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Old 09-11-2012, 02:44 PM   Top  -  End  -  #1
13_CBS
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Join Date: May 2006
Default Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

This is both a work in progress and is very much a rough draft! PLEASE evaluate and critique!



What the flaming daedra mustache is this?

This is my attempt to bring Skyrim into D&D 3.5. It includes a variety of things from Skyrim and Tamriel such as Aedric Dragons, Thu'um, the signature Elder Scrolls races, Lycanthropy, Vampirism, and more. Note: this homebrew DOES NOT include Dawnguard content!

Okay, but are you up to doing something like this properly?

I wish. The spirit is willing, but the brain is inexperienced with D&D and has a poor grasp of math. I will need every bit of help I can get to make this Dungeons & Skyrim experience at least somewhat balanced.

Err, I guess that's alright. So what's the primary design philosophy behind all of this?

My philosophy behind this importing of Skyrim into D&D 3.5 is to try and both translate and preserve as many Skyrim mechanics as possible. This means that things such as Lycanthropy and Vampirism, which already exist to an extent in Core D&D 3.5, will be replaced by mechanics that will (hopefully) better represent the Lycanthropy and Vampirism experience from the Skyrim game.

I also took the liberty to insert some things to help things make more sense, either fluff or crunch-wise. For example, I've given a lot of the Daedric artifacts what I thought was a much-needed boost in power; my experience with Skyrim is that a lot of the really fluffy Daedric artifacts are eclipsed in power once you hit a certain level, and I hoped to fix this while I was statting up the Daedric artifacts. Other things I had to do in order to keep things balanced: for example, I'm of the opinion that the Bosmer racial ability (the equivalent to Calm Animal in D&D) wouldn't have been terribly useful, especially considering the rest of their racial features, so I changed their daily racial ability into something I thought was more useful and more powerful.

However, not everything was brought over from the videogame: I'm still unsure as to what to do with Skyrim's magic system, for example. As another example, while I was able to port the various weapons and armor materials that is signature to the Elder Scrolls series (Glass, Ebony, Dwarven, etc.), I wasn't able to fully import the crafting system from Skyrim. My initial attempts seemed to indicate that the fluff and the mechanics would be beyond my ability to align while also being balanced, so if anyone has any ideas for this I'm listening. At the moment, for those undecided things I am currently going with what is already in D&D. As a result, Arcane spellcasters in this Skyrim import still use the Vancian casting system, among other things.

Yes, yes, whatever. Just get on with it.

Alrighty! Then without further ado...

NOTE: The fluff for almost all of the entries are at best minimal and at worst non-existent. I plan on getting to those as soon as the crunch presented here is done.

Table of Contents:
OP, Races
Thu'um
Draconic Thu'um
Lycanthropy
Vampirism
Monsters, Part 1: Draugr, Dragons
Mosnters, Part 2: Falmer, Chaurus, Dwemer Constructs, Hagravens, Spriggans, Dremora
Gods, Artifacts
Optional Crafting, Material, and Soul Gem Rules
Base Class: Battlemage

To-Do List
Fix unbalanced stuff
Figure out how to implement Skyrim-style Alchemy and potions
Figure out how to implement Magicka potions
Create statistics for Atronachs

Races

Dunmer:
Spoiler


Altmer:
Spoiler


Bosmer:
Spoiler


Khajiit:
Spoiler


Argonian:
Spoiler


Orc:
Spoiler


Nord:
Spoiler


Imperial:
Spoiler


Breton:
Spoiler


Redguard:
Spoiler

Last edited by 13_CBS : 09-14-2012 at 02:11 PM.
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Old 09-11-2012, 02:47 PM   Top  -  End  -  #2
13_CBS
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Thu'um:


NOTE: THE SHOUTS WERE DESIGNED ASSUMING THAT ALL THE PCs IN THE PARTY WOULD BE DRAGONBORN. IF ONLY ONE OR SOME OF THE PCs IN THE PARTY ARE DRAGONBORN, YOU MAY NEED TO RE-ADJUST SOME OF THE SHOUT MECHANICS ACCORDINGLY.
  • The usage of Thu'um (“Shouting”) is a Supernatural Ability.
  • Verbal component: As Thu'ums (“Shouts”) require the ability to speak, they can't be used in areas of Silence or if the user is otherwise prevented from speaking (such as being gagged).
  • Each Shout is divided into divided into three Words of Power. Uttering the first Word typically requires a swift action, and does not provoke Attacks of Opportunity. Uttering two words typically requires a standard or move action, and provokes Attacks of Opportunity unless stated otherwise.. Uttering all three words typically requires a full round action, and provokes Attacks of Opportunity unless stated otherwise.
  • Words of Power: In order to acquire a Shout, you must first learn the appropriate Word of Power. The process is quite simple; you must stand next to an inscription of a Word of Power and meditate on it for a full round. Doing so will allow you to absorb the knowledge of the Word.
  • Again, each Shout is divided into three Words: knowing one of the words does not give you knowledge of the others.
  • For example, if a character learned just the Word “Yol” in the Fire Breath Shout, he would not simultaneously gain the knowledge of the Words “Toor” and “Shul”.
  • Only certain inscriptions imbued with draconic power will grant you the understanding required for a Shout, however. Even if someone knows draconic well enough to write it, the inscription itself must have gathered centuries' worth of draconic power for it to convey it to a person.
  • Only certain beings can use this method to learn Words of Power, as well; namely, those whose mortal flesh contains the soul of a dragon—Dragonborn. To anyone else, the inscription bearing a Word of Power are mere writings on the wall.
  • Unlocking a Word of Power: Knowledge of a Word of Power is not sufficient to use it to its full potential. One a Word of Power is known, you can unlock its power for your own use in two ways:
  • Meditation. Afters years of meditation on a Word under the guide of wise mentors, you can begin to use it. This typically requires all of one's time, however, leaving little room for anything else.
  • Dragon Souls: All Dragons have an innate knowledge of Thu'um. Certain beings (namely Dragonborn) can absorb the soul of a slain Dragon to gain some of that power. Each Dragon soul absorbed in this way can be used at any time to unlock one Word of Power that you already know.
  • For example, if a character knew the Words “Yol” and “Toor” from the Shout Fire Breath without having unlocked either of them, and then used the power from an absorbed Dragon Soul to unlock “Yol”, then he does not simultaneously unlock “Toor” even though he knows them both. He would need another Dragon Soul to unlock “Toor”.
  • Even if you know several Words in a single Shout, you must unlock the Words in a Shout sequentially.
  • For example, if a character knew the Words “Yol” and “Toor” in the Thu'um Fire Breath without having unlocked either of them, and wanted to unlock “Toor”, then he must first unlock “Yol” in order to unlock “Toor”. Likewise, if a character knew the Words “Yol”, “Toor”, and “Shul” in the Thu'um Fire Breath without having unlocked any of them, and wanted to unlock “Shul”, then must first unlock “Yol” and “Toor” before unlocking “Shul”.
  • As their name suggests, most Shouts are not quiet; aside from whatever effects they may have, the Shout themselves are as loud as a person screaming at the top of their lungs. Certain shouts may end up being even louder due to the nature of their effects.
  • After using a Thu'um, user cannot Shout again until the specified recharge time as passed.
  • For example, if a person Utters two words in the Unrelenting Force Shout, then he cannot use any Thu'um again until 8 rounds have passed.
  • The save DCs for Shouts (“Shout DC”) are equal to 10 + 1 ½ character level rounded up of the Thu'um's user.
  • For example, the save DC for a Shout used by a level 4 Fighter would be 16 (10 + 6).

Shouts list:
Unrelenting Force
Spoiler


Fire Breath
Spoiler


Whirlwind Sprint
Spoiler

[/spoiler]
Elemental Fury:
Spoiler


Become Ethereal:
Spoiler


Throw Voice:
Spoiler


Slow Time:
Spoiler


Aura Whisper:
Spoiler


Animal Allegiance:
Spoiler


Ice Form:
Spoiler


Kyne's Peace:
Spoiler


Storm Call:
Spoiler


Frost Breath:
Spoiler


Marked For Death:
Spoiler

Last edited by 13_CBS : 09-11-2012 at 06:02 PM.
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Old 09-11-2012, 02:49 PM   Top  -  End  -  #3
13_CBS
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Draconic Thu'um:

Though mortals are able to acquire Thu'um and use them as Dragons do, for Dragons Thu'um is so innate that their Shouts are even more potent. The following is a list of Thu'um used by dragons.

Draconic Fire Breath
Spoiler


Draconic Fire Ball:
Spoiler


Draconic Frost Breath:
Spoiler


Draconic Ice Storm:
Spoiler


Summon Draugr:
Spoiler


Draconic Unrelenting Force
Spoiler


Draconic Storm Call:
Spoiler
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Old 09-11-2012, 02:50 PM   Top  -  End  -  #4
13_CBS
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Lycanthropy:

Spoiler

  • Some beings in Tamriel have the ability to shift into a terrible cross between mortal and wolf. Some see this as a curse; others, a blessing.
  • Lycanthropy is a disease; creatures that are immune to disease can't be afflicted with Lycanthropy.
  • Once you have been afflicted with lycanthropy, you gain the ability to morph into the form of a werewolf (“Shapeshifting”).
  • Shapeshifting, and morphing back into your normal form, are Extraordinary abilities that each require full-round actions.
  • Typically, you can Shapeshift once per day. You can morph back into your normal form any time you could take a mental action.
  • Your werewolf form lasts 1 minute/character level. At the end of this period, you automatically return to your mortal form.
  • While you are afflicted with lycanthropy, you gain immunity to diseases.
  • If you die while Shapeshifted, your corpse remains permanently Shapeshifted. If your body is resurrected while afflicted with Lycanthropy, you remain afflicted with Lycanthropy.
  • There are a variety of methods for gaining and curing Lycanthropy. Consult your DM on how to your character can either gain or be cured of Lycanthropy.
  • When you Shapeshift into your werewolf form, you gain the following traits and abilities for the duration that you are in your werewolf form:
Spoiler
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Old 09-11-2012, 02:50 PM   Top  -  End  -  #5
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Default Re: Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

The mer should probably get the (elf) subtype, and the men the (human) subtype.
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Old 09-11-2012, 02:52 PM   Top  -  End  -  #6
13_CBS
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Vampirism:

  • Some beings in Tamriel contract the disease Sanguinare Vampiris. Those that do become Vampires if the disease is not cured within three days.
  • Sanguinare Vampiris is a disease; creatures that are immune to disease can't be afflicted with Sanguinare Vampiris.
Spoiler
  • Once you have become a Vampire, you gain the following traits and abilities, regardless of Vampiric Stage:
Spoiler
  • Feeding: You must consume mortal blood at least once per day to not progress a stage in your Vampirism.
  • Drinking enough blood to regress back to/stay at Stage 1 Vampirism requires a full round action.
  • Only the blood from Humanoid creatures will regress you back to Stage 1, though blood from Animal creatures will keep you at the same Stage for the next 24 hours.
  • The blood need not be directly from a living body—if the blood was stored in an airtight container for no more than one day, then drinking it will have the same effects as though you had drunk fresh blood. The same applies to blood from corpses—as long as the corpse is not older than one day, drinking blood from it will regress you back to Stage 1 or keep you at your current stage, whichever is appropriate.
  • The act of feeding typically requires a full-round action. On helpless targets, you simply use a full-round action to feed; the cursed nature of vampire fangs is such that slumbering victims do not notice being fed upon (though other awake creatures in the vicinity that see you doing this certainly will notice).
  • On active, awake targets, you must first succeed on a Grapple check. Grapple attempts made this way do not provoke Attacks of Opportunity, even if you don't have the Improved Grapple Feat. Once you have succeeded on the Grapple check, instead of dealing unarmed damage to the grappled target, you instead bite the target's throat and begin to drink blood.
  • If you maintain the Grapple for another round, and successfully deal unarmed damage to the target again, then you have drunk enough blood to regress back to/stay at Stage 1 Vampirism.
  • For each additional round you drink blood from a target, you deal 1d4 Constitution damage to the target.
  • Each day you do not drink mortal blood, you also progress to the next stage in Vampirism.
  • There are a variety of methods for curing Vampirism. Consult your DM on how to your character can be cured of Vampirism.

Stages of Vampirism:
  • There are four stages of Vampirism; as you progress to higher stages, you gain more powerful traits and abilities while also gaining some penalties.
  • If you ever drink at least a full-round action's worth of mortal blood, you immediately regress back to Stage 1.
  • Even if you don't drink mortal blood, your Vampirism Stage can't progress beyond certain stages until your each a certain HD.
Spoiler



Vampiric Stages:

Stage 1:
Spoiler


Stage 2:
Spoiler


Stage 3:
Spoiler


Stage 4:
Spoiler
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Old 09-11-2012, 02:57 PM   Top  -  End  -  #7
13_CBS
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Monsters



Draugr:
Spoiler


Dragons:
Spoiler
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Old 09-11-2012, 02:59 PM   Top  -  End  -  #8
13_CBS
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Monsters, Part 2



Falmer:
Spoiler


Chaurus:
Chaurus:
Spoiler


Chaurus Reaper:
Spoiler


Dwemer Constructs:
Dwemer Spider:
Dwemer Spider Worker:
Spoiler

Dwemer Spider:
Spoiler

Dwemer Guardian Spider:
Spoiler

Dwemer Sphere:
Dwemer Sphere:
Spoiler

Dwemer Guardian Sphere:
Spoiler

Dwemer Centurion:
Dwemer Centurion:
Spoiler


Dwemer Centurion Master:
Spoiler



Hagraven:
Spoiler

Spriggans:
Spriggan:
Spoiler

Spriggan Matron:
Spoiler

Dremora:
Dremora Churl, 3rd Level Fighter (Swordsman):
Spoiler

Dremora Churl, 3rd Level Fighter (Archer):
Spoiler

Dremora Churl, 3rd Level Wizard:
Spoiler
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Old 09-11-2012, 03:01 PM   Top  -  End  -  #9
13_CBS
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Gods:

Aedra:
Spoiler


Daedra:
Spoiler


Misc:
Spoiler



Artifacts:

There are a variety of powerful artifacts in Tamriel, each of them typically imbued with the blessings of a powerful entity such as a god, a great hero, or a Daedric Prince.

Daedric Artifacts:
Spoiler


Other Artifacts:

Spoiler


Dragon Priest Masks

Spoiler
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Old 09-11-2012, 03:04 PM   Top  -  End  -  #10
13_CBS
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Optional Rules: Crafting, Weapon/Armor Materials, and Soul Gems

For crafting weapons, shields, and armor, you may use the following rules:

Armor and Shields:
Spoiler


Weapons:
Spoiler


Ammunition:
Spoiler


Materials:

There are several different kinds of crafting materials in Tamriel. To represent them, you may use the following rules.

In order from lowest to highest in terms of quality and rarity:
Iron
Steel
Elven/Orcish
Dwarven/Gilded
Glass/Ebony
Dragon Scales/Dragon Bone
Daedric

Iron:
Spoiler


Steel:
Spoiler


Elven Metal (“Elven”):
Spoiler


Orcish Metal (“Orcish”)
Spoiler


Gilded Elven Metal (“Gilded”)
Spoiler


Dwarven Metal (“Dwarven”)
Spoiler


Glass
Spoiler

Ebony:
Spoiler


Dragon Scale
Spoiler


Dragon Bone:
Spoiler


Daedric Metal (“Daedric”):
Spoiler


Souls and Soul Gems:

Magical items in Tamriel often require the use of captured souls stored in soul gems. You may use the following rules to represent this concept.
  • All living beings in Tamriel have souls, which can be harnessed to fuel magical effects.
  • Plants (mundane plants and creatures with the Plant type) do not have souls.
  • Constructs and undead (creatures with the Construct and Undead types, respectively) often do not have souls that can be captured.
  • Though Dragons (creatures with the Dragon type) have mighty souls, they cannot be captured, harvested, or used for normal uses.
  • Mortals (creatures with the Humanoid type) have souls, but their souls require special effort to capture and harness.
  • Spell: Soul Trap
Spoiler
  • The “size” of souls can be categorized into six different categories:
Spoiler
  • There are objects known as Soul Gems that can capture these souls under certain circumstances.
Spoiler
  • To capture souls, the following conditions must be met:
Spoiler
  • A creature whose soul is captured or even expended is not necessarily barred from resurrection; most resurrection spells also reconstitute the subject's soul from ambient energy, leaving the subject's soul healthy and whole once the resurrection is complete.
  • When soul gems are used (usages for soul gems are listed below), the soul gem and the soul contained within it vanish into nothingness—they cannot ever be used again.

Using Souls and Soul Gems:
  • Once you have a soul gem holding a soul, you can use it in several ways:
  • You can use it to recharge a magical staff or wand. The size of the soul recharges more of the staff or wand.
  • Consult the charts below on what soul gems can be used to recharge what level of item, and how many charges souls recharge.

 Wand Spell Level 0-2Wand Spell Level 3-4Wand Spell Level 5-6Wand Spell Level 7-8Wand Spell Level 9
Petty 5 charges restored - - - -
Lesser 10 charges restored 5 - - -
Common 15 charges restored 10 5 - -
Greater 20 charges restored 15 10 5 -
Grand/Black 25 charges restored 20 15 10 5

 Staff Caster Level 1-4Staff Caster Level 5-8Staff Caster Level 9-12Staff Caster Level 13-16Staff Caster Level 17-20
Petty 2 charges restored - - - -
Lesser 4 charges restored 2 - - -
Common 8 charges restored 4 2 - -
Greater 12 charges restored 8 4 2 -
Grand/Black 16 charges restored 12 8 4 2
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Old 09-11-2012, 03:07 PM   Top  -  End  -  #11
13_CBS
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New Base Class

NOTE: THIS BASE CLASS HAS BEEN DECLARED OVERPOWERED. PLEASE ADVISE ON HOW TO BALANCE IT!

Battlemage:
  • Alignment: Any
  • Hit Die: d10
  • Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)
  • Skill Points at 1st Level: (2 + Int modifier) x 4
  • Skills: 2 + Int modifier
  • Starting gold: 6d4 x 10
  • Starting age: as Wizard
  • Class Features:
  • Weapon and Armor Proficiency: Battlemages are proficient with all Simple and Martial weapons, as well as all armors and shields (but not Tower Shields).
  • Spells: You cast Arcane spells, which are drawn from the Battlemage spell list. You can cast any spell you know without preparing it ahead of time.
Spoiler
  • Spells Known:You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Battlemage spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Battlemage spell list.
Spoiler
  • Armored in Magic and Steel (Ex): At level 1, you choose a category of armor (Light, Medium, Heavy) and a type of shield (Buckler, Light Steel/Wooden, Heavy Steel/Wooden) ; whenever you cast a spell from the Battlemage spell list while wearing armor and/or shield from the chosen category, you completely avoid arcane spell failure chance.
Spoiler
  • Battle Gestures (Ex): Part of your Battlemage training is learning shorter, simpler gestures for your spells. Beginning at level 1, choose a spell you know from the Battlemage spell list; you can cast that spell as a swift action that doesn't provoke Attacks of Opportunity. You still must make Concentration checks to cast the spell if you are somehow injured, are grappled/pinned, are experiencing vigorous motion, violent motion, violent weather, casting defensively, or are entangled.
Spoiler
  • Combat Concentration (Ex):
  • Having all the spells in the world means less if you can't cast them without taking a sword to the gut for your efforts. At level 3, you gain a +4 bonus to your defensive casting checks and Concentration checks made for casting a spell while taking an injury.
  • Spell and Sword In Accord (Ex): A Battlemage that can't cast his spells while dealing blows with his sword is an inefficient Battlemage. Starting at level 4, if an opponent is within a square that you threaten, you can cast a spell you know from the Battlemage list as a Move Action.
  • School Specialization: At Level 6, a Battlemage can choose a school of magic to specialize in, much like a Wizard. Unlike a Wizard, he does not have to take up a forbidden school in exchange. When you choose a school of magic, you may learn one additional spell that you could learn at that level.
  • You can do this again at level 12 and at level 18. If at level 12 you choose the same school, you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different school, then you can learn an additional spell from that school. If at level 18 you choose the same school a third time, you do not learn an additional spell but instead add +2 your caster level when casting spells from the chosen school. If you choose a school for the second time, you you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different third school, then you can learn an additional spell from that school.
  • Bonus Feat: At levels 2, 8, 14, and 20, choose a bonus feat from the Battlemage bonus feat list. These bonus feats are in addition to the feats that a character of any class gains every three levels. A Battlemage is not limited to his bonus feats when choosing these other feats. A Battlemage must still meet the prerequisites for the feats on his bonus feat list in order to take them.
  • Battlemage bonus feat list:
Spoiler
  • Spellsword (Su): At level 16, 3/day as a swift action you can choose to “lose” a spell slot in order to give yourself a base attack bonus equal to your level (which may give you additional attacks), for a number of rounds equal to the level of the spell lost. For example, if you choose to lose a level 4 spell slot, then for four rounds you have a base attack bonus equal to your level.
  • Mastery: At level 20, your experience with your spells is such that you have completely mastered one of them. Choose a spell from the Battlemage list that you know, and a metamagic feat you know: the spell you have chosen is now permanently modified by the chosen metamagic effect without changing its spell level. When you cast the chosen spell, you can choose to not apply the metamagic effect to it.

LevelBABFort SaveRef SaveWill SaveSpecialSpells Per Day (0/1st/2nd/3rd/4th)
1st +0 +2 +0 +2 Armored in Magic and Steel, Battle Gestures 3/2/-/-/-
2nd +1 +3 +0 +3 Bonus Feat 4/3/-/-/-
3rd +2 +3 +1 +3 Combat Concentration 5/4/-/-/-
4th +3 +4 +1 +4 Spell and Sword In Accord 6/5/-/-/-
5th +3 +4 +1 +4 Battle Gestures 6/5/2/-/-
6th +4 +5 +2 +5 School Specialization 6/6/3/-/-
7th +5 +5 +2 +5 6/6/4/-/-
8th +6/+1 +6 +2 +6 Bonus Feat 6/7/5/-/-
9th +6/+1 +6 +3 +6 6/7/5/2/-
10th +7/+2 +7 +3 +7 Battle Gestures 6/8/6/3/-
11th +8/+3 +7 +3 +7 6/8/6/4/-
12th +9/+4 +8 +4 +8 School Specialization 6/8/7/5/2
13th +9/+4 +8 +4 +8 6/9/7/5/3
14th +10/+5 +9 +4 +9 Bonus Feat 6/9/8/6/4
15th +11/+6/+1 +9 +5 +9 Battle Gestures 6/9/8/6/5
16th +12/+7/+2 +10 +5 +10 Spellsword 6/9/8/7/5
17th +12/+7/+2 +10 +5 +10 6/10/9/7/6
18th +13/+8/+3 +11 +6 +11 Bonus Feat 6/10/9/7/6
19th +14/+9/+4 +11 +6 +11 6/10/9/8/7
20th +15/+10/+5 +12 +6 +12 Bonus Feat, Mastery 6/10/9/8/7


Spell List:
Spoiler

Last edited by 13_CBS : 09-11-2012 at 03:46 PM.
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Old 09-11-2012, 03:39 PM   Top  -  End  -  #12
Chronologist
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Default Re: Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

For the Battlemage, I'd go with d8 hit dice. Better yet, look up the Magus class for the Pathfinder RPG, pathfinder is basically D&D 3.75. It's exactly what you're looking for here.

If you think the Magus is a little too strong, then you can reduce their spells per day, their Magus Arcana or their arcane pool to drop them to something more acceptable. I think they'd fit in perfectly in a 3.5 game.

I'm liking this homebrew. You could have easily just said "redguards are humans, elves are the same as 3.5 with a minor adjustment, etc." but you went for a more accurate conversion and it shows.

Shouts look pretty powerful right now, but I like the way you're handling the recharge mechanic.

Keep up the good work.
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Old 09-11-2012, 06:21 PM   Top  -  End  -  #13
Edge
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Default Re: Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

My initial skim says this looks mostly solid, but I'm kinda tired right now so take that review with a pinch of salt.

However, I will say this: the cooldowns on the Shouts, whilst accurate to the spirit of Skyrim, are too long for D&D. A usual level-appropriate combat encounter lasts for 5 rounds at most. As it stands, using even FUS RO will stop you from using any other Shout for the rest of the average encounter.

My personal solution would be to make the Dovahkiin into three base classes - one with a martial focus, one with a thief focus, and one with a mage focus, and let them ready and recover Shouts in a manner similar to how martial adepts ready, expend and recover maneuvers.

I'll give Battlemage a proper look over tomorrow, but a very quick glance doesn't raise any glaring issues, and it in fact looks somewhat anaemic. But tiredness may well be my undoing here. I'll give it a proper look tomorrow.

Last edited by Edge : 09-11-2012 at 06:25 PM.
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Old 09-11-2012, 07:06 PM   Top  -  End  -  #14
13_CBS
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Default Re: Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

Quote:
Originally Posted by Chronologist View Post
For the Battlemage, I'd go with d8 hit dice. Better yet, look up the Magus class for the Pathfinder RPG, pathfinder is basically D&D 3.75. It's exactly what you're looking for here.
Hmm...interesting. Will take a look.

Quote:
Originally Posted by Edge View Post
However, I will say this: the cooldowns on the Shouts, whilst accurate to the spirit of Skyrim, are too long for D&D. A usual level-appropriate combat encounter lasts for 5 rounds at most. As it stands, using even FUS RO will stop you from using any other Shout for the rest of the average encounter.

My personal solution would be to make the Dovahkiin into three base classes - one with a martial focus, one with a thief focus, and one with a mage focus, and let them ready and recover Shouts in a manner similar to how martial adepts ready, expend and recover maneuvers.
That would work except for one thing; I designed the Shouts assuming that all the PCs would be Dragonborn, AND assuming that the PCs would also pick whatever other class they wanted (as long as it's not something too outlandish for a Skyrim campaign). If they could use the Shouts more frequently, then the Shouts would have to be significantly toned down for them to not be broken--I have no desire to DM a campaign where the PCs stunlock everything to Oblivion by having everyone spam Unrelenting Force one after another.
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Old 09-11-2012, 09:50 PM   Top  -  End  -  #15
Grimsage Matt
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Default Re: Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

To solve both problems.... http://www.giantitp.com/forums/showt...ght=Dragonborn Someone allready made a dragonborn base class. Take diffrent perks if you want the diffrent archtypes.
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Old 09-14-2012, 02:19 PM   Top  -  End  -  #16
13_CBS
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Default Re: Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]

Quote:
Originally Posted by Grimsage Matt View Post
To solve both problems.... http://www.giantitp.com/forums/showt...ght=Dragonborn Someone allready made a dragonborn base class. Take diffrent perks if you want the diffrent archtypes.
I already posted an answer for this elsewhere (namely the minmax boards), so I'll just repost it here:

I've never quite agreed with how other homebrewers represent Shouts in D&D 3.5, namely how Shouts are inherently part of a class. That never sat right with me; in Skyrim, the growth of your character build and the growth of your Shouts are almost completely independent. You could be a great thief, a mighty warrior, or the most powerful mage alive, and your Shouts could still be fully developed or not developed at all. Your Shout progression and your character progression pretty much had nothing to do with each other. Another part of this is that I designed all of this assuming that players would be able to choose just about any class they'd like while still being able to do Dragonborn stuff (Shouts, eat dragon souls, etc.), as long as the class they choose aren't completely, irredeemably at odds with the Elder Scrolls setting. I didn't want to force players to pick between one to three base classes if they also wanted to be Dragonborn.


Edit: NOTE: After getting suggestions that the Breton race was rather underpowered, Bretons get an additional +2 bonus to their Wisdom.

Last edited by 13_CBS : 09-14-2012 at 02:27 PM.
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