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Grod_The_Giant
2013-07-04, 11:42 PM
Inspired by the "If you were to rewrite 3.5 from the ground up how would you do it?" (http://www.giantitp.com/forums/showthread.php?p=15550036) thread. This is probably way too much work for me to ever accomplish, but hey, it's fun to brainstorm.

Basically, my idea was to use a unified mechanic for all classes. Something useable for everything, supporting complex abilities, and with enough flexibility in basic structure to avoid 4e's homogeneity. "Maneuvers," thought I.

The idea, basically, is that all class abilities are "Talents--" specifically, either a Maneuver, a Power, or a Spell. Maneuvers and Powers are generally recoverable in battle-- the only real difference is that Powers are explicitly (Su), while Maneuvers are exclusively (Ex)-- while Spells usually require time or rituals to recover.

I'm not quite sure what to do about maneuvers known/readied/recovery, although it would be different for different types of classes. I'd consider replacing "maneuvers talents readied" with "talents/encounter," with various recovery methods recovering talents per encounter. (So a barbarian might be able to use 1/4 level + Str maneuvers/encounter, and gain an extra use of a maneuver every time he seriously injured someone. Meanwhile, a cleric might be able to use 1/2 level + Wis spells/encounter, but only regain spells by spending actions doing nothing but praying).

All talents would scale sufficiently with level to remain relevant from a numerical point of view. However, there would also be three tiers of talents, getting progressively more impressive.

T1 talents might include things like attacking multiple adjacent enemies, granting allies move actions, or casting fireball or tenser's floating disk
T2 talents might include things like gaining blindsight or ignore size differences on combat maneuvers, or casting fly or black tentacles.
T3 talents might include things like leaping huge distances or shooting arrows that maneuver in mid-flight, or casting teleport or control weather.

Access to the tiers would be by BAB and a new "BMB" stat-- you'd get T1 talents at +0, T2 talents at +8, and T3 talents at +15.

Each class would have access to one unique school (possibly renamed tracks) and four non-unique schools. Multiclassing would be replaced by Duel-Classing-- you'd average out the relevant chassis elements, and pick 5 of the 10 schools offered by the two classes to learn talents from.


Barbarian


Unique Track: Strength
Common Tracks: Brawling (unarmed combat), Skirmishing, THF, TWF
Good BAB, Poor BMB


Bard


Unique Track: Music (maneuvers)
Common Tracks: Agility, Blessing, Enchantment, Illusion
Avg BAB, Avg BMB


Cleric


Unique Track: Diving Magic
Common Tracks: Divination, Blessing, Healing, Summoning
Poor BAB, Good BMB


Druid


Unique Track: Shapeshifting
Common Tracks: Earth Magic, Storm Magic, Transmutation, Summoning
Avg BAB, Avg BMB


Fighter


Unique Track: Leadership
Common Tracks: Special: pick 4 common maneuver tracks
Good BAB, Poor BMB


Monk


Unique Track: Ki
Common Tracks: Agility, Brawling, Skirmishing, Two-Weapon Fighting
Good BAB, Poor BMB


Paladin is really a dual-class Cleric/Fighter

Ranger is a dual-class Druid/... Rogue or Fighter, depending. Maybe even Druid/Barbarian.

Rogue


Unique Track: Stealth
Common Tracks: Agility, Precise Archery, Skirmishing, TWF
Good BAB, Poor BMB


Sorcerer


Unique Track: Force
Common Tracks: Earth Magic, Fire Magic, Ice Magic, Storm Magic
Poor BAB, Good BMB


Wizard


Unique Track: Conjuration
Common Tracks: Special: pick 4 common schools
Poor BAB, Good BMB



As for the rest of the system... the easiest thing would be to seamlessly replace the existing 3.5 classes-- keep the same T3 balance point as homebrew usually shoots for, with the goal of keeping 3.5 monsters as balanced foes. Keeping as many 3.5 rules as practical would make everything a lot easier, methinks.

Though using condition tracks (http://www.giantitp.com/forums/showthread.php?t=257689) would be good, especially since we're rebuilding classes and abilities from the ground up.

Skills

Use the revised skill list from the Gaols and Giants project (http://www.giantitp.com/forums/showthread.php?t=273781)
Skills scale at one of three rates: specialist (3+level), dabbler (2+1/2 level), or ignorant (no scaling).
All skills start at dabbler, and you pick a certain number to move up to specialist.
You can reduce a skill from dabbler to ignorant in order to boost another from dabbler to specialist.


Feats
These are probably still necessary for minor, non-class specific character abilities. Probably would focus more on non-combat customization than new combat abilities, though.

Races
In addition to the standard d20 race bonuses, I'd like to see each race offer a (small) track-- just a few talents per tier. You can always pick talents from your racial track instead of the class. They might only ever be T1 talents, though-- "super-elf-powers" seem kind of silly.


Track Lists

Maneuvers


Unique

Leadership
Music
Stealth
Strength

Common

Agility
Brawling
Precise Archery
Rapid Archery
Skirmishing
Shield Fighting
Two-Handed Fighting
Two-Weapon Fighting



Powers


Unique

Ki
Shapeshifting

Common


Spells


Unique

Conjuration Magic
Force Magic
Divine Magic

Common

Blessing Magic
Divination Magic
Earth Magic
Enchantment Magic
Fire Magic
Healing Magic
Ice Magic
Illusion Magic
Necromancy Magic (not attached to any class so far, but it needs to be here regardless)
Storm Magic
Summoning Magic
Transmutation Magic




Alternately,
All progressions (attack, skill, save) work the same: level, 2/3 level, or 1/2 level.
Unique Tracks always scale as if you had a good progression, even on a hybrid class like the Druid.
No Unique Tracks for dual class dudes?
Monsters:

Unique track for types (ex, "Undead" track)
One "role" track (skirmisher, brute, etc)
One subtype track (ex, "evil" or "fire")
Each type gets a class. (With some options for the 1/5 level abilities?)

Grod_The_Giant
2013-07-04, 11:43 PM
Some sample things:

First, rules:

All powers are a standard action to activate, unless otherwise mentioned.
Powers count as "used" as soon as they are activated.
An Ongoing effect requires the user to take a swift action each turn to maintain it, or the effect ends. An effect may be maintained for a maximum of 2+1/2 BAB/BMB (whichever is relevant) rounds.
A Sustained effect requires the user to be conscious to maintain. Concentration checks with a base DC of 15 (for T1), 23 (for T2) or 30(for T3) might be required in the case of distraction.


Conjuration Magic (Spells, Unique: Wizard)

Tier 1 (BMB +0)

Acid Arrow (Instant)
You fire a bolt of corrosive green acid. Make a ranged touch attack against a single target within 100 feet. If you hit, you deal 1d6 acid damage per point of BMB. The following turn, the target must make a Reflex save or take half the damage he did the first turn.

Instant Summons (Instant)
This spell has two uses: marking an object, and recalling it.

To mark an object, you must perform a one-minute ritual. The object must be small enough that you can lift it without outside aid. You may only have one marked object at a time, but you may change it at any time by performing the ritual on a new object.
When you cast this spell as a standard action, the marked object appears in your hands. If your hands are full, it falls to the ground at your feet. This spell can retrieve the object from anywhere on the plane, as long as it is not in an area warded against teleportation. If it is being held at the time you cast the spell, the holder can make a Strength check, with a DC as normal for one of your spells. On a success, the object is not summoned, but you know that someone is actively restraining it.

Fog Cloud (Ongoing)
A cloud of dense black smog fills a 20ft burst anywhere within 100 feet. The cloud obscures all sight, including darkvision, beyond 10 feet. A creature within 10 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Grease (Ongoing)
This spell can be cast either on an area or on an object:

If cast on an area, it affects at 10ft burst within 50 feet. All creatures in the area must make Reflex saves or fall prone. New creatures entering the area must make a Reflex save or fall prone as well. Creatures may enter the area and move at half-speed through the area to avoid having to making a save.
If cast on a held object, the creature holding the object must make a Reflex save or immediately drop it. On a success, he retains hold of it without penalty. If any creature attempts to pick up the greased object, they must make a first succeed on a Reflex save. On a success, they can hold it without penalty.

Mage Armor (Sustained)
You gain an armor bonus equal to one-fourth your BMB plus your Intelligence modifier.


Tier 2 (BMB +8)

Dimension Door (Instant)
You and up to 25 pounds of additional material per point of BMB— either creatures or objects— teleport any distance up to 250 feet. You may only affect willing creatures and unattended objects.

Wall of Stone (Instant)
A solid wall of granite springs into existence anywhere within 50 feet. The wall is composed of one 5ft x 5ft x 1ft segment per point of BMB. Once created, the stone is permanent, although valueless, with all the normal properties of a stone wall of its size— hardness 8, with a break DC of 35, 25 hit points per section, and a climb DC of 15. Creatures adjacent to the wall when it is being created may make a Reflex save; on a success, they may move five feet to stand on the far side of the wall after it is created.

Black Tentacles (Ongoing)
A 10ft radius field of rubbery black tentacles appears anywhere within 100 feet. These tentacles seek to grapple and restrain any targets within the area. The tentacles are medium creatures with a BAB equal to your BMB and a Strength equal to your Intelligence. A grappled creature can be freed by damaging the tentacle grappling it— tentacles have 15 AC, 10 hit points, and DR 5/slashing.


Tier 3 (BMB +15)

Teleport (Instant)
You and up to 250 pounds of additional material per point of BMB— either creatures or objects— teleport any distance up to 100 miles per point of BMB. Upon arrival, you and all other teleported creatures are dazed for 1d4 rounds.

Teleportation isn’t an exact science— you have a (25-BMB)% chance of arriving off-target. If you miss your destination, roll 2d8— one determines the direction you are displaced in, and the other determines the numbers of miles away from your intended destination you appear.

Plane Shift (Instant)
This spell has one of two effects:

You may open a portal to an alternate plane of existence. The portal can be targeted to a specific destination, but is fairly inaccurate— you arrive at a random point within 500 miles of your intended destination. The portal is 10ft by 10ft, and remains open for as long as you take a standard action each round to concentrate on the spell. Any effect which targets you forces you to make a Will save, with a DC as normal for one of your spells, or the portal closes.
Alternately, you may cast this spell on a single extraplanar creature. You must make a melee touch attack; on a hit, the target must make a Will save or be banished to its home plane for a year and a day. The target gains a bonus or penalty to this save, depending on how much health he has remaining:



75% or more: +5
50-74%: +2
25-49%: -2
25% or less: -5


Acid Fog (Ongoing)
You conjure a thick cloud of acid, a 20ft burst placed anywhere within 100 feet. This spell has all the effects of the Fog Cloud spell; in addition, creatures move at half speed through the cloud, any anyone moving into the cloud or starting their turn within it take 1d6 acid damage per point of BMB.



Fire Magic (Spells, Common)

Tier 1 (BMB +0)

Fireball (Instant)
A flowing bead of fire flies from your hand and blossoms into a fireball at any point within 250 feet. All creatures and objects within 10 feet of the point of explosion take 1d6 fire damage per point of BMB. A successful Reflex save halves this damage. To aim the bead through a narrow opening, you may need to make a ranged touch attack, using your BMB plus your Dexterity modifier.

Scorching Ray (Instant)
With a word and a gesture, you smite your foes with a beam of pure fire. Make a ranged touch attack with a range of 50 feet; if it hits, you deal 1d6 fire damage per two points of BMB.

You may make full attacks with this spell, firing one additional beam for every iterative attack you would be permitted.

Fire Shield (Sustained)
You gain resistance to fire and cold equal to your BMB.

In addition, anyone striking you in melee with a non-reach weapon takes 1d6 fire damage for every 3 points of your BMB. Energy resistances and spell resistance apply normally to this damage.

Finally, you shed light as a torch.


Tier 2 (BMB +8)

Firestride (Instant)
As a move action, you may enter any fire and teleport to any second fire of the same or larger size within your line of sight.

The fires can be any size larger than a torch— if smaller than your full body, the flames spread to consume your body in the instant before you teleport. There must be a space large enough for you to occupy within or adjacent to the destination fire.

Wall of Fire (Ongoing)
An immobile, blazing curtain of roaring flame springs into existence anywhere within 50 feet. The wall can take one of two shapes: a 100 foot line, or a ring with a 20ft radius.

Any creature attempting to cross the flame wall must first make a Will save; on a failure, they are too afraid to move through it, although they may spend any remaining squares of movement. Creatures who do move through the wall take 1d6 fire damage per point of BMB.

Creatures with fire immunity don’t have to make a Will save to cross the wall. Creatures with spell resistance or fire resistance gain a +1 bonus to their save for every 5 points of resistance they possess.

Call Fire Elemental (Ongoing)
In response to your call, the fire of your torch erupts upwards, sprouting arms and legs as it goes.

You summon a small or medium fire elemental (your choice). The elemental acts on your initiative count on subsequent turns. It understands your commands even if you do not share a language and seeks to carry them out to the best of its ability. It will risk its life in combat, but will not take self-destructive actions.

If your BMB is +10 or high, you may instead summon a large fire elemental.
If your BMB is +12 or higher, you may instead summon a huge fire elemental.
If your BMB is +14 or higher, you may instead summon a greater fire elemental.
If your BMB is +16 or higher, you may instead summon an elder fire elemental.



Tier 3 (BMB +15)

Meteor Swarm (Instant)
Four blazing meteors leap from your hand and race towards their targets, leaving a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 1d6 points of bludgeoning damage per point of your BMB (no save), is knocked stunned for one round, and receives no saving throw against the sphere’s explosion damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 10 points of damage per point of your BMB to each creature in the area and knocking them prone. Half of this damage is fire, and half is slashing. A successful Reflex save halves the damage and prevents being knocked prone. This spell deals full damage to objects.

If a creature is in the area of more than one sphere— or struck directly by one or more meteors— it does not take extra damage, but each additional sphere they would be affected by increases the save DC by 2.

Detonate (Instant)
One target within 50 feet takes 1d6 fire damage per point of BAB. In addition, he must make a Fortitude save or explode, killing him instantly.

Targets immune to fire damage are also immune to the sudden death. Targets with fire resistance gain a +1 bonus to their save for every 5 points of resistance. The target also gains a bonus or penalty to this save, depending on how much health he has remaining:

75% or more: +5
50-74%: +2
25-49%: -2
25% or less: -5


Heart of the Phoenix (Sustained)
Calling upon the greatest avatar of fire, you assume the mantle of the legendary phoenix. This has three effects:

You gain immunity to fire
You gain a 100ft fly speed with good maneuverability.
If you would be reduced to zero HP or less, you do not die— instead, you explode in golden fire, dealing 2d6 fire damage per point of BMB to all targets within 20 feet. Afterwards, you are restored to full health, and this spell ends. A successful Reflex save halves the damage, but the creature who killed you— if caught in the area— does not receive a save against this effect.




Strength (Maneuvers, Unique: Barbarian)

Tier 1 (BMB +0)

Hit Yourself (Instant)
Make a melee touch attack against an adjacent foe. If you hit, make an opposed Grapple check. On a success, the target takes damage as if had stuck itself with a basic melee attack. If the target is wielding multiple weapons or has multiple natural weapons, you pick which weapon it hits itself with.

Shatterstrike (Instant)
Make a single melee attack against an object. You instantly destroy any non-magical object weighing less than 10lb per point of BAB, and deal 1d6 bonus damage per point of BAB to larger or magical objects, or to crystalline creatures. Magical objects may make a Fortitude save to negate the extra damage.

Rage (Ongoing)
As a free action, you may enter a state of frenzied bloodlust. You gain a +2 bonus to Strength, Constitution, and Will saves, DR 2/—, and take a -2 penalty to AC. The bonuses (but not the penalty) improve by 2 for every 5 points of BAB you possess— +4 and DR 4/— at BAB 5, +6 and DR 6/— at BAB 10, and so on.

While raging, you cannot use any skills or abilities that require patience, concentration, or delicacy (such as casting spells, picking locks, using the Diplomacy skill, and so on).

Unlike other Ongoing powers, you do not have to take an action each turn to sustain this power. However, you also cannot end your rage voluntarily— you must rage for the maximum possible duration.

Mighty Thews(Sustained)
You gain a bonus to Strength-based skills and Strength checks not related to combat maneuvers equal to your BAB.


Tier 2 (BMB +8)

Legendary Leap (Instant)
As a move action, you may jump a distance up to your base land speed in any direction. You do not suffer a penalty for not taking a running start, and you may even jump straight up.

Irresistible Force(Instant)
Make a single melee attack. If it hits, you deal double damage, and the target must make a Reflex save or be knocked back 5 feet per point of your Strength modifier and fall prone.

Skill over Size (Sustained)
When attempting a combat maneuver against a larger foe, you gain a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.

At BAB +12, this bonus improves to +8 against foes two size categories larger, effectively cancelling out two size categories' worth of difference.
At BAB +16, this bonus improves to +12 against foes two size categories larger, effectively cancelling out two size categories' worth of difference.



Tier 3 (BMB +15)

Mythic Leap (Instant)
As a full-round action, you may jump a number of miles equal to your BAB. You move at a rate of one mile per round. You do not take falling damage upon landing.

A Thousand Hours (Instant)
In one hour, you can complete a simple physical task that would take a thousand men a day to complete. Acceptable tasks cannot involve combat, but constructing a fortification, building the Pyramids, diverting a river, and similar tasks are within your capability. A simple task is defined as one with a Craft DC of 10 or less.

Armor of Legend (Ongoing)
You may activate this maneuver as a free action. While it is active, you may delay the effects of any effect used against you by one round; however, doing so counts as maintaining this power for one round. You may delay an effect multiple times, but you must “pay” twice as much each time you do— 1 round of duration for the first round of delay, 2 rounds of duration for the second round of delay, then 4, then 8, and so on. When you run out of duration, this maneuver ends instantly, and you are immediately affected by all effects you were delaying. This process cannot be interrupted by readied actions, immediate action abilities, or anything else.



Archery, Precise (Maneuvers, Common)

Tier 1 (BMB +0)

Lightning Shot (Instant)
A target within one range increment of your ranged weapon must make a Reflex save or take damage as if he’d been hit by a ranged attack from that weapon, along with bonus damage equal to your BAB. If he passes his save, he is unharmed. This attack cannot be used if the target has cover or concealment.

Pin Down (Instant)
Make a ranged attack against a target within one range increment. If you hit, your attack deals normal weapon damage. In addition, the target must make a Reflex save or be immobilized until he takes a standard action to remove the arrow. If he succeeds, he is instead entangled for the same duration.

Read the Wind (Sustained)
Your ranged attacks ignore all natural weather effects, such as wind. They also ignore magical weather effects, provided that your BAB is greater than the BMB of the effect’s caster.

Power Draw (Sustained)
When making ranged attacks, you may take a penalty to attack in order to gain an equal bonus to damage, as the Power Attack feat. If wielding a heavy crossbow, longbow, or greatbow, you deal bonus damage equal to double the penalty you took to attack.


Tier 2 (BMB +8)

Sniper’s Aim (Instant)
Make a single ranged attack. This attack automatically hits, as though you had rolled a natural 20 but failed to confirm a critical hit, bypasses hardness and damage reduction, and ignores all but total concealment and cover. You must have line of sight to your target.

Ranged Combat (Instant)
Make a single Disarm, Sunder, or Trip attempt against a foe within one range increment, using your Dexterity modifier in place of your Strength modifier.

Countershot (Instant)
When an enemy within one range increment makes a ranged attack— either with a ranged weapon, or a ranged touch attack, you may, as an immediate action, make a ranged attack of your own. If the result of your attack check is higher than the result of your opponent’s, you negate his attack.


Tier 3 (BMB +15)

Soaring Raptor Shot (Instant)
Make a ranged attack that ignores concealment and anything short of total cover. In addition, the projectile can change direction in flight, as if it had Average Maneuverability. The range increment is determined by the total distance it flies, not by the distance between you and the target.

Assassin's Shot
Make a ranged attack against a target within one range increment. If it hits, it deals bonus damage equal to your BAB, and the target must make a Fortitude save or be reduced to -1 hit points. The target gains a bonus or penalty to this save, depending on how much health he has remaining:

75% or more: +5
50-74%: +2
25-49%: -2
25% or less: -5


Thread the Needle (Sustained)
All your ranged attacks resolve as touch attacks.



And something on classes, to:


For HD, I'd like to use a small HD and a static bonus-- d4 becomes d2+2, d6 becomes d3+3, d8 becomes d4+4, and so on.
Skills would use the method in the first post, with (number) + Int modifier Specialist skills. No class list, but recommend at least (number) skills. (Also, using the list I wrote for the deceased Gaols and Giants project, linked above)
Classes would have a BAB and a BMB
Every even level, you'd get a bonus feat from a class-specific list.
You'd get special abilities (usually passive things) at 1st, 5th, 10th, 15th, and 20th level.
Classes would have a limited number of powers known: generally 2+1/2 level for martial classes or 3+2/3 level for casters, with a rare option of 5+level.
Classes would have two methods of recovering powers: an easy way to recover one power, or a harder way to recover all powers. The fewer powers you know, the easier it is to recover your powers.


So, you might get:
Barbarian

HD: d6+6
Skills: 4+Int Specialist
Recommended: Animals, Athletics, Intimidation, Nature
BAB: Good
BMB: Poor
Fort: Good
Ref: Poor
Will: Poor
Powers Known: 2+1/2 level
Class Features: Juggernaut Mind (1st), Grit (5th), Shrug it Off (10th), Improved Grit (15th), Too Mean to Die (20th)

Weapons and Armor Proficiency: Barbarians are proficient with all simple and martial weapons, light armor, hide armor, and shields (but not tower shields)

Powers: A barbarian’s powers are Maneuvers, and are drawn from the Strength, Brawling, Skirmishing, Two-Weapon Fighting and Two-Handed Weapon schools . You begin play knowing two powers of your choice; at every even-numbered level, you learn one additional power. At third level, and every subsequent level, you may retrain any one power you know.

A barbarian may recover expended powers one of two ways:

A barbarian recovers one expended power any time he damages a foe using a standard action attack.
A barbarian may recover all expended maneuvers by taking a full-round action to gather his energy, roar a battle cry, or so on.


Juggernaut Mind (Ex): A barbarian may use his Constitution modifier in place of his Wisdom modifier when making Will saves.

Bonus Feat: At second level, and every subsequent even-numbered level, a barbarian picks a bonus feat from the following list:

PHB: Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Diehard, Improved Critical, Improved Initiative, Improved Unarmed Strike, Improved Grapple, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Run, Toughness, Track, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting

PHB 2: Bounding Assault, Rapid Blitz, Brutal Strike, Cometary Collision, Flay, Indomitable Soul, Intimidating Strike, Leap of the Heavens, Lunging Strike, Mad Foam Rager, Overwhelming Attack, Robilar’s Gambit, Trophy Collector, Two-Weapon Pounce, Two-Weapon Rend, Versatle Unarmed Strike

CWar: Close-Quarters Fighting, Destructive Rage, Faster Healing, Flying Kick, Greater Resiliency, Improved Toughness, Instantaneous Rage, Intimidating Rage, Karmic Strike, Monkey Grip, Power Critical, Throw Anything

Grit (Ex): At 5th level at higher, a barbarian can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. An unconscious or sleeping barbarian does not gain the benefit of mettle.

Shrug it Off (Ex): At 10th level, a barbarian can ignore effects that would doom a lesser man, reducing their effect. He may reduce conditions according to the following table:
{table=head]Condition |Reduce to:
Ability Drained|Ability Damaged
Blinded|Dazzled
Confused|Fascinated
Cowering|Dazed
Dazzled|Unaffected
Exhausted|Fatigued
Fascinated|Unaffected
Fatigued|Unaffected
Frightened|Shaken
Immobilized|Entangled
Nauseated|Sickened
Panicked|Frightened
Paralyzed|Stunned
Shaken|Unaffected
Sickened|Unaffected
Stunned|Dazed[/table]

He may only use this ability once against any given condition or attack, and only Constitution modifier times per day. If he gains a temporary boost to his Constitution, he gains extra uses of this ability.

Improved Grit (Ex): Beginning at 15th level, a barbarian’s ability to withstand harmful magic increases even more. This ability works like Grit, except that while he still negates all effects with a successful Fortitude save, he now only suffers the partial effect on a failed save. An unconscious or sleeping barbarian does not receive the benefit of this ability.

Too Mean to Die (Ex): Beginning at 20th level, if a barbarian would ever be reduced to zero hit points or fewer, he may immediately take either full-round action or a move action and a standard action. If he manages to reduce the foe who felled him to zero hit points or fewer, the barbarian is instead reduced to exactly zero hit points.


Wizard
HD: d2+2
Skills: 4+Int Specialist
Recommended: Discipline, Linguistics, Lore, Occult
BAB: Poor
BMB: Good
Fort: Poor
Ref: Poor
Will: Good
Powers Known: 5+ level
Class Features: Cantirps, Spellbook (1st), Familiar (5th), True Sage (10th), ??? (15th), ??? (20th)

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Powers: A Wizard’s powers are Spells. Wizards are a varied bunch, and their selection of spells reflects that. All wizards have access to the Conjuration school, but each wizard selects four other common spell schools and casts spells from those schools as well. A wizard begins play knowing 6 powers, and learns one new power at each subsequent level. In addition, you may retrain one power you know each time you gain a new level. All these powers must be recorded in your spellbook.

However, this wide knowledge comes at a price. A wizard must prepare his powers, choosing a subset of spells to bind into his mind. Doing so requires him to study his spellbook for one hour, after which time he may select a number of spells to prepare, as shown on the table above. A wizard casts and recovers prepared spells normally. Once a spell is prepared, it is considered ready to cast.

Wizards may recover expended spells in one of two ways:

A wizard may recover one spell by taking a full-round action to study their spellbook.
A wizard may recover all their spells by taking one minute to study their spellbook.


Cantrips (Sp): At first level, a wizard learns a selection of minor powers, known as cantrips, that may be used at will:

Detect Magic (Functions as the Detect Magic and Read Magic spells)
Light
Prestidigitation (Functions as the spell of the same name, with the added effects of the Light spell)
Elemental Strike: When you first gain this ability, pick one of the common elements (acid, cold, electricity, or fire). As a standard action, you may fire a bolt of this energy at a target within 50 feet, dealing 1d6+Intelligence Modifier damage of the selected energy type. This attack uses your Base Magic Bonus for attack rolls, and is targeted against the target’s full armor class, not their touch armor. You may make iterative attacks with this ability, based off your BMB.


Spellbook: A wizard begins play with a spellbook, a special tome containing the details on all the spells he knows how to cast. He cannot prepare his spells without access to his spellbook, although he can cast and recover the spells he has prepared normally. If his spellbook is every lost or destroyed, he can make a new one. Doing so requires access to appropriate writing materials, and takes a great deal of time— five hours for each spell to be recorded. Once a spell has been recorded, he can prepare it as normal.

Each wizard has his own extremely idiosyncratic method of recording his spells, making it impossible to use another wizard’s spellbook.

Bonus Feats: Any metamagic or item creation feat

Familiar: At 5th level, a wizard can obtain a familiar. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

If the familiar dies, the wizard must attempt a DC 15 Will save or be dazed for 1d4 rounds, and shaken until he rests for at least 8 hours. A dead familiar may be replaced after an 8-hour rest, in a ritual that takes 24 hours to perform.

A character with more than one class that grants a familiar may have only one familiar at a time.

True Sage (Ex): Beginning at 10th level, a wizard may take 10 on Expertise, Lore, Nature, and Occult checks.

In addition, as a standard action, a wizard may instruct an ally in how to perform a task he normally could not. The wizard makes an appropriate Knowledge check at a -5 penalty— for example, Knowledge (Architecture and Engineering) to aid in a Disable Device check. His ally may then make a single skill check as though he possessed ranks in the skill equal to the result of this check divided by two.

This bonus lasts for one minute per point of your Intelligence modifier, or until it is discharged. A wizard may use this ability on himself, but he take a -10 penalty to the check. A wizard may use this ability a number of times per day equal to his Intelligence modifier.

WyvernLord
2013-07-05, 02:44 AM
I am interested in this project. I will try to help as much as possible. I'd prefer to work on the monk, after you explain what you want the talent system to look like.

One Some questions right now.
What is the difference between summoning and conjuring?
What do you want from people who want to help exactly?
Are we doing classes outside core?
How much flexibility do you want in each class?
Why is stealth class specific?
Why does the sorcerer not have a choice but the wizard does?
More questions depending on the answers.

Eldan
2013-07-05, 04:30 AM
You use tracks, which I assume will be similar to Legend's tracks, so I think I'll ask the same question:

If you have tracks, why use classes? Wouldn't it be much simpler to write a list of tracks and let everyone choose three tracks?

Give every track its own recovery method and attribute, like: TWF has maneuvers that refresh per encounter and are dexterity-dependent, storm magic is wisdom dependent spells, shapeshifting is constitution dependent powers, etc.

Chassis elements could easily be integrated into tracks. Start everyone with a basic chassis, then use value progressions like we proposed in G&G, with each track upgrading one or two.

E.g. each class starts with 4+int skills, d4 hit die, all bad saves, low base attack.

TWF gives: one category higher reflex and base attack
Conjuration magic gives +2 skill points, one category higher will saves
Shapeshifting gives +1 higher hit die, +1 higher fortitude.

It seems to me that approach would be both simpler and more flexible.

Edit: Racial powers would be a nice way to handle LA races, by the way. Sure, your elf may not have super elf powers. But if you want to be a half-dragon, that could easily be Tier 2. An outsider could be the highest tier.

Grod_The_Giant
2013-07-05, 09:30 AM
What is the difference between summoning and conjuring?
Summoning is calling and directing creatures, while Conjuring is creating physical objects (the Creation subschool, in 3.5 terms)


What do you want from people who want to help exactly?
Write tracks.


Are we doing classes outside core?
Maybe eventually.


How much flexibility do you want in each class?



Why is stealth class specific?
The skill and feats wouldn't be, but the Shadow Hand-esque "stealthy combat" maneuvers are. This helps give the rogue a more unique role than "light melee/archery."


Why does the sorcerer not have a choice but the wizard does?
To help distinguish the two classes. I considered giving the Wizard Divination, Illusion, Summoning, and... something else, but I couldn't decide what the last "something" could be, and thought that I'd keep the symmetry with the Fighter.


You use tracks, which I assume will be similar to Legend's tracks, so I think I'll ask the same question:

If you have tracks, why use classes? Wouldn't it be much simpler to write a list of tracks and let everyone choose three tracks?
"Tracks" are really more like ToB schools, just without the 9 levels. I wanted a more generic/non-weighted term for them, though.

As to why I'm sticking with classes... it's D&D tradition, it's easy, it's how I was planning on handing out passive bonuses...

[/QUOTE]Edit: Racial powers would be a nice way to handle LA races, by the way. Sure, your elf may not have super elf powers. But if you want to be a half-dragon, that could easily be Tier 2. An outsider could be the highest tier.[/QUOTE]
That is an interesting idea. More powerful races having access to more powerful racial talents. Hmm... something to think about in the future.

Just to Browse
2013-07-05, 10:24 AM
Would these have similar scope to each of the sword schools (e.g. could you switch a discipline with one of the disciplines for a class and have it remain functional?). Because I think you could just compile and categorize premade disciplines and associate them with the class. It'll let you riff off Age of Warriors a lot.

There really isn't a need for an evil cleric class (especially with a name like Disciple). The difference is so small between those classes that you can probably just make it "Divine Magic" and have it be alignment-based ("cure" spells would just heal those of your alignment and hurt those opposed, etc.). If you really do want to keep the evil cleric as a class idea, please change the name.

Values of BMB seem... random. Why not do it like BAB (bonuses at 5, 11, 16). Also, does it actually do anything other than grant access to different types of maneuvers?

Lastly, thank you for saying paladins are cleric/fighters.

Grod_The_Giant
2013-07-05, 10:49 AM
Would these have similar scope to each of the sword schools (e.g. could you switch a discipline with one of the disciplines for a class and have it remain functional?). Because I think you could just compile and categorize premade disciplines and associate them with the class. It'll let you riff off Age of Warriors a lot.
That's the general idea, yeah.


There really isn't a need for an evil cleric class (especially with a name like Disciple). The difference is so small between those classes that you can probably just make it "Divine Magic" and have it be alignment-based ("cure" spells would just heal those of your alignment and hurt those opposed, etc.). If you really do want to keep the evil cleric as a class idea, please change the name.
I was planning on having a bigger difference between Holy and Unholy magic than cure-verses-inflict, so it felt a bit odd to for Clerics to be the only class with two options for their unique school, but... you're right. It would probably be easier just to make a Divine Magic school with alignment-restricted abilities.


Values of BMB seem... random. Why not do it like BAB (bonuses at 5, 11, 16). Also, does it actually do anything other than grant access to different types of maneuvers?
The values came from dividing 20 levels by 3 tiers-- you get 7 levels of T1, 7 levels of T2, and 6 levels of T3. Maneuvers would scale by BAB/BMB.


Lastly, thank you for saying paladins are cleric/fighters.
You're welcome.

Elricaltovilla
2013-07-05, 01:39 PM
I'd be interested in helping with this.

I think you'd benefit from listing the "common tracks" all in one place, and then making sure that they're properly divided between martial and magical tracks. Because right now, it looks like I could play a fighter with the common tracks: Earth Magic, Ice Magic, Storm Magic, Summoning Magic. Unless that's what you want of course.

Grod_The_Giant
2013-07-05, 02:22 PM
I'd be interested in helping with this.

I think you'd benefit from listing the "common tracks" all in one place, and then making sure that they're properly divided between martial and magical tracks. Because right now, it looks like I could play a fighter with the common tracks: Earth Magic, Ice Magic, Storm Magic, Summoning Magic. Unless that's what you want of course.
Cool! And yeah, I had that in my brainstorming document, but it's a pain converting tables to a post-able format. I'll stick it back in the first post.

Grod_The_Giant
2013-08-20, 12:27 PM
I was bored the other day, so I wrote up some stuff-- bare-bones Conjuration Magic, Fire Magic, Strength, and Precise Archery tracks, along with a Barbarian class and most of a Wizard. Still in kind of a vague limbo about how much compatibility with 3.5 to keep. As-is, it's... mostly there.

sirpercival
2013-08-20, 02:53 PM
Perhaps this will help? (http://www.giantitp.com/forums/showthread.php?t=256614)

It's the Warcrafter, a martial adept version of the artificer.