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Lyndworm
2011-04-14, 02:22 PM
This is the companion thread to Gatazka - The world in my head (http://www.giantitp.com/forums/showthread.php?p=10774531). This is where we talk about the various mechanics that I'm implementing.

Much of what I've written here is inspired by various 'brews I've seen around the Playground, and I mean absolutely no disrespect by "stealing" it. To be honest, I don't recall where I got most of it; whether it was an original idea or not. If you happen to see some credit due, please let me know so that I can give it!

Without getting too much into myself, here we go!



General Homebrew/Houserules:
No XP-penalties for multiclassing, Favored Classes do not exist.

Cross class skills cost one point per rank (but the cap remains in place). This means a Factotum dip essentially makes every skill in class forever.

Detect Chaos/Evil/Good/Law is rolled into a single spell: Detect Alignment. At the time of casting, you must choose what Alignment you wish to detect. Ditto for Protection from Alignment and so on.

Detect Alignment only shows recent "taint" on a creature's Alignment, and as such is not as useful on most creatures.

Alignment restrictions do not exist. Alignment is an actual physical force in the world, but the vast majority of people have no reliable method of detecting it.

Resistance to fire provides an equal amount of resistance to the fire damage caused by lava.

LA buy-off is in effect.

Fractional BAB/Saves are in effect, but the starting +2 from having a "good" save can only be applied once.

All characters get a bonus general feat and a bonus Regional feat at 1st level (if you make a good argument for why you should have a feat as a Regional feat, you can take it; I've been slow on actually making the Regional feats).

In addition to the Regional bonus feat, all characters also receive a +2 bonus to Knowledge: Location checks relating to their region of origin.

If you already have a feat when a class grants you a bonus feat (such as having Two-Weapon Fighting before taking Ranger levels) you may instead take any other feat for which you qualify.

Gestalt rules are in effect. Players can progress two PrCs at once with no penalty. Dual-progression PrCs are typically allowed, but may be modified or turned into feats instead.

There's no casting time increase for spontaneously cast metamagic-modified spells.

Consolidated Skill List and Other Changes to the Skill System:


Skill Name
Ability
Consolidations
AcrobaticsDexterityBalance, Escape Artist, Tumble
AthleticsStrengthClimb, Jump, Swim
ConcentrationConstitutionUnchanged
CraftIntelligenceUnchanged
DeceptionCharismaBluff, Disguise, Forgery
Disable DeviceIntelligenceDisable Device, Open Lock
KnowledgeIntelligenceSee A look at Knowledge below
PerceptionWisdomListen, Search, Sense Motive, Spot
PerformCharismaUnchanged
PersuasionCharismaDiplomacy, Intimidate
ProfessionWisdomUnchanged
R/W LanguageNoneSee A look at Language below
Speak LanguageNoneSee A look at Language below
StealthDexterityHide, Move Silently, Sleight of Hand
Use Magic DeviceCharismaUnchanged

Missing Skills:
You may have noticed that some skills are missing from the table above. Some have been partially subsumed and don't warrant a full listing on the table, while others are better represented by Ability checks or removed entirely.

Appraise is represented by an Int check, though any relevant skills (usually Craft and Profession, though occasionally certain Knowledges) add a +2 synergy bonus to the roll.

Decipher Script is represented by an Int check. If the script you're attempting to decipher is related to a language you can read, you usually add a +1-5 bonus to your check (the DM should be able to make the call simply enough).

Gather Information no longer exists. I feel that it's better represented by a social encounter (role playing is not a bad thing, people), while learning information from a distance should be represented by Perception.

Survival no longer exists. Some of its uses are subsumed by Knowledge: Natural, some by Perception, but others are better suited to an encounter (Track and kill the bison or starve? That's not just one skill check).

Use Rope is represented by a Dexterity check. No exceptions.
A look at Knowledge:
There are now only eight Knowledge skills: Academic, Arcane, Cosmological, Divine, Location, Medicinal, and Natural (I'm not dead set on any of those names, but I think I like the general feel of each distinction; feel free to throw out an opinion).

An explanation of just what these skills do and how they can be used will be provided soon, hopefully.
A look at Language:
In Gatazka, Read/Write Language and Speak Language are just another set of skills. Like most skills, they can be in class or cross class, they require multiple ranks to be truly useful, and even provide synergy bonuses. There are, however, a few key differences between these skills and the others:

No character will ever be required to make a skill check with Read/Write Language or Speak Language (and so these skills don't have an ability score associated with them).
The Read/Write Language and Speak Language skills can only have a maximum of five ranks each.
All characters receive bonus skill points equal to 4+ their Intelligence modifier at 1st level. These skill points can only be placed into Read/Write Language or Speak Language.
Unlike in normal D&D 3.5, no character has starting languages and no character has bonus languages (with the exception of Druids). Instead, the bonus skill points granted at 1st level are used to put ranks into whatever languages a player feels are appropriate to his or her character.

As noted above, Druids are an exception to the rule that no characters receive bonus languages. In addition to the skill points that every character gets for leveling up, a character gets 4 extra skill points upon taking his or her first level of Druid. These bonus skill points must be placed into the Speak Druidic skill.




Ranks
Literacy by rank in Read/Write Language

1Coming Soon!

2Coming Soon!

3Coming Soon!

4Coming Soon!

5Coming Soon![/td]
When a character reaches 5 ranks in Read/Write Language, XXX



[tr]
Ranks[center]Fluency by rank in Speak Language

1The character can pick out certain words or phrases of the language.

2The character is able to form rough sentences and understand the gist of a native speaker's words.

3The character understands most things, and can communicate in the language without appreciable difficulty.

4The character is completely fluent in the language, and is just as skilled as most native speakers.

5The character has attained true mastery of the language, and of all its secrets.
When a character reaches 5 ranks in Speak Language, he or she gains a +2 bonus to all Persuasion checks made while using the language mastered. The character receives an additional bonus depending on exactly which language was mastered, as well. A notable exception to this rule is the Common language, as there are no 4th or 5th ranks to take. Common is a constructed language designed for flexibility and ease of use, and is impossible to truly master.




Languages
Speakers
Alphabet Used
Mastery Bonus
CommonAll who travel or tradeAny, usually HakikatNot Applicable
BhasaHalflingsNone, but often transcribed in HakikatComing Soon!
HakikatDwarvesA runic system written mostly straight, simple linesComing Soon!
KieliGoliathsNone, but often transcribed in HakikatComing Soon!
MoliElvesA continuous flow of curving lettersComing Soon!
PananalitaLizardfolkA system of elaborate and varied pictographsComing Soon!
RaakimaOrcsNone, but often transcribed in HakikatComing Soon!
TeangaGoblinsA system of letters uniform in height and widthComing Soon!
XanalreKoboldsA system of both curved and straight letters]Coming Soon!
Combat Homebrew/Houserules:
Death occurs at a number of negative HP equal to your Constitution score instead of -10, with -10 being the default for anyone with a Constitution score under 10.

There are no Massive Damage rules.

Power Attack, Weapon Finesse, and Reckless Offense (http://www.d20srd.org/srd/psionic/psionicFeats.htm#recklessOffense) are standard options available to anyone and everyone without a feat.

Called Shots are standard combat options available to anyone and everyone without a feat. By subtracting a number from your ranged attack rolls (up to a maximum of your BAB) you may add that same number to damage rolls.

Charging is a Standard action in which you may move up to your speed, rather than a Full-Round action at twice your speed.

Starting a bullrush, disarm, grapple, sunder, or trip attempt does not provoke an attack of opportunity from the defender. Failing an attempt to start one of these maneuvers does provoke an attack of opportunity, however. Failing to successfully disarm or trip an opponent does not allow them a free attempt to do the same to you.

A feint is performed in place of a melee attack, rather than as a Standard action. You may use the better of your Deception check or your Base Attack Bonus + Charisma modifier to perform a feint in combat. A feint is resisted with the better of a Perception check or Base Attack Bonus + Wisdom modifier.

Starting an overrun attempt does not provoke an attack of opportunity from the defender.

While mounted, a rider cannot charge. If the rider directs his mount to charge, then the rider gains the same attack bonus and AC penalty for charging as the mount. Directing the mount is either a move action or a free action, depending on whether or not the mount is trained for combat. If a mount moves more than 5ft in a single round, the rider may not make a melee full-attack, even if he still has a full-round action available.

Projectile attacks, and shuriken attacks, add Dexterity to damage (slings do not add Dexterity to damage).

TWF penalties give -4 for the main hand and -8 for the off-hand. A light weapon reduces the off-hand penalty by 2, and the TWF feat reduces main hand penalties by 2 and off-hand penalties by 4.

Shield bonuses provided by physical items stack (so wielding two shields gives you both bonuses, while a shield and a shield spell would not).

If a manufactured weapon is held by a limb that has a natural weapon, (such as a creature with a claw attack wielding a dagger in that claw) the creature in question can't make an attack with that natural weapon.
Weapon-specific Homebrew/Houserules:
Hand-and-a-half weapons (like the bastard sword, dwarven waraxe, and maulCWar) add 1.5 X Strength to damage (or 1 X Strength if used in the off-hand) and Power Attack on a 1:2 basis, like two-handed weapons, even when wielded in one hand.

Whips no longer have a reach of 15ft, but rather grant Extended Reach, tripling the normal reach of their wielder. They threaten within their full reach, and proficient wielders do not provoke attacks of opportunity for using whips.

Awl pikesDCom grant Extended Reach, but they don't threaten adjacent squares.

Tiny creatures wielding Reach or Extended Reach weapons increase their reach by 5ft, rather than doubling or tripling it.

Dimunitive creatures wielding Reach weapons do not increase their reach in any way. Diminutive creatures wielding Extended Reach weapons increase their reach by 5ft, rather than tripling it.

Fine creatures wielding Reach or Extended Reach weapons do not increase their reach in any way.



New and/or Altered Weapons:


Weapon
Name
Price
Dam
(S)
Dam
(M)
Critical
Range
Weight1
Type2
Net5gp---15ft5lbs-
Net, Barbed20gp1d41d620/x215ft8lbsP & S
Rope Dart310gp1d41d619-20/x2-2lbsP or S
Meteor Hammer310gp1d41d620/x3-3lbsB
1Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2When two types are given, the weapon is both types if the entry specifies “and,” and either type (player’s choice at time of attack) if the entry specifies “or.”
3Reach weapon.



Net
Exotic One-Handed Thrown
Critical: -
Range Increment: 15ft
Type: -
Hardness: 0


SizeCostDamageWeightHP
Small5gp-2.5lbs2
Medium5gp-5lbs5
Large10gp-10lbs10

A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net may be used only up to two range increments, but the regular range penalties are tripled (-6 to your attack roll). If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

An entangled creature can escape the net with a DC 20 Escape Artist check as a Full-Round action (the escape DC of a masterwork net increases to 25). The net can be burst with a DC 25 Strength check as a Full-Round action (the burst DC of a masterwork net increases to 30).

Masterwork nets are typically made of a complicated array of linked steel rods and are much more durable than average nets. A medium steel net has 7 Hit Points and Hardness 10.

If the net is escaped with an Escape Artist check then it is slightly damaged and must be repaired. This takes one hour of work and a DC 14 Craft (Weaponsmithing) or Craft (Weaving) check, as well as 5sp in replacement parts. Masterwork nets damaged in this way also require a DC 20 Craft (Weaponsmithing) check and 30gp in replacement parts.

If the net is burst by a Strength check, the net is badly damage and must be repaired. This takes six hour of work and a DC 18 Craft (Weaponsmithing) or Craft (Weaving) check, as well as 1gp in replacement parts. Masterwork nets damaged in this way also require a DC 20 Craft (Weaponsmithing) check and 60gp in replacement parts.

You can repair an enchanted net without the Craft Magic Arms and Armor feat, but they do require additional material to reactivate their magical abilities. A magical net that was escaped with an Escape Artist check costs another 200gp to repair, while a magical net that was burst by a Strength check costs another 400gp to repair.


Barbed Net
Exotic One-Handed Thrown
Critical: 20/x2
Range Increment: 15ft
Type: Piercing & Slashing
Hardness: 0


SizeCostDamageWeightHP
Small20gp1d44lbs2
Medium20gp1d68lbs5
Large40gp1d816lbs10


These wicked weapons act like standard nets, but their barbs are larger, more numerous, and razor sharp. They inflict damage both when they first strike a creature like most weapons), and whenever a trapped creature attempts either a Strength check to break the net or an Escape Artist check to slip out of the net. If the entangled creature attempts to cast a spell, it must make a DC 15 + damage taken Concentration check or be unable to cast the spell.

A barbed net applies precision-based damage only on first striking a creature. If you score a critical hit, only the attack itself deals critical damage; further struggling deals regular damage.

A barbed net has the same HP and Hardness as a standard net, and it can be escaped or burst at thhe same DCs. It costs more to repair a barbed net, however, due to its barbs having a tendency to break and fall out. It costs an additional 1gp to repair a barbed net damaged by an Escape Artist check and an additional 3gp to repair a barbed net damaged by a Strength check.

All other effects are as a standard net. Exotic Weapon Proficiency (nets) allows proficient use of both the standard net and the barbed net.



Rope Dart
Exotic Two-Handed Melee
Critical: 19-20/x2
Range Increment: -
Type: Piercing or Slashing
Hardness: 0


SizeCostDamageWeightHP
Small10gp1d41lbs2
Medium10gp1d62lbs4
Large20gp1d84lbs8

A rope dart is essentially nothing more than a dagger-like blade affixed to the end of several yards of rope, and is extraordinarily difficult to use properly. Propelled by precise strikes from the hands, feet, elbows, and knees, combined with intricate coiling of the rope around every part of the body, the rope dart can stab at opponents from every direction and angle at incredible speed.

A rope dart has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

Because the rope dart can easily wrap around an enemy's leg or weapon, you can make trip attacks with it and you get a +2 bonus on opposed attack rolls made to disarm an opponent.

If you are proficient with the rope dart and you fight defensively or employ the total defense combat maneuver, you gain an additional +2 bonus to your Armor Class. This benefit also applies if you are proficient in the weapon, use the Combat Expertise attack option, and shift at least 2 points of your attack bonus to Armor Class for the round.

You can use the Finesse attack option to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rope dart sized for you, even though it isn't a light weapon for you.



Meteor Hammer
Exotic Two-Handed Melee
Critical: 20/x3
Range Increment: -
Type: Bludgeoning
Hardness: 0


SizeCostDamageWeightHP
Small10gp1d41.5lbs2
Medium10gp1d63lbs4
Large20gp1d86lbs8

A meteor hammer is a modification to the rope dart where the dagger-like head is replaced with a solid ball of metal. Because the two are so similar, all other effects are as a rope dart. Exotic Weapon Proficiency (rope dart) allows proficient use of both the rope dart and the meteor hammer.
Feat Homebrew/Houserules:
As mentioned above, Power Attack, Weapon Finesse, and Reckless Offense (http://www.d20srd.org/srd/psionic/psionicFeats.htm#recklessOffense) are standard options available to anyone and everyone without a feat. Additionally, the following feats no longer exist:

Crushing Strike; Driving Attack; Precise Shot, Slashing Flurry; Spring Attack (replace with Bounding Assault), Track (anyone trained in the Perception skill gains the full benefit of the Track feat); Weapon Focus (any ability that grants this feat instead grants a +1 on all attack rolls with the weapon specified); Weapon Focus, Greater; Weapon Mastery, Melee; Weapon Mastery, Ranged; Greater; Weapon Specialization; Weapon Specialization, Greater; Weapon Supremacy

Any feat or Prestige Class requiring any of the above feats has that prerequisite removed.

Improved Precise Shot is now referred to as "Improved Aim;" as Precise Shot has been removed, Improved Precise shot doesn't really make sense.

The Brew Potion feat can be used to brew oils as well as potions. An oil can be brewed from any spell of 3rd level or lower that targets one or more objects, and they follow the same pricing formula as potions.


New Feats:

Ambidexterity:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefits: The penalties for fighting with more than one weapon at a time are reduced by 2, to a minimum of +0. Additionally, you apply your full Strength modifier to damage with your off-hand(s).

Normal: You take penalties equal to -4 for the main hand and -8 for the off-hand (s). A light weapon reduces the off-hand penalty by 2, and the TWF feat reduces main hand penalties by 2 and off-hand penalties by 4. Your off-hand attacks apply only .5x Strength to damage.


Bounding Assault:
Prerequisites: Dodge
Benefit: Any penalties you incur for firing from an unstable platform (such as a ship or a moving horse) are reduced by 4.

You may take a Full Round action to take a Double Move and make a standard Full Attack from any point(s) during your movement.


Dodge:
Prerequisites: None
Benefit: During your action, you may designate a number of opponents equal to your Dexterity modifier and receive a +2 dodge bonus to Armor Class against attacks from those opponents. You can select new opponents on any action. If you are wielding a shield, you may select one additional opponent against whom you apply this bonus.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Elusive Dance:
Prerequisites: Perform: Dance 5, BAB +3
Benefit: During your action, you may designate an opponent who may not make attacks of opportunity against you.

Special: If you have the Dodge feat, your designated Dodge and Elusive Dance opponent must be the same creature. If you have more than one designated Dodge creature, you may have more than one designated Elusive Dance creature, but any creature designated for Elusive Dance must also be designated for Dodge.


Eschew Materials, Improved:
Prerequisites: Eschew Materials
Benefit: You can cast any spell that has a material component costing 50gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 50gp, you must have the material component at hand to cast the spell, just as normal.


Eschew Materials, Greater:
Prerequisites: Improved Eschew Materials
Benefit: You can cast any spell that has a material component costing 500gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 500gp, you must have the material component at hand to cast the spell, just as normal.


Eschew Materials, Master:
Prerequisites: Greater Eschew Materials
Benefit: You can cast any spell that has a material component costing 5,000gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 5,000gp, you must have the material component at hand to cast the spell, just as normal.


Improved Bullrush
Prerequisites: Str 13
Benefits: When you perform a bullrush you gain a +4 bonus on the opposed Strength check you make to push back the defender.

If you hit an opponent no more than one size category larger than you, you can make a free bullrush attempt against the foe you hit. If you are using Power Attack, you apply the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal); if you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bullrush attempts, you don’t move with the enemy you knock backward.


Improved Disarm
Prerequisites: Int 13
Benefits: You gain a +4 bonus on the opposed attack roll you make to disarm your opponent. You may treat unarmed strikes as one-handed weapons for the purposes of disarm attempts, or two-handed weapons if you have at least two hands free.

If you disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the disarm attempt.


Improved Feint
Prerequisites: Int 13
Benefits: You gain a +4 bonus on the opposed check you make to feint in combat.

You may choose to feint in combat as a Swift action. Additionally, you take no penalty for feinting against nonhumanoid opponents, a -4 penalty for feinting against opponents of Animal-like Intelligence (1-2), and a -8 penalty for feinting against mindless opponents.


Improved Grapple
Prerequisites: Dex 13, Improved Unarmed Strike
Benefits: You gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

On a successful grapple check, you may choose to deal damage equal to your unarmed strike.


Improved Overrun
Prerequisites: Str 13
Benefits: When you attempt to overrun an opponent, the target may choose to avoid you only if you allow it to do so. You also gain a +4 bonus on your Strength check to knock down your opponent.

You may make one unarmed strike against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.


Improved Shield Bash [Tactical]:
Prerequisites: Shield Specialization
Benefits: This feat allows you to use the following tactical maneuvers in combat:

Shield Charge - If you successful hit your opponent with your shield at the end of a charge, you may make an immediate trip attempt without provoking an Attack of Opportunity. If it fails, your opponent does not get an attempt to trip you.

Agile Bash - When making a Full Round Attack with a weapon and a shield bash, the penalty is –2 on each, instead of whatever the penalty would have been (i.e., due to not having Two-Weapon Fighting, etc.).


Improved Shield Offense:
Prerequisites: Shield Specialization
Benefit: If you are wielding a light shield or heavy shield with which you are proficient, you may attack with your shield and still keep your Shield bonus to AC.

If you are using a buckler shield with which you are proficient, you may still apply your buckler’s shield bonus to your AC when you attack with a weapon in your off-hand.


Improved Sunder
Prerequisites: Str 13
Benefit: You gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

You may try to destroy an opponent's armor with a sunder attempt, in addition to weapons or shields.


Lash Mastery:
Prerequisites: Exotic Weapon Proficiency: Rope Dart, Scourge or Whip
Benefit: If you are proficient with rope darts, then when you fight defensively or employ the total defense combat maneuver while wielding one, you cannot be flanked for the rest of the round. This benefit also applies if you use the Combat Expertise attack option and shift at least 2 points of your attack bonus to Armor Class for the round.

If you are proficient with scourges, then you may treat scourges you wield as Trip weapons with a +2 bonus on the attempt, and any scourge you wield may deal your choice of lethal or nonlethal damage at no penalty.

If you are proficient with whips, then whips you wield are capable of damaging creatures regardless of their Armor or Natural Armor bonuses, and any whip you wield may deal your choice of lethal or nonlethal damage at no penalty.

Additionally, any time you make an attack of opportunity with a scourge or whip, the enemy struck must make a Will save (DC 10 + damage dealt) or immediately halt as if it had run out of movement for the round.


Master Linguist:
Prerequisites: Int 13
Benefit: You immediately gain a number of skill points equal to your Intelligence modifier, and you gain a number of skill points equal to your Intelligence modifier every time you gain a level. These bonus skill points may only be spent on the Read/Write Language or Speak Language skills.


Point Blank Shot:
Prerequisites: None
Benefit: When you are within 30ft of your target, you do not suffer a -4 penalty when firing a ranged weapon into melee and your attacks with a ranged weapon gain a bonus to hit and damage equal to +1 for every attack your Base Attack Bonus grants.

When armed with a ranged Weapon, you may make attacks of opportunity against opponents who provoke them within 10ft of you. This range increases by 5ft for every iterative attack granted by your Base Attack Bonus. Movement within this area does not provoke an attack of opportunity from you.

You do not provoke an attack of opportunity when you make a ranged attack.


Ride-by Attack:
Prerequisites: Ride 1, Mounted Combat
Benefits: You suffer no penalties for making a ranged attack while your mount is moving.

When you are mounted and your mount takes a full-round action to charge or double-move, you may take a full-round action to make a standard Full Attack from any point(s) during your movement.


Sharpshooter:
Prerequisites: Point Blank Shot
Benefit: Your range increments are 50% longer than they would ordinarily be with projectile weapons, and 100% longer than they would ordinarily be with thrown weapons. Any benefit of being within 30ft of an opponent is retained out to 60ft.

You receive a +5 bonus to your Hide check made while sniping (Hiding immediately after making a ranged attack). This bonus increases by +5 for every iterative attack granted by your Base Attack Bonus.

Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you normally.


Shield Specialization:
Prerequisites: Shield Proficiency
Benefit: You double your shield bonus to AC whenever using a shield with which you are proficient.

When Fighting Defensively while using a shield with which you are proficient, you do not take the normal –4 penalty on attacks when you make an Attack of Opportunity. When using an All Out Defense action while using a shield with which you are proficient, you continue to threaten the area around you as normal and can make Attacks of Opportunity with a –4 penalty on the attack roll.


Sniper:
Prerequisites: Point Blank Shot, Sharpshooter, BAB +9
Benefit: Any benefit of being within 30ft of an opponent is retained out to 90ft.

You are no longer limited to a single attack while sniping, and may use bonus attacks such as those provided by Rapidshot as well as the Full-Attack action. Each attack you make after the first places a cumulative -2 penalty on your Hide check.


Storm of Arrows:
Prerequisites: Point Blank Shot, BAB +11
Benefit: As a Full Round action, you may make a single ranged attack against each opponent inside a 30ft cone or 60ft line (your choice). Every attack uses the same attack roll (with a -5 penalty) to determine success and deal damage normally. Unlike most instances of volley attacks, each of these attacks may apply precision damage (such as the bonus damage from Sneak Attack or Skirmish).

Despite the name of this ability, the attacks need not be made with arrows. This feat works equally well with thrown weapons (provided that they can be drawn swiftly enough, as with the Quick Draw feat) and crossbows (provided that they can be reloaded swiftly enough, as with the Rapid Reload feat).


Thrown Weapon Mastery:
Prerequisites: Point Blank Shot, BAB +6
Benefit: You take no penalty when making a melee attack with any thrown weapon with which you are proficient.

If you deal damage on a melee attack with a thrown weapon with which you are proficient, you can then throw that weapon at any other target within 30ft as a swift action (using your highest base attack bonus).


Two as One:
Prerequisites: Ride 1, Mounted Combat, Wild Empathy class or racial ability
Benefit: You may form a special bond with your mount above and beyond that of most any other pair. Doing so requires that you make a special Wild Empathy check with a DC equal to 15+ the animal's (or magical beasts') Charisma bonus. This check takes at least one minute, and requires that the creature targeted be both within 10ft of you and be able to see and hear you. If this check fails, the creature's attitude towards you immediately lowers one step. You can try to bond with the creature again, but only after 24 hours have passed.

Provided that the check is successful, you can substitute Wild Empathy checks for Ride checks while riding the creature with which you bonded. Furthermore, the creature will do everything in its power to defend you, even without a command being given.


Two-Weapon Defense:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: When wielding a double weapon or at least two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC per attack granted by your Base Attack Bonus.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2 per attack granted by your Base Attack Bonus.


Two-Weapon Fighting:
Prerequisites: Dex 13
Benefit: You can make as many attacks with your off-hand weapon(s) as with your primary weapon, using the same base attack bonus. You reduce the penalties for fighting with two weapons by 2 for the main hand and 4 for the off-hand.


Two-Weapon Fighting, Improved [Tactical]:
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: This feat allows you to use the following tactical maneuvers in combat:

Oversized Two Weapon Fighting - When wielding (a) One-Handed weapon in your off hand(s), you only take penalties as if it were a Light weapon.

Two Weapon Rend - If you hit an opponent with at least two different weapons in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.

Pin Shield - As part of a Full Round Attack, you may skip (one set of) your off-hand attacks (but still take the –2 penalty) in order to grab your opponent’s shield during the attack. This deprives your opponent of his/her Shield Bonus to AC. You may only use this ability when fighting an opponent within one size category larger or smaller than you who is using a shield and when you are fighting with at least two weapons.


Weapon Acumen:
Prerequisites: Dex 11
Benefit: When wielding a finessable weapon, you may apply your Dexterity modifier to melee Damage rolls in place of your Strength modifier.


Zen Archery:
Prerequisites: None
Benefit: You may use your Wisdom Modifier in place of your Dexterity Modifier on ranged attack rolls. Additionally, as a Full Round Action you may make one ranged attack with an insight bonus to hit equal to your Base Attack Bonus.
Class Homebrew/Houserules:
Cleric:
Clerics lose the ability to spontaneously cast cure/inflict spells. Instead, they may spontaneously cast from any one of their Domains, chosen each day when preparing spells.
Druid:
Druids lose the ability to spontaneously cast summon nature's ally spells. Instead, they gain two Domains chosen from the list below, including the Domain’s granted power, except as noted. The Druid gains a bonus spell of each spell level, which may be used only to prepare a Domain spell of that level (or of a lower level, if affected by a metamagic feat). They may spontaneously cast from any one of their Domains, chosen each day when preparing spells.

Air
Animal (gain Skill Focus (Knowledge: Nature) as granted power)

ColdFrost

Earth

Fire

MetalPGtF (may wear metal armor without breaking oath as granted power)

MoonPGtF

OceanStorm

Plant (gain Skill Focus (Knowledge: Nature) as granted power)

SandSand

SkyRotW

StormStorm

SummerSand

Sun (you can turn or destroy undead as a Cleric as granted power)

Water

WinterFrost

Druids no longer receive Wildshape or an Animal Companion. If you want an AC, gestalt with Ranger or Beastlord (http://www.giantitp.com/forums/showthread.php?t=149807); if you want Wildshape, gestalt with (Natural Fury) Ranger or Skinwalker (http://www.giantitp.com/forums/showthread.php?p=11603974).
Duskblade:
Channel Spell effects thrown weapon and projectiles as well as melee attacks.

The following spells are added to the Duskblade's Spell list:

0th - Caltrops, electric jolt, know greatest enemy, launch item, no lightBoVD, slash tongue, stick, unnerving gazeBoVD
1st - AbberateBoVD, armor lockCS, bestow woundsBoVD, bloodlettingCM, catsfeetCM, corrosive grasp, critical strike, deafening clang, death grimaceBoVD, ectoplasmic armorLM, eyes of the avoralBoED, fist of stone, ice dagger, lantern lightBoED, lightfoot, necrotic awarenessLM, nerveskitter, nightshield, persistent blade, phantom threat, rhino's rush, snowshoes, steam jetCM, tongue tendrilsBoVD
2nd - AddictionBoVD, battering ram, blade of pain and fearLM, bladeweave, body of the sun, bristle, combust, cloud of knivesPhB2, daggerspell stance, darkboltBoVD, delusions of grandeur, divest essentiaMoI, enlarge weapon, escalating enfeeblementCM, fireburst, flame dagger, ghost touch armorLM, heart of airCM, infernal wound, ironthunder horn, masochismBoVD, mountain stance, necrotic cystLM, rainbow beam, sadismBoVD, sap strengthBoVS, scorch, shrivelingBoVD, spawn screenLM, unhheavenedBoVD, weapon shift, wracking touch
3rd - Belker claws, body blades, clarity of mind, devil's eyeBoVD, diamondsteel, ectoplasmic feedbackLM, elationBoED, evil eyeBoVD, find the gap, heart of waterCM, knight's move, know opponent, moon blade, necrotic bloatLM, prickling tormentCM, ring of blades, rusted bladeCM, spectral weapon, spider poison, steeldance, suppress breath weapon, tenacious dispellingCM, tongue serpentBoED, unluck, unseen strikeCM, vile lanceBoVD, warcryBoED, whirling blade
4th - Abyssal mightBoVD, bands of steel, blindsight, displacer form, flame whips, forceweave, frost breath, heart of earthCM, hell's powerBoVD, lion's charge, mind poison, radiant fogBoED, radiant shieldBoED, rend essentiaMoI, soulbleedMoI, spectral touchLM, spell theftCS, vulnerability, wrackBoVD
5th - Acid sheath, aura of evasion, avasculateLM, charge of the triceratops, crypt warden's graspCM, emerald flame fist, energy ebbLM, emerald burstBoED, girallon's blessing, greater fireburst, heart of fireCM, kiss of the vampireLM, necrotic burstLM, night's caressLM, ray deflection, resonating resistanceBoVD, tactical teleportationCM, touch of adamantineBoED, touch of VecnaCM, translocation trick, valiant spiritMoI, vanishing weaponBoED
Unless otherwise noted, the above spells are from the Spell Compendium.

All credit for selecting the above spells go to the esteemed Fax Celestis (http://www.giantitp.com/forums/member.php?u=5644) and Roland St. Jude (http://www.giantitp.com/forums/member.php?u=4945).
Favored Soul:
Favored Souls use the Sorcerer progression of Spells Known.

Casting is based entirely on Charisma (including DCs).

Casting can be switched entirely to Wisdom as an ACF.
Fighter:
We're using THIS (http://www.giantitp.com/forums/showthread.php?t=) Fighter. (Link coming soon-ish, I hope.)
Monk:
Monks are proficient with their unarmed strikes.
Paladin:
We're using THIS (http://www.giantitp.com/forums/showthread.php?t=) Paladin. (Link coming soon-ish, I hope.)
Ranger:
We're using THIS (http://www.giantitp.com/forums/showthread.php?t=) Ranger. (Link coming soon-ish, I hope.)
Sorcerer:
Sorcerers gain Eschew Materials, Improved Eschew Materials, Greater Eschew Materials, Master Eschew Materials, and Ignore Material Components as bonus feats at levels 1, 5, 10, 15, and 20, respectively.

Sorcerer ACF, Sun and Moon:
Cast with Wis instead of Cha.
Lose Familiar and bonus feats.
Gain one slot per spell level into which you may prepare two spells, but you may only cast one.
Sorcerer ACF, Studious Sorcerer:
Cast with Int instead of Cha.
Lose Familiar and bonus feats.
You receive +1 caster level with a single school of your choice and count as a specialist wizard in certain respects (for example, a Studious Sorcerer can take the Master Specialist PrC despite not being a wizard).
Swordsage:
The Swordsage's AC Bonus ability also applies when wearing no armor.
Warblade:
Warblades do not receive the Weapon Aptitude ability; instead, they receive the Weapon Focus ability of a Fighter four levels lower.
Race Homebrew/Houserules:
Temporarily removed because I've decided to break races up into just species-wide abilities, placing cultural abilities into Regional feats.

Also, I hit the character limit. :smallredface:

Mayhem
2011-04-14, 05:18 PM
Monks are proficient with their unarmed strikes.
:smallsigh:

Races:
First of all, on the races I gotta say that a +4 to one stat is worth more than two +2's, and a -4 to one stat isn't worth a +4.

Goblins: The bugbear and goblin would be LA+1 I think. Not by much though, and as NPCs it won't effect anything anyway.

Kobolds: I gotta say I like the quadruped ability, it's pretty neat. Seeing all the other kobolds, yeah it's not as much a big deal to have slight build on them as the standard. In general, kobolds are quite strong- possibly too strong.

Intimidating halflings? Well that's different.

Feats:
Gotta say, I like your shield feats. I might even have to consider stealing ideas. :smallwink:

I like the pin shield option in improved two-weapon fighting.

Lyndworm
2011-04-14, 06:10 PM
First of all, on the races I gotta say that a +4 to one stat is worth more than two +2's, and a -4 to one stat isn't worth a +4.
If I were to actually publish this stuff for a broader, less predictable audience... I would totally agree with you. As it's mostly intended for my players, I don't really see it being an issue. We've played with these and/or similar rules in the past, and it tends to work out OK. I consider a +4 better than two +2s but not as good as three +2s, myself.


The bugbear and goblin would be LA+1 I think. Not by much though, and as NPCs it won't effect anything anyway.
I'm not sure they're totally worth a level adjustment, but I certainly agree that they're rather strong. Any suggestions on how to bring them down or others up, while (hopefully) keeping them at least somewhat unique would be very appreciated.


I gotta say I like the quadruped ability, it's pretty neat. Seeing all the other kobolds, yeah it's not as much a big deal to have slight build on them as the standard. In general, kobolds are quite strong- possibly too strong.
I'm glad that you like it. This may be a bit of bias on my part, as I have a soft spot for kobolds. As with the goblins, suggestions are appreciated.


Intimidating halflings? Well that's different.Are you familiar with Eberron or Dark Sun? My halflings are sort of a cross between the two, but with massive dogs and fat antelope instead of dinosaurs. They're essentially small humans in body-build, but they're more heavily muscled and longer-limbed. The halflings have naturally sharper teeth (although not Bite attack sharp) and eat more meat than humans do. They have longer and thinner heads, with vaguely feline features. Most clans have large amounts of body-piercings which identify personal accomplishments and original clan. They, like the orcs, are seen as savages by many people because of their "primitive" technology levels and bizarre customs (such as ritual anthropophagy).

They have a reputation, and they're not afraid to use it.


Gotta say, I like your shield feats. I might even have to consider stealing ideas. :smallwink:
You're welcome to them. Shields need more love.


I like the pin shield option in improved two-weapon fighting.
Thank you; so do I. I sort of ripped that from the Pin Shield feat, though. :smallredface:

Demidos
2011-04-25, 10:38 PM
Class Homebrew/Houserules:
[spoiler]Sorcerers get Eschew Materials, Improved Eschew Materials, Greater Eschew Materials, and Ignore Material Components as bonus feats at levels 1, 5, 10, 15, and 20, respectively.

Monks are proficient with their unarmed strikes.

5 levels, 4 feats?:smallconfused:

They werent already? lol:smallfurious: Monks....

Really cool ideas, both on this thread and the linked one!:smallcool:

Lyndworm
2011-04-25, 11:06 PM
5 levels, 4 feats?:smallconfused:
:smallredface: Thanks for pointing that out; I skipped a feat in the chain. I'll go fix it in a sec...

...

...OK, it's fixed.


They werent already? lol:smallfurious: Monks....
Technically, no. That's probably the single dumbest oversight and single most popular houserule in all of D&D.


Really cool ideas, both on this thread and the linked one!:smallcool:
Thanks, man. Don't be afraid to let it all out and tell me what you think; I always appreciate compliments, but criticism is how I learn.

Lyndworm
2011-07-29, 08:29 PM
Updated with Creature Types for the races. It seems like a strange oversight, but there you have it.

Omeganaut
2011-08-23, 11:21 PM
You have a lot of interesting homebrew rules in here. I like how you made ACF's for sorcerer's to have different casting stats, although if you want to cast from INT, most would choose wizard instead. I would encourage you to find a way to give that same flexibility to the Divine casters.

While your feats do a lot to rebalancing melee with magic, they make the fighter's bonus feats even more useless than usual. Then you gave him more bonus feats. I know you don't have a list, but you still restrict him to combat feats, which isn't helping much. Especially since you eliminated the need to get Power Attack and Weapon Finesse.

While I like how you have improved the Ranger's class features, I don't like how you lumped favored enemies together. I'd use smaller groupings, because being able to target all casters is rather ridiculous. I'd separate them into SLA/PLA/Enchanted, and then those that are actually Arcane casters, Divine casters, and Psionic.

As for the races, your original races (except half-orcs, but that's better dealt with later) seem pretty balanced, although you have to note that originally Humans didn't get any score changes at all. Maybe give them a -2 to any score of their choice to balance? Maybe I just feel that the original humans tend to be chosen more than the other races. That bugbear might be a tad better for melee types, but a good DM can balance that with good RP consequences. Still, I'd like more racial features in return for only +2 str, or maybe a con boost. I don't like the Goliaths. They seem overpowered for melee vs. any other race with Powerful Build plus two other racial features, and 1 NA. Maybe if you took away their skill boosts, or their other racial features it would be good.

Your Kobolds are OP. I think they should all (except maybe the citizens) be 1 LA. The Regal kobolds I feel need a racial feature to reflect their status, but the fact they have flight (even if it's not right away) and darkvision seems a bit much for balance with your other races. They might also deserve slight build. For the miners, I might take off slight build, and you would have a good +1 LA race right there.

Regarding the Blackscale, I don't know that giving a +6 to a race is what you want, especially since the other races seem balanced to be less powerful than usual. +4 should be fine, especially since he has good other features, and still a +4 to his stats. I also don't know if the Brownscale should really be tiny. I'd think small with slight build would be better, as otherwise you'd almost have to fight at range.

I'd give the Warforged Chargers improving fortification as they level, and reduce the +6 str to +4. Scouts and Soldiers seem good, but the Spies get a level 1 spell at will and no real penalties compared to other races. Give them a +4 to deception, and they would be a nice +1LA.

Your Half races are generally too good. Half-dwarves get all the good things about being a dwarf, except they get better speed in exchange for no darkvision. Then they get a bonus feat. I'd say change it to +1 skill point per level, or reduce the racial features (the speed + no encumbrance would be where I'd go). Half-elves and Half-gnomes aren't bad, because you stuck to +1 skill point per level, and the fact that Half-halflings are still small makes them okay, since that does tend to balance out the feat. If you gave the Half-orcs a penalty on diplomacy, then I could handle their bonus feat.

There's my take, I hope it helps. G'night!

Lyndworm
2011-08-25, 01:13 AM
You have a lot of interesting homebrew rules in here. I like how you made ACF's for sorcerer's to have different casting stats, although if you want to cast from INT, most would choose wizard instead. I would encourage you to find a way to give that same flexibility to the Divine casters.
Thank you. I agree that wizard is the optimal choice for an Int-based caster, but sometimes it just doesn't cover the flavor of a character as well as it could. As far as giving similar ACFs to divine casters... I'm not sure. I could definitely see giving some to the Favored Soul, but the Druid? The Cleric? I feel like they get enough love elsewhere. Besides, I don't have any good ideas for ACFs for them. :smallredface:


While your feats do a lot to rebalancing melee with magic, they make the fighter's bonus feats even more useless than usual. Then you gave him more bonus feats. I know you don't have a list, but you still restrict him to combat feats, which isn't helping much. Especially since you eliminated the need to get Power Attack and Weapon Finesse.
I hadn't considered that by reducing a reliance on feat chains, I was actually weakening the Fighter's only class features... I see it now, of course, but I'm at a loss as to how I should fix the problem.


While I like how you have improved the Ranger's class features, I don't like how you lumped favored enemies together. I'd use smaller groupings, because being able to target all casters is rather ridiculous. I'd separate them into SLA/PLA/Enchanted, and then those that are actually Arcane casters, Divine casters, and Psionic.
I was worried that the Caster FE may be too powerful, and I'm glad that you called me out on it. I'll try to break that one up more, but I'm not totally sure of what I'll do, to be honest. Thank you for your concern.


As for the races, your original races (except half-orcs, but that's better dealt with later) seem pretty balanced, although you have to note that originally Humans didn't get any score changes at all. Maybe give them a -2 to any score of their choice to balance? Maybe I just feel that the original humans tend to be chosen more than the other races. That bugbear might be a tad better for melee types, but a good DM can balance that with good RP consequences. Still, I'd like more racial features in return for only +2 str, or maybe a con boost. I don't like the Goliaths. They seem overpowered for melee vs. any other race with Powerful Build plus two other racial features, and 1 NA. Maybe if you took away their skill boosts, or their other racial features it would be good.
Humans are, as always, a very strong race. I'll give them that -2; I think it would help players consider other options before deciding, without really hurting their power too much.

I agree that the bugbears lean towards the more powerful side, but as you noted they should come with quite a lot of RP penalties/potential. They're meant to be a strange and exotic race that would be feared or even hated by most other people. I wouldn't mind lowering their Str in return for a good racial ability, but nothing comes to mind. If something does, though, I'll be sure to post and let you know.

I was afraid that the goliaths might come across as too powerful; after all, they've changed little from their original +1 LA race. My first instinct is to get rid of the Natural Armor, but that feels like too little, to me. Altitude Acclimation is basically a fluff ability, so I'd like to keep it. Mountain Movement is actually a good ability, sometimes better than it looks, even. So that's my next instinct; removing Mountain Movement. I'd like to keep Powerful Build, since that's what Goliaths are famous for. So I'll remove the NA and Mountain Movement, hopfeully that'll balance it out a bit more.


Your Kobolds are OP. I think they should all (except maybe the citizens) be 1 LA. The Regal kobolds I feel need a racial feature to reflect their status, but the fact they have flight (even if it's not right away) and darkvision seems a bit much for balance with your other races. They might also deserve slight build. For the miners, I might take off slight build, and you would have a good +1 LA race right there.
I'm surprisingly OK with upping the kobolds to +1 LA, rather than trying to nerf them down. How would you suggest I bring the Citizens up to par?


Regarding the Blackscale, I don't know that giving a +6 to a race is what you want, especially since the other races seem balanced to be less powerful than usual. +4 should be fine, especially since he has good other features, and still a +4 to his stats. I also don't know if the Brownscale should really be tiny. I'd think small with slight build would be better, as otherwise you'd almost have to fight at range.
I'll drop the Blackscale's Str; that sounds like a good idea.

Brownscale are Tiny because they're based on the muckdwellers from Serpent Kingdoms, and because I was afraid that Small with Slight Build would make them too similar to kobolds. I wanted to provide a way to play as an actually Tiny creature, and something as exotic as lizardfolk seemed like a good place to put it.


I'd give the Warforged Chargers improving fortification as they level, and reduce the +6 str to +4. Scouts and Soldiers seem good, but the Spies get a level 1 spell at will and no real penalties compared to other races. Give them a +4 to deception, and they would be a nice +1LA.
I like the improving Fortification idea for the chargers; it's a relevant and interesting ability. I don't mind dropping the Str either if you thin it'll help. As far as spies go, I was concerned that they were too strong as it was so I'm glad to get some input on that. I'll do as suggested.


Your Half races are generally too good. Half-dwarves get all the good things about being a dwarf, except they get better speed in exchange for no darkvision. Then they get a bonus feat. I'd say change it to +1 skill point per level, or reduce the racial features (the speed + no encumbrance would be where I'd go). Half-elves and Half-gnomes aren't bad, because you stuck to +1 skill point per level, and the fact that Half-halflings are still small makes them okay, since that does tend to balance out the feat. If you gave the Half-orcs a penalty on diplomacy, then I could handle their bonus feat.
I was worried that the half-dwarf might be too attractive. I'll change the feat to the skill points, that should help. I'll penalize half-orc Diplomacy, as well, since it makes sense I suppose.


There's my take, I hope it helps. G'night!
Thank you very much for posting such a long and detailed review. I'm eternally grateful that you care enough to take a peek. You've been a huge help.

Omeganaut
2011-08-25, 09:26 AM
I hadn't considered that by reducing a reliance on feat chains, I was actually weakening the Fighter's only class features... I see it now, of course, but I'm at a loss as to how I should fix the problem.

I'd say look at giving them some more class features. There are a bunch of threads on here that have fighter fixes/replacements. One of the best I saw had a mechanic called grit that allowed them to shrug off damage or negative effects x times a day.


I was afraid that the goliaths might come across as too powerful; after all, they've changed little from their original +1 LA race. My first instinct is to get rid of the Natural Armor, but that feels like too little, to me. Altitude Acclimation is basically a fluff ability, so I'd like to keep it. Mountain Movement is actually a good ability, sometimes better than it looks, even. So that's my next instinct; removing Mountain Movement. I'd like to keep Powerful Build, since that's what Goliaths are famous for. So I'll remove the NA and Mountain Movement, hopfeully that'll balance it out a bit more.

I think that will even it out.


I'm surprisingly OK with upping the kobolds to +1 LA, rather than trying to nerf them down. How would you suggest I bring the Citizens up to par?

Well, you did give them some boosts I saw. Maybe the citizens could have a con boost, since they are probably tough little critters.


Brownscale are Tiny because they're based on the muckdwellers from Serpent Kingdoms, and because I was afraid that Small with Slight Build would make them too similar to kobolds. I wanted to provide a way to play as an actually Tiny creature, and something as exotic as lizardfolk seemed like a good place to put it.

Okay, I can see where you are going with this now.


Thank you very much for posting such a long and detailed review. I'm eternally grateful that you care enough to take a peek. You've been a huge help.

Your welcome.

Lyndworm
2011-08-25, 03:55 PM
I'd say look at giving them some more class features. There are a bunch of threads on here that have fighter fixes/replacements. One of the best I saw had a mechanic called grit that allowed them to shrug off damage or negative effects x times a day.
I'll look into giving them some sort of Refresh mechanic... I like the sound of it. Some sort of monk-like self-healing pool that can also let them make a new saving throw? I'm not totally sure, but I think that might invalidate the monk even further. I don't know... I'll think of something.


Well, you did give them some boosts I saw. Maybe the citizens could have a con boost, since they are probably tough little critters.
I don't really see why they'd be tougher than the miners, which are basically the Tough Guy caste. I'd like to give the citizens something unique, but not much comes to mind. The only thing I have is changing the +2 bonus to K. Arcane to a +2 bonus to any two skills. It's slightly more powerful and certainly more versatile, but it doesn't really do anything.

Omeganaut
2011-08-25, 10:09 PM
don't really see why they'd be tougher than the miners, which are basically the Tough Guy caste. I'd like to give the citizens something unique, but not much comes to mind. The only thing I have is changing the +2 bonus to K. Arcane to a +2 bonus to any two skills. It's slightly more powerful and certainly more versatile, but it doesn't really do anything.

Yeah, I was thinking the citizens might work better as an LA 0 race. I'd say maybe take off the +1 NA or the natural attacks and they would balance. I see them as having a lower place in society based on your description, and so I'd think they'd be more able to handle tough work and hard times. Give them something else and they would be as valuable as the other castes.

Lyndworm
2011-08-25, 10:57 PM
I could definitely remove the Natural Armor, but I'm attached to the Natural Attacks in a fluffy way if that makes any sense. I'll drop the armor and reduce the LA. Thanks for helping me.

The citizens do, indeed, have a lower place in society. While the miners are out doing the actual work (such as digging and guarding the hives) and the regals operate as emissaries of the Dragon herself, the citizens do all of the other jobs, such as gathering food, cleaning, and generally acting as servants. They're actually the most populous type and can be thought of as drones pretty accurately. Despite being naturally intelligent, they get the short end of the stick and are usually happy to have it.

Lyndworm
2012-01-26, 08:06 AM
Okeydoke, some new stuff is up. I've changed the Fighter fix around a lot (though I've still not managed to implement a refreshing mechanic) and thrown in a bunch of random stuff here and there, including a much more in-depth look at skills (though that's still a work in progress as well). Any kind of comment, positive, negative, or even indifferent, would be very appreciated.

Omeganaut
2012-01-27, 01:44 AM
The fighter is better, although you should try to find a way to replace some of those bonus feats in general. I doubt a fighter will need any more combat feats after level 12 or so on your system. However, the Dungeon crasher bit does add a lot, and makes them a lot more acceptable.

As for the skills, you have whittled down the list, which I do tend to approve of. It might possibly be seen by some as too short, but I kind of like it. The only problem is you are giving your players an awful lot of skill points including those earmarked for language. I say try to suggest more benefits for learning languages, and taking away continued skill points set aside for language. (so your character is communicable in something)

I hope this helps

Lyndworm
2012-01-28, 06:09 AM
The fighter is better, although you should try to find a way to replace some of those bonus feats in general. I doubt a fighter will need any more combat feats after level 12 or so on your system. However, the Dungeon crasher bit does add a lot, and makes them a lot more acceptable.
Thanks a lot. I'd like to add an ACF or two to trade out Dungeon Crasher, if I can think of anything. Probably some sort of ranged specialist ACF and body-guard ACF. I'm going to split up the Dungeon Crasher progression a little more (1d6 at every two levels rather than 2d6 every four) and put in a Battle Prowess mechanic; in return, I'll cut out half of the bonus feats (for a total of five). Thanks for the input.

Any comments on the new Battle Prowess mechanics (and especially new abilities, because I feel that five just isn't enough) would be appreciated.


As for the skills, you have whittled down the list, which I do tend to approve of. It might possibly be seen by some as too short, but I kind of like it.
To be honest, it is a little short. You've inspired me to take a second (well, more like eleventh) look at the skill system. I've left out more skills than I thought, and have decided to expand the list somewhat (one more skill, actually). If you feel like taking another look, I'd greatly appreciate it.


The only problem is you are giving your players an awful lot of skill points including those earmarked for language. I say try to suggest more benefits for learning languages, and taking away continued skill points set aside for language. (so your character is communicable in something)
I intend to do just that, actually. I'm going to remove the extra skillpoints, and instead turn that same feature into a feat. That makes much more sense to me, thematically and mechanically. Thanks for the head's up.


I hope this helps
So much! Man, you're great. Without you around here to point me in the right direction I'd hardly ever update this thing.

Omeganaut
2012-01-30, 04:18 PM
Looking closer at the fighter, I think that some of the features are probably OP at low level. Since you seem to be balancing on caster-class power levels, those classes tend to start out slower. Key word here is Scaling.

Specifics:
At 1st level, the Fighter must choose a weapon with which he is proficient (including unarmed strikes). He gains a +1 bonus to all attack rolls and +2 to all damage rolls made with that weapon. He also gains a +1 bonus to all feint, grapple, and Strength checks made while wielding that weapon, both offensive and defensive.

At 5th level, and every four levels thereafter, the attack bonus increases by +1, the damage bonus increases by +2, and the bonus to feint, grapple, and Strength checks increases by +1.

Each day, the Fighter may spenhttp://www.giantitp.com/forums/newreply.php?do=newreply&noquote=1&p=12614090d one hour in weapon practice to change the designated weapon for this ability to any other single weapon. He must have the newly designated weapon available during his practice session to make this change. For example, if the Fighter wishes to change the weapon for his Weapon Focus from greatsword to longsword, he must have a longsword available with which to practice during his practice session
I'd say only increase the damage by +1 at every interval. Also, I'd insert a limit to retraining for a weapon to once per day. It's implied, but you should make it explicit.

Double Time: A Fighter can spend one use of Battle Prowess as a Swift action in order to increase his base land speed by 50% (20ft becomes 30ft, 30ft becomes 45ft). This ability lasts for a number of rounds equal to his Constitution bonus.
I'd say make the number of rounds base off of his fighter level/4. That way it scales but doesn't start off very strong.

Impregnable Defense: A Fighter can spend one use of Battle Prowess as an Immediate action to instantly reroll any saving throw with a +1 bonus. This bonus increases by +1 at 7th level and every 4 levels thereafter. The Fighter must use the second roll, even if it is lower.
Most classes do not get access to this kind of effect until around level 10. Why don't you make it so that you cannot choose this ability until level 11, and the bonus increases at level 15 and 19 only.

Thick Skin: A Fighter can spend one use of Battle Prowess as a Swift action in order to gain DR X/- where X is equal to his Constitution bonus. This ability lasts for a number of rounds equal to his Constitution bonus.
I'd base either the DR or the number of rounds on the fighter level divided by 2 or 3. Basing both off of Con means it doesn't scale.


The rest looks good, just need some more options. I have a few ideas floating around, but not enough time to put them down right now. I'll post when I can finalize them.

Lyndworm
2012-01-31, 11:28 PM
Looking closer at the fighter, I think that some of the features are probably OP at low level. Since you seem to be balancing on caster-class power levels, those classes tend to start out slower. Key word here is Scaling.
I'm not really trying to balance melee to casters, so much as boost the Fighter up to tier 3 and save all non-casters enough resources so that their skills and feats can be spent on something other than not dying horribly. Still, let's dive in, shall we?


I'd say only increase the damage by +1 at every interval. Also, I'd insert a limit to retraining for a weapon to once per day. It's implied, but you should make it explicit.
Hmm... I've run some numbers, and I agree that it's slightly stronger than intended at lower levels. I'll decrease it to +1 per interval, but that feels a little low. The Battle Prowess and Weapon Specialization stuff might make up for it, though. I'll make the 1/day thing more explicit, as well.


I'd say make the number of rounds base off of his fighter level/4. That way it scales but doesn't start off very strong.
That's not a bad idea at all. I think I'm going to make all of the Swift action abilities last for one round per Battle Prowess ability known (so, 1 round at 3rd level, 2 at 7th, 3 at 11th, 4 at 15th, and 5 at 19th).


Most classes do not get access to this kind of effect until around level 10. Why don't you make it so that you cannot choose this ability until level 11, and the bonus increases at level 15 and 19 only.
I will if you think I really need to, but it might be important to compare Impregnable Defense with Iron Heart Surge which, while poorly written, is significantly more powerful even by probable RaI (and you get access to it at 5th level, infinite times par day). Then again, that particular gem might not be the best point of balance...


I'd base either the DR or the number of rounds on the fighter level divided by 2 or 3. Basing both off of Con means it doesn't scale.
I was worried about that, actually... I think the blanket nerf on Battle Prowess durations mentioned above should take care of it.


The rest looks good, just need some more options. I have a few ideas floating around, but not enough time to put them down right now. I'll post when I can finalize them.
Excellent; thank you very, very much. Please do let me know if any ideas occur to you. Even half-formed, maybe I can do something with them.