Afro's sandbox

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(Magic Level Draft)
 
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==Fighter Variant: Soldier==
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==Magic Level Draft==
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• [B]No Magic[/B] implies exactly that. [B]Warning: In a No Magic setting, the Tome of Battle will automatically become a required resource to properly use the setting. Accommodations will [U]not[/U] be made for people who do not have access to said sourcebook.[/B]<br>
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• [B]Very Low Magic[/B] suggests a world where not only is magic scarce, but its current practitioners  - few and far between - have very little actual power at their disposal. What great magic has been done can not be replicated, and threats both mundane and supernatural are profoundly more dangerous to the point of being potentially insurmountable. [B]Warning: In a Very Low Magic setting, many classes, feats, spells and sourcebooks become unavailable. Game balance will be affected, and as a result DMs must exercise extremely cautious judgment when designing encounters and rewards.[/B]<br>
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• [B]Low Magic[/B] suggests a reduced presence of magic in the world, and those with significant magical power (such as it is) are quite unusual. Magic is not a significant factor in most peoples' lives, and magical items are far less accessible. [B]Warning: In a Low Magic setting, some classes, feats, spells and sourcebooks may become unavailable. Game balance may be affected, and as a result DMs must exercise extremely cautious judgment when designing encounters.[/B]<br>
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• [B]Moderate Magic[/B] is not so prevalent as to be easily sourced or readily identified, but is still rather powerful, as are a reasonable proportion of its practitioners.<br>
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• [B]High Magic[/B] is the standard level of D&D in 3.5 Edition. <br>
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• [B]Very High Magic[/B] is both prevalent and powerful, widely acknowledged (if not accepted) and in wide use.<br>
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• Where magic is [B]Out of Control[/B], it sees use at all levels in all forms, and is a powerful and irrevocable presence in life. One with no access to magic would be seen as being personally deficient, for in such a world nothing matters without powerful spellcraft to back it. [B]Warning: This setting may impact party balance or player choices for character creation. DMs must exercise cautious judgment to make sure players not interested in playing a casting class are not marginalized.[/B]
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==Injury Flaws==
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===Cerebral Contusion===
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-2 penalty to Will saves, -4 penalty to Appraise, Balance, Concentration, Decipher Script, Knowledge, Listen, Search and Spot checks. If an effect would cause you to become dazed, you are instead stunned for one round. If an effect would cause you to become stunned, you instead fall unconscious.
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===Destroyed Lung===
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-1 hit point per hit die, -4 penalty on all Constitution checks, -2 penalty to Fortitude saves, -4 penalty on saves to avoid fatigue or exhaustion, -4 penalty to Climb, Disguise, Intimidate, Move Silently, Perform (sing) and Survival checks. Automatically become fatigued after one minute of strenuous activity (including combat).
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===Flayed Back===
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-1 penalty to attack rolls, -1 to Reflex saves, halve all loads, 25% chance of spell failure for spells with a somatic component, -4 penalty to Climb, Escape Artist, Jump, Perform (dance), Ride, Swim and Tumble checks.
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===Missing Arm===
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Only have one hand available to hold and manipulate items, -4 penalty to all grapple checks, -4 penalty to Climb, Craft, Disable Device, Escape Artist, Open Lock, Sleight of Hand, Swim and Tumble checks.
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===One Eye===
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-2 penalty to all attack rolls, halve all ranged weapon ranges, all nonadjacent enemies have 20% concealment. -4 penalty to search, spot, disable device, appraise and sense motive. Always count as flanked.
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===Overtaxed===
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Cumulative -1 penalty to saving throws for each saving throw made today, all critical threats against you automatically confirm, -2 penalty to skill checks.
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===Ruined Leg===
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Base movement speed reduced by 10 ft., unable to charge, unable to run, -2 penalty to opposed bull rush checks, -4 penalty to avoid being tripped, -4 penalty to Balance, Climb, Jump, Move Silently, Perform (dance), Swim and Tumble.
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===Shattered Larynx===
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Unable to speak above a whisper, automatically fail Perform (sing) and Perform (oratory) checks, 25% chance of spell failure for spells with a verbal component, -4 penalty to Bluff, Diplomacy, Disguise (for voice purposes), Gather Information and Intimidate. You take 50% more damage from bludgeoning attacks.
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===Tainted Bowel===
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-2 penalty to Fortitude saves, -4 penalty against diseases and poisons, -4 penalty to Balance, Climb, Gather Information, Move Silently, Ride, Survival, Swim and Tumble checks. If an effect would cause you to become sickened, you are instead nauseated and must make a Fortitude save at the DC of the originating effect each round to revert to being merely sickened.
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==Fighter==
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===Fighter Variant: Soldier===
The soldier is a professional armsman in service to a cause to which he is loyal, whatever his reasons may be. Though his duty gives him greater strength of will, his commitment and regimented training deprive him of the flexibility of developing his own combat style.
The soldier is a professional armsman in service to a cause to which he is loyal, whatever his reasons may be. Though his duty gives him greater strength of will, his commitment and regimented training deprive him of the flexibility of developing his own combat style.
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'''Hit Die'''<br>
'''Hit Die'''<br>
The soldier uses a d12 for his Hit Die (and has hit points at 1st level equal to 12 + Con modifier).  
The soldier uses a d12 for his Hit Die (and has hit points at 1st level equal to 12 + Con modifier).  
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'''Alignment'''<br>
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A soldier may not be chaotic in alignment. A soldier who becomes chaotic cannot progress in levels as a soldier, and loses access to his Soldier's Duty ability and duty points until he returns to a nonchaotic alignment.
'''Base Save Bonuses'''<br>
'''Base Save Bonuses'''<br>
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'''Class Skills'''<br>
'''Class Skills'''<br>
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Add Concentration, Knowledge (local), Listen and Spot to the soldier's list of class skills. Eliminate Craft from the soldier's list of class skills. The soldier gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).  
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Add Concentration, Knowledge (local), Listen, Sense Motive and Spot to the soldier's list of class skills. The soldier gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).  
'''Class Features'''<br>
'''Class Features'''<br>
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'''Weapon and Armor Proficiency'''<br>
'''Weapon and Armor Proficiency'''<br>
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Soldiers are proficient with simple weapons and with all armor (heavy, medium, and light) and shields (including tower shields). They are proficient with all light martial weapons, and two other martial weapons chosen from the following list: battleaxe, composite longbow, falchion, flail, heavy flail, lance, longbow, longsword, ranseur, scimtar, trident, warhammer.
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Soldiers are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (excluding tower shields).  
'''Bonus Feats'''<br>
'''Bonus Feats'''<br>
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'''Soldier's Duty'''<br>
'''Soldier's Duty'''<br>
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A soldier has a pool of duty points equal to half his class level, rounded down, plus his Wisdom bonus if any (minimum 1). His duty points refresh after eight hours' rest. Mind-affecting powers or deliberate dereliction of duty prevent the expenditure of duty points.
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A soldier has a pool of duty points equal to half his class level, rounded down, plus his Intelligence bonus if any (minimum 1). His duty points refresh after eight hours' rest.  
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''Rally (Ex)'' The soldier may expend any number of duty points as an immediate action to heal himself of 1d8 points of damage per point expended.
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''Strive (Ex)'' A soldier of 3rd level or higher may expend a duty point to reroll an attack after determining if the result was a success or a failure. He may only attempt one such reroll per attack. No action is required for this expenditure.
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''Reassess (Ex)'' A soldier of 5th level or higher may expend a duty point to reroll a failed saving throw.
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''Withstand (Ex)'' A soldier of 7th level or higher who is affected by one of the following status conditions may expend a duty point to negate said condition: [I]Confused[/I], cowering, dazed, exhausted, [I]fascinated[/I], frightened, nauseated, panicked, paralyzed, petrified, stunned, turned, unconscious (when due to an external effect). A previously nauseated soldier becomes sickened instead; a previously panicked soldier becomes frightened, while a previously frightened soldier becomes shaken. No action is required for this expenditure.
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''Hustle (Ex)'' A soldier of 9th level or higher may expend a duty point to take an additional move, swift or immediate action this round. No action is required for this expenditure. Hustle may be used only once each round, but may be used in the same round as Persist.
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''Persist (Ex)'' A soldier of 11th level or higher may expend two duty points to take an additional standard action this round. No action is required for this expenditure.
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'''Phalanx (Ex)'''<br>
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A soldier who is adjacent to one ally gets a +1 bonus to attack and damage rolls. A soldier who is adjacent to two or more allies gets a +2 bonus to attack and damage rolls. When attacking a foe who is not adjacent to any other foe, these bonuses double.
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'''Unity (Ex)'''<br>
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At third level, a soldier bands together with nearby allies for defense and support. Allies adjacent to the soldier get a +1 bonus to AC and saving throws, which stacks with the bonus from other soldiers' Unity abilities to a maximum of +4 total.
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===Fighter Variant: Style Master===
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The style master is a disciple of the arts of battle, who has delved into the intricacies of his combat style and mastered the ways of his chosen weapon. Though his drive and focus show his excellence in his chosen form, he is less flexible than his martial peers in breadth of study.
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'''Class Features'''<br>
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The style master has all the standard fighter class features, except as noted below.
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'''Bonus Feats'''<br>
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A style master doesn't gain the normal fighter bonus feats at 1st level, 6th level, 12th level or 18th level.
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'''Combat Form'''<br>
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At 1st level, the style master selects a Style feat from those listed below, and gets Weapon Focus as a bonus feat, choosing a weapon that would qualify for that Style feat. At 2nd level, the style master receives a bonus feat corresponding to his chosen Style feat, as shown on the table below. At 3rd level, the style master gains his chosen Style feat as a bonus feat, and at 4th level he receives Weapon Specialization with the weapon chosen earlier.
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===Fighter Variant: Veteran===
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The veteran is a warrior who has survived some extraordinary trial, whether mundane but great in magnitude or actually supernatural. Though scarred by the experience and hard-set in the ways that helped him survive, the veteran is tougher, faster and more resilient for his tribulations.
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'''Hit Die'''<br>
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The veteran uses a d12 for his Hit Die (and has hit points at 1st level equal to 12 + Con modifier).
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'''Base Save Bonuses'''<br>
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A veteran has good Fortitude and Reflex saves, but has poor Will saves.
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'''Flaws'''<br>
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The veteran acquires an Injury Flaw at 1st level.
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'''Class Features'''<br>
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The veteran has all the standard fighter class features, except as noted below.
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'''Bonus Feats'''<br>
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A veteran doesn't gain the normal fighter bonus feats at 1st level, 2nd level, 6th level, 10th level, 14th level or 18th level.
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'''Veteran's Profile (Ex)'''<br>
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Each veteran has survived some deadly ordeal and gained specific insight into how to contend with the experience. The skills acquired in this trial stay with the veteran for the rest of his career, and improve with time. At 1st level, a veteran selects a single profile, which cannot be changed later.
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:''Defiance of the Dead:'' The veteran has encountered the horrific undead and endured their life-blighting touch. A veteran with this profile gets a +2 bonus on attack and damage rolls against undead, and gets a +2 bonus to saving throws against the abilities of undead. He can strike incorporeal undead as though his weapons had the ''ghost touch'' property. He also adds Knowledge (religion) to his class skill list.
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:''Fighter of Fiends:'' The veteran has brushed against the spawn of evil itself, a monstrous fiend, and braved its terrible strength. A veteran with this profile gets a +2 bonus on attack and damage rolls against evil outsiders, and gets a +2 bonus to saving throws against the abilities of evil outsiders. His attacks bypass the damage reduction of such creatures. He also adds Knowledge (the Planes) to his class skill list.
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:''Survivor of Sorcery:'' The veteran has contended with a magic-user in the past and come out of it with a better appreciation for the powers they wield, and how to endure. A veteran with this profile gets a +2 bonus on saving throws against spells and spell-like abilities, as well as a +2 bonus on attack rolls against spellcasting creatures and creatures possessing spell-like abilities. He also adds Spellcraft to his class skill list.
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:''War-Weary:'' The veteran has seen war, fought alongside and against others and survived the violent struggle. A veteran with this profile gets a +2 bonus on attack and damage rolls, and gets a +2 bonus to his AC (including touch and flat-footed AC). He also adds Heal to his class skill list.
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'''Improved Initiative'''<br>
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A veteran gains Improved Initiative as a bonus feat at 2nd level.
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'''Battle Paradigm (Ex)'''
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Veterans recall their formative battles and channel those memories into their present-day encounters. At 5th level and every five levels thereafter, the veteran chooses a battle paradigm from those listed below. Each time a situation of risk arises, such that the veteran would roll initiative, he selects one of his available paradigms, which lasts for one round per class level or until the situation (normally a combat encounter) is ended.
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:''Battle Stamina:'' The veteran gains 20 temporary hit points. This increases to 40 temporary hit points at 10th level and 60 temporary hit points at 16th level.
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''I Still Endure (Ex)'' The soldier may expend any number of duty points as an immediate action to heal himself of 1d8 points of damage per point expended.
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:''Combat Vigor:'' The veteran gains Fast Healing 3. This increases to Fast Healing 4 at 10th level and to Fast Healing 5 at 15th.
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''I Cannot Fail (Ex)'' A soldier of 3rd level or higher may expend a duty point to reroll a missed attack. No action is required for this expenditure.
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:''Fighting Will:'' The veteran gets a +2 bonus to Will saves and can make two rerolls per battle. This increases to a +4 bonus and three rerolls at 10th level and to a +6 bonus and four rerolls at 15th level. These rerolls can be used for any check, but must be declared after seeing the result of the die roll but before knowing the outcome. If a reroll is used, the new roll must be taken, even if it is worse than the original roll.
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''I Must Succeed (Ex)'' A soldier of 5th level or higher may expend a duty point to reroll a failed saving throw.  
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:''Hypervigilance:'' The veteran gets a +2 bonus to initiative and Reflex saves, and a +2 dodge bonus to AC. These bonuses increase to +4 at 10th level and +6 at 15th.
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''I Shall Not Falter (Ex)'' A soldier of 7th level or higher who is affected by one of the following status conditions automatically expends a duty point to negate said condition: [I]Confused[/I], cowering, dazed, exhausted, [I]fascinated[/I], frightened, nauseated, panicked, paralyzed, petrified, stunned, turned, unconscious (when due to an external effect). A previously nauseated soldier becomes sickened instead; a previously panicked soldier becomes frightened, while a previously frightened soldier becomes shaken.
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:''Overwhelm:'' The veteran adds 3d6 damage to his attacks. This increases to 6d6 damage at 10th level and to 9d6 damage at 15th level.
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:''Resilient Assault:'' The veteran gets a +2 bonus to Fortitude saves and DR 2/-. This increases to a +4 bonus and Dr 4/- at 10th level and to a +6 bonus and DR 6/- at 15th.
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''I Am Not Finished (Ex)'' A soldier of 9th level or higher may expend two duty points to take an additional standard action this round. No action is required for this expenditure.
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:''Steady Strike:'' The veteran gets a +2 bonus to attack rolls. This increases to a +4 bonus at 10th level and to a +6 bonus at 15th.
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''I Can Strive Further (Ex)'' A soldier of 11th level or higher may expend a duty point to take an additional move, swift or immediate action this round. No action is required for this expenditure. I Can Strive Further may be used only once each round, but may be used in the same round as I Am Not Finished.
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'''Sharper Edge'''<br>
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A veteran gains Sharper Edge as a bonus feat at 6th level.
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'''Parochial'''<br>
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==Paladin==
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A soldier suffers a -4 penalty to Intimidate and Knowledge (local) checks made outside of his own state or that of his employer.
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==Ranger==

Current revision as of 23:55, 20 June 2011

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