Afro's sandbox

From Fax Encyclopedicus

Jump to: navigation, search
(Magic Level Draft)
 
Line 1: Line 1:
 +
==Magic Level Draft==
 +
• [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>
 +
• [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>
 +
• [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>
 +
• [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>
 +
• [B]High Magic[/B] is the standard level of D&D in 3.5 Edition. <br>
 +
• [B]Very High Magic[/B] is both prevalent and powerful, widely acknowledged (if not accepted) and in wide use.<br>
 +
• 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]
 +
==Injury Flaws==
==Injury Flaws==
 +
===Cerebral Contusion===
 +
-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.
 +
 +
===Destroyed Lung===
 +
-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).
 +
 +
===Flayed Back===
 +
-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.
 +
===Missing Arm===
===Missing Arm===
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.
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.
 +
 +
===One Eye===
 +
-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.
 +
 +
===Overtaxed===
 +
Cumulative -1 penalty to saving throws for each saving throw made today, all critical threats against you automatically confirm, -2 penalty to skill checks.
===Ruined Leg===
===Ruined Leg===
Line 7: Line 31:
===Shattered Larynx===
===Shattered Larynx===
-
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.
+
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.
 +
 
 +
===Tainted Bowel===
 +
-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.
==Fighter==
==Fighter==
Line 93: Line 120:
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.
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.
-
''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 has spell resistance equal to 10 plus his class level.
+
:''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.
 +
 
 +
:''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.
 +
 
 +
:''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.
 +
 
 +
:''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.
'''Improved Initiative'''<br>
'''Improved Initiative'''<br>
A veteran gains Improved Initiative as a bonus feat at 2nd level.
A veteran gains Improved Initiative as a bonus feat at 2nd level.
-
''Battle Paradigm (Ex)''
+
'''Battle Paradigm (Ex)'''
-
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 needs to 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.
+
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.
 +
 
 +
:''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.
 +
 
 +
:''Combat Vigor:'' The veteran gains Fast Healing 3. This increases to Fast Healing 4 at 10th level and to Fast Healing 5 at 15th.
 +
 
 +
:''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.
 +
 
 +
:''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.
 +
 
 +
:''Overwhelm:'' The veteran adds 3d6 damage to his attacks. This increases to 6d6 damage at 10th level and to 9d6 damage at 15th level.
 +
 +
:''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.
-
''Combat Vigor:'' The veteran gains Fast Healing 3. This increases to Fast Healing 4 at 10th level and to Fast Healing 5 at 15th.
+
:''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.
'''Sharper Edge'''<br>
'''Sharper Edge'''<br>

Current revision as of 23:55, 20 June 2011

Personal tools
Google AdSense