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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 06-21-2008, 04:29 PM   Top  -  End  -  #1
Lady Tialait
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Default T.5, a G6 inpsired D20 Veriant

Character Creation

-Generating Ability Scores-
-The Zero Level-
-Leveling Up-


Generating Ability Scores

The first step in creating a character is to generate your ability scores. Abilities in T.5 are generated using a standard 28 point buy system, with one exception—no ability score can begin higher than a 16 (before applying racial modifiers). The reason for this is that G6 characters aren’t the superhumans seen in other games, and almost no beginning adventurer has already reached the pinnacle of human capability.

All ability scores begin at 8, and may be increased by spending a number of points equal to the point cost of the desired score. The ability scores and their corresponding point cost are shown on Table 1-1: Ability Score Costs.

Table 1-1: Ability Score Costs
ScoreCost
8
0
9
1
10
2
11
3
12
4
13
5
14
6
15
8
16
10
At the GMs discretion, the following variants may be used in place of the standard point buy:

Variable Point Buy: Like standard point buy, only your point buy is determined by 21+2d6.

Random Generation: Roll 4d6 for each ability score, eliminate the lowest result, and arrange the scores as you desire. Scores of 17+ should be re-rolled.


The Zero Level

Everyone has heard about the 6th level expert blacksmith or the 5th level town mayor. Occasionally they pop up in a campaign, and this begs an important question: since these people are tougher and more competent in combat than your typical 1st or 2nd level Player Character, why don’t they solve their problems themselves?

Additionally, where do adventurers begin? People aren’t born wizards, and don’t suddenly spring into being as fully trained marshals. Why don’t Player Characters have this transition stage?

Well, now they can. Welcome to the Zero Level, the second step in creating a G6 character. A character with no class levels is treated as being 0th level. A 0th level character has everything needed to function, but no class abilities. A character with character classes receives the benefits of being 0th level along with the benefits of his or her class.

The 0th Level Character
Hit Points: A 0th level character receives a number of Hit Points equal to her Constitution score.

Skill Points: (4 + Int Modifier) x3
*No single skill may have more than 3 ranks.
*All skills are treated as class skills for all classes.

Table 1-2: The 0th Level Character
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
Bonus Feats

Weapon and Armor Proficiency: 0th level characters are proficient with all simple weapons.

Bonus Feat: The 0th level character gains two bonus feats, provided she meets the prerequisites for each.

*****


Languages

All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.

Spoiler

*****



The Class

In T.5 there is only 1 class, it is highly generic, you use feats to costomize the class to what you see fit. Everyone ends up with the same chances, Depending on how they use their 0 level and how each level after that what feats they choose to learn. The object of this purging of class features in favor of even more powerful feats is both balance, and the give a feel of realism. So, here is the class.

Spoiler


Feats:

Every feat has 4 teirs, you gain the first teir automanticly when selecting the feat. each feat you have advances a teir when you gain the Advance Feat Step class feature of your class. Some feats have describtors, this may have an effect of the abilities of the feat.


Designing a Feat


Feats follow the following formula:

[Feat Name]
Prerequisites:
I: The Stage I ability, this is gained when you take the feat. Stage I abilities are static benefits, or unlimited use abilities.
II: The Stage II ability, gained at first advancement. Stage II abilities are usable once per encounter, but usually have some power to back this limited use up.
III: The Stage III ability, gained at second advancement. Stage III abilities are static benefits, or unlimited use abilities.
IV: The Stage IV ability, gained at thrid advancement. Stage IV abilities are usable once per encounter, but are usually extremely potent.


Example Feats:

Spoiler


Arcane Feats:
Arcane feats have the Arcane Describtor, and give magical ability, most of them require a Relevent Casting ability to be high, when you take your first Arcane Feat, you must choose a Casting Ability, it can by any mental ability you wish but it cannot change.

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Old 06-21-2008, 04:31 PM   Top  -  End  -  #2
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Divine Feats:
Divine Feats are like arcane feats, but they all require the True Beliver feat, and they all have the Divine Descriptor. When you take your first divine feat you must choose a casting stat, this stat cannot be changed.

Spoiler


Magical Feats:
Magical feats use either True Beliver or Magical Aptitude, they are divine Feats if you have True Beliver and they are Arcane if you have Magical Aptitude.

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Disclaimer: I have taken alot of this from Djinn_In_Tonic's G6 system and adapted it to my purposes, it's still a little discombobulated, please give honest input, correct my mistakes, and help me make it correct.
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Old 06-21-2008, 05:21 PM   Top  -  End  -  #3
cnsvnc
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Default Re: T.5, a G6 inpsired D20 Veriant

You don't have use the word class anymore, it's a classless level system. You may also remove that table and just describe what happens with level ups (BAB increases on each level up except multiples of 3, new feats on even levels, up existing feats on odd levels, 1st and 20th exceptions).

And 4+2d6 for stat generation will remove that annoying reroll business.

HP will be trouble if you try using stuff straight from G6. The average guy gets a total of 130 hp at 20th. Most of G6 feats will be quite underwhelming after level 10 I think.

Also the number of abilities a PC has access to skyrockets with 20 levels. Which may lead to all sorts of batmanry if you're not careful.
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Old 06-21-2008, 06:14 PM   Top  -  End  -  #4
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

You only gain 2 feats at level 20, and you only have stage 1 abilities of that, I could move it down. I agree this is basically a classless system, but it was for my own visual...I have a hard time thinking without visuals.

You have no class features, but you do have loads of feats. I was thinking of making PrC that excell your progress with certain feats. Like a mage that ups your Arcane feats by a step each level, but i'm unsure if that is a good idea, you don't gain anything for your other feats, but your arcane excell.

Any other comments? Fixes? Otherwise?
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Old 06-21-2008, 09:44 PM   Top  -  End  -  #5
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

Well, the 18th and 20th level feats will be incomplete. May I suggest level reqs on a certain few feats that would make up for this. For example, make a bunch of Level 18 req feats that only have 2 stages, and some Level 20 req feats that only have one stage (I'm envisioning something akin to the paragon things that you got at level 6 in g6)

Also, are you going to give other Magic spells that function in the way of spells in 4e? I'd love to see a magic missile feat.

Finally, can there be some kind of initial feat that can only be taken at lvl 1 that gives a full BAB? I'm not 100% on g6 dogma, but that's ok, right? I feel that without a feat that gives full BAB, there's no real disadvantage to becoming some sort of spellslinger that's also quite handy in close combat. At least with a feat for full BAB, it would limit the feats a caster could take towards spells if they wanted to mix.
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Old 06-22-2008, 01:42 AM   Top  -  End  -  #6
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by GrandDukeJerot View Post
Well, the 18th and 20th level feats will be incomplete. May I suggest level reqs on a certain few feats that would make up for this. For example, make a bunch of Level 18 req feats that only have 2 stages, and some Level 20 req feats that only have one stage (I'm envisioning something akin to the paragon things that you got at level 6 in g6)
Very Interesting, I like the idea. Do you want to put some example feats. Additionally, they could have the higher stages, but stages that will only be available if you go to epics.

Example Feat:

Blitzing Attack
Prerequisites: Base Attack bonus 14+, Lightning Reflexes.
Benefit:
Stage I: At the end of a full round attack action, you may make an additional attack at your full base attack bonus. In addition, this attack Dex to AC of the target.
Stage II: 1/encounter you can move with such speed, at the end of a charge you may make a full round attack.
Stage III: You may travel at seven times your base land speed when charging.
Stage IV: 1/encounter as a full round action you may make a full attack action on each target that is within reach.


Quote:
Also, are you going to give other Magic spells that function in the way of spells in 4e? I'd love to see a magic missile feat.
Not sure how spells in 4e work. I havn't played it yet, person stuff hasn't allowed me to shell out the money quite yet to get core. But, here is a magic missile feat:

Missile Magic
Prerequisite: Magical Aptitude, Casting Stat 14+, Evocation
Benefits:
Stage I: You produce magical missiles, you have 1 missile per 3 levels, Each missile hits the target unerringly. They deal 1d4 damage.
Stage II: 1/encounter you may ricochet each magical missile you fire to a second target. No target can be targeted by more then one ricocheted target.
Stage III: If you make a single attack against an opponent without using an arcane feat in a round, you may produce 1 magical missile as a swift action.
Stage IV: 1/encounter you may use a full round action to produce magical missiles three times, using your move, standard, and swift actions for the round.

Not sure about this quite yet, but I like the idea of it. Any thoughts?

Quote:
Finally, can there be some kind of initial feat that can only be taken at lvl 1 that gives a full BAB? I'm not 100% on g6 dogma, but that's ok, right? I feel that without a feat that gives full BAB, there's no real disadvantage to becoming some sort of spellslinger that's also quite handy in close combat. At least with a feat for full BAB, it would limit the feats a caster could take towards spells if they wanted to mix.
I thinking of a banning feat, that would bann a descriptor of feat in exchange for a major advantage. Like full BAB but you can't use Arcane feats. Or some such. I'm not sure how i'm going to do this, I still need to think about it.



Thank you for you imput, I am still brainstorming, but I had got as far as I could think without assistance.
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Old 06-22-2008, 09:39 AM   Top  -  End  -  #7
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

[quote=Tialait;4479994]Very Interesting, I like the idea. Do you want to put some example feats. Additionally, they could have the higher stages, but stages that will only be available if you go to epics.

Example Feat:

Quote:
Originally Posted by Tialait View Post
Blitzing Attack
Prerequisites: Base Attack bonus 14+, Lightning Reflexes.
Benefit:
Stage I: At the end of a full round attack action, you may make an additional attack at your full base attack bonus. In addition, this attack Dex to AC of the target.
Stage II: 1/encounter you can move with such speed, at the end of a charge you may make a full round attack.
Stage III: You may travel at seven times your base land speed when charging.
Stage IV: 1/encounter as a full round action you may make a full attack action on each target that is within reach.
Yeah, this looks like a good idea. But isn't allowing epic levels completely going against the point of g6? Not that i'm complaining. I'm guessing that you're trying to use the g6 system in a way that's viable for a full d20 experience.

Quote:
Originally Posted by Tialait View Post
Not sure how spells in 4e work. I havn't played it yet, person stuff hasn't allowed me to shell out the money quite yet to get core. But, here is a magic missile feat:

Missile Magic
Prerequisite: Magical Aptitude, Casting Stat 14+, Evocation
Benefits:
Stage I: You produce magical missiles, you have 1 missile per 3 levels, Each missile hits the target unerringly. They deal 1d4 damage.
Stage II: 1/encounter you may ricochet each magical missile you fire to a second target. No target can be targeted by more then one ricocheted target.
Stage III: If you make a single attack against an opponent without using an arcane feat in a round, you may produce 1 magical missile as a swift action.
Stage IV: 1/encounter you may use a full round action to produce magical missiles three times, using your move, standard, and swift actions for the round.

Not sure about this quite yet, but I like the idea of it. Any thoughts?
This looks cool. In 4e, it's just a standard action whenever you feel like slinging around some weapons of magic destruction (hur hur). This seems to work just fine, as well as giving specialty powers per encounter.



Quote:
Originally Posted by Tialait View Post
I thinking of a banning feat, that would bann a descriptor of feat in exchange for a major advantage. Like full BAB but you can't use Arcane feats. Or some such. I'm not sure how i'm going to do this, I still need to think about it.

Thank you for you imput, I am still brainstorming, but I had got as far as I could think without assistance.
Well what you could do is make the magic, divine, and full BAB feats be only available at level 0. And if you can only get 1 feat at level 0, then it will restrict them appropriately.
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Old 06-22-2008, 09:40 AM   Top  -  End  -  #8
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Default Re: T.5, a G6 inpsired D20 Veriant

You sank my Battleship?
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Old 06-22-2008, 11:56 AM   Top  -  End  -  #9
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by Xuincherguixe View Post
You sank my Battleship?
Whaaaaaaaaa?
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Old 06-22-2008, 10:28 PM   Top  -  End  -  #10
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

Seconded. Whaaaaaaaa?
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Old 06-23-2008, 01:21 AM   Top  -  End  -  #11
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Perhaps this sounds good for an additional Arcane feat.

Elemental Soul (Arcane)
Prerequisite: Magical Aptitude, Blood-Born Magic, Casting Stat 16+
Benefit:
Stage I: You may treat energy resistance against your blood-born magic aura as 10 less, if the target has immunity to your aura, you may treat them as having resistance 30 instead.
Stage II: 1/encounter you may lower a target's energy resistance by another 10, this stacks with stage I lowering ability.
Stage III:You may as a full round action produce two 1/encounter arcane feats you possess, doing so provokes attacks of opportunity.
Stage IV: 1/encounter you may deal double damage with a Arcane feat ability that uses your Blood-Born Magic's Aura's Element.

The effect of this feat should be that you are trying to grow more in tune with your Blood born magic.


Magical Lore
Prerequisite: Magical Aptitude, 16 casting stat, Studious Magic. And one of the following : Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy or Transmutation
Benefit:
Stage I: Choose one of your arcane feats. When using this feat's 1/encounter abilities, you gain an extra move action.
Stage II: You may use each of your arcane feats 1/encounter abilities one additional time per encounter.
Stage III: The Arcane Feat you chose at Stage I now advances by one stage, if it cannot advance an additional stage, you gain no benefit from this stage of this feat.
Stage IV: 1/encounter you may use both of 1/encounter abilities from your chosen feat from stage I as a full round action. This only triggers stage I once. You may not use your additional uses per encounter till the next round.


That one is allowing specialization in a particular field. I'm not sure on it.

Any comments? Questions? Battleship sinking action?
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Old 06-24-2008, 12:27 AM   Top  -  End  -  #12
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Barbaric Heritage (General)
Prerequisite: None.
Benefit:
Stage I : When you gain class levels your Base Attack bonus advances as a full base attack bonus. In addition, you gain +3 hit points per hit die. Choose either Arcane or Divine, you may not select feats of that subtype.
Stage II: 1/encounter you may fly into a rage, this rage lasts 1 round per point of constitution bonus. During rage you may not do any action that requires mental concentration, including spells. You gain +4 Str, and Con plus +2 to will saves till the end of the rage. At the end of the rage you Fatigued, if you were fatigued when you started the rage you are exhausted, if you are exhausted when you start the rage you are unconscious when it ends.
Stage III: You gain resistance to Acid, Fire, Cold, Electricity, or Sonic equal to your con score.
Stage IV: 1/encounter you may let out a battle cry, this seething cry comes from your barbaric roots, and deals 1D8 sonic damage per 3 levels to a may of 6D8. The shout creates a 30ft. cone effect and allows for a DC 10+con modifier fort for half.
Special: You must choose this feat at level 0.


My first 'Gain Full BAB' feat. Comments? Anyone?
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Old 06-24-2008, 12:49 AM   Top  -  End  -  #13
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

I like it. Although, I think +3 to each hit die is a bit much. Maybe +1. For a fighter feat thingie, maybe it could give full BAB, and some tactical abilities.
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Old 06-24-2008, 01:15 AM   Top  -  End  -  #14
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

I was thinking some tactics abilities too for the Fighter, i am just working out the format.

As for the HP boost I don't see the problem with +3 the class gives 6 HP per level, with the +3 that gives 9+Con per level. Not that potent, and will make for some interesting melee builds. Plus, the Barbarian has a D12 in normal D&D. So ya'know, loads and loads of HP.


Military Background (General)
Prerequisites: None.
Benefit:
Stage I: When you gain class levels your Base Attack bonus advances as a full base attack bonus. In addition, you gain +1 hit points per hit die. You are proficient with all weapons. Choose either Arcane or Divine, you may not select feats of that subtype.
Stage II: 1/encounter you may make a wisdom check DC 10. Grant a your wisdom modifier on their next attack or damage roll, you choose either attack or damage roll, and the target must either be you or a target within 10ft per point of wisdom modifier.
Stage III: Choose any one General Feat you possess, advance this feat by one stage.
Stage IV: 1/encounter you may choose any two willing targets within 20ft of each other and twitch their location, this effect is non-magical and does not provoke AoO.


What do you think? Good? Bad? Ugly?
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Old 06-24-2008, 10:18 AM   Top  -  End  -  #15
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

I like it. It gives a couple of 'smart moves' along with the feat bonus and the HP and BAB boost. I'm definitely liking these feats that encourage you to use them to their fullest.
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Old 06-24-2008, 12:49 PM   Top  -  End  -  #16
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by Tialait View Post
Whaaaaaaaaa?
http://en.wikipedia.org/wiki/Battleship_(game)

You call out letters and numbers, trying to sink each others ships.

I'm poking fun at the title :P
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Old 06-24-2008, 01:12 PM   Top  -  End  -  #17
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

I've got a couple of feats to humbly submit.


Inspiring Leader
Prerequisites: Cha 16+
I: On any successful melee hit against an opponent, you may forgo dealing damage to inspire your allies. Instead of dealing normal damage, you may elect to do damage equal to only your strength modifier. All allies within 20 ft. gain a +1 to all to hit rolls for the rest of the encounter. This may stack. The total bonus allowed from this is equal to the stage of this feat.
II: Once per encounter, you may take a DC 10 charisma check. If successful, give an ally a bonus to their attack roll equal to your charisma modifier.
III: You gain a +1 misc. bonus to all cha based skills.
IV: Once per encounter, you may stare down an opponent. By using a move action, you may force the target to take Will save equal to your charisma score. If they fail, they may take no actions on their next turn, as they are transfixed by your terrifying gaze.

Eloquent Blademaster
Prerequisites: Proficient with a rapier.
I: You gain Sneak Attack +d6
II: Once per encounter, you may add your Dexterity modifier to any roll made to feint with your rapier.
III: Sneak attack +2d6
IV: Once per encounter, with a successful feint attack, you may also make a 5 ft shift.
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Old 06-24-2008, 03:32 PM   Top  -  End  -  #18
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

I like your feats, they have good flavor and are balanced against the rest of the feats. Keep them coming! I can't think of a feat right now. My head is kinda dead, but any suggestions.

Xuincherguixe, i got your joke...just...now...sad huh?
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Old 06-24-2008, 04:58 PM   Top  -  End  -  #19
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

Thanks for the encouragement, Tialat. More feats!

Drunken Dragon
Prerequisites:
I: You gain a +1 Dodge bonus to AC
II: By consuming one liter of alcohol while holding an ignition source, you may use a fire breath attack once per encounter. It is a 20 foot cone that deals d6 fire damage per 3 levels.
III: You may add your dexterity modifier to all to hit rolls.
IV: Once per encounter, you may imbibe alcohol to increase your combat capabilities. You may take in up to 3 liters of alcohol. For each liter ingested, you gain a +1 dodge bonus to your AC, and a +1 to all to hit rolls. The bonus lasts for a number of rounds equal to your constitution modifier multiplied by the number of liters you ingested. Once the bonus is over, you take a penalty of -1 to your AC and -1 to all attack rolls for each liter you imbibed.

Woodsman
Prerequisites: Proficiency with some sort of bow, Dex 16+
I: You gain a +1 to hit with all bows, and the range increment of your bow is increased by 10 ft.
II: Sneak attack d6.
III: You gain a +3 bonus to all hide rolls in a woodland environment.
IV: Sneak attack 2d6
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Old 06-24-2008, 07:02 PM   Top  -  End  -  #20
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by GrandDukeJerot View Post
Thanks for the encouragement, Tialat. More feats!

Drunken Dragon
Prerequisites:
I: You gain a +1 Dodge bonus to AC
II: By consuming one liter of alcohol while holding an ignition source, you may use a fire breath attack once per encounter. It is a 20 foot cone that deals d6 fire damage per 3 levels.
III: You may add your dexterity modifier to all to hit rolls.
IV: Once per encounter, you may imbibe alcohol to increase your combat capabilities. You may take in up to 3 liters of alcohol. For each liter ingested, you gain a +1 dodge bonus to your AC, and a +1 to all to hit rolls. The bonus lasts for a number of rounds equal to your constitution modifier multiplied by the number of liters you ingested. Once the bonus is over, you take a penalty of -1 to your AC and -1 to all attack rolls for each liter you imbibed.
This seems to me to work well with Chi Magic Feat. I'd add that as a Prerequisite.

Stage I sounds okay, but I'd make it level dependant, maybe +1 Dodge per 5 levels.
Stage II is awesome, I love it. Perfect effect.
Stage III is in addition to Strength right?
Stage IV is alright, but I'd make the limet equal to their con modifier, or perhaps level dependant. Other then that I like it.

Quote:
Originally Posted by GrandDukeJerot View Post
Woodsman
Prerequisites: Proficiency with some sort of bow, Dex 16+
I: You gain a +1 to hit with all bows, and the range increment of your bow is increased by 10 ft.
II: Sneak attack d6.
III: You gain a +3 bonus to all hide rolls in a woodland environment.
IV: Sneak attack 2d6
Hmmmm, I like the Sneak attack additon, but not really a encounter ability. But it'll work.

Stage I try you gain +1 each five levels to hit and damage with all bows, additionally your range inerment is doubled.

Stage III: I would changed the +3 to Half your class level as a bonus to Hide checks in woodland Environments.


I really like your work, with a little modifing it works well. Like I said, good flavor, well though out. I have a couple more Feats to add myself.

Nature's Champion
Prerequisites: True Believer, Nature's Lore, Casting Stat 14+
Benefit:
Stage I: You gain minor control of plants, this allows vines you are controlling to make you move as per the levitate spell. You can only use this ability near a group of vines.
Stage II: 1/encounter you may order a plant you are controlling to grow painful spikes, this acts like 'Spike Growth' and takes a full-round action to perform.
Stage III: You gain a greater control of plants, this allows for you to at will use 'Entangle' as a spell-like ability, but it takes a full-round action to do this.
Stage IV: 1/encounter you may grant plant life limited intelligence. This is a full-round action and lasts for 1 per point of wisdom modifier. The vine creature has HP equal to half your hitpoints and saves equal to yours. It may make a slam attack using your attack bonus and dealing 1d6+ your wisdom modifier damage. While this ability is in effect you may not make use of this feat in any other way.

This gives a plant-like Druidic Effect. whatchathink?
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Old 06-24-2008, 07:48 PM   Top  -  End  -  #21
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by Tialait View Post
This seems to me to work well with Chi Magic Feat. I'd add that as a Prerequisite.

Stage I sounds okay, but I'd make it level dependant, maybe +1 Dodge per 5 levels.
Stage II is awesome, I love it. Perfect effect.
Stage III is in addition to Strength right?
Stage IV is alright, but I'd make the limet equal to their con modifier, or perhaps level dependant. Other then that I like it.
Okay, I agree with you for the first two, and on the third, your answer is yes. For the Stage IV ability, I think it needs to be con mod * amount imbibed, because otherwise you'll typically opt for the lesser amount, which means that the difference between drunken master and drunken master with hangover is about 10% in evasion and accuracy. Compare that to full blown drinking, and there's a 30% drop in evasion and accuracy from peak of power to hangover. So, I really want to give more of an advantage to drinking more.

Drunken Dragon
Prerequisites:
I: You gain a +1 Dodge bonus to AC for every 5 class levels.
II: By consuming one liter of alcohol while holding an ignition source, you may use a fire breath attack once per encounter. It is a 20 foot cone that deals d6 fire damage per 3 levels.
III: You may add your dexterity modifier to all to hit rolls (on top of strength).
IV: Once per encounter, you may imbibe alcohol to increase your combat capabilities. You may take in up to 3 liters of alcohol. For each liter ingested, you gain a +1 dodge bonus to your AC, and a +1 to all to hit rolls. The bonus lasts for a number of rounds equal to your constitution modifier multiplied by the number of liters you ingested. Once the bonus is over, you take a penalty of -1 to your AC and -1 to all attack rolls for each liter you imbibed.

Quote:
Originally Posted by Tialait View Post
Hmmmm, I like the Sneak attack additon, but not really a encounter ability. But it'll work.

Stage I try you gain +1 each five levels to hit and damage with all bows, additionally your range inerment is doubled.

Stage III: I would changed the +3 to Half your class level as a bonus to Hide checks in woodland Environments.
Thanks, I decided to change the woodman from less of a archer specific feat to a more ranger-in-general feel. What do you think of it?

Woodsman
Prerequisites:
I: You gain a bonus to all spot, listen, and survival checks in a woodland environment equal to the stage level of this feat (so at stage 4, it is a +4 bonus)
II: Sneak attack +d6.
III: You gain a bonus to all hide checks in a woodland environment equal to one half your level.
IV: Sneak attack +d6 (cumulative)

Quote:
Originally Posted by Tialait View Post
I really like your work, with a little modifing it works well. Like I said, good flavor, well though out. I have a couple more Feats to add myself.
Why thank you. I'm just glad that I'm can help out with this. If you ever decide to play test this, count me in!

Quote:
Originally Posted by Tialait View Post
Nature's Champion
Prerequisites: True Believer, Nature's Lore, Casting Stat 14+
Benefit:
Stage I: You gain minor control of plants, this allows vines you are controlling to make you move as per the levitate spell. You can only use this ability near a group of vines.
Stage II: 1/encounter you may order a plant you are controlling to grow painful spikes, this acts like 'Spike Growth' and takes a full-round action to perform.
Stage III: You gain a greater control of plants, this allows for you to at will use 'Entangle' as a spell-like ability, but it takes a full-round action to do this.
Stage IV: 1/encounter you may grant plant life limited intelligence. This is a full-round action and lasts for 1 per point of wisdom modifier. The vine creature has HP equal to half your hitpoints and saves equal to yours. It may make a slam attack using your attack bonus and dealing 1d6+ your wisdom modifier damage. While this ability is in effect you may not make use of this feat in any other way.

This gives a plant-like Druidic Effect. whatchathink?
Very cool. I think that is quite well done, and can make for a quite elemental force. I do believe that we need to take feats and group them into class characteristics for people. So, maybe something like 4e where there is Controller, Leader, etc, we could have feat lists like:

Martial
Scoundrel
Sorcerous
Clerical (I mean like a cleric, not a secretary. Though if we come up with some secretary feats, that would be cool)
Natural (druids and rangers)
Inspirational (group buffs that aren't healing and don't fit in with magic)
Other
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Old 06-24-2008, 10:28 PM   Top  -  End  -  #22
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Good idea on the organizing, I'm really happy someone will help. Playtesting I think will happen when we have a lot more feats, sense this is a feat based system it works only if you have tons to choose from.

Your new woodsman is a bit underpowered I think. Not sure. If it is it's just Stage I that is underpowered. Maybe give three class skills or something perhaps i'm not sure, if you can think of something tell me.
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Old 06-24-2008, 11:04 PM   Top  -  End  -  #23
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

I think that the woodsman is quite useful. Considering that this is designed for low-power gaming, I think it will lend itself to a RP that takes a lot of ideas from actual medieval Europe. And that means lots of forests and wolves, which makes the woodsman feat quite potent as its skills are always easily used. It actually lends well with synergy, allowing the character to hide amongst the forest to either loose some Sneak Attack arrows, or maybe a Sneak Attack blade to the head.

I do agree that tier 1 is a little weak. Maybe +2 per tier?
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Old 06-25-2008, 11:18 AM   Top  -  End  -  #24
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by Xuincherguixe View Post
http://en.wikipedia.org/wiki/Battleship_(game)

You call out letters and numbers, trying to sink each others ships.

I'm poking fun at the title :P
That was quite obscure. Congrats.

Quote:
Originally Posted by GrandDukeJerot
Clerical (I mean like a cleric, not a secretary. Though if we come up with some secretary feats, that would be cool)
Carreer Secretary
I: Your rank in Profession (secretary) is considered double for purposes of typewriting.
II: 1/encounter, you may render an enemy immobile (no save). The victim can't take any actions that require movement as long as you take full actions sustaining the effect.
III: You can take 20 for Profession (secretary) checks as a full round action.
IV: 1/encounter you can render another you designate invisible and undetectable. No amount of mortal effort/magic will reveal him/her as long as you concentrate.
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Last edited by cnsvnc : 06-25-2008 at 11:19 AM.
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Old 06-25-2008, 04:03 PM   Top  -  End  -  #25
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

Quote:
Originally Posted by cnsvnc View Post
Carreer Secretary
I: Your rank in Profession (secretary) is considered double for purposes of typewriting.
II: 1/encounter, you may render an enemy immobile (no save). The victim can't take any actions that require movement as long as you take full actions sustaining the effect.
III: You can take 20 for Profession (secretary) checks as a full round action.
IV: 1/encounter you can render another you designate invisible and undetectable. No amount of mortal effort/magic will reveal him/her as long as you concentrate.
We definitely need this, lol.
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Old 06-25-2008, 04:17 PM   Top  -  End  -  #26
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Lol, yeah, funny. My brains isn't working well on making new feats. I guess, i'm getting writers block anyone else have any ideas?
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Old 06-26-2008, 12:16 AM   Top  -  End  -  #27
GrandDukeJerot
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Default Re: T.5, a G6 inpsired D20 Veriant

I think we need a bardic feat, some sort of undead smiting feat, and an animal companion feat. If i weren't so dead tired right now, I'd write some up for them.
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Old 06-27-2008, 04:10 PM   Top  -  End  -  #28
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Voice of Angels
Prerequisite: None.
Benefit:
Stage I: Choose a Perform Skill you possess. You can as full round action give half of your ranks in the perform skill as an unnamed bonus to any skill check for one target.
Stage II: 1/encounter you can perform a song that bolsters your allies, and strengthens their resolves. When you do this you grant a resistance bonus equal to 1/4 your ranks in your chosen perform skill to everyone within 30ft's saves. This effect lasts 1 round per class level, unless you use a move action to continue the effect.
Stage III: You know your perform so well you may use it to harm others. Wracking them with psychical pain. As a standard action you may attempt to harm someone with your performance. This only target's one person and deals 1D6 every two levels. The target may attempt a will save to negate DC 10+1/4 your ranks in your chosen perform +your cha mod.
Stage IV: 1/encounter you may make a performance so powerful it causes pause. When you use this ability all beings within 60ft must make a will save DC 10+1/4 your ranks in your chosen perform +your cha mod if they fail you cannot take any action for their next round.


I give you music!
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Old 06-29-2008, 02:09 PM   Top  -  End  -  #29
Lady Tialait
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Default Re: T.5, a G6 inpsired D20 Veriant

Nothing? no comments?
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Old 06-30-2008, 04:29 PM   Top  -  End  -  #30
Siosilvar
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Default Re: T.5, a G6 inpsired D20 Veriant

Damage doesn't seem very "angelic", as the title of the feat suggests.
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