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thedeadpoet1986
2015-12-02, 12:33 PM
Hello everyone.

I recently created a Dragon Age based in the D&D 3.5 system. I have the PDF here and will upload it. Please comment with any suggestion.
I am currently re-working all the classes to work on a Tree system to choose Talents and Spells instead of a Tier system.

thedeadpoet1986
2015-12-02, 12:36 PM
Warrior
Hit Dice: d10
Skill Points at 1st level: (2 + Int) x4
Skill Points at Each Additional Level: (2 + Int)
Level
Base Attack
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Talent
2nd
+2
+3
+0
+0
Bonus Feat
3rd
+3
+3
+1
+1
Talent
4th
+4
+4
+1
+1
Bonus Feat
5th
+5
+4
+1
+1
Talent
6th
+6/+1
+5
+2
+2
Bonus Feat
7th
+7/+2
+5
+2
+2
Talent
8th
+8/+3
+6
+2
+3
Bonus Feat
9th
+9/+4
+6
+3
+3
Talent
10th
+10/+5
+7
+3
+3
Bonus Feat
11th
+11/+6/+1
+7
+3
+3
Talent
12th
+12/+7/+2
+8
+4
+4
Bonus Feat
13th
+13/+8/+3
+8
+4
+4
Talent
14th
+14/+9/+4
+9
+4
+4
Bonus Feat
15th
+15/+10/+5
+9
+5
+5
Talent
16th
+16/+11/+6/+1
+10
+5
+5
Bonus Feat
17th
+17/+12/+7/+2
+10
+5
+5
Talent
18th
+18/+13/+8/+3
+11
+6
+6
Bonus Feat
19th
+19/+14/+8/+3
+11
+6
+6
Talent
20th
+20/+15/+5/+4
+12
+6
+6
Bonus Feat
Talent - At 1st level, the warrior can choose four different styles of fighting: Weapon & Shield, Two Handed Weapon, Dual Weapon, Archery or Warrior Talents. At every other level the warrior gains another talents, either from a previous fighting style or a new fighting style.


Warrior Talents:
Powerful Tree -
Armor Training – All armor takes half the time to don, and reduces the weight of any armor by one category. (ie heavy to medium, medium to light etc.)
Threaten (Ex) – The Warrior shifts into a challenging stance, all enemies within 30 ft must make a Will save or become shaken.
Warrior's Might (Ex) – The Warrior throws themselves into combat to protect his allies within 30 ft a +2 on attacks and saving throws.
Death Blow (Ex) – Each time the warrior fells an enemy, the warrior is granted a +1 attack rolls (to a maximum of +5) or the warrior can grant this bonus to an ally within 30 ft.
Precise Striking Tree -
Precise Strike – The Warrior gains the Power Attack feat.
Taunt - (Ex) The Warrior shifts into a challenging stance, all enemies within 30 ft must make a Will save or become shaken.
Disengage (Ex) – The Warrior shifts into a relaxed stance, thus seeming less threatening. All enemies within 30 ft must make a Will save to attack the warrior for 3 rounds.
Perfect Strike (Ex) – The Warrior's focus remain on one enemy, the warrior grains +20 to one attack for one round.
Second Wind Tree -
Second Wind (Ex) – The Warrior has spent years of training allowing themselves to gain access to deep reserves of vigor. The Warrior gains temporary hit points equal to ½ Warrior level + Con mod for 3 round.
Peon's Plight (Ex) – The Warrior lashes out with a powerful blow, the warrior's weapon damage is increased by one category (ie 1d6 becomes 2d6).
Grievous Insult (Ex) – The Warrior spats out insult at the enemies, all enemies within 10 ft must make a Will save or become frightened.
Massacre – The Warrior spins in an arc of death, the warrior gains the Whirlwind Attack feat.
Weapon & Shield:
Shield Bash Tree -
Shield Bash – The Warrior gains the Improved Shield Bash feat.
Shield Pummel – Once per turn after a standard attack, the warrior can slam his shield into an target, the target must make a Fortitude save or be stunned for 1 round.
Overpower – The warrior lashes out with a shield bash, the target must make a Fortitude save or be knocked prone.
Shield Assault – The warrior slams his shield into the target, adding +2 to his attack and damage.
Prerequisite: Shield Pummel or Overpower.
Shield Defense Tree -
Shield Defense – As a shift action, the warrior shifts into a a defensive stance granting him a +2 to AC but a -2 to Attack rolls.
Shield Block – The warrior has practiced with his shield that it has become a part of his body, he can no longer be caught flat footed or flanked.
Prerequisite: Shield Defense & Armor Training, Level 5 Warrior
Shield Cover – The warrior is able to aid his allies in combat by granting them a +2 to AC. If the warrior has the Shield Block talent then that bonus increases to +4 to AC.
Prerequisite: Shield Block
Two Handed Weapons:
Pommel Strike Tree -
Knockdown Blow – The warrior gains the Power Attack feat.
Indomitable – The warrior training to become a rock on the battlefield, they gain an +2 to attack and +2 AC.
Prerequisite: Shield Defense, Shield Block, Armor Training
Stunning Blow – The Warrior has a talent for two-handed weapons, as a full-round action the warrior may try to deal increased damage and stun his target. The warrior's damage increases by +2 and the target must make a Fortitude save or become stunned for 1 round.
Critical Strike – The warrior slams so hard into his target that it must make a Fortitude save or be slain.
Prerequisite: Indomitable, Stunning Blow
Sunder Arms Tree -
Sunder Arm – The Warrior gains the a +2 to all sunder attempts
Shattering Blows – The Warrior gains the Improved Sunder Feat.
Sunder Armor – The Warrior strike hard against the armor of their target deal damage normally, but also damages the targets armor. The target must make a Fortitude save or the armor is reduced by -4.
Dual Weapons:
Dual Weapon Training Tree -
Dual Weapon Training – The Warrior gains the Two Weapon Fighting feat
Dual Weapon Finesse – The Warrior gains the Improved Two Weapon Fighting feat
Prerequisite: Dual Weapon Training
Dual Weapon Expert – The Warrior gains the Greater Two Weapon Fighting feat
Prerequisite: Dual Weapon Finesse
Dual Striking Tree -
Dual Striking – The Warrior strikes with both weapons simultaneously, dealing damage with both weapons but can not critical hit.
Riposte – The Warrior shifts his weapon up as the target hits them, inflicting weapon damage but the target must also make a Reflex save or be stunned for 1 round.
Cripple – The Warrior strike his target deep with his weapon, the target must make a Fortitude save or be slowed, -2 to attack and -2 to AC.
Prerequisite: Dual Strike and Cripple
Punisher – The Warrior strikes the target, increasing their critical chance by 2. The target must also make a Fortitude save or be knocked prone.
Archery:
Melee Archer Tree -
Melee Archer (Ex) – Experienced fighting in tight quarters has taught the archer to fire without interruption, even when being attacked. Firing ranged weapon in close combat does not provoke an attack of opportunity.
Aim (Ex) – As a full-round action the archer carefully places each shot for maximum damage taking a -2 to attack rolls but a +2 to damage.
Defensive Fire (Ex) – As a swift action, the archer shifts his stance to defense taking a -2 to attack rolls but a +2 to AC.
Master Archer – The archer is so skilled that they can use any bow or crossbow, they gain a +4 to attack and a +2 to damage.
Pinning Shot Tree -
Pinning Shot – As a standard action the archer fires a shot to the target's legs and/or arms disabling the foe, the target must make a Reflex save or be stunned for 1 round.
Crippling Shot – As a standard action, the archer fires a carefully placed shot to the target dealing +2 damage then, the target must make a Fortitude save or be stunned for 1 round.
Prerequisite: Pinning Shot
Critical Shot – As a full-round action, the archer fires a shot to the target at a +20 to the attack roll and dealing +2 damage.
Prerequisite: Crippling Shot
Arrow of Slaying – As a full-round action, the archer can line up a shot to pierce a vital area on the target. If damaged by the arrow, the target must make a Fort save or be slain.
Prerequisite: Crippling Shot, Critical Shot
Rapid Shot Tree -
Rapid Shot – The archer gains the Rapid Shot feat.
Shattering Shot – As a standard action the archer fires a shot designed to open up the weakness of the target's armor. If damaged by the arrow, the target takes a -2 to AC. If the archer has the Master Archer talent then that penalty is increased to -4 to AC.
Suppressing Fire – As a full-round action, the archer can fire a shot at their target. If damaged by the shot, the target takes a -2 to attack. This penalty can be applied multiple time to a maximum of +5.
Scattershot – As a standard action, the archer fires a volley of arrows that damages all enemies within 10 ft of their target. The target make make a Reflex save for half damage. Evasion negates damage.
Bonus Feat – At 2nd level, a warrior gains a bonus feat. Then at every other level, the warrior gains another bonus feat.