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2010-09-07, 12:39 AM (ISO 8601)
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Re: The All New Prime20 Thread! [3.5/Prime20]
Basic idea: Make powerful classes and races based around choices. Make it so you can make each class how you envision it. Sorcerers? They have magical blood. Was it from magical pollution? The blessed legacy of an ancestral hero or villain? Are you from the stock of some creature like a frost giant, a dragon or even a mind flayer? And as you level you slowly become more like the cause for your magical powers.
So Gwyn and AtlanteanTroll want to see Sorcerer? Well, I'll try to give it to you after I finish the fighter, or perhaps before. You can also look above to the All Old Prime20 links for the old Sorcerer (who is very similar to what we will be attempting here.)Alchemyprime's Omniblog
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2010-09-07, 02:05 AM (ISO 8601)
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Re: The All New Prime20 Thread! [3.5/Prime20]
May as well toss in my two cents in the ring for the top picks.
8 Races
Spoiler
- Humans: Why would you not have them?
- Dwarves: Because nothing is Dwarfier than a Dwarf
- Elves: Mostly to provide a comparison on how Dwarfy a Dwarf is.
- Halflings: The obligatory little people.
- Warforged: Great for philosophical themes (Does sentience = a soul? Nature or Nurture?)
- Half-Orcs: Prove to the world that blood is not the determining factor!
- Tiefling: Only if they're the pre-4e kind
- Elans: May as well get something psionic in here. Kalashtar are too restricted, Maenads don't live up to their namesake IMO, and everything else is an insect.
10 Classes
Spoiler
- Fighter: One of the classic 4 and our basic warrior
- Wizard: One of the classic 4 and our basic magic user
- Cleric: One of the classic 4 and our basic divine user
- Rogue: One of the classic 4 and our basic expert
- Crusader: Our classic divine warrior
- Artificer: To pump up magic items and heal our Warforged pals
- Warlord: A more martial cleric
- Warlock: An alternative magic, along with potential rogue-like skills
- Psion: Our basic psionic user
- Ardent: Our warrior with psionic ability.
Last edited by Moose Fisher; 2010-09-07 at 02:07 AM.
I can already imagine that somewhere, there is a lovecraftian world that is horrified by someone writing about a place like Earth.
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2010-09-07, 10:10 AM (ISO 8601)
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Re: The All New Prime20 Thread! [3.5/Prime20]
8 races and 10 classes
Eight Races:
Humans
Elves
Dwarves (Rule!)
Halflings
Shadar-kai (I love them)
Githzeri
Gnomes
Minotuar (My group loves them)
Ten Classes:
Cleric
Wizard
Rouge
Fighter
Warlock
Bard
Binder
ShadowCaster (personal favorite)
Incarnate
Truenamer (Preferably something you have fix'd)
"I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”
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2010-09-07, 10:32 AM (ISO 8601)
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Re: The All New Prime20 Thread! [3.5/Prime20]
Okay, upon viewing all the votes, I know I need to have the Four Core classes done first.
Fighter
Cleric
Rogue
Wizard
However, my Wizard write up is much further behind the Sorcerer, so Sorcerer may end up released first.
Looking at the others, I think the remaining six may well end up being
Crusader
Ardent
Binder
Incarnate
Psion
And some other class. I see a lot of clamoring for Monks, Ninjas, Artificers, Warlocks, Truenamers... That's not one class.
So I'm considering who to put here. It'll be the Mystery class. Maybe Wizard, maybe Shadowcaster, maybe bard. But we'll be focusing on the others first.
As for races, as you can see, I already have Humans done. Since there seems to be a lot of rabble for Warforged, how about I show you what I have done already for the Elves, the Warforged and the Maenads? Those sound like that'd be worthwhile for you all?
I say the other four races should be Half-Orcs, Halflings, Dwarves and... Honestly, I think Revenant would be a good round off.
Eh, let's make it ten races, and add in Hobgoblins and Gnomes too when we're all set for the original 10. Now, all ideas will be considered. Eventually I'll get to the drow, the shadar-kai, the minotaurs, the giths, and for classes, we'll get to the monks, the truenamers, the shadowcasters, the Occultist (who will be Class 11, I guarantee you).
So I'll be updating the front post with the To-Do lists, the Eventual Lists and the Finished Lists.Alchemyprime's Omniblog
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2010-09-07, 11:08 AM (ISO 8601)
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Re: The All New Prime20 Thread! [3.5/Prime20]
Elf
Spoiler- +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
- Medium: Elves are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Elves have a base speed of 30 feet.
- Low-Light Vision: Elves can see twice as far as humans in conditions of poor illumination.
- Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.
- Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
- Unnatural Beauty: The attitude of those dealing with elves is improved by one step so long as their starting attitude is at least “indifferent.” This increase is subject to GM discretion and might not apply to all creatures.
- Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
- Elven Court: Every elf is part of one of the Elven Courts, and each Elven Court has their own special abilities they allow for an elf to be part of that court. Note that the Drow, the Vupdrax, the Drey, the Niar'streea, and the Chath'bar'a all used to be part of the Courts, and for events important enough, they are still called in for High Courts. However, for them you should use the Drow race. The Light Courts are detailed below.
All Spell Like abilities are Magic Rating equal to their character level, save DCs are 10 + ½ character level + the elf's Charisma modifier.
Spoiler- Fire Elf- The Court of the Fire Elves are elves who were picked from birth to become magical warriors by binding themselves to the spirits of Fire. Their ritual includes growing their hair for five years, then shaving themselves bald. They then make an effigy of themselves and burn it, binding themselves to the spirit of the fire. Fire Elves gain a +2 bonus to Intimidate checks, and they can use Burning Hands as a spell-like ability once per day.
- Ghost Elf- The Ghost Elves are bonded to spirits of death. Not the bringers of death, but the spirits that watch over the dead. Their ritual involves living within a mausoleum for five years, only leaving for supplies, then coming right back to the house of the dead in which they reside. After the five years, a spirit will come to them. The effects are great. Once a day, they may give themselves a +10 enhancement bonus to Escape Artist checks. In addition, they can make themselves glow like a candle whenever they wish, or they can suppress this. It is a free action to turn the illumination on or off.
- Gray Elf- Gray Elves are bound to the spirits of magic itself, adding to the already grand magical advantages elves have over other creatures. Gray Elves always have Prestidigitation and Arcane Mark as at-will spell-like abilities.
- High Elf-
- Metal Elf-
- Painted Elf- Painted Elves have bound themselves to the spirits of battle itself. They harvest a drop of blood from themselves every day for five years in a magic vial that stops it from coagulating, and then mix it into a war paint. Upon wearing the war paint, they run off to kill an enemy under the full moon. Most painted elves are in the desert, and as such their enemy will be a blue kobold. After defeating the enemy, the spirit of war binds to them. Painted elves get a +2 bonus on Acrobatics to tumble, and gain the Toughness feat as a bonus feat.
- Shadow Elf (Umbragen)-
- Snow Elf- Snow elves live in the frozen areas of the world, and are bound to the spirits of Ice. The ice spirits grant them a +2 bonus to one Craft skill (chosen at first level). Beyond this, the snow elves are granted a +4 bonus to Acrobatics checks to balance themselves, and on any check or save to keep themselves from falling prone or being knocked over. Finally, they can use Ray of Frost as a spell like ability three times each day.
- Thunder Elf-
- Water Elf-
- Wild Elf-
- Wind Elf-
- Wood Elf-
- Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose any of the following: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: The favored class of elves is wizard or ranger.
Elf is unfinished. Anyone else want to help me fill in the blank backgrounds?
Maenad
Spoiler- Ability Scores: +2 Charisma.
- Medium: Maenads are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Maenads have a base speed of 30 feet.
- Naturally Psionic: All maenads have 2 power points and can take psionic feats.
- Energy Shout: All maenads may use Energy Ray (Sonic) as a psi-like ability 1/day with a CR of their character level.
- Outburst: Once per day for four rounds a maenad may have an outburst of pain and rage. During this outburst, they take a -2 penalty to Wisdom, but gain a +2 bonus to Strength.
- Unnatural Beauty: The attitude of those dealing with maenads is improved by one step so long as their starting attitude is at least “indifferent.” This increase is subject to GM discretion and might not apply to all creatures.
- Psionic Mastery: All maenads are partial to using psionic items, as their own crystalline systems resonate with the crystals in the items. A Maenad may take 10 on any Use Psionic Device Checks.
- Background: Maenads are a people who have realized structure will save them fro their own emotions. They have all had many ways to try to deal with this. Each caste found a gem to relate to, and so each background is named for a gem.
Spoiler- Amethyst- Maenads attuned to amethysts are normally of violet hair and crystal, ranging from a light lavender to a deep purple that's almost black until the light hits it right. They gain a +2 on saves against poison, and a +2 bonus to checks made to oppose Disguise and Bluff checks.
- Aquamarine- The sea-green hair and crystals of aquamarine maenads is well known to sailors. Aquamarine maenads have a knack for sailing and making friends. They have a +2 bonus to Diplomacy and Profession (Sailor) checks, and can take 10 on Atheltics (Swim) checks. They automatically gain Salt as a bonus language. Very friendly chaps.
- Casteless- Some Maenads never find a caste of crystal to fit them. These are the casteless. They are considered a disgrace by the Maenads, and as such, are shunned in normal society. To live better on the harder side of things, they are granted a +2 bonus to Intimidate. As well, they gain an additional use of Energy Shout each day (so 2/day instead of 1/day).
- Diamond- Diamond is known as the hardest mineral, and for it's ability to be cut in a variety of shapes. A Diamond Maenad, with their silver hair and clear crystals, are very much the same. They have a +2 bonus to Disguise checks. As well, when they Outburst, their skin becomes hard and diamond coated as their crystals grow for the duration of the Outburst, granting a +1 racial bonus to Natural Armor.
- Emerald- Emerald Maenads, with their green crystal sheen and hair, are masters of vitality. They have an extra +1 to HP and to RP for every level they possess, and a +2 bonus to Heal checks. They make great doctors and battlefield medics.
- Garnet- The Garnet Maenads are known for their crystals and hair being a dark red. They are hunters of dark evil things. They gain a +1 bonus to attack and damage against undead, and can spend 1 power point to make a touch attack that deals 1d6 damage on a hit to undead or aberrations.
- Obsidian- The darkened caste, as called for their dark hair and crystals, is made up of assassins and cut throats. I mean, perfectly legitimate entertainers. They have a +2 bonus to Acrobatics and Stealth. In addition, they can send dark energies into their Energy Shouts, making them Cold damage instead of Sonic if hey so wish.
- Opal- Opal Maenads are known for their iridescent shine. They gain a +2 bonus to Stealth and Sleight of Hand checks, as the shine confuses the eyes and allows for minor camouflage should the Maenad will it. In addition, they get a +1 t the DC to get past any illusions they cast.
- Pearl- Pearl Maenads are helpful in battle, no questions asked. Or out of battle. Anywhere, really. When a Pearl Maenad uses Aid Another in a skill they have trained, they may grant a bonus of (1 + Charisma Modifier) or +2, whichever is higher. Also, when flanking an enemy, they and their ally gains a +1 Dodge bonus to Defense against that enemy as long as he is flanked.
- Peridot- A lime green color, contrasting the dark green of the Emerald Maenads, marks the Peridot Maenads. When they are healed by magic, they also heal their Charisma modifier on top of any Reserve Points used or healing magic. In addition, they gain a +1 bonus against Fear effects.
- Ruby- A Ruby Maenad has bright red hair and crystals, giving them a firey appearance. Their inner heat is amazing, granting them a +1 racial bonus to Reflex saves and allowing them to turn their sonic racial abilities to fire abilities at their option.
- Sapphire- A Sapphire Maenad, in a deep blue (though rarely other colors do arise, including a light pink), has powers over perception. They gain a +2 bonus to Bluff checks, as people don't think they would lie. They also gain a +1 bonus on Will saves.
- Topaz- This gem, with it's blonde and amber colored hues, it is a gem of strength. All Topaz Maenads gain an additional +1d6 damage when attacking with their outbursts, and after an outburst is done have a +1 on attack rolls for (Charisma Modifier) rounds.
- Turquoise- Turquoise is the gem of happiness, and the light blue and gold blends that Turquoise Maenads have mix well with their constant smiles. A Turquoise Maenad has a the ability to reroll one failed 1d20 roll per day. At 7th level and every 7 levels thereafter, they gain an additional reroll per day.
- Languages: Common, Maenad. Bonus Languages: Any.
- Favored Class: Wilder or ardent. (If you don't have these classes, substitute sorcerer and crusader, respectively).
Warforged
Spoiler- Ability Scores: +2 Strength, +2 Constitution, -2 Charisma
- Medium Size: Warforged are Medium sized creatures and have no bonuses or penalties due to size.
- Normal Speed: Warforged have a base speed of 30 feet.
- Construct Physiology: A warforged is immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickening, and energy drain. Warforged do not eat, sleep or breath. When they reach 0 hp, they are unconscious (as normal) but are totally stable.
- Repairable: Warforged can also be healed with a Craft check taking 8 hours, healing the result of the check – 15hp. This Craft can be (armorsmithing, blacksmithing, gemcutting, or sculpting). A warforged can repair itself. Anyone can take 10 on this check but not take 20. This check must be made trained.
- Construct Drawbacks: A warforged is only healed half as much by a Conjuration (Healing) spell. Warforged also do not naturally heal.
- Armor Plating: Warforged get a +2 bonus to defense if they are unarmored. A warforged may spend a feat to replace this with better plating, and may also retrain this specific feat for any other armor plating feat by taking 2 weeks to replace them (or allowing a Warforged Smith to do so). A warforged may only replace this feat with a nonarmor plating feat at level up (as normal).
- Light Fortification: A warforged with his basic armor plating has a 25% chance of a critical hit becoming a normal hit. If a feat says it changes this, then it does. If not, then it stays a 25%. This fortification stacks with enhancements to the armor plating, but not from other equipment.
- Slam: A warforged naturally has a 1d4 slam attack. Since the warforged is a construct, they may enchant themselves to improve this Slam attack, up to a maximum enhancement bonus of (Warforged's Character Level/3), rounded down.
- Background: A warforged's model or training can affect what he is. Younger warforged are even affected by their experiences after the wars. Below are some of the backgrounds and benefits available to a warforged character.
- Spoiler
- Awakened- You began to question the world, your orders. “Why?” you would ask. “Why am I able to be healed almost like a human? Why not all the way? Why at all? Why can I meldshape?” The further your mind went into your questions, the more you began to realize you were no longer your standard warforged. An Awakened Warforged gains a +2 bonus to Will saves against Charm and Fear. They also gain a +2 bonus to reveal illusions.
- Bull- Warforged are already stronger than humans. But sometimes, a little bit isn't enough. So the bull model was made. A Bull Warforged gets a +2 bonus to avoid being knocked prone, bull-rushed, or pushed, and to doing those to their enemies. In addition, they deal 1d6 with their slams instead of 1d4.
- Darkforged- Sometimes the armies would need to send Warforged into the Underdark. This normally ended badly, since the drow would hide near areas of Faerzaress. Darkforged are made to combat these. When in areas of shadowy illumination or less light, Darkforged get a +2 bonus to Stealth checks, and to attack rolls. In addition, when in an area of Faerzaress, they gain a +2 Deflection bonus to Defense. Darkforged have Darkvision 30'.
- Freeforged- A Freeforged was forged in a time of peace. As such, they are better suited for peaceful endeavours than their kin. A Freeforged gets training in one extra skill of their choice, and may learn bonuses languages at 1st level instead of gradually. Also, they get along better with people, and have a +2 bonus to Diplomacy.
- Godforged- The Godforged are Warforged who believe the gods bestowed the Warforged with souls. They gain a +2 bonus to Knowledge (Religion) checks, and can cast the following orisons once per day per level: guidance, create water, and light.
- Grunt- A grunt is your standard issue military warforged. They were literally forged for war. A grunt gains proficiency in one extra weapon group of their choice. Also, all grunts gain a +1 bonus to attack rolls with their chosen weapon group.
- Psiforged- The psiforged are Warforged that, in place of the standard obsidian or quartz, had psionic deep crystal in place. These Warforged gain 2 psionic power points. They also may, with a slam attack, spend 1 power point before the attack roll is made to add +1d6 psychokinetic damage to their slam damage.
- Reforged- The Reforged are warforged who wish to shed their metal appearances to try to be more like the softer races. They have a +2 bonus to Knowledge (Nature), due to their studies, and to Intimidate, due to their unsettling leather skin. They may ignore 5% of Arcane Spell Chance failure from their plating.
- Sandforged- Sandforged are warforged made to be sent into deserts. They are specially built and trained to deal with the sands and the dangers. Sandforged have a +2 bonus to saves against fire and dessication effects. Sandforged also gain a +2 bonus to Ride checks and proficiency with scimitars and shortbows. Many generals later realized that Sandforged make great cavalry.
- Scout- Small and sneaky, a scout is the best warforged for stealthy jobs. A scout gains a +5 on Stealth checks, and a +2 on both perception and Insight checks. Also, against a flat-footed opponent, the scout gains a +2 bonus to damage.
- Seaforged- Warforged made for manning the ships, the Seaforged were masters of the waters during the wars. They had no need to breathe, and could survive the crushing depths. Seaforged gain a 10ft Swim speed, a +8 on Athletics checks to swim, and gain a +2 bonus against rusting attacks and Acid abilities.
- Servant- These warforged were, before becoming free, bodyguards and handservants to royalty and nobility. They gain a +5 bonus to Knowledge (Royalty and Nobility) checks when within their homeland. They also gain a +2 bonus to two of the following skills: Acrobatics, Appraise, Craft (painting), Knowledge (Religion), or Perform (any).
- Snowforged- The snowforged were made for the arctic and trained as such. Their colorations are closer to whites with blue eyes than the standard silver and green of their temperate kin. Snowforged have a +2 bonus to Survival checks, and to saves against Cold effects. Snowforged normally make better rangers, and count Ranger as their favored class instead of fighter.
- Languages: Common. Bonus Languages: None. A warforged with a high intelligence must learn languages from his teammates, one per level.
- Favored Class: Fighter is the favored class of a warforged. However, Scouts prefer Rogue, Psiforged prefer Psion and Snowforged prefer Ranger.
Last edited by alchemyprime; 2010-09-07 at 07:45 PM.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Fixed it. Thanks. Also:
I just found where I had put Drow and Shifters, which apparently I finished already. So... I'll just slide these under the door.
Spoiler
Drow Elf
Spoiler- Ability Scores: +2 Dex, -2 Con, +2 Cha.
- Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Drow have a base speed of 30 feet.
- Drow Background: Based on the background of the drow, a drow may have some extra abilities.
Spoiler- Szarkai- Albino drow, they look just like High Elves. They get a +10 bonus to Disguise checks to look like a High Elf. However, the take a -2 penalty on Perception checks to when in an area with any light above shadowy illumination, as well as on Initiative checks. This stacks with Light Sensitivity.
- Drey- Bigger, meaner, tougher drow, the Drey are said to be blessed. They have a +1 Natural Armor and +2 to Intimidate due to their shiny, spider-like skin.
- Niar'streea- Literally “River Death” These are the Aquatic Drow. They gain Resistance to Cold 5, and can breathe underwater. However, they need at least one gallon of water thrown on their skin per day or else they take 1 point Constitution damage per day without. Soaking in water for an hour will undo this damage.
- Vupdrax- While the Elves have the Avariels, the Drow have the Vupdrax. Batwinged drow. See more on them in the Prestige Races beneath. In order to become a Vupdrax, you must take this background, which grants a drow the ability to ignore the first 10 feet of falling damage.
- Chath'bar'a- Fire drow. While the Overworld has deserts, the Underdark has volcanic vents. Some drow live near these. Chath'bar'a Drow gain Resistance 5 Fire and a +2 on saves against fire spells and effects.
- Van'thalack- A drow bred for battle. This sort of drow is trained from near birth to be a subserviant drow and to kill any enemy before them. They gain Weapon Focus in one weapon group of their choice and gain a +2 bonus to weapon damage with their Weapon Focus when below half of their max hit points.
- House Member- A drow from a noble house. They can levitate themselves. 1 round/day per level they gain Fly (clumsy) equal to their land speed.
- Spell-like Abilities: Drow may use the following abilities once per day each: faerie fire, darkness, dancing lights.
- Light Sensitivity: A drow in any light brighter than shadowy illumination gains a –1 on all attack rolls, damage rolls, and Reflex saves, as well as a –2 on her Armor Class.
- Sleep Immunity: A drow is immune to magic sleep effects.
- Keen Senses: Drow receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
- Weapon Familiarity: Drow are proficient with hand crossbows, scimitars, rapiers and shuriken, and treat any weapon with the word “drow” in its name as a martial weapon.
- Languages: Common, Undercommon and Elven. Bonus Languages: Goblin, Dwarf, Gnome, Orc, Drow Sign, Salt.
- Favored Class: Wizard or prodigy (male) or Cleric or favored (female).
ShifterSpoiler- Ability Scores: +2 Dex, +2 Con, -2 Int
- Medium: Shifters are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Shifters have a base speed of 30 feet.
- Low-Light Vision: Shifters can see twice as far as humans in conditions of poor illumination.
- Beastly Muscles: Shifters enjoy a +2 racial bonus to Acrobatics and Athletics (Climb) checks.
- Beast's Fury: A shifter has skin that is naturally resistant to standard attacks. They have DR 1/silver naturally, and certain feats can improve that. Also, when shifting, they increase this by their Constitution modifier or (character level/4) whichever is lower (minimum 1).
- Ancestral Mark: A shifter is one of two main varieties: Beastial or Saurian. Beastial shifters are descended from mammal, avian and fish lycanthropes (werewolves, werecats, weresharks, wereeagles, wereplatipi, etc.). Saurian shifters descend from dinosaur lycanthropes (wererexes, triweretops, wereraptors, wereadon) or reptile lycanthropes (weregators, weremeleons). This mark gives them a +2 on saves against the abilities of the creatures their ancestors turned into and chooses their shifting trait for them. Also, they gain an additional power based on what ancestor they are closest to.
- Shifting Trait: A shifter has an ability to shift, to become slightly more like their ancestor from which their monstrous power descends. When they shift, they gain a +2 to one ability and one extra racial power.
- Bestial:
Spoiler- Cliffwalk: +2 Dexterity and gains a climb speed of 20 feet.
- Dreamsight: +2 Wisdom and gain Speak With Animals active while shifting. Also, any shifter with this trait has a +2 on Handle Animal and Wild Empathy checks
- Gorebrute: +2 strength and gain a gore attack on a charge that deals 2d6. This gains a +1 per 4 levels.
- Longstride: +2 Dexterity and +10 feet to speed while shifting.
- Swiftwing: +2 Dexterity and gains a 20' fly speed (average maneuverability).
- Truedive: +2 Constitution and gains a swim speed of 30 ft. Also, any shifter with this trait can always hold their breath for 5 x their Constitution score.
- Wildhunt: +2 Constitution and gains Scent ability. Also always has a +2 bonus to survival checks
- Saurian:Spoiler
- Broadwing: +2 Dexterity and can reduce falling damage by 40 feet.
- Junglerunner: +2 Strength and base land speed goes up by 20 feet.
- Raptorleap: +2 Strength and +4 on Acrobatics checks to jump and always treated as having a running start.
- Widetail: +2 Constitution and one Tail Slap attack that does 1d6 points of damage with an additional +1 per 4 levels.
- Any:
Spoiler- BeastHide: +2 Constitution and +2 to Natural Armor.
- Longtooth: +2 Strength and a Bite attack that does 1d6 points of damage with an additional +1 per 4 levels.
- Razorclaws: +2 Strength and gain 2 Claw attacks that do 1d4 + (1per 4 levels) points of damage.
- Languages: Common. Bonus Languages: Any.
- Favored Class: Ranger or druid.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Since there is SOMETHING out there that is immune to just about anything, you might as well give mongrel-folk humans a straight +1 to saves (like 3.5 halflings get).
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Re: The All New Prime20 Thread! [3.5/Prime20]
Nice! Got the old band back together! And it looks like you're using some stuff from Green Ronin and China Mieville (spelling?) if my eyes don't deceive me. The Dude is pleased. So ten classes and ten races? Alright, lem'me see here;
Races:
1.) Tiefling
2.) Dragonborn
3.) Genasi
4.) Orcs
5.) Changelings
6.) Kobolds
7.) Thri-Kreen
8.) Vodyanoi
9.) Cactacae
10.) Goblins
Classes:
1.) Warlock
2.) Artificer
3.) Warlord
4.) Spirit Warden
5.) Ranger
6.) Ninja
7.) Bard
8.) Samurai
9.) Knight
10.) Wizard
Can't help but notice there ain't no paladin on that there list...SpoilerMy Characters
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Re: The All New Prime20 Thread! [3.5/Prime20]
My choices for classes would be,
Wizard, (or General Arcane Caster)
Cleric, (or General Divine Caster)
Druid, (or Gerneral Nature/Divine Caster)
Artificer, (gotta have a magic item maker)
Warrior, (classic fighter type, but revised)
Factotum, (perfect jack-of-all-trades type)
Rogue, (the perfect sneak)
Ranger, (everyone needs a hunter and tracker)
A Create-Your-Own Adventurer class (for those days you want to be specific with your build).
My races would be,
Human, (the usual suspects)
Elf, (because pointed ears just work)
Illumian, (a weird but awesome race)
Colored Dragonborn, (looks like their parent haritage dragon)
Dwarf, (I have never played one, but I think they are needed)
Warfarged, (For your Iron Guys)
Necropolitan, (for that undead party your going to)
Orc, (bloodthirsty and classic choice)
Halfling, (so you can complete the fellowship of the ring)
Gnome (I like mine to be more serious looking than the ones from WoW).
These would be awesome!Last edited by Dante & Vergil; 2010-09-09 at 12:34 AM.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Heya Tygre! Glad to see you back! Yes indeed, I did in fact cull a teensy bit from Green Ronin and China Mieville, but they are my favorites. And yes, I fused Crusader and Paladin, because thematically they are the same guy. The big difference was Crusader has no alignment restrictions, so I chose that name for him.
Also, AtlanteanTroll, I am aiming to make it so that every race should be around +1 LA... then ignore LA all together. The basic idea is this: If everyone was LA +2, would LA exist below that? No. So a Prime20 Race in a normal campaign would need a level adjustment, but our goal is to crank the power levels so everyone would normally be about LA +1 or a low +2 (I always rules Drow are a +1 myself. +2s should NEVER have a Con penalty without good SLAs.)
And as for you Dante&Virgil, our Fighter will be revised. Basically, I want to make the following idea behind classes.
Tier 1: Stay out of here. This be where your DM gets pissed and makes rocks fall so everyone shall shuffle off the mortal coil.
Tier 2: Every PC class should be here.
Tier 3: If you messed up a PC class, it may end up here.
Tier 4: The NPC classes! Warrior, Aristocrat, Adept, Gleaner, Magewright, Expert!
Tier 5: No need to exist. Carry on.
Tier 6: Commoner.
So I will greatly revise people and give them tons of goodies. Every class should get stuff every level.Alchemyprime's Omniblog
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Re: The All New Prime20 Thread! [3.5/Prime20]
Hey guys. I have a serious question now.
I asked my group what they wanted to play. And upon seeing the full list, the new guy (I've known him a long while, but he finally lives close enough to play weekly) says "Revenant Incarnate". Our jaws drop.
So the big question: What should Revenants be able to do?Alchemyprime's Omniblog
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Re: The All New Prime20 Thread! [3.5/Prime20]
Well, if you are including the Gleaner, you might want THIS guy of mine too... I never did manage to express the full extent of the fluff, but... well, they take the ability that makes Paladin a class that changes WORLDS rather than merely heroes alongside good-hearted fighters, and explore it in greater depth. They are accountability incarnate... and they are definitely too weak to be a PC class (although they might make a good follower for someone with a mixed-class non-cohort portion to his Leadership).
Last edited by DracoDei; 2010-09-10 at 03:59 PM.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Last edited by The-Mage-King; 2010-09-10 at 05:42 PM.
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Re: The All New Prime20 Thread! [3.5/Prime20]
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Re: The All New Prime20 Thread! [3.5/Prime20]
Well, I thought races were supposed to grow with you... unless that is supposed to be handled separately somehow, you might want to give another bonus feat at every level evenly divisible by 4 or something.
On a similar note, making the skill point bonus +2 per level (and +8 at 1st) instead of +1/+4 might not be out of line with the over-the top feel... or even give them 4 extra skillpoints per level (INCLUDING 1st, so NOT quadrupled), with the stipulation that these can ONLY be spent on crossclass skills... they are so versatile they just can't HELP but dabble...
Also, if you REALLY want to make them versatile, instead of a single favored class of their choice, make them completely ignore all XP penalties for multiclassing![Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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Re: The All New Prime20 Thread! [3.5/Prime20]
Okay. A few things, DD.
1. Race advancement will be handled separately. It will be a at level X, take an ability from list A type of deal.
Basically, bonus abilities to advance your racial traits or background traits. Allowing, say, a Fire Background elf to either gain Fire Resistance or more Fire SLAs, or focus on improving their elf abilities, or focus on improving their general trait. Humans will use this to pick up skill bonuses, extra feats...
Hm... Maybe I will implement that "Humans are the toughest" mechanic...
2. We use an alternate skill system. All skills are Trained or Untrained, picked at first level.
Ranks in Trained skills are equal to your level.
Untrained Skills get an Experienced Bonus equal to half your level.
Class skills get a +3 Class Bonus.
When you multiclass, you gain as many extra skills as you would get, or 1 skill, which every is higher. (ie. a Fighter going into Rogue gets 6 more skills trained because (8 - 2 = 6) and (6 > 1), but a Rogue going to anything else only gets 1, because no class has more than 8 skills trained.) Every class after your first gets a +2 Class Bonus to Class Skills, instead of the +3.
Levels in your favored class improve the Class Bonus for skills by +1.
3. There are no more experience penalties for Multiclassing. I hates them. So instead:
Levels in your favored class get you
- +1 HP per level
- +1 to the Class Bonus to your Class Skills from this class.
- A +1 to one of your Weak saves at 1st level, 7th level and 15th level (picked at 1st level, can't be changed). If your class has no weak saves (I'm looking at you, Monk), instead you get a +1 to one of you saves at those levels, and you must change which one each time.
- A +1 on Death Saves if your favored class is your highest leveled class. (Death Save bonuses are hard to come by. Even 20th level characters may end up a +0).
Also, every race has either two favored classes, or can pick any one (Warforged is the exception. They are mighty tough as it is.)
[EDIT] Added Human Versatility to the Human entry.Last edited by alchemyprime; 2010-09-11 at 12:26 PM.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Ok, so I found the formatting of your last attempt at this too hard to read, and thus didn't, so I don't know your system.
That said, did you look at the Guardian of Minds yet?[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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Re: The All New Prime20 Thread! [3.5/Prime20]
I did, and I admit I like him, though he seems a little bit weaker than I'd like for an NPC class even (but admittedly, he does get awesomeness every once in a while).
Other names for it?
Man With No Name
Leader
Inspiring Soldier
Just a few ideas. It's hard to come up with one to two word names for some classes.Alchemyprime's Omniblog
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Re: The All New Prime20 Thread! [3.5/Prime20]
I can power it up while keeping the same flavor (although I thought it was on a par with the Gleaner... maybe I need to re-read the Gleaner)... and I think I will do so...
Does changing all the yearly abilities into monthlys, the monthlys into weeklys, and the weeklys into dailys sound like a good place to start? Maybe a d8 for hitdice? Maybe add Detect Thoughts if they don't already have that? Perhaps even a 3.5 Paladin style Smite (or a choice between that and a very limited selection of Devoted Spirit maneuvers?).
Also, all the names you gave... well, they wouldn't fit the original concept, although with the revision they will be able to do so better. They aren't meant to fight they are meant to guide and mostly in noncombat situations. They find people who are beginning to stray from the path (whatever that path might be) and get them back on it. I envision that can be VERY gentle in the case of SOME Neutral Good ones for instance.... mostly along the lines of descretely whispering to them "Come on, I will buy you a beer and we can talk about it... whatever 'it' is.". On the other hand, a LE one might stereotypically just alert the secret police, and would litterally be the tip of the spear for the "Thought Police".Last edited by DracoDei; 2010-09-12 at 12:26 PM.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Maybe something like 'The Inspirational', then? One of those simple, but distinct, names. y'know?
The Dynamo
The Energizer
The Primum Mobile
Motiver Force
The Instigator
I'm just throwin' crap out there.Last edited by The Tygre; 2010-09-12 at 02:09 PM.
SpoilerMy Characters
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Re: The All New Prime20 Thread! [3.5/Prime20]
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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Re: The All New Prime20 Thread! [3.5/Prime20]
Well, we'll worry about NPC classes after PC classes are at least up and running, alright? Though I do think this Moral Guardian type of a guy could fit in easily, especially as part of a police force leading Warriors and under Incarnates and Crusaders,.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Alch, I've got to say that I'm glad to see you pick Prime20 back up.
Originally Posted by gdiddy
There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.
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Re: The All New Prime20 Thread! [3.5/Prime20]
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Re: The All New Prime20 Thread! [3.5/Prime20]
Haha, not a problem my friend.
Originally Posted by gdiddy
There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.
Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
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Re: The All New Prime20 Thread! [3.5/Prime20]
Does anyone know how to work a wiki by chance? I think we'd look snazzy on a wiki of our own! We even had one, but I lost the password. Any help here?
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