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Talore
2016-06-21, 04:10 PM
The Compendium

This thread is for tracking all of my homebrew and houserules for D&D 3.5 edition which I intend to use online. This first post will be a dedicated table of contents, with links to any houserules or homebrew I post in the thread. While anyone is free to comment or critique my rules, I am not posting in here with the primary purpose of receiving feedback. This is simply so that I can link to my custom content when I run online games.

Q: But Talore, if you need so much homebrew content to run 3.5 how you like, why don't you just use another system or make your own?
A: I play other systems, and I am working on a system of my own. These are a stopgap, or for when I want to play a popular system of relative complexity without teaching my players a whole new system.

Q: Talore, these aren't worded perfectly, allowing exploits!
A: While I welcome anyone wishing to correct me for sloppy wording, the bottom line is that when I'm running a game with these supplemental rules, I will close loopholes with DM's Ire, a 10th-level spell.

Table of Contents

Miscellaneous Houserules and Banlist (http://www.giantitp.com/forums/showsinglepost.php?p=20917052&postcount=2)
Gestalt Support Classes Overview and Soldier (http://www.giantitp.com/forums/showsinglepost.php?p=20918934&postcount=3)
Gestalt Support Class: Scoundrel (http://www.giantitp.com/forums/showsinglepost.php?p=20918984&postcount=4)
Gestalt Support Class: Mage (http://www.giantitp.com/forums/showsinglepost.php?p=20919038&postcount=5)
Equipment (http://www.giantitp.com/forums/showsinglepost.php?p=20924908&postcount=6)

The Sea of Caltrops setting
Races (http://www.giantitp.com/forums/showsinglepost.php?p=20967342&postcount=7)

Talore
2016-06-21, 04:13 PM
Houserules
This section consists of houserules I would like to use in games which aren't already common (such as partial base attack/save tracking.)

Arcane Spell Failure: Some class abilities allow arcane spellcasters to cast spells in certain types of armour without incurring arcane spell failure penalties. Instead, these are translated into an ability to ignore a certain amount of arcane spell failure chance when using any equipment. 10% for light armour, 20% for medium armour, and 30% for heavy armour.

Cantrips: 0-level spells may be cast an unlimited number of times per day. (This is modeled after Pathfinder and D&D 5th edition.)

Concentration: Any spell with a duration other than instantaneous requires a special kind of concentration. While you do not need to make any actions to concentrate on the spell, it still counts as the maximum of one concentration spell at a time. While concentrating on such a spell, you may still continue to cast other spells as long as their duration is no longer than instantaneous. (This is modeled after the concentration mechanic in D&D 5th edition.)

Coup de Grace: If you can take up to a single move action to move adjacent to an enemy you are hidden from, and that enemy does not have line of sight to any other enemy in the vicinity, you may be allowed to perform a coup de grace against them as a standard action. To perform this special coup de grace, you need to make a spot check versus the target's CRx2+10 and a move silently check against the target's listen check. This is a situational and experimental rule.

Divine Spell Failure: Arcane spell failure penalties now apply to divine spells. However, all divine spellcasters gain an inherent ability to ignore 30% of arcane spell failure chance when casting divine spells.

Endurance: The Cold Endurance(Frost) and Heat Endurance(Sand) feats count as the Endurance feat for the purposes of qualifying for additional feats or prestige classes.

Exotic Weapon Proficiency: The Exotic Weapon proficiency feat gives you one plus one per four levels proficiencies and consistency and allows you to spend a full day of training to switch a proficiency.

Gauntlets: Magical gauntlets allow you to make unarmed strikes as if they had the same enchantments as your gauntlets, as long as you deliver those strikes with your fists

Level adjustment: For player characters, level adjustment is replaced by special racial hit dice. You gain as many hit dice as you would've had in level adjustment. These hit dice grant you 1d4+CON hit points, no skills per level (and no bonuses for intelligence,) 1/2 BAB per level, and all poor saves. Your first level in a base class gives you the standard maximum health from its hit die, +2 bonus to its good saves, and quadrupled skill points.

Rapid Reload: When Gestalt Support Classes are being used, Rapid Reload gives +1 to attacks with crossbows and slings, allows slings to reload as a free action, and counts as weapon focus for all forms of sling and crossbow. Soldiers can take rapid reload instead of weapon focus. The bonus does not stack with weapon focus.

Common houserules:

No experience penalties for multiclassing
Partial base attack bonus and base save bonus tracking
Retroactive skill points from permanent Intelligence boosts
Everyone is proficient with unarmed strikes
No alignment or racial restrictions for classes or feats
No massive damage saves



Feats
Craft Contingent Spell
Divine Metamagic
Leadership
Natural Spell
Persistent Spell
Precocious Apprentice
Uncanny Forethought

Spells and Powers
Bestow Power
Celerity line
Divine Power
Friendly Fire
Glibness
Genesis
Love's Pain
Rope Trick
Shivering Touch line
Synchronicity

(Prestige) Classes
Domain Wizards
Generic Classes
Apostle of Peace
Blighter
Dweomerkeeper
Frenzied Berserker
Hathran
Incantatrix
Initiate of the Sevenfold Veil
Planar Shepard
Prestige Bard, Paladin, and Ranger
Rainbow Servant
Shadowcraft Mage
Thrallherd
Ur-priest

Talore
2016-06-22, 01:24 AM
Gestalt Support Classes

These classes are meant to completely fill up class track for gestalt games. They're meant to address the problem of feat-starved builds, to lend characters mechanical depth, and to generally make characters more heroic.

Rules: When these classes are brought into the game, every character must have exactly one class track filled with a single Gestalt Support Class. The GSCs do not allow multiclassing; they must be committed to from level 1 to level 20.

Except for the "universal feats" and other stated exceptions, your character must meet the requirements for each bonus feat granted or chosen. If a character is unable to qualify for any feats in a given pool, they may select a feat which will only give its benefit to the character when the character meets its prerequisites. Until the prerequisites for that feat have been met, the character cannot use that feat as a prerequisite for another feat or prestige class.

Soldier


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
Universal feats, Combat Form, Weapon Aptitude, Improved Unarmed Strike, Heroic Resolve


2nd
+1
+0
+0
+0
Combat Style


3rd
+1
+1
+1
+1
Weapon Focus


4th
+2
+1
+1
+1
Combat Form


5th
+2
+1
+1
+1
Combat Style


6th
+3
+2
+2
+2
Weapon Specialization


7th
+3
+2
+2
+2
Combat Form


8th
+4
+2
+2
+2
Combat Style


9th
+4
+3
+3
+3
Greater Weapon Focus


10th
+5
+3
+3
+3
Combat Form


11th
+5
+3
+3
+3
Combat Style


12th
+6/+1
+4
+4
+4
Greater Weapon Specialization


13th
+6/+1
+4
+4
+4
Combat Form


14th
+7/+2
+4
+4
+4
Combat Style


15th
+7/+2
+5
+5
+5
Weapon Mastery


16th
+8/+3
+5
+5
+5
Combat Form


17th
+8/+3
+5
+5
+5
Combat Style


18th
+9/+4
+6
+6
+6
Weapon Supremacy


19th
+9/+4
+6
+6
+6
Combat Form


20th
+10/+5
+6
+6
+6
Combat Style


Class Skills: +2 to existing skills per level - Concentration, Disable Device, Heal, Listen, Open Lock, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device

Universal Feats: When using the gestalt support classes module, every creature gains the following feats without needing to meet their prerequisites: Brutal Throw (cadv), Combat Expertise, Combat Intuition (cadv), Eschew Materials, Goad (cadv), Improved Shield Bash, Intimidating Strike (ph2), Power Attack, Power Shot (*), Power Throw (cadv), Two-weapon Fighting, and Weapon Finesse. There is no need to record these on your character sheet as they have been universally incorporated into the rules. You count as having these feats when determining prerequisites for feats or prestige classes.

Improved Unarmed Strike: You gain Improved Unarmed Strike as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Heroic Resolve: You gain 10 points towards your maximum HP.

Weapon Aptitude: Any weapon-specific feats or abilities you may receive, such as the weapon focus line or exotic weapon proficiency, may be retrained by spending 8 hours of training with a new weapon.

Combat Form: Choose one combat form. At 1st level and every three levels after that, you gain a bonus feat chosen from the pool for your combat form. The forms are Single-Weapon Combat, Ranged Combat, Multiple-weapon Combat, and Unarmed Combat.

Combat Style: Choose one combat style. At 2nd level and every three levels after that, you gain a bonus feat chosen from the pool for your combat style. The styles are Shield User, Manoeuvre Expert, and Mounted Warrior.

Weapon Focus: At 3rd level, you gain Weapon Focus as a bonus feat. You do not have to meet its prerequisites to benefit from the feat. The soldier's weapon focus can select a weapon group (UA) or discipline (ToB) rather than a single weapon and counts for all weapons in that group. If using a weapon not found in any group, ask your DM and they will add the weapons in question to the most appropriate group(s).

Weapon Specialization: At 6th level, you gain Weapon Specialization as a bonus feat. You do not have to meet its prerequisites to benefit from the feat, but the chosen weapon must be the same as the weapon chosen for your Weapon Focus.

Greater Weapon Focus: At 9th level, you gain Greater Weapon Focus as a bonus feat. You do not have to meet its prerequisites to benefit from the feat, but the chosen weapon must be the same as the weapon chosen for your Weapon Focus.

Greater Weapon Specialization: At 12th level, you gain Greater Weapon Specialization as a bonus feat. You do not have to meet its prerequisites to benefit from the feat, but the chosen weapon must be the same as the weapon chosen for your Weapon Focus.

Weapon Mastery: At 15th level, you gain the Weapon Mastery feat from Player's Handbook 2 appropriate for the weapon you have chosen for Weapon Focus. You do not need to meet the other prerequisites for this feat. Should the target of your Weapon Focus feat change, this feat will change appropriately.

Weapon Supremacy: At 18h level, you gain Weapon Supremacy (ph2) as a bonus feat. You do not have to meet its prerequisites to benefit from the feat, but the chosen weapon must be the same as the weapon chosen for your Weapon Focus.

Combat Form Pools:
Single-Weapon Combat
quick draw
improved critical
combat expertise
monkey grip (cwar)
combat brute (cwar, no momentum swing)
shock trooper (cwar)
short haft (ph2)
brutal strike (ph2)
staggering critical (dotu)
reckless offense (xph)
einhander (ph2)
braced for charge (dmc)
haft strike (dmc)
long strike (dmc)
stand still (xph)
pole balance (dmc)
shorten grip (dmc)
single blade style (dmc)
spinning defense (dmc)
staggering blow (dmc)
vault (dmc)
long reach (ue)
Ranged Combat
point blank shot
far shot
precise shot; normal and improved
rapid shot; normal and improved (cwar)
manyshot; normal and greater (xph)
shot on the run
quick draw
rapid reload
bowslinger (und)
brutal throw (cadv)
crossbow sniper (ph2)
deadeye shot (ph2)
defensive archery (rotw)
ranged disarm, pin, and sunder (cwar)
sharp-shooting (cwar)
tormtor school (dotu)
xaniqos school (dotu)
coordinated shot (hob)
plunging shot (hob)
ready shot (hob)
dead eye (dmc)
Multiple-weapon Combat
two-weapon fighting: improved and greater
double hit (mini)
dual strike (cadv)
two-weapon defense: normal, improved, and greater (cwar)
oversized twf (cadv)
pin shield (cwar)
two-weapon pounce (ph2)
two-weapon rend (ph2)
steal and strike (dotu)
lion tribe warrior (ss)
Unarmed Combat
stunning fist
deflect arrows
snatch arrows
improved grapple
close-quarters fighting (cwar)
flying kick (cwar)
defensive throw (cwar)
clever wrestling (cwar)
eagle claw attack (cwar)
earth's embrace (cwar)
martial throw (mini)
roundabout kick (cwar)
versatile unarmed strike (ph2)
extra stunning (cwar)
pain touch (cwar)
rapid stunning (cwar)
snap kick (tob)
superior unarmed strike (tob)
scorpion's grasp (sand)
hazing strike (sos)

Combat Style Pools:
Shield User
tower shield proficiency
exotic shield proficiency (ros)
active shield defense (ph2)
formation expert (cwar)
shieldmate; normal and improved (mini)
shield charge (cwar)
shield slam (cwar)
shield specialization (ph2)
shield sling (ph2)
shielded ward (ph2)
inlindl school (dotu)
block arrow (hob)
parrying shield (lom)
Manoeuvre Expert
improved disarm
improved feint
improved trip
improved grapple
improved bull rush
improved overrun
improved sunder
combat reflexes
elusive target (cwar)
robilar's gambit (ph2)
defensive sweep (ph2)
stand still (xph)
wolf berserker (ue)
knockback (ros)
knock-down (srd)
Mounted Warrior
mounted combat
mounted archery; normal and improved (cwar)
ride-by attack
spirited charge
trample
skill focus (ride)
animal affinity
mounted mobility (hob)
mounted casting (mini)
horse nomad (pgf)
saddleback (pgf)
strength of the charger (oa)
tunnel riding (ros)

Talore
2016-06-22, 01:50 AM
Scoundrel


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
Universal Feats, Rougish Style, Dodge 2, Combat Reflexes, Dilettante, Heroic Resolve


2nd
+1
+0
+0
+0
Rougish Skills


3rd
+1
+1
+1
+1
Mobility


4th
+2
+1
+1
+1
Rougish Style


5th
+2
+1
+1
+1
Rougish Skills


6th
+3
+2
+2
+2
Spring Attack


7th
+3
+2
+2
+2
Rougish Style


8th
+4
+2
+2
+2
Rougish Skills


9th
+4
+3
+3
+3
Dodge 4


10th
+5
+3
+3
+3
Rougish Style


11th
+5
+3
+3
+3
Rougish Skills


12th
+6/+1
+4
+4
+4
Bounding Assault


13th
+6/+1
+4
+4
+4
Rougish Style


14th
+7/+2
+4
+4
+4
Rougish Skills


15th
+7/+2
+5
+5
+5
Dodge 6


16th
+8/+3
+5
+5
+5
Rougish Style


17th
+8/+3
+5
+5
+5
Rougish Skills


18th
+9/+4
+6
+6
+6
Rapid Blitz


19th
+9/+4
+6
+6
+6
Rougish Style


20th
+10/+5
+6
+6
+6
Rougish Skills


Class Skills: +2 to existing skills per level - Concentration, Disable Device, Heal, Listen, Open Lock, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device

Universal Feats: When using the gestalt support classes module, every creature gains the following feats without needing to meet their prerequisites: Brutal Throw (cadv), Combat Expertise, Combat Intuition (cadv), Eschew Materials, Goad (cadv), Improved Shield Bash, Intimidating Strike (ph2), Power Attack, Power Shot (*), Power Throw (cadv), Two-weapon Fighting, and Weapon Finesse. There is no need to record these on your character sheet as they have been universally incorporated into the rules. You count as having these feats when determining prerequisites for feats or prestige classes.

Heroic Resolve: You gain 10 points towards your maximum HP.

Combat Reflexes: You gain Combat Reflexes as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Dilettante: You gain Elf Dilettante (rotw) as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Dodge N: You gain Dodge as a bonus feat, except that you gain two +1 dodge bonuses to AC. You do not have to meet its prerequisites to benefit from the feat. You may select the same target multiple times, or divide your bonus against different targets. At level 9 and again at level 18, your total dodge bonus rises to 4 and 6, respectively.

Rougish Style: Choose one rougish style. At 1st level and every three levels after that, you gain a bonus feat chosen from the pool for your rougish style. The styles are Assassin, Flanker, and Duelist.

Rougish Skills: Choose one rougish skill. At 1st level and every three levels after that, you gain a bonus feat chosen from the pool for your rougish skill. The skills are Acrobatics, Socialite, and Tracker.

Mobility: At 3rd level, you gain Mobility as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Spring Attack: At 6th level, you gain Spring Attack as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Bounding Assault: At 12th level, you gain Bounding Assault (ph2) as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Combat Blitz: At 18th level, you gain Combat Blitz (ph2) as a bonus feat. You do not have to meet its prerequisites to benefit from the feat.

Rougish Styles

Assassin
improved feint
improved critical
weapon focus
any ambush feat
flay (ph2)
resounding blow (boed)
poison expert (csco)
poison master (csco)
crossbow sniper (ph2)
deadeye shot (ph2)
deft strike (dcn)
staggering strike (cadv)
telling blow (ph2)
able sniper (rotw)
cunning evasion (ph2)
shadow striker (ph2)
knifefighter (pgf)
swift and silent (pgf)
master of poisons (dotu)
shadowborn warrior (dotu)
deadly precision (xph)
twist the knife (eoe)
craven (cor)
Flanker
vexing flanker (ph2)
adaptable flanker (ph2)
deft opportunist (cadv)
hindering opportunist (ph2)
hold the line (cwar)
stalwart defense (ph2)
sidestep (mini)
wolfpack (rotw)
pushback (mini)
tumbling feint (ph2)
cutpurse (dmc)
double team (dmc)
pack tactics (dmc)
pack feint (dmc)
dirty rat (cor)
Duelist
improved disarm
improved feint
exotic shield proficiency (gnomish combat cloak) (pos)
combat cloak expert (ph2, stacks with gnomish cloak)
combat tactician (ph2)
elusive target (cwar)
karmic strike (cwar)
melee evasion (ph2)
combat focus line (ph2)
einhander (ph2)
cautious attack (dotu)
chosen foe (dotu)
clever opporunist (dotu)
surprising riposte (dotu)
vae school (dotu)
evasive reflexes (tob)
cloak dance (xph)
stand still (xph)
circle student (dmc)
circle master (dmc)
deceptive dodge (dmc)
precise strike (dmc)
riposte (dmc)
single blade style (dmc)

Rougish Skills

Acrobat
run
agile athlete (rotw)
daredevil athlete (csco)
steady mountaineer (ros)
combat acrobat (ph2)
dive for cover (carc)
brachiation (cadv)
fleet of foot (cwar)
improved swimming (cadv)
cometary collision (ph2)
roofwalker (rod)
leap of the heavens (ph2)
expert swimmer (storm)
flying fish leap (storm)
acrobatic strike (ph2)
fleet of foot (pgf)
surefooted (pgf)
treetopper (pgf)
shi'quos school (dotu)
swift tumbler (city)
roof-jumper (city)
battle jump (ue, only on existing charges, no damage doubling)
Socialite
master manipulator (ph2)
improved diversion (cadv)
versatile performer (cadv)
resourceful buyer (rod)
smatterings (rod)
communicator (carc)
kiai shout (cwar)
greater kiai shout (cwar)
sociable personality (rod, no racial)
combat panache (ph2)
fade into violence (ph2)
wanderer's diplomacy (ph2)
frightful presence (dcn)
recognize impostor (eb)
dreadful wrath (pgf)
smooth talk (pgf)
imperious command (dotu)
natural bully (cor)
Tracker
track
blind-fight
endurance
education (eb)
investigate (eb)
keen-eared scout (ph2)
earth sense (ros)
hear the unseen (cadv)
lightfeet (rotw, no racial)
trophy collector (ph2)
mountain warrior (ros)
forester (pgf)
tireless (pgf)
child of the swamps (pge)
astral tracking (dmc)
hibernate (dmc)
extraordinary trapsmith (rotd)
darkstalker (lom)
urban tracking (city)
altitude adaptation (frost)
cold endurance; normal and improved (frost)
heat endurance; normal and improved (sand)
scorpion's instincts (sand)
snatch trophy (cor)
bloodsoaked intimidate (cor)
cover your tracks (ss)
heat tolerance (ss)
natural scavenger (ss)
nomadic trekker (ss)
woodwise (ss)
breath control (sos)

Talore
2016-06-22, 02:13 AM
Mage


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
Universal feats, Heroic Resolve, Focused Studies, Armour Training (5%), Cantrip Scaling (1d6), Heighten Spell


2nd
+1
+0
+0
+0
Scribe Scroll


3rd
+1
+1
+1
+1
Armour Training (10%), Cantrip Scaling (2d6)


4th
+2
+1
+1
+1
Focused Studies


5th
+2
+1
+1
+1
Brew Potion, Craft Wondrous Item


6th
+3
+2
+2
+2
Armour Training (15%), Cantrip Scaling (3d6)


7th
+3
+2
+2
+2
Focused Studies


8th
+4
+2
+2
+2
Craft Magic Arms And Armor, Craft Wand


9th
+4
+3
+3
+3
Armour Training (20%), Cantrip Scaling (4d6)


10th
+5
+3
+3
+3
Focused Studies


11th
+5
+3
+3
+3
Craft Rod


12th
+6/+1
+4
+4
+4
Armour Training (25%), Cantrip Scaling (5d6)


13th
+6/+1
+4
+4
+4
Focused Studies


14th
+7/+2
+4
+4
+4
Forge Ring, Craft Staff


15th
+7/+2
+5
+5
+5
Armour Training (30%), Cantrip Scaling (6d6)


16th
+8/+3
+5
+5
+5
Focused Studies


17th
+8/+3
+5
+5
+5
Craft Construct


18th
+9/+4
+6
+6
+6
Armour Training (35%), Cantrip Scaling (7d6)


19th
+9/+4
+6
+6
+6
Focused Studies


20th
+10/+5
+6
+6
+6
Portal Master



Class Skills: +2 to existing skills per level - Concentration, Disable Device, Heal, Listen, Open Lock, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device

Universal Feats: When using the gestalt support classes module, every creature gains the following feats without needing to meet their prerequisites: Brutal Throw (cadv), Combat Expertise, Combat Intuition (cadv), Eschew Materials, Goad (cadv), Improved Shield Bash, Intimidating Strike (ph2), Power Attack, Power Shot (*), Power Throw (cadv), Two-weapon Fighting, and Weapon Finesse. There is no need to record these on your character sheet as they have been universally incorporated into the rules. You count as having these feats when determining prerequisites for feats or prestige classes.

Heroic Resolve: You gain 10 points towards your maximum HP.

Focused Studies: Choose one area of study. At 1st level and every three levels after that, you gain a bonus feat chosen from the pool for your area of study. The areas are Knowledge, Battle Magic, and Countermagic.

Armour Training: At 1st level, 3rd level, and every three levels after that, you gain the ability to subtract the value listed on the class table from your total arcane spell failure penalty.

Cantrip Scaling: At 1st level, any 0-level spell which deals damage has its damage changed to 1d6. At 3rd level and every three levels after that, the damage value increases by 1d6.

Heighten Spell: At 1st level, you gain Heighten Spell as a bonus feat.

Scribe Scroll: At 2nd level, you gain Scribe Scroll as a bonus feat.

Brew Potion: At 5th level, you gain Brew Potion as a bonus feat.

Craft Wondrous Item: At 5th level, you gain Craft Wondrous Item as a bonus feat.

Craft Magical Arms and Armour: At 8th level, you gain Craft Magical Arms and Armour as a bonus feat.

Craft Wand: At 8th level, you gain Craft Wand as a bonus feat.

Craft Rod: At 11th level, you gain Craft Rod as a bonus feat.

Forge Ring: At 14th level, you gain Forge Ring as a bonus feat.

Craft Staff: At 14th level, you gain Craft Staff as a bonus feat.

Craft Construct: At 17th level, you gain Craft Construct as a bonus feat.

Portal Master: At 20th level, you gain Portal Master (pgf) as a bonus feat.

Focused Studies:

Knowledge
spell focus (divination)
spell mastery
educated (eb)
research (eb)
appraise magic value (cadv)
insightful (carc)
black lore of moil (carc)
transdimensional spell (cdiv/carc)
extra spell (carc)
steam magic (storm)
ancestral knowledge (ros, no racial)
trivial knowledge (ros, no racial)
relic hunter (roe, any dead civilization)
ritual blessing (ph2)
ritual blood bonds (ph2)
master linguist (roe)
knowledge devotion (cch)
Battle Magic
armor proficiency (light)
martial weapon proficiency
combat casting
extraordinary concentration (cadv)
steady concentration (ros)
mobile spellcasting (cadv)
smiting spell (ph2)
arcane strike (cwar)
shielded casting (ros)
eilservs school (dotu)
battlecaster offense (cm)
battlecaster defense (cm)
somatic weaponry (cm)
netherese battle curse (loef)
Countermagic
spell focus (abjuration)
improved counterspell
vatic gaze (ph2)
arcane defense (carc)
indomitable soul (ph2)
piercing sight (pos, no racial)
battle casting (rotw)
dampen spell (ph2)
favoured magic foe (cm)
magic disruption (cm)
magic sensitive (cm)
mystic backlash (cm)
arcane thesis (carc)
godsight (loef)
reactive counterspell (pgf)

Talore
2016-06-23, 02:02 PM
Equipment

Handwraps, Spiked Knuckles, and Bladed Knuckles

These simple weapons do little on their own, but spiked knuckles and bladed knuckles allow you to convert your unarmed strikes to do lethal piercing and slashing damage, respectively. However, when enchanted as magic weapons, the magical bonuses apply to your unarmed strikes, within reason. These effects only work if you deliver your unarmed strikes with a fist equipped with the wraps or knuckles. You count as wielding a weapon (and thus threaten the space around you) as long as a wrapped or knuckled hand is free.

The handwraps have no consequential weight and no cost (simple cloth,) while the knuckles each cost 1gp and weigh 1lb.

Pavise Conversion

This is a mundane upgrade for tower shields, consisting of a spike at the bottom of the shield and folding wooden legs with additional spikes. A pavise allows a character to plant the shield into the ground, providing hands-free cover for the user. A user proficient with tower shields can erect a pavise with a move action; otherwise it takes a standard action. +10gp/+5lbs

Elemental Burst enchantment

In addition to the regular effects of the elemental burst enchantment, the user can use a swift action to completely transform the "business" part of the weapon into pure, solid elemental energy. This converts all the damage done with the weapon to the appropriate element, including extra damage such as from a high strength modifier or sneak attack dice. Switching it back to normal is also a swift action.

Talore
2016-07-05, 04:54 PM
Races of the Sea of Caltrops

A Note on Languages:

Since this setting uses regional languages instead of racial languages, Speak Language is a class skill for everyone. In addition, a character can spend 2 skill points to learn a language not on their racial list of bonus languages. Below is a short rundown on the languages of cultures surrounding the Sea of Caltrops:

Cerkathian: Spoken by the Cerkan humans amongst themselves. Declining language.
Common: Common is a trade language, and very clumsy when trying to express complex ideas.
Fombor: Spoken by a race of giants native to Vorithne. No race outside of Vonithne has made contact with them.
Old Vonithne: Dead language of an old civilization whose ruins dot Vonithne. Can only be read, not spoken.
Romekothian: Spoken by the Avuzid dwarves and used in their fortresses.
Spaugrif: Spoken by the Spaugrifne elves. The Spaugrifne have had extremely limited contact with colonial forces and so their language is mostly unknown to settlers from Pashneh.
Tilik: Spoken by the Timtilik halflings. Most Timtilik who leave the Emerald Coins learn to speak Yecathian due to their strong trade relationships. Tilik arose as a Lingua Franca in the Emerald Coins long ago, so while it is one cohesive language, regional dialects tend to be very strong and use many vestigial words not present in the parent language.
Yathukar: Spoken by the Yathuk orcs. Declining in general usage but preserved in Yathuk longhouses and religious rites.
Yecathian: Spoken by the citizenry of Yecathia. Sounds like a blend of Cerkathian and Yathukar. Uneducated farmers in Yecathia might speak it no better than Common, instead conversing regularly in Cerkathian or Yathuk.
Zragum: Spoken by the Zrag goblins. The Zrag do not hold formal contact with any other nation, thus their tongue is rarely heard outside of the Northern borderlands.


The Races:

Avuzid (Dwarf from Greater Romekotad)
As Dwarves from the SRD, except:
+2 constitution, +1 wisdom. These adjustments replace the dwarf's ability score adjustments.
+2 racial bonus to Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Profession (miner), and Sense Motive checks. This replaces the Dwarf's bonuses to Craft and Appraise checks related to stone or metal.
Automatic Languages: Romekothian, Common. Bonus Languages: Tilik, Yecathian, Zragum, Terran.

Cerkan (Human from Yecathia):
Medium Humanoid (Human)
30ft base land speed.
+2 constitution, +1 intelligence
Endurance as bonus feat.
+2 racial bonus to Diplomacy, Gather Information, and Ride checks.
Automatic Languages: Cerkathian, Yecathian, Common. Bonus Languages: Romekothian, Tilik, Yathukar.

Spaugrifne Refugee (Elf from Vonithne who escaped from the Wilding Curse)
Medium Humanoid (Elf)
40ft base land speed.
+2 dexterity, +1 wisdom
+2 racial bonus to Spot, Listen, and Survival checks.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision
Light sensitivity: Spaugrifne are dazzled in bright sunlight or within the radius of a daylight spell.
Cold Endurance(Frostfall) as a bonus feat.
Weapon familiarity: Spaugrifne treat longbows and shortbows as simple weapons.
Automatic Languages: Spaugrif, Common. Bonus Languages: Fombor, Old Vonithne, Yecathian.

Spaugrifne player characters suffer from the Lingering Curse, except under special circumstances:
Lingering Curse (Su): Once per day, if a Spaugrifne Refugee is reduced to 0 hitpoints or lower and doesn't die immediately, they enter a primal rage. Their hitpoints are automatically raised to one, and for a number of rounds equal to 3 plus the character's constitution modifier, they gain a plus +2 bonus to strength, fast healing 1, two 1d3 claw attacks, and an inability to perform complex mental actions as per the Barbarian's rage class feature. Once this primal rage ends, the Spaugrifne is shaken for 1 minute, and exhausted until gaining proper rest. A DC 20 will save ignores the shaken condition and a DC 20 fortitude save reduces the exhausted condition to fatigued. The primal rage can be ended prematurely with a Calm Emotions spell, which allows the Spaugrifne to automatically pass their fortitude and will saves for ending the primal rage. This feature does not count as Rage for the purposes of qualifying for any feats, prestige classes, or magical item effects.

Timtilik (Halfling from The Emerald Coins)
As Halflings from the SRD, except:
+2 dexterity, +1 charisma. These adjustments replace the halfling's ability score adjustments.
+2 racial bonus to Swim, Use Rope, Craft (shipbuilding), and Profession (sailor) checks. This replaces the Halfling's bonuses to Climb, Jump, Listen, and Move Silently checks.
Automatic Languages: Tilik, Common. Bonus Languages: Romekothian, Yecathian, Aquan.

Yathuk (Orc from Yecathia):
Medium Humanoid (Orc)
30ft base land speed.
+2 strength, +1 charisma
Low-light vision
+2 racial bonus to Climb, Intimidate, and Knowledge (architecture and engineering) checks.
Automatic Languages: Yecathian, Yathukar, Common. Bonus Languages: Cerkathian, Romekothian, Tilik, Zragum.

Zrag (Goblin from wildlands in Pashneh, North of Yecathia)
Small Humanoid (Goblinoid)
+2 strength, +1 intelligence
30ft base movement speed, 20ft climb speed.
Low-Light Vision
+2 racial bonus to Hide, Jump, and Survival checks.
Automatic Languages: Zragum. Bonus Languages: Common, Romekothian, Yathukar, Yecathian.

GnomeWorks
2016-07-06, 12:14 AM
I will close loopholes with DM's Ire, a 10th-level spell.

Oberoni is always a bad sign.


To perform this special coup de grace, you need to make a spot check versus the target's CR and a move silently check against the target's listen check.

Um... what? I appreciate what you're attempting to do here, but a skill check against CR? That doesn't make a lick of sense, fluff- or crunch-wise.

The move silent against listen, sure. Sensible. But... this rule doesn't seem to take unusual senses into account. What about lifesense (http://www.d20srd.org/srd/monsters/wraith.htm)?


Arcane spell failure penalties now apply to divine spells. However, all divine spellcasters gain an inherent ability to ignore 30% of arcane spell failure chance when casting divine spells.

Ugh, needless accounting for so little gain.


For player characters, level adjustment is replaced by special racial hit dice. You gain as many hit dice as you would've had in level adjustment. These hit dice grant you 1d4+CON hit points, no skills per level (and no bonuses for intelligence,) 1/2 BAB per level, and all poor saves. Your first level in a base class gives you the standard maximum health from its hit die, +2 bonus to its good saves, and quadrupled skill points.

LA is a terrible mechanic, but it's at least easy to track. This just makes having an LA into a significantly more difficult accounting problem. Why bother? Just nix LA.


Nonlethal damage: Instead of being in a second track alongside lethal damage, nonlethal damage contributes to lowering the normal hit points of any creature. If that creatures health would drop to 0 with the combined hit point damage but would remain above 0 discounting nonlethal damage, the creature follows the normal rules for nonlethal damage (staggered at 0hp, unconscious below 0hp.) If someone wants to knock out a creature non-lethally, they must be sure not to deal an excessive amount of lethal damage to avoid accidentally killing the target.

This just... ugh, why. You track them separately because doing it this way is more accounting than is necessary. Yes, tracking two numbers can be vaguely annoying, but this solution requires you to track the amount anyway. You haven't solved any problems here, you've just made the math more difficult to track.

Talore
2016-07-06, 02:17 PM
Um... what? I appreciate what you're attempting to do here, but a skill check against CR? That doesn't make a lick of sense, fluff- or crunch-wise.

The move silent against listen, sure. Sensible. But... this rule doesn't seem to take unusual senses into account. What about lifesense (http://www.d20srd.org/srd/monsters/wraith.htm)?Lifesense makes being hidden nearly impossible, as normal. The spot against CR was an idea I had to represent the inherent difficulty of ensuring that you position yourself correctly for a kill-shot. It takes into account reading the creature's movements, their inherent danger sense and split-second ability to twist themselves out of a lethal blow, and such. I haven't done any testing with it so far, and I've yet to reach the point where I can implement it into the game. Suggestions?


LA is a terrible mechanic, but it's at least easy to track. This just makes having an LA into a significantly more difficult accounting problem. Why bother? Just nix LA.The objective isn't to eliminate the accounting problem, but to make up for the fact that LA takes away from hit dice, which are very important for player characters. This way, characters with LA are halfway playable while maintaining some semblance of balance which simply removing LA would not achieve.


This just... ugh, why. You track them separately because doing it this way is more accounting than is necessary. Yes, tracking two numbers can be vaguely annoying, but this solution requires you to track the amount anyway. You haven't solved any problems here, you've just made the math more difficult to track.So that you can mix lethal and nonlethal damage to achieve a nonlethal takedown. Normally you'd need to do the creature's total HP in nonlethal damage which is dumb. If I'm the one tracking HP I don't care if it is a little extra work.

Also, could you please be a little more respectful? Your sighs and grunts aren't constructive.

GnomeWorks
2016-07-06, 05:40 PM
Lifesense makes being hidden nearly impossible, as normal. The spot against CR was an idea I had to represent the inherent difficulty of ensuring that you position yourself correctly for a kill-shot. It takes into account reading the creature's movements, their inherent danger sense and split-second ability to twist themselves out of a lethal blow, and such. I haven't done any testing with it so far, and I've yet to reach the point where I can implement it into the game. Suggestions?

Hmm. I suppose you've done a sufficiently reasonable job explaining the fluff, but the crunch still strikes me the wrong way.

As for suggestions... aside from writing an entire new subsystem for the stealth minigame (something I'm in the middle of, myself), I don't really have any suggestions. I will say that any character who is interested in being any good at this will always make the spot check (first level character ranging from a +6 to a +10, against a DC 1? Um...), but the other check is fairly reasonable.


The objective isn't to eliminate the accounting problem, but to make up for the fact that LA takes away from hit dice, which are very important for player characters. This way, characters with LA are halfway playable while maintaining some semblance of balance which simply removing LA would not achieve.

Ah, that's fair. It's been a long time since I cared about the term "hit dice," so it stands to reason that I'd forgotten that LA screws you that way, as well.

Removing LA is not nearly as game-breaking as it sounds.


So that you can mix lethal and nonlethal damage to achieve a nonlethal takedown. Normally you'd need to do the creature's total HP in nonlethal damage which is dumb. If I'm the one tracking HP I don't care if it is a little extra work.

Bold emphasis mine.

My understanding was that a creature with nonlethal damage equal to or greater than its current hit points became unconscious. It is possible that was a misinterpretation on my part, but my reading makes way more sense to me than the way it's actually written if that's the case.


Also, could you please be a little more respectful? Your sighs and grunts aren't constructive.

https://cdn.meme.am/instances/36759011.jpg

Talore
2016-07-07, 02:12 AM
For the spot check I hadn't established how to determine the DC but I was thinking about something like 10 + (CRx2), intentionally making it so that high CR creatures become more difficult to assassinate even for an assailant of similar level. I'm sure that optimized spot checks could still make it reliable. I dunno.

As for nonlethal damage, if it does work like that, then I feel like an idiot and my houserule can be ignored.

GnomeWorks
2016-07-07, 09:59 PM
For the spot check I hadn't established how to determine the DC but I was thinking about something like 10 + (CRx2), intentionally making it so that high CR creatures become more difficult to assassinate even for an assailant of similar level. I'm sure that optimized spot checks could still make it reliable. I dunno.

That formula is at least vaguely more sensible, but there is still the issue of invisibility turning anyone into an instant assassin. That gives you a... what, +40 if you're not moving, +20 if you are? I can see this being easily abused.

Invisible stalkers just became a whole lot nastier, as well, in situations where the party is split up.


As for nonlethal damage, if it does work like that, then I feel like an idiot and my houserule can be ignored.

From the SRD (http://www.d20srd.org/srd/combat/injuryandDeath.htm#nonlethalDamage):


[Nonlethal damage] is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious.

Drako_Beoulve
2016-07-11, 12:15 PM
Everyone is proficient with unarmed strikes



I disagree with this houserule, IMO you should need to have some training to be able to punch or kick effectively like Boxing, Karate, Kung-fu, etc. So a Wizard should'n be proficient while a Fighter, Monk or any class with some martial training is.

Maybe you should houserule classes with 3/4 or Full BAB are automatically proficient with unarmed strikes.

Talore
2016-07-11, 06:04 PM
I disagree with this houserule, IMO you should need to have some training to be able to punch or kick effectively like Boxing, Karate, Kung-fu, etc. So a Wizard should'n be proficient while a Fighter, Monk or any class with some martial training is.

Maybe you should houserule classes with 3/4 or Full BAB are automatically proficient with unarmed strikes.

It's primarily meant to cover the oversight that monks are technically unproficient in unarmed strikes (not mentioned in their proficiencies, and they don't have proficiency in all simple weapons. Considering the only other core classes lacking simple weapon proficiency are Druids and Wizards, I don't see the harm in letting everyone be able to throw an AoO-provoking, 1d3 nonlethal punch without a -4 to the roll. :P Martial-arts level proficiency is Improved Unarmed Strike, in my opinion.

Drako_Beoulve
2016-07-12, 04:24 PM
It's primarily meant to cover the oversight that monks are technically unproficient in unarmed strikes (not mentioned in their proficiencies, and they don't have proficiency in all simple weapons. Considering the only other core classes lacking simple weapon proficiency are Druids and Wizards, I don't see the harm in letting everyone be able to throw an AoO-provoking, 1d3 nonlethal punch without a -4 to the roll. :P Martial-arts level proficiency is Improved Unarmed Strike, in my opinion.

You have a good point here! :smallsmile: