PDA

View Full Version : D&D 3.x Other GATE DND (Post Apocalypse Setting)



Talune Silius
2016-03-01, 04:34 PM
For the past few months I've been working on a post apocalypse DND campaign. I used the D20 Modern as a jumping point and modified rules in DND 3.5 to make my own homebrew game. I've also been play testing it with my group for about six months now. Recently I just finished 90% of all the content and am making the rulebook next. I was wondering if anybody would like to get a hand on a copy of the stuff and give me some feedback.

Basically the only playable race is human. Instead of feats, the game runs off a perk and drawback system. starting at first level you get to pick from 3 perks and 2 drawbacks that define your character. You could be playing as a badass Raider who happens to be afraid of the dark. Over time you can develop more drawbacks depending on the actions from your char. If you char almost drowns in a river while trying to cross he may get the Hydrophobia drawback for a while. The perks run much like feats do though there are a lot more. Currently I have 220 perks and 60 drawbacks to pick from. just like in 3.5 you get another perk every 3 levels.

As for classes I have 9 distinct classes built from the ground up. Raider (basically a barbarian that gets bonuses to using mechanical traps and gets barbarian rage), the Hunter (a ranger style class that gets masters in the art of weapons), the Survivor (the lone class that starts with an animal companion and gets more perks than any other class), the Traveler (a bard class that does not get magic but has a wider skillset than the 3.5 version. also gets bonuses to selling gear), a Martial Artist (a monk-like class that can go into combat focus during battle for amazing abilities), the Demolitionist (the slowest bulkiest class that get massive buffs to wearing heavy armor and wielding big weapons), the PSIONIC (a class brought straight over from 3.5 and the least tweaked), the Priest (a gun wielding cleric that works much differently from the 3.5 version), and Mechanic (a support class that masters in tinkering and bot building). I spent a lot of time balancing and tweaking the classes to make all styles fun. The only class that resembles the 3.5 version is the PSIONIC, as I saw no need to change him too much.

With the stores, I used the D20 Modern stores as a "jumping off point" and redid the stores from the ground up. As of right now the currency has no name but the party I was playing with loved using the bottlecap system from fallout so we stuck with that.

Digitalfruitz
2016-03-01, 05:20 PM
I'd be happy to help, not to plug myself or anything but awhile back I made a Fallout universe in dnd and if you want any of the races or weapons I'd be happy to give them to you

Talune Silius
2016-03-01, 06:28 PM
Below I added the new classes


Level BAB Fort Ref Will Special
1st +1 +2 +1 +1 Tracker (+2 spot, listen, and survival)
2nd +2 +3 +1 +1 Combat Style (Either Melee or Ranged Gets +1 bonus to attack/damage)
3rd +3 +3 +2 +2 Poison Handler (Can work with any substance without harming yourself)
4th +4 +4 +2 +2
5th +5 +4 +3 +3 Bonus Perk
6th +6/+1 +5 +3 +3 Improved Combat Style (Melee or Ranged gets +2 Bonus)
7th +7/+2 +5 +3 +3
8th +8/+3 +6 +4 +4 Impending Danger (has chance to sense danger before it happens)
9th +9/+4 +6 +4 +4
10th +10/+5 +7 +5 +5 Bonus Perk, Tracker (+4 spot, listen, and survival)
11th +11/+6/+1 +7 +5 +5 Combat Hunter (Melee or Ranged gets +3 Bonus)
12th +12/+7/+2 +8 +6 +6
13th +13/+8/+3 +8 +6 +6 Camouflage (Can hide in any terrain even if there is no cover)
14th +14/+9/+4 +9 +6 +6 Greater Combat Hunter (Melee or Ranged gets +4 Bonus)
15th +15/+10/+5 +9 +7 +7 Bonus Perk
16th +16/+11/+6/+1 +10 +7 +7 6th Sense (Unable to be caught flat footed)
17th +17/+12/+7/+2 +10 +8 +8
18th +18/+13/+8/+3 +11 +8 +8 Hide in plain Sight (Can hide even while being observed)
19th +19/+14/+9/+4 +11 +8 +8 Combat Master (Melee or Ranged gets +5 Bonus)
20th +20/+15/+10/+5 +12 +9 +9 Bonus Perk, Tracker (+6 spot, listen, and survival)


Hit Die: 1d10
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Proficiency: All Armors


Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Brute (+2 to strength, -2 to dexterity), Demo Man (+2 to craft explosives and disable device), -10 to speed.

2nd +1 +0 +3 +0 Explosive Protection (take 25% less damage from explosives), Bomberman (1 extra hit dice for explosive damage)

3rd +2 +1 +3 +1 Bigger is Better (+3 to attack/damage for two handed weapons, -2 for 1 handed weapons)

4th +3 +1 +4 +1 Flick of the Pin (Using a grenade weapon doesn’t invoke attacks of opportunity)

5th +3 +1 +4 +1 Walking Tank (When wearing armor, movement speed isn’t reduced) , Demo Man (+4 to craft explosives and disable device)

6th +4 +2 +5 +2

7th +5 +2 +5 +2 Tactical Master (Perk), Bonus Perk

8th +6/+1 +2 +6 +2 Bomberman (2 extra hit dice for explosive damage)

9th +6/+1 +3 +6 +3

10th +7/+2 +3 +7 +3 Demo Man (+6 to craft explosives and disable device)

11th +8/+3 +3 +7 +3 Bigger Brute (+2 to strength, -2 to int)

12th +9/+4 +4 +8 +4 Greater Explosive Protection (Take 50% less damage from explosives)

13th +9/+4 +4 +8 +4

14th +10/+5 +4 +9 +4 Bomberman (3 extra hit dice for explosive damage), Bonus Perk

15th +11/+6/+1 +5 +9 +5 Demo Man (+8 to craft explosives and disable device)

16th +12/+7/+2 +5 +10 +5

17th +12/+7/+2 +5 +10 +5 Bigger is Better (+5 to attack/damage for two handed weapons, -3 for 1 handed weapons)

18th +13/+8/+3 +6 +11 +6

19th +14/+9/+4 +6 +11 +6 Smell of Gunpowder (Demolitionist is so used to explosives he can smell one if he is within 15 feet)

20th +15/+10/+5 +6 +12 +6 Explosivo (double the blast radius of any bomb you use), Demo Man (+10 to craft explosives and disable device)

Health: 1d10
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Proficiency: All Armors


Level BAB Fort Ref Will Special
1st +1 +0 +2 +1 Strong Mind +1, Bonus Perk

2nd +2 +0 +3 +1 My Little Friend (Perk) , Base Speed +5, Combat Focus

3rd +3 +1 +3 +2 Off Handed Toss +0

4th +4 +1 +4 +2 Strong Mind +2

5th +5 +1 +4 +3 Base Speed +5, Yin Focus, Yang Focus

6th +6/+1 +2 +5 +3 Off Handed Toss +2, Bonus Perk

7th +7/+2 +2 +5 +3 Stone Nerves, Prana Focus

8th +8/+3 +2 +6 +4 Base Speed +5, Strong Mind +3

9th +9/+4 +3 +6 +4 Off Handed Toss +4/+0

10th +10/+5 +3 +7 +5 Zen Focus, Touzhi Focus

11th +11/+6/+1 +3 +7 +5 Base Speed +5

12th +12/+7/+2 +4 +8 +6 Off Handed Toss +6/+2, Strong Mind +4, Bonus Perk

13th +13/+8/+3 +4 +8 +6

14th +14/+9/+4 +4 +9 +6 Base Speed +5, Steel Nerves

15th +15/+10/+5 +5 +9 +7 Off Handed Toss +8/+4/+0, Sudu Focus

16th +16/+11/+6/+1 +5 +10 +7 Strong Mind +5

17th +17/+12/+7/+2 +5 +10 +8 Base Speed +5

18th +18/+13/+8/+3 +6 +11 +8 Off Handed Toss +10/+6/+2, Bonus Perk

19th +19/+14/+9/+4 +6 +11 +8

20th +20/+15/+10/+5 +6 +12 +9 Base Speed +5, Tranquility Focus, Strong Mind +6

Hit Die: 1d8
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Proficiency: No Armor. Can only use Melee Weapons, Thrown Weapons, and Primitive Ranged weapons.
Strong Mind: The martial artist has a strong will and fast reflexes. He can often predict attacks before they happen. Starting at first level, if the M.A. has no shield and is wearing light armor, he gets a dodge bonus to his armor class.

Combat Focus: Martial Artists have trained their body in the art of combat. Starting at second level a M.A. may go into focus, shutting out all other thoughts except for battle. This grants him higher reflexes and bonuses.
Going into Combat Focus takes a standard action, provoking attacks of opportunity. The Concentration DC is (20 + any damage taken that turn). If the M.A. fails he may attempt to go into focus the following turn. If he succeeds, he remains in focus until the combat has either ended, he has lost consciousness, or he has broken focus. The M.A. cannot go into focus for fights that pose zero threat to him. While in focus, the M.A. gets a +2 to attack, +1 to Armor Class, and +2 to all saves.

Off Handed Toss: While a Martial Artist fights he may also use throwing weapons in his off hand. At high levels, the he can toss multiple weapons around the field while still engaging in regular combat. The off handed weapons must be readily available and must be small enough to throw easily (Example: Throwing knives, Shuriken, Darts). It is also impossible for him to throw most explosives like the grenade, as his range is limited and he needs to have a free hand to pull a pin. Starting at 3rd level, he may toss one throwing weapon from his off hand with a BAB of +0. This attack is done outside of his move actions so he may do it while moving or attacking. It also does not invoke attacks of opportunity. All thrown weapons get a +1 to damage.

Yin and Yang Focus: Starting at 5th level, the Martial Artist may expand his combat stances to greaten his expertise. Going into yin and yang, he continues to get the bonuses of being in combat focus while also getting the bonuses of either yin or yang focus. Switching between them is a quick action and does not invoke attacks of opportunity.
Yin Focus: Yin Combat focuses on the art of defense. While in Yin focus the M.A. is aware of everything going on around him at all times. On top of the bonuses from Combat Focus, the M.A. gets a +2 to A.C., +3 to Spot and Listen Checks, and +1 to attacks of opportunity.
Yang Focus: Yang Combat focuses on the art of offense. While in Yang focus the M.A. focuses on the weaknesses of his opponent in an attempt to overcome their defenses. On top of the bonuses from Combat Focus, the M.A. gets a +2 to Attack, +2 to Damage, and +3 to rolls to confirm Crits.

Stone Nerves: As the Martial Artist continues his path he begins to become numb to the pain of battle. Starting at 7th level, the M.A. gets an automatic 1 to his D.R. This increases to 3 at level 14.

Prana Focus: When the Martial Artist hits 7th level, he learns how to achieve Prana Focus. Prana focuses on health and protection. The M.A. loses his ability to fight but gains healing abilities. On top of the bonuses from Combat Focus, the M.A. gets a -6 to attack, +4 to A.C., and heals 1d2+Con HP per turn. The healing starts the following turn.

Zen Focus: Starting at 10th level, the Martial Artist adds Zen Focus to his set of Combat Focuses. Zen Combat focuses on the power of the mind. On top of the bonuses from Combat Focus, the M.A. gets a +3 to all skill checks, +1 to A.C., and a +4 to all checks for overcoming spell DCs and Poison DCs.

Touzhi Focus: When the Martial Artist hits 10th Level, he gains access to Touzhi Focus. Touzhi literally translates to throwing focus. With this focus, the M.A. is able to throw multiple blades at a time with pinpoint accuracy. On top of the bonuses from Combat Focus, the M.A. can now three small weapons at the same time with the same accuracy. He can choose to spread the three thrown weapons out across multiple opponents or have all hit the same opponent. This ability effects both off handed toss as well as weapons thrown in the main hand. The thrown weapons also get a +2 to damage.

Sudu Focus: At 15th level the Martial Artist learns how to increase his mental speed. The Sudu focuses on adapting that speed to combat. On top of the bonuses from Combat Focus, the M.A. gets a +15 to speed, +2 to reflex saves, and gives off a blur, granting him a 1 in 6 miss chance.

Tranquility Focus: Tranquility is the final Combat Focus that only the most dedicated Martial Artist achieves. With this, combat has become easy enough for him that no man can best him. His very attacks and movements look like dances. On top of the bonuses from Combat Focus, the M.A. gets an extra action per turn. This does not take effect until his next turn. That extra action can be a move action, one extra attack, etc. The action happens at the end of his turn and only moving invokes attacks of opportunity.


Level BAB Fort Ref Will Special
1st +0 +1 +2 +0 Basic Tech (+2 to Technology, Craft, Disable Device)

2nd +1 +1 +3 +0 Drone Builder (Read Below)

3rd +1 +2 +3 +1 Trap Mastery (+1 to all rolls dealing with creating or setting mechanical traps)

4th +2 +2 +4 +1 Infuser (Get a +3 bonus when attempting to upgrade any Gear)

5th +2 +3 +4 +1 Overclock 1 per day (can attempt to double stats of anything mechanical for 1d4 rounds), Extra Drone, Advanced Tech (+4 to Technology, Craft, Disable Device)

6th +3 +3 +5 +2 Trap Mastery (+2 to all rolls dealing with creating or setting mechanical traps)

7th +3 +3 +5 +2 Bonus Perk

8th +4 +4 +6 +2 Extra Drone

9th +4 +4 +6 +3 Trap Mastery (+3to all rolls dealing with creating or setting mechanical traps)

10th +5 +5 +7 +3 Expert Tech (+6 to Technology, Craft, Disable Device)

11th +5 +5 +7 +3 Overclock 2 per day (can attempt to double stats of anything mechanical for 1d4 rounds), Extra Drone

12th +6/+1 +6 +8 +4 Trap Mastery (+4 to all rolls dealing with creating or setting mechanical traps)

13th +6/+1 +6 +8 +4

14th +7/+2 +6 +9 +4 Extra Drone, Bonus Perk

15th +7/+2 +7 +9 +5 Trap Mastery (+5 to all rolls dealing with creating or setting mechanical traps), Master Tech (+8 to Technology, Craft, Disable Device)

16th +8/+3 +7 +10 +5

17th +8/+3 +8 +10 +5 Overclock 3 per day (can attempt to double stats of anything mechanical for 1d4 rounds), Extra Drone

18th +9/+4 +8 +11 +6 Trap Mastery (+6 to all rolls dealing with creating or setting mechanical traps)

19th +9/+4 +8 +11 +6

20th +10/+5 +9 +12 +6 Extra Drone, Tech Lord (+10 for Technology, Craft, or Disable Device)

Hit Die: 1d6
Skill Points at 1st Level: (5 + Int modifier) × 4
Skill Points at Each Additional Level: 5 + Int modifier
Proficiency: Light and Medium Armor


Drone Builder
The Mechanic is an exceptionally skilled builder and often has multiple drones at his disposal. When not in combat, a mechanic will often spend his time, upgrading and building more drones for his use. Starting at second level you have the ability to build a drone that can do many things. With every three levels, you will be able to control another drone. The drones require scrap metal to be built. A Mechanic can also have 2 quick release drones on standby. At higher levels, a mechanic can choose to control a larger size drone at the cost of 2 smaller drones. The list of drones is as follows

Surveyor Bot
HP: 1d4
A.C.: 14
Speed: 40 feet
Scrap: 5
Time to Build: 30 mins
Craft DC: 12
Size: Tiny
Desc: Can be used to scout ahead. Relays video info back to Mech. Smallest of the bots.

Assault Bot
HP: 1d6
A.C:14
Speed: 30 feet
Scrap: 8
Time to build: 30 mins
Craft DC: 13
Size: Small
Attack: Small mounted machine gun +3 (1d6) Tiny rocket +0 (1d6+2)
DESC: The most basic of drone. Though not powerful, very easy to make.

Spider Bot
HP: 1d6+2
A.C: 15
Speed: 15 feet
Scrap: 12
Time to build: 1 hour
Craft DC: 15
Size: small
Attack: Cannon +4 (1d10+3)
Desc: A much slower but heavier hitting drone. Takes slightly longer to build.

Flame Spitter
HP: 10
A.C: 10
Speed: 30
Scrap: 15
Time to Build: 1 hour
Craft DC: 16
Size: small
Attack: Flame spray +3 (2d6 + 1d2 fire damage for 2 rounds. Reflex save (DC16 negates)
Desc. A rolling flame spitter. Suffers from low A.C.

Kamikaze
HP: 1d4
A.C: 15
Speed: 30
Scrap: 8
Time to build: 30 mins
Craft DC: 14
Size: tiny
Attack: Explode +5 (2d6 damage) reaches 10ft (1d6 at 15ft)
Desc: Built for one purpose. Roll into a room and blow up. Larger sizes cause larger explosions but move slower.


For the cost of two bots you can double the size of a bot or choose to give it the abilities of another bot. Takes twice as long to work but has the effect of being much stronger.


Level BAB Fort Ref Will Special
1st +0 +2 +0 +1 Medical Specialist (+2 to Heal), Rebuke Infected

2nd +1 +3 +0 +1 Potion Maker (+1 to crafting Stimulants), Holy or Unholy Priest Ability (Read Below)

3rd +2 +3 +1 +2 Expert Healer (Can use medical kits (1d6) and first aid kits (1d4) to heal)

4th +3 +4 +1 +2

5th +3 +4 +1 +3 Potion Maker (+1 to crafting Stimulants), Chemical Knowledge (All crafted stimulants are 25% more effective)

6th +4 +5 +2 +3 Holy or Unholy Priest Ability (Read Below)

7th +5 +5 +2 +3

8th +6/+1 +6 +2 +4 Potion Maker (+1 to crafting Stimulants)

9th +6/+1 +6 +3 +4

10th +7/+2 +7 +3 +5 Holy or Unholy Priest Ability (Read Below), Medical Genius (+2 to heal), Bonus Perk

11th +8/+3 +7 +3 +5 Potion Maker (+1 to crafting Stimulants)

12th +9/+4 +8 +4 +6

13th +9/+4 +8 +4 +6

14th +10/+5 +9 +4 +6 Potion Maker (+1 to crafting Stimulants), Holy or Unholy Priest Ability (Read Below)

15th +11/+6/+1 +9 +5 +7 Chemical Expertise (All crafted stimulants are 50% more effective)

16th +12/+7/+2 +10 +5 +7

17th +12/+7/+2 +10 +5 +8 Potion Maker (+1 to crafting Stimulants)

18th +13/+8/+3 +11 +6 +8 Holy or Unholy Priest Ability (Read Below)

19th +14/+9/+4 +11 +6 +8

20th +15/+10/+5 +12 +6 +9 Potion Maker (+1 to crafting Stimulants), Medical God (+2 to heal checks), Bonus Perk, Final Priest Ability

Hit Die: 1d8
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Proficiency: Light and Medium Armors

Holy or Unholy Priest
Starting at second level. A Priest must choose which path to walk down in life. He knows 3 spells per spell level to use at his disposal given to him by god. The amount of times per day he can use powers is (1/2 level + wisdom). When a priest strays off the path he will lose one point a day. (Example: a holy priest steals from an innocent and loses one of his spell points for that day). You may choose three abilities at each level and can change them once a level. Casting a spell requires a relic of some kind, a full round of prayer, and invokes attacks of opportunity. If a priest is attacked while attempting to pray, he must roll a concentration check (DC damage dealt) or fail to cast the spell.

Holy Priest
2nd level Spells (Save DC: 11 + Wisdom)
Blessings- Allies within 50 feet get +1 to attack and +1 to Will for 1 minute/level
Bless water- Make holy water of up to 5 gallons (Damages infected for 1d8)
Entropic Shield- 20% miss chance for all ranged attacks on self for 1min/lvl
Basic holy weapon- weapon gets +1 att/dam for 1 min/lvl
Endure Elements- touched person gets protection from all extreme temps for 24 hours
Virtue-touched person gains 1hp for one minute
Needs- Create two gallons of water and 1 ration/3 lvls of food
Sense Evil- Automatically know if enemies are within 50ft for 1min/lvl
Walk of Peace- After cast the player becomes Astral for one turn. Cannot attack or be harmed but may move about freely and interact with the world. Once the turn is over the caster returns to the spot he was at.
Hide from Infection - Subject touch cannot be seen by Undead or Infected for 1d6 rounds

6th level spells (Save DC: 13 + Wisdom)
Silence- All sound within 20ft of caster is stopped for 1min/lvl
Calming Mind- +4 bonus to will saves for 1 min for you and one other
Holy Light- 1d4/2lvls damage on one enemy within 30 feet (Will save Negates)
Stop Poison- Touch completely prevents poisoning on player for 10 min
Insight- Can tell if one action is a good or bad idea
Obscuring Mist- Create area of mist in 20ft/20ft square for 1min/lvl. Vision is 5ft
Zeus’s Bolt- Hurl a bolt of lightning dealing 1d8/2 lvls. Treat as armor Piercing.
Merciful Wrath- All weapons within 20ft can only do subdual damage for 1rnd/lvl. (Reflex negates).
Mirage- Refract light on self for 1d4+Wis rounds. 25% Miss chance.

10th level spells (Save DC: 15 + Wisdom)
Wind Wall- Create a wall 10 ft long and 10 ft high of air that nothing can penetrate for 1rnd/lvl
Holy Weapon- Weapon gets +3 att/dam for 1min/lvl
Speak with Dead- Corpse will answer 1 question/2lvls
Spirit of Water- 2 targets tread on water and have water breathing for 30 mins
Angel’s light- 50 foot square becomes bright as day for 5mins
God’s Prayer- Allies within 40 feet get +1 to saves/att/dam/ac for 1 rnd/lvl. Enemies get -1.
Babble- Subject touched is unable to understand or speak any language for 1 hour/2 levels. Prayer is impossible. (Will Negates)
Eye of Judgement- any non-holy priest class that is looking at you takes 1d4/lvl damage and causes fear for 1 min. (Will halves damage and negates fear)

14th level spells (Save DC: 17 + Wisdom)
Scrying- can see what one target is doing within sight for 1rnd/lvl
Voice of Mirriam- all targets within 60 feet <10HD fall asleep for one hour (Will Negates)
Restoration- Restore target to former self. All negatives are gone
Holy Ground- 15 foot square around player will damage non-holy priests (1d6/3lvls) for 1min/lvl
Keep Alive- target is unable to go to -10hp for 1min/lvl. Will still go unconscious
Divine Words- DM will help with one action
Restless Dead- Bring a killed enemy back from the dead for 1min/2 lvls. The body vaporizes after use
Zeus’s Fury- Once cast at any place within 25 feet, rains down lightning damaging all enemies within 15 ft. Deals 1d10/3 lvls lightning damage.

18th level spells (Save DC: 18 + Wisdom)
Divine Weapon- Weapon gets +5 att/dam for 1min/lvl
Loving Embrace- all allies within 20 feet of player gain +4 to AC for 5 mins
Word of Recall- can teleport to any visited place within 2miles/lvl
Hammer of God- Instantly kills one enemy half players hp (Will negates)
Eye of Sight- Know the location of every enemy/ally within 100ft for 1rnd
Resurrection- Restore life to one recently deceased target
Choir’s Cry- all within 100ft must make a will save (DC 18) or suffer 3d4 sonic damage and be stunned for the next 5 turns.
Infinite Loop- return to the previous minute.

20th level spells (Costs all your daily points) (Save DC: 19 + Wisdom)
Holy Miracle- Request one Good thing from DM
Mass Travel- Teleport 10 targets to any known location within 500 miles
Belief- Change one enemy permanently good
Shield of Faith- +5 AC on 3 targets for 1 hour
Sanctum- Create a 10 foot cone that nothing evil can happen in for 1 hour
Saint Peter’s Light- pick one person within view. The DM will determine whether the person is sent hell or heaven (Fortitude Negates).
Valkyrie- Summon 5, 10th level angels to fight for 1 day.


Unholy Priest
2nd level spells (Save DC: 11 + Wisdom)
Poison Water- Gives one gallon water same effect as spider venom
Doom- touch deals -1 on att, dmg, save, and skills for 1 min/lvl on one target (Will negates)
Cause Fear- 1 enemy within 30 feet is shaken for 1 rnd/lvl (Will negates)
Deathwatch- Can see how much hit points 3 enemies have
Painful Jolt- 1d4+1 damage/lvl to one enemy (Touch Damage)
Basic Unholy Weapon- weapon gets +1 att/dam for 1 min/lvl
Command- Target under 3hd will obey for 1rnd (will negates)
Transfer Poison- Can transfer poison from one person to another within 50 feet (Fort Negates)
Jam- Touch can either jam a lock making it unusable or jam a weapon.
Detect Impurity- detect poison or disease on one subject/2 lvls within 10 feet.

6th level spells (Save DC: 13 + Wisdom)
Chaotic Mind- Target gets -5 to all concentration checks for 1min/lvl (will halves)
Darkness- Touch object creates a 20ft cone of complete darkness for 1rnd/lvl
Voice of Evil- Gives target one bad idea (Example: have him think tripping trap is good idea)
Shatter- Silent sound waves shatter object equal to 2 lbs/lvl. (Will negates)
Unholy Gift- touch grants +2 to all stats on one target for 1min/lvl
Gentle Repose- preserve one corpse for 1day/lvl
Contagion- Touched Subject immediately gains 1 disease of your choosing (Fort Negates)
Death Scythe- A floating +1 scythe appears before you. It flies around the room attacking opponents for 1d6+1/lvl rounds. Gets a +6 to attack, 19 AC, and 20 hp.
Mass Voice- send a message to 2 person/lvl no matter where they are.

10th level spells (Save DC: 15 + Wisdom)
Unholy Weapon- Weapon gets +3 att/dam for 1min/lvl
Speak with Dead- Corpse will answer 1 question/2lvls
Death’s Touch- Touch target takes 1d4 damage for 1rnd/lvl
Blinding Darkness- two targets with 30 feet are blinded for 1hour/2 levels (will negates)
Rot- Makes all food and water within 25 feet sickening
Eyes of the Bat- Grants dark vision on subject for 1hour/2 lvls
Locust Plague- Summon one swarm of locusts/3 levels that vanish after 1 min/lvl.
Raise Dead- Raise dead enemy of 10hd or less. The undead will be destroyed after 1 hour.

14th level spells (Save DC: 17 + Wisdom)
Unholy Ground- 15 foot square around player will damage enemies (1d6/3lvls) for 1min/lvl
Symbol of Pain- Target within 60ft suffer -4 att, -2 to AC and Skills (will negates)
Greater Command- Target under 12hd are under your control for 1rnd/3lvls (Will negates)
Slippery- Unable to be grappled for 1min/lvl
Unnatural Growth- Increase the size of one touched target for 1d8 rounds
Demonic Armor- Target gains +3 armor for 1d6 +1/lvl rounds
Ghostly Knights- Create five clones of yourself for 1 round/lvl. The Ghosts cannot attack and when attacked, the weapon sails through them. (Spot Check 35 discerns the true you)
Mass Fear- Same as fear but can affect 2 players/lvl (Will Negates)

18th level spells (Save DC: 18 + Wisdom)
Foulest Weapon- Weapon gets +5 att/dam for 1min/lvl
Call to Death- Instantly kills one enemy half players hp (Will negates)
Repulsion- Creatures and Projectiles cannot come within 5 feet of you (Will negates)
Draining Weakness- Touch deals 3d6 str damage
Great Shatter- Destroy any one object up to 50lbs/lvl
Control Weather- Can control the weather in 2 mile radius for 1hour/lvl
Chaotic Cloak- Grants subject +4 to AC, +4 to Resistances, +4 to saves against Holy Spells. Lasts one minute/2 levels.
Unhallow Ground- All plants die, all water vanishes, all food turns to dust. Within 30 feet of you.

20th level spells (Costs all your daily points) (Save DC: 19 + Wisdom)
Unholy Miracle- Request one Evil thing from DM
Inferno- Light everything on fire within 20 feet. Deals 3d8 fire damage. Flame burns for 1 hour.
Reaper- Deal 150 hp damage divided up as chosen (will negates)
Gate- Create a GATE
Ghostly Shadow- Become Etheral for 1 day (can still do damage)
Return from Grave- Instantly revive any deceased target. Do not require remains.
Soul Trapper- Can trap the soul of an enemy within 100ft with less than 50hp into a gem stone. The soul cannot be revived and will remain in the gem until shattered. (Will Negates)


Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Psionic Focus( Read Below), Discipline
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Bonus Perk
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Bonus Perk, Discipline
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Bonus Perk
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bonus Perk, Discipline

Hit Die: 1d4
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Proficiency: Light Armor




DISCIPLINES
Clairsentience
A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
Metacreativity
A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
Psychokinesis
Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
Psychometabolism
A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
Psychoportation
A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Telepathy
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Psionic Focus:
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.

PSIONIC Powers: In order for a Psionic to use abilities, he must have a base intelligence of 10. The Psionic starts off knowing a certain number of powers. He also gains a bonus number of powers based off his Intelligence Bonus. The Powers chosen must be in his Discipline. He will not be able to change these known powers at any time until he learns a second discipline (Via leveling or Perk). A full 8 hours of sleep is required in order to regain daily Power points.


Level BAB Fort Ref Will Special
1st +1 +0 +1 +2 Fast Movement (+10 Speed),
1 Rage Per Day (+4 to Strength and Constitution, +2 to will. Lasts 3+Con Rounds)

2nd +2 +0 +1 +3

3rd +3 +1 +2 +3 Trap Sense +1 (+1 to reflex and searches against traps)

4th +4 +1 +2 +4 2 Rage Per Day (+4 to Strength and Constitution, +2 to will. Lasts 3+Con Rounds)

5th +5 +1 +3 +4

6th +6/+1 +2 +3 +5 Trap Sense +2 (+2 to reflex and searches against traps)

7th +7/+2 +2 +3 +5 Damage reduction 1 damage, 3 Rage Per Day (+4 to Strength and Constitution, +2 to will. Lasts 3+Con Rounds)

8th +8/+3 +2 +4 +6

9th +9/+4 +3 +4 +6 Trap Sense +2 (+2 to reflex and searches against traps)

10th +10/+5 +3 +5 +7 Instill Fear (Being within 30 feet of you, must make Will save (DC15) or will flee), 4 Greater Rage Per
Day (+6 to Strength and Constitution, +3 to will. Lasts 3+Con Rounds)

11th +11/+6/+1 +3 +5 +7

12th +12/+7/+2 +4 +6 +8 Trap Sense +3 (+3 to reflex and searches against traps)

13th +13/+8/+3 +4 +6 +8 5 Greater Rage Per Day (+6 to Strength and Constitution, +3 to will. Lasts 3+Con Rounds)

14th +14/+9/+4 +4 +6 +9 Greater Damage Reduction 3 damage

15th +15/+10/+5 +5 +7 +9 Trap Sense +4 (+4 to reflex and searches against traps)

16th +16/+11/+6/+1 +5 +7 +10 6 Greater Rage Per Day (+6 to Strength and Constitution, +3 to will. Lasts 3+Con Rounds)

17th +17/+12/+7/+2 +5 +8 +10

18th +18/+13/+8/+3 +6 +8 +11 Trap Sense +4 (+4 to reflex and searches against traps)

19th +19/+14/+9/+4 +6 +8 +11 7 Greater Rage Per Day (+8 to Strength and Constitution, +4 to will. Lasts 3+Con Rounds)

20th +20/+15/+10/+5 +6 +9 +12 Aura of Terror (All within sight must make a Will save (DC20) or flee in fear.), Amazing Damage Reduction 5 damage

Hit Die: 1d12
Skill Points at 1st Level: (3 + Int modifier) × 4
Skill Points at Each Additional Level: 3 + Int modifier
Proficiency: Light and Medium Armor


Level BAB Fort Ref Will Special
1st +0 +1 +1 +1 Sneak Attack (+1d6 damage on successful sneak attacks),
Soul Pet (Equal or Lower Hit Dice), Bonus Perk
2nd +1 +1 +1 +1
3rd +1 +2 +2 +2 Sneak Attack (+1d6 damage on successful sneak attacks)
4th +2 +2 +2 +2 Slippery Mind (1 in 6 chance to be immune to Psionic/Bardic suggestion),
Bonus Perk
5th +2 +3 +3 +3 Immunity to Disease,
Sneak Attack (+1d6 damage on successful sneak attacks)
6th +3 +3 +3 +3
7th +3 +3 +3 +3 Sneak Attack (+1d6 damage on successful sneak attacks)
8th +4 +4 +4 +4 Bonus Perk
9th +4 +4 +4 +4 Sneak Attack (+1d6 damage on successful sneak attacks)
10th +5 +5 +5 +5 Bonus Perk
11th +5 +5 +5 +5 Sneak Attack (+1d6 damage on successful sneak attacks)
12th +6/+1 +6 +6 +6 Bonus Perk
13th +6/+1 +6 +6 +6 Sneak Attack (+1d6 damage on successful sneak attacks)
14th +7/+2 +6 +6 +6
15th +7/+2 +7 +7 +7 Sneak Attack (+1d6 damage on successful sneak attacks)
16th +8/+3 +7 +7 +7 Bonus Perk
17th +8/+3 +8 +8 +8 Sneak Attack (+1d6 damage on successful sneak attacks)
18th +9/+4 +8 +8 +8 Untameable Spirit (Immune to all mind altering effects)
19th +9/+4 +8 +8 +8 Sneak Attack (+1d6 damage on successful sneak attacks)
20th +10/+5 +9 +9 +9 Bonus Perk

Hit Die: 1d8
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Proficiency: Light and Medium Armor


Soul Pet: A survivor may start out with a pet at first level that is attached to his spirit. The pet must be either an animal or magical beast of equal or lower Hit Dice as the player’s survivor level. The survivor has an undying bond with this pet and can communicate with the pet as well as see through the eyes of the pet. All soul pets have a base intelligence of 10 and have the same hit dice as the survivor meaning they level with the player. Their BAB also increases by 1 every two levels. The pets also will not harm their owner even if under Suggestion spell. However if the pet is to die, the survivor goes into a depression for one week, taking a -3 to all rolls.

Acquiring a Soul Pet: At any time, a survivor may attempt to acquire a new soul pet of equal or lower Hit Dice as your Survivor level. The creature must already be an ally and the Survivor must spend (1 week – Cha days) in order to form a soul bond. If the survivor already has 1 soul pet that pet loses all bonuses and leaves the Survivors side permanently, becoming wild. The new soul pet immediately gains all bonuses of the soul pet.


Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Inspire Courage +1, Fascinate, Bardic Music, Well-Traveled (+2 to knowledge)
2nd +1 +0 +3 +3 Aggro Enemies (Lasts twice as long as Perk)
3rd +2 +1 +3 +3 Inspire Competence
4th +3 +1 +4 +4 Bonus Perk
5th +3 +1 +4 +4 Suggestion , Gifted Seller (Can make Diplomacy/Bluff checks to attempt to sell gear for more money), Well-Traveled (+4 to knowledge)
6th +4 +2 +5 +5 Inspire Courage +2
7th +5 +2 +5 +5 Demoralizing Song -1
8th +6/+1 +2 +6 +6 Bonus Perk
9th +6/+1 +3 +6 +6 Inspire Greatness
10th +7/+2 +3 +7 +7 Well-Traveled (+6 to knowledge)
11th +8/+3 +3 +7 +7 Song of Freedom
12th +9/+4 +4 +8 +8 Bonus Perk, Inspire Courage +3
13th +9/+4 +4 +8 +8
14th +10/+5 +4 +9 +9 Demoralizing Song -3
15th +11/+6/+1 +5 +9 +9 Heroics, Well-Traveled (+8 to knowledge)
16th +12/+7/+2 +5 +10 +10 Bonus Perk
17th +12/+7/+2 +5 +10 +10
18th +13/+8/+3 +6 +11 +11 Mass Suggestion, Inspire Courage +4
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Epic Traveler, Bonus Perk, Well-Traveled (+10 to knowledge)

Hit Die: 1d6

Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Proficiency: Light Armor

Bardic Music- Once per day per Traveler lvl, a Traveler can use music or poetics to produce magical effects on those around him. This can be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, or playing an instrument. A Traveler must have at least one rank in perform in order to play bardic music.
Starting bardic music is a standard action and provokes attacks of opportunity. If a bard is hit while attempting to perform he must make a Concentration Check (DC ½ damage dealt). Every subsequent turn he plays music he invokes attacks of opportunities.
Bardic Music is treated as a mind altering ability.

Fascinate-A traveler with 3 or more ranks in perform can use his bardic music to fascinate opponents. The creature must be within 90 feet, able to see and hear the Traveler, and be able to pay attention. The Traveler must also be able to see the creature. The distractions of being engaged in combat or other dangers prevent the ability from working. For every 3 Traveler levels above 1 you can target one additional creature.
To use the ability, the Traveler makes a Perform check. The result is the DC for the target creature’s will save. If the creature succeeds, the Traveler cannot attempt to fascinate that creature again for 24 hours. If it fails, the creature sits quietly and listens to the song, doing nothing else, as long as the Traveler continues to play (1 round/Traveler level). While Fascinated, the target takes a -4 penalty on reaction skill checks (Listen, spot, ride). Any obvious threat (drawing a weapon, casting a miracle, or aiming a gun) automatically breaks the effect.

Inspire Courage- A traveler with 4 ranks in perform can use song to inspire courage in himself and allies. If the ally is able to hear the Traveler’s music, the effect will last until 5 rounds after the song has stopped. The Affected ally receives a +1 Morale Bonus on Saving Throws against Charm and Fear, as well as attack and damage. This bonus increases as the Traveler levels.

Inspire Competence-With 6 ranks in Perform, a Traveler can use his music to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Traveler. The ally gets a +2 on skill checks on any one skill. The effect lasts as long as the music continues (up to 2 minutes). A Traveler cannot inspire himself with this ability.

Suggestion-With 9 ranks in perform, a bard can make a suggestion to a creature that is already fascinated. The subject must continue to be fascinated while the suggestion is used on him. A Will save (10 + ½ Traveler Level + Cha) negates. The suggestion cannot be anything that would do obvious harm (Walk off a cliff) or be impossible (Fly into space). This suggestion may only be used once per Fascination. Once the Traveler has obtained mass suggestion, he may affect all fascinated creatures.

Demoralizing Song-With 10 ranks in perform, a Traveler can use his music to demoralize a single opponent. The effected creature must be within sight and hearing of the Traveler. He will also take a -1 to attack, damage, saves, and all skills. The effect lasts for one round/Cha Modifier after the music has stopped. To use the ability, the Traveler makes a Perform check. The result is the DC for the target creature’s will save. If the creature succeeds, the Traveler cannot attempt to demoralize that creature again for 24 hours. At level 14, the negatives are increased to 3.

Inspire Greatness-With 12 ranks in perform, a traveler can use his music to inspire greatness in himself or a single willing ally within 30 feet. For every 3 levels above 9th, he can target one additional ally with a single use. If the ally can hear the Traveler’s music, the inspired creature gains 2 bonus hit dice (d10s) of temporary HP, a +2 on attacks, and +1 on Fortitude. The effect lasts for 5 rounds after the music has ended.

Song of Freedom-With 15 ranks in perform, a Traveler can use his music to break any one player out of mind altering effects. He cannot use the ability on himself.

Heroics-With 18 ranks in perform, a Traveler can use his music to inspire Heroism in himself or a single willing ally within 30 feet. For every 3 levels above 15 he can inspire Heroics in one additional creature. To use this ability, the bard must play some form of music for a full round. The inspired creature gains a +4 on Saves, and +4 Dodge Bonus to AC. The effect lasts 5 rounds after the music has ended.

Epic Traveler-At this stage a Traveler is now the master of music. He can effect twice the amount of creatures with his music as before. He can also make a second suggestion per fascinate.

Talune Silius
2016-03-01, 08:36 PM
Setting: 100 years ago, humanity had reached the pinnacle of existence. We had found a cure for most diseases, had found an alternative power source to gas, and was nearing world peace. However with population continuing to rise, we were running out of land on Earth. Our greatest scientists came together to work on project GATE, a portal that would connect Earth and other possible habitable planets. There were multiple GATES created all across the world. However when the GATE opened we were not expected for what came. The planets own poisonous gases poured out of the GATE those living closest to the sites. The very air spread like a disease killing many and mutating others into horrible grotesque mutants. Those who weren't affected were killed by the beasts that stormed out of the portal. Many humans fled to the skies, building cities high above the gases. Others fled to the stars and were never seen again. But most hid on the surface, attempting to hold back the beasts and plague.
This story takes place 100 years after the GATEs were opened. Humanity has built settlements amongst the ruins of cities old. Many of society has been mutated by the plague. They sport boils and other deformities. Some have gone mad, the Plague rotting their brain, and don't retain their humanity. The beasts live amongst the world now, some being passive, some are monsters from your worst nightmares. The humans are the worst though, they build walls around themselves, creating dark communities trying to hold out the storm. They continue to fight back, in an attempt to destroy the GATEs and take back the world.
The funny thing is, humanity succeeded in their task. Population is no longer a problem.


If this sound like a love child of Hellgate London and DOOM, it's because I took heavy inspiration from almost every post apocalyptic medium. So far I've ran multiple campaigns in this world and have gotten great feedback. and I'm constantly adding new things. I'm looking for ideas for more weapons/perks/classes as well as possible rebalancing. I'm open to all suggestions. I obviously can't post the stores here because of how big they are, but if you PM me I can send EVERYTHING to you.

Talune Silius
2016-08-01, 03:22 AM
Just an update on the development. Right now there are 10 playable classes.


Assassin: A rogue style classes that gets the sneak attack ability as well as special ability where you get to pick a lucky number. That number must be between 3 - 18. Rolling your lucky number is treated as a natural 20. So the Assassin is a low damage, high crit class.

Demolitionist: A class that specializes in big explosives and big weapons. Has the slowest speed of all classes but has many abilities that boost him while wielding large weapons/explosives.

Hunter: a slow smart beast slayer. the hunter specializes in poisons and has the ability to spend a minute to survey his enemy to figure out his weaknesses and exploit them. Most fighter type class in the game.

Martial Artist: A monk style class that only specializes in melee weapons and primitive ranged weapons. Unlike the monk, the Martial Artist gains the ability to go into combat focus, granting him special bonuses based off which focus he goes in during battle. A low armor, fast damage class.

Mechanic: The weakest class combat wise, but basically a robot summoner. The mechanic is a great class as support because he has access to many bots he can summon at any time as well as hacking abilities. He also gets an ability where he can overclock one item (Gun,Car,Elevator,Turret,etc.) to double its damage or speed for 1d4 turns.

Priest: Very much like the Cleric. The main difference is that starting at 2nd level, you choose whether you are a holy or unholy priest, granting access to widely different spells.

Psionic: A Mind Power Sorcerer. The lowest HP of any of the classes, much like a sorcerer, but access to an array of psionic spells making you a deadly warrior.

Raider: A barbarian like class with rage. Has skills with making and detecting traps and gets stronger the more injured he gets. A high risk/ high reward char. He also gets a discount on all makeshift weapons.

Survivor: A standard class with no specialties and a soul pet. the survivor gets more Perks than any other class, allowing you to tailor the class to the way you want. No 2 survivors will ever be the same. And the higher their level, the wider range of soul pets they can have.

Traveler: A bard class, very much like it's 3.5 counterpart. The Traveler is a support class who gets high bonuses in diplomacy, intimidate, and bluff. He also will recieve more money than any other class when selling loot.



As of now there are 250 perks and 80 drawbacks that work like feats in 3.5. Starting at first level, you get 3 perks and and 2 drawbacks. You gain a perk every 3 levels (3,6,9,12,15,18) and many classes get bonus perks at certain levels. The survivor, for example, ends with 18 perks by 20th level. Drawbacks are mostly permanent and you can get new drawbacks randomly (For example, if your char almost drowns you may develop the aquaphobia drawback as result).



The world runs on a bottlecap system, like fallout. Unlike regular dnd, bottlecaps are extremely hard to come by and most settlements won't buy your +3 Fire Augmented Blaster because they need food not guns. The stores feature 100+ guns, 25 different grenade types, around 50 melee weapons, 27 different armors, many different stims and poisons, and over 200+ traveling gear for sale. I have also implemented a feature where you can purchase Makeshift weapons (Like a pistol using a metal pipe for a barrel). You can reduce the price by half for a weapon and make it makeshift, but it also suffers with half range and half damage. For low level chars, it makes every trip to the store much more meaningful.



Right now the bestiary is only about 100 monsters or so. These range from mutated animals, humans, giant beasts, robots, etc. I am adding more creatures daily and as my party continues to level (the most recent party level is 6 though we did have a party reach level 9). The difference between Gate DND and 3.5 is HP and Armor of enemies. Using guns, most players have a high damage output (our level 5 demolitionist maxed out at 35 damage with a minigun at one point). So the enemies have to be tougher to take down. We have had a boss with 250 HP and a 27 armor class and it was only a CR of 6. This actually works because the players have to worry about getting hit just as much as hitting the enemies. A stray missle could litterally wipe the entire party if they aren't careful.



Everything is available for download by request. I would really like some help making GATE DND a real working thing. I would like to add 2 more classes to the game as well as incorporate more perks so please, let me know what you think would be cool to put in. I need suggestions at this point. Thank you.

SquirtleSquad
2016-08-02, 09:53 AM
This sounds really cool! I think there should be some sort of trust factor with npcs, because who would trust 5 armed, bloody adventurers coming into their store. Maybe you could add a more complex sneaking mechanism to make it easier than going assassin and puting 2 or 3 skill points in to get free weapons.

tsj
2016-08-02, 11:34 PM
Awesome! Post apocalypse rocks.

The classes look very cool and I like their concepts.

Also it is nice they have been renamed since they are different.

---

Suggestions. ..

Zombies, radio active zombies etc...

Holograms (very similar to ghosts)

Rifts in reality where classic (beefed up) monsters gets through

Cultists summoning demons and devils

Large demons bursting through body of a cultists to enter mortal realm

Talune Silius
2016-08-08, 02:57 AM
This sounds really cool! I think there should be some sort of trust factor with npcs, because who would trust 5 armed, bloody adventurers coming into their store. Maybe you could add a more complex sneaking mechanism to make it easier than going assassin and puting 2 or 3 skill points in to get free weapons.

Interesting Idea. It's funny you say that because a big amount of settlements across the wasteland don't actually allow adventures in easily. Bandit Camps are usually cuthroat and only ever sell makeshift gear. Survivor Outpost usually don't let any weapons in. The party that's playing right now has found an Hunting village on one of the secluded islands. They basically kill anyone who isn't man enough to slay a beast with their bare hands and dont allow pets. Our 6th level survivor has a pet gorilla and a pet mutated wolf that he has to leave outside in a tent every night. The last session, they almost shot his gorilla just for sport.

Talune Silius
2016-08-11, 12:40 AM
So I am having a bit of trouble balancing damage output of monsters and players. Right now, I have a party of 5 level of 6s and they pretty much wreck everything they come into contact with. Our 5th level hunter gets a +12 (+5 bab, +3 dex, +2 combat mastery, +2 sharpshooter perk) to hit, which means it can practically always mange to hit an enemy with a A.C. of 20 or less. The same goes for our 6th level demolitionist who gets a +9 to hit with his massive gatling gun dealing upwards of 30 damage a turn with one hit. I wonder if it'd be smarter to give the enemies higher A.C. to help balance the higher rolls or give them more hp to be able to survive more attacks.
What would be better?