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Old 07-22-2010, 12:56 AM   Top  -  End  -  #1
Imbasel
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RedWizardGuy
 
Join Date: Jan 2008
Default Harry Potter D20 Heavy 3.5 Varient Help Needed PEACH

Now, I'm ready to work hard on completing this project. My base idea for the system is found here http://sites.google.com/site/avatard20/. Spells will be cast using skill checks, which will allow for an unlimited number of spells per day, which I thought was appropriate for harry potter. I would really like feedback on the work I've done, and some help. I ask my fellow gamers to help me create a system, that will allow us to play. I have some sample charms spells to show how I plan to execute this. Spells are cast by meeting or exceeding their DC. To cast Accio for example, the caster must succeed on a Charms check equal to or greater then 20. Input would be greatly appreciated and if anybody wants to help me more in depth with the system send me a PM. Here are the spells and I will greatly update the list by tomorrow night, since I need to copy the rest of my handwritten notes.

Wizard/Witch

Abilities – Constitution is a very helpful to a witch or wizard due to their low hit die. Intelligence, also plays an important factor, as it determines the number of skill points received each level, and several of the key skills focus on Intelligence. Wisdom helps provide keen insight, and helps to improve other spellcasting skills. Charisma is useful, as it helps them in the social aspect, as well as other important skills.
Alignment
Hit Die – d4

Class Skills
The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Handle Animal (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier


Wizard/Witch
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell LimitDefense Bonus
1st
+0
+0
+2
+2
House Chosen, Magical Counterspelling
5
+3
2nd
+1
+0
+3
+3
Magical Blast 1d6
8
+3
3rd
+2
+1
+3
+3
 
11
+4
4th
+3
+1
+4
+4
 
14
+4
5th
+3
+1
+4
+4
Bonus Feat
17
+4
6th
+4
+2
+5
+5
Non-Verbal Magic
20
+5
7th
+5
+2
+5
+5
 
23
+5
8th
+6/+1
+2
+6
+6
Magical Blast 2d6
26
+5
9th
+6/+1
+3
+6
+6
 
29
+6
10th
+7/+2
+3
+7
+7
Bonus Feat
32
+6
11th
+8/+3
+3
+7
+7
 
35
+6
12th
+9/+4
+4
+8
+8
Wandless Magic
38
+7
13th
+9/+4
+4
+8
+8
 
41
+7
14th
+10/+5
+4
+9
+9
Magical Blast 3d6
44
+7
15th
+11/+6/+1
+5
+9
+9
Bonus Feat
47
+8
16th
+12/+7/+2
+5
+10
+10
 
50
+8
17th
+12/+7/+2
+5
+10
+10
 
53
+8
18th
+13/+8/+3
+6
+11
+11
 
56
+9
19th
+14/+9/+4
+6
+11
+11
 
59
+9
20th
+15/+10/+5
+6
+12
+12
Bonus Feat, Magical Blast 4d6
62
+9

Class Features
Spoiler


HP Charms
Spoiler


HP Curses and Anti-Curses
Spoiler


Potions
Spoiler


Transfiguration

Spoiler


Also, credit is also due to Vladius who did all the potions. Right, now I need help finishing up the base class, as well as finishing transfiguration, and divination. I did my work orignally on the d20 radio general banter thread so go there to see what was done there if you wish. Also, help would be great.
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Last edited by Imbasel : 08-22-2010 at 09:53 PM.
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Old 07-22-2010, 12:57 AM   Top  -  End  -  #2
Imbasel
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RedWizardGuy
 
Join Date: Jan 2008
Default Re: Harry Potter D20 Heavy 3.5 Varient

Feats:

Animagi
Prerequisites: Knowledge (Transfiguration) 8 ranks, Transfiguration 8 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. You magically change into this animal and gain all of its traits. You assume the animals size, and retain your intelligence, wisdom, and charisma scores, while your strength, constitution, and dex scores are that of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Combat Divination
Prerequisites: Must possess at least 2 ranks in Divination, 16 Cha, 14 Int
Benefits: You are able to peer into the future slightly, to help protect yourself, or to make a blow strike true. Make a Divination check. The result-15 divided by 5 equals the bonus you gain to either your AC or any attacks you make this round. You may use this ability 2+ Cha modifier times per encounter. You get a penalty to your attack or AC by -2 (depending on what you specified) if you get 15 or below. Also, rolling a 1 means that you take a -10 to your D20 attack roll for that round, or a -5 penalty to AC depending on what you specified. If you possess the True Seer feat, your AC or your attack bonus increases by an additional +2.

Expert Duelist
Prerequisites: BAB of +3, 6 ranks in Curses and Anti-Curses.
You are an expert duelist, an as such gain benefits while fighting against other wizards/witch's. While in combat against another witch/wizard you gain a +4 bonus to Magical Counterspelling. You also gain the ability to use Magical Counterspelling once more per round, regardless of your BAB.

Fast Researcher
Prerequisites: Must have an Intelligence of at least 14
Benefit: The character can learn a new spell by only having to study for half an hour for every 5 points of the spells base DC.

Focused Spell
Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when using the skill used to cast that spell.
Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat.

Increased Spellcasting
Prerequisites: You must be 3rd level and be able to cast spells.
Benefit: Upon gaining this feat you increase your spell limit by three.

Natural Born Flyer
Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks.

Parseltongue
Prerequisites: Can only be selected at first level.
Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes.

True Seer
Prerequisites: Must be taken at first level.
Benefit- You are one of the rare few who posses the Sight. You are able to make prophetic visions. You gain access to the prophetic visions ability, by making a DC 40 check, which is described under Divination. Also you gain a +2 bonus to Divination checks.


Races-

Human- As SRD

Half-Giant
• +2 Strength +2 Constitution -2 Intelliegence -2 Wisdom.
• Medium: As a medium creatures, half-giants have no special bonuses or penalties due to their size.
• A half-giant's base land speed is 30 feet.
• Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Automatic Languages: Common. Bonus Languages: Giant
• Favored Class: Wizard/Witch. A multiclass hald-giant's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass.

Half-Veela
• +2 Charisma -2 Wisdom.
• Medium: As a medium creatures, Half-Veela have no special bonuses or penalties due to their size.
• Half-Veela base land speed is 30 feet.
• +4 Bonus on Bluff, Diplomacy,and Sense Motive Checks, but only against the opposite gender.
• Unearthly Attraction: Half-Veela's are some of the most beautiful men and women on the planet. Whenever, a person of the opposite gender approaches a Half-Veela they must make a Will save equal to 10+the Half-Veela's charimsa modifier+ 1/2 of the Half-Veela's HD. If they fail the save they attitude to the Half-Veela increases by one step. Those that successfully resist Unearthly attraction, are immune to that Half-Veela's Unearthly Attraction for 24 hours. Those already in a relationship gain a +4 bonus to their Will save. The effects of Unearthly Attraction only last for 24 hours, after which a new Will Save is allowed. This also causes the Half-Veela to take a -4 penalty to Disguise checks, for people who are looking for the Half-Veela.
• Automatic Languages: Common Bonus Languages: Any
• Favored Class: Wizard/Witch. A multiclass Half-Veela's wizard/witch class does not count when determining whether she takes an experience point penalty for multiclass
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Last edited by Imbasel : 08-16-2010 at 12:55 PM.
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Old 07-22-2010, 12:59 AM   Top  -  End  -  #3
Imbasel
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RedWizardGuy
 
Join Date: Jan 2008
Default Re: Harry Potter D20 Heavy 3.5 Varient

Spellcasting- To cast a spell a wizard/witch must first learn it to do so. Wizards at first level begin play with 0 spells known.However, once in Hogwarts or with a teacher/book they can begin to learn new spells. To cast a spell the character must succeed on a DC check equal to the spells DC +5 representing the difficulty in first casting the spell. After that the character, must study for 1 hour for every 5 points of the spells base DC. Once they have done that they are considered to have "mastered" the spell and won't have the extra +5 added on to the spells difficulty.

Spell Limit- Each character has a set number of spells they are able to learn. They are able to learn up to their spell limit from each school of magic which are Curses-and Anit Curses, Charms, and Transfiguration.

At first level the character receives a magical wand. The wand is made of a wood, and core of the players choice. All checks made with the wand add a +1 bonus. Additionally, the player may choose one of the benefits below, reflecting the properties of the wands natural affinity.

Gain a +2 to Charm checks

Gain a +2 to Curses

Gain a +2 to Anti-Curses (these comprise of Protego, and whenever a character decides to defend against a magical attack)

Gain a +2 to Transfiguration checks

Defense: The character advances using the Class as Defense Variant Column B.

Rules for Quidditch-
All players trained in Broomstick gain a +2 to AC while riding a broomstick. Those who are not trained take a -2 Penatly to AC, and to all attack roles, while riding a broomstick

There are 7 different players for Quidditch and each of them has different roles.

Beaters- There are two beaters on the field at any given time. Their role is to hit the bludger away from their own team, to the other team. To hit the bludger the beater, must make a melee attack roll with their beaters club. The AC for the bludger is 15, and should it be hit, the beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +10.

Chasers- There are three chasers on the field at any time. Their role is to gain control of the Quaffle, and to score points by throwing it through the goal posts. The goal can be from either side, and is worth 10 points.
Keeper- There is one keeper on each Quidditch team. Their role is to block the Quaffle, to prevent goals from being scored. A keeper may block any one of the 3 goals as long as they remain no more then 10 feet away from the goal. Deflecting a goal is like Magical Counterspelling only instead of a magic skill check they make a Broomstick check. Also, stopping a goal in this manner allows the Keeper to retain possession of the ball, or to deflect it to fly away 30 feet.

Seeker- There is one seeker on each Quidditch team. Their goal is to catch the golden snitch, which is a small walnut sized golden ball. Only the capture, of a golden snitch can end a match and it is worth 150 points, to the team who captures the snitch. No other player may touch the golden snitch. The golden snitch has an AC of 18, but it is incredibly fast.

The Different Balls-

Bludger- The bludger is a small iron ball, that zooms around the Quidditch pitch attemping to knock players off their brooms. The AC for the bludger is 15, and should it be hit, a beater can choose for it to attack the closest opposing team member. The bludger has an attack roll modifier of +8. Should a bludger hit a player, one of two things can happen. If it hits the player and its attack roll does not exceed the AC by 5 or more, the player takes 1d6 points of non-lethal damage. The player must also succeed on a Broomstick check or be stopped in place, and drop the ball. If the Bludger exceeds the AC of the player by 5 or more, the player is knocked off their broom, and must succeed on a DC 15 Reflex save, or plummet down to the ground, in addition to suffering all the other previous effects. Should they make the save they hold on to the broomstick by the tips of their fingers and must succeed on a DC 10 Strength check to pull themselves back up, as a move action. If they succeed on a DC 20 Broomstick check, however they manage to direct their broomstick to the ground with them as they fall treating the distance fallen as 20 feet less. Should the bludger miss it will begin to move for the other closest player, to the one who the attack was just directed at. At the beginning of the match the bludgers just fly around, and go to the first player closest to them. The bludger has a fly speed of 150 feet (perfect).

Quaffle- The Quaffle is a small red ball, that chasers use to score goals. The quaffle begins the match being tossed up in the air, and the chaser with the highest initiative can make the first attack roll to attempt to grab the ball. The ball has an AC of 10, and is very easy to hold capable of being held only in one hand. The Quaffle is also magically enchanted, to fall more slowly and on any given round that it is falling to the ground it only falls 20 feet. For another player, to grab the Quaffle away from a player they must make a Disarm check. Due to the magical nature of the Quaffle it has a Range Increment of 25 feet.

The Golden Snitch- The Snitch is a small golden walnut sized ball, that is used to end the game of a Quidditch match. The Snitch is worth 150 points, and is released at the beginning of the match. Capture of the Golden Snitch ends the game. It has a fly speed of 250 feet per round (perfect). It is also suggested that for simplicities sake that the DM has a predetermined path for the snitch, so as to save time during gameplay.


The Pitch- The Quidditch pitch is an oval shaped field about 500 feet long, and 180 feet wide. In the center is a small circle that is two feet in diameter which the 14 players stand on before the game starts. There is no limit on to how high a player may fly during the game, but they must remain within the stadium limits. If they do not and are discovered the other team is awarded a foul.
Rules on the Pitch-

1. Players must not stray over the boundary lines of the pitch, although they may fly as high as desired. The Quaffle must be surrendered to the opposition if any player leaves the boundary (it is unknown what the penalty is if a player on defense leaves the pitch).

2. 'Time out' may be called at any time by the Captain of a team. Time out may be extended to two hours if a game has already lasted for more than twelve hours. Failure to return to the pitch after this time will lead to the team being disqualified.

3. Penalties can be awarded to teams by the referee. A single Chaser may take the penalty by flying from the central circle towards the scoring area. The opposing team's Keeper may attempt to stop the shot being scored, but all other players must not interfere (it is unknown if the seeker may still attempt to catch the snitch while a penalty is being attempted).

4. Contact is allowed, but a player may not seize hold of another player's broomstick or any part of their anatomy.

5. No substitution of players is allowed throughout the game, even if a player is too injured or tired to continue to play, unless there are reserve players present.

6. Players may take their wands onto the pitch, but they must not be used on or against any players, any players' broomsticks, the referee, any of the four balls, or the spectators.

7. A game of Quidditch will only end once the Golden Snitch has been caught, or at the mutual consent of both team Captains.

1. 10 Common Fouls- Blagging: No player may seize any part of an opponent's broom to slow or hinder the player

2. Blatching: No player may fly with the intent to collide

3. Blurting: No player may lock broom handles with the intent to steer an opponent off course

4. Bumphing: Beaters must not hit Bludgers towards spectators

5. Cobbing: Players must not use their elbows against opponents

6. Flacking: Keepers must not defend the posts from behind by punching Quaffles out of the hoops - goals must be defended from the front

7. Haversacking: Chasers must not still be in contact with the Quaffle as it passes through a hoop

8. Quaffle-pocking: Chasers must not tamper with the Quaffle in any way

9. Snitchnip: No player other than the Seeker may touch or catch the Golden Snitch (unknown what would happen if this occured by accident)

10. Stooging: No more than one Chaser is allowed in the scoring area at any one time (in game terms this means that no more then 1 player may approach within 20 feet of the scoring area, when a player has a Quaffle. within that area.
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Last edited by Imbasel : 08-15-2010 at 07:18 PM.
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Old 07-22-2010, 05:15 PM   Top  -  End  -  #4
Silverscale
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

I'm always interested to see what people do with Harry Potter, so I'm interested to see what all you come up with. I've looked through some of what you've got already add like what I see. Can't think of anything to add right now but I'll be keeping an eye on this thread.
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Old 07-22-2010, 05:29 PM   Top  -  End  -  #5
UndeadCleric
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

Hommenum Revelio IS the human detector charm.
And no Felix Felicitus?
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Old 07-22-2010, 09:58 PM   Top  -  End  -  #6
Imbasel
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

The potion and spells list if far from complete. I encourage and ask members of these forums, to help write them out, and we can make a final edited version together.
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Old 07-23-2010, 10:26 AM   Top  -  End  -  #7
pflare
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

Very impressed. I don't have any criticisms. I am anxious to see what you come up with for the transfiguration. Good job
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Old 07-24-2010, 02:25 PM   Top  -  End  -  #8
Imbasel
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

Just wanted to say I will be adding more tomorrow.
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Old 08-13-2010, 08:47 AM   Top  -  End  -  #9
Imbasel
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

After, having some RL issues I finally manged to write up Transfiguration, or at least parts of that school. Also, I would really like more input, and volunteers for this project.

Transfiguration

Spoiler


The reason why the DC is so high is because Transfiguration is the most difficult subject to learn. In the books the students had a lot of difficulty casting these spells, and it took them a long time before they could do so on a regular basis. The modifiers help raise and lower the DC, and Transfiguring things as they get bigger is harder. For example Cedric Diggory attempted to make a Dragon into a dog. Besides the dragons natural magical resistance it is also, hard to affect due to its size,
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Last edited by Imbasel : 08-13-2010 at 08:58 AM.
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Old 08-13-2010, 09:15 AM   Top  -  End  -  #10
AtlanteanTroll
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Wanted

Quote:
Originally Posted by Imbasel View Post
After, having some RL issues I finally manged to write up Transfiguration, or at least parts of that school. Also, I would really like more input, and volunteers for this project.

Transfiguration

Spoiler


The reason why the DC is so high is because Transfiguration is the most difficult subject to learn. In the books the students had a lot of difficulty casting these spells, and it took them a long time before they could do so on a regular basis. The modifiers help raise and lower the DC, and Transfiguring things as they get bigger is harder. For example Cedric Diggory attempted to make a Dragon into a dog. Besides the dragons natural magical resistance it is also, hard to affect due to its size,
Wasn't being an Animagus the hardest thing to do? Or is that just a specific type of trans. spell?

I like what I see. It's cool, and I wish I could've used this in my 6th Grade Game. The players would've been estatic. Keep up the good work.

Also, Sectumsempra should be statted out
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Old 08-13-2010, 09:25 AM   Top  -  End  -  #11
Imbasel
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Needed PEACH

Being an Animagus was incredibly, hard, however once the wizard/witch learned to do it once it became very easy for them. I was going to make being an Animagus a feat. It would be available only from 6th level on, and I intend on writing a feat section soon I thought this was reasonable as students should be around 7-8th level when they graduate so it would symbolize them having taken N.E.W.T. classes.

Also, are you interested in helping out in any way? There is still loads to be done I need some more spells (I have most of the major ones), but I still need to work on the class table since I'm not sure how to make it exactly. I also need magical creatures, stated out as well as magical objects.

Also, ye asked and you shall so receive.

Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 points of constitution damage. The subject also begins to bleed profusely from deep gashes, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check.

What are your thoughts on this spell?
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Last edited by Imbasel : 08-13-2010 at 10:08 AM.
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Old 08-13-2010, 09:37 AM   Top  -  End  -  #12
AtlanteanTroll
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Default Re: Harry Potter D20 Heavy 3.5 Varient Help Needed PEACH

Quote:
Originally Posted by Imbasel View Post
Being an Animagus was incredibly, hard, however once the wizard/witch learned to do it once it became very easy for them. I was going to make being an Animagus a feat. It would be available only from 6th level on, and I intend on writing a feat section soon I thought this was reasonable as students should be around 7-8th level when they graduate so it would symbolize them having taken N.E.W.T. classes.
The Animagus thing makes sense, but Im not sure about the rest of it. By the time you reach the 5th Year, their doesn't really seem to be that much progression in skill. N.E.W.T. level might be representative of gaining a level. My point here is, if you look at it, Dumbledore isn't a 20th level wizard. I think this whole setting/variant could work very well as an E6 or E8 variant.

Quote:
Originally Posted by Imbasel View Post
Also, are you interested in helping out in any way? There is still loads to be done I need some more spells (I have most of the major ones), but I still need to work on the class table since I'm not sure how to make it exactly. I also need magical creatures, stated out as well as magical objects.
Don't know how helpful I could be, but if theirs a way I can contribute, I will.

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Also, ye asked and you shall so receive.

Sectumsempra DC 25- You make a slashing motion with your wand, and the subject acts as though stabbed by a knife. Make a ranged touch attack. If you succeed the subject takes 2d6 points of constitution damage. The subject also begins to bleed profusely, and takes 1d6 points of damage each round as they begin to bleed out. The bleeding can be stopped by making a DC 20 Heal check.

What are your thoughts on this spell?
It's described as slashing, so it should be slashing damage. Everything else looks fine to me.

Also, is the ranged Touch Attack in combination with the DC 25 save? If so, thats a pretty big obstacle to cast a spell.
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Old 08-13-2010, 09:50 AM   Top  -  End  -  #13
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The first post describes how spells are cast. The DC of the spell is what is required to cast it, since all spells are now skill checks. Also, is your suggestion for the slashing damage about the ongoing damage or the immediate damage? I think the constitution damage makes sense, as when Draco was hit he immediately fell, and seemed utterly helpless as blood pooled around him.

I would prefer not to use E6 or E8, an keep to the 20 levels since, that is what I had in mind when I made the system.

Also, why do you think Dumbledore is not 20th level? I think he is at least 15 or 16th given what he can do in the books.

Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

Animagi
Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Thoughts?
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Old 08-13-2010, 09:59 AM   Top  -  End  -  #14
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Originally Posted by Imbasel View Post
The first post describes how spells are cast. The DC of the spell is what is required to cast it, since all spells are now skill checks. Also, is your suggestion for the slashing damage about the ongoing damage or the immediate damage? I think the constitution damage makes sense, as when Draco was hit he immediately fell, and seemed utterly helpless as blood pooled around him.
Ongoing. I think.

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Originally Posted by Imbasel View Post
I would prefer not to use E6 or E8, an keep to the 20 levels since, that is what I had in mind when I made the system.

Also, why do you think Dumbledore is not 20th level? I think he is at least 15 or 16th given what he can do in the books.
Becuase the most powerful spells in Harry Potter aren't anywhere near as powerful as the most powerful DnD spells. Well, Avada Kadavra may be an excption. My point is in DnD you can use have spells like Wish and Death Kenll and True Ressurection. That sort of stuff isn't really pulled off in Harry Potter. And Teleport is something that only really powerful wizard's can do.

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Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

Animagi
Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. While in this form, you gain all of the extraordinary abilities of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Thoughts?
No one turns into a Magical Beast so the extrodinary abilities line isn't needed. Other than that, it looks pretty good. Though, you have to take ranks in Know. (Trans.) and Trans.? That seems like a pain, unless you have a lot of specialists in the game. Most wizard's in Harry Potter seem like universalists to me, but thats just my opinion.
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Old 08-13-2010, 10:05 AM   Top  -  End  -  #15
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Ongoing. I think.
Thank you I will make the word change to Sectumsempra, and Animagi feat, thanks for the help.


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Becuase the most powerful spells in Harry Potter aren't anywhere near as powerful as the most powerful DnD spells. Well, Avada Kadavra may be an excption. My point is in DnD you can use have spells like Wish and Death Kenll and True Ressurection. That sort of stuff isn't really pulled off in Harry Potter. And Teleport is something that only really powerful wizard's can do.
I think this is just design differences, as I would prefer to have levels 1-20. Would you still be willing to help however, as it stays classic 1-20? Also, I think teleport is fairly reasonable level to do. In dnd teleport is available at the earliest at 10th level. In Harry Potter most students will gain access to it at 6-7th level. However, it is more balanced as students can not travel nearly as far safely. I plan on writing Apparate soonish. Also, what would you be interested in working on?


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No one turns into a Magical Beast so the extrodinary abilities line isn't needed. Other than that, it looks pretty good. Though, you have to take ranks in Know. (Trans.) and Trans.? That seems like a pain, unless you have a lot of specialists in the game. Most wizard's in Harry Potter seem like universalists to me, but thats just my opinion.
I agree that most of the wizards in harry potter don't seem to specialize, at least not until after high school. In this case I think it can be justified. In the harry potter universe there have been less then 10 Animagi in the past 100 years. Therefore, I think it should be fairly difficult to do.
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Old 08-13-2010, 10:09 AM   Top  -  End  -  #16
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Originally Posted by Imbasel View Post
Also, here's a handy dandy feat for animagus. I took your advice about the level and decided to change the requirements.

Animagi
Prerequisites: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks
You can change your form into one animal. The animal that you choose is any non-magical animal that has Hit Die equal to your level-3. Once chosen, this animal cannot be changed. While in this form, you gain all of the extraordinary abilities of the animal. As you advance in levels so does your animal form. Each time you level up, your animal forms hit die, increases by one.

Thoughts?
I see no reason why your animal form's hit die (and hit points) should change from your own. And you should specifiy: are you actually becoming an animal, or are you merely changing your shape? Take a look at the Giant's Polymorph fix, it might help you with some ideas.
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Old 08-13-2010, 10:10 AM   Top  -  End  -  #17
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Thank you I will make the word change to Sectumsempra, and Animagi feat, thanks for the help.
No problem. Glad I can help


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I agree that most of the wizards in harry potter don't seem to specialize, at least not until after high school. In this case I think it can be justified. In the harry potter universe there have been less then 10 Animagi in the past 100 years. Therefore, I think it should be fairly difficult to do.


Is that stated, or is that assumed becuase we've only seen 10? Though I can only think of 6.

I was thinking about Hippogriffs. Is their any difference between DnD and HP ones? Besides some fluff I mean. Maybe a Diplomacy check to not get attacked when in their territory, and a higher Int, but I don't see a big one.

Dragon's would be fun, but besides fluff, I dont see a big difference btween the different types mentioned in HP. Maybe a difference in age progression, but that's all I can think of.
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Old 08-13-2010, 10:17 AM   Top  -  End  -  #18
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No problem. Glad I can help






Is that stated, or is that assumed becuase we've only seen 10? Though I can only think of 6.
Its stated. I looked it up on Harry Potter wiki, and there were only 7 registered Animagi in the century. So I was wrong because Skeeter, Potter, Black, and Pettigrew are all Animagi. I remember reading it in either Goblet of Fire, or Prisoner of Azkaban as well.

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I was thinking about Hippogriffs. Is their any difference between DnD and HP ones? Besides some fluff I mean. Maybe a Diplomacy check to not get attacked when in their territory, and a higher Int, but I don't see a big one.
I was going for that basically. I was going to say a Handle Animal check rather then Diplomacy however. Also, I would increase the Int.

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Dragon's would be fun, but besides fluff, I dont see a big difference btween the different types mentioned in HP. Maybe a difference in age progression, but that's all I can think of.
Dragons I would change slightly. They wouldn't be able to cast spells or use spell like abilities. Also, I think we need to make all the new races since they are quite different from the ones in DnD. Also, they will retain SR.
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Old 08-13-2010, 10:19 AM   Top  -  End  -  #19
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I was going for that basically. I was going to say a Handle Animal check rather then Diplomacy however. Also, I would increase the Int.
Yeah. Well, they're pretty intelligent. I think they might be offeneded if you treat them like a regular animal. Isn't that why Draco was assulted by Buckbeak?


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Dragons I would change slightly. They wouldn't be able to cast spells or use spell like abilities. Also, I think we need to make all the new races since they are quite different from the ones in DnD. Also, they will retain SR.
*Blinks* What? Race? You mean creature right?
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Old 08-13-2010, 10:23 AM   Top  -  End  -  #20
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Oops, I do mean creatures. That was my bad. Also, I think their Mental scores should be lower then dragons normally are. In Harry Potter they seem much more animalistic.

Also, you are changing into the actual animal while retaining your mental facilities. I suppose I could make the hit die the same as your character for the change.
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Old 08-13-2010, 10:28 AM   Top  -  End  -  #21
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Oops, I do mean creatures. That was my bad. Also, I think their Mental scores should be lower then dragons normally are. In Harry Potter they seem much more animalistic.
Yes indeed.

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Also, you are changing into the actual animal while retaining your mental facilities. I suppose I could make the hit die the same as your character for the change.
Im not sure. Sirius seemed ike he had more health as a dog. That was the whole point of being an animagus, to hold off Lupin when he turned into a werewolf.
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Old 08-13-2010, 10:32 AM   Top  -  End  -  #22
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I think the more health can be explained by having the higher constitution score. Also, would you be willing to review some feats I made?
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Old 08-13-2010, 10:35 AM   Top  -  End  -  #23
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I think the more health can be explained by having the higher constitution score. Also, would you be willing to review some feats I made?
And a higher constitution score means more health. It also mean his scores changed. Right?

Im no expert by any means, but sure.
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Old 08-13-2010, 10:37 AM   Top  -  End  -  #24
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That would be correct. Most of the wizards while not necessarily frail, don't seem super fit. The wolf for example has a higher constitution score ergo more HP.

Also, I'm busy rewriting the feats from handwritten notes, so they should be up in about 10-15 mintues.
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Old 08-13-2010, 10:44 AM   Top  -  End  -  #25
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That would be correct. Most of the wizards while not necessarily frail, don't seem super fit. The wolf for example has a higher constitution score ergo more HP.

Also, I'm busy rewriting the feats from handwritten notes, so they should be up in about 10-15 mintues.
Lupin, Sirius, or both?

Cool
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Old 08-13-2010, 10:52 AM   Top  -  End  -  #26
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Lupin is special, since he isn't a Animagus he's a werewolf. Although, he would still gain HP. I plan on writing the werewolf template later.
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Old 08-13-2010, 11:01 AM   Top  -  End  -  #27
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Natural Born Flyer
Benefit: Flying is something that has always been something that came easily to you. You gain a +2 bonus to Balance checks and Broomstick checks.

Focused Spell
Benefit: Choose one spell that, you currently know. You gain a +4 competence bonus when using the skill used to cast that spell.
Special: You may take this feat multiple times. Its effects do not stack, and you choose a different spell each time you gain this feat.


Increased Spellcasting
Prerequisites: You must be 3rd level and be able to cast spells.
Benefit: Upon gaining this feat you gain two additional spells of your choice.

Parseltongue
Prerequisites: Can only be selected at first level.
Benefit: You gain the ability to speak with snakes. You also gain a +2 bonus on Handle Animal checks, but only with snakes.
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Old 08-13-2010, 11:02 AM   Top  -  End  -  #28
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I like your work so far, basing all the spells off of skill checks seems to work very well.

However, in order to capture the feel of combat in HP, it seems that you would either need to heavily rely on readied actions (To counter spells), or insert some other mechanic like free immediate action counterspells.
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Old 08-13-2010, 11:05 AM   Top  -  End  -  #29
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If you check the avatar d20 site I referenced in my first post you will see that the class feature of Deflect Bending. I was thinking of using the same mechanic, but calling it counterspelling. Basically, you have to know the spell in question to counter it. If you don't you can make a generic counterspelling action, but you take a -4 penalty to your roll of the appropriate skill.
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Old 08-13-2010, 11:06 AM   Top  -  End  -  #30
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The feats look fine to me. However, you haven't posted broomstick rules or rules on how many spells you get to choose, so Im not sure about the 1t and 3rd Feats.
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