PDA

View Full Version : Feron: The Crunchy Side of Things [PEACH]



Moofaa
2011-06-09, 08:27 PM
This thread is going to contain the "crunch" of my fantasy campaign setting Feron, I'll be posting races, classes and rules in this thread. I've actually posted some of this a couple years ago, and like most projects have worked on it off and on since. I figure this was worth a repost.

When I started the project I was intending to use D20 as the basis for the rules, and to create a new mana-based system of magic. An additional task was to spice up the martial classes. I really liked the Tomb of Battle mechanics, but it didn't fit in with the theme of the setting I was trying to create.

Be sure to check out Feron: The Fluffier Side of Things (http://www.giantitp.com/forums/showthread.php?p=11185012#post11185012) to read about the world itself.

Without further ado:

Races

There are only a handful of races in Feron which is primarily dominated by humans. Dwarves, Isk, Bolgrast, Faeries and the Kira-Klin make up the remainder of the species. I'll be posting the races I have somewhat completed. Humans are of course, as standard.

Dwarves:
Racial Stats: Dwarves are immensely strong and tough, and receive a +2 bonus to both constitution and Strength. However they receive a -2 to dexterity and charisma. In addition dwarves are totally resistant to normal non-magical fire. (normal does not include a forge or raging inferno of a house fire). They receive a +1 bonus to earth magic.

When dwarves sleep their bodies take on a stone-like texture, they maintain a limited awareness of their surroundings in this state. A sleeping dwarf receives DR 10 and an additional -2 penalty on passive perception checks while sleeping.

Appearance: Sullen and secretive are the best words to describe this race. A typical dwarf has deep brown or dark grey skin and full black or gray beards that hang to their knees. They stand no more then 4 ½ feet tall. Male dwarves grow great, long beards which are often braided and sometimes adorned with trinkets.

Society: Dwarves were once ruled by a single strong king, but those days have long faded from history. Now reduced to secretive clans hiding in their mountain strongholds, they stoically mine for ore and gems and practice their smithing crafts. Serious creatures, dwarves seldom laugh or join in festivities. Most prefer to spend much of their time alone at their crafts, the only thing they seem to find contentment with.

Magic: There are few dwarven wizards. Those that practice the craft will deal with earth element, and it is taboo among dwarves to specialize in the fire element. Dwarven Clerics are more common and often widely respected. Dwarven faith has it that Relnor created the Dwarves in his likeness, and had them build the world from a solid block of stone. Human priesthoods often take offense to this ideal.

Fighters: Dwarven fighters are renowned for their fierceness and near indestructibility and they have been known to take severe punishment beyond what any mortal being should withstand. They have their own unique fighting style that allows them to take advantage of their abilities. Dwarves do not have any sense for the nature of the surface world, and do not become rangers. Likewise they are far from a graceful or stealthy race and do not learn to fight like rogues or learn the ways of the Lordly Spar. However some do train to fight in the style of the human knights.

Bolgrast:
Bolgrast are a monster race and do not possess classes.
Racial Stats: Due to their continuous growth, a Bolgrasts abilities change as time goes on.

Abilities Scores: Bolgrast cannot have a intelligence or charisma score over 10

The Bolgrast are truly the stuff of nightmares. They range in size from mongrels, which are only slightly shorter than the average man, to massive beasts that tower at a height of ten feet or more. Bolgrast are all black, wiry hair, leathery hide, and rippling muscle. They sport large horns, blood red eyes, and long canine jaws powerful enough to crush stone. Bolgrast have an insatiable hunger, and indeed spend much of their time consuming food. They are known to eat anything and don't discriminate between carrion and living meat. This constant feeding causes them to grow consistently throughout their lives, although few in their vicious society live long. Small Bolgrast are referred to as mongrels (those less then 5HD), larger ones are accorded more respect and take offense to that title.

Bolgrast are always led by the fiercest and strongest of leaders. They have no spellcasters. Bolgrast warriors are terrifying beasts. While most eschew armor it's not unheard of among larger tribes.

Bolgrast do not possess a fighting style as other races would see it. For a Bolgrast, combat consists of smashing away at a foe until it becomes easy to eat. However, they have many abilities as they grow in size to assist them. They favor blunt smashing weapons, and often wield gigantic iron bars or heavy headed maces and hammers.


Faeries:

Faeries as characters do not posses a class. Instead their abilities increase as they gain in level.

Racial Stats: Due to their small size faeries are limited to a maximum strength and constitution of 10. They are able to fly. They receive a +2 bonus to dexterity. They have keen senses giving them a +1 to spot and listen checks.

Flight: Faeries have a limited flight ability. Normally they are limited to hovering no higher than ten feet off the ground, they can however put on a burst of speed to reach higher altitudes. This requires a constitution check every round at +5 DC per round to stay above ten feet over the ground, failure results in the Faeries falling back to their maximum 10ft height.

Appearance:Faeries are humanoid, with pale skin that trends towards a white or golden hue. They have blond or light brown hair and green or brown eyes. Faeries have a slim build, and stand only 1-1 ½ feet tall. Every Faeries wings are unique. Some resemble that found naturally on insects and birds, and still others are little more than flexible tendrils. Although they fly partially through magic, their wings are still necessary for flight.

Society:
Faeries have no centralized society. They usually live in pairs or small groups. While most dwell within their protected Valley of Songs, many roam the lands outside as well and can usually be found in forested areas. They have little interest in human or dwarven activities and are so rarely seen most humans consider them to be little more than myth. Dwarves and learned human scholars of course know better.

Being an extremely long-lived race, they have developed some interesting customs. A faerie running a mundane errand will often take days to return home. They have a custom to meet every other faerie and learn their name, although in their typical sense of timelessness means few will ever actually do so.

They are also saddened by the loss of much of the worlds ancient magic to which many legends connect them. They carry an intense hatred of the Isk who they consider to be their eternal enemies.

Magic: Unlike other races, Faeries are in tune with a special sort of magic. They are far more in tune with the powers of nature than elemental-wielding wizards.

Fighters: Due to their miniscule size faeries do not often utilize weapons other than magic. Some faeries will take up the use of tiny specialized bows or rapiers, but these weapons are barely capable of hurting anything other than small animals.


Isk:



Racial Stats: Isk have heightened senses and receive a +1 to spot and listen checks. They have a natural ambidexterity that lets them fight with two weapons with no penalties. Due to their low strength and small stature, they find handling weapons larger than short swords to be difficult. They have a -2 penalty to strength. Isk secrete poison from glands in their mouths which can be transferred with bites, spitting, or coating other items such as weapons.

Poisonous Saliva: something something that paralyzes victims or…something.

Appearance: Relatively small in stature, these spindly limbed creatures reside mainly in the Weeping Wood in the southern portion of the kingdom. Isk resemble large, wingless, hideous faeries in many ways, except their skin is a sickly green or brown in color and they lack any hair on their bodies. A typical Isk stands at the height of a dwarf.

Society: Isk are social creatures with one another, but prefer to stick with their own species. They do not engage others in outright confrontation if it can be avoided, and prefer to lure foes into traps or track them until they see an advantage. Isk tactics always employ cleverness in the form of deception and distraction. Although they seldom travel outside of their rotten clan homes, they have been known to travel deep into the lands of men. Such incursions usually involve causing mischeif and violence, leading to many campfire stories about young children being abducted and eaten.

Isk absolutely hate faeries and will go to great lengths to destroy them when encountered. Lucky faeries are killed rather than captured, as the Isk delight in subjecting them to days of torture.

Magic: Isk wizards are rare but do exist, they do not seem to have a preference among the different elemental types. Spirit-weilding shamans known as Blightbringers rule their clannish society. They are in the service of Aolar, a powerful spirit representing Death and Decay.

Fighters: Due to their tactics, Isk often use either the Lordly Spar or Rogue styles of fighting.




Kira-Klin (The Burned):

Racial Stats: These horribly disfigured dwarves radiate an intense heat. By gripping any solid metal weapon they can heat the item causing it to deal an additional 1d4 fire damage on each successful hit. This damage bonus can be applied to unarmed attacks as well. When a Kira-Klin is killed its body begins to smolder for 1 round, before bursting into flame then crumbling to ash. Anyone adjacent when a Kira-Klin bursts into flame must make a reflex save vs DC15 or take 2d6 fire damage. Kira-Klin are immune to normal fire and only take half damage from magical flames.

Appearance: Kira-Klin are known as The Burned due to their horrible appearance. They appear as hairless dwarves with blackened, bleeding skin and eyes that burn red like coals. An unmistakable burning smell accompanies their presence and is often described as sulfur mixed with burned flesh.

Society: Not much is known about this mysterious race. Only the dwarves have any knowledge of them, and seldom speak of it to one another and never to outsiders. Kira-Klin are even more rare than Faeries and have passed beyond legend amongst all but the most scholarly of humans.

Magic: Kira-Klin wizards specialize exclusively in the fire element, and death-oriented priests make up their religious caste.

Fighters: The Burned fight in the same manner as dwarves.


CLASSES

The Fighter:

Fighters come from many walks of life. A fighter may be a common soldier to a noble knight, a highway bandit or opportunistic mercenary. A particular fighter is set apart from others by his chosen style. As the fighter advances in level they gain access to new abilities and even new styles making them a fearsome opponent to face on the field of battle. See the section on combat styles for more information.

Hit points at first level: 15 + constitution modifier
Hit Points per level: 6 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2

Fighters advance in BAB and Saves as in normal 3.5e. However I have added my own take on TOB abiltiies which they gain as they advance in level.

{table=head]Level|Special
1|Feat, 1st Style*
2|Feat
3|2nd Stance
4|Feat
5|3rd Stance
6|Feat
7|2nd Style
8|Feat
9|4th Stance
10|Feat
11|5th Stance
12|Feat
13|3rd Style
14|Feat
15|6th Stance
16|Feat
17|7th Stance
18|Feat
19|8th Stance
20|Feat[/table]

*Each time a new style is learned, it comes with one stance from that style.

The Rogue:

Thieves, assassins, swashbucklers, and swindlers are all possible vocations for the rogue. These characters rely on deft reflexes and quick wits to get the better of their marks, always trying to stay one step ahead. Like fighters, rogues are capable of learning different fighting styles although they are not typically skilled in direct confrontation.

Hit points at first level: 12 + constitution modifier
Hit Points per level: 5 + constitution modifier
Skill Points at 1st level: (Int + 8) * 4
Skill Points / level: Int + 8

The rogue advances in BAB and Saves as in normal 3.5e. Like fighters they gain access to Styles but at a slower pace. Rogues still have the usual advancement for Sneak attacks, feats,etc.

{table=head]Level|Special
1|1st Style*
2|
3|
4|Stance
5|
6|
7|
8|Stance
9|
10|
11|
12|2nd Style
14|
15|
16|Stance
17|
18|
19|
20|Stance[/table]

*Each time a new style is learned, it comes with one stance from that style.

The Wizard:

There are few individuals in the world capable of wielding magic. Those who possess the immense intelligence and willpower to do so however, are among the most powerful forces in the world. A wizard controls the raw elemental forces of nature, weaving its mystical energies to conform to his will.

Hit points at first level: 10 + constitution modifier
Hit Points per level: 4 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2

Wizards advance in BAB and saves exactly as in 3.5e. See the section on magic for more detail on whats changed.


The Priest:
The priest relies on the power of his faith, calling upon his chosen deity for the strength to aide his allies and strike down his foes. Priests often receive training in martial arts, but rather than devoting their time for study to the styles and stances they augment their combat abilities with spells.

Hit points at first level: 12 + constitution modifier
Hit Points per level: 5 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2

Preists advance the same in BAB and saves as the cleric in standard 3.5e. See the section on magic for more detail on whats changed.

The Bolgrast:

Bolgrast are killing machines that do not possess the finesse required to master fighting styles. That said they are very good at what they do and what they lack in mastery they make up for in brute force and ferocity. As a Bolgrast progresses it increases in size and strength and gains devastating new abilities.

Bolgrast begin play as Small sized creatures and are referred to as Mongrels.

At level 5 they increase to Medium size and are just referred to as Bolgrast.

At level 10 the increase to Large in size and are often referred to as Jötungrast.

Hit points at first level: 15 + constitution modifier
Hit Points per level: 8 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2

{table=head]Level|BAB|Fort|Ref|Will|Special
1|1|2|0|0|Str +2, Con +2, Natural Armor +1, Slam, Bellow
2|2|3|0|0|
3|3|3|1|1|Horns Gore attack 1d6
4|4|4|1|1|
5|5|4|1|1|Str +1 Con +1, Natural Armor +1, Devour
6|6/1|5|2|2|
7|7/2|5|2|2|Crushing Blow 1/lvl/day
8|8/3|6|2|2|
9|9/4|6|3|3|
10|10/5|7|3|3|Str +1, Con +1, Natural Armor +1
11|11/6/1|7|3|3|
12|12/7/2|8|4|4|Sweeping Blow
13|13/8/3|8|4|4|
14|14/9/4|9|4|4|
15|15/10/5|9|5|5|Str +1, Con +1, Natural Armor +1
16|16/11/6/1|10|5|5|
17|17/12/7/2|10|5|5|Ram
18|18/13/8/3|11|6|6|
19|29/14/9/4|11|6|6|
20|20/15/10/5|12|6|6|Str +1, Con +1, Natural Armor +1, Mindless Rage[/table]

Slam: The Bolgrast puts all his strength behind a blow, deals +1d6dmg/2 levels. Useable 1/day/level.

Gore attack: Requires a successful charge attack, deals 1d6 damage and impales the opponent on the Bolgrasts horns. The affected creature must make a strength check vs DC 10+ Bolgrasts level to free himself. Can attack the Bolgrast with a -4 penalty.

Crushing Blow: On a successful melee attack, the Bolgrast hits an opponent so hard they must make a fort save vs dc 10+ bolgrast level or be stunned for 1d4 rounds.

Sweeping Blow: The Bolgrast can launch a devastating sweep attack that launches all struck opponents 10ft away. Make a successful attack roll against each adjacent opponent for this effect.

Ram: The Bolgrast engages in an unstoppable charge attack. Deals +20 damage and launches target 1d6 x5ft/Bolgrast level, doing +1d6dmg for each 5ft thrown. Example: At level 17 a bolgrast could knock a target back anywhere from 5 to 30ft away, dealing 26-56 damage.

Mindless Rage: The Bolgrast launches into a frenzy. Receives +4 on all attack rolls, and +4d6 damage. In addition it gains one additional attack/round. The rage lasts 2d4 rounds. Can only be used once per encounter.

Consume: When a Bolgrast consumes 10lbs of fresh raw meat, they gain 1d6 hps. They can use this ability once every day per level . The amount gained increases by 1d6 every three levels.

Bellow: Once per encounter a Bolgrast can unleash a mighty roar to unnerve its foes. All nearby enemies must roll a will save vs DC 15 or take a -1/4 levels penalty to all attacks, saves, and skill checks.


The Faerie:

The faerie is a spellcaster, but of a different sort than the wizard or priest. While a wizard gains strength by taming the raw elements and the priest from his faith, a faerie is in tune with nature itself and can call forth its primal power.

Hit points at first level: 8 + constitution modifier
Hit Points per level: 2 + constitution modifier
Skill Points at 1st level: (Int + 2) * 4
Skill Points / level: Int + 2
Flight

{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|2|Wild Empathy, Nature Companion, Nature sense, NatureSpeak, Natural Affinity
2|1|0|3|3|
3|2|1|3|3|Nature Companion
4|3|1|4|4|
5|3|1|4|4|
6|4|2|5|5|
7|5|2|5|5|
8|6/1|2|6|6|
9|6/1|3|6|6|
10|7/2|3|7|7|
11|8/3|3|7|7|
12|9/4|4|8|8|
13|9/4|4|8|8|
14|10/5|4|9|9|
15|11/6/1|5|9|9|
16|12/7/2|5|10|10|
17|12/7/2|5|10|10|
18|13/8/3|6|11|11|
19|14/9/4|6|11|11|
20|15/10/5|6|12|12|[/table]



Martial Styles:

My initial intentions were to find a way to "fix" martial classes by making them more exciting. I really liked the Tome of Battle, however I had two major problems with it.

1. The fluff involved what was basically magical effects such as whirling flames and whatnot. That doesn't fit the theme of my world where "magic" is pretty strictly in the realm of wizards and priests.

2. The crunch involved a lot movement effects, much like 4th Edition. I have a dislike of battle-maps and mini's because if I wanted to play a wargame I would just play Civilization or Risk or something. I would rather avoid strict "tactical" movements in combat. Furthermore I was planning on running this as a PBP game so simplified combat works best there.

With that said, this is the system I have come up with. It hasn't been fully playtested and is far from complete.

Martial characters know only a single Style and begin with one Stance from that style. They can still choose standard feats, but these cannot be used in the same round as an Ability.

A character can choose which stance they wish to use at the beginning of their first turn during combat. Switching stances requires 1d4 rounds in between, and during that time they cannot use any Abilities, although standard feats are still usable.

All abilities listed under a style are immediately available upon selection of the the style.

Note that abilities can only be used once during an encounter, and some require a certain stance be active. Thus a martial character cannot use certain abilities at all until they have learned the required stance.

F = Full-round action
I = Immediate action
Sw= Swift action
M = Move action
S = Standard action




Dwarven Fighter:

The fighting style of the fearsome dwarven clans is well-renowned. Dwarven fighters are trained to use their inherent strength and endurance to maximum effect, thus allowing them to absorb tremendous damage, shrug off wounds, or land powerful blows. This style is only available to dwarves, as humans and other races lack the natural toughness required.

Stances:

Anvil: Gain DR2. Fight to -5 HPs without penalties. This increases to -10 at level 10 and -15 at level 15.

Hammer: Gain a +2 bonus to damage, this increases to +4 at level 10 and +6 at level 20.

Rock: Gain +1 AC. This increases by +1 every 4 levels, to a maximum of +6 at level 20. This bonus is also applied to all charge and bullrush checks, and all defensive trip checks.

Abilities:

Clash of Steel - S: Strike the enemies weapon. On success apply a -1/6 levels AB penalty to that weapon. To determine the duration of this penalty roll the affected weapons damage. Requires Stance of the Hammer.

Shield Wall - F: Forgo all attacks this round. Enemies must beat your AC twice to score a hit. Requires a shield. Requires Stance of the Anvil.

Shrug it Off - Sw: You automatically save against one ill affect requiring a save. Requires Stance of the Anvil.

Crushing Blow- Sw: Declared before a successful attack, deal double weapon damage and knock your opponent back one step. Requires Stance of the Hammer.

Path of the Avalanche – F: Moving at half-speed you force aside all medium sized or smaller enemies in your path, knocking them into adjacent spaces. Enemies unable to find an unoccupied adjacent space are knocked prone. This does not create attacks of opportunity. Requires Stance of Stone.

Ancestral Call - Sw: Using your family name as a battlecry you call upon your forefathers for strength. Heal yourself a number of hit-points equal to your constitution score, you cannot exceed your maximum hit points.

Strength of Stone - I: When you would otherwise be knocked back, reduce the distance and any damage taken by half. Pushing you out of the way takes the remainder of the opponents movement for that round.



Scoundrel:
A scoundrel uses wit and speed to confuse his foes. They train to seek any advantage against an enemy or to create an opportunity when none is seemingly available.

Stances:
Slippery Target: +1 AC dodge bonus/4 levels, and +1 to reflex saves/4 levels

Scoundrels Luck: You may re-roll any one save, attack, or skill check each round, but you must accept the new result.

Assassin's Dance: Choose one target enemy. While in this stance your sneak attack damage increases by 1d6/4 levels whenever sneak attack damage would normally apply. Switching targets requires you to reset this stance.

Abilities:

Feign Death – Sw: This maneuver may be used when an opponent successfully strikes you. You fall to the ground in a believable manner. You may remain in this state for as long as you wish. Opponents in the area may make a passive spot check against your bluff skill in order not to be decieved. Requires Slippery Target stance.

Cheap Shot- S: Force a reflex save on your opponent. Gain a sneak attack on success.

Nerve strike - Sw: Declared before an attack. If your attack hits, apply -1/6 levels to their AB and -10 to movement rate (movement rate reduction does not scale with level, affect does not stack). Requires Asssassin's Dance.

Feint - Sw: Make a bluff check, enemy loses their next attack action.

Ha! – Sw: Make a bluff check. On success the opponent is convinced you have somehow gained a mysterious advantage over them and they measure their own attacks against you for 1d4 rounds. They take a -1/3 levels AB penalty.

Risky Gamble-S: Roll a d100 isntead of a d20 for an attack. If the result is 50 or below treat the roll as a critical failure, if it is 51 or above, treat it as a critical hit. Requires Scoundrels Luck stance.

Hidden Weapon – Sw: Make a successful stealth check, using a throwing weapon such as a dagger or dart, gain a free sneak attack on any opponent in range and do not provoke an AoO for this attack.


Kendathi:
The oriental Kendathi warriors stick to their code of honor during combat, applying strict training to become implacable foes. Kendathi are trained to empty their minds of emotion, allowing them to focus on their enemies.

Stances:
Oath Stance – Cannot be feared, bluffed, or charmed while in this stance, +2 to will saves.

War Stance – Gain +1AB/4 levels while in this stance.

Peace Stance – Deal double subdual damage with attacks from any weapon instead of normal damage. Dealing normal damage ends this stance and it cannot be reactivated this encounter. Gain +1dodge bonus to AC/4 levels.

Abilities:
Cut-for-Cut – I: The next opponent to damage you in melee receives an equal amount of damage in return.

Holding Back – F: Holding your weapon low and staring straight ahead into nothingness, you bait your opponents into attacking. Each enemy within reach may take an opportunity attack at half their attack bonus. You gain an attack of opportunity against each attacking enemy at full attack bonus, but can only deal subdual damage. Requires active Peace Stance.

Determination – I: Requires Oath Stance, when an opponent strikes you, roll concentration skill check and receive only half damage on success.

Whirlwind - F: Make an attack against every opponent adjacent to you at your full AB. Requires War stance.

Focused Attack - F: Make a single attack this turn at your highest AB This attack, if it hits, is treated as a critical hit, and the target is also knocked back 5ft. If the opponent cannot move backwards 5ft, he must make a reflex save against the attack roll or be knocked prone.


Kings Sword:
Knights take an oath to defend the king and country and train to perform that duty. The way of the Kings Sword empowers a warrior with the ability to protect and bolster their companions.

Stances:
Iron Guard – Enemies do not get a flanking bonus. You gain +1AC/4 levels.

Dauntless – Ignore any attack penalties from spells, effects, terrain, and injury. Note this does not remove penalties such as those from dual weapon fighting, etc.

Back-to-Back – Once per turn when an opponent makes a successful melee attack against an adjacent ally, make an attack roll. If your result is higher than the opponents you successfully parry their attack.

Abilities:
Body Shield – I: Take damage from a successful attack against an adjacent ally. Requires Back-to-Back stance.

Cooperation – Sw: You may take an attack penalty up to your level on your next attack and give an equal bonus to an adjacent allies next attack. Requires Back-to-Back stance.

Victory Cry – I: If you slay an enemy with your next attack allies gain +1 AB/4 levels on their next attack. Requires Dauntless stance.

Iron Glare - I: You focus your determination into a weapon of fear. Choose one adjacent enemy. That enemy must make a will save vs dc 10 +1/2 your level or lose their next move action, rooted to the spot by your stare. Requires Iron Guard stance.

Command - Sw: On your turn you can command an ally to perform a move action or melee attack.



Lordly Spar:
Practiced by the nobility, the Lordly Spar is a style designed for dueling against a single opponent. Light weapons are most often employed but the principles can be applied to almost any weapon.

Stances:
Focused - +2 bonus to attack one opponent. -2 AC against all others. Increase bonus and penalty by 1 / 3 levels.

Wall of Steel – You focus all of your energies into defending attacks from a single melee opponent. Gain +1 AC/3 levels against attacks from that opponent.

Perfect Form – Re-roll critical failures on attacks, improve critical threat by 1.

Abilities:
Disruption – S: Do not deal damage with this attack, if your attack roll is successful instead your opponents stance is ended.

Dazzling Swordsmanship – Sw: You twirl your blade in a fancy and impressive maneuver in an attempt to dazzle your opponent and create an opening. Make a Perform(swordsmanship) check. If successful gain an extra attack. Requires Wall of Steel stance.

Expose Weakness – Sw: Make an opposed will save with opponent. If successful you have discovered a flaw in your opponents defenses, receive +1 AB/3 levels until they end or change stance. Requires opponent to currently be in a stance. Requires Focused stance.

Break – F: Break melee combat between you and one opponent. You may both immediately switch stances and take a 5ft step away without provoking AoO.

Riposte – I: Once per encounter, you may interrupt the attack of an enemy you threaten with an attack or a disarm. Upon a successful attack or disarm attempt, the opponent's attack is negated, and on an attack half damage is dealt. Can be used twice in an encounter at level 10, and three times at level 20, but not more than once per round. Requires Perfect Form.



Swashbuckler:
Stances:
Daring Stance – While wearing light or no armor gain +2 AC.

Dashing Stance – Add Charisma bonus to attack rolls.

Daredevil Stance - You may move an extra 5ft/3 lvls every round. You may also make an acrobatics check to avoid AoO or difficult terrain, and get a +1bonus on the check every 4 levels.

Abilities:
You’re mad! – Sw: Apply Charisma bonus to any skill check such as jump, tumble, etc during an encounter, declared before rolling. Requires Daring Stance.

Make a fool – I: Declared before opponents attack. If your opponent misses their next attack you get an AoO that deal half damage. This continues once per round until they strike you, either of you change opponents, combat ends, or your opponent is attacked by someone else. Requires Daring Stance.

Heroes Mark – Sw: Make a Perform (swordsmanship) check. If successful you carve your mark on your victims clothing or armor. The mark deals no damage on its own, but you and your allies gain +1/6 levels AB against this opponent until the encounter ends.

Flip - M: You may move over any opponent that is next to you into an open space. Attacks against this opponent this round gain +1 to AB and critical threat range per 5 levels. Requires Daredevil Stance

Dazzling Swordsmanship – As per Lordly Spar ability.

Heroic Pose – Sw: You strike a heroic pose bolstering the courage of your allies. The party gains a one-time use bonus equal to your charisma bonus that expires at the end of the encounter if not used. Requries Dashing stance.


Cavalier:
Stances:
Mounted Combat – Gain +1 AB/3 levels while mounted. Some other effects.

Superb Horsemanship – Make a ride check to evade attacks of opportunity against you or your mount.

Jousting - Add +1 to AB/3levels to attacks against other mounted opponents. Mounted opponents hit must make a ride check (DC 5+1/2HD+Str mod) to stay mounted.

Abilities:

Unstoppable Charge – F: As an overun charge attack, adjacent enemies to the charge path also are able to be knocked prone if they choose not to avoid. With the trample feat trampled victims take double damage. The overrun is also able to move over up to three enemies.

Skewer – S: An opponent is skewered by your lance. They suffer a 50% penalty to movement rate until the weapon is removed. Removing the weapon causes a bleeding wound.

Full Tilt - F: Make a charge attack against a single opponent, and increase the critical multiplier of a spear or lance by 1, and increase the critical threat range by 1/5levels. Requires Jousting Stance.

Rear - F: Your mount rears and deals two hoof attacks against an opponent directly in front of it with full strength bonus to damage. If both hit, target must make an opposed strength check against the horse or be knocked prone. You may make one additional attack this round at half your highest AB. Requires Superb Horsemanship stance

Attack while moving - F: When your mount moves, but doesn't run, you may make an attack against any person next to you at any point in your move, provided it is in a straight line. You may make as many attacks as you can in a full-attack, and divide them any way among enemies. At 7th level, you may make one extra attack. At 13th level, resolve all attacks before any enemy attacks of opportunity, and on a successful hit, no attack of opportunity is allowed. at 20th level, your mount can move at 4x its speed during this action.

Moofaa
2011-06-09, 08:29 PM
*Editing this post because the OP is full*
Spellcasting



Spellcasters such as Wizards and Priests cast their magic from reserves of mana which they store within themselves. Priests restore their mana through prayer, wizards by drawing their elemental powers from a source.

A wizard’s mana is broken down into the elements, air, earth, fire, and water. A wizard can only cast spells from three of these, however. When a wizard begins his studies, he must choose a Primary Element. He will be most powerful with his Primary selection. A wizard cannot cast spells from the opposite element of his primary.

A wizard’s mana is drawn from a source, so earth magic is drawn from a stone, fire from flames or the sun, water from rain/rivers/lakes, air from wind and storms. The more powerful the source, the quicker they can gain mana.

To regenerate: A wizard or priest cannot regenerate during combat. They may regenerate at ½ the possible rate while traveling, as long as they are able to maintain contact with the source. (IE a priest cant travel and gain 5 mana/hour since that rate would require him to be performing a full ceremony or be inside a cathedral, however if he possessed a holy relic this could be possible).

Counterspelling is done by setting a DC of the casting wizards level +10. A counterspeller can use mana from any or all elemental sources they possess, but the mana cost of a counterspell is always equal to that of the spell being countered.


{table=head]Mana Type|Regen/Hour|Source
All|1|Normal Regeneration
Fire|2|Candle or similar sized flame
|4|Lantern or Torch
|6|Campfire or fireplace
|8|Huge bonfire, forge
|10|Dwarven forge or Magma
Water|2|Vial or flagon of water, small puddle
|4|Large puddle, bucket, or sprinkling rain
|6|Stream or Pond or steady rain
|8|River or Lake or heavy downpour
|10|Ocean or torrential downpour
Air|2|Still air
|4|Light breeze
|6|Steady breeze
|8|Heavy winds
|10|Full force Gale
Earth|2|Small stone or container of dirt
|4|Large stone, wide area of dirt, stone building
|6|Massive Boulder or Large Stone building, holy grounds
|8|Giant rocky hills, Gigantic stone structure (fortress or giant cathedral)
|10|Underground stone tunnel, Large Mountains
Death(Spirit)|2|Small animal bones or dead insects
|4|Humanoid bones or decaying corpse
|6|Fresh Corpse, large pile of bones, desecrated ground
|8|Graveyard, Multiple bodies
|10|Massive Graveyard, large number of sick and dying persons
Life(Spirit)|2|Small vial of holy water or unblessed symbol, prayer
|4|Basin of holy water, Readings, crude shrine, blessed symbol
|6|Full ritual of blessing, small church, Preaching
|8|Regular sized church, Ceremonies, Holy Tome
|10|Cathedral, High Ceremonies, Holy Relic[/table]

Starting Mana:

A wizard receives 10 mana in their primary element and 6 in their secondary elements at level one. They get +1d6 mana in their primary per level, and +1d4 in their secondary elements. A wizard adds their intelligence bonus to mana every level, and a priest adds in their Wisdom bonus.

A priest receives +2d4 mana per level and starts with 20 mana.

W
A E
F

Optional Mana Regeneration

Full-rest:
Taking a full-rest completely restores all mana pools for all casters.

Short Rest
For Wizards: Given at least a 5-minute break in which the wizard is able to meditate they are able to 1d6/2 levels + intelligence bonus of mana to their primary element, and 1d4/2 levels + intelligence bonus to their secondary elements.

For Priests: Given at least a 5-minute break in which a priest is able to pray they are able to restore 2d4/levels + wisdom bonus to in Spirit.




Feats:
Mana Link: Two spellcasters can link their reserves of mana together, allowing each to freely access the others mana. A spellcaster can only have one active link. If struck in combat both casters must make a concentration check or the link is severed. The spellcasters must be in plain sight of one another and at a distance of no more than 30 feet.



Wizard Spell list

Fire:


Candles Flame – Cost 1F, Casting time: Standard Action, Duration. Creates a small flickering candle-sized flame. This spell can only be cast on candles, used to light torches, or bits of cloth, wood and other basic flammable materials. It causes no damage to creatures unless they are unable to expend a free action to pat or blow out the flame.

Heatwave – costs 1F/rd, Casting time: Standard action, Duration: Sustained
The air begins to shimmer as an intense wave of heat rolls across the battle-field. While active fire spells that deal damage recieve a 1d6 damage bonus.

Dazzling Sparks – cost 1f Casting time: Standard Action, duration: none. This spell causes flashes of sparks in the air to confuse and blind enemies. Enemies must make a reflex saving throw to avoid being blinded for 1d3+1 rounds.

Flame Ball – Cost 2f Casting time:Standard Action, duration: none. This spell creates a ball of magical fire in the casters hand that can be tossed at an opponent. It does 1d6/lvl to a max of 10d6.

Smolder – 2F/round CT: Standard Action, Duration: Concentration. This spell requires the casters full concentration for each round. Smolder causes the target to heat up and smoke. Smolder deals 1d6dmg starting on the second round plus an additional 1d6 for each continuous round. So if the spell is maintained for three rounds, it does no damage on the first, 1d6 on the second, and 2d6 on the third. The increase continues at a rate of 1d6/caster level.

Combustion – 10F CT: Standard Action, Duration: none This spell requires that the caster have been concentrating a smolder attack on the target for three continuous rounds. Starting on the 4th round the caster is able to use Combustion to deal an amount of damage of the max possible result for the number of damage die rolled from the last round of smolder. Thus, if a caster concentrated smolder for 6 rounds on a target, and on the 7th decided to use combustion, they deal an instant 35 damage to the target (35 is the max result from the 5d6 that was rolled for damage on the previous round of smolder). Combustion ends concentration on the smolder spell.

Fire Sheathe - 4F/round - CT: Standard Action Duration: Until cancelled. The caster is covered in flames that cause no harm to himself, but deals 1d6 damage to any opponents that successfully strike him with a melee or ranged attack. Attacker can make a reflex save for half damage.

Wall of Fire: Cost 6F, CT: Standard Action, Duration : 1+1 round/level. The caster creates a wall of magical flame that fills a 5ft cube + 5ft/level. Creatures caught inside the wall of fire when cast may make a reflex save to move out of the effects. Creatures passing through may make a reflex save for half damage. Deals 1d4 damage per 3 levels.



Water
Create water: Cost 1W, CT: Standard Action, Duration: none Creates 1gal/lvl of water inside a suitable container such as a cup, bowl, depression in a rock, etc. Water is clean and drinkable.

Freezing Drench: Cost 2W, CT: Standard Action, Duration 1d4+1rds/lvl up to +10. This spell causes a target to be drenched in freezing water. It does no damage but slows reflexes and causes the target to shiver uncontrollably, suffering a -2 penalty on all attack rolls, saving throws, and skill check.

Breathe Water: Cost 2W, CT: Standard Action, Duration: 1 hour/caster level. This spell allows a target to breathe underwater.

Drown: Cost 5W, CT: Standard Action, Duration: 3 rounds. This spell will cause an air-breathing creatures mouth and lungs to fill with water. Target must make a fortitude save vs DC 10+ caster level to resist the effects of this spell. On the first round of the spell the target receives -2 to all saves, attacks, and skill checks. The penalty increased to -4 for the second round, and in addition the target cannot take a move action. The target spends the third round helpless and unable to take any actions. Each round before the effects of the spell are applied, the target may make a fortitude saving throw to end the effects.

Ice Shards: Cost 2W, CT: Standard Action. This spell flings forth razor sharp shards of ice that fly towards a target. It deals 1d6dmg/level up to 10d6.

Ice Slick: Cost 2W, CT: Standard Action. This spell coats an area equal to 5ft +5ft/level up to 100ft with a slick layer of ice. Creatures moving through this area must make a reflex save of 10+caster level or fall prone.

Encasement: 10W, CT:Standard Action Duration: 1d4 rounds. This spell encases a target inside a thick layer of crystal clear ice. Each round the target may make a strength check to break free. The target becomes chilled and suffers a -2 penalty to attacks, saves, and skill/ability checks until the end of the encounter.

Cloak of Frost - 4W/round, CT: Standard Action Duration:1rd/level. The caster is surrounded by a thick cloud of frost. Adjacent enemies beginning their turn in this area take 1d6 damage and must make a fortitude save or become chilled, getting a -2 penalty to attacks and saving throws until they are no longer in the affected area.



Earth
Tremor: Cost 2E, CT: Standard Action, Duration: 1rd/level up to 10. This spell causes a small, localized tremor in the ground with a 5ft radius. Targets in this area must make a reflex saving throw vs DC 10+caster level or suffer -4 on all attack rolls and skill checks for as long as they remain in the affected area or until the spell ends.

Casting Stone: Cost 1E, CT: Standard Action, Duration: 1 hour/level. The caster can enchant a small rock of sling-stone quality. This stone may be thrown by hand for 1d4dmg/caster level up to 10d4. The stone will remain enchanted for one hour per level, and can be used by those other then the caster.

Armor of Stone: Cost 4E, CT: Standard Action, Duration: 1 hour/level. The caster can give one target creature an armor-like covering of stone. This will reduce the targets movement rate by 10ft. In addition they gain +1 AC/2 caster levels up to +6 and Damage absorption of +10 per 2 levels up to +50. The protection ends either after the duration is up or it has absorbed the full amount of damage that it can withstand.

Wall of Earth: Cost 6E, CT: Standard Action, Duration : 1hour/level. The caster creates a wall of hardened earth that fills an area 10ft high 5ft deep and 10ft long +10ft/level. The wall has 20hps +5/level up to 100 and DR of 10.

Crush - Cost 10E, CT: Standard Action, Duration : 1rd/level The ground explodes upwards to envelope the target. Reflex save to avoid this attack. Slowly crushes the target for 2D4 damage each round. STR check to break free.


Air
Gust: Cost 2A, CT Standard Action, Duration: None AoE: Cone 5ft long/2 levels, with width at the end equal to the length. The caster creates a heavy blast of air that can cause opponents to lose their footing. They must make a reflex save vs DC 10+caster level or fall prone.

Air Whip: Cost 1A, CT Standard Action, Duration: None. Causes a whip-like blast of air which strikes for 1d3dmg/lvl.

Wind Wall: Cost 1A, CT: Standard Action, Duration: 1d4 rounds/level. The caster created a wall of swirling air. The wall is five feet deep and 10ft long, +5ft/caster level. Creatures attempting to pass through or that are caught inside this area must make a reflex save vs DC 10+caster level. Failure results in the victim being knocked prone. To stand back up they must make another reflex save. Arrows and other missile weapons fired through this wall receive a -2 penalty to hit.

Carrying Wind: Cost 1A/round, Ct: Standard Action: The caster can attempt to fly an object through the air. The object cannot weigh more then 10lbs. The object does not move with enough force to make a good weapon. It has a movement rate of 20ft/round. Can only be used on inanimate objects, worn clothing or items cannot be used as a way around this limitation.

Flight: Cost: 10A, CT: Standard Action, Duration: 1hour/level. A target chosen by the caster gains the ability to fly. The targets flight is not controlled by the caster.

Whisper on the Wind: Cost: 1A, CT:Standard Action The caster can utter a short word or phrase no longer then 10 words that will travel through the air to the recipients ear. The caster must have met the recipient beforehand. A whisper takes one hour to travel 100 miles. Only the recipient can hear the message.

Cyclone - 4A/round, CT: Standard Action, Duration: 1rd/level. The caster creates a powerful swirling vortex of air around himself, adjacent creatures must make a strength check or be thrown 5ft/2 caster levels away, suffering 1d6 falling damage for each 5ft thrown.



Priest Spell List

Death (Spirit)
Steal Life: Cost 1.round, CT: Standard Action, Duration: Special. The caster chooses a target, who makes a fort save vs 10+caster level. If they fail the caster can drain 1hp/round +1hp/caster level from the target and transfer the life to himself. The caster cannot go over his own max HPs. Target cannot be reduced below 1 HP.

Fear: Cost 2D, CT: Standard Action, Duration: 1d4rounds +1/ caster level. The caster causes a target to flee in fear if they fail a will save vs DC 10+caster level. The victim is released from this fear if they are attacked and take damage. A fleeing victim will not do something suicidal to escape, such as leap out a 10 story window. If no avenue of escape is available, the victim falls to the ground in a fetal position and whimpers for the duration.

Curse: Cost 5D, CT:Standard Action, Duration: 1 hour/caster level. The caster utters a foul curse onto a target creature. The target receives -1/2 caster levels up to -10 on all saves, attacks, and skill checks. This spell can be used to cancel a bless.

Lifetap: Cost Special, CT: Standard Action. The caster is able to transfer 1 HP into 1 death-type of spirit mana. This transfer increases by 1 per level. The caster is unable to increase their mana beyond their normal maximum. The transfer is limited to no more then 10 points.

Shadow Cloak: Cost 1/rd, CT: Standard Action. Duration: Until let go, dispelled, or no mana. The caster receives a +1ac/3 levels concealment modifier up to +5. The caster does not need to maintain concentration on this spell, although it fails if rendered unconscious. The caster is enveloped in a swirling fog of shadows that make them difficult to see.

Spirit Wrack – Cost: 2D CT: Standard Action Caster lashes out with his own malevolent force that lashes and burns the target with tendrils of dark energy. Deals 1d6dmg/level up to 10d6.

Unwanted Domination – Cost: 5D +1/round CT: Standard Action– The caster attempts to dominate the will of a target Unwanted. The targets gets a will save or comes under the casters control. Target Unwanted cannot have more HD than the caster.

Mark of Death – Cost: 20D CT: Standard Action – If target dies while marked, they return as Unwanted.

Desecration – Cost:10D CT: Standard Action– Affect an area of 100ft+20ft/level, All Unwanted get +1 to all attack rolls, skill checks, and saves. All death-type spells gain a +1 bonus on save DC’s. Affect is permanent unless countered by concecration or the caster dies. A caster can only have one actively desecrated area at a time, creating a new zone ends the old one.


Life (Spirit)

Healing Light: Cost special, CT: Standard Action. The caster is able to heal one target 1hp for every mana he spends. The caster cannot heal more then their level x2 with one casting.

Bless: Cost 2L, CT: Standard Action, Duration: 1 hour/caster level. Targets of this spell gain +1/2 caster levels on all attack rolls, saves, and skill checks to a maximum of +10. This spell can be used to cancel a Curse.

Armor of Faith: Cost: 2L, CT: Standard Action, Duration 1hour/caster level. Target gains +1 ac/2 caster levels to a maximum of +5. They also emit a faint golden glow of light.

Spirit Hammer: Cost: 5L, CT: Standard Action. The priest summons a blast of searing hot light from their hands that strikes one target, burning it with spiritual power. Deals 1d6dmg/level up to 10d6.

Resistance: Cost: 4l, CT: Standard Action Duration: 1 hour. The target of this spell gains 10 pts of damage reduction vs magical spells and effects per caster level. Additionally the target gains +2 on all saving throws vs magical effects. This damage absorption does not stack with other spells.

Consecration: - Cost 10L: CT: Standard Action - Affect an area of 100ft+20ft/level, All Unwanted recieve -1 to all attacks, skill checks, and saves. All life-type spells gain a +1 bonus on save DCs. Affect is permanent unless countered by a desecration spell or the caster dies. A caster can only have one actively consecrated area at a time, creating a new zone ends the old one.



Faerie Magic



Entangling Growth: Cost: 1N CT:Standard Action Duration: 1d4+1 rounds. The faerie summons a field thorny undergrowth that hampers movement. Creatures moving into or out of this zone must make reflex save or become entangled. Covers an area of 10ft + 5ft/level.

Befriend Animal: Cost: variable CT: Standard Action Duration: 1 hour/level. The faerie is able to befriend low-intelligence animals at a cost of 2 mana/HD. The faerie cannot befriend more animals than half their own level rounded up and the animals only follow simple commands (attack, stay, move, etc.)

Wall of Thorns: Cost: 3N + Variable, CT: Standard Action, Duration: 1d4 rounds/level. The caster created a wall of razor sharp thorn bushes. The wall is five feet deep and 10ft long, +5ft/caster level. The mana cost of this spell increases by 2 for each additional increment beyond 15ft. Creatures attempting to pass through or that are caught inside this area must make a reflex save vs DC 10+caster level. Failure results in the victim being entangled. Passing through or being caught within the wall also causes 1d4dmg/level up to 10d4 damage.

Animate Flora: Cost 5N CT: Standard Action, Duration: Encounter. See animate plants, PHB pg 200.

Firefly Cloud: Cost 1N, CT: Standard Action, Duration: 1d4+1 rounds. A cloud of swirling sparkling fireflies can be summoned. These tiny insects whirl around a selected creature disrupting its vision and giving it a -2 penalty to attacks, saves, and skill checks.

Feral: Cost 3N, CT: Standard Action, Duration: Encounter. The faerie is able to target one animal companion for this effect. For the duration of the encounter the animal gains temporary HP equal to caster level and +1/3 levels to attacks, saves, and skill checks.



Feats



Quick Mastery - Gain an extra stance in a martial style you already know.

Fancy Footwork - Change your stance with a standard action. No abilities that require a specific stance can be used this round.

Moofaa
2011-06-10, 04:47 PM
Added a new feat; Quick Mastery, made an adjustment to Wall of Steel stance in the Lordly Spar style, and a few formatting adjustments.

Considering another feat to allow gaining a new martial style, but it would not include automatically giving access to a single stance from the style like you would normally get from leveling.

Added notation that dwarven fighting style is racial restricted.

Update 2:

Edited Dwarven martial style ability Path of the Avalanche and added a new ability; Ancestral Call.

Kendathi style; edited Peace Stance and Holding Back ability.

Moofaa
2011-06-10, 10:25 PM
Significant update.

On martial abilities I noted which type of action is appropriate, swift, full, standard, etc.

Rogue style:
Changed Feign Death to use the Bluff skill against detection.

Dwarven Style:
Changed Shrug-it-Off from damage absorbtion to sucess on a save.

Spells:
Fire
Heatwave - Changed spell entirely.
Fire Sheath - Completed description and costs
Wall of Fire - Completed description and costs
Water
Encasement - Completed description and costs
Cloak of Frost - new spell
Earth
Crush - Completed description and costs

Bolgrast - added notes about physical size increases by level

Omeganaut
2011-06-11, 11:00 PM
I like what you are doing here. Its really nice how you are trying to balance the classes and change the magic system into something more reasonable. I just want to help you fix some thing, so I'm going to be evaluating below.

First thing I noticed is that Rogue is both a class and a fighting style. I'd find a new name for one or the other just to avoid confusion. Every little bit matters.

I don't know if this is something you have thought of or not, but make sure if you write all this up, replace the 3.5 references with the actual data. I know you don't want to repost it and that's okay, just don't leave those references in there in a finished copy. I apologize if you already have thought about this.

For the Bolgrast, Ram is unclear. Do you mean multiply by five for every level (so 5^17x1d6) or another 1d6 every level (17d6X5)? I can guess what you meant, but every chance at a big misinterpretation can cause problems with an irritating player or inexperienced dm. Other than that, set the DC for the will save for Bellow. Everything else has it, and I don't know if you just hadn't gotten there yet.

I want to say, Dwarven Fighter is really good fluff-wise. I had to compliment you on that one.

Under Rogue, does the Scoundrel's luck require you to reroll one d20 per round, or is it optional? Your wording is unclear.

How does the Kendathi flavor work with your world. I got the impression that it was more European, but there are oriental martial artists in it, and I would like an explanation why. This may belong in the fluff part though.
Do you have a limitation for the number of times a character can use an ability per round. The immediate abilities may be able to be abused unless you limit them mechanically.

Under Swashbuckler, the ability You're Mad seems to fit better under Dashing stance than Daring since Dashing also uses Charisma, IMHO. Heroic pose needs some definition on what the bonus can be applied to, but I assume that is just in progress.

In general on the martial stances, I notice that some styles require stances for half of their abilities, but others do not require stances at all. It probably would be better to standardize that a little.

For spellcasting, would Mana Link work between a priest and a wizard, or between two wizards of opposite elements? Because it seems like there would at least be penalties. Also, is there anyway a priest could use a wizard spell or vice versa? It seems like priest dedicated to a god of fire or a god of water would get access to their god's element in some fashion.

For the fire spells, wall of fire is not perfectly clear on how the dimensions change based on level. I can see what you want, but it could be misinterpreted.

For water spells, Ice Shards does the same damage as Fireball, but costs 1 mana where Fireball costs 2. I'd make Ice Shards costs 2 mana.
Encasement seems like it would be a strength check to break free, especially considering the similar earth spell. It also seems like there should be a penalty lingering for being stuck in a block of ice, which would balance the cost. 10 mana is extreme for possible paralyzation without being able to hurt him for only 1d4 rounds and a check stops the effect.

For air spells, Gust seems like it should scale with level. By that, I mean the size of the effect. I'd say 5ft longer/2 levels, with width at the end equalling the length (its a rather odd cone right now).
For Wind Wall, you need to specify how high the wall goes. Maybe 5ft+5ft/2 lvls.
Have you considered putting the caster at the center of the cyclone, which tries to pick up any creature within 5ft/2levels and toss them around for some damage every turn with a reflex save to move out of the radius of the cyclone. Duration would have to be limited, but it would certainly equal the personal armor that every other element has.

Death; Steal life does not say how much mana it costs in the description. I'd think every round would cost 1 mana, and that it would cost 1 mana to start.
Spirit Wrack has the same affect as Fireball, but costs 5 mana. You need to reduce it to at least 3, probably 2 to balance it out.
Desecration does not have a time limit. If it's permanent, that needs to be stated in the description.

Light: Healing would become underpowered at higher levels. I'd say 1hp/2levels for every mana spent so that it scales like most of your other spells.
Spirit Hammer: See Spirit Wrack.
I'd also include a spell to turn Unwanted (I'm assuming they're like undead) unless you are going to keep the turn/rebuke system from D&D.

Your spells in general seem to have a lot that peak at level 10. Unless you are running E10, I'd make their increases every two caster levels so they keep building to the final level. That would not create exponential increases in power, just normal additions to their power level.

Quick Mastery won't be used unless there are more than three stances in more styles. It wouldn't be worth spending a feat on if you would get the stance anyway in a few levels (or several for rogues).

I hope this helps, it sure took longer than I thought. Keep up the good work, and I hopefully will be back with suggestions for spells ans styles.

Moofaa
2011-06-12, 09:17 PM
I'm going to spoiler my responses to your feedback or the post is going to be 12 miles long. :smalleek:

I like what you are doing here. Its really nice how you are trying to balance the classes and change the magic system into something more reasonable. I just want to help you fix some thing, so I'm going to be evaluating below.

Thanks!

First thing I noticed is that Rogue is both a class and a fighting style. I'd find a new name for one or the other just to avoid confusion. Every little bit matters.

Yes, that's something I have intended to change, I just haven't come up with a satisfactory name yet.

I don't know if this is something you have thought of or not, but make sure if you write all this up, replace the 3.5 references with the actual data. I know you don't want to repost it and that's okay, just don't leave those references in there in a finished copy. I apologize if you already have thought about this.

Yeah, I have a nice word.doc all laid out with pretty pictures and full text, I just didn't want to post it since of course all the art is stolen from around the net since some people get upset about such things.

For the Bolgrast, Ram is unclear. Do you mean multiply by five for every level (so 5^17x1d6) or another 1d6 every level (17d6X5)? I can guess what you meant, but every chance at a big misinterpretation can cause problems with an irritating player or inexperienced dm. Other than that, set the DC for the will save for Bellow. Everything else has it, and I don't know if you just hadn't gotten there yet.

I'll fix both of those things. Good catch.

I want to say, Dwarven Fighter is really good fluff-wise. I had to compliment you on that one.

Thank you.

Under Rogue, does the Scoundrel's luck require you to reroll one d20 per round, or is it optional? Your wording is unclear.

Optional, I'll clarify that.

How does the Kendathi flavor work with your world. I got the impression that it was more European, but there are oriental martial artists in it, and I would like an explanation why. This may belong in the fluff part though.
Do you have a limitation for the number of times a character can use an ability per round. The immediate abilities may be able to be abused unless you limit them mechanically.

There is a small strip of land that was granted to oriental refugees that arrived after the initial inhabitants of the kingdom. Abilities can only be used once per round unless specified in the individual ability entry. My inspiration for the fighting style came from seeing too many kung-fu/samurai movies where one guy takes on 6 others, I hope that's reflected in there. Fluff-wise Kendathi are second-class citizens to everyone else.

Under Swashbuckler, the ability You're Mad seems to fit better under Dashing stance than Daring since Dashing also uses Charisma, IMHO. Heroic pose needs some definition on what the bonus can be applied to, but I assume that is just in progress.

Another nice catch. I keep going over the stances and adding new things, sometimes I just jot stuff down before I forget (but then forget to come back later lol)

In general on the martial stances, I notice that some styles require stances for half of their abilities, but others do not require stances at all. It probably would be better to standardize that a little.

Yes, some of the stances still need more abilities. Ideally I would like each stance to have at least one ability that requires it, and each style to to have at least one ability that requires no specific stance.

For spellcasting, would Mana Link work between a priest and a wizard, or between two wizards of opposite elements? Because it seems like there would at least be penalties. Also, is there anyway a priest could use a wizard spell or vice versa? It seems like priest dedicated to a god of fire or a god of water would get access to their god's element in some fashion.

No, but later I was planning to add in deity-specific spells. While I don't see mixing priest/wizard magics in the rules, that might make an interesting campaign hook. Especially since in some areas wizards aren't nearly as welcome as priests.

For the fire spells, wall of fire is not perfectly clear on how the dimensions change based on level. I can see what you want, but it could be misinterpreted.

I'll check on that, nice catch.

For water spells, Ice Shards does the same damage as Fireball, but costs 1 mana where Fireball costs 2. I'd make Ice Shards costs 2 mana.
Encasement seems like it would be a strength check to break free, especially considering the similar earth spell. It also seems like there should be a penalty lingering for being stuck in a block of ice, which would balance the cost. 10 mana is extreme for possible paralyzation without being able to hurt him for only 1d4 rounds and a check stops the effect.

Ice Shard: I'll update that to 2 mana.
Encasement: Your right, strength would be better. Possibly a ongoing chill effect like -2 to saves/attacks/skills.

For air spells, Gust seems like it should scale with level. By that, I mean the size of the effect. I'd say 5ft longer/2 levels, with width at the end equalling the length (its a rather odd cone right now).
For Wind Wall, you need to specify how high the wall goes. Maybe 5ft+5ft/2 lvls.

Gust: Good idea, I want most spells to scale with level anyways, since I don't use any sort of spell levels.
Wind Wall: Nice catch again, I'll fix that and bring it more in line with the other wall spells.

Have you considered putting the caster at the center of the cyclone, which tries to pick up any creature within 5ft/2levels and toss them around for some damage every turn with a reflex save to move out of the radius of the cyclone. Duration would have to be limited, but it would certainly equal the personal armor that every other element has.

Ooh, nice idea, I was struggling with a protection-type spell against melee that the other specialties have. I'll work that out.

Death; Steal life does not say how much mana it costs in the description. I'd think every round would cost 1 mana, and that it would cost 1 mana to start.
Spirit Wrack has the same affect as Fireball, but costs 5 mana. You need to reduce it to at least 3, probably 2 to balance it out.
Desecration does not have a time limit. If it's permanent, that needs to be stated in the description.

All good suggestions, I was re-working desecration recently and hadn't finished it yet.

Light: Healing would become underpowered at higher levels. I'd say 1hp/2levels for every mana spent so that it scales like most of your other spells.
Spirit Hammer: See Spirit Wrack.
I'd also include a spell to turn Unwanted (I'm assuming they're like undead) unless you are going to keep the turn/rebuke system from D&D.

Healing/Hammer: Yup, I see that now that you pointed it out.
Unwanted are my version of undead, I haven't put a ton of work into them yet, but a rebuke spell would be a good idea to add.

Your spells in general seem to have a lot that peak at level 10. Unless you are running E10, I'd make their increases every two caster levels so they keep building to the final level. That would not create exponential increases in power, just normal additions to their power level.

You're right, I was just thinking I didn't want 20d6 damage and wasn't looking at the rate of scaling.

Quick Mastery won't be used unless there are more than three stances in more styles. It wouldn't be worth spending a feat on if you would get the stance anyway in a few levels (or several for rogues).

I really want a minimum of 3 stances per style (some only have 2 right now, need more) so some styles could end up with more. This could be useful at higher levels, especially for rogues perhaps since they only get 2 styles in normal progression, might it become more useful if I add the feat to gain an extra style?

I hope this helps, it sure took longer than I thought. Keep up the good work, and I hopefully will be back with suggestions for spells ans styles.

It helped a lot, it'll take me a while to get through those changes. I look forwards to any more input you have!

Omeganaut
2011-06-13, 09:29 AM
To start with, I was wondering about your take on skills. Skills are an important part of balancing classes, and without them your rogue might be a little weak.

I also noticed you didn't have much support for ranged weapons in your martial styles. Since it's your world I'd like to hear your opinion on whether ranged should be supported by individual stances or by a style or two.

Also its Please Evaluate And Comment Honestly my Work In Progress for future reference.

I have a few ideas for martial abilities.
Boulder(dwarven fighter)
Gain +1 AC. This increases by +1 every 4 levels, to a maximum of +6 at level 20. This bonus is also applied to all charge and bullrush checks, and all defensive trip checks.

Path of the Avalanche could require this stance, and I was also thinking of an ability like this for this stance:

Strength of Stone - I: When you would otherwise be knocked back, reduce the distance and any damage taken by half. Pushing you out of the way takes the remainder of the opponents movement for that round.
For the Kendathi stance I thought of a few abilities.
Whirlwind - F: Make an attack against every opponent adjacent to you at your full AB. Requires War stance

Focused attack - F: Make a single attack this turn at your highest AB This attack, if it hits, is treated as a critical hit, and the target is also knocked back 5ft. If the opponent cannot move backwards 5ft, he must make a reflex save against the attack roll or be knocked prone.

For the swashbuckler
Daredevil Stance - You may move an extra 5ft/3 lvls every round. You may also make an acrobatics check to avoid AoO or difficult terrain, and get a +1 bonus on the check every 4 levels.

Make a Fool would go well with the Daring stance

Flip - M: You may move over any opponent that is next to you into an open space. Attacks against this opponent this round gain +1 to AB and critical threat range per 5 levels. Requires Daredevil Stance
For cavalier
Jousting - Add +1 to AB/3levels to attacks against other mounted opponents. Mounted opponents hit must make a ride check (DC 5+1/2HD+Str mod) to stay mounted.

Full Tilt - F: Make a charge attack against a single opponent, and increase the critical multiplier of a spear or lance by 1, and increase the critical threat range by 1/5levels. Requires Jousting Stance.

Rear - F: Your mount rears and deals two hoof attacks against an opponent directly in front of it with full strength bonus to damage. If both hit, target must make an opposed strength check against the horse or be knocked prone. You may make one additional attack this round at half your highest AB. Requires Superb Horsemanship stance

I am open to changing anything, and I will hopefully be back soon with suggestions for spells.

Moofaa
2011-06-14, 11:29 AM
Ok, some updates and changes.

I made all the suggested changes in Omeganaughts first post, I also added a new Spirit(Light) spell to counter Desecration, but the actual affects are more of a placeholder for now.

I've been debating what to do about skills. Might just keep it as it is in normal 3.5, although I like the 4th edition style of choosing trained skills to get the +5 bonus and all skills increasing by level. I'm not sure which method is best since some styles like the Rogue use skills in combat.

I'd love to have an archery style, specifically I was going to create a whole style based on the ranger with stances for dual-weapons and archery, I feel that in my setting a fighter trained in a ranger style would fit better than making a whole new class for it.

I'll get to adding in your newest suggestions when I have time for another update, thanks for the awesome feedback.

Moofaa
2011-06-23, 08:13 PM
Ok, now that I am back from vacation I have added a map to the other world-building thread and included more of Omeganaughts sugggestions into the main post of this one.

Tomorrow I will work on some of the new ideas I have came up with but haven't had the time to work on. Things are continuing to move along nicely at least.

Omeganaut
2011-06-23, 09:22 PM
I've been thinking, and maybe you should rename the martial style "rogue" to "streetrat" or "footpad". I think those synonyms could work. Also, a feat for the martial styles:

Fancy Footwork: Change your stance with a standard action. No abilities that require a specific stance can be used this round.

Next, I've been thinking about magic. First off, you need ranges. I'd look at 3e ranges and put yours around what theirs are. I'd also think that most casters should have some spells that can use any elemental mana as a power source and would be shared between all casters. Stuff like gates to other planes at higher levels, counter spells, and anything else that is not tied to a single element. Also, I don't know how many spells you want for each domain, but they should be roughly equal.

Here are some earth spells
Mold Stone: Cost 2E/5ft cube, CT: Full-round Action, Duration: Immediate Range; 30 ft+5/lvl. Caster can will one 5 ft/ cube per level to change shape or move 5 ft. Can be used to create holes in walls as long as enough cubes are removed to penetrate the wall's thickness. If used on overhead stone to make a section fall, the piece of stone splits into pebbles that deal 1d6 damage per cube to a circle with a radius of 2ft/10 feet the stones fall (max damage 10d6).

Bend Metal: Cost 1E per 2lbs, CT: Standard Action, Duration: 1d6 rounds every 2 levels. Range: 20ft+5ft/lvl Caster can bend metal objects to make them useless or make them into tools or weapons. Masterwork quality can be made starting at level 5, and a +1 bonus is added every five levels higher (+1 at 10, +2 at 15, +3 at 20) No special magical affects can be made using this spell. If targeting an opponent's possesions, Opponent can make a reflex save at DC 10+ 1/2caster's level +casting modifier. Magical items add quadruple their bonus to saves, master work items add 2 to saves.

Climb: Cost 1E, CT: Swift Action, Duration: 2d6 rounds+ 1d4/three caster levels. Range: Touch Caster or willing ally gains the ability to climb any earth, stone, metal or wood surface at their normal land speed, but cannot run. At level 6, target can jump off of the surface, and gains Dex to AC. At level 12, target can climb upside-down. At level 18, target can run Casting on multiple allies requires 1E per target, and increases casting time to a move action.

Air spells
First, set an upper limit to air whip. I'd suggest 10d3 to keep it relatively even with fireball.

Lightning: Cost 5A, CT: Full-Round Action, Duration: Immidiate, stun for 1d4 rounds on failed save. Range: 40ft +5/lvl Lighting bolt is called from the sky and deals 10 damage+1d10/2lvls Bolt can arc to one additional enemy at 5th, 10th, 15th, and 20th levels for half the damage of the previous target. Reflex save (DC 10 + 1/2 caster level +casting stat modifier) prevents stunning and the first 10 points of damage.

Life Spells
Divine Favor: Cost 5L, CT: Standard Action, Duration: 1d4/2lvls. Range: touch. Gives +1 bonus per 3 caster levels to all attack, damage, and save rolls, as well as to AC and Spell DC's. Target cannot be of opposite alignment or following a god of opposite alignment to the caster's god.

Light: Cost 1L, CT: move Action, Duration: 1 hour/level Range: Touch One object touched creates light equivalent to a torch. At level 5, can create floating light that can be controlled by a free action. At 10th level, the caster can make the light flare for 1d4 rounds per hour remaining to blind any creatures within 20 ft. Blindness remains for 1d4 rounds after exposure to the light, reflex save (dc 14) reduces blindness to 1 round.

Summon Animal (this is a complicated spell, but I think it needs to be on this list. It would be similar to nature's ally.)

That's what I have, I hope it helps.

Moofaa
2011-06-24, 08:27 PM
I'm considering a simplified mana-regen system as an optional rule, mainly for simplified record-keeping an ease-of-use for PbP type games. Something along the lines of the following:


Full-rest fully restores all mana pools.

For wizards:
Given at least a 5-minute break between encounters restore some higher number of mana to your Primary Element, and a lesser amount to your Secondary Elements. Possibly something like 1d6/2 levels + Intelligence bonus for the primary, and 1d4/2 levels + intelligence bonus for secondary.

For priests:
They only have one source of mana, but have the same basic rules as wizards do above. Maybe they regain 2d4/2 levels + wisdom bonus in Spirit during a short rest.

I haven't crunched the actual numbers to see how that would work out with level progression or anything, its just a thought to explore.



For the name of the rogue style, perhaps "scoundrel" would work better, as it has a slightly more open meaning than footpad or streetrat.

Fancy Footwork: Sounds good.

Magic-spells:



The few times I have played using this system range has never come up as an issue with my players, but they are really good normally about not abusing stuff. I suppose its a good idea however for other people that might want to use this. I'll work on fixing that up soon.

I'd like the magic system to remain heavily elemental based, and haven't really come up with much that couldn't be reflavored into an element. I could see some cantrip-level stuff being usable from any element of course. I could see some summoning spells for elementals around the corner. I can't believe I hadn't added something like that in already. I'd like to have a decently large selection of spells for each element, and of course have them all roughly equal, its just a work in progress.

Spells:

Mold Stone: I could see this overlapping a bit with wall of stone.

Bend Metal: At first I was like "whoah! players will abuse the heck out of this in a get-rich-quick scheme!" then I saw the duration. I can see it helping out low-level allied fighters giving them better weapons, and of course disabling enemies. Not bad.

Climb: A little wierd but I kind of like it. Not sure about the jumping ability at level 6, but I think I see what you are imagining with it.

Air-Whip: Change sounds good. Let it be so.

Lightning: I like the spell, I had actually considered it myself since casting lightning bolts is often a staple of wizardry. I had just been trying to decide if it would work better as fire or air since its kind of a combination of both.

Divine Favor: Good.

Light: Good

Summoning: I want to keep all nature/animal summoning stuff in the realm of faeries, whom I have yet to post the entry for. Like Bolgrast they will have their own separate method of progression and be limited to a specific role only. In the case of Faeries they will be casters only (too small to be fighter-types), and I want them to feel like they are attached to an older or more primal magic than wizards and their elemental magic.



I did a lot of work today on stuff I haven't posted yet. I wanted to get the basic classes, martial styles, and magic stuff fleshed out before I piled on more. Since all of that has come along nicely I should be adding the new stuff soon.

Omeganaut
2011-06-24, 08:56 PM
I was trying to get Mold Stone to be similar to Stone Shape in DnD, without being abusable to drop heavy ceilings on enemies. Wall of earth seems more like making a wall rather than shifting stone to create holes in walls or pulling part of a ceiling down on enemies. I also thought it might be a good place to put a damage spell similar to Fireball into the earth element.

As for the magic system, I like your ideas, but I feel like there should be more restrictions on regaining mana inbetween encounters. More like meditating for five minutes. Also, maybe allow a priest to take an elemental domain as a secondary domain, as long as its not opposed by their diety. Its just an idea, but it would diversify the priests more, as opposed to having two types of priests period. And thanks for clearing up your plans, they look good.

Moofaa
2011-06-30, 08:32 PM
Added in two new races, the Kira-Klin and Faeries.
Added section on Faerie Magic.
Expanded the Kings Sword style with some new abilities.

Faerie-magic needs more spells, I'll be adding more as I come up with them. I put "flying" down as one of their abilties but haven't decided how to word the description.

During combat i'd prefer to treat it more as "hovering a few feet from the ground". I'm thinking about making it so they ignore terrain and possibly get some encounter-use abilities like flying out of reach for 1 round or being able to fly past an enemy without provoking an AoO. This helps prevent having a tiny-sized flying spellcaster causing havoc for GMs.

Omeganaut
2011-06-30, 08:58 PM
For the flying I'd have it be a strength or constitution check every round at +5 DC per round to stay above ten feet over the ground. If the check is failed, the faerie is unable to fly at all until they take a full-round action to recover. The Fairie magic seems okay so far, although I'd use N (nature) to describe their mana instead of S. The Kara-Klin look interesting as well. However, I'd be careful about letting players play a race that every other race will hate (Its On FIRE!). I was thinking the Bolgrast were the same as well.

Moofaa
2011-07-15, 06:57 PM
Added in something about Faerie flight.
Made some changes/additions to fighting styles.
Added a bit more fluff in the other thread.

Really, this is just about ready for playtesting. I'd like to have at least 5 abilities in each martial style with 3 requiring stances. Having more than 5 is perfectly fine of course, but I think 5 is a good minimum to shoot for.

Faeries still need at least a few more spells to be viable.

I don't really consider The Burned, the Bolgrast, or the Isk (coming in my next update), as normal playable races unless I plan on running an "evil" campaign.

So after adding a bit more content in both threads, I'd say I could begin a campaign in a week or two. I have an idea to begin a PbP game starting with some pregenerated characters, then switching to player-made characters after the first quest is done.

Pokonic
2011-07-15, 08:10 PM
Well, it does look good. Also, for the larger Bolgrasts, how about the name Jötun? The ones that grow to that size must be feared to the point that naming it after a lengendary creature would fit them.

Omeganaut
2011-07-15, 09:50 PM
How about an illusion spell for the Faeries. It would take up 1 mana/minute, require a will save based on caster level and stat, by dispelled by touch of an intelligent creature, and get more benefits at higher levels (motion, sound, voice, mimicking others)

For Lordly Spar, how about this: Riposte – I: Once per encounter, you may interrupt the attack of an enemy you threaten with an attack or a disarm. Upon a successful attack or disarm attempt, the opponent's attack is negated, and on an attack half damage is dealt. Can be used twice in an encounter at level 10, and three times at level 20, but not more than once per round. Requires Perfect Form

For Cavalier: Attack while moving - F: When your mount moves, but doesn't run, you may make an attack against any person next to you at any point in your move, provided it is in a straight line. You may make as many attacks as you can in a full-attack, and divide them any way among enemies. At 7th level, you may make one extra attack. At 13th level, resolve all attacks before any enemy attacks of opportunity, and on a successful hit, no attack of opportunity is allowed. at 20th level, your mount can move at 4x its speed during this action.

That gives you all the martial abilities you wanted at a minimum. I'd love to help playtest this, but I do have many other games going. If I got a pre-made character I could probably do it.

NosferatuZodd
2011-07-16, 01:41 AM
I trust the Bolgrast class will get more abilities later? As right now it's dead level central.


And for the fact that Bolgrasts can't have a wisdom or charisma score over 10. I'm fine with charisma. But there is no reason to cap the wisdom score there, as wisdom is what listen and sight use for a bonus, and can generally mean a hunter's instincts. Why not make it so they can't raise their Cha or Int above 10? rather than wisdom.

Moofaa
2011-07-20, 07:20 PM
Added in most of the suggested changes, and split the whole thing up between two posts for organization. Thanks for the input.

Bolgrast were initially not intended to be playable, and I feel they have plenty of abilities to fill in the roll of goblins/orcs/trolls/ogres you would find in most other settings as a simple monster race. At this point I sort of need to see how they stack up against some actual characters, then I can see about filling in the dead levels.

I've got too many scattered ideas to finish anything right now. I'd like to add in some more spirit-oriented spells that are linked to specific dieties, always add in more martial style stuff (still need a ranger/archer-type style), and work on some "fluff" elements that might affect gameplay. However I think there's enough here to get started on, so I am going to focus my time on getting some sample characters ready for a sort of prelude campaign.

Feel free to add more to the discussion in the meantime of course.