as they are, switching their abilities? Now it looks like you're pushing everything into tier 4.

Gaiyamato
2010-11-07, 09:35 AM
Hmm I could re-work them like that, I may make a guide later that gives you a good class progression. But it isn't needed really. You just take either Warrior or Expert as I have listed in the OP and Take the Feats to get Occult Powers/Binding/Truenaming where appropriate.

Yes, getting everything into roughly tier 4 was one of my aims.

Gaiyamato
2010-11-07, 09:25 PM
Moved Again!

Gaiyamato
2010-11-07, 11:15 PM
Added more feats and fixed a couple of feats for level dependancy issues.

Added Iaijustus Focus skill to list of skills that need doing.

Completed races section entirely.

Gaiyamato
2010-11-07, 11:33 PM
Added a list of ideas at the end of the third post.
Added current issues I can see arising along with possible solutions.

Added these feats (http://www.giantitp.com/forums/showthread.php?p=9075422) to the list

Giving this (http://www.giantitp.com/forums/showthread.php?t=156726) some very serious thought as this setting was originally going to use maneuvers but they were too powerful.
Might be a good way to add a "bardish"-"martial-specialish" kind of fighter back into the mix.

Rainbow Servant
2010-11-08, 01:26 AM
Looks more and more interesting as extra info gets added in.

The weapons table needs reformatting due to some copypasta errors.
Sorceror and cleric have the same suggested build, which is kinda odd. I guess choosing a different Being might make a difference.
Don't really see how maneuvers could be more difficult to rebalance than truenaming or manifesting/spellcasting, but I don't think they're even all that necessary with the lack of overpowered casters.
Also, a system for masterworked weapons/armour to provide enhancement equivalencies might be a good idea.

Clockwork companion cube would be hilarious. Maybe a music-box type thing that plays such catchy tunes you never want it to stop?

Gaiyamato
2010-11-08, 01:38 AM
Looks more and more interesting as extra info gets added in.

The weapons table needs reformatting due to some copypasta errors.

*fixed*
I am only displaying the Medium damage for weapons. I accidentally left the damage for small sizes in. which messed it up.



Sorceror and cleric have the same suggested build, which is kinda odd. I guess choosing a different Being might make a difference.

I only put it together for comparison. There is absolutely no way to get a spellcaster even remotely as powerful as a sorcerer. Yes chosing different paths for the build would be the only differentiation.



Don't really see how maneuvers could be more difficult to rebalance than truenaming or manifesting/spellcasting, but I don't think they're even all that necessary with the lack of overpowered casters.

I could put in weak Maneuvers only just like I did for the "Occult Powers" (re Psionics), but there are too many overtly magical effects in a lot of Maneuvers. I may see about putting some carefully selected Maneuvers in as tactical feats however, and maybe a few more as warrior Class Feature options.



Also, a system for masterworked weapons/armour to provide enhancement equivalencies might be a good idea.

So you can masterwork up to +5 bonuses etc.?
That would work, be a great idea for the armor imbalance issue.



Clockwork companion cube would be hilarious. Maybe a music-box type thing that plays such catchy tunes you never want it to stop?

That is a great way to put it in. :smallbiggrin:
I'll add that.

Gaiyamato
2010-11-08, 02:30 AM
I added in Armor. Armor gives DR and Sneak Attack protection now, but gives less AC bonus. I have decided to add scalar masterwork rules as a way of gaining better AC, DR and/or SA bonuses. More to come!

Gaiyamato
2010-11-08, 06:06 AM
I added the first setting monster. A Clockwork Zombie. :D

Gaiyamato
2010-11-08, 07:18 AM
Added Airship Corsair Prestigious Class

Added some more weapons and armor.

Gaiyamato
2010-11-08, 07:27 AM
lol.
I totally want to make a Catfolk Warrior 1/Swashbuckler 1/Scout 1/Airship Corsair 10 now.

One Cutlass, One Rapier and a bandola of 4 pistols. Plus a dagger in each boot, up each sleeve and a vest holding 10 desert throwing daggers.

Captain Jack Sparrow eat your heart out.

lol.

Morph Bark
2010-11-08, 07:45 AM
lol.
I totally want to make a Catfolk Warrior 1/Swashbuckler 1/Scout 1/Airship Corsair 10 now.

One Cutlass, One Rapier and a bandola of 4 pistols. Plus a dagger in each boot, up each sleeve and a vest holding 10 desert throwing daggers.

Captain Jack Sparrow eat your heart out.

lol.

Could use more cutta.

http://www.chicagonow.com/blogs/bonnies-eye-on-entertainment/assets_c/2010/09/coat%20with%20machetes-thumb-572xauto-221467.jpg

Gaiyamato
2010-11-08, 09:06 AM
Slightly different concept, but just as fun :smallamused: :smallbiggrin:

Rainbow Servant
2010-11-08, 07:40 PM
Love is: seeing homebrewed clockwork zombies.

Just an aside, was there any mention of reloading gunpowder weapons before? I seem to have lost/imagined it... it's getting a little confusing separating this thread from the partial implementation in Fight Night.

Possible sneak attack ideas:

Going straight to wound points looks really deadly, also the increased dice become useless unless you make a bonus to attack instead or something.

Deal One (1) Wound Point instead of 1d6 damage, stacks as usual. Has the added bonus of making a halfling with daggers (for example) quite dangerous instead of laughably useless.

Hmmm, I swear I had another idea... maybe I'll remember it later.

Edit: (woo, messed up the list coding there. I'll just remove it for now)

Sanity loss will probably need playtesting to get the balance right, I wouldn't make it a priority just yet.

And yeah, the domain powers vary greatly in usefulness. I'll see if I can come up with some suggestions, but was there a power level you were aiming for? Since it costs a feat, I guess that's a place to start, but feats aren't exactly all equal in the first place.

Gaiyamato
2010-11-08, 09:26 PM
Just an aside, was there any mention of reloading gunpowder weapons before? I seem to have lost/imagined it... it's getting a little confusing separating this thread from the partial implementation in Fight Night.

They work like crossbows is all. Only Rapid Reload, Rapid Shot and Multiattack cannot apply to them obviously.
The Profession(Musketeer) feat will have checks to reload faster instead.



Possible sneak attack ideas:

Going straight to wound points looks really deadly, also the increased dice become useless unless you make a bonus to attack instead or something.

Deal One (1) Wound Point instead of 1d6 damage, stacks as usual. Has the added bonus of making a halfling with daggers (for example) quite dangerous instead of laughably useless.
I was thinking that. Or make first level: no bonus damage Second SA level: +1D3 damage third level: +2D3 damage.
Given that Wounds do not increase by level.

Rainbow Servant
2010-11-09, 07:06 PM
First off, what stat is manifesting based on? That may change the usefulness of some abilities slightly.
I’ve been running on the assumption that domains don’t grant extra powers known, if that’s wrong then of course there is a little more room for variable granted power levels.
References to cleric level could safely be replaced by character level, but manifestor level seems much lower, so that may need looking at.
And now, domains!

Corruption
Once per day, you can attack an object and ignore its hardness rating.
Once per day is really weak for something like this. Either make it 1/day per level, or make it a passive ability to ignore hardness up to half level.

Sand
<cut due to length>
Well, it’s definitely versatile, and fairly unique. Acquiring sand shouldn’t be a problem either. But it takes a long time, and is over very quickly. Might need its own overhaul.


Undeath
You gain the ability to Rebuke Undead a number of times per day equal to your Wisdom bonus.
Looks good. Turning/rebuking rules are notorious though, that might be worth looking at to make this really shine.

Vile Darkness
You gain the Blind-Fight feat.
Yeah… one free standard feat for another? Not very exciting. Free dark/ultravision might be a better choice. Or blindsense, even.

Cold
<cold themed power>
Hmmmm. Obvious suggestions are blasty powers, cold resistance, or bonuses to drift magic.

Evil
All Occult powers gain the [EVIL] descriptor
How much of a benefit is this, really? Does it make your powers stronger/weaker versus certain enemies?

Mind
Gain +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Weak. Scaling bonus or free class skills would be better.

Hatred
You gain the ability to Rage X/day where X is equal to your manifestor level.
This is pretty good. I’m tempted to call it strong, but to maximize your rage uses you have to ignore your combat abilities somewhat, so it should balance out. What if you already have the rage ability though?

Knowledge
All standard Knowledge() skills are now class skills.
The way class skills work makes this really nice.

Summoner
Gain Bind Vestige as a bonus feat
Another feat trade. Binding bonuses or extra vestige access or something could be better.

Thirst
You gain Endurance as a bonus feat
Again with the feat trade, and not a brilliant one either. Outright immunity to thirst might be too strong, but an extra bonus would probably be alright.

Hunger
Secondary bite attack: 1d6 for medium sized creatures
Natural weapons are fun and all, but this is underwhelming. Scavenging Gullet as an extra feat could work on top of the bite.

Pain
You convert damage that you deal in one blow per day into healing for yourself, up to 1 point of damage per level.
I’m not a huge fan of 1/day powers.

Madness
You cannot lose sanity, even via feats. Your sanity score is dropped to 0. You instantly have a score of 3 in all permanent insanities.
Gain Power Points to your reserve equal to the amount of Sanity you just lost.
Ditch the bonus power points, and it’s still really good.

Dream
Because you have long delved into dreams and nightmares, you are immune to fear effects. Sanity loss is halved.
Yup, looks good.

Pestilence
Immunity to the effects of all diseases. You carry a disease which you can spread to others. Consult DM.
Hmmm, the contagion will make or break this.

Good
All Occult powers gain the [GOOD] descriptor
See Evil

Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your manifestor level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1/day, 1 hour limit, 1 use… I’m not a fan. Why not a bonus power that grants save bonuses? Pretty sure there is one already.

War
Free Martial Weapon Proficiency with any martial weapon (if necessary) and Weapon Focus with the chosen weapon.
Hmmmm. Two subpar feats. At least you get to choose the weapon. Still… something more interesting wouldn’t hurt.

Endurance
Gain Will To Live as a bonus feat.
I forget what that does, and where it’s from. Can’t really judge it, so… yeah.

Glory
You gain the ability to Turn Undead a number of times per day equal to your Wisdom bonus.
See Undead.

Community
Gain a +4 competence bonus on Diplomacy checks.
Flat bonus is boring. See Mind.

Healing
Gain Body adjustment as a bonus Occult Power.
Bonus power is nice.

Creation
Gain Minor Creation as a bonus power.
See Healing.

Liberation
If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.
Yeah, reckon that’s good.

Oracle
You gain a bonus on Sense Motive checks equal to your manifestor level.
See! Scaling bonus. You had the power to do it all along :smallwink:

Animal
You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of class skills.
This doesn’t seem too great, depending on the role/power of animals in the setting. Perma-speak with animals, or gain it as a power, or… wild empathy? I think wild empathy might be best.

Plant
You can bless a plant doubling it's growth rate and halving the volume of water and sunlight it requires. Add Knowledge (nature) to your list of cleric class skills.
The blessing is odd. Plant growth can do that, I think. Again, bonus power might work better.

Gaiyamato
2010-11-09, 08:01 PM
First off, what stat is manifesting based on?
That may change the usefulness of some abilities slightly.
Wis. I should add that up there.



I’ve been running on the assumption that domains don’t grant extra powers known, if that’s wrong then of course there is a little more room for variable granted power levels.
References to cleric level could safely be replaced by character level, but manifestor level seems much lower, so that may need looking at.
And now, domains! I wanted it to be based on te manifestor level to keep the power very low and relatively insignificant.



Corruption
Once per day, you can attack an object and ignore its hardness rating.
Once per day is really weak for something like this. Either make it 1/day per level, or make it a passive ability to ignore hardness up to half level.
This one did bother me due to it's weakness.
Per manifestor level maybe. Or maybe per X/Vitality Dice?



Sand
<cut due to length>
Well, it’s definitely versatile, and fairly unique. Acquiring sand shouldn’t be a problem either. But it takes a long time, and is over very quickly. Might need its own overhaul.
Sand is everywhere in this world. While in normal DnD the power level of this ability is quite pathetic really, in this game it is if anything OPd slightly.



Undeath
You gain the ability to Rebuke Undead a number of times per day equal to your Wisdom bonus.
Looks good. Turning/rebuking rules are notorious though, that might be worth looking at to make this really shine.
Maybe, But working with undead is a really dangerous issue in this setting.
I am thinking about adding Sanity loss each time you turn/rebuke undead. More loss for Rebuking obviously. So then it becomes last-ditched effort.



Vile Darkness
You gain the Blind-Fight feat.
Yeah… one free standard feat for another? Not very exciting. Free dark/ultravision might be a better choice. Or blindsense, even.
Your right, all of the bonus feat options are quite poor.
I don't want darkvision available like this though.
Blindsense may work better. Or an unnamed bonus to actions in the dark.



Cold
<cold themed power>
Hmmmm. Obvious suggestions are blasty powers, cold resistance, or bonuses to drift magic.
Yeah I am still thinking on this one. Tempted to try and convert a spell from Frostburn into a psionic power.



Evil
All Occult powers gain the [EVIL] descriptor
How much of a benefit is this, really? Does it make your powers stronger/weaker versus certain enemies?
There will be feats that work with the [GOOD] and [EVIL] descriptors. As there are no alignments the benefits will be more applied to the manifestor than the target unlike normal DnD.



Mind
Gain +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Weak. Scaling bonus or free class skills would be better.

I agree. Maybe +1 to those skills per 3 Vitality dice?



Hatred
You gain the ability to Rage X/day where X is equal to your manifestor level.
This is pretty good. I’m tempted to call it strong, but to maximize your rage uses you have to ignore your combat abilities somewhat, so it should balance out. What if you already have the rage ability though?

I'd say they stack if you have both.



Knowledge
All standard Knowledge() skills are now class skills.
The way class skills work makes this really nice.
VERY nice. I am thinking of limiting it to maybe 2/3 of the player's choice.



Summoner
Gain Bind Vestige as a bonus feat
Another feat trade. Binding bonuses or extra vestige access or something could be better.
Maybe give the feat AND a bonus to it.



Thirst
You gain Endurance as a bonus feat
Again with the feat trade, and not a brilliant one either. Outright immunity to thirst might be too strong, but an extra bonus would probably be alright.
This is definately very weak. I am still trying to re-think this one.



Hunger
Secondary bite attack: 1d6 for medium sized creatures
Natural weapons are fun and all, but this is underwhelming. Scavenging Gullet as an extra feat could work on top of the bite.
Sounds good. :D



Pain
You convert damage that you deal in one blow per day into healing for yourself, up to 1 point of damage per level.
I’m not a huge fan of 1/day powers.

Maybe another X/day where X is manifestor levels.



Madness
You cannot lose sanity, even via feats. Your sanity score is dropped to 0. You instantly have a score of 3 in all permanent insanities.
Gain Power Points to your reserve equal to the amount of Sanity you just lost.
Ditch the bonus power points, and it’s still really good.
Madness drives this world and I wanted it to be good. Maybe your right though, maybe the PP gain is a little OPd.



Pestilence
Immunity to the effects of all diseases. You carry a disease which you can spread to others. Consult DM.
Hmmm, the contagion will make or break this.
It would have to be low DC stuff. But I'm not intending for players to really take this.



Good
All Occult powers gain the [GOOD] descriptor
See Evil
ditto.



Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your manifestor level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1/day, 1 hour limit, 1 use… I’m not a fan. Why not a bonus power that grants save bonuses? Pretty sure there is one already.
There is currently no way to gain PR (OPR now) in this system. Maybe make it another X/Day that grants a certain number +X PR to the target.



War
Free Martial Weapon Proficiency with any martial weapon (if necessary) and Weapon Focus with the chosen weapon.
Hmmmm. Two subpar feats. At least you get to choose the weapon. Still… something more interesting wouldn’t hurt.
Yeah, I've never liked this one either.
Maybe throw in Weapon Specialisation as well?
Or perhaps you can chose from Weapon Finesse, Point Blank shot feat tree etc. based on the weapon you choce.



Endurance
Gain Will To Live as a bonus feat.
I forget what that does, and where it’s from. Can’t really judge it, so… yeah.
It is from The Quintessential Barbarian II and ****ing rocks in this system.
It is the only way to stay alive on negative Vitality/Wounds.



Glory
You gain the ability to Turn Undead a number of times per day equal to your Wisdom bonus.
See Undead.
ditto



Community
Gain a +4 competence bonus on Diplomacy checks.
Flat bonus is boring. See Mind.
again maybe a +X.



Healing
Gain Body adjustment as a bonus Occult Power.
Bonus power is nice.

Creation
Gain Minor Creation as a bonus power.
See Healing.

Yeah this way works nicely I think.
I may try and see at getting a lot of the others like this.



Oracle
You gain a bonus on Sense Motive checks equal to your manifestor level.
See! Scaling bonus. You had the power to do it all along :smallwink:
The crappy ones you don't like are the WotC rules. Yes this, is my own way of doing it. lol.



Animal
You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of class skills.
This doesn’t seem too great, depending on the role/power of animals in the setting. Perma-speak with animals, or gain it as a power, or… wild empathy? I think wild empathy might be best.
AND wild Empathy I think.
Animals are not overly common anymore. In fact it really is only domestic animals left.



Plant
You can bless a plant doubling it's growth rate and halving the volume of water and sunlight it requires. Add Knowledge (nature) to your list of cleric class skills.
The blessing is odd. Plant growth can do that, I think. Again, bonus power might work better.

Maybe a power that does this yes.
But in a world that is now 70% Black-Sand Negative Energy desert do not underestimate this. lol.
Just imagine how popular these people would be in say Darksun. :smallbiggrin:

Gaiyamato
2010-11-10, 03:17 AM
Ok. I thought of a way to standardise the Domains.

All Domains must give one of the following:


#1: A free Occult Power only available via this Domain.

#2: An X per day Su ability, plus a +1 to +2 bonus to one skills

#3: 1-2 Bonus Class Skills, A skil Trick and a +2 or +6 bonus to one or more skills.

What does anyone reading this think?

Gaiyamato
2010-11-11, 05:02 PM
Using This (http://citygen.crystalballsoft.com/generate.php)

I loosely generated this to edit and work off for Il-Betresor


Name: Il-Betresor

Community Size: Metropolis
Population: 65,181 Adults
Size: 359.46 Acres
Population Density (Adults/Acre): 181.33 Adults/Acre

# of Wards: 33
# of Buildings: 25,632
# of Power Centers: 5
# of Guilds: 0

Has Walls
# of Gates: 3

(A Ward is a district)

Ward - Gate
14.71 Acres; 1,147 Structures; Inside Walls

Ward - Gate
9.82 Acres; 765 Structures; Inside Walls

Ward - Gate
13.69 Acres; 1,067 Structures; Inside Walls

Ward - Military
13.10 Acres; 838 Structures; Inside Walls

Ward - Administration
12.88 Acres; 850 Structures; Inside Walls

Ward - Craftsmen
10.19 Acres; 713 Structures; Inside Walls

Ward - Patriciate
12.08 Acres; 724 Structures; Inside Walls

Ward - Market
7.70 Acres; 584 Structures; Inside Walls

Ward - Merchant
11.51 Acres; 713 Structures; Inside Walls

Ward - Craftsmen
8.43 Acres; 590 Structures; Inside Walls

Ward - Market
6.08 Acres; 462 Structures; Inside Walls

Ward - Oderiforous
9.19 Acres; 624 Structures; Inside Walls

Ward - Market
10.38 Acres; 788 Structures; Inside Walls

Ward - Craftsmen
7.70 Acres; 538 Structures; Inside Walls

Ward - Craftsmen
11.27 Acres; 788 Structures; Inside Walls

Ward - Craftsmen
11.46 Acres; 802 Structures; Inside Walls

Ward - Slum
14.91 Acres; 1,192 Structures; Inside Walls

Ward - Craftsmen
12.61 Acres; 882 Structures; Inside Walls

Ward - Market
12.27 Acres; 932 Structures; Inside Walls

Ward - Merchant
13.92 Acres; 863 Structures; Inside Walls

Ward - Craftsmen
13.75 Acres; 962 Structures; Inside Walls

Ward - Merchant
7.54 Acres; 467 Structures; Inside Walls

Ward - Craftsmen
11.44 Acres; 801 Structures; Inside Walls

Ward - Slum
7.97 Acres; 637 Structures; Inside Walls

Ward - Slum
7.61 Acres; 608 Structures; Inside Walls

Ward - Merchant
13.60 Acres; 842 Structures; Inside Walls

Ward - Merchant
10.38 Acres; 643 Structures; Inside Walls

Ward - Shanty
7.91 Acres; 632 Structures; Inside Walls

Ward - Market
9.60 Acres; 729 Structures; Inside Walls

Ward - Market
14.65 Acres; 1,113 Structures; Inside Walls

Ward - Market
12.75 Acres; 969 Structures; Inside Walls

Ward - Slum
8.09 Acres; 647 Structures; Inside Walls

Ward - Craftsmen
10.29 Acres; 720 Structures; Inside Walls

Rainbow Servant
2010-11-11, 07:04 PM
Ok. I thought of a way to standardise the Domains.

All Domains must give one of the following:


#1: A free Occult Power only available via this Domain.

#2: An X per day Su ability, plus a +1 to +2 bonus to one skills

#3: 1-2 Bonus Class Skills, A skil Trick and a +2 or +6 bonus to one or more skills.

What does anyone reading this think?

Looks good to me.

...oderiferous ward? :smallconfused:

Gaiyamato
2010-11-11, 09:36 PM
Smelly stuff. :D

Gaiyamato
2010-11-13, 08:32 AM
Updated Il-Betresor description.

Gaiyamato
2010-11-14, 09:38 PM
I had an idea which may just work.
It turns the game into a Quasi-E3.

BAB, Save and Vitality Die stop progressing after level 3.
Class Skills max at an equivalent to 6 ranks, non class skills at 3 ranks.

Aside from that everything should work. Magic etc. is already feat based.

Gaiyamato
2010-11-15, 12:55 AM
Applied E3 changes, was very very easy actually. :P

I'll apply the Domain changes later and then get to work on new Sneak Attack and Skirmish rules and the new Masterwork Rules.
I'll also need to fill out the Swashbuckler and Scout prestige classes at some point as well.

Gaiyamato
2010-12-12, 09:32 AM
My router has completely died. New one has been ordered should arrive within the next 7 days or so. I'll be back from then and keep working on this.

Gaiyamato
2011-10-07, 04:09 AM
Been a big break but I am going to start working on this over the next week and may even build a website dedicated to my various DnD work which will include this.

Just in case anyone is paying attention to this anymore.