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    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Knitifine's Homebrew Doodles

    Some simple homebrew doodles to clear my head after dealing with all of 3.5e super complex undead rules.

    Martial Disciplines by Class

    Barbarian - Desert Wind, Iron Heart, Setting Sun, Stone Dragon, Tiger Claw
    Fighter - Desert Wind, Diamond Mind, Iron Heart, Shadow Hand, Stone Dragon, White Raven
    Monk - Desert Wind, Devoted Spirit, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw
    Paladin - Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, White Raven
    Ranger - Desert Wind, Setting Sun, Shadow Hand, Tiger Claw, White Raven
    Rogue - Desert Wind, Setting Sun, Shadow Hand, Tiger Claw, White Raven

    Hexblade - Shadow Hand
    Samurai - Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, Stone Dragon
    Swashbuckler - Desert Wind, Shadow Hand

    Spoiler: Revised Ability Score
    Show
    Ability Scores

    Strength - Strength represents your character's physical health and fitness.
    Add your Strength modifier to...

    Damage rolls with melee and thrown weapons.
    Hit points at 1st level and each subsequent level.
    Climb, Jump, and Swim skill checks.
    Fortitude Saving Throws.

    Agility - Agility represents how swiftly your character can move their body.
    Add your Agility modifier to...

    Attack roll with melee attacks.
    As a bonus to your armor class.
    Reflex saving throws.

    Dexterity - Dexterity represents how precisely your character can control their body, particularly hand movements.
    Add your Dexterity modifier to...

    Attack rolls with light melee weapons (if higher than agility), and light throwing weapons.
    Balance, Disable Device, Escape Artist, Forgery, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope skill checks.

    Perception - Perception represents how precisely your character can perceive the world and pinpoint a target.
    Add your Perception modifier to...

    Attack rolls with ranged weapons
    Listen, Search, Sense Motive, Spot and Survival checks.

    Knowledge - Knowledge represents how educated your character is about the basic workings of the world.
    Add your Knowledge modifier to...

    Appraise, Craft, Decipher Script, Gather Information, Handle Animal, Heal, Knowledge, Perform, Profession, Speak Language, and Spellcraft checks.

    Courage - Courage represents how much your character is in control of their own mind, and able to think and act under pressure despite stress or fear.
    Add your Courage modifier to...

    Bluff, Concentration, Diplomacy, Disguise, Intimidate, and Use Magic Device checks.
    Will Saving Throws.

    Generating Ability Scores

    Each character starts with 10 in each ability score. Racial modifiers are then added to adjust this base.
    Finally, the player may disturbed 12 ability score points among any ability scores they desire on a one for one basis, with all ability scores capped at 16.
    DM desiring a more high powered game may wish to expand this cap to 18 or even 20, in which case it's advised to increase the number of ability score points given to 16 or 20.

    Improving Ability Scores

    At 4th, 8th, 12th, 16th and 20th level you may increase four ability scores by +1, or two abilities scores by +2, or one ability score by +2 and two ability scores by +1. You make the choice of how to allocate your points each time you have the opportunity to increase your ability scores. An ability score may never be higher than 20.


    Spoiler: Revised Core Skills
    Show
    Skill List

    Awareness [Listen, Spot, Search]
    Acrobatics [Balance, Escape Artist, Ride, Tumble
    Athletics [Climb, Jump, Swim]
    Culture [Gather Information, Decipher Script, Forgery, Speak Language, Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion)]
    Deception [ Bluff, Disguise]
    Empathy [Sense Motive]
    Engineering [Disable Device, Open Lock, Knowledge (Architecture and engineering)]
    Intimidation [Intimidate]
    Medicine [Heal]
    Mysticism [Concentration, Spellcraft, Knowledge (arcana), Knowledge (the planes)]
    Persuasion [Diplomacy]
    Profession [Craft, Perform, Profession, Sleight of Hand]
    Stealth [Hide, Move Silently]
    Survival [Handle Animal, Survival, Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Geography)]

    Appraise [Removed]
    Use Magic Device [Removed]
    Use Rope [Removed]

    Remove skills are never rolled under this system. They are considered to automatically succeed. In the case of Use Rope, the DC to break free or escape is determined by the quality of rope being used.


    Spoiler: Core Feats
    Show
    Acrobatic
    Benefit: You get a +2 racial bonus on all Jump checks and Tumble checks.

    Agile
    Benefit: You get a +2 racial bonus on all Balance checks and Escape Artist checks.

    Alertness
    Benefit: You get a +2 racial bonus on all Listen checks and Spot checks.

    Animal Affinity
    Benefit: You get a +2 racial bonus on all Handle Animal checks and Ride checks.

    Armor Proficiency
    Prerequisites: Strength 13 (Light), Strength 15 (Medium), Strength 17 (Heavy)
    Benefit: You gain proficiency with light armor if you have 13 or more strength. You gain proficiency with medium armor if you have 15 or more strength. You gain proficiency with heavy armor if you have 17 or more strength.

    Athletic
    Benefit: You get a +2 racial bonus on all Climb checks and Swim checks.

    Augment Summoning
    Prerequisites: Spell Focus (Conjuration)
    Benefit: Each creature you conjure with any summon spell gains a +2 enhancement bonus to all ability scores for the duration of the spell that summoned it.

    Augment Summoning II
    Prerequisites: Augment Summoning, Spell Focus (Conjuration)
    Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to all ability scores for the duration of the spell that summoned it.

    Augment Summoning III
    Prerequisites: Augment Summoning II, Spell Focus (Conjuration)
    Benefit: Each creature you conjure with any summon spell gains a +6 enhancement bonus to all ability scores for the duration of the spell that summoned it.

    Blind Fight[Fighter/Combat]
    Benefit: You gain a +2 racial bonus to hit foes you cannot see.
    Tou are not flat-footed when attack by foes you cannot see.
    Environmental penalties based on sight are reduced by 2 before they are applied to you.
    Finally, you can move at your full base land speed even when you cannot see.

    Cleave [Fighter/Combat]
    Prerequisites: Str 13
    Benefit: If you destroy, kill, or knock a creature unconscious with a melee attack, you gain an additional attack with the same weapon and same attack bonus against one other creature within your reach. If the weapon you are using is also a thrown weapon, the second attack may be ranged attack targeting any creature within it's range. If you have not taken a 5-foot step this turn, you may do so before making your extra attack.

    Combat Expertise [Fighter/Combat]
    Prerequisites: Int 13
    Benefit: Whenever you flank an enemy or attack an enemy from higher ground you may add your Intelligence modifier to your attack roll instead of gaining the usual bonus. Additionally, whenever you attack an enemy who is flat-footed you may deal additional damage equal to your Intelligence modifier.

    Combat Reflexes [Fighter/Combat]
    Prerequisites: Agi 13
    Benefit: You can make attacks of opportunity while flat-footed and you gain use your Agility modifier instead of your Perception modifier for initiative.

    Deflect Arrows [Fighter/Combat]
    Prerequisites: Dex 15
    Benefit: Once per round, if you would normally be hit by a small projectile (such as a arrow, bolt or thrown weapon), you may deflect it and take no damage. In order to use this ability you must be wielding a shield, or have a free hand and the improved unarmed strike feat. Additionally, you must not be flat-footed to use this ability.
    Deflecting a ranged weapon is an opportunity action.

    Deft Hands
    Benefit: You get a +2 racial bonus on all Sleight of Hand checks and Use Rope checks.

    Diehand [Fighter/Combat]
    Benefit: You gain the Ferocity ability. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

    Diligent
    Benefit: You get a +2 racial bonus on all Appraise checks and Decipher Script checks.

    Dodge [Fighter/Combat]
    Prerequisite: Agi 13 (+1), Agi 15 (+2), Agi 17 (+3), or Agi 19 (+4)
    Benefit: You gain a +1 armor bonus at Agility 13. This bonus increases by 1 for every 2 points above 13 your agility is.

    Empower Spell [Metamagic]
    Prerequisite: Int 15
    Benefit: By increasing the spell slot used to cast a spell by two levels, you can cast an empowered version of that spell instead. Whenever an empowered spell you cast has you roll one or more dice, roll half as many more dice (+50%).

    Empower Spell II [Metamagic]
    Prerequisite: Int 17, Empower Spell
    Benefit: By increasing the spell slot used to cast a spell by three levels, you can cast an greatly empowered version of that spell instead. Whenever an greatly empowered spell you cast has you roll one or more dice, roll twice as many dice (+100%).
    Special: You cannot use both Empower Spell and Empower Spell II on the same spell.

    Endurance [Fighter/Combat]
    Benefit: Increase your hit dice from all classes by one size. If your hit dice is already 1d12, you instead gain +1 HP for each level you have. If you roll your hit dice to determine HP, you may reroll all your hit dice when you first gain this feat, unless you gain it through a temporary ability.
    You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

    Enlarge Spell [Metamagic]
    Prerequisite: Int 13
    Benefit: By increasing the spell slot used to cast a spell by one level, you can cast an enlarged version of that spell instead. Whenever you cast an enlarged spell increase the area of effect by 100%.

    Eschew Materials [Metamagic]
    Prerequisite: Int 11
    Benefit: You can cast any spell that has a material or focus component costing 10 gp or less without needing that component. For every level beyond 1st you possess, you can cast spells with material components 10 gp greater without needing the components. For example, at 3rd level, you can cast spells with a material component 30 gp or less without needing the component.

    Exotic Fighting Style [Metamagic]
    Prerequisite: One martial stance
    Benefit: Choose one special weapon quality. You may add that special quality to any weapon you utilize.

    Extend Spell [Metamagic]
    Prerequisite: Int 13
    Benefit: By increasing the spell slot used to cast a spell by one level, you can cast an extended version of that spell instead. Whenever you cast an extended spell increase the duration by 100%.

    Far Shot [Fighter/Combat]
    Prerequisite: Perception 13
    Benefit: Decrease the penalty for each range increment beyond the first by 1.

    Great Fortitude
    Benefit: You gain a +2 competence bonus on all Fortitude saving throws.

    Improved Initiative
    Prerequisite: Character level 4.
    Benefit: Instead of adding your Perception modifier to your initiative roll, you add +1 modifier for every 4 level you possess.

    Improved Unarmed Strike
    Benefit: Your unarmed strike deals 1d8 damage and gains the finesse quality.

    Investigator
    Benefit: You get a +2 racial bonus on all Gather Information checks and Search checks.

    Iron Will
    Benefit: You gain a +2 competence bonus on all Will saving throws.

    Leadership [Fighter/Combat]
    Prerequisite: Character Level 5th
    Benefit: You gain a cohort. A cohort is a 1st level NPC follower who shares the same class as you. The cohort gains a level whenever you gain a level, but does not gain experience from encounters you both participate in. A cohort does not typically request magical equipment, being primarily a student who is interested in learning from your example.

    Leadership, Mass [Fighter/Combat]
    Prerequisite: Character Level 9th
    Benefit: You gain a number of followers. Followers are 1st level NPCs who have levels in the commoner class, or the NPC class most associated with your own (See Page N). The number of followers you gain are equal to your level x 5. Follows never request magic equipment but also are not entirely likely to follow you on every adventure. Most followers prefer to stay in one location dedicated to your leadership. A guild house, a church or some other such establishment.

    Lightning Reflexes
    Benefit: You gain a +2 competence bonus on all Reflex saving throws.

    Magical Aptitude
    Benefit: You get a +2 racial bonus on all Spellcraft checks and Use Magic Device checks.

    Manyshot [Fighter/Combat]
    Prerequisite: Perception 13
    Benefit: As a standard action, you may make two ranged attacks against a single opponent. Each attack roll takes a -4 penalty.

    Martial Weapon Proficiency [Fighter/Combat]
    Benefit: You gain proficiency in all martial weapons.

    Maximize Spell [Metamagic]
    Prerequisite: Int 17, Caster Level 9th
    Benefit: By increasing the spell slot used to cast a spell by three levels, you can cast a maximized version of that spell instead. Whenever you cast a maximized spell, all damage dice rolled for the spell have their maximum result.

    Mobility [Fighter/Combat]
    Prerequisite: Dex 13
    Benefit: Whenever you take a move action, you do no provoke attacks of opportunity for moving away from the first space you move away from.

    Mounted Archery [Fighter/Combat]
    Prerequisite: Ride Rank 4
    Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

    Mounted Combat [Fighter/Combat]
    Prerequisite: Ride Rank 4
    Benefit: The penalty you take when using a melee weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

    Negotiator
    Benefit: You get a +2 racial bonus on all Diplomacy checks and Sense Motive checks.

    Nimble Fingers
    Benefit: You get a +2 racial bonus on all Disable Device checks and Open Lock checks.

    Persuasive
    Benefit: You get a +2 racial bonus on all Bluff checks and Intimidate checks.

    Point Blank Shot [Fighter/Combat]
    Benefit: You do not provoke an attack of opportunity when making a ranged attack against an opponent who threatens you.

    Power Attack [Fighter/Combat]
    Prerequisite: Str 17
    Benefit: Whenever you make an attack using a weapon in both hands, you ignore an amount of armor equal to your Strength modifier.

    Precise Shot [Fighter/Combat]
    Benefit: You gain a +2 bonus against enemies who have any form of cover or concealment.

    Quick Draw [Fighter/Combat]
    Prerequisite: Combat Reflexes, Dex 13
    Benefit: You can take a -2 penalty to your initiative check in order to draw your weapon as a free action before combat begins. You can draw a hidden weapon this way by taking a -4 penalty.

    Quicken Spell [Metamagic]
    Prerequisite: Int 19, Caster Level 11th
    Benefit: By increasing the spell slot used to cast a spell by four levels, you can cast a quickened version of that spell instead. Whenever you cast a quickened spell, reduce the casting time by 1 hour if it's measure in hours, 1 minute if it's measure in minutes, 1 round if it's measured in rounds, or to 1 standard action if it's a full round action or 1 swift action if it's a standard action.

    Rapid Reload [Fighter/Combat]
    Prerequisite: Dex 13
    Benefit: Reloading a crossbow does not provoke an attack of opportunity.

    Run
    Benefit: When running, you move five times your normal speed (if wearing light, or no armor and carrying no more than a light load) or four times your speed (if wearing medium, or heavy armor and carrying a medium or heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 competence bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

    Self-Sufficient
    Benefit: You get a +2 racial bonus on all Heal checks and Survival checks.

    Shield Proficiency [Fighter/Combat]
    Prerequisite: Dex 13 (Buckler), Str 13 (Light Shield), Str 15 (Heavy Shield), Str 19 (Tower Shield)
    Benefit: You gain proficiency with bucklers if you have 13 or more Dexterity. You gain proficiency with light shields if you have 13 or more strength. You gain proficiency with heavy shields if you have 15 or more strength. You gain proficiency with tower shield if you have 17 or more strength.

    Skill Focus
    Prerequisite: Key Ability Score Below 20
    Benefit: Choose one skill, instead of using the key ability score modifier when rolling with that skill, you can add a +1 modifier for everyone four levels you possess.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

    Spell Focus
    Benefit: Choose a school of magic, treat your caster level as 1 higher when casting spells from that school.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

    Spell Focus II
    Prerequisite: Spell Focus
    Benefit: Choose a school of magic you have Spell Focus for, treat your caster level as 2 higher when casting spells from that school instead of 1 higher.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

    Spell Mastery
    Prerequisite: Spellbook or Familiar
    Benefit: You memorize any spell you have written down in your spell book or taught to your familiar. Thereafter you do not need to prepare spells from your spellbook and may prepare them from memory.

    Spring Attack
    Benefit: You can use a standard action to make an attack while moving.
    Special: You must attack before or after your move, not during.

    Stealthy
    Benefit: You get a +2 racial bonus on all Hide checks and Move Silently checks.

    Tacit Spell [Metamagic]
    Prerequisite: Int 15, Caster Level 5th
    Benefit: By increasing the spell slot used to cast a spell by two levels, you can cast a tacit version of that spell instead. A tacit spell has no verbal or somatic components. If it does not have a material component then it cannot be detect by creatures who cannot see magical auras.

    Two-Weapon Defense [Fighter/Combat]
    Prerequisites: Dex 13
    Benefit: When you a wielding a weapon in each hand (including a double weapon), you gain a +2 shield bonus to your AC.

    Whirlwind Attack [Fighter/Combat]
    Prerequisites: Agi 17, BAB +6
    Benefit: As a full attack action you can make a single attack against each enemy within reach at your second highest base attack bonus.

    Spoiler: Removed Feats
    Show
    Brew Potion [Item Creation]
    Removed.

    Combat Casting [Fighter/Combat]
    Removed

    Craft Magic Armors and Armor [Item Creation]
    Removed.

    Craft Rod [Item Creation]
    Removed.

    Craft Staff [Item Creation]
    Removed.

    Craft Wand [Item Creation]
    Removed.

    Craft Wondrous Item [Item Creation]
    Removed.

    Extra Turning
    Removed.

    Forge Ring [Item Creation]
    Removed.

    Great Cleave [Fighter/Combat]
    Removed.

    Greater Spell Focus
    See Spell Focus II

    Greater Spell Penetration
    Removed.

    Greater Weapon Focus
    Removed.

    Greater Weapon Specialization
    Removed.

    Heighten Spell [Metamagic]
    Removed.

    Improved Bull Rush
    See Improved Combat Manuever.

    Improved Counterspell
    Removed.

    Improved Critical
    Removed.

    Improved Disarm
    See Improved Combat Manuever.

    Improved Familiar
    Removed.

    Improved Feint
    See Improved Combat Manuever.

    Improved Grapple
    See Improved Combat Manuever.

    Improved Overrun
    See Improved Combat Manuever.

    Improved Precise Shot
    Removed.

    Improved Shield Bash
    See Improved Combat Manuever.

    Improved Sunder
    See Improved Combat Manuever.

    Improved Trip
    See Improved Combat Manuever.

    Improved Turning
    Removed.

    Improved Two-Weapon Fighting
    Removed.

    Rapid Shot [Fighter/Combat]
    Removed.

    Ride-By-Attack [Fighter/Combat]
    See Spring Attack.

    Scribe Scroll [Item Creation]
    Removed.

    Shot On The Run [Fighter/Combat]
    See spring attack.

    Silent Spell [Metamagic]
    See tacit spell.

    Simple Weapon Proficiency [Combat/Fighter]
    Removed.

    Snatch Arrows
    Removed.

    Spell Penetration
    Removed.

    Spirited Charge [Fighter/Combat]
    Removed.

    Still Spell [Metamagic]
    See tacit spell.

    Stunning Fist [Fighter/Combat]
    Removed.

    Toughness [Fighter/Combat]
    See Endurance.

    Tower Shield Proficiency [Fighter/Combat]
    See Shield Proficiency.

    Track
    Removed.

    Trample
    Removed.

    Two-Weapon Fighting
    Removed.

    Weapon Finesse
    Removed.

    Weapon Focus [Fighter/Combat]
    Removed.

    Weapon Specialization [Fighter/Combat]
    Removed.

    Widen Spell [Metamagic]
    See Enlarge Spell.


    Spoiler: Revised Wizard Spell List
    Show
    0-Level Wizard Spells (Cantrips)

    Abjuration
    Mage Armor: Gives subject 4 armor.
    Resistance: Subject gains +2 on saving throws, and resistance for one energy type 5.
    Shield: Subject gains +2 AC, and resist force 5.

    Conjuration
    Mage Hand: Minor telekinesis.
    Open/Close: Opens or closes small or light things.
    Unseen Servant: Invisible force obeys your commands.

    Divination
    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.
    Message: Send and receive messages to a nearby ally.

    Enchantment
    Daze: Creature with CR 1 or less loses next action.
    Light Residue: Dazzles one creature (-1 on attack rolls).
    Lullaby: Makes subject drowsy; -4 on Spot and Listen checks, -2 on Will saves against sleep effects.

    Evocation
    Acid Bolt: Ray deals 1d4 acid damage, penetrates armor.
    Cold Bolt: Ray deals 1d4 cold damage, slows target on critical hit.
    Fire Bolt: Ray deals 1d4 fire damage, plus more damage the next turn.
    Force Bolt: Ray deals 1d4 force damage.
    Lightning Bolt: Ray deals 1d4 electricity damage, dazes on critical hit.
    Sonic Bolt: Ray deals 1d4 sonic damage, defeans on critical hit.

    Illusion
    Dancing Lights: Creates torches or other lights.
    Light: Object shines like a torch.
    Ghost Sound: Figment sounds.

    Necromancy
    Manipulate Undead: Harms or heals an undead creatures for 1d6 damage.
    Touch of Fatigue: Touch attack fatigues target.
    Unsettling Visage: Causes nearby enemies to become shaken.

    Transmutation
    Arcane Mark: Inscribes a personal rune (visible or invisible).
    Mending: Makes minor repairs on a construct or object.
    Sharpen: Improves the effectiveness of simple weapons.

    Universal
    Prestidigitation: Performs minor tricks.

    1st-Level Sorcerer/Wizard Spells

    Abjuration
    Alarm: Wards an area for 2 hours/level.
    Endure Elements: Target gains the benefit of the endurance feat.
    Hold Portal: Telepathically holds door shut as if with 20 Strength.
    Mental Protection: +2 bonus to saving throws, discharge to dispel a mind affecting effect.

    Conjuration
    Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
    Grease: Makes 5-ft. square or one object slippery.
    Obscuring Mist: Fog surrounds you.
    Summon Eidolin: Calls an extraplanar creature to fight for you.
    Summon Mount: Summons phantom mount for 2 hours/level.

    Divination
    Comprehend Languages: Substitute Mysticism for Culture when deciphering languages.
    Detect Creature: Reveals the presence of a selected type of creature within 60 ft. Creature type selected upon learning the spell (not on casting), this spell can be learned multiple times.
    Detect Secret Doors: Reveals hidden doors within 60 ft.
    IdentifyM: Determines properties of an artifact.
    True Strike: +4 on your next attack roll.

    Enchantment
    Charm Person: Substitute Mysticism for Persuasion.
    Hypnotism: Substitute Mysticism for Bluff.
    Sleep: Puts a number of creatures equal to CR 1 or lower into magical slumber.

    Evocation
    Acid Spray: 1d4/level acid damage in a 30 ft. cone, penetrates armor.
    Burning Hands: 1d4/level fire damage in a 30 ft. cone, lights foes on fire on critical hit.
    Chill Touch: Touch delivers 1d6/level cold damage, paralyzes on critical hit.
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Shocking Grasp: Touch delivers 1d6/level electricity damage, paralyzes on critical hit.
    Sonic Slam: Unarmed strike deals 1d4/level sonic damage, ignoring hardness, sickens on critical hit.

    Illusion
    Color Spray: Blinds creatures in a 30 ft. cone, stuns on a critical hit.
    Disguise Self: Substitute Mysticism for Disguise.
    Manipulate Magic Aura: Alters subject or object’s magic aura.
    Silent Image: Creates minor illusion of your design.
    Ventriloquism: Throws voice for 1 min./level.

    Necromancy
    Cause Fear: Frightens one creature.
    Drain Strength: Touch gives 1d4 Str penalty and gives the caster a Str bonus.
    Drain Dexterity: Touch gives 1d4 Dex penalty and gives the caster a Dex bonus.
    Drain Agility: Touch gives 1d4 Agi penalty and gives the caster an Agi bonus.
    Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

    Transmutation
    Animate Cloth: Makes a piece of clothing, a rope or textile move at your command.
    Enlarge Person: Increase the size of a creature, granting +2 Strength, -2 Dexterity and dealing 1d6 damage.
    Erase: Mundane or magical writing vanishes.
    Expeditious Retreat: Your speed increases by 10 ft.
    Feather Fall: Objects or creatures fall slowly.
    Jump: Use mysticism instead of athletics.
    Alter Weapon: Weapon becomes silver or cobalt.
    Reduce Person: Decrease the size of a creature, granting +2 Dexterity, -2 Strength and dealing 1d6 damage.


    Spoiler: Revised NPC Classes
    Show
    Adept

    An adept is a mystic who doesn’t have enough time or resources to improve their practice to the level of sorcerers, witches, or wizards. They typically learn a small selection of spells that allow them to move through their lives with the same efficiency as commoners or warriors, though occasionally they become village healers or seers, serving a role similar to aristocrats.

    GAME RULE INFORMATION
    Adepts have the following game statistics.
    Abilities: Adepts require high knowledge in order master numerous spells, and high courage to increase the power of their magic.
    Alignment: Any alignment.
    Hit Die: d6.
    Starting Age: As barbarian.
    Starting Gold: As barbarian.

    Class Skills
    The Adept's class skills (and the key ability for each skill) are Craft (Knw), Heal (Wis), Perform (Crg), Profession (Knw), and Spellcraft (Knw).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Fighter
    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features 0 1 2
    1st
    +0
    +0
    +0
    +2
    Adept Spellcaster
    4
    1
    -
    2nd
    +1
    +0
    +0
    +3
    -
    5
    2
    -
    3rd
    +1
    +1
    +1
    +3
    -
    6
    3
    -
    4th
    +2
    +1
    +1
    +4
    -
    7
    3
    1
    5th
    +2
    +1
    +1
    +4
    Continued Training
    8
    4
    2

    Class Features
    All of the following are class features of the Adept.
    Weapon and Armor Proficiencies:An adept is proficient with all simple weapons.
    Spellcasting: An adept is a spontaneous spellcaster that knows a number of spells equal to their Knowledge + their Adept level.
    Adept Spellcaster: An adept chooses one base class. They gain spell list of that class.
    Continued Training: An adept may continue to advance in level beyond 5th, but gains no additional BAB, HD, Saving Throws, or Class features. Instead an adept above 5th level received only increased skill points from their class, feats from their character level and ability score improvements from their character level.

    Aristocrat

    Aristocrats are people with great amounts of wealth and opportunity. Their noble status affords them plenty of ability to learn a variety of skills and abilities.

    GAME RULE INFORMATION
    Aristocrats have the following game statistics.
    Abilities: Aristocrats typically favored courage in order to sway large amounts of followers.
    Alignment: Any alignment.
    Hit Die: d8.
    Starting Age: As barbarian.
    Starting Gold: As barbarian.

    Class Skills
    All skills are class skills for the Aristocrat.

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Aristocrat
    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Maneuvers Known Maneuvers Readied Stances Known
    1st
    +0
    +2
    +0
    +2
    Wealth
    2
    1
    1
    2nd
    +1
    +3
    +0
    +3
    Bonus Skill Feat
    3
    1
    1
    3rd
    +2
    +3
    +1
    +3
    Improved Wealth
    4
    1
    1
    4th
    +3
    +4
    +1
    +4
    Bonus Skill Feat
    5
    2
    2
    5th
    +3
    +4
    +1
    +4
    Greater Wealth
    6
    2
    2

    Class Features
    All of the following are class features of the aristocrat.
    Weapon and Armor Proficiencies:An aristocrat is proficient with all simple and martial weapons, as well as all armor and shields.
    Manuevers: An aristocrat is a martial adept with access to the White Raven discipline. At the beginning of each day the aristocrat readies a number of maneuvers that they may employ at a later time as shown on the table above. To ready an additional maneuver (or the same maneuver again) they aristocrat must spend a standard action to center themselves.
    Wealth: At 1st level the Aristocrat gains 500 gold pieces.
    Bonus Skill Feat: At 2nd and 4th level, the aristocrat gains an additional skill feat.
    Improved Wealth: At 3rd level the Aristocrat gains 1000 gold pieces.
    Greater Wealth: At 5th level the Aristocrat gains 3000 gold pieces.

    Commoner

    Commoners are people who have been given insufficient resources and training in order to distinguish themselves as movers and shakers in the world. They include everyone from a city merchant to the elder of an out of the way village.

    GAME RULE INFORMATION
    Commoner's have the following game statistics.
    Abilities: Commoners favor the ability score associated with the skills they use every day. For artisans this is often knowledge, while merchants might favor courage and scouts perception and agility.
    Alignment: Any alignment.
    Hit Die: d8.
    Starting Age: As barbarian.
    Starting Gold: As barbarian.

    Class Skills
    The Commoner's class skills (and the key ability for each skill) are Craft (Knw), Diplomacy (Cha), Handle Animal (Crg), Heal (Wis), Perform (Crg), Profession (Knw), and Survival (Knw).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Commoner
    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features
    1st
    +0
    +0
    +0
    +0
    Bonus Save Feat
    2nd
    +1
    +0
    +0
    +0
    Bonus Skill Feat
    3rd
    +2
    +1
    +1
    +1
    Bonus Save Feat
    4th
    +3
    +1
    +1
    +1
    Bonus Skill Feat
    5th
    +3
    +1
    +1
    +1
    Bonus Save Feat, Continued Training

    Class Features
    All of the following are class features of the Commoner.
    Weapon and Armor Proficiencies: A Commoner is proficient with all simple weapons.
    Bonus Save Feat: At 1st, 3rd and 5th level the Commoner gains one of the feats from the following list: Greater Fortitude, Iron Will or Lightning Reflexes.
    Bonus Skill Feat: At 2nd and 4th level, the Commoner gains on skill feat.
    Continued Training: A Commoner may continue to advance in level beyond 5th, but gains no additional BAB, HD, Saving Throws, or Class features. Instead a commoner above 5th level received only increased skill points from their class, feats from their character level and ability score improvements from their character level.

    Fighter

    Fighters are those trained or self-taught in the ways of combat by minor masters, without the proper opportunity to expand their array of skills into a respectable number of martial schools. Instead they focus on most simple of maneuvers and feats in order to protect their friends and families.

    GAME RULE INFORMATION
    Fighters's have the following game statistics.
    Abilities: Fighters typically favored Strength for durability and damage, Agility for accuracy and evasion and Perception for ranged attacks.
    Alignment: Any alignment.
    Hit Die: d12.
    Starting Age: As barbarian.
    Starting Gold: As barbarian.

    Class Skills
    The Fighters's class skills (and the key ability for each skill) are Craft (Knw), Handle Animal (Crg), Heal (Wis), Ride (Dex), Perform (Crg), Profession (Knw), and Survival (Knw).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Fighter
    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Maneuvers Known Maneuvers Readied Stances Known
    1st
    +1
    +2
    +0
    +0
    New Manuever
    1
    1
    1
    2nd
    +2
    +3
    +0
    +0
    Bonus Combat Feat
    1
    1
    1
    3rd
    +3
    +3
    +1
    +1
    New Manuever
    2
    1
    1
    4th
    +4
    +4
    +1
    +1
    Bonus Combat Feat
    2
    1
    1
    5th
    +5
    +4
    +1
    +1
    New Maneuver, Continued Training
    3
    1
    1

    Class Features
    All of the following are class features of the Fighter.
    Weapon and Armor Proficiencies:A fighter is proficient with all simple and martial weapons, as well as light and medium armor.
    Manuevers: A fighter is a martial adept with access to the Stone Dragon. At the beginning of each day the fighter readies a single maneuver that they may employ at a later time. To ready an additional maneuver (or the same maneuver again) they fighter must spend a standard action to center themselves.
    New Manuever: At 1st, 3rd and 5th level the fighters learns a new maneuver from the Stone Dragon discipline.
    Bonus Combat Feat: At 2nd and 4th level, the fighter gains an additional combat feat.
    Continued Training: A fighter may continue to advance in level beyond 5th, but gains no additional BAB, HD, Saving Throws, or Class features. Instead a fighter above 5th level received only increased skill points from their class, feats from their character level and ability score improvements from their character level.
    Last edited by Knitifine; 2017-11-21 at 08:04 PM.
    Professional Sorcerer Advocate.

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  2. - Top - End - #2
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    OldWizardGuy

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    Default Re: Knitifine's Homebrew Doodles

    Innnnteresting. Too many changes for me to comment on, but a lot that make sense (Armour Proficiency in particular). May I ask why the debuff to the skill feats (Alertness etc.)? If anything I'd have expected an increase in their power, but now they no longer stack if you have a bonus from your race.

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    RedKnightGirl

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    Default Re: Knitifine's Homebrew Doodles

    Quote Originally Posted by rferries View Post
    Innnnteresting. Too many changes for me to comment on, but a lot that make sense (Armour Proficiency in particular). May I ask why the debuff to the skill feats (Alertness etc.)? If anything I'd have expected an increase in their power, but now they no longer stack if you have a bonus from your race.
    It really came down to the fact that one of my goals was to clean up the bonus types, and make it so that certain races didn't feel mandatory for certain specializations. My thought process here was 'I'm going to have to take a second pass at these anyways when I compare them to the updated skills, might as well fix the system problem I can address now and worry about the power-level problem later.'
    Last edited by Knitifine; 2017-11-11 at 09:28 AM.
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    OldWizardGuy

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    Default Re: Knitifine's Homebrew Doodles

    Quote Originally Posted by Knitifine View Post
    It really came down to the fact that one of my goals was to clean up the bonus types, and make it so that certain races didn't feel mandatory for certain specializations. My thought process here was 'I'm going to have to take a second pass at these anyways when I compare them to the updated skills, might as well fix the system problem I can address now and worry about the power-level problem later.'
    Ah I see. Will you be granting the skill feats as bonus feats to those races (e.g. Alertness for elves)?

  5. - Top - End - #5
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    RedKnightGirl

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    Default Re: Knitifine's Homebrew Doodles

    Quote Originally Posted by rferries View Post
    Ah I see. Will you be granting the skill feats as bonus feats to those races (e.g. Alertness for elves)?
    If I keep them around the same low power level, I'll probably group them all under a tag such as [Skill], and hand them out as bonus feats depending on race (under this solution the first thing that comes to mind is that they also immediately and retroactively make the chosen skills class skills and maaaybe provide free ranks for them). If I increase their power level, then it'll be in a way that gives them something desirable enough that you can overlook the fact that one or more +2 overlaps with your racial bonuses (such as making them similar to skill mastery, where you can take 10 in stressful situations). Currently, I'm undecided as to what their place in the big picture will be, a lot of the system is interdependent off of itself, so it'll take a few passes for them to find the right place.
    Professional Sorcerer Advocate.

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    OldWizardGuy

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    Default Re: Knitifine's Homebrew Doodles

    Good stuff! :)

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    RedKnightGirl

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    Default Re: Knitifine's Homebrew Doodles

    Added the commoner, might flesh out other NPC class doodles later on, got a lot of projects to work on.

    Edit: Just realized that was half-finished. Sorry I'm pretty woozy right now. Give me a minute and I'll post it along with the other NPC class I'm working on: Fighter.
    Edit: Fighter and Commoner should now be in an understandable state.
    Last edited by Knitifine; 2017-11-21 at 08:01 PM.
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