Author Topic: Rules, World and Game Info  (Read 3805 times)

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PhaedrusXY

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Rules, World and Game Info
« on: August 26, 2010, 07:16:15 PM »
The Basics

  • Starting level 3
  • 36 Point Buy
  • Max hit points at first level, average after that (3.5 on a d6, for example). Or you can roll after first, if you'd prefer.
  • Wealth by level is basically thrown out the window. You can only use 5 attuned continuous magic items at a time, anyway. See below for details.
  • 2 flaws allowed, and 1 Trait.
  • Everyone has to be psionic somehow. So you all get Wild Talent for free. This automatically makes you a "criminal" in the eyes of the state, and in fact the game will begin with all of you being exiled (or already living outside the cities).
  • Partial BAB and saves (see below details. It is a bit different than unearthed arcana.)

  • No item crafting feats. Everyone can craft one item of their level at every character level. No XP cost for item crafting. If you get an item crafting feat as a bonus from a class, pick another feat that is appropriate for that class instead.
  • Guidance of the Avatar is banned, because it makes most skill checks meaningless. The Dark Chaos feat shuffle, and buying magical location feats and retraining them are both right out also. Other similarly broken things will be banned too. I'm sure I'm forgetting some.
  • Leadership and other feats that grant one or more characters comparable to your own level are banned. Classes which grant something like this will probably be allowed on a case-by-case basis, but I don't want to have to deal with armies of followers in combat. So figure out a way to leave them somewhere "off-screen", if you have them. I'd like to see at most one "cohort" for each PC (and prefer none).
  • Traditional spellcasting has become unavailable to most people, and is in fact impossible without a special "focus", access to which the government heavily regulates. Racial spellcasting (which includes Psionics) works just fine, but is outlawed, and all of those capable of it are considered to be dangerous criminals.
  • Custom setting, but most materials available. (All official D&D, and homebrew on a case by case basis)

I myself can usually post multiple times per day during the week, and much less frequently on the weekends. I'd like to have everyone post once per weekday if possible. Games that go slower than that tend to die out due to loss of momentum, it seems.

For details on magic items and wealth, see the post below this one.

Ammunition is not magical. I might allow individual magical ammunition that works basically like a potion in arrow form.

We're going to hand waive magic item creation stuff. Don't bother taking feats. If you want to say you crafted your stuff, you can. It will take time is all, and it won't give you any economic advantage over someone who buys theirs. It won't cost any XP, either. XP also won't be given out for killing things. You'll be rewarded for completing storyline objectives, regardless of how you do it.

Only "lesser" magic items will be for sale with gold and "dangerous" items will only be found on the black market, or outside the cities. Inside the city, magicial baubles that run off the power of the mythal will be quite common (1/4th normal price, subject to DM approval, only works within 1 mile of the city where it was purchased). Items that function outside will be quite a bit rarer, and more difficult to obtain (these will be priced according to the DMG). "Hacked" items that are powered by the mythal, but do something other than what they were designed for (a street lamp that acts as a tazer) will be available on the black market for 1/2 the cost listed in the DMG, but they are highly illegal, and only function within 1 mile of the city they're tied to.

When you get new items, we can RP it as you upgrading the items somehow, or it can just represent your growing skill at using the item, however you would prefer. So you don't have to replace your magic sword every 3 levels. Items that just provide some static bonus to something, like Cloaks of Elvenkind, are not being used.

It might be possible to trade for more powerful magic items (worth more than 15,000 gp and/or listed on the Medium or Major tables in the DMG), but you'll have to offer something of relatively equal value. This might not always be an object. Of course you can always kill people and take their stuff, too. ;) I'll try to make sure and keep everyone outfitted appropriately, and try and fit acquisition of items into the game in ways that are fun and appropriate. It would be helpful if you all made "wish lists" of things you'd like to get.

Combining magic items is totally fine, as long as they are appropriate for your level in the end. There is no charge at all for combining items. You just add the price of the items together to get the final item value.

It is entirely possible for someone to use a magic item that is above their level if they somehow obtain one. However, medium and major items (that cost more than 15,000 gp) are highly coveted by powerful creatures and individuals. So if you get your hands on something wildly more powerful than you should probably have, expect and be prepared for them to try and take your stuff, if they know about it. See the Wish Economy rules for more details on this.

And on that note, here is something on style: There are certainly more powerful things than your character in the game, and the world is quite lawless. I won't go out of my way to kill you, but if you blunder into the cave of an ancient dragon and piss it off, I won't pull any punches because you're in over your heads. I will try to provide "in game" warnings if you're headed for something that is almost certain death for you, but please try to play intelligently. Not everything that you might encounter in the game is something I specifically placed there for you to kill.

« Last Edit: August 27, 2010, 04:30:34 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and Other stuff
« Reply #1 on: August 26, 2010, 07:16:23 PM »

For saving throws:
Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.

For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.

You always round these down, but you have to keep track of the fraction left over for when you next level up.


Magic items that just provide a bonus are not being used. Instead, you all get the following bonuses as you level up:

  • All characters have an enhancement bonus to attack and damage rolls, enhancement bonus to armour or shield AC bonuses (if any), resistance bonus to saves and enhancement bonus to all ability scores equal to their character level divided by 3, rounding down.
  • All characters have a deflection bonus to AC equal to their character level divided by 4, rounding down.
  • All characters have a competence bonus to all skills equal to their character level.

We're going to go with the 8 item limit that they talk about in the Book of Gears, but lower it to 5 items to reflect the bonuses you guys are getting for free. You can only have 5 functioning "constant effect" magic items at a time. Single use items like potions don't count against this, and neither do "use activated" items (like magic weapons that only do damage, for example). Wands and dorjes don't count as "attuned" items, but staves and psicrowns (staffs) do. We'll use the rules on page 225 of the Magic Item Compendium to estimate what levels are appropriate for magic items with the modifications below. We're dumping the "body slot" system entirely. You can totally wear 5 magic rings if you want to, but that will be all the magic items you can benefit from at once. You can own more than that, but swapping them out will usually take 15 minutes of "attunement". If you put on a magic item, and you already have 5 attuned, it won't function for 15 minutes. At the end of that 15 minutes attunement period, you can choose which of your current items functions to replace with it.

Item Levels
We're not tracking wealth or wealth by level at all. Instead, we're going to use the chart from the MiC on page 225 as a guideline for what are appropriate magic items at each level, and equip your characters accordingly. Unfortunately, it's really for equipping NPCs. So I've revised it a bit. We'll still use the chart, but for PCs we're going to do a little calculation to determine what item levels are appropriate. We're going to divide your level by 2, round down, and add that to the item level that is appropriate to you on the chart. So for you guys, that would be 7/2 + 7, or 10th level items.

We'll say that you can start with or craft only one item of each level above your actual character level (so one 4th and one 3rd starting out, on the 1st chart), but can have basically as many as you want of lower level items. These guidelines are just for what you can manage to get on your own via trading, crafting, etc. It is certainly possible to gain and use items which would be considered too powerful according to these charts. They won't just stop working because they fall into the hands of a weaker character. However, placement of such items in the game would be up to me as the DM. You wouldn't be able to trade for them anywhere, or craft them yourselves.

(Added 12/9/09) We'll say that you can add non-magical things to your equipment without increasing the effective item level. So you can have mithril or adamantine armor for free, basically. You can also add mundane items to your magic ones for free.


Here are some charts if you'd rather just look at them instead of doing the calculation yourself.

Original chart, as in MiC:
Item Level Market Price  Range (gp)   
1/2      1 - 50      
1st      51-150      
2nd      151-400      
3rd      401-800      
4th      801-1,300   
5th      1,301-1,800   
6th      1,801-2,300   
7th      2,301-3,000   
8th      3,001-4,000   
9th      4,001-5,000   
10th      5,001-6,500   
11th      6,501-8,000   
12th      8,001-10,000   
13th      10,001-13,000   
14th      13,001-18,000   
15th      18,001-25,000   
16th      25,001-35,000   
17th      35,001-48,000   
18th      48,001-64,000   
19th      64,001-80,000   
20th      80,001-100,000   
21th      100,001-120,000
22th      120,001-140,000
23th      140,001-160,000
24th      160,001-180,000
25th      180,001-200,000
26th      200,001-220,000
27th      220,001-240,000
28th      240,001-260,000
29th      260,001-280,000
30th      280,001-300,000

New chart

Your level    Items you should have
1st&2nd     I doubt I'll ever run a game at these levels...
3      One each from 3rd to 4th on the chart above
4      One each from 4th to 5th on the chart above
5      One each from 5th to 6th on the chart above
6      One each from 6th to 9th on the chart above
7      One each from 8th to 10th on the chart above
8      One each from 9th to 12th on the chart above
9      One each from 10th to 13th on the chart above
10      One each from 11th to 15th on the chart above
11      One each from 12th to 16th on the chart above
12      One each from 13th to 18th on the chart above
13      One each from 14th to 19th on the chart above
14      One each from 15th to 21st on the chart above
15      One each from 16th to 22nd on the chart above
16      One each from 17th to 24th on the chart above
17      One each from 18th to 25th on the chart above
18      One each from 19th to 27th on the chart above
19      One each from 20th to 28th on the chart above
20      One each from 21st to 30th on the chart above


You can still only have 5 continuous items "attuned" at once, regardless of how many you have, and it takes 15 minutes to exchange which items you have attuned.
« Last Edit: August 27, 2010, 04:37:03 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and Other stuff
« Reply #2 on: August 26, 2010, 07:16:29 PM »
This info is copy/pasted from my House Rules thread, so some parts about magic and spellcasting classes won't apply to you guys directly. Although if you face off against NPC spellcasters, it might help you to understand if you see them doing something different from standard D&D. We'll be replacing the psionic versions of the Polymorph chain of spells with those listed below as well. Anything that talks about "caster level" or "casting classes" will apply equally to psionics.



Classes
  • An Alternate Fighter class is being used (found here). It is a significant power up from the core fighter, especially at the upper levels. It is an amalgamation of things I saw and compiled from various places and reworked, with one ability ripped from the Races of War fighter (Foil Action, but with a limit on daily uses).
  • An alternate Sorcerer class is being used. It is not that different from the PHB sorcerer, so I will just list the  changes here. There may be slight modifications made to this in the future.
    -class Skills: Add Intimidate and Diplomacy to the list. A sorcerer has a much stronger force of personality than most  other characters, and can learn to use this to get others to do what he wants.
    -Spell progression: Same as the wizard
    -Leveling Benefits: As the sorcerer gains levels, he learns to cast his spells in new and strange ways. Sorcerers gain all  the benefits listed under the "Special" column in the Wu Jen class chart in the Oriental Adventures book.
    -The Battle Sorcerer will also have its spell progression modified as above, and have Intimidate added to its class skills list (instead of replacing bluff).
  • Rangers and other characters with species enemies may choose organizations as their hated foes, with DM approval. (For  example, the Red Wizards of Thay would include any red wizard or solider or minion of the Red Wizards. Favored Enemy:  Shadowlands creatures would also be acceptable, if the character knew of the Shadowlands and had trained to fight creatures  from there.)
  • The caster level for all base spellcasting classes will be equal to the class level, including "hybrid" casters like  paladins and rangers.
  • Similarly, if you get an animal companion from any source, then your effective druid level is always your character level. The same holds for psicrystals, familiars, etc.
  • We're dumping the stupid penalties for losing familiars. From now on, all pets (including psicrystals) work like an animal companion. If they die, you can get another one after a day of "meditation".
  • There are no multiclassing restrictions. Also, Monks and Paladins may freely multiclass, and Druid weapon and armor restrictions are being dropped. Consider the druid weapons and armor listed to be the only ones the druid is proficient with, unless she acquires the proficiencies  elsewhere. Most druid NPCs will probably still use only these weapons and armors though, and those who use other weapons,  especially those radically different from the druid list, may be shunned or looked down upon by other, more formal druids.
  • Dropping alignment restrictions for all core classes but the Paladin. The standard Paladin is still restricted to Lawful Good, but I also allow the optional Paladins from Unearthed Arcana for other alignments. PrC alignment restrictions will still be used in most cases.
  • The Arcane Archer Prestige Class gains caster levels at every level (WTF were they thinking?). Other spectacularly crappy PrCs will probably receive the same treatment on an individual basis, like Fiendblooded (full casting progression). If you have one in mind, ask.
  • The Forsaker requirement to destroy magic items to recieve his powers does not fit the PrC and I am dropping it. Also,  the bonuses he gets each level to add to his ability scores will be considered "unnamed" bonuses and as such are no longer  subject to the +5 maximum of inherent bonuses. I still doubt anyone will want to play one.
  • All prereqs for knowing maneuvers to take a particular maneuver for Martial Adept classes are dropped. So you no longer are required to take Wolf Fang Strike before taking any other Tiger Claw maneuvers, for example... You still have to meet all other prereqs like initiator level, etc, and this is for choosing maneuvers only. It has no impact on prestige class prereqs or anything else.

  • Everyone gets the benefits of the Able Learner feat for free. Cross-class ranks only cost 1 point, but your maximum ranks in a skill is still determined normally (character level +3 for any skill that's a class skill for any of your classes, half that for skills that are not a class skill for any of your classes).
  • Everyone gets the benefits of Wild Talent for free, also (2 bonus power points).
  • A monk's flurry of blows ability can be combined with the Two Weapon Fighting feats. All benefits, penalties, and restrictions stack (not really a house rule).
  • Tumble checks can be opposed. The DC will be the highest opposed Tumble check of all the opponents who could make  Attacks of Opportunity on the tumbling character.
  • The rules on Sorcerers and other spontaneous casters using metamagic feats is the same as in the Players Handbook, except for spells cast using the Quicken Spell feat. These classes can spontaneously cast spells as a free action using the Quicken Spell feat.  Spells cast in such a manner use a spell slot four levels higher than the normal spell. No other metamagic feats may be applied to Quickened spells cast by sorcerers, unless they have some other feat or class feature which lets them apply metamagic without increasing the casting time.
  • I am using Rich Burlew's modified system for Diplomacy skill, which can be found here.
  • Mindsight is countered by anything that blocks or makes you immune to [Mind Affecting] effects. Also, the Slippery Mind ability allows someone to attempt to hide from a creature with Mindsight. In order to "see" them using Mindsight, the telepathic creature must make a Spot check which only includes their ranks in Spot, Wisdom modifier, and magical enhancement bonuses to Spot. This will be opposed by a Hide check that is charisma based, and only includes magical enhancement bonuses to Hide.
  • The Mage Slayer feat ([Combat] and the original from CArc) are replaced by the Spellcasting Harrier feat below.
  • The knowledge skill works as described in the PHB, except when identifying creatures we're going to use the following modifications:

    [spoiler]1) Assign the creature a rarity. This is how frequently the creature can be expected to be encountered in the region where it normally lives. The DC is 10 for very common, 15 for somewhat common, 20 for occasionally encountered, 25 for rarely encountered, and 30 (or more) for very rarely encountered.

    2) Modify this DC based on how familiar the person making the check is with this creature's home region, based on where they are from, and what they've encountered or studied in the past. This modifier can be 0 (from the same region, or have at least studied that region), +5 (the creature is from an "adjacent" region to the identifier's home region), or +10 (the creature and identifier are from regions very "remote" from each other). If a creature is particularly "famous" or "legendary", you might also modify the DC by -5 (local fame) or -10 (world wide, or even multiversal, fame).

    3) Lower the DC based on how dangerous the creature being identified is. Divide the creature's CR by 2, and subtract this from the DC. This cannot lower the DC by more than 10, regardless of the CR of the creature being identified. I think this modifier should be based on an adult version of the creature, in the case of creatures whose CRs dramatically vary with age (like dragons).


    Then we make the check, and measure relative success.

    If you beat the DC by:
    0-4 You know the creature's type, what plane it is from, and anything that is a signature ability for that creature (breathe weapon for dragons, Feed for barghests, etc). You also know if its CR is above, below, or about the same as your character level. If the CRs are different by 4 or more for the base creature, the DM should tell you that, also. If the creature is a humanoid or something that commonly takes levels in classes to gain more power, you should also know this. Of course, you won't know whether this creature has class levels.
    5 to 9 You know if it has a subtype and any other resistances or immunities.
    10+ You know what other abilities the creature has (basically you know everything in the basic monster's stat block).
    15+ You know about this specific creature (if applicable). For example, you might recognize "Bob the wizard-slaying dragon", who is known to make extensive use of the Antimagic Field spell, and has trained in ways to prevent other creatures from fleeing from him (has Improved Trip and the Snatch feat).

    Retry: You may make one retry after you've seen a creature use a special ability of some kind. Being bathed in acid by a black dragon's breathe has a way of jogging your memory. ;)



    Examples:

    1) Bob the farmer sees a big, giant, red lizard fly overhead (a red dragon). The DC is 15 (Dragons are occasionally encountered in Bob's world. He's from Dragonlance.) - 7 (CR 15/2: adult red dragons are really freakin' scary, and are things that tales are retold of endlessly), with a -5 to the DC for familiarity (dragons play significant roles in the history of Dragonlance, and as such are famous worldwide, however Bob doesn't live in a region that any call home), for a total DC of 8. So Bob can take 10 and identify the thing as a red dragon, unless he is in combat with it (or more likely running away in terror from it's frightful presence). He can't tell you anything useful about how to fight a dragon, though.

    2) Fizban the fabulous, the local hedge wizard, also sees the dragon. He is level 5, and has 8 ranks in Knowledge: Arcana, and he's studied about dragons. His Int mod is +4, so he has a +12 to ID the dragon, and no familiarity penalty. He can take 10 (beating the DC by 10) and tell you that red dragons are creatures of fire, that they have a terrible breathe weapon composed of it, but that they are also especially vulnerable to cold-based attacks.

    3) His master, Archmage Yoda, would say "Oh yeah, that's old Scar. He's an arrogant bastard who loves to mix things up in melee, but has a pitiful selection of spells. He does know "Resist Elements", though. So you probably shouldn't use a Cone of Cold against him, though. [/spoiler]

Feats and skills
    Although we have opted to not allow all of the Tome material, I feel that many core feats are a bit too weak. So I am replacing specific ones with Tome versions, and also have written up a bunch of homebrewed feats that you can take. All references to
[Combat] or Tome feats generally refer to the feats found in Races of War. I definitely encourage you to look up these feats, as they are significant power-ups compared to those in "normal" D&D (and I feel that this is a good thing, especially for non-casters).

    Modifications to existing feats:

    [spoiler]Combat Expertise, Weapon Finesse, and Power Attack are no longer feats. They are attack options, like fighting defensively. Everyone is considered to have all of these feats when it comes to prereqs.

    You can use Power Attack with light weapons at -1/+1, as with a one-handed weapon.

    Wild Talent counts as Psionic Talent for all purposes, including how many times you've taken Psionic Talent.

    Quick Draw: Replace with Combat Looting from Races of War, and add that it allows you to draw a weapon or item as a free action also.

    Iron Will, Great Fortitude, and Lightning Reflexes change the target save into a "good" save for the character at all levels. If the save is already a "good" save for your character at all levels, then we'll say that you get Evasion or Mettle vs. effects targeting that save. These feats are added to the fighter bonus feat list.

    All of the feats that give a +2 bonus to two skills now ALSO make those skills class skills for the character for the rest of his career.

    Dodge is being replaced with the Races of War version of Elusive Target.

    [Deflect Arrows] (Combat)
    Benefits: You can protect yourself and allies from ranged attacks. This combat feat scales with your base attack bonus.
    • +0: Once per round when you would normally be hit with a ranged weapon, you may use a free hand to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
    • +1: You may use any weapon you are armed with to deflect arrows.
    • +6: You may use this ability to deflect an arrow aimed at an ally within your reach.
    • +11: You may deflect magical rays and exceptional weapons like alchemist's fire with this ability.
    • +16: You may deflect up to one such attack per round for every point of Dexterity bonus you have.

    Mobility and Spring Attack are being rolled into one feat (Spring Attack). I should probably write this up as a [Combat] feat and include the benefits of the Rapid Blitz line of feats in the PHB2, but I haven't yet...

    Shot on the Run and Mounted Archery:
    replace with Hunter in Races of War.

    Combat Reflexes, Cleave, and Great Cleave:
    Mostly replaced by Hordebreaker in Races of War. Being able to attack while flat-footed was replaced by Phalanx Fighter. You can use either of these feats to fulfill a prereq that requires any of the original feats they replace. You may also still take one of the original feats, if you want.

    Improved Feint: Replace with Expert Tactician from Races of War

    Precise Shot: Replace with Sniper from Races of War

    Improved Initiative: Replace with Danger Sense from Races of War

    Weapon Focus and Weapon Specialization: Replace with Combat School from Races of War

     
    Existing Feats That Now Scale with Character Level

    Improved Critical
    Prereqs: proficiency with weapon, drop BAB prereq

    6: When rolling to confirm the critical hit, you gain a +4 to the attack roll.
    11: You gain an additional +1 to your threat range with the weapon chosen.

    Improved Unarmed Strike
    6: 1/day per point of Dexterity bonus you may make an additional unarmed attack at your highest attack bonus when using the full attack action.
    12: You may make make your additional unarmed attacks during an attack action (normally a standard action).[/spoiler]

    Additional Feats: (compiled from various places. mainly from the WotC boards, again. I've reworked most of them extensively to try and bring their power level up somewhere near the Combat feats from the Tomes, though.)

    [spoiler]
    Ironhide (Combat)

    You have learned how to maximize the protection afforded by armor. This combat feat scales with your base attack bonus.

    • +0: Pick one specific suit of armor. You have trained so extensively with this armor that it is like a second skin. You no longer are fatigued after sleeping in this armor.
    • +1: All armor check penalties are halved for this armor for you.
    • +6: You gain a +1 competence bonus to AC for every 4 character levels you have when wearing that armor. You lose this bonus any time you are denied your Dex bonus to AC.
    • +11: When wearing this armor, you gain DR X/- where X is equal to the AC bonus granted by your armor.You lose the DR any time you are denied your Dex bonus to AC.
    • +16: You gain fire, lightning, acid, and cold resistance equal to your BAB when wearing this armor.
    By spending 1 day "breaking in" a new set of armor, you change the armor that this feat applies to.


    ADRENALINE RUSH [GENERAL]

    Your adrenaline kicks in when you need it to.
    BENEFITS: +2 to Initiative and +1 to Reflex saves.

    Once per day as a swift action, you can gain the benefits of fast movement and improved strength and durability. Your land speed increases by +10 feet. You temporarily gain a +4 bonus to Strength and Constitution, but take a -2 penalty to armor class due to recklessness. This effect lasts a number of rounds equal to 3 + your new Constitution modifier.
    RESTRICTIONS: While your adrenaline is surging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills, the Concentration skill, nor any ability that requires patience or concentration. You cannot cast spells or activate items that require spell triggers, command words, or spell completion to function. The only exceptions are the Balance, Escape Artist, Intimidate, and Ride skills.
    SPECIAL: After the benefits wear off, you are fatigued for the duration of the encounter.

    COUNTERSTRIKE [Fighter, General]
    You are skilled at parrying and countering opponents' blows.
    . Prerequisites: Dex 13, base attack bonus +2.
    . Benefit: You gain an immediate attack of opportunity against any opponent who attacks and misses you.
    . This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when you parry an opponent's attack, you do not get any benefit from Counterstrike. Do note that you get extra attacks of opportunity each round for having a high base attack bonus according to the Races of War rules.


    Duelist [General, Fighter Bonus]

    Prerequisites: Base attack bonus +4
    Benefit: When you enter melee with your offhand empty and without a shield, you receive a dodge bonus to AC and a bonus on attack and damage rolls equal to 1/3rd of your character level, rounded up. This benefit only applies if you are wielding a melee weapon in combat.

    Spellcasting Harrier [General, Fighter Bonus]
    (This replaces the Mage Slayer feat.)
    Prereq: Combat Reflexes, Spellcraft 3 ranks
    Benefit: Due to your special anti-spellcaster training, anyone casting within an area you threaten takes a penalty equal to your Attack Bonus on the DC of their Concentration checks. This includes casting defensively.[/spoiler]

    Fighter Only Feats: (these can only be taken by someone with levels in the fighter class. They are all considered fighter bonus feats.)[spoiler]
    GREATER CRITICAL
    Choose one type of weapon for which you have already selected the Improved Critical feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You have learned how to use that weapon to hit where it hurts.
    . Prerequisites: Fighter level 1, Str 13, Dex 13, Improved Critical with selected weapon
    . Benefit: Your critical multiplier with the selected weapon increases by one increment. For example, a longsword would have a critical multiplier of x3.
    . Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

    Tower Shield Focus
    You are especially good at using a tower shield.
    Prereq: Fighter level 1, proficiency in the type of shield.
    Benefit: When using a tower shield, you do not suffer an attack penalty due to the tower shield's encumbrance. You may also designate one opponent per round as a free action. Against that opponent, you are considered to have cover (+4 AC, not subject to attacks of opportunity, etc).

    Shield Focus
    You are skilled at defending yourself with a chosen shield type.
    Prereq: Fighter level 1
    Benefit: Choose a specific type of shield. With that shield, you gain +1 competence bonus to AC for every 3 fighter levels you have.

    Combat Alacrity!
    You are able to use your combat training to attack multiple times, even while moving.
    Prereq: Fighter level 1, Dex 13.
    Benefit: Whenever using a standard action to make an attack, you can make two attacks instead. Those attacks follow normal rules just like they were made during full-attack action.

    Adapt to Opponent*
    Shield Defense*
    You are adept at using your shield to defend you from harmful effects other then physical damage.
    Prereq: Fighter level 1, Shield Focus
    Benefit: When holding and using a large or tower shield, you gain the evasion ability, with a bonus on the reflex save equal to the total AC bonus granted by the shield.
    [/spoiler]

    Even More Feats (Too big to add to this post, so click the link :P )

    NEW USES FOR OLD SKILLS
    [spoiler]Balance (Dex)
    According to the Tome rules you can use your Balance modifier as the DC for opposing a trip attack.

    Swim (Str)
    DC 40     Fight underwater without penalties
    Fight underwater without penalties: A successful Swim check allows you to fight underwater without penalties to attack, damage, or AC for that round. This does not confer the ability to breathe underwater, however.

    Tumble (Dex)
    We've already seen how Tumble allows a character to perform a variety of acrobatic and gymnastic maneuvers in combat. Here are two new types of Extreme Tumbling:
    DC 25     Pick up an item from the ground without provoking
              Attacks of Opportunity
    DC 40     Run across walls.

    Run across walls: You may move 10 feet across a wall if you begin and end the move on a horizontal surface. If you do not end your move on a horizontal surface, you fall prone, taking damage as appropriate for your height above the floor. Treat the wall as a normal floor for the purposes of measuring movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor, so this 10 feet of movement counts as 20 feet of normal movement. Opponents on the floor still get attacks of opportunity as you move up the wall within areas they threaten.[/spoiler][/list]

    General
    • If you get an ability twice (Evasion, Telepathy, etc), we'll let them stack in whatever manner seems appropriate. So Evasion twice would upgrade to Improved Evasion. Telepathy twice would likely just add the ranges, etc.
    • We're not using level adjustments at all, if possible. Instead, if you want to play a monstrous race, we'll work together to come up with something that gives you an appropriate amount of hit dice and abilities. We'll be using Races of War for guidelines.
    • Half racial hit dice count towards class progressions, for all purposes.
    • Likewise, half the levels in non-manifesting/casting classes will add to your caster/manifester progression, for all purposes including powers known, power points, ML, etc. So a psion 2/fighter 2 would manifest powers as a psion 3. This will work for most other abilities too, like Binding (ToM Binder), sneak attack progression, etc. We'll look at each on a case-by-case basis.
    • Abilities similar to Rage (such as Ki Frenzy from OA) may be used as prerequisites instead of Rage for PrC's. Similarly,  spell-like abilities may be used to meet spellcasting requirements.
    • One-handed weapons made of Mithril count as both light weapons and one-handed weapons, whichever is most beneficial. Two-handed weapons made of Mithril may be wielded with one hand. (No, this doesn't include bows... so please don't ask.  :p )
    • The Bastard Sword is considered a Two-Handed weapon and gains a few benefits as such, even when wielded in one hand. They are as follows: +4 on disarm checks, same hit points and hardness as a greatsword.
    • Bloodlines only add to any one class ability once. So if you're a Binder/Ardent/Anima Mage/KotSS, for example, a major bloodline would only add a total of +3 to your binder level and ardent manifester level.
    • Any other feats, spells, or Prestige Classes not mentioned above, but published in any WotC publication will probably be allowed, pending DM approval. A few items that I will not allow in their published form are: The Thought Bottle, and the Mage Slayer feat. I have a custom feat (Spellcasting Harrier) that replaces Mage Slayer below.
    • If there is some character concept, class, spell, or other idea that you have that you'd like to try out in the game that isn't covered by the rules I've laid out, or that you found on a website somewhere, etc, please tell me and we'll see what we can come up with. I've seen tons of very neat prestige classes, spells, magic items and feats online that I would be happy to allow in my game, including the Divine Trickster by Rich Burlew. I just don't have time to include them all in this material.


    Spells, Magic, and Items
    • Neither Arcane nor Divine spellcasting works at all without a special focus, which the Keys handed out by the city-states are one example of. Other foci exist and are possible, but the majority of the people living in the cities do not know of them, and they are of course incredibly rare and valuable (read: Plot Items).
    • "Racial" spellcasting is not affected by this limitation, and neither are certain kinds of magical abilities that rely upon making a pact with a powerful magical being or outsider. I'm not considering the powers of those who gain sorcerer casting solely from taking the sorcerer class to be "racial", though they are often considered to gain their powers "racially" in some sources. Creatures with innate sorcerer casting would be considered to be "racial", though (such as the Sylph). Warlocks all gain their powers from a supernatural pact in this setting, much in the way Binders do.
    • You incur no penalties for using Legacy Weapons/items. Ignore the penalty tables.
    • You can't cast spells from scrolls. They are only used to transfer spell knowledge.
    • If a spell appears on the spell list of a core caster, then all magic items crafted which duplicate the effects of that spell must use it at the level it appears on the core list. So no trapsmith wands for ju!
    • All spells with the (Healing) descriptor, including Heal, all Cure spells, Raise Dead, etc, are now back in the Necromancy School, as they were in earlier editions. Why WotC saw the need to move them to Conjuration, I'll never know...
    • Astral Projection: Items duplicated via this spell still drain charges from the original item. Likewise, spell slots used, XP used, etc, all transfer back to the orginal body and its items.
    • Planar Binding: See the Wish rules in the Tome section. Otherwise, works as written.
    • For the Candle of Invocation , I'm going to say that each individual can only use the Gate function of such an item once in their entire existence. It's basically a boon from "the gods" or whatever powers that favor you, and you only get one.
    • Synchronicity: This needs a fix, but I'm not sure how to do it. Let's just ban it, unless someone proposes a good fix and wants to use it.
    • Mind Blank vs. True Seeing: Mind Blank will block True Seeing from detecing the true form of a polymorphed creature, but it will not keep True Seeing from piercing an Illusion such as Change Self or Invisibility. Mind Blank will also keep True Seeing from revealing the aura of a creature, if True Seeing is cast as a Divine Spell.
    • Mind Blank vs. True Strike: Mind Blank has no effect.
    • Mind Blank + Invisibility vs. See Invisibility: Mind Blank has no effect.
    • Mind Blank + Displacement vs. True Seeing: Mind Blank has no effect.
    • Mind Blank vs. Detect X: Mind Blank prevents the spell from divining information about the subject. Mind Blank is also effective against Detect Magic, even though strictly speaking Detect Magic is a Universal spell, not in the Divination school.

    My reasoning on the interaction of Mind Blank with True Seeing and the other spells above is as follows:
    [spoiler]seeing through a transmutation effect such as Polymorph requires divining information not available to the normal senses, since with a transmutation the subject is physically changed, not merely covered by an illusion. Mind Blank blocks such divinations.

    Illusions such as Change Self and Invisibility work by placing a magically fabricated image over top of the subject. True Seeing sees through such magical fabrications. In this case, it is piercing a magical effect, not divining information directly.[/spoiler]

    • Polymorph, Alter Self, Polymorph Any Object, and Shapechange have been altered significantly. (See inside the spoiler below for details.) I have tried to simplify the shapechanging spells by dropping all the extraordinary and supernatural stuff from them. If you want access to some outsider's magical abilities, then call it using Planar Binding, or write your own entirely different spell for that.

      Also, I limit the modifications to ability scores and natural armor by caster level, and make all of them castable on other people. These two things combined will make them better to cast on the party "warriors" than on the casters themselves. The spells should still maintain alot of their usefulness, but not be too powerful (I think).
    [spoiler]
    Lesser Polymorph

    Polymorph

    Greater Polymorph

    Transmutation

    Level: Animal 8, Drd 8, Sor/Wiz 8
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions like polymorph, except as noted here. It enables the subject to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice, or more hit dice than the subject. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
    The subject loses its own racial bonuses to Strength, Dexterity, and Constitution scores, and Natural Armor. It gains the racial bonuses of the new form for these (up to the caster level). The subject retains its own Intelligence, Wisdom, and Charisma scores. If the subject does not have an ability score, then it does not gain one from this spell, and vice versa.

    You can become anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms until the spell ends.

    Focus: A jade circlet worth no less than 1,500 gp, which is placed on the subject's head when the spell is cast. (The focus melds into the subject's new form when it changes shape.)

    Change Enlarge Person to Enlarge Creature, and drop all restrictions on creature type, and stacking with other magical affects that increase size.

    Polymorph Any Object and Shapechange no longer exist.
    [/spoiler]

    • For the Wish spell, see the section here on Frank and K's tomes.
    [/list]
    « Last Edit: November 11, 2011, 01:40:34 PM by PhaedrusXY »
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]

    PhaedrusXY

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    Re: Rules and Other stuff
    « Reply #3 on: August 26, 2010, 07:16:36 PM »
    Gameworld Details


    The world is a frozen wasteland, bathed in perpetual night. The last vestiges of civilization are small, enclosed city-states that dot the land, and their inhabitants live mostly in isolation from the citizens of other city-states and the world outside their walls. Life inside the cities is crowded, but comfortable for the most part. They are well lit, warm, and many of the basic amenities are provided for free, such as running water, sewage, garbage disposal, housing, etc. The economic systems of most are what would be considered Socialist, with the state owning all major property and capitol, and providing for the needs of the citizens. The citizens themselves are assigned to jobs that most suit their particular abilities. Overcrowding is always a problem, but strong population control laws largely take care of it.

    Simple magical baubles are common, with every household having a device that can produce the effects of Prestidigitation and Mending, and having magical lighting systems, and other similar things. Higher ranking households often have their own personal construct servants, and the cities themselves have powerful automated defense systems, including large war golems and massive beam weaponry. For the most part, all of these things are limited to functioning within 1 mile of the city they are tied to. They are all technically property of the state that produced them, and tampering with them is illegal and can lead to fines and imprisonment or worse, but that doesn't prevent the existence of a black market that trades in them.

    "Free-standing" magic items, as they are called, are rare, and are also only found on the black market, or through the government. Supposedly there was an earlier civilization where such items were the norm, and rumors persist of ancient ruins filled with them dotting the lands outside the cities. Only fools go Outside, though, or Exiles. To most citizens, Exile is a fate worse than death, for Outside the cities' walls live all sorts of monsters and maniacs who will do worse things than murder their victims.

    The creation of magical effects is also the purview of the state, and is in fact impossible for the most part without a "Key". Keys are only available from the government, and are only given out to trusted higher servants, officials, and their bodyguards and the military, for the most part. These Keys allow one to tap into the powerful energy system of each city, and produce magical effects using it, if one is trained to do so. Supposedly in the time before "the fall", anyone with the proper training could produce such effects, even without a Key, but some people say such myths are mere fairy tales. And what kind of dangerous and crazy world would it be if anyone who wanted could summon whatever effects they desired? No wonder it collapsed on itself.

    There are those who are born with the innate talent to produce supernatural effects, however. They are considered dangerous criminals, and are imprisoned immediately after such abilities manifest themselves. They are called "The Touched" by the common folk, but the governments call them Aberrants, and using the term "Touched" is sure to gain the ire of any officials nearby. The best an Aberrant can hope for is to be imprisoned for life. For those that are considered too dangerous to contain, Exile is the standard punishment. Stories are told of powerful Aberrants who have banded together outside the walls of the known cities with other Exiles to forge their own society, but such tales are officially declared to be false, and most people believe they are.

    Organized religion is mostly a thing of the past. There are a few different faiths and philosophies, but gone are the days of mysterious gods granting their faithful worshipers spells. Granting spells is firmly in the hands of the state now, whether they are of the arcane or divine variety. There are stories of those who make pacts with powerful demons and other strange beings to gain supernatural powers, but even if such stories are true, those who participate in such pacts would be violating the state laws against the uncontrolled use of magical effects, and so would be branded outlaws and likely exiled if caught.

    Entrance and exit to each city is heavily controlled, and is only possible via double airlocked doors which are guarded 24/7 by heavily armed guards and automated defense mechanisms. The cities themselves are completely sealed, with air being exchanged via magically warded filtration systems. The walls are also enchanted to prevent passage of incorporeal creatures, and block Teleporation and other effects. This is necessary to keep roaming monsters and undead from gaining access from the frigid outdoors. Magical travel between cities is possible through a system of permanent portals, but the use of them is heavily restricted. Most people live their entire lives never having left the city they are born in.
    « Last Edit: August 27, 2010, 04:19:18 PM by PhaedrusXY »
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]

    Nick

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    Re: Rules, World and Game Info
    « Reply #4 on: August 29, 2010, 11:08:27 AM »
    Contribution to world fluff. Can ignore if it doesn't fit.

    Geography of Outside
    Its gotta be harsh, or else nobody would really dread being Exiled right?

    Climate and weather
    [spoiler]Regular weather isn't a blessing, its a sign of shit coming. Showers would become torrential rain, followed by sharp icicle 'rains' that pretty much turns anything into honeycombs for the colder climates. Warmer climates might see showers turn into boiling acid rains that cooks anything exposed, while the place is still goddamn freezing cold.

    There are also limestone rains pelt you to death if you're not careful. The only good thing for them, is the weird rock structures practically fused into one whole strange rock formation. Good for shelters.

    Breezes might carry with it stinking cloud effects, sometimes you get boreal wind the worse are cloudkills that can be seen by the sickly yellowish green tinge of air coming from far away. You'd be lucky if its just hurricanes and tornadoes.

    Earthquakes don't really happen anymore frequently, but chances of serious upheavals, where the ground turns into jello-tsunami is far more likely now.[/spoiler]

    Oceans and seas
    [spoiler]Mildly acidic or alkaline seas depending on region. Despite the term alkaline, its just as bad as dipping in an acidic sea, while the sea is still freaking cold.[/spoiler]

    Other water bodies
    [spoiler]Lakes, pools and rivers often contain not only mildly acidic water, but also serve as awesome habitats for diseases. Whatever disease the DM deems drinking from the pool of water seems to work more quickly. Increase the DC by 1 and lower the incubation period by half. Still cold, if not frozen at the top layer.

    Fresh water is not impossible, boiling the water and collecting the steam to drip into a clean container makes it potable. Several filtration systems and semi-automatic processing systems that are portable or not are very common around every village and town during the very early months of the Collapse. And now, Exiles can often be found congregating around such filtration systems and ration water supplies as if its currency.[/spoiler]

    Land geography and shelter
    [spoiler]Shelter is rare, but not as rare as expected. Abandoned towns and cities built on stone still survives mostly. Anything wood is long gone.[/spoiler]

    Vegetation
    [spoiler]They say Mother Nature is a toughie, they are quite right. Any vegetation that cannot survive the worsening conditions had gone extinct, replacing them with adapted or mutated versions or totally new species that have adapted very well to the dismal conditions.

    One of the ways they draw nutrition to sustain themselves is to either adapt to new sources of nutrition, or eat living things to sustain themselves. Carnivorous plants as a whole have turned deadlier and plants that produce poisons have their DCs increase by 1 too.

    Plants that rely on active feeding became the new sources of food for the Exiles. Furthermore, leaves are avoided at all costs, since plants still rely on shedding leaves to remove toxins and roots became the new staple for their ability to filter out or adapt to toxins found on the already polluted ground water or messed up soil.[/spoiler]

    Animals
    [spoiler]Most of the alpha animals are now Horrid animals (Eberron Campaign Setting) and thankfully, fire is still good at cooking food to acceptable levels of "not screwing you up for eating" tastiness.[/spoiler]
    « Last Edit: August 29, 2010, 11:25:07 AM by Nick »
    "You'll still be living in caves."
    "Hell I don't mind that."
    [spoiler][/spoiler]
    befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.

    PhaedrusXY

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    Re: Rules, World and Game Info
    « Reply #5 on: August 29, 2010, 03:43:32 PM »
    Yeah, I've been thinking about this a bit. Mainly I think just cold and lack of sunlight will be the worst problems. Of course, just those would have killed off pretty much all "normal" plants and animals, and the people who relied on them. Given a magical world, plants would somehow adapt, no doubt. I'm thinking some would grow more "sensitive", and use moonlight and starlight. (Yes, the moon still shines with no sun... We're talking Astrology here, not Astronomy). Many would also become carnivorous or extremely poisonous, as you've said. Some would probably adapt to more exotic energy sources, magical emanations, lava, etc, like mushrooms in the underdark supposedly do. (They still exist. It's just the ability to harness them that's been disrupted.)

    For the cold, I'm thinking like world-wide glacier cold, as in the Frostbite book. Not just "Wow, I need a sweater." ;) And with wood being scarce to non-existent, good luck starting a fire to keep warm. Survival DCs probably need to be bumped up by 5 short term and 10 long term, I think.
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]

    Prime32

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    Re: Rules, World and Game Info
    « Reply #6 on: August 29, 2010, 04:42:34 PM »
    Could be useful: http://dsp-d20-srd.wikidot.com/on-fire

    Yeah, it's this trope in feat form.


    EDIT: For reference
    Quote
    36pts

    8 0pts
    ...
    14 6pts
    15 8pts
    16 10pts
    17 13pts
    18 16pts
    « Last Edit: September 01, 2010, 04:29:14 PM by Prime32 »
    My work
    The tier system in a nutshell:
    [spoiler]Tier 6: A cartographer.
    Tier 5: An expert cartographer or a decent marksman.
    Tier 4: An expert marksman.
    Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
    Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
    Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

    PhaedrusXY

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    Re: Rules, World and Game Info
    « Reply #7 on: September 10, 2010, 01:57:54 PM »
    I've been thinking a bit more about the world. It's going to be nearly completely barren, with no plant or animal life except in areas that are warmer than typical for whatever reason. So it will basically be like one big (frozen, dark) desert, dotted with oases surrounding natural hot springs and areas that are magically warmer than normal somehow. Long-term survival between oases indefinitely will not be possible without some kind of magical production of food and protection from the cold.

    Non-carnivorous plants will pretty much cease to exist. So there won't be any wood to start fires, except for old stuff found in city ruins, and most of that has probably already been burned. Mushrooms and other "weird plants" that can feed off of heat from volcanic vents, star/moonlight, or other things will exist, but be rare and only grow in areas like the oases described above. Heck, the carnivorous plants probably won't exist outside of those areas, either. Basically, in places far from an oasis (or city) you're only going to encounter crazy monsters that can somehow survive without food (or eat something deep in the ground, like Dune's sandworms, etc), or other intelligent creatures that can provide for themselves magically.

    Right outside the city walls, there will be scavengers and predators (both intelligent/humanoid and non-intelligent/non-humanoid) . The city guards won't really do anything to get rid of them, and in fact a favorite past-time of the guards is to bet on fights between creatures they see outside the walls and any exiled prisoners they've just released. They don't bet on who will win (prisoners vs. "monsters"), but instead on how long the prisoners will live, and which ones will live/die first or last. Of course, if any of these "stragglers" actually look like a threat to the city they'll be dealt with in a swift and deadly fashion.

    So expect your first adventure to be deadly, including immediate combat, and then after that expect just surviving to be difficult, at least until you can find an oasis or something.
    « Last Edit: September 10, 2010, 02:06:53 PM by PhaedrusXY »
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]

    PhaedrusXY

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    Re: Rules, World and Game Info
    « Reply #8 on: September 16, 2010, 03:28:24 PM »
    « Last Edit: September 16, 2010, 03:34:47 PM by PhaedrusXY »
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]

    PhaedrusXY

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    Re: Rules, World and Game Info
    « Reply #9 on: September 17, 2010, 01:15:58 PM »
    There was an entire post of feats that I meant to include in here from my house rules, but which I forgot. I'm sorry if that impacts anyone. I'll go ahead and post them here (and edit them into the feats section above), and if you want to replace one of your feats with one of these, feel free.

    Even More Feats

    [spoiler]Wolfpack Tactics [Combat]
    Benefits: This combat feat scales with your base attack bonus.

    • BAB+0: If an ally is flanking an opponent you are in melee with, you are considered to be flanking that opponent also, and get all the normal benefits of flanking.
    • BAB+1: You may change positions with an adjacent, willing ally once per round as a free action. This movement does not provoke attacks of opportunity.
    • BAB +6: You may change your initiative order to act on the same initiative count as one of your allies. This free action must be taken after initiative checks are rolled, but before regular rounds begin. It lasts for the entire combat (or until you ready or delay your action, or change your initiative in some other way), just as if you had initially rolled this initiative roll.
    • BAB+11: Once per round you make make an Attack of Opportunity on an opponent damaged by one of your allies (not including you).
    • BAB +16: You may step in front of an attack directed at one of your allies that is within your reach as an immediate action. You take the damage from the attack instead of them, or if it is a non-damaging attack you are affected instead of them. Any resistances or immunities you have against the attack apply normally. This can work against rays, but not against area attacks.
    Natural Empath [Skill] (from the unsorted community material at the gaming den message board)

    You read people like books. (This is a Skill feat that scales with your ranks in Sense Motive.)

    Benefits (at increasing sense motive ranks):
    • 1: You gain a +3 bonus to Sense Motive checks.
    • 4: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours.
    • 9: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of detect thoughts.
    • 14: You have an uncanny intuition for when people are interested in you. Any time someone uses a remote spell or effect, like scrying, to examine you, you know you're under observation and if you make a Sense Motive check that beats their Bluff check, you know some details about them: if you've met them before, you recognize them, but if not, you get a basic idea of their reasons for their interest in you. Similarly, if you use Sense Motive on someone influenced by an enchantment effect, you can find out who created the effect with a Sense Motive check opposed by the controller's Bluff, getting the same information.
    • 19: You know what people are going to do before they do. Any time someone you're aware of attacks you, make a Sense Motive check opposed by their Bluff: if you succeed, you get a free surprise round.


    PIDGIN [General]POISON TOLERANCE [General]
    Lunging Attack [General, Fighter]

    Your mobility and footwork make you a deadly opponent in combat.
    Prerequisite: Dex 13+, Base attack bonus +6 or higher
    Benefit: Your effective reach increases by 5 feet.

    Hurling Charge [General, Fighter]
    You can hurl a thrown weapon while charging.
    Prerequisite: Quick Draw (or Combat Looting), Base attack bonus +1 or higher
    Benefit: You can throw a ranged throwing weapon of your size or smaller during a charge, draw another weapon, and then finish your charge. This attack is made at your highest base attack bonus with a +2 bonus to your attack, as normal for a charge. This feat replaces the version in the MiHB.

    TOUCH MASTERY [General]
    The attribute behind your powers makes your touch attacks strike true.
    Prerequisite: Base attack bonus +3 or higher
    Benefit: When making a touch attack with a spell or psionic power, you use your associated spellcasting/psionic attribute bonus rather than your Strength or Dexterity bonus on your attack roll.
    Special: (Deemed an unecessary restriction and deleted by Todd Holland)
      TOUCH MASTERY Copyright 2000, Bradley H. Bemis Jr.
      Revised by the Netbook of Feats Review Board[/spoiler]
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]

    PhaedrusXY

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    Re: Rules, World and Game Info
    « Reply #10 on: September 19, 2010, 02:09:36 AM »
    Some things I want to include from the Tome rules, even though we're not using the bulk of them:

    Combat Expertise, Weapon Finesse, and Power Attack are no longer feats. They are attack options, like fighting defensively. Everyone is considered to have all of these feats when it comes to prereqs. This will likely impact some of you (positively), so I wish I'd said it earlier, but I forgot... You can of course pick new feats to replace any of these that you want, and rearrange stats.

    You can use Power Attack with light weapons at -1/+1, as with a one-handed weapon.

    And per discussions at the gaming den, the Daze part of the Combat School feat (which we're using to replace WF and WS) only triggers once per round per enemy.
    « Last Edit: September 19, 2010, 02:38:06 AM by PhaedrusXY »
    [spoiler]
    A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

    Sounds like the makings of a gay porn film.
    ...thanks
    [/spoiler]