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Old 11-07-2010, 01:03 AM   Top  -  End  -  #1
Gaiyamato
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Default [3.5] The Broken System [Steampunk - Low Magic][PEACH]

This is primarily for me to store my work on my own DnD world/System Variant I simply call "The Broken System". The idea is to create a "extreme-low/no magic" "Cuthulu-esqu" "low-resource" "steampunk-vibed" world. This will be edited constantly and heavily. Most changes to the DnD 3.5 system are for fluff purposes and not major mechanical overhauls. EDIT: Wow... oh just wow... sooo many changes.. o_O

Please feel free to comment, make suggestions and even use some of my work.
Images are not my own.

Note: Eventually any rules I have links to will be copied over to here to make things easier, and for any required modification.




Alignment: Alignment has been removed entirely from the system. The world has far too many shades of gray for absolutism to work. Without magic there is no requirement for a mechanical good vs evil type approach either.

Rifts alignment system or the World Of Darkness Nature/Demeanor system works well if you require alignment in a campaign.
Players should be encouraged to use online personality quizzes for thier characters as development.

System uses the following Variant rules:
Alternative skill system See Base classes below for specifics.

Vitality and Wounds instead of HP

Reputation

Sanity Modified as shown below

Frostfell/Iceworld Rules from Frostburn
Dry/Desert Rules (not heat rules) from Sandstorm
World of shadows campaign setting from Libris Mortis

Story
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Organisations


Mood Music Selection


Races
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Religion
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Last edited by Gaiyamato : 11-22-2011 at 06:35 PM.
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Old 11-07-2010, 01:12 AM   Top  -  End  -  #2
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Base Classes
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Prestigious Classes
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Skills
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Feats
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Long Term and Permanent Sanity Rules
Note on starting Sanity: Starting Sanity is equal to 5 times your Wisdom Ability score (not the bonus, the entire score)
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Last edited by Gaiyamato : 11-30-2011 at 01:18 AM.
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Old 11-07-2010, 05:44 AM   Top  -  End  -  #3
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Masterwork Rules
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Armor
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Weapons
Note on Gunpowder Weapons: They reload and fire the same as crossbows. Rapid Reload or any such feat that speeds the firing of archery weapons, and any feat that allows more than one attack with an archery weapon, do not apply to Gunpowder weapons.
Instead a DC 10 Profession(Musketeer) check gives the same result as Rapid Reload. Penalties apply for distractions and being attacked.

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Equipment
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Vehicles
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Devices
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Binding:
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Utterances
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Occult Powers
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Monsters
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Adaptation ideas:
PREVIOUS IDEAS ALL ADDED OR REJECTED

Current Potential Concerns:
The extreme supreme power of sneak attack to cause instant deaths of deathiness. MAYBE SOLVED
With light/medium armor categories and no magic armor only death would be assured at high levels.
Sanity may be lost a little too fast.
Power and influence of the Gods is perhaps a little too strong for decent level Occultists.

Possible Solutions:
Remove sneak attack bonus damage, it only bypasses Vitality but deals normal damage. ADDED
Either apply Armor as DR or in a similar fashion give armor a chance of stopping sneak attacks. ADDED
Create a chain of armor specialist feats, or maybe even a prestigious class. DITCHED
Reduce sanity losses or the negative effects of sanity loss.
Allow Occultists to gain the benefit of one domain only and limit domain granted powers to minor skill bonuses only.
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Last edited by Gaiyamato : 11-22-2011 at 06:38 PM.
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Old 11-07-2010, 06:04 AM   Top  -  End  -  #4
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

EDIT: From your introduction: "low tech" and "steampunk" don't really fit together, as steampunk is by definition pretty advanced on a relative scale. Do you simply mean that technology, even in this world, is really hard to come by and most countries are still rather third world-like?

Other than that, it looks fair so far.



Quote:
Originally Posted by Gaiyamato View Post
By "Low-Tech" I meant no lasers or anything crazy. Tech is part way between Victorian England the late Middle ages.

For the world idea read the description of Askabad and the World story I just put in place. You may need to refresh the page frequently as I am working on this constantly.
Got it. Just a difference of definition then.

And will do. I'll just wait a while so I can read it in one go.
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Last edited by Morph Bark : 11-08-2010 at 04:38 AM.
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Old 11-07-2010, 06:10 AM   Top  -  End  -  #5
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Oh, there is weeks of work to do here. :P
But be my guest. :)
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Old 11-07-2010, 07:03 AM   Top  -  End  -  #6
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

First of all, I will just state how delighted I'd be to have a 3.5-dedicated steampunk setting.


And the annoying stuff:
yes, the "low-tech steampunk" will sound odd to most... You said "halfway between Middle Ages and Victorian". More 17th c., or more 18th c.? Now, that is a Big difference: 17th was "magic-believing superstitious barbarians laid their hands on whatever technology was left from the Renaissance", and 18th was "guys in thighs and wigs get down to business squeezing the science-juice out of the globe".
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Old 11-07-2010, 07:15 AM   Top  -  End  -  #7
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

lol.

Closer to 18th Century.
If you use the entire setting then you get something more like your description of the 17th century however.

Maybe I should change/clarify that.
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Old 11-07-2010, 07:55 AM   Top  -  End  -  #8
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Edited it to "low-resource" as that perhaps better describes it.

EDIT: I also dropped Maneuvers from Tome of Battle. Just to hard to tone down. The only "magical" elements now are going to be some very toned down truespeak, some very weak vestiges and some very very weak psionics posing as "Occult Powers".

As far as roleplaying goes these are the relative equivilent classes to normal dnd, though by no means an equal match in the case of spellcasters:

Fighter - Warrior
Barbarian - Warrior
Rogue - Expert
Monk - Warrior with Binding
Ranger - Warrior with Occult Powers
Cleric - Expert with Occult Powers and Binding
Wizard - Expert with Truespeak and Occult Powers
Sorcerer - Expert with Binding and Occult Powers
Paladin - Warrior with Occult Powers
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Old 11-07-2010, 08:52 AM   Top  -  End  -  #9
Unrest
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Quote:
Originally Posted by Gaiyamato View Post
Fighter - Warrior
Barbarian - Warrior
Rogue - Expert
Monk - Warrior with Binding
Ranger - Warrior with Occult Powers
Cleric - Expert with Occult Powers and Binding
Wizard - Expert with Truespeak and Occult Powers
Sorcerer - Expert with Binding and Occult Powers
Paladin - Warrior with Occult Powers
Now that's a cool thing, differentiating them like that. +1.

But do you actually intend on reworking these classes in the forms of fixes or such, or just leave them as they are, switching their abilities? Now it looks like you're pushing everything into tier 4.
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Old 11-07-2010, 09:35 AM   Top  -  End  -  #10
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic]

Hmm I could re-work them like that, I may make a guide later that gives you a good class progression. But it isn't needed really. You just take either Warrior or Expert as I have listed in the OP and Take the Feats to get Occult Powers/Binding/Truenaming where appropriate.

Yes, getting everything into roughly tier 4 was one of my aims.
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Old 11-07-2010, 09:25 PM   Top  -  End  -  #11
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Default Information from another game

Moved Again!
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Last edited by Gaiyamato : 11-21-2011 at 08:31 AM.
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Old 11-07-2010, 11:15 PM   Top  -  End  -  #12
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Default Re: [3.5] The Broken System [Steampunk - Low Magic]

Added more feats and fixed a couple of feats for level dependancy issues.

Added Iaijustus Focus skill to list of skills that need doing.

Completed races section entirely.
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Old 11-07-2010, 11:33 PM   Top  -  End  -  #13
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Default Re: [3.5] The Broken System [Steampunk - Low Magic]

Added a list of ideas at the end of the third post.
Added current issues I can see arising along with possible solutions.

Added these feats to the list

Giving this some very serious thought as this setting was originally going to use maneuvers but they were too powerful.
Might be a good way to add a "bardish"-"martial-specialish" kind of fighter back into the mix.
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Old 11-08-2010, 01:26 AM   Top  -  End  -  #14
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Default Re: [3.5] The Broken System [Steampunk - Low Magic]

Looks more and more interesting as extra info gets added in.

The weapons table needs reformatting due to some copypasta errors.
Sorceror and cleric have the same suggested build, which is kinda odd. I guess choosing a different Being might make a difference.
Don't really see how maneuvers could be more difficult to rebalance than truenaming or manifesting/spellcasting, but I don't think they're even all that necessary with the lack of overpowered casters.
Also, a system for masterworked weapons/armour to provide enhancement equivalencies might be a good idea.

Clockwork companion cube would be hilarious. Maybe a music-box type thing that plays such catchy tunes you never want it to stop?
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Old 11-08-2010, 01:38 AM   Top  -  End  -  #15
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Default Re: [3.5] The Broken System [Steampunk - Low Magic]

Quote:
Originally Posted by loaded.dice View Post
Looks more and more interesting as extra info gets added in.

The weapons table needs reformatting due to some copypasta errors.
*fixed*
I am only displaying the Medium damage for weapons. I accidentally left the damage for small sizes in. which messed it up.

Quote:
Originally Posted by loaded.dice View Post
Sorceror and cleric have the same suggested build, which is kinda odd. I guess choosing a different Being might make a difference.
I only put it together for comparison. There is absolutely no way to get a spellcaster even remotely as powerful as a sorcerer. Yes chosing different paths for the build would be the only differentiation.

Quote:
Originally Posted by loaded.dice View Post
Don't really see how maneuvers could be more difficult to rebalance than truenaming or manifesting/spellcasting, but I don't think they're even all that necessary with the lack of overpowered casters.
I could put in weak Maneuvers only just like I did for the "Occult Powers" (re Psionics), but there are too many overtly magical effects in a lot of Maneuvers. I may see about putting some carefully selected Maneuvers in as tactical feats however, and maybe a few more as warrior Class Feature options.

Quote:
Originally Posted by loaded.dice View Post
Also, a system for masterworked weapons/armour to provide enhancement equivalencies might be a good idea.
So you can masterwork up to +5 bonuses etc.?
That would work, be a great idea for the armor imbalance issue.

Quote:
Originally Posted by loaded.dice View Post
Clockwork companion cube would be hilarious. Maybe a music-box type thing that plays such catchy tunes you never want it to stop?
That is a great way to put it in.
I'll add that.
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Old 11-08-2010, 02:30 AM   Top  -  End  -  #16
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Default Re: [3.5] The Broken System [Steampunk - Low Magic]

I added in Armor. Armor gives DR and Sneak Attack protection now, but gives less AC bonus. I have decided to add scalar masterwork rules as a way of gaining better AC, DR and/or SA bonuses. More to come!
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Old 11-08-2010, 06:06 AM   Top  -  End  -  #17
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

I added the first setting monster. A Clockwork Zombie. :D
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Old 11-08-2010, 07:18 AM   Top  -  End  -  #18
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Added Airship Corsair Prestigious Class

Added some more weapons and armor.
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Old 11-08-2010, 07:27 AM   Top  -  End  -  #19
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

lol.
I totally want to make a Catfolk Warrior 1/Swashbuckler 1/Scout 1/Airship Corsair 10 now.

One Cutlass, One Rapier and a bandola of 4 pistols. Plus a dagger in each boot, up each sleeve and a vest holding 10 desert throwing daggers.

Captain Jack Sparrow eat your heart out.

lol.
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Old 11-08-2010, 07:45 AM   Top  -  End  -  #20
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Quote:
Originally Posted by Gaiyamato View Post
lol.
I totally want to make a Catfolk Warrior 1/Swashbuckler 1/Scout 1/Airship Corsair 10 now.

One Cutlass, One Rapier and a bandola of 4 pistols. Plus a dagger in each boot, up each sleeve and a vest holding 10 desert throwing daggers.

Captain Jack Sparrow eat your heart out.

lol.
Could use more cutta.

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Old 11-08-2010, 09:06 AM   Top  -  End  -  #21
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Slightly different concept, but just as fun
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Old 11-08-2010, 07:40 PM   Top  -  End  -  #22
Rainbow Servant
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Love is: seeing homebrewed clockwork zombies.

Just an aside, was there any mention of reloading gunpowder weapons before? I seem to have lost/imagined it... it's getting a little confusing separating this thread from the partial implementation in Fight Night.

Possible sneak attack ideas:

Going straight to wound points looks really deadly, also the increased dice become useless unless you make a bonus to attack instead or something.

Deal One (1) Wound Point instead of 1d6 damage, stacks as usual. Has the added bonus of making a halfling with daggers (for example) quite dangerous instead of laughably useless.

Hmmm, I swear I had another idea... maybe I'll remember it later.

Edit: (woo, messed up the list coding there. I'll just remove it for now)

Sanity loss will probably need playtesting to get the balance right, I wouldn't make it a priority just yet.

And yeah, the domain powers vary greatly in usefulness. I'll see if I can come up with some suggestions, but was there a power level you were aiming for? Since it costs a feat, I guess that's a place to start, but feats aren't exactly all equal in the first place.

Last edited by Rainbow Servant : 11-08-2010 at 07:41 PM.
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Old 11-08-2010, 09:26 PM   Top  -  End  -  #23
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - No Magic]

Quote:
Originally Posted by loaded.dice View Post
Just an aside, was there any mention of reloading gunpowder weapons before? I seem to have lost/imagined it... it's getting a little confusing separating this thread from the partial implementation in Fight Night.
They work like crossbows is all. Only Rapid Reload, Rapid Shot and Multiattack cannot apply to them obviously.
The Profession(Musketeer) feat will have checks to reload faster instead.

Quote:
Originally Posted by loaded.dice View Post
Possible sneak attack ideas:

Going straight to wound points looks really deadly, also the increased dice become useless unless you make a bonus to attack instead or something.

Deal One (1) Wound Point instead of 1d6 damage, stacks as usual. Has the added bonus of making a halfling with daggers (for example) quite dangerous instead of laughably useless.
I was thinking that. Or make first level: no bonus damage Second SA level: +1D3 damage third level: +2D3 damage.
Given that Wounds do not increase by level.
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Old 11-09-2010, 07:06 PM   Top  -  End  -  #24
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

First off, what stat is manifesting based on? That may change the usefulness of some abilities slightly.
I’ve been running on the assumption that domains don’t grant extra powers known, if that’s wrong then of course there is a little more room for variable granted power levels.
References to cleric level could safely be replaced by character level, but manifestor level seems much lower, so that may need looking at.
And now, domains!

Corruption
Once per day, you can attack an object and ignore its hardness rating.
Once per day is really weak for something like this. Either make it 1/day per level, or make it a passive ability to ignore hardness up to half level.

Sand
<cut due to length>
Well, it’s definitely versatile, and fairly unique. Acquiring sand shouldn’t be a problem either. But it takes a long time, and is over very quickly. Might need its own overhaul.


Undeath
You gain the ability to Rebuke Undead a number of times per day equal to your Wisdom bonus.
Looks good. Turning/rebuking rules are notorious though, that might be worth looking at to make this really shine.

Vile Darkness
You gain the Blind-Fight feat.
Yeah… one free standard feat for another? Not very exciting. Free dark/ultravision might be a better choice. Or blindsense, even.

Cold
<cold themed power>
Hmmmm. Obvious suggestions are blasty powers, cold resistance, or bonuses to drift magic.

Evil
All Occult powers gain the [EVIL] descriptor
How much of a benefit is this, really? Does it make your powers stronger/weaker versus certain enemies?

Mind
Gain +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Weak. Scaling bonus or free class skills would be better.

Hatred
You gain the ability to Rage X/day where X is equal to your manifestor level.
This is pretty good. I’m tempted to call it strong, but to maximize your rage uses you have to ignore your combat abilities somewhat, so it should balance out. What if you already have the rage ability though?

Knowledge
All standard Knowledge() skills are now class skills.
The way class skills work makes this really nice.

Summoner
Gain Bind Vestige as a bonus feat
Another feat trade. Binding bonuses or extra vestige access or something could be better.

Thirst
You gain Endurance as a bonus feat
Again with the feat trade, and not a brilliant one either. Outright immunity to thirst might be too strong, but an extra bonus would probably be alright.

Hunger
Secondary bite attack: 1d6 for medium sized creatures
Natural weapons are fun and all, but this is underwhelming. Scavenging Gullet as an extra feat could work on top of the bite.

Pain
You convert damage that you deal in one blow per day into healing for yourself, up to 1 point of damage per level.
I’m not a huge fan of 1/day powers.

Madness
You cannot lose sanity, even via feats. Your sanity score is dropped to 0. You instantly have a score of 3 in all permanent insanities.
Gain Power Points to your reserve equal to the amount of Sanity you just lost.
Ditch the bonus power points, and it’s still really good.

Dream
Because you have long delved into dreams and nightmares, you are immune to fear effects. Sanity loss is halved.
Yup, looks good.

Pestilence
Immunity to the effects of all diseases. You carry a disease which you can spread to others. Consult DM.
Hmmm, the contagion will make or break this.

Good
All Occult powers gain the [GOOD] descriptor
See Evil

Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your manifestor level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1/day, 1 hour limit, 1 use… I’m not a fan. Why not a bonus power that grants save bonuses? Pretty sure there is one already.

War
Free Martial Weapon Proficiency with any martial weapon (if necessary) and Weapon Focus with the chosen weapon.
Hmmmm. Two subpar feats. At least you get to choose the weapon. Still… something more interesting wouldn’t hurt.

Endurance
Gain Will To Live as a bonus feat.
I forget what that does, and where it’s from. Can’t really judge it, so… yeah.

Glory
You gain the ability to Turn Undead a number of times per day equal to your Wisdom bonus.
See Undead.

Community
Gain a +4 competence bonus on Diplomacy checks.
Flat bonus is boring. See Mind.

Healing
Gain Body adjustment as a bonus Occult Power.
Bonus power is nice.

Creation
Gain Minor Creation as a bonus power.
See Healing.

Liberation
If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.
Yeah, reckon that’s good.

Oracle
You gain a bonus on Sense Motive checks equal to your manifestor level.
See! Scaling bonus. You had the power to do it all along

Animal
You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of class skills.
This doesn’t seem too great, depending on the role/power of animals in the setting. Perma-speak with animals, or gain it as a power, or… wild empathy? I think wild empathy might be best.

Plant
You can bless a plant doubling it's growth rate and halving the volume of water and sunlight it requires. Add Knowledge (nature) to your list of cleric class skills.
The blessing is odd. Plant growth can do that, I think. Again, bonus power might work better.
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Old 11-09-2010, 08:01 PM   Top  -  End  -  #25
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

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First off, what stat is manifesting based on?
That may change the usefulness of some abilities slightly.
Wis. I should add that up there.

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I’ve been running on the assumption that domains don’t grant extra powers known, if that’s wrong then of course there is a little more room for variable granted power levels.
References to cleric level could safely be replaced by character level, but manifestor level seems much lower, so that may need looking at.
And now, domains!
I wanted it to be based on te manifestor level to keep the power very low and relatively insignificant.

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Corruption
Once per day, you can attack an object and ignore its hardness rating.
Once per day is really weak for something like this. Either make it 1/day per level, or make it a passive ability to ignore hardness up to half level.
This one did bother me due to it's weakness.
Per manifestor level maybe. Or maybe per X/Vitality Dice?

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Sand
<cut due to length>
Well, it’s definitely versatile, and fairly unique. Acquiring sand shouldn’t be a problem either. But it takes a long time, and is over very quickly. Might need its own overhaul.
Sand is everywhere in this world. While in normal DnD the power level of this ability is quite pathetic really, in this game it is if anything OPd slightly.

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Undeath
You gain the ability to Rebuke Undead a number of times per day equal to your Wisdom bonus.
Looks good. Turning/rebuking rules are notorious though, that might be worth looking at to make this really shine.
Maybe, But working with undead is a really dangerous issue in this setting.
I am thinking about adding Sanity loss each time you turn/rebuke undead. More loss for Rebuking obviously. So then it becomes last-ditched effort.

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Vile Darkness
You gain the Blind-Fight feat.
Yeah… one free standard feat for another? Not very exciting. Free dark/ultravision might be a better choice. Or blindsense, even.
Your right, all of the bonus feat options are quite poor.
I don't want darkvision available like this though.
Blindsense may work better. Or an unnamed bonus to actions in the dark.

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Cold
<cold themed power>
Hmmmm. Obvious suggestions are blasty powers, cold resistance, or bonuses to drift magic.
Yeah I am still thinking on this one. Tempted to try and convert a spell from Frostburn into a psionic power.

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Evil
All Occult powers gain the [EVIL] descriptor
How much of a benefit is this, really? Does it make your powers stronger/weaker versus certain enemies?
There will be feats that work with the [GOOD] and [EVIL] descriptors. As there are no alignments the benefits will be more applied to the manifestor than the target unlike normal DnD.

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Mind
Gain +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Weak. Scaling bonus or free class skills would be better.
I agree. Maybe +1 to those skills per 3 Vitality dice?

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Hatred
You gain the ability to Rage X/day where X is equal to your manifestor level.
This is pretty good. I’m tempted to call it strong, but to maximize your rage uses you have to ignore your combat abilities somewhat, so it should balance out. What if you already have the rage ability though?
I'd say they stack if you have both.

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Knowledge
All standard Knowledge() skills are now class skills.
The way class skills work makes this really nice.
VERY nice. I am thinking of limiting it to maybe 2/3 of the player's choice.

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Summoner
Gain Bind Vestige as a bonus feat
Another feat trade. Binding bonuses or extra vestige access or something could be better.
Maybe give the feat AND a bonus to it.

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Thirst
You gain Endurance as a bonus feat
Again with the feat trade, and not a brilliant one either. Outright immunity to thirst might be too strong, but an extra bonus would probably be alright.
This is definately very weak. I am still trying to re-think this one.

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Hunger
Secondary bite attack: 1d6 for medium sized creatures
Natural weapons are fun and all, but this is underwhelming. Scavenging Gullet as an extra feat could work on top of the bite.
Sounds good. :D

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Pain
You convert damage that you deal in one blow per day into healing for yourself, up to 1 point of damage per level.
I’m not a huge fan of 1/day powers.
Maybe another X/day where X is manifestor levels.

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Madness
You cannot lose sanity, even via feats. Your sanity score is dropped to 0. You instantly have a score of 3 in all permanent insanities.
Gain Power Points to your reserve equal to the amount of Sanity you just lost.
Ditch the bonus power points, and it’s still really good.
Madness drives this world and I wanted it to be good. Maybe your right though, maybe the PP gain is a little OPd.

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Pestilence
Immunity to the effects of all diseases. You carry a disease which you can spread to others. Consult DM.
Hmmm, the contagion will make or break this.
It would have to be low DC stuff. But I'm not intending for players to really take this.

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Good
All Occult powers gain the [GOOD] descriptor
See Evil
ditto.

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Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your manifestor level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1/day, 1 hour limit, 1 use… I’m not a fan. Why not a bonus power that grants save bonuses? Pretty sure there is one already.
There is currently no way to gain PR (OPR now) in this system. Maybe make it another X/Day that grants a certain number +X PR to the target.

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War
Free Martial Weapon Proficiency with any martial weapon (if necessary) and Weapon Focus with the chosen weapon.
Hmmmm. Two subpar feats. At least you get to choose the weapon. Still… something more interesting wouldn’t hurt.
Yeah, I've never liked this one either.
Maybe throw in Weapon Specialisation as well?
Or perhaps you can chose from Weapon Finesse, Point Blank shot feat tree etc. based on the weapon you choce.

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Endurance
Gain Will To Live as a bonus feat.
I forget what that does, and where it’s from. Can’t really judge it, so… yeah.
It is from The Quintessential Barbarian II and ****ing rocks in this system.
It is the only way to stay alive on negative Vitality/Wounds.

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Glory
You gain the ability to Turn Undead a number of times per day equal to your Wisdom bonus.
See Undead.
ditto

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Community
Gain a +4 competence bonus on Diplomacy checks.
Flat bonus is boring. See Mind.
again maybe a +X.

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Healing
Gain Body adjustment as a bonus Occult Power.
Bonus power is nice.

Creation
Gain Minor Creation as a bonus power.
See Healing.
Yeah this way works nicely I think.
I may try and see at getting a lot of the others like this.

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Oracle
You gain a bonus on Sense Motive checks equal to your manifestor level.
See! Scaling bonus. You had the power to do it all along
The crappy ones you don't like are the WotC rules. Yes this, is my own way of doing it. lol.

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Animal
You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of class skills.
This doesn’t seem too great, depending on the role/power of animals in the setting. Perma-speak with animals, or gain it as a power, or… wild empathy? I think wild empathy might be best.
AND wild Empathy I think.
Animals are not overly common anymore. In fact it really is only domestic animals left.

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Plant
You can bless a plant doubling it's growth rate and halving the volume of water and sunlight it requires. Add Knowledge (nature) to your list of cleric class skills.
The blessing is odd. Plant growth can do that, I think. Again, bonus power might work better.
Maybe a power that does this yes.
But in a world that is now 70% Black-Sand Negative Energy desert do not underestimate this. lol.
Just imagine how popular these people would be in say Darksun.
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Old 11-10-2010, 03:17 AM   Top  -  End  -  #26
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Ok. I thought of a way to standardise the Domains.

All Domains must give one of the following:
Code:
#1: A free Occult Power only available via this Domain.

#2: An X per day Su ability, plus a +1 to +2 bonus to one skills

#3: 1-2 Bonus Class Skills, A skil Trick and a +2 or +6 bonus to one or more skills.
What does anyone reading this think?
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Old 11-11-2010, 05:02 PM   Top  -  End  -  #27
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Using This

I loosely generated this to edit and work off for Il-Betresor

Spoiler
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Old 11-11-2010, 07:04 PM   Top  -  End  -  #28
Rainbow Servant
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Quote:
Originally Posted by Gaiyamato View Post
Ok. I thought of a way to standardise the Domains.

All Domains must give one of the following:
Code:
#1: A free Occult Power only available via this Domain.

#2: An X per day Su ability, plus a +1 to +2 bonus to one skills

#3: 1-2 Bonus Class Skills, A skil Trick and a +2 or +6 bonus to one or more skills.
What does anyone reading this think?
Looks good to me.

...oderiferous ward?
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Old 11-11-2010, 09:36 PM   Top  -  End  -  #29
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Smelly stuff. :D
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Old 11-13-2010, 08:32 AM   Top  -  End  -  #30
Gaiyamato
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Default Re: [3.5] The Broken System [Steampunk - Low Magic][PEACH]

Updated Il-Betresor description.
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