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  1. - Top - End - #31
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    Default Re: A20 (a new type of D20, not low magic)

    Enchanter
    An enchanter has chosen to dedicate himself to spells that effect other peoples minds. Digging into the deepest recesses of the conciousness, they develop a surprising ability.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, Telepathy|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the echanter is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: An enchanter casts arcane spells which are drawn from the enchanter spell list. An enchanter must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the enchenter must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against an enchanter’s spell is 10+the spell level+half the ehchanters class level+the enchanter’s Intelligence modifier.
    Like other spellcasters, an enchanter only has a limited amount of mana a day. An enchanter must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. An enchanter can only cast a memorized enchanter spell.
    Unlike a sorcerer, an enchanter may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the enchanterwhich spells to prepare.
    Telepathy: at 1st level the enchanter gains telepathy with a range of 100ft.
    Bonus feats: at 5th level and every 5 levels thereafter the enchanter free metamagic or item creation feat.
    Last edited by Anonymouswizard; 2009-11-08 at 12:08 PM.
    Snazzy avatar (now back! ) by Honest Tiefling.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  2. - Top - End - #32
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    Default Re: A20 (a new type of D20, not low magic)

    Illusionist
    an illusionist uses his magic to trick others, making them see things that are not there. Illusionists are frowned upon by their peers, although their skills make them indespensable.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, figment mastery|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the illusionist is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: An illusionist casts arcane spells which are drawn from the illusionist spell list. An illusionist must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the illusionist must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against an illusionist’s spell is 10+the spell level+half the illusionist's class level+the illusionist’s Intelligence modifier.
    Like other spellcasters, an illusionist only has a limited amount of mana a day. An illusionist must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. An illusionist can only cast a memorized illusionist spell.
    Unlike a sorcerer, an illusionist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the illusionist choses which spells to prepare.
    Figment mastery: at 1st level an illusionist casts all figment and glamour spells at +1 caster level.
    Bonus feats: at 5th level and every 5 levels thereafter the illusionist gains a free metamagic or item creation feat.
    Snazzy avatar (now back! ) by Honest Tiefling.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  3. - Top - End - #33
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    Default Re: A20 (a new type of D20, not low magic)

    Necromancer
    Necromancers are casters of death magic. They can animate dead corpses, and are able to lengthen their life spans.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, undead lord|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the necromancer is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: A necromancer casts arcane spells which are drawn from the necromancer spell list. An necromancer must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the necromancer must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a necromancer’s spell is 10+the spell level+half the necromancer's class level+the necromancer’s Intelligence modifier.
    Like other spellcasters, a necromancer only has a limited amount of mana a day. A necromancer must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A necromancer can only cast a memorized necromancer spell.
    Unlike a sorcerer, a necromancer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the necromancer choses which spells to prepare.
    Undead lord: a necromancer can raise dead without the need for material components. Temporary undead raised by the necromancer last for twiece as long.
    Bonus feats: at 5th level and every 5 levels thereafter the necromancerillusionist gains a free metamagic or item creation feat.
    Snazzy avatar (now back! ) by Honest Tiefling.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  4. - Top - End - #34
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    Default Re: A20 (a new type of D20, not low magic)

    Paladin
    The paladin is the altimate knight in shinning armour. Standing upright, his armour gleaming, or leading the cavalry charge, the paladin is a holy warrior second to none.
    {table]Level|BAB|BDB|MDB|Special|mana
    1|+1|+0|+0|Smite 1/day, lay on hands|0
    2|+2|+1|+1|bonus feat|0
    3|+3|+2|+1|Divine grace|0
    4|+4|+3|+2|bonus feat, magic, smite 2/day|1
    5|+5|+3|+2|Warhorse|1
    6|+6|+4|+3|bonus feat|2
    7|+7|+5|+3|Manuver|2
    8|+8|+6|+4|bonus feat, smite 3/day|5
    9|+9|+6|+4||5
    10|+10|+7|+5|bonus feat, Aura of grace|8
    11|+11|+8|+5|Manuver|8
    12|+12|+9|+6|bonus feat, smite 4/day|14
    13|+13|+9|+6||17
    14|+14|+10|+7|bonus feat|23
    15|+15|+11|+7|Manuver|26
    16|+16|+12|+8|bonus feat, smite 5/day|38
    17|+17|+12|+8||44
    18|+18|+13|+9|bonus feat|56
    19|+19|+14|+9|Manuver|64
    20|+20|+15|+10|bonus feat, smite 6/day, holy warrior|76[/table]
    weapon and armour proficiency: paladins are proficient with all simple and martial weapons, all armour and shields.
    Smite: at 1st level the paladin gains the ability to smite creatures of an oppisite alignment once per day. This is a special attack that charges the paladins blade for a number of rounds equal to their class level+their will power modifier. They gain an aditional use of this ability per day every 4 levels.
    Lay on hands: at 1st level a paladin is able to cure themselves or other characters of a number of hit points per day equal to their will power modifierxtheir class level. This can be spilt between several uses.
    Bonus feats: at 2nd level and every two levels thereafter the paladin gains a fighter bonus feat.
    Divine grace: at 3rd level a paladin gains the ability to apply their will power modifier as a bonus to all their saves.
    Magic: at 4th level a paladin gains the ability to cast divine spells, even if they do not have the divine favour feat. They cast spells as clerics, with a maximum spell level of fourth.
    Warhorse: at 5th level a paladin gains a warhorse as described in the 3.5PHB.
    Manuver: at 6th level and every fourth level after that the paladin gains a martial manuver.
    Aura of grace: at 10th level the bonus to saves from a paladin's divine grace ability apply to allies within 30ft.
    Holy warrior: at 20th level a paladin gains the ability to smite those whose alignment is at least one step away from their own.

    Entry requirements and restrictions
    The paladin is probally the greatest non-full caster class in terms of raw power, and so gain a number of requirements and restrictions that other classes don't have.
    Requirements: lawful good, willpower 12+.
    Restrictions: the paladin cannot willingly commit an evil act, or associate with an evil character. A paladin also cannot multiclass in more than the fighter or cleric classes without losing the ability to advance as a paladin.
    Last edited by Anonymouswizard; 2009-11-10 at 03:21 PM.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  5. - Top - End - #35
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    Default Re: A20 (a new type of D20, not low magic)

    Ranger
    The ranger is a wrrior at home in the wilderness, a skilled hunter and tracker. Rangers come in all types, from silent guardians of the forest to psycopathic madmen.
    {table]Level|BAB|BDB|MDB|Special
    1|+1|+0|+0|Track, style, favoured enemy
    2|+2|+1|+1|bonus feat
    3|+3|+2|+1|Manuver
    4|+4|+3|+2|bonus feat
    5|+5|+3|+2|favoured enemy
    6|+6|+4|+3|bonus feat
    7|+7|+5|+3|Manuver
    8|+8|+6|+4|bonus feat
    9|+9|+6|+4|
    10|+10|+7|+5|bonus feat, favoured enemy
    11|+11|+8|+5|Manuver
    12|+12|+9|+6|bonus feat
    13|+13|+9|+6|
    14|+14|+10|+7|bonus feat
    15|+15|+11|+7|Favoured enemy, Manuver
    16|+16|+12|+8|bonus feat
    17|+17|+12|+8|
    18|+18|+13|+9|bonus feat
    19|+19|+14|+9|Manuver
    20|+20|+15|+10|bonus feat, Favoured enemy[/table]
    weapon and armour proficiency: Rangers are proficient with all simple and martial weapons, all armour and shields.
    Track: the ranger gains the track feat as a bonus feat at 1st level.
    Style: at 1st level a ranger must chose which style to follow: archery or two weapon fighting. If archery is chosen the ranger gains a +1 bonus on attack and damage rolls with true bows. If two weapon fighting is chosen the ranger gains a +1 bonus on attack and damage rolls as long as they wield at least two melee weapons.
    Favoured enemy: At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
    Bonus feats: at 2nd level and every two levels thereafter the ranger gains a fighter bonus feat.
    Manuver: at 3rd level and every third level after that the ranger gains a martial manuver.
    Snazzy avatar (now back! ) by Honest Tiefling.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  6. - Top - End - #36
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    Default Re: A20 (a new type of D20, not low magic)

    summoner
    Summoners are mages who draw creatures from other dimensions, calling creatures to horrible to comtemplate. However, not all summoners are curropt, as many will call upon the forces of light to aid them in battle.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, Rapid summoning|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the summoner is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: A summoner casts arcane spells which are drawn from the summoner spell list. An summoner must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the summoner must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a summoner’s spell is 10+the spell level+half the summoner's class level+the summoner’s Intelligence modifier.
    Like other spellcasters, a summoner only has a limited amount of mana a day. A summoner must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A summoner can only cast a memorized summoner spell.
    Unlike a sorcerer, a summoner may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the summoner choses which spells to prepare.
    Rapid summoning: a summoner can cast summon spells as a standard action instead of a full round action. A summoner can quicken a number of summon spells spontaneously equal to 1/4 their summoner level.
    Bonus feats: at 5th level and every 5 levels thereafter the summoner gains a free metamagic or item creation feat.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  7. - Top - End - #37
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    Default Re: A20 (a new type of D20, not low magic)

    Transmuter
    Some mages distrust flashy magicks, preferring to use suttle spells that change the properties of objects. These transmuters are highly prised for their abilities to alter things they see, making troops more effective.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, Transmuting touch|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the transmuter is proficient with the club, crossbow (light and heavy), quarterstaff and magic wands. He is not proficient with any armour.
    Spells: A transmuter casts arcane spells which are drawn from the transmuter spell list. A transmuter must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the transmuter must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a tansmuter’s spell is 10+the spell level+half the transmuter's class level+the transmuter’s Intelligence modifier.
    Like other spellcasters, a transmuter only has a limited amount of mana a day. A transmuter must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A transmuter can only cast a memorized summoner spell.
    Unlike a sorcerer, a transmuter may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the transmuter choses which spells to prepare.
    Transmuting touch: once per day per class level a transmuter gains the ability to make a melee touch attack against a foe. The transmuter deals 1d3 damage and gains an amount of mana equal to the damage dealt. this mana can imediatly be channeled into memorized spells.
    Bonus feats: at 5th level and every 5 levels thereafter the transmuter gains a free metamagic or item creation feat.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  8. - Top - End - #38
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    Default Re: A20 (a new type of D20, not low magic)

    Warlock
    A warlock is a person who has made a pact with foul demons, serving them in exchange for eldritch powers. However, not all warlocks made these bargins, many warlocks in the current generations inherited their power from their cursed ancestors.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, Eschew materials, Familiar|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Eldritch blast|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|DR 5/(silver or cold iron)|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|gaze of the fiend|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Eldritch drain, DR 10/(sliver or cold iron)|340[/table]
    Weapon and armour proficiency: sorcerers are proficient with all simple weapons. they are not proficient with any armour.
    Magic: a warlock casts arcane spells which are drawn primarily from the warlock spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
    To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + half the warlocks class level + warlock’s Charisma modifier.
    Like other spellcasters, a warlock only has a limited amount of mana.
    A warlock’s selection of spells is extremely limited. A warlock begins play knowing two 1st-level spells of your choice. At each new warlock level, he gains one or more new spells, as indicated on Table: warlock Spells Known. (Unlike mana per day, the number of spells a warlock knows is not affected by his Charisma score; the numbers on Table: warlock Spells Known are fixed.) These new spells can be common spells chosen from the warlock spell list, or they can be unusual spells that the warlock has gained some understanding of by study. The warlock can’t use this method of spell acquisition to learn spells at a faster rate, however.
    Upon reaching 4th level, and at every even-numbered warlock level after that (6th, 8th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    Unlike a wizard or a cleric, a warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his avalible mana. He does not have to decide ahead of time which spells he’ll cast.
    {table]Level|1|2|3|4|5|6
    1|2|-|-|-|-|-
    2|3|-|-|-|-|-
    3|3|-|-|-|-|-
    4|4|2|-|-|-|-
    5|4|3|-|-|-|-
    6|4|3|2|-|-|-
    7|5|4|3|-|-|-
    8|5|4|3|2|-|-
    9|5|4|4|3|-|-
    10|5|5|4|3|2|-
    11|6|5|4|4|3|-
    12|6|5|5|4|3|2
    13|6|5|5|4|4|3
    14|6|6|5|5|4|3
    15|6|6|5|5|4|4
    16|7|6|6|5|5|4
    17|7|6|6|5|5|4
    18|7|6|6|6|5|5
    19|7|7|6|6|5|5
    20|7|7|6|6|6|5[/table]
    Familiar: a sorcerer can summon a familiar.
    Bloodline traits: at 1st level, 5th level, and every 5 levels afterwards a sorcerer gets the bloodline trait for that level from her chosen bloodline.
    Eldritch blast: at 5th level a warlock can use an eldritch blast as a spell like ability at will. This is a ray that deals one d6 damage per five warlock levels. This can be changed with blast shapes and essences.
    Damage reduction: at 10th level a warlock gains DR 5 against all attacks. He must chose if this is DR 5/cold iron or DR 5/silver. this increases to DR 10 at 20th level.
    Gaze of the fiend: at 15th level a warlock can cause a firey gaze to spring out of his eyes once per day per five warlock levels. This is a set ray that deal 1d6 fire damage per four warlock levels, and can be aimed at different targets.
    Eldritch drain: at 20th level, the warlock gains the ability to drain mana from other casters. This is a touch attack thatv subtracts 1d20 mana from their store/prepared spells, and regenerates the same amout of mana for the warlock. This can be used once per day per 10 warlock levels.
    Last edited by Anonymouswizard; 2009-11-12 at 12:10 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    It looks pretty good so far and, while I'm at it, I'd like to ask a question.
    What are BDB (Base Defence Bonus) and MDB (Mental Defence Bonus) and what do they do and/or how do they change the 3.X system as it stands now? (This is to assume that BAB is the same and has remained as such.)

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    Default Re: A20 (a new type of D20, not low magic)

    Defender is going to be a problem - we've actually had two threads over in roleplaying games discussing why the Dwarven Defender is actually very bad at defending.

    In essence, standing still and making the enemy come to you works well for low-level warriors, but it makes no sense at all for elites to do the same thing, because even trying will allow a whole pile of ninjas to waltz into your base and kill your d00ds.

    Defensive Stance could use an update - you should probably consider allowing the Defender to move, and giving him a bonus while he is within a certain distance of something worth protecting.

    Alternatively, you could allow a selection of Stances - e.g. one that allows you to block tumblers, one that makes your surroundings impenetrable to ethereal or astral creatures, and so on.

    Defensive Stance actually has a lot in common with Rage in that it doesn't really make sense - a barbarian in a fight is already pretty angry, and the really important thing is what that anger leads him to do, not how he can become angrier.

    Cutting down the number of level-dependent stats is a good idea, but how will you be handling poisons and diseases?
    Last edited by lesser_minion; 2009-11-12 at 06:47 AM.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by lesser_minion View Post
    Defender is going to be a problem - we've actually had two threads over in roleplaying games discussing why the Dwarven Defender is actually very bad at defending.

    In essence, standing still and making the enemy come to you works well for low-level warriors, but it makes no sense at all for elites to do the same thing, because even trying will allow a whole pile of ninjas to waltz into your base and kill your d00ds.

    Defensive Stance could use an update - you should probably consider allowing the Defender to move, and giving him a bonus while he is within a certain distance of something worth protecting.

    Alternatively, you could allow a selection of Stances - e.g. one that allows you to block tumblers, one that makes your surroundings impenetrable to ethereal or astral creatures, and so on.

    Defensive Stance actually has a lot in common with Rage in that it doesn't really make sense - a barbarian in a fight is already pretty angry, and the really important thing is what that anger leads him to do, not how he can become angrier.

    Cutting down the number of level-dependent stats is a good idea, but how will you be handling poisons and diseases?
    A selection of feats and new skill uses, as well as a way to calculate how much threat the opponents cause are things i will make soon. By making a feat that lets you use intimidate or bluff to make opponents close to you attack you will work. Also, if you look, the defender can still move when defending: the stance just eliminates fast movement (which is there to let them "defend" by moving towards the opponents and attack). Any idea's about what it should do? I'm happy to use sugestions. Not sure about desiese, assume everything not mentioned is the same so far.

    Dante & Vergil: BDB is dadded to defence rolls: this replaces AC, although characters may take 10 once a round. MDB is a bonus to a roll against mental attacks, mainly spells and psionics. It is a roll with your MDB and the apporprate modifier, against the DC of the attack.

    Also, warlocks nearly done. I'll edit it later.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Warmage
    Some casters care only for the destruction of war, the march of great armies, and the death of opponents. These casters become known as warmages, specialists in the field of invocation.
    {table]Level|BAB|BDB|MDB|Special|Mana
    1|+0|+0|+0|Magic, armoured mage, Direct damage specialization|2
    2|+1|+1|+1||3
    3|+2|+2|+2||6
    4|+3|+3|+3||9
    5|+3|+3|+3|Bonus feat|15
    6|+4|+4|+4||21
    7|+5|+5|+5||33
    8|+6|+6|+6||45
    9|+6|+6|+6||62
    10|+7|+7|+7|Bonus feat|70
    11|+8|+8|+8||97
    12|+9|+9|+9||124
    13|+9|+9|+9||151
    14|+10|+10|+10||178
    15|+11|+11|+11|Bonus feat|205
    16|+12|+12|+12||232
    17|+12|+12|+12||259
    18|+13|+13|+13||286
    19|+14|+14|+14||313
    20|+15|+15|+15|Bonus feat|340[/table]
    Weapon and armour proficiency: the wizard is proficient with the club, crossbow (light and heavy), quarterstaff, magic wands and any one martial weapon. He is proficient with light and medium armour.
    Spells: A warmage casts arcane spells which are drawn from the warmage spell list. A warmage must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the warmage must have an Intelligence score equal to at least 10 + the spell level and a class level of twice the spell level-1. The Difficulty Class for a saving throw against a warmage’s spell is 10+the spell level+half the warmage's class level+the warmage’s Intelligence modifier.
    Like other spellcasters, a warmage only has a limited amount of mana a day. A warmage must prepare their spells in advance, spending the mana when they prepare the spell and then noting down that the spell is memorized. A warmage can only cast a meorized warmage spell.
    Unlike a bard or sorcerer, a warmage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the warmage decides which spells to prepare.
    Armoured mage: a warmage learns to cast spells in armour. at 1st level a warmage gains the ability to ignore arcane spell faliure for warmage spells when they are in armour they are proficient with.
    Direct damage specialization: a warmage deals +2 damage with spells that deal lethal damage.
    Bonus feats: at 5th level and every 5 levels thereafter the warmage gains a free metamagic or item creation feat.
    Last edited by Anonymouswizard; 2009-11-25 at 11:41 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Prestige classes
    I have decided to include prestige classes in A20. They work as before, except that magic using prestige classes will have to be redisigned in some cases. These are those that grant spellcasting without you needing other classes: at least 50% of the time you so=hould be able to get away with something similar to the bardric sages casting progression with fixed spells known.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Magic
    In the original post I stated I wanted to keep the power of magic. However, instead magic has become less powerful and harder to use, but the number of spells each day has been put up.
    Requirements
    In order to use magic a character must have one of two feats: Arcane Gift or Divine Favour. Without these feats characters can still gain levels with the spellcasting classes, but are unable to cast any spells (with the exception of the paladin or the bard, who do not require the feats). Characters who take the feat but have no spellcasting class have one point of the appropreate type of mana, and can use mana activated abilities, but cannot cast spells.
    Mana
    Of note is the importance of extra mana for casters. In addition to the mana from class levels casters gain mana from having high ability scores, using a mechanic similar to bonus spells per day. To find out your "Base Mana Score" (BMS) triple your magic score and add your primary casting stat, the divide by 2. Spontaneous casters can use twice their magic score plus their primary spellcasting stat. Then compare your score to the table below.
    {table]BMS/class level|1-2|3-4|5-6|7-8|9-10|11-12|13-14|15-16|17-18|19-20
    4-5|-|-|-|-|-|-|-|-|-|-
    6-7|-|-|-|-|-|-|-|-|-|-
    8-9|-|-|-|-|-|-|-|-|-|-
    10-11|1|-|-|-|-|-|-|-|-|-
    12-13|1|3|-|-|-|-|-|-|-|-
    14-15|1|3|5|-|-|-|-|-|-|-
    16-17|1|3|5|7|-|-|-|-|-|-
    18-19|2|3|5|7|9|-|-|-|-|-
    20-21|2|6|5|7|9|11|-|-|-|-
    22-23|2|6|10|7|9|11|13|-|-|-
    24-25|2|6|10|14|9|11|13|15|-|-
    26-27|3|6|10|14|18|11|13|15|17|-
    28-29|3|9|10|14|18|22|13|15|17|19
    30-31|3|9|15|14|18|22|26|15|17|19
    32-33|3|9|15|21|18|22|26|30|17|19
    34-35|4|9|15|21|27|22|26|30|34|19
    36-37|4|12|15|21|27|33|26|30|34|38
    38-39|4|12|20|21|27|33|39|30|34|38
    40-41|4|12|20|28|27|33|39|45|34|38[/table]
    The table extends infintely downwards. add together the bonus mana you gain from the entire row.
    Multiclassing between spellcasting classes
    A character can only have one spellcasting class of each type arcane and divine. Mana from each class must be tracked speperately.
    Casting
    Spellcasters use spells in one of two ways: the fire and forget way of celrics and wizards (and it's variants); or the any spell any time way of the sorcerer, druid, and shaman (and their variants).
    For spontaneous casting you spend the mana, and then cast the spell, which goes of at full caster level.
    For fire and forget you must spend an hour after resting memorizing spells. During this time you memorize the spells that you wish to cast and spend the mana for them. The spell is then noted down as memorized. When the character casrts the spell it is wiped from their mind, and so it is removed from the memorized spells section of the sheet.
    The mana costs for spells are set out in the table below.
    {table]Spell level|Mana cost
    1|1
    2|3
    3|6
    4|12
    5|18
    6|27[/table]
    Any spell of 6th level or under is considered pre-epic for full casters, while partial casters pre-epic spells are of 4th level and below. The costs for full caster epic spells are in the table below:
    {table]Spell level|Mana cost
    7|36
    8|48
    9|60
    10|75
    11|91
    12|108
    13|127
    14|147
    15|169[/table]
    the formula is ¾ the spell level2.
    To cast a spell successfully a spellcaster must make a skill check: devotion for divine casters and spellcraft for arcane spellcasters. the DC is 10+¾ the spell level2. The DCs and concequences for levels 1-15 are on the table below:
    {table]Spell level|DC|Failed by <5|Failed by >5
    0|10|Nothing|Nothing
    1|11|1 damage|Nothing
    2|12|2 damage|+1 damage
    3|13|2 damage, stunned for 1 round|2 damage
    4|15|3 damage, stunned for 1 round, spell lost|2 damage, stunned for 1 round
    5|18|3 damage, stunned for 2 rounds, spell lost|+3 damage, stunned for 1 round, spell lost
    6|23|4 damage, stunned for 2 rounds, spell lost|3 damage, stunned for 2 rounds, spell lost
    7|28|4 damage, stunned for 3 rounds, slot lost|4 damage, stunned for 2 rounds, spell lost
    8|35|5 damage, stunned for 3 rounds, spell lost|4 damage, stunned for 3 rounds, spell lost
    9|42|5 damage, stunned for 4 rounds, slot lost|5 damage, stunned for 3 rounds, spell lost
    10|60|6 damage, stunned for 4 rounds, spell lost|5 damage, stunned for 4 rounds, spell lost
    11|70|6 damage, stunned for 5 rounds, spell lost|6 damage, stunned for 4 rounds, spell lost
    12|82|7 damage, stunned for 5 rounds, spell lost|6 damage, stunned for 5 rounds, spell lost
    13|95|7 damage, stunned for 6 rounds, spell lost|7 damage, stunned for 5 rounds, spell lost
    14|108|8 damage, stunned for 6 rounds, spell lost|7 damage, stunned for 6 rounds, spell lost
    15|123|9 damage, stunned for 7 rounds, spell lost|8 damage, stunned for 6 rounds, spell lost[/table]

    Metamagic
    This works as in 3.5: when you memorize or cast a spell spontaneously you may pay the extra mana and apply a metamagic feat. Spontaneous spells casting time does not increase, and so they may be quickened.

    (note, the memorization system here is slightly closer to dying earth than that in D&D 3.5, due to the fact Cugel could only memorize the simpilest spells, but it's quite far from that).

    Schools of magic
    Magic is split into seven schools: abjuration, conjuration, enchantment, invocation, necromancy, transmutation, and universal. Illusion spells are changed so they are mind effecting, and are part of the enchantment school. The exception to this is shadow spells, which are now part of the conjuration school. Divination has been absorbed into the universal school, and healing spells are now necromancy spells.

    Variant: wizard specialists
    Instead of using the wizard variants of the abjurer, diviner, enchanter, necromancer, summoner, transmuter, and warmage, you many instead state that all wizards must specialize in one of the seven schools of magic. Specialists are referred to with the following names: abjurer, conjurer, enchanter, invoker, transmuter and wizard. All wizards have access to the wizard spell list, as well as any two other spells from their speciality school for each spell level. They gain a +2 bonus on spellcraft checks to cast spells from their speciality school, and an extra amount of mana equal to 2xthe highest spell level that they can cast-1, and must prepare one spell from their speciality school for each spell level that they can cast. However, they must lose any two other schools, apart from the universal school. Generalist wizards gain a +1 bonus on spellcraft checks to cast all spells but gain non of the other bonuses or penalties of other specialists.

    Coming soon: psionics, bio-magic.
    Last edited by Anonymouswizard; 2009-11-25 at 11:55 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    1) As per your statements on the Bio-Mage thread, you have my full permission to use Bio-Magic as the alternate casting method for your project. Just cite me as the inspiration, or whatever. Enjoy.

    2) There are more elegant ways to type ½ & ¾, without resorting to [tags]. Copypasta the symbols above at your liesure.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by Zeta Kai View Post
    1) As per your statements on the Bio-Mage thread, you have my full permission to use Bio-Magic as the alternate casting method for your project. Just cite me as the inspiration, or whatever. Enjoy.

    2) There are more elegant ways to type ½ & ¾, without resorting to [tags]. Copypasta the symbols above at your liesure.
    Thank's, I'll get round to posting a slight variant on bio-magic as soon as I've got the spell lists sorted out. I hope to have more ways of regaining LP, but less opportunity to, although I haven't read the entire project yet, I have enough to draft up a quick set of conversion rules.

    Also, thank's for the symbols, I'll edit them into the post.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    These spell lists are in no particular order, in the arangement of lists and the arangement of spells in each level. I'll begin with the wizard, and then move on to the cleric, druid ect.
    1st level wizard spells
    Alarm
    Charm
    Colour spray
    Elemental orb (new spell)
    Endure elements
    Enlarge person
    Identify
    Magic missile
    Mount
    Protection
    See magic
    See secret doors
    See undead
    Shield
    Silent image
    Sleep
    Speed
    Summon monster I
    2nd level wizard spells
    Acid arrow
    Alter self
    Arcane lock
    Bear's endurance
    Blur
    Bull's strength
    Cat's grace
    Darkness
    Daze
    Detect thoughts
    False life
    Hideous laughter
    Invisibility
    Minor image
    Mirror image
    Protection from arrows
    Scorching ray
    Resist energy
    See invisibility
    Shatter
    Summon monster II
    Web
    3rd level wizard spells
    Magic circle against chaos/evil/good/law
    Dispel magic
    Explosive runes
    Fireball
    Fly
    Gaseous form
    Haste
    Hold person
    lightning bolt
    Major image
    Ray of exshaustion
    Slow
    Deep slumber
    Suggestion
    Summon monster III
    4th level wizard spells
    Animate dead
    Bestow curse
    Black tentacles
    Charm monster
    Dimonsion door
    Dimensional anchor
    Enervation
    Fire shield
    Ice storm
    Invisibility, greater
    Minor creation
    Polymorph
    Remove curse
    Scrying
    Shout
    Summon monster VI
    Wall of fire
    Wall of ice
    5th level wizard spells
    Break enchantment
    Baleful polymorph
    Cone of cold
    Dismissal
    Domination
    Feeblemind
    Hold monster
    Major creation
    Mind fog
    Overland flight
    Persistent image
    Planar binding, lesser
    Summon monster V
    Teleport
    Telekinesis
    Wall of stone
    Wall of force
    Waves of fatigue
    6th level wizard spells
    Acid fog
    Antimagic field
    Chain lightning
    Circle of death
    Create undead
    Contingency
    Destroy undead
    Disintergrate
    Dispel magic, greater
    Flesh to stone
    Permanency
    Planar binding
    Programed image
    Shadow walk
    Suggestion, mass
    Summon monster VI
    True seeing
    Last edited by Anonymouswizard; 2009-11-18 at 01:06 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Cleric spells
    In A20 clerics each have a spell list dependent on their diety. This list is the core cleric list and the spells gain from their domains. Note that, unlike in 3.5, the core cleric list is small while the domain lists are slightly larger.
    1st level cleric spells
    Bless
    Cure light wounds
    Detect undead
    inflict light wounds
    2nd level cleric spells
    Cure moderate wounds
    Inflict moderate wounds
    restoration, lesser
    Spiritual weapon
    3rd level cleric spells
    Cure serious wounds
    Dispel magic
    Inflict serious wounds
    Remove curse
    4th level cleric spells
    Cure critical wounds
    Inflict critical wounds
    Planar ally, lesser
    Restoration
    5th level cleric spells
    Atonement
    Cure light wounds, mass
    Dispel chaos/evil/good/law
    Inflict light wounds, mass
    6th level cleric spells
    Cure light wounds
    Inflict light wounds
    Raise dead
    Planar ally

    Domains
    Each cleric begins play with two domains, that each give them a list of spells that can be cast as cleric spells as well as a special ability, usable once per day for use activated powers. Listed below are the core domains:
    Air
    Granted power: you can use energy substatution (lightning) spontaneously at no extra cost, an unlimited number of times per day.
    1st level air spells
    Feather fall
    Jump
    Obscuring mist
    Shocking grasp
    2nd level air spells
    Gust of wind
    Levitate
    Wind wall
    Wispering wind
    3rd level air spells
    Call lightning
    Fly
    Gaseous form
    Lightning bolt
    4th level air spells
    Air walk
    Arc of lightning
    Defenestrating sphere
    solid fog
    5th level air spells
    Call lightning storm
    Control winds
    Lord of the sky
    Fly, mass
    6th level air spells
    Acid fog
    Chain lightning
    Control weather
    Wind walk
    Animal domain
    Granted power: use speak with animals as a spell like ability.
    1st level animal spells
    Calm animals
    Charm animal
    Hide from animals
    Summon nature's ally I
    2nd level animal spells
    Animal messenger
    Animal Trance
    Hold animal
    Summon nature's ally II
    3rd level animal spells
    Dominate animal
    Primal instinct
    Summon nature's ally III
    Wall of vermin
    4th level animal spells
    Charm monster
    Giant vermin
    Polymorph
    Summon nature's ally IV
    5th level animal spells
    Animal growth
    Baleful polymorph
    Insect plague
    Summon nature's ally V
    6th level animal spells
    Antilife shell
    Liveoak
    Primal speed
    Summon nature's ally VI
    Chaos domain
    Granted power: you cast chaos spells at +1 caster level.
    1st level chaos spells
    Cause fear
    Detect law
    Entropic shield
    Protection from law
    2nd level law spells
    Align weapon
    Shatter
    Sound burst
    Undetectable alignment
    3rd level chaos spells
    Animate dead
    Haste
    Magic circle against law
    Remove disease
    4th level chaos spells
    Chaos hammer
    Enervation
    Poison
    Tongues
    5th level chaos spells
    Blight
    Dispel law
    Slay living
    Waves of fatigue
    6th level chaos spells
    Animate objects
    Circle of death
    Create undead
    Eyebite
    Death domain
    Granted power: death touch. You must make a touch attack against a creature (following the rules for touch spells). When you hit, roll 1d6 per cleric level. If the total is equal to or greater than the targets remaining hit points, he dies.
    1st level death spells
    Cause fear
    Chill touch
    Deathwatch
    Ray of enfeeblement
    2nd level death spells
    Command undead
    Death knell
    Desecrate
    Gentle repose
    3rd level death spells
    Animate dead
    Bestow curse
    Speak with dead
    Vampiric touch
    4th level death spells
    Death ward
    Enervation
    Fear
    Poison
    5th level death spells
    Blight
    Raise dead (instead of gaining it as a 6th level spell)
    Slay living
    Unhallow
    6th level death spells
    Blade barrier
    Create undead
    Circle of death
    Destruction
    Harm
    Destruction
    Granted power: gain the smite ability as a paladin.
    1st level destruction spells
    Burning hands
    Doom
    Magic missile
    Shocking grasp
    2nd level destruction spells
    Flaming sphere
    Scorching ray
    Shatter
    Sound burst
    3rd level destruction spells
    Call lightning
    Contagion
    Fireball
    Lightning bolt
    4th level destruction spells
    Blast of flame
    Flame strike
    Ice storm
    Poison
    5th level destruction spells
    Arc of lightning
    Call lightning storm
    Cloudkill
    Cone of cold
    6th level destruction spells
    Circle of death
    Disintegrate
    Harm
    Otiluke's freezing sphere
    Earth domain
    Granted power: use energy substitution (acid) spontaneously as a free action at no increase in spell level.
    1st level earth spells
    Blockade
    Fist of stone
    Magic stone
    Hail of stone
    2nd level earth spells
    Bear's endurance
    Bull's strength
    Earthen grasp
    Soften earth and stone
    3rd level earth spells
    Earth bolt
    Meld into stone
    Stone shape
    terra cota warrior
    4th level earth spells
    Dimension door
    Passage of the shifting sands
    Spike stones
    Stoneskin
    5th level earth spells
    Terra cota lion
    Transmute mud to rock
    Transmute rock to
    Wall of stone
    6th level earth spells
    Flech to stone
    Move earth
    Stone tell
    Stone to flesh
    Evil domain
    Granted power: you cast evil spells at +1 caster level.
    1st level evil spells
    Bane
    Cause fear
    Curse water
    Protection from good
    2nd level evil spells
    Blindness/deafness
    Darkness
    Death knell
    Ghoul touch
    3rd level evil spells
    Bestow curse
    Deeper darkness
    Magic circle against good
    Vampiric touch
    4th level evil spells
    Blight
    Contagion
    Fear
    Unholy blight
    5th level evil spells
    Dispel good
    Insect plague
    Magic jar
    Unhallow
    6th level evil spells
    Circle of death
    Disintegrate
    Eyebite
    Harm
    Fire domain
    Granted power: energy substitution (fire) spontaneously and at no cost.
    1st level fire spells
    Burning hands
    Fiery eyes
    Melt
    Produce flame
    2nd level fire spells
    Flame blade
    Fireburst
    Heat metal
    Pyrotechnics
    3rd level fire spells
    Continual flame
    Fireball
    Fire wings
    Wreath of flames
    4th level fire spells
    Fire shield
    Fire trap
    Flame strike
    Wall of fire
    5th level fire spells
    Blistering radiance
    Fire breath
    Fire shield, mass
    Blast of flsme
    6th level fire spells
    Fire seeds
    Fire storm
    Haze of smoldering stone
    Lesser Dragonshape
    Good domain
    Granted power: you cast good spells at +1 caster level.
    1st level good spells
    Bless water
    Detect evil
    Protection from evil
    Sanctuary
    2nd level good spells
    Aid
    Align weapon
    Enthrall
    Remove paralysis
    3rd level good spells
    Create food and water
    Daylight
    Magic circle against evil
    Protection from energy
    4th level good spells
    Dismissal
    Divine power
    Holy smite
    Spell immunity
    5th level good spells
    Dispel evil
    Hallow
    Righteous might
    Spell resistance
    6th level good spells
    Banishment
    Blade barrier
    Geas/Quest
    Heroes' feast
    Knowledge domain
    Granted power: you gain a +1 insight bonus on any two knowledge checks. You also cast divination spells at +1 caster level.
    1st level knowledge spells
    Comprehend languages
    Detect secret doors
    Detect undead
    Identify
    2nd level knowledge spells
    Detect thoughts
    locate object
    See invisibility
    Spymasters coin
    3rd level knowledge spells
    Arcane sight
    Clairaudience/clairvoyance
    Tongues
    Vision of the omniscient eye
    4th level knowledge spells
    Arcane eye
    Divination
    Locate creature
    Scrying
    5th level divination spells
    Contact other plane
    Prying eyes
    Scry location
    True seeing
    6th level knowledge spells
    Analyze dweomer
    Eyes of the oracle
    Find the path
    Legend lore
    Law domain
    Granted power: you cast law spells at +1 caster level.
    1st level law spells
    Protection from chaos
    Remove fear
    Sanctuary
    Shield of faith
    2nd level law spells
    Calm emotions
    Consecrate
    Enthrall
    Hold person
    3rd level law spells
    Contagion
    Glyph of warding
    Magic circle against chaos
    Magic vestment
    4th level law spells
    Imbue with spell ability
    Neutralize poison
    Order's wrath
    Spell immunity
    5th level law spells
    Break enchantment
    Dispel chaos
    Mark of justice
    Wall of stone
    6th level chaos spells
    Banishment
    Glyph of warding, greater
    Hold monster
    Undeath to death
    Luck domain
    Granted power: you may reroll one die roll once per day. This must be used before the GM declares whether or not the roll results in success or failure. The second roll always stands.
    1st level luck spells
    Bane
    Bless
    Colour spray
    Entropic shield
    2nd level luck spells
    Aid
    Blur
    Mirror image
    Sound burst
    3rd level luck spells
    Bestow curse
    Dispel magic
    Displacement
    Protection from energy
    4th level luck spells
    Divination
    Freedom of movement
    Phantasmal killer
    Shadow conjuration
    5th level luck spells
    Break enchantment
    Dismissal
    Shadow evocation
    Spell resistance
    6th level luck spells
    Find the path
    Mislead
    Repulsion
    Shadow walk
    Magic domain
    Granted power: all metamagicked spells have their effective spell level reduced by 1, as long as the spell level does not go below the level of the normal spell.
    1st level magic spells
    Alter magic aura
    Floating disk
    Identify
    Magic missile
    2nd level magic spells
    Arcane lock
    Magic mouth
    Hold person
    Obscure object
    3rd level magic spells
    Arcane sight
    Dispel magic
    Magic vestment
    Nondetection
    4th level magic spells
    Arcane eye
    Dimension door
    Dismissal
    Imbue with spell like ability
    5th level magic spells
    Feeblemind
    Permanency
    Spell resistance
    Wall of force
    6th level
    Antimagic field
    Contingency
    Dispel magic, greater
    True seeing

    If people have ideas for domains can they please post them. All domains should grant four spells at each level, and have a granted power that is about the same magnitude as the domains listed. I'll add more domains later, I'm aiming to convert all 3.5 PHB domains except for healing.
    Last edited by Anonymouswizard; 2009-11-20 at 12:38 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    I'll try to post two domains a day until I cover all the PHB domains. Sfter that I'll convert a few more, but until then I am going to work on shaman spells.
    Shaman spells
    Shaman begin play with the core shaman spells and the spells from one domain. There are fewer shaman domains than cleric domains, but each domain adds some divine power to the list. Shaman need the divine favour feat to cast spells, but not the arcane gift feat.
    1st level shaman spells
    Cure light wounds
    Charm person
    Endure elements
    Magic missile
    Inflict light wounds
    Silent image
    Shield of faith
    Summon monster I
    2nd level shaman spells
    Aid
    Barkskin
    Cure moderate wounds
    Enthrall
    Gust of wind
    Invisibility
    Resist energy
    Summon monster II
    3rd level shaman spells
    Arcane sight
    Cure serious wounds
    Contagion
    Dispel magic
    Hold person
    Prayer
    Protection from energy
    Summon monster III
    4th level shaman spells
    Cure critical wounds
    Bestow curse
    Charm monster
    Divination
    Remove curse
    Polymorph
    Poison
    Summon monster IV
    5th level shaman spells
    Break enchantment
    Cure light wounds, mass
    Feeblemind
    Hold monster
    Insect plague
    Spell resistance
    Summon monster V
    Wall of thorns
    6th Level shaman spells
    Antilife shell
    Antimagic field
    Cure moderate wounds, mass
    Dispel magic, greater
    Heal
    Liveoak
    Summon monster VI
    Word of recall

    Shaman domains
    Air domain
    1st level air spells
    Feather fall
    Jump
    Obscuring mist
    Shocking grasp
    2nd level air spells
    Fog cloud
    Gust of wind
    Levitate
    Wind wall
    3rd level air spells
    Daylight
    Fly
    Gaseous form
    Lightning bolt
    4th level air spells
    Air walk
    Defenestrating sphere
    Freedom of movement
    Solid fog
    5th level air spells
    Call lightning storm
    Cloudkill
    Control winds
    Mind fog
    6th level air spells
    Acid fog
    Chain lightning
    Control weather
    Wind walk
    Death domain
    1st level death spells
    Cause fear
    Chill touch
    Death watch
    Hide from undead
    2nd level death spells
    Death knell
    Command undead
    False life
    Scare
    3rd level death spells
    Animate dead
    Halt undead
    Speak with dead
    Vampiric touch
    4th level death spells
    Bestow curse
    Death ward
    Enervation
    Fear
    5th level death spells
    Blight
    Disrupting weapon
    Raise dead
    Slay living
    6th level death spells
    Circle of death
    Create undead
    Harm
    Undeath to death
    Earth domain
    1st level earth spells
    Blockade
    Fist of stone
    Magic stone
    Hail of stone
    2nd level earth spells
    Bear's endurance
    Bull's strength
    Earthen grasp
    Soften earth and stone
    3rd level earth spells
    Earth bolt
    Meld into stone
    Stone shape
    terra cota warrior
    4th level earth spells
    Dimension door
    Passage of the shifting sands
    Spike stones
    Stoneskin
    5th level earth spells
    Terra cota lion
    Transmute mud to rock
    Transmute rock to
    Wall of stone
    6th level earth spells
    Flech to stone
    Move earth
    Stone tell
    Stone to flesh
    Fire domain
    1st level fire spells
    Burning hands
    Fiery eyes
    Melt
    Produce flame
    2nd level fire spells
    Flame blade
    Fireburst
    Heat metal
    Pyrotechnics
    3rd level fire spells
    Continual flame
    Fireball
    Fire wings
    Wreath of flames
    4th level fire spells
    Fire shield
    Fire trap
    Flame strike
    Wall of fire
    5th level fire spells
    Blistering radiance
    Fire breath
    Fire shield, mass
    Blast of flsme
    6th level fire spells
    Fire seeds
    Fire storm
    Haze of smoldering stone
    Lesser Dragonshape
    Nature domain
    1st level nature spells
    Charm animal
    Entangle
    Longstrider
    Summon nature's ally I
    2nd level nature spells
    Barkskin
    Hold animal
    Summon nature's ally II
    Tree shape
    3rd level nature spells
    Diminish plants
    Palnt growth
    Spike growth
    Summon nature's ally III
    4th level nature spells
    Command plants
    Giant vermin
    Polymorph
    Summon nature's ally IV
    5th level nature spells
    Animal growth
    Insect plauge
    Summon nature's ally V
    Tree stride
    6th level nature spells
    Antilife shell
    Call of the twilight defender
    Summon nature's ally VI
    Transport via plants
    Water domain
    1st level water spells
    Animate water
    Aquatic escape
    Cobra's breath
    Obscuring mist
    2nd level water spells
    Fog cloud
    Ice blast
    Ice knife
    Swim
    3rd level water spells
    Gasoeus form
    Steam breath
    Sleet storm
    Water breathing
    4th level water spells
    Control water
    Ice storm
    Solid fog
    Wall of ice
    5th level water spells
    Cloudkill
    Freezing fog
    Ice storm
    Wood rot
    6th level water spells
    Acid fog
    Cone of cold
    Control water
    Energy imunity

    If anyone has ideas for shaman domains can they post them. Domains should have ome relation to nature and consist of four spells each spell level. No alignment domains please, those will be exclusive to clerics.
    Most Shaman should be elemental, with their domain(s) being one of the elemental domains.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Druid spells
    This list, like all the others, replaces the spell list found in the 3.5 PHB. It cuts the druid list down to 12 spells for each spell level, and removes all spells that are not nature related, except for cure spells.
    1st level druid spells
    Calm animals
    Charm animal
    Cure light wounds
    Detect animals or plants
    Endure elements
    Entangle
    Faerie fire
    Hide from animals
    Obscuring mist
    Pass without trace
    Speak with animals
    Summon nature's ally I
    2nd level druid spells
    Animal messenger
    Barkskin
    Bear's endurance
    Bull's strength
    Cat's grace
    Flame blade
    Gust of wind
    Hold animal
    Reist energy
    Summon nature's ally II
    Summon swarm
    Wood shape
    3rd level druid spells
    Call lightning
    Contagion
    Cure moderate wounds
    Daylight
    Dominate animal
    Meld into stone
    Neutralize poison
    Plant growth
    Poison
    Protection from energy
    Remove disease
    Summon nature's ally III
    4th level druid spells
    Air walk
    Antiplant shell
    Command plants
    Control water
    Cure serious wounds
    Flame strike
    Giant vermin
    Ice storm
    Reincarnate
    Repel vermin
    Spike stones
    Summon nature's ally IV
    5th level druid spells
    Animal growth
    Awaken
    Baleful polymorph
    Call lightning storm
    Commune with nature
    Cure critical wounds
    Insect plague
    Stoneskin
    Summon nature's ally V
    Transmute mud to rock
    Transmute rock to mud
    Tree stride
    6th level druid spells
    Antilife shell
    Bear's endurance, mass
    Bull's strength, mass
    Cat's grace, mass
    Cure light wounds, mass
    Fire seeds
    Liveoak
    Move earth
    Spellstaff
    Summon nature's ally VI
    Transport via plants
    Wall of stone

    If anyone wishes to playtest the system, feel free to use what I have posted at any point. Currently the available classes are all the martial classes, plus the bard cleric, druid, shaman, sorcerer and wizard. Please post up anything you noticed and possible fixes, and if you do do controlled experiments please post all the relevant information. They are worth double uncontrolled experiments.
    Last edited by Anonymouswizard; 2009-11-15 at 06:23 AM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Sorcerer spells
    The sorcerer is changed from 3.5, as he no longer uses the wizard spell list. Instead he has his own spell list, focused on buffing and blasting. Although this might make him an inferior choice, he gains versatility in the feats available to him.
    1st level sorcerer spells
    Burning hands
    Chill touch
    Colour spray
    Enlarge person
    Magic missile
    Obscuring mist
    Ray of enfeeblement
    Reduce person
    Shocking grasp
    Shield
    Summon monster I
    True strike
    2nd level sorcerer spells
    Acid arrow
    Bear's endurance
    Blur
    Bull's strength
    Cat's grace
    False life
    Flaming sphere
    Invisibility
    Protection from arrows
    Resist energy
    Scorching ray
    Shatter
    Summon monster II
    3rd level sorcerer spells
    Displacement
    Fireball
    Flame arrow
    lightning bolt
    Haste
    Protection from energy
    Ray of exhaustion
    Slow
    Sleet storm
    Stinking cloud
    Summon monster III
    Vampiric touch
    4th level sorcerer spells
    Bestow curse
    Dimension door
    Enervation
    Enlarge person, mass
    Fear
    Fire shield
    Ice storm
    Invisibilty, greater
    Reduce person, mass
    Shout
    Stoneskin
    Summon monster IV
    5th level sorcerer spells
    Aiming at the target
    Arc of lightning
    Baleful polymorph
    Cloudkill
    Cone of cold
    Feeblemind
    Fire shield, mass
    Freezing fog
    Form of the desert hunter
    Mind fog
    Planar binding, lesser
    Summon monster V
    Undying vigour of the dragonlord
    6th level sorcerer spells
    Acid fog
    Chain lightning
    Circle of death
    Bear's endurance, mass
    Bull's strength, mass
    Cat's grace, mass
    Disintegrate
    Fiendform
    Lesser dragonshape
    Planar binding
    Summon monster VI
    Transfix
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Bard spells
    The bard spell list focuses on buffing the bard allies and manipulating people. However, it also has knowledge related spells and debuffs.
    1st level bard spells
    Animate rope
    Charm person
    Comprehend languages
    Cure light wounds
    Disguise self
    Feather fall
    Grease
    Lesser confusion
    Remove fear
    Silent image
    Sleep
    Undetectable alignment
    2nd level bard spells
    Bear's endurance
    Bull's strength
    Cat's grace
    Cure moderate wounds
    Enthrall
    Heroism
    Hold person
    Invisibilty
    Minor image
    Sound burst
    Suggestion
    Tongues
    3rd level bard spells
    Blink
    Charm monster
    Clairaudience/Clairvoyance
    Confusion
    Cure serious wounds
    Displacement
    Haste
    Invisibility sphere
    Major image
    Remove curse
    See invisibility
    Slow
    4th level bard spells
    Break enchantment
    Cure critical wounds
    Dimension door
    Dominate person
    Hallucinatory terrain
    Hold monster
    Invisibility
    Legend lore
    Modify memory
    Neutralize poison
    Shadow conjuration
    Shout
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Due to the sheer number of spell lists it would mean, I am going to skip the variant classes for the moment and move on. I'll do the feats, skills, and combat system for now, then move on to the psionics system. Next I will detail the variant class spell lists, and then sort out a variant on Zeta Kai's Bio-magic system.
    Last edited by Anonymouswizard; 2009-11-19 at 02:56 PM.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: A20 (a new type of D20, not low magic)

    Quote Originally Posted by Anonymouswizard View Post
    Due to the shear number of spell lists it would mean, I am going to skip the variant classes for the moment and move on. I'll do the feats, skills, and combat system for now, then move on to the psionics system. Next I will detail the variant class spell lists, and then sort out a variant on Zeta Kai's Bio-magic system.
    Shear? Where? What's sheared? How bad is it?

    Sorry to pick you up on a spelling mistake, but shear/sheer confusion is something that annoys me.
    Last edited by lesser_minion; 2009-11-19 at 02:52 PM.

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    Default Re: A20 (a new type of D20, not low magic)

    Feats
    In A20 you start with two feats and gain an extra feat at every odd numbered character level. These can be chosen from any of the feat lists you qualify for: general (anyone), martial (useful in combat), or magical (1 or more levels in a spellcasting class). You may chose any feats for which you meet the prerequisites.

    All feats that increase your skill bonuses are removed, and replaced with skill focus. Any feats that increase save DCs are removed, due to the automatic scaling with caster level.

    General feats
    These are feats that are available to any characters.
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    Any general feat in the 3.5 PHB (I will get around to fixing feats later).
    Arcane gift
    Prerequisites: int or cha 12+.
    Benefit: choose one arcane spellcasting class except for bard. You can cast spells from that classes spell list.
    Cohort
    Prerequisites: character level 6, cha 12+.
    Benefit: you can gain a cohort. A cohort is a character of a level when first gained equal to the characters level-2, and can gain a level up to their employers level-1. A cohort gains XP at half the rate of a PC. The player and the GM can work together to decide the cohorts race and class, or you can roll on the table below:
    {table]d8|Race|d10|Class
    1|Human|1|Barbarian
    2|Dwarf|2|Bard
    3|Elf|3|Cleric
    4|Gnome|4|Druid
    5|Goblin|5|Fighter
    6|Half-elf|6|Shaman
    7|Orc|7|Sorcerer
    8|Lizardman|8|Thief
    -||9|Wizard
    -||10|Roll again[/table]
    Divine favour
    Prerequisites: Wis 12+.
    Benefit: choose one divine spellcasting class except for monk or paladin. You can cast spells from that classes spell list.
    Dodge
    Prerequisites: dex 13+.
    Benefit: During your action, you designate a number of opponents equal to your dex bonus and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
    A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
    Special: A fighter may select Dodge as one of his fighter bonus feats.
    Leader
    Prerequisites: character level 6, cha 12.
    Benefit: You can gain followers based on your character level, as shown on the table in the hirelings and followers section. The characters effective level for this is his level +3.
    Skill focus
    Benefit: choose a skill. You gain a +3 bonus on checks with that skill.
    Toughness
    Benefit: you gain +3 hit points.
    Special: you can take this feat multiple times. Its effects stack.


    Martial feats
    These feats are from the fighter bonus feat list.
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    Cleave
    Prerequisites: Str 13, Power Attack.
    Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
    Special: A fighter may select Cleave as one of his fighter bonus feats.
    Great cleave
    Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
    Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
    Special: A fighter may select Great Cleave as one of his fighter bonus feats.
    Extra manoeuvre
    Prerequisite: character level 3.
    Benefit: you can gain any one combat manoeuvre that you can learn.
    Power Attack
    Prerequisite: Str 13.
    Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
    A fighter may select Power Attack as one of his fighter bonus feats.
    Two weapon fighting
    Prerequisite: dex 13+
    Benefit: when you are fighting with two weapons the penalty is -4/-4 if you are using two one-handed weapons, or -2/-2 if you are using a light weapon.
    Weapon finesse
    Prerequisite: BAB +1
    Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
    Natural weapons are always considered light weapons.
    Weapon focus
    Prerequisites: Proficiency with selected weapon, base attack bonus +1.
    Benefit: choose a weapon, this can be unarmed strike, grapple, or ray. You gain a +1 bonus on all attack rolls you make using the selected weapon. For every four fighter levels you have you add an extra 1 to this bonus.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
    A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
    Weapon specialization
    Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
    Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. For every four fighter levels you have beyond 4th you gain an extra +2 bonus to damage rolls.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
    A fighter may select Weapon Specialization as one of his fighter bonus feats.


    Magical feats
    These are feats that support spellcasters. They range from metamagic feats to item creation feats.
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    Brew potion
    Prerequisites: caster level 5.
    Benefit: you can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp.
    When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
    Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
    Chain spell
    Prerequisites: any magical feat.
    Benefit: by increasing the cost of the spell by three spell levels you can make a targeted spell jump to a number of secondary targets up to your caster level (max 20) all within 30ft of the original target. If the spell deals damage then the secondary targets take half as much damage, if not then the save DC is reduced by 4.
    Coloured mage
    Prerequisites: sorcerer or wizard level 1.
    Benefit: you may add any one of the colour sets of spells to the spells known for your arcane spellcasting class. You add +1 to the DC of these spells. If any of these spells are already on your spell list then you can cast them at +1 caster level.
    Craft magic arms and armour
    Prerequisites: caster level 8.
    Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features.
    The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
    You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
    Craft rod
    Prerequisites: caster level 15.
    Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price.
    Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
    Craft staff
    Prerequisites: caster level 15.
    Benefit: You can create any staff whose prerequisites you meet.
    Crafting a staff takes one day for each 1,000 gp in its base price. A newly created staff has 50 charges.
    Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
    Craft wand
    Prerequisites: caster level 8.
    Benefit: you can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. A newly created wand has 50 charges.
    Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
    Craft wondrous item
    Prerequisites: caster level 8.
    Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price.
    You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
    Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
    Empower spell
    Benefit: by increasing the cost of the spell by two spell levels all random numeric effects of the spell are multiplied by 1.5.
    Energy substitution
    Prerequisites: Knowledge (arcana) 5 ranks, any magical feat.
    Benefit: chose one type of energy damage. When you prepare or spontaneously cast a spell with an energy descriptor then you can change the descriptor and damage to the type of energy specified when taking this feat.
    Enlarge spell
    Benefit: by increasing the cost of a spell with a range of long, medium or close by one spell level you may double the effective range of the spell.
    Extended knowledge
    Prerequisites: able to cast 2nd level spells.
    Benefits: you can add any two spells from another spell list to your own. These spells must be at least one spell level below the highest level spell you can cast.
    Extend spell
    Benefit: by increasing the cost of a spell by one spell level you may double it's duration. This feat cannot be used on spells with a duration of instantaneous, concentration or permanent.
    Extra domain
    Prerequisites: cleric or druid 1st level.
    Benefit: you gain an extra domain from the list for your god (if a cleric), or mythos (if using that rule). You gain the granted power and spells for that domain.
    Grey wizard
    Prerequisites: wizard level 1, int 16+.
    Benefit: universal spells that you cast are cast at +1 caster level, and gain +1 DC. You can also cast any grey magic spells that are not on your spell list, and grey magic spells gain +1 to their DC.
    Maximize spell
    Benefit: by increasing the cost of a spell by two spell levels you can make all the numerical effects of the spell maximized.
    Natural spell
    Prerequisite: ability to use wild shape or cast the polymorph spell.
    Benefit: by increasing the cost of a spell by one spell level you can cast the spell when in a non-humanoid form.
    Nonlethal substitution
    Prerequisites: any magical feat, knowledge (arcana) 5 ranks.
    Benefit: choose one type of energy. Whenever you prepare or spontaneously cast a spell that deals that type of energy damage you can increase the cost of the spell by one and have it deal nonlethal damage instead.
    Quicken spell
    Benefit: by increasing the cost of a spell by four spell levels you can cast the spell as a swift action.
    Scribe scroll
    Prerequisites: caster level 3.
    Benefit: you may create scrolls for any spell you know. Scrining a scroll takes 1 day for every 500gp in its base price, and has a base price of it's spell levelxit's caster levelx25gp. If you create a scroll of a spell that has a costly material or XP component you must provide that component when scribing the scroll.
    Silent spell
    Benefit: by increasing the cost of a spell by one spell level you can cast the spell without verbal components.
    Split ray
    Prerequisite: any magical feat.
    Benefit: by increasing the cost of any ray spell by one spell level you can fire one additional ray beyond the number normally allowed. The ray can be fired at the same target or a different target, but the target must be within 30ft of the other. All rays must be fired simultaneously.
    Still spell
    Benefit: by increasing the cost of a spell by one spell level you can cast the spell without somatic components.
    Widen spell
    Benefit: by increasing the cost of a spell by three spell levels you can widen the area of a burst, emanation, line, or spread spell by 100%.
    Last edited by Anonymouswizard; 2009-12-01 at 03:13 PM.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  26. - Top - End - #56
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    Default Re: A20 (a new type of D20, not low magic)

    Skills
    In A20 each character gets a number of skill points equal to his intelligence modifier plus a bonus from his class (this total is multiplied at 1st level). Each point lets you gain one rank in any skill. There is no such thing as a class skill in A20, all skills are class skills for all characters. That means that your fighter can have as many ranks in pickpocket as a thief. The skills are as follows (in brackets are the 3.5 skills that they represent).
    Acrobatics (balance, jump, tumble)
    Appraise
    Athletics (climb, swim)
    Bluff
    Concentration
    Craft
    Decipher script
    Diplomacy (diplomacy, gather information)
    Disable device
    Disguise
    Forgery
    Handle animal (handle animal, ride)
    Intimidate
    Knowledge
    Listen
    Perform
    Profession
    Search
    Sense motive
    Sleight of hand
    Spellcraft (spellcraft, knowledge (arcana))
    Spot
    Stealth
    Survival (survival, knowledge (nature))
    Use magic device

    Use rope and escape artist are removed, each being represented by a dex check.

    The skill points per class are listed below:
    Barbarian: 4
    Bard: 6
    Cleric: 2
    Druid: 4
    Fighter: 2
    Shaman: 4
    Sorcerer: 2
    Thief: 8
    Wizard: 4

    Variant classes:
    Abjurer: 4
    Defender: 2
    Diviner: 4
    Enchanter: 4
    Illusionist: 4
    Necromancer: 4
    Summoner: 4
    Transmuter: 4
    Warlock: 2
    Warmage: 2
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  27. - Top - End - #57
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    Default Re: A20 (a new type of D20, not low magic)

    Saves: each character can choose one good save, one decent save, and one poor save when they take a level in a class. Whenever they take a new level in that class, they then gain that save.
    {table]Class level|Poor save|Decent save|Good save
    1|+0|+1|+2
    2|+0|+1|+3
    3|+1|+2|+3
    4|+1|+2|+4
    5|+1|+3|+4
    6|+2|+3|+5
    7|+2|+3|+5
    8|+2|+4|+6
    9|+3|+4|+6
    10|+3|+5|+7
    11|+3|+5|+7
    12|+4|+5|+8
    13|+4|+6|+8
    14|+4|+6|+9
    15|+5|+7|+9
    16|+5|+7|+10
    17|+5|+8|+10
    18|+6|+8|+11
    19|+6|+8|+11
    20|+6|+9|+12[/table]

    Races have been updated, each has been made more powerful and the lizardman has been added.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  28. - Top - End - #58
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    Default Re: A20 (a new type of D20, not low magic)

    Health
    In A20 there is no roll for HP. Each character gains an amount of HP equal to his constitution score + a bonus equal to the class he has the most levels in+an amount from his levels in other classes+(his class level-1)xhis constitution modifier. The numbers are set out on the table below.
    {table]|Barbarian|Bard|Cleric|Druid|Fighter|Shaman|Sorcer er|Thief|Wizard
    1st level|+8|+4|+6|+6|+8|+4|+2|+4|+2
    Other levels|4|2|3|3|4|2|1|2|1[/table]

    Wounds
    Each character can take a number of wounds equal to his constitution modifier+half his class level. Whenever a character takes an amount of damage equal to twice his constitution score he suffers a wound. Each wound makes a character take a -1 penalty to all skill checks and attacks. When a character takes a number of wounds in access of his wound cap he immediately drops to -1 hit points and starts dying.
    Recovering wounds: before they can recover wounds a character must first be at full hit points. Each full days rest recovers one wound point. Magical healing restores one wound per level of the spell.

    Dying
    A dying character is unconscious and near death. She has -1 to -9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches -her constitution score in hit points, she is dead.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  29. - Top - End - #59
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    Default Re: A20 (a new type of D20, not low magic)

    Fatigue and energy
    In A20 characters cannot go on forever. Each character has a number of energy points equal to his or her constitution score. Martial classes also gain a number of energy points equal to their class level. Any strenuous activity drains a point of energy from your pool (the DM decides what counts as strenous). When half of your pool has gone you become fatigued, and when all your points are gone you become exhausted. If you continue to act while exhausted, when you reach -5 energy points you fall unconscious. You regain one-eighth of your energy points with each nights rest.
    Fatigued: A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
    Exhausted: An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

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    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  30. - Top - End - #60
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    Default Re: A20 (a new type of D20, not low magic)

    Statistics
    Each character has 8 stats: Agility, which represents agility and physical grace; Constitution, which represents your resistance to disease and physical toughness; strength, which represents physical strength; Charisma, which represents your looks and personality; Intelligence, which represents your characters memory and book learning; Magic; which represents your characters ability to channel the magical energy flowing around the world; and willpower, which represents your characters mental resilience and common sense.

    Each stat has a score between one and infinity. They are generated by either rolling 4d6 eight times and taking the best result each time, or by buying them with points.

    When using the point buy method each stat begins at ten. You then get 15 points to spend on raising stats. No stat can be raised above 18 using the point buy method. You can spend a point to raise a stat one number, and can drop a stat below ten to gain one point per number.

    Each stat also has a bonus or penalty based on the number, set out on the table below:
    {table]Stat|Bonus
    1|-5
    2-3|-4
    4-5|-3
    6-7|-2
    8-9|-1
    10-11|0
    12-13|+1
    14-15|+2
    16-17|+3
    18-19|+4
    20-21|+5
    22-23|+6
    24-25|+7
    26-27|+8
    28-29|+9
    30-31|+10
    32-33|+11
    34-35|+12
    36-37|+13
    38-39|+14
    40-41|+15[/table]
    Last edited by Anonymouswizard; 2009-11-22 at 07:53 AM.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

    Spoiler: playground quotes
    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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