Author Topic: Campaign Setting + House Rules (Slight Rewrite)  (Read 952 times)

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RelentlessImp

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Campaign Setting + House Rules (Slight Rewrite)
« on: January 28, 2011, 06:48:59 PM »
Alright, so today I got drawn into helping co-create a bit of a campaign world with AbsentWizard. He's got the majority of the fluffy stuff (since I don't really care about geological events, worldforming, or anything that detracts from the 'awesome' that goes hand in hand with epic fantasy), while I created a bunch of house rules to reflect the way the campaign world works.

Here's the basics: The world serves as a prison for an overdeity of Ao-style power, who can't escape for one reason or another (something about the pocket dimension in the center of the world freezing him in place). A world-spanning AI (Jupiter Brain, more or less) monitors and contains the prison. The landmasses fly above cloud-level, a Traveler's Guild maps the wind currents and keeps track of where the landmasses are, and so on.

For one reason or another, the AI also has the ability to instill portions of divine energy, siphoned from the Overgod trapped in the world's center, into everybody in the world; it does this in an hour at the beginning of each day. As such, everyone in the world is a first-level Citizen (custom class detailed below), a single-level class that branches out into Advanced Classes (d20-style) enterable at level 2. I've retooled most of the major classes and a number of rules and now present them for your consideration.

d20 Additions: Defense Bonus (each class gains a stackable modifier to AC)

Armor and Damage Reduction
All armor's AC is multiplied by 0.5.
All armor gains DR X/adamantine. Light armor gains DR equal to 0.5*its original AC. Medium armor gains DR equal to its original AC. Heavy armor gains DR equal to 1.5*its original AC.
Adamantine armor gains DR X/-.
Metal special materials can be applied to items whose functional components are composed mostly of metal, so you can make adamantine arrows and bolts.

Spellcasting
Everyone can cast a number of spells, due to the siphoned energy stored inside of them by the AI, whose working name at the moment is HAL. Language (HAL) is a new skill that represents how much a person understands the 'code' behind the AI and can ask for more energy in more formalized forms (from which they can cast spells).

They may prepare a number of spells (as below) each day, and cast them freely, up to a total number of spell levels determined by the formula below. While they may not require 8 hours of rest, they only regain their Spell Levels at the start of each day, during the hour the AI takes to replenish everyone's stores.
Choose Your Own Ability Modifier, from INT, WIS or CHA.
All Spells Available As Spells Known (no Class List)
Max Spell Level = 1/2 HD (round up)
Spells Prepared = (Ability Score)/2 + 1 every 4 ranks in Language (HAL) per spell level
Spell Levels Per Day = Ranks in Language (HAL) + Ability Modifier + Class Bonuses

Psionics
Unchanged.
Feat (Psionic Talent): Gain the manifesting of a 1st level Favored Discipline Erudite. Adding powers only requires time, gold expenditure, and a subject.
Psionics are a whole different ballgame, separate from the stored divine energy in each person; they're the development of the mind.

Saves
Fractional BAB & Saves.
A Good Save is worth 2.5 for the first instance of a first level, and 0.5 per level of Good saves after.
A Medium save is worth 0.4 per level.
A Poor save is worth 0.3 per level.
BAB remains unchanged.


Here is the Citizen class, all one level of it; remember that Citizen is supposed to represent a standard member of the world, regardless of race or profession.
[spoiler]
Citizen
Hitdie: d8
BAB: +1
Saves: All Good
Class Skills: All
Skill Points: 8+INT mod
Defense Bonus: +2
Class Features:
Bonus Feat
[/spoiler]

And here are the changed classes:
[spoiler]
Bard
Bardic Music is usable at-will, but must wait 1d4 rounds after the last effect ended before starting a new use.
Fortitude is now a Medium save.

Barbarian
Deleted.

Cleric
Skill Points: 4+INT mod.
Gains Language (HAL) as a class skill.
No longer has any armor proficiencies, nor domains. They may freely cast Cure X Wounds spells and the Vigor line, and having these spells ready does not count against their Prepared spells. They do, however, cost Spell Levels to cast.

Druid
Gains Language (HAL) as a class skill.
No longer has any armor proficiencies. They may freely cast Summon Nature's Ally spells, and they do not count against their Prepared spells. They do, however, cost Spell Levels to cast.
Wild Shape is now usable at-will, but is now limited to 5HD (max Druid level) unless Prestige Classes that progress Wild Shape are taken.

Erudite
INT-based manifesting.
Requires feat: Psionic Talent
Skill Points: 4+INT modifier
Can manifest their Unique Powers per day per power level.

Fighter
Skill Points: 4+INT mod.
Reflex and Will are now Good saves.

Mage
HD: d4
Skill Points: 4+INT mod.
Class Skills: Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (all; skills selected separately), Listen, Spot
Gains +1 prepared spell at 2nd, 3rd, and 5th level.
Gains +2 spell levels per day at 3rd and 5th level.

Monk
Deleted.

Paladin
Paladin gains its special mount at class level 3. It advances its special abilities by the character's hit dice, rather than class level.
Will is now a Good save.
Reflex is now a Medium save.

Ranger
Ranger gains animal companion at class level 3. They treat their Ranger level as their druid level; all other hitdice (except those from classes that advance animal companion) are treated as 1/2 to druid level for purposes of advancing the AC's hit dice, but not special abilities.
Will is now a medium save.

Rogue
Gains Sneak Attack dice at 1st, 2nd, 3rd, and 5th levels.
Fortitude is now a Medium save.
Will is now a Medium save.

Sorcerer/Wizard
Replaced by the Mage class.

Warlock
Skill Points: 4+INT mod.
Gains Eldritch Blast at levels 1, 2, 4 and 5.
Does not gain Invocations.
Can cast 1st-level spells an unlimited number of times per day at 5th level.
[/spoiler]
« Last Edit: January 28, 2011, 06:53:25 PM by RelentlessImp »
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