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scarmiglionne4
2012-12-10, 01:32 AM
Fully updated.

I got this idea from DDO. I am working on a campaign (Ioria) where levels will be capped at 10th, and experience will be awarded at 1/4 the normal rate. I will have a system I have modified from Riddle of Steel for how XP will be done that will make things go faster than 1/4, but that is for another post.

These are mainly to help the players feel like they are getting somewhere between levels. I have taken feats and abilities from various sources and watered them down a bit. I want them to have as little effect on game balance as possible. I did have 12 per tier, but trimmed it to 10.

I have tried to steer clear of increases that would equate to another experience level.

I may need to mention that I have a custom skill set. I have never played Pathfinder, but after I made these skills I found that what I was making was a bit like it. I also am using the alternate skill system from Unearthed Arcana where you just have known skills instead of skill points.

Parkour is Jump/Climb. Stealth is Hide/Move Silently. Perception is Spot/Listen/Sense Motive. Acrobatics is Balance and Tumble. Influence is Gather Information/Diplomacy/Bluff

For Clarification
DEATH AND DYING
There are no Raise Dead or Resurrection spells known in Ioria. Some say the feather of the mythical Phoenix can bring a person back from the fold, but no one has ever seen the aforementioned creature and lived.
Any damage that would be received other than magical damage that would take a creature to fewer than 0 hit points takes them to 0 hit points. They must be damaged again with either magic or a critical hit to take more damage.
Creatures do not fall unconscious unless a spell or critical hit says they are unconscious. They are only able to make single actions when they are at 0 to -9 hit points and each round stabilization must be rolled. Any standard action taken causes 1 hit point to be lost in addition to the 1 hp lost for failed stabilization and a stabilization roll cannot be made that round. At -10hp they are dead.

To Explain Trinkets
Currency does not exist in most of Ioria. The closest thing to it is what is commonly known as trinkets. Trinkets are equivalent in value to silver pieces. Trinkets are small items that can be used for ornamental purposes such as making jewelry and the like. Animal teeth, pebble-sized mineral-bearing stones, seashells, scales, claws, etc. When it is said you have 50 trinkets you may have more or less actual pieces but 50 trinkets is their value in silver pieces.

Refocus is a rule from 3e. I am using a few rules from 3e. Halfling rogues can use medium-sized short swords for example.
Refocus is a full-round action during which a character cannot move. The character moves up in the initiative count and is positioned as though it had rolled a 20 on the initiative check. Other modifiers (such as for Dexterity and for the Improved Initiative feat) also apply to this roll of 20 when determining the new initiative check result.

I will have to post my XP system (http://www.giantitp.com/forums/showthread.php?p=14358900#post14358900). But the extra XP granted by Fast Learner is x1.5 of the typical 1/4 the normal XP. 300 xp in a normal game is 75 in mine. With this enhancement it becomes 112.

I will also have to post my critical hit system (http://www.giantitp.com/forums/showthread.php?p=14358923#post14358923). All critical hits do double damage. They have a chance for a critical effect like AD&D2e critical hit tables. Instant Death is possible through critical hits.

There are only three alignments in Ioria: Law, Chaos and Neutrality. There is a system similar to Karma in Fallout called Mana. It a score representing a combination of honor, reputation, and selflessness.

ENHANCEMENTS
At certain points between experience levels, player characters can obtain enhancements. Enhancements are like lesser feats. These are “purchased” merely by allocating the necessary experience to gaining their next level. These occur at 20%, 40%, 60%, and 80% of the total experience needed for the next level. Once a character gains their next level, they cannot choose enhancements from the previous level.
For example, a PC who is first level has enough unused XP to equal at least 200xp. They may set aside those 200xp to be used towards leveling up and get to choose an enhancement.
Enhancements are organized by experience level. By the time a PC reaches 10th level could have 36 enhancements.
Enhancements are written on a lined sheet of paper separate from the character sheet with the level they are associated with and the XP set in reserve for the next level. A player character does not have to have enhancements; it is up to the player.

TIER I – Essential Skills
Diplomatic
+1 competence bonus to Influence and Perception checks.

Independent
+1 competence bonus to Heal and Survival checks.

Influential
+1 competence bonus to Influence and Intimidate checks.

Inquiring
+1 competence bonus to Influence and Search checks.

Lithe
+1 competence bonus to Acrobatics and Parkour checks.

Meticulous
+1 competence bonus to Appraise and Decipher Script checks.

Nimble
+1 competence bonus to Acrobatics and Escape Artist checks.

Perceptive
+1 competence bonus to Perception and Search checks.

Sneaky
+1 competence bonus to Stealth and Parkour checks.

Vigorous
+1 competence bonus to Parkour and Swim checks.

TIER II – Situational Defenses
Breath Control
You receive a +1 bonus to Constitution checks to avoid taking damage from suffocation, drowning, or smoke inhalation. You also receive a +1 bonus to Fortitude saves versus gas attacks.

Clear Your Mind
If you are affected by an enchantment and fail the saving throw, on the following round you can attempt the saving throw again. You only get this one extra chance to succeed.

Fear No Evil
You and all allies within 10 ft gain a +1 morale bonus to saves versus fear as long as you remain conscious.

Hawkeye
You are only at a -1 penalty for the first full range increment when using a bow. Beyond that the penalties apply normally.

Healthy
You have a +1 bonus on all Fortitude saves to resist disease.

Lucky Save
Once per day you may roll a saving throw using 5d4 instead of a d20.

Once Bitten
You have a +1 bonus on Fortitude saves to resist poison.

Resist the Black Arts
Choose a school of magic. You gain a +1 Luck bonus to saves versus arcane spells from this school. This can be chosen more than once for a different school of magic each time.

Spear Chucker
You are only at a -1 penalty for the first full range increment when using a javelin or throwing a spear. Beyond that the penalties apply normally.

Strong in Faith
You gain a +1 bonus to saves versus divine spells cast by a divine spell caster with beliefs or alignment different than your own.

TIER III – Battlefield Advantage
Eat Its Heart Out
Once per day you may cut out the heart of a creature you have defeated and eat it. You gain 1d4+1 HP for doing this.

Facing Fear
After a successful save versus fear, you gain a +1 competence bonus to the attack roll against the source of the fear. This last until the battle ends or you fail a fear save. Once you have failed a fear save, this ability will not trigger for the source of the fear for 24 hours.

Hardened
You gain +1 Hit Points.

On Defense
When fighting defensively you only receive a -3 penalty to attack rolls.

Quickness
Add +5 to your speed while wearing no armor. Shields, bracers, and manicas do not count as armor.

Rapid Reaction
You gain a +1 bonus to Initiative.

Recovery
Even if you were active, participated in combat or missed sleep entirely the day before, you still recover hit points and attribute damage each morning.

Switcheroo
On your action you may swap spaces with an adjacent ally. This is a move-action on your part. It does not affect the initiative of the ally you swap with. The ally must be willing to give up their space.

Warrior Spirit
Once per day whenever you would be taken to zero hit points you may gain an amount of temporary hit points equal to your Wisdom modifier. They last for one round.


Weapon Parry
When unarmored you may gain a +1 dodge bonus to armor class when fighting with a one-handed weapon only, or a two-handed weapon. If you are wearing a shield you cannot gain this benefit.

TIER IV – Skills
Craftsman
Choose a Craft skill. You gain a +1 bonus to checks made with this skill and a +1 bonus to related Appraise checks. Additionally, you receive a +1 bonus to Profession checks related to your craft.
You may take this enhancement multiple times. Its effects do not stack. Each time you select this enhancement, choose a different type of craft to benefit from its effect.

Criminal
Open Lock and Sleight of Hand are considered class skills, regardless of your class and each gains a +1 competence bonus.

Daring
Once per day you may gain a competence bonus to a skill check equal to your Charisma modifier.

Exceptional Strength
You can add +2 to your Strength attribute for purposes of lifting and carrying weight and for figuring your Strength bonus on ability checks and strength-based skills for a number of rounds equal to 3 plus your Constitution modifier. After this time you are fatigued (-2 to Strength, -2 to Dexterity, can’t run or charge). Your increased strength does not affect attack or damage rolls, combat maneuvers like Grapple, Bull Rush and Trip.

Handyman
You may use your Dexterity modifier in place of your Intelligence modifier on Craft and Disable Device checks.

Healer
You may treat recent injuries received by living, corporeal creatures, by expending one use of a Healer’s Kit and taking one minute (10 rounds) to treat the creature. The DC for this action is 20, and if successful heals 1d4 points of damage. You may heal an additional 1d4 for each 10 points by which you exceeded the target number on your skill check. You may not heal more damage than the target has taken in the last ten minutes. You may not attempt to use this action on a given target more than once in any ten-minute period.

Helping Hands
When using the Aid Another action you grant whomever you are aiding a +3 bonus instead of a +2 bonus.

Intuition
You may use your Wisdom modifier in place of your Intelligence modifier on Search and Spellcraft checks.

One Hand Tied
Select a skill. You can always choose to take 10 on a skill check with the selected skill, even if distracted or endangered. You can gain this enhancement multiple times. Each time you take the enhancement, it applies to a new skill.

Well-Equipped
In any situation where a piece of mundane equipment is required and the item is unavailable, you can declare that you have the item on hand. You must immediately pay for the item, as if purchased from a shop. The item in question cannot be more than 250 trinkets in value. It is a fairly typical item of its sort you purchased last time you were in an appropriate market. The item found is not a specific item and could not for instance appear to be a counterfeit of another specific item. In the case of arrows, darts and the like, you may not ‘find’ more than 1d10 of these on you at any one time. This can be done once per day.
Notes: The idea of the enhancement is not that you magically create items, but that your character is a better shopper than their player and bought the item last time they re-supplied; even the player had not thought to do so.
TIER V – Protective
Bloodied
The first time you deal damage in an encounter and you are sprayed with your enemy's blood (as determined by the DM) you gain a +1 morale bonus to Armor Class and Fortitude saves. The bonus lasts until the end of the combat

Body Like Iron
You gain +1 HP for each even-numbered experience level you have. This continues to increase as your experience levels increase.

Cover Ally
As a move action you may give any adjacent ally a +1 bonus to Armor Class. This bonus lasts until the start of your next action so long as neither you nor the recipient moves before that time. If the ally you are protecting were to be hit, you are hit instead.

Defensive Charge
You are able to make a charge attack suffering only a -1 penalty to Armor Class.

Hardened Skin
You gain Damage Reduction 1/Piercing. Anything else that grants damage reduction supercedes this ability.

Luckier Save
Once per day you effectively have Evasion for a successful saving throw. You may designate this after you roll a successful save.

Sidestepping
When you make an attack or draw a weapon and move at least 5 ft. while doing so, you get a +1 dodge bonus to Armor Class until the beginning of your next action.

Stiffened Skin
You gain Damage Reduction 1/Bludgeoning. Anything else that grants damage reduction supercedes this ability.

Thickened Skin
You gain Damage Reduction 1/Slashing. Anything else that grants damage reduction supercedes this ability.

Tough as Nails
You gain +1 HP for each odd-numbered experience level you have. This continues to increase as your experience levels increase.

TIER VI – Reaction and Movement
Advance
If an opponent that you threaten makes a five foot step as their only movement for the round, you may make a five foot step towards them as an immediate action. This can be done a number of rounds equal to your Wisdom modifier. This does not affect initiative or movement for your next turn.

Charge and Jump
When you make a charge action against an opponent who has a weapon readied against your charge, they must succeed at a Will save DC 15 or your attack roll occurs first. If you successfully deal damage, they lose their readied action.

Charge Around Corner
You may turn at a 90 degree angle once during a charge action.

Extra Step
When wearing no armor and bearing a light load you may make a two 5ft steps in a round and still take a full attack action.

Improved Switcheroo
In lieu of taking a 5-foot step, you may trade places with any willing ally, Medium sized or smaller, that is adjacent to you. This action does not provoke an attack of opportunity on you or your ally. This does not affect initiative. You may choose another TIER III enhancement if you have switcheroo.

Kip-Up
Standing up from a prone position is a free action. You also gain a +1 bonus on any Dexterity or Strength check made to resist a trip attempt.

One-Up
Once per day when you would normally roll for initiative, you instead take the initiative of the highest roll +1. If you are flat-footed you may use this to act during a surprise round, but you must roll for initiative if you use the enhancement in this way. You must declare your use of this enhancement before anyone else rolls initiative.

Overtake
When using the full-round attack action, if you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you may immediately move into the space they occupied if within 5’. There is no fixed limit to the number of times in a round this enhancement may be used, although you may not move further than your current movement rate in one round using this enhancement.
Special: You may not use this if you cannot fit into your opponent’s space because of other opponents or obstacles. When using this enhancement in conjunction with Cleave or a enhancement based on Cleave, you must take your bonus attacks from those enhancements before you move using this enhancement.

Preemptive Mind
You may add half of your intelligence modifier rounded down to initiative.

Quick Refocus
You may refocus as a move-equivalent action.

TIER VII – Extra Advantage
Adrenaline Rush
When you are at less 50% of your hit point total, you receive a +1 bonus to damage.

Animal Friend
Animals will not attack you unless you attack them first.

Capital Gain
+1 to your lowest ability score.

Fast Learner
Multiply the amount of general experience awarded by 1.5.

Final Attack
If you were to be knocked unconscious or killed, before you fall you may make one last attack with a +2 morale bonus to attack and damage.

Fortune Shines Upon Thee
Whenever you would find or be given trinkets or other currency, you get 25% more.

Grit Your Teeth
Once per day, whenever you suffer damage from a weapon or other physical attack, you may take a temporary point of Wisdom damage to make a Fortitude save DC equal to damage dealt to ignore the damage until the combat ends. Once the combat ends, your Wisdom point returns and you receive the previously ignored damage.

Healing Factor
You heal one extra HP per full day of rest.

Mule
You have +2 to Strength for the purposes of carrying equipment.

Smooth Talker
You may add you Intelligence modifier to Charisma checks and Influence checks.

TIER VIII - Multiattack and Magic
Armor Adaptability
Reduce Armor check penalty by 1 and reduce Arcane spell failure by 10%.

Black Mage
Choose a or b: a) Choose either force or one of the energy descriptors (acid, cold, electricity, fire or sonic). When casting spells with your chosen descriptor you inflict +1 point of damage per die of damage inflicted. b)Choose either force or one of the energy descriptors (acid, cold, electricity, fire or sonic). You get a +1 bonus to Reflex saves for against spells of the chosen descriptor. You may take this enhancement once for choice a and once for choice b.

Counterspeller
Choose a or b: a) You get a +1 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +1. b) You gain a +1 bonus to attack and damage against any creature capable of casting spells. Spell-like abilities count as spells. You may take this enhancement once for choice a and once for choice b.

Hit Hard and Fast
When taking the full attack action, you may sacrifice the attack with the lowest base attack bonus and add 1/2 the attack bonus amount to damage for your highest base attack bonus. If you have more than one attack at your highest base attack bonus, it must be your first attack.

Quick Cut
Once per day when making a full attack with a light weapon you may make a single additional at your highest base attack bonus. However, you suffer a -4 penalty to all your attacks until your next action and lose any Strength bonus to damage you might normally have gained.

Selective Area
When you cast an area spell, you can select a single 5ft space under the area and declare that it is not to be affected. Creatures in this space avoid the spell's effect. A Selective Area spell uses up a spell slot one level higher than the spell's actual level.

Tactical Attack
When using a full attack action in melee, you may sacrifice one of your attacks once per round and add the base attack bonus for that attack to one of your other attacks. So instead of a 6th level fighter getting two attacks at base attack bonus of +6/+1, he instead gets one attack at base attack bonus +7.

Tactical Cast
When casting a spell, you may move both before and after your spell is cast, provided that the total distance moved is not greater than your current speed. Casting a spell in this fashion is equivalent to casting with vigorous motion; you must make a Concentration check versus a DC of 10 plus the spell level or the spell is lost. When casting a spell in this fashion, you may not also cast defensively.

Take Aim
When you take a full attack action with a ranged weapon, you may choose to make a single attack instead with a range of 30ft or less. You may add you Dexterity modifier to damage for this attack. Creatures not subject to critical hits are immune. Sneak attack applies normally. Rapid Shot cannot be used with this enhancement.

Watch and Learn
You learn one additional spell of any level up to two lower than the highest level spell that you can currently cast from the Cleric’s list is you are an arcane caster, or from the Wizard’s list if you are a divine caster. The chosen spell is added to your spells known, spellbook, or is a spell you can now pray for and is treated in all ways as being two levels higher than the spell’s actual level. If a spell appears on multiple spell lists, you must take it from the list where it has the highest spell level. The spell is considered divine if you are a divine caster and arcane if you are an arcane caster.

TIER IX – Special Advantages
Battlecry
Once per day as a move-action you may emit a battlecry. Allies within 30ft of you gain a +1 bonus to damage for an amount of rounds equal to your Charisma modifier.

Diversionary Tactics
Whenever an ally attacks a creature’s flank or rear that you threaten, your ally gains a +1 bonus to the attack roll.

Double-Tech
If you and another ally that has taken this enhancement are within each other’s threat range, you each gain a +1 circumstance bonus to attack rolls and a +1 circumstance bonus to Armor Class.

Down But Not Out
You may make an attack from prone at no penalty.

Extra Tough
+2 HP. This may be taken multiple times.

Find any Weakness
You can critically hit any creature but you only do critical damage. There is no critical effect.

Finish Him!!
You can perform a coup de grace against helpless defenders as a standard action.

Firebug
If you set something or someone on fire by any means, the flames do an extra 1 point of damage per die.

Resilient
You gain damage Reduction 2/-. If you have Hardened Skin, Stiffened Skin, or Thickened Skin, you must choose another enhancement from that tier for each one of these enhancements you had.

Soul Strike
Once per day, you can retroactively improve the result of an attack roll by expending 100 XP/+1 increase to the result, up to a maximum of +3.

Temotei
2012-12-11, 01:37 AM
TIER I – Essential Skills
Diplomatic
+1 competence bonus to Influence and Perception checks.

Is Influence a combination of diplomatic skills or is it actually the Influence presented in Unearthed Arcana?


Perceptive
+1 competence bonus to Perception checks.

This needs something else added. Otherwise, there's no reason to choose it over Diplomatic.


Sneaky
+1 competence bonus to Stealth.

Everything else gets two skill bonuses (except Perceptive right now). Why not tack on something here? Disable Device, Disguise, Escape Artist, and Forgery would all work pretty well with a sneaky theme.


TIER II – Situational Defenses
Lucky Save
Once per day you may roll a saving throw using 5d4 instead of a d20.

Note that this is closer to a +2 bonus than +1, since the average for 5d4 is 12.5 (2.5*5) rather than 10.5 (10.5*1).


Strong in Faith
You gain a +1 bonus to saves versus divine spells cast by a divine spell caster with beliefs or alignment different than your own.

This could cover absolutely everyone, since no one has exactly the same beliefs as you. Clarification on that and how opposed in alignment they have to be (Do you get the bonus if you're chaotic good and an enemy cleric is neutral good?) for the bonus to apply would be nice.


TIER III – Battlefield Advantage
Rapid Reaction
You gain a +1 bonus to Initiative.

This is an instant buy for everyone. It's reliable, tangible, and applies to every encounter.


Warrior Spirit
Whenever you would be taken to zero hit points you may gain an amount of temporary hit points equal to your Wisdom modifier. They last for one round.

Are you still reduced to zero hit points (just with temporary hit points keeping you above zero) or do you not take damage and gain the temporary hit points? If you take more damage than what would reduce you to zero, how does this enhancement interact with that?

With the proper fudged reading, this could be read so that someone can never be reduced to zero hit points or less, allowing them to live forever if all they take is hit point damage, ignoring old age.


Weapon Parry
When unarmored you may gain a +1 dodge bonus to armor class when fighting with a one-handed weapon only, or a two-handed weapon. If you are wearing a shield you cannot gain this benefit.

Can you gain this benefit if you hold no weapons or a light weapon only?


TIER IV – Skills
Exceptional Strength
You can add +2 to your Strength attribute for purposes of lifting and carrying weight and for figuring your Strength bonus on ability checks and strength-based skills for a number of rounds equal to 3 plus your Constitution modifier. After this time you are fatigued (-2 to Strength, -2 to Dexterity, can’t run or charge). Your increased strength does not affect attack or damage rolls, combat maneuvers like Grapple, Bull Rush and Trip.

You should specify that the bonus "lasts" for a certain number of rounds instead of saying you can add the bonus for a certain number of rounds. The latter suggests that you can split up the rounds over the course of a day, allowing the penalty to be ignored. Also, say something about it being once per day or whatever.


Handyman
You may use your Dexterity modifier in place of your Intelligence modifier on Craft and Disable Device checks.

Be aware that this can be a much larger bonus than some other enhancements, such as Craftsman.


Intuition
You may use your Wisdom modifier in place of your Intelligence modifier on Search and Spellcraft checks.

Same deal as Handyman.


One Hand Tied
Select a skill. You can always choose to take 10 on a skill check with the selected skill, even if distracted or endangered. You can gain this enhancement multiple times. Each time you take the enhancement, it applies to a new skill.

This is almost always better than Craftsman, but compared to Intuition and Handyman, it's probably okay.


Well-Equipped
In any situation where a piece of mundane equipment is required and the item is unavailable, you can declare that you have the item on hand. You must immediately pay for the item, as if purchased from a shop. The item in question cannot be more than 250 trinkets in value. It is a fairly typical item of its sort you purchased last time you were in an appropriate market. The item found is not a specific item and could not for instance appear to be a counterfeit of another specific item. In the case of arrows, darts and the like, you may not ‘find’ more than 1d10 of these on you at any one time. This can be done once per day.
Notes: The idea of the enhancement is not that you magically create items, but that your character is a better shopper than their player and bought the item last time they re-supplied; even the player had not thought to do so.

Are trinkets equal to gold in your setting? A note at the top of the post telling everyone that would make the enhancement clearer, like you did with skills.


TIER V – Protective
Bloodied
The first time you deal damage in an encounter and you are sprayed with your enemy's blood (as determined by the DM) you gain a +1 morale bonus to Armor Class and Fortitude saves. The bonus lasts until the end of the combat

There should be a period at the end of the last sentence.


Body Like Iron
You gain +1 HP for each even-numbered experience level you have. This continues to increase as your experience levels increase.

Note that this will always be picked after Tough as Nails if someone wants more hit points because Tough as Nails gives 3 hit points while Body Like Iron only gives 2 at level 5. It's not a big deal--just something I wanted to point out.


Cover Ally
As a move action you may give any adjacent ally a +1 bonus to Armor Class. This bonus lasts until the start of your next action so long as neither you nor the recipient moves before that time. If the ally you are protecting were to be hit, you are hit instead.

How does this interact with area-of-effect spells and abilities? Does this work against things that armor class doesn't apply to? In other words, clarify what "hit" means.

[
B]Sidestepping[/B]
When you make an attack or draw a weapon and move at least 5 ft. while doing so, you get a +1 dodge bonus to Armor Class until the beginning of your next action.

This is essentially a +1 dodge bonus to AC for everyone who makes attacks in combat. It's a'ight, though.


Tough as Nails
You gain +1 HP for each odd-numbered experience level you have. This continues to increase as your experience levels increase.

See Body Like Iron above.


TIER VI – Reaction and Movement
Advance
If an opponent that you threaten makes a five foot step as their only movement for the round, you may make a five foot step towards them as a free action. This does not affect initiative.

Since it's a free action, that suggests that you have to wait until your action to move with the opponent. A five-foot step is already a free action, so...

Also, you should probably put a limit on the number of five-foot steps you can take in a round with this. Right now, it looks like this is your only five-foot step--you just get to take it on an opponent's turn. Specify whether you can move normally on your turn if you take this five-foot step.


Charge and Jump
When you make a charge action against an opponent who has a weapon readied against your charge, they must succeed at a Will save DC 15 or your attack roll occurs first. If you successfully deal damage, they lose their readied action.

A Will save is an interesting choice, but I think I get the reasoning behind it.


One-Up
Once per day when you would normally roll for initiative, you instead take the initiative of the highest roll +1. If you are flat-footed you may use this to act during a surprise round. You must declare your use of this enhancement before anyone else rolls initiative.

If you're flat-footed and acting in the surprise round, are you still first in the initiative order?


Overtake
When using the full-round action, if you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you may immediately move into the space they occupied if within 5’. There is no fixed limit to the number of times in a round this enhancement may be used, although you may not move further than your current movement rate in one round using this enhancement.
You may not use this if you cannot fit into your opponent’s space because of other opponents or obstacles. When using this enhancement in conjunction with Cleave or a feat based on Cleave, you must take your bonus attacks from those feats before you move using this enhancement.

"Action" in the first sentence should be "attack," probably.


Preemptive Mind
You may add half of your intelligence modifier rounded down to initiative.

WIZARDS REJOICE.


Quick Refocus
You may refocus as a move-equivalent action.

Not sure what refocus is. House rule?


TIER VII – Extra Advantage
Fast Learner
Multiple the amount of general experience awarded by 1.5.

This is potentially problematic, since it can skew challenge ratings, though since it's only available after level 7, it shouldn't be too much of a big deal. Still, crafters and spellcasters using XP-costing spells will be really happy for the XP buffer on costs.


Final Attack
If you were to be take to less than zero hit points or killed, before you fall you may make one last attack with a +2 morale bonus to attack and damage.

"Take" should be "taken."

How does this interact with Warrior Spirit?


Fortune Shines Upon Thee
Whenever you would find or be given trinkets or other currency, you get 25% more.

This can be really problematic for WBL--especially if the PCs get a dragon hoard or decide to sell everything they find.


Grit Your Teeth
Once per day, whenever you suffer damage from a weapon or other physical attack, you may take a temporary point of Wisdom damage to make a Fortitude save DC equal to damage dealt to ignore the damage until the combat ends. Once the combat ends, your Wisdom point returns and you receive the previously ignored damage.

This is cool.


Healing Factor
You heal one extra HP per full day of rest.

This is kind of silly unless your group tends to rest a lot. Even then.


Smooth Talker
You may add you Intelligence modifier to Charisma checks and Influence checks.

Depending on what Influence is, this is pretty good. It's not on the level of Fast Learner of Fortune Shines Upon Thee, but it's better than Healing Factor or Mule, for example.


TIER VIII - Multiattack and Magic
Black Mage
Choose either force or one of the energy descriptors (acid, cold, electricity, fire or sonic). When casting spells with your chosen descriptor you inflict +1 point of damage per die of damage inflicted. If you do not cast spells, choose either force or one of the energy descriptors (acid, cold, electricity, fire or sonic). You get a +1 bonus to Reflex saves for against spells of the chosen descriptor.

Allowing spellcasters to take the second option wouldn't be a bad idea. In fact, maybe allow them to take both options at the cost of one enhancement each.


Counterspeller
You get a +1 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +1. If you do not cast spells, you instead gain a +1 bonus to attack and damage against any creature capable of casting spells. Spell-like abilities count as spells.

See Black Mage.


Hit Hard and Fast
When taking the full attack action, you may sacrifice the attack with the lowest base attack bonus and add this amount to your damage.

Do you add your base attack bonus on the lowest iterative attack to damage or do you add your attack bonus on your lowest iterative attack? Either way, this is a pretty large bonus to damage for an enhancement. Though I suppose since you get fewer attacks than a 20-level game, it makes a big difference when you drop one.


Quick Cut
Once per day when making a full attack with a light weapon you may make a single additional at your highest base attack bonus. However, you suffer a -2 penalty to all your attacks until your next action and lose any Strength bonus to damage you might normally have gained.

Sneak attackers will be really happy with this. Not sure if Quick Cut and Hit Hard and Fast are fitting with the rest of your enhancements in power.


Selective Area
When you cast an area spell, you can select a single space under the area and declare that it is not to be affected. Creatures in this space avoid the spell's effect. A Selective Area spell uses up a spell slot two levels higher than the spell's actual level.

Bleh. Make it one spell slot higher. That's enough of a penalty to ignore one measly square (unless "space" means any-sized space, such as a 10-foot square).


Tactical Attack
When using a full attack action in melee, you may sacrifice one of your attacks once per round and add the base attack bonus for that attack to one of your other attacks. So instead of a 6th level fighter getting two attacks at base attack bonus of +6/+1, he instead gets one attack at base attack bonus +7.

This is cool.


Tactical Cast
When casting a spell, you may move both before and after your spell is cast, provided that the total distance moved is not greater than your current speed. Casting a spell in this fashion is equivalent to casting with vigorous motion; you must make a Concentration check versus a DC of 10 plus the spell level or the spell is lost. When casting a spell in this fashion, you may not also cast defensively.

Also cool.


Take Aim
When you take a full attack action with a ranged weapon, you may choose to make a single attack instead with a range of 30ft or less. You may add you Dexterity modifier to damage for this attack. Creatures not subject to critical hits are immune.

If the rogue can't get a sneak attack, this is a decent option. Otherwise, sneak attack will do more. How does this interact with Rapid Shot?


Watch and Learn
You learn one additional spell of any level up to two lower than the highest level spell that you can currently cast from the Cleric’s list. The chosen spell is added to your spells known or spellbook and is treated in all ways as being two levels higher than the spell’s actual level. If a spell appears on multiple spell lists, you must take it from the list where it has the highest spell level. The spell is considered divine if you are a divine caster and arcane if you are an arcane caster.

If a character has access to only 1st-level cleric spells, can that character take this enhancement? If so, how does that work?


TIER IX – Special Advantages
Find any Weakness
You can critically hit any creature but you only do critical damage. There is no critical effect.

I dun get it.


Soul Strike
Once per day, you can retroactively improve the result of an attack roll by expending 10 XP/+1 increase to the result, up to a maximum of +3.

Weird.

scarmiglionne4
2012-12-11, 02:42 AM
I think I covered almost everything you mentioned, Tem. Thank you so much for this. There are going to be additional abilities that can be bought with experience points. I will be posting this.

Sherishade
2012-12-11, 04:27 AM
I love this concept and do recognize it form DDO which is great because I liked alot of DDO, but prefer the PnP feel. I also like how this allows you to feel like your constantly leveling.

Now maybe I've been ruined by WoW and its like, but I like to feel like I'm always progressing always growing. I hate the feel of stagnation, or long level grinds, thats also probably why I prefer more combat focused sessions compared to Nancy Drew type mystery sessions.

scarmiglionne4
2012-12-11, 04:40 AM
Thanks for the PEACH, Sherishade. I just saw it.

Temotei
2012-12-11, 05:29 AM
I think I covered almost everything you mentioned, Tem. Thank you so much for this. There are going to be additional abilities that can be bought with experience points. I will be posting this.

Cool beans and no problem. Looking forward to it. This is the beginning of me trying to get back into critiquing works on the Homebrew forum.