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

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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.

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    Spoiler: playground quotes
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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.