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Homebrew and House Rules (D&D) / [DnD3.5e] Broken Path: Systematic System Alterations!
« on: May 12, 2014, 05:30:28 AM »
So this is still a WIP
I am working on it HERE, and HERE but feel free to post comments, ideas, and so on in either location.
Hello world! I am here before you to present to you something I have been working on for a while now.
It started simply as a Wizard and Fighter fix IRL, but when I went to put it online, I decided to fix other issues I saw, which evolved into my wanting to make a setting for the homebrew, which THEN evolved into my saying "Screw this, I will just make an alternate to Pathfinder with my own stuff!"
I do apologize if it is a disorganized mess in any way. If this is the wrong section for this, please let me know/move it (last option for mods and such ).
This Opening Post shall have all of the Changes contained within.
Lots of Base Classes and Prestige Classes, I will be changing the skill system and combat system up a wee bit, as well as spell lists, spells, magic item and spell creation, and some other stuff that needs doing.
Hit Die is no longer determined by class. HD is determined by Race.
Humans:
Elves
Daemon-spawned
Nothing else QUITE yet.
What you do get from the Classes is a Bonus to Health per level.
Shown below are the new classes and the health bonuses.
Tough:
Tough
"Yer right t'fear me! I can whuup yah from haer tah yer mamma's womb an' back!"
Anything between the ruffian bandits of the dark alleyways, and the vigilante self-taught fighters out seeking fame and fortune. Combat oriented, with a good helping of luck. Thugs possess access to some martial maneuvers, but none that are as martially-oriented as Soldier maneuvers.
Making a Tough
Toughs are physical combatants who are self-taught, and quick on their feet. Front line melee, but can reliably snipe from the back. Toughs can avoid fights by initimidating the enemy.
Abilities: Strength, Dexterity, and Constitution are truly the most important here in equal balance. Strength for damage and striking sureness. Dexterity for ranged attack rolls and that ever important defense. Constitution for Hit points. Intelligence is a go to next, seeing as it governs skills and search checks. Wisdom is useful, and Charisma is worthless.
Races: Seen most commonly amongst humans, since they are not culturally bound to serve in the military.
Alignment: Though most often seen in Chaotic, neutral and lawful have a few Toughs amongst their numbers.
Starting Gold: 3d4x10
Starting Age: 14.
WIP
The Class Name's class skills (and the key ability for each skill) are....
Skill Points at 1st Level: (x + int)x4
Skill Points at Each Additional Level: x + int
Hit Dice: dx
Weapon and Armor Proficiencies: A place to put the different proficiencies.
Class Ability (Ex): At Xth level a class name...
Class Ability (Su): At Xth level a class name...
Class Ability (Sp): At Xth level a class name...
PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on.
CLASS NAME IN THE WORLD
"A quote of somebody else talking about your class!"
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC CLASS NAME
Hit Die: dx
Skills Points at Each Level : x + int
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th
Soldier: +6
Elementalist: +1
Magician: +1
Warmage: +2
Thief: +2
Hunter: +4
Pariah: +4
Bard: +2
Assassin: +2
Priest: +1
Summoner: +1
Wilder: +1
Necromancer +2
[/SPOILER]
Classes no longer advance to the 20th level. Instead they now advance to 5th level, allowing either advancement in Prestige Classes if accessible, or advancement in an elite version of the original class that advances previous skills.
Good show! Jolly Good Show!
[/SPOILER]
What I am trying to achieve is something...unique but based off of that familiar and relatively easy to use system Dungeons and Dragons 3.5e.
This will take some time, so please keep an eye out, suggest things and give good criticism. I will be working on it for as long as it takes!
I am working on it HERE, and HERE but feel free to post comments, ideas, and so on in either location.
Hello world! I am here before you to present to you something I have been working on for a while now.
It started simply as a Wizard and Fighter fix IRL, but when I went to put it online, I decided to fix other issues I saw, which evolved into my wanting to make a setting for the homebrew, which THEN evolved into my saying "Screw this, I will just make an alternate to Pathfinder with my own stuff!"
I do apologize if it is a disorganized mess in any way. If this is the wrong section for this, please let me know/move it (last option for mods and such ).
This Opening Post shall have all of the Changes contained within.
Lots of Base Classes and Prestige Classes, I will be changing the skill system and combat system up a wee bit, as well as spell lists, spells, magic item and spell creation, and some other stuff that needs doing.
Hit Die is no longer determined by class. HD is determined by Race.
(click to show/hide)
Humans:
(click to show/hide)
Hit Die=D6
Intelligent hunters from the first, become now a diverse and mighty culture with a focus on military and expansion.
Racial Traits; Humans are very versatile, and so gain a +2 racial bonus to any two chosen Ability Score. Humans are also, sadly, usually inhibited by their choice, and so gain a -2 to any two Ability Score.
Humans can forego this by gaining a +1 untyped bonus to all skill checks they have ranks in. In order to do this, they sadly obtain a -1 penalty to all Saves.
Intelligent hunters from the first, become now a diverse and mighty culture with a focus on military and expansion.
Racial Traits; Humans are very versatile, and so gain a +2 racial bonus to any two chosen Ability Score. Humans are also, sadly, usually inhibited by their choice, and so gain a -2 to any two Ability Score.
Humans can forego this by gaining a +1 untyped bonus to all skill checks they have ranks in. In order to do this, they sadly obtain a -1 penalty to all Saves.
Elves
(click to show/hide)
Hit Die=D6
Children of Dragons, Elves are the fiery progenitors and masters of the Lords of the Skies possessed of incredible prowess.
Racial Traits; Elves are mighty and magical in the way of their ancestors, and so gain a +2 racial bonus to Strength, Charisma, and Intelligence. Their Arrogance and heritage (very mildly scaly), however, cripples them mightily, causing a -4 Racial penalty to Wisdom, -2 to Dexterity, and a -4 to Sense Motive.
Elves gain Low-Light vision, a +2 bonus to Listen, Search, Diplomacy, Intimidate, and Jump.
Elves also gain a +1 bonus to Caster level. Their natural capacity for spells allows them greater power.
Children of Dragons, Elves are the fiery progenitors and masters of the Lords of the Skies possessed of incredible prowess.
Racial Traits; Elves are mighty and magical in the way of their ancestors, and so gain a +2 racial bonus to Strength, Charisma, and Intelligence. Their Arrogance and heritage (very mildly scaly), however, cripples them mightily, causing a -4 Racial penalty to Wisdom, -2 to Dexterity, and a -4 to Sense Motive.
Elves gain Low-Light vision, a +2 bonus to Listen, Search, Diplomacy, Intimidate, and Jump.
Elves also gain a +1 bonus to Caster level. Their natural capacity for spells allows them greater power.
(click to show/hide)
Sakimichan...best artist ever.
Daemon-spawned
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The half-breeds of hellish creatures, Daemon-spawned are hated universally. They are possessed of the dark might of their ancestors, both physically and magically (though this is not arcane magic they are gifted with. Theirs is Divine magicks).
Racial Traits; WIP
Racial Traits; WIP
Nothing else QUITE yet.
What you do get from the Classes is a Bonus to Health per level.
Shown below are the new classes and the health bonuses.
(click to show/hide)
Tough:
Tough
(click to show/hide)
"Yer right t'fear me! I can whuup yah from haer tah yer mamma's womb an' back!"
Breddeni, Human Tough.
Anything between the ruffian bandits of the dark alleyways, and the vigilante self-taught fighters out seeking fame and fortune. Combat oriented, with a good helping of luck. Thugs possess access to some martial maneuvers, but none that are as martially-oriented as Soldier maneuvers.
Making a Tough
Toughs are physical combatants who are self-taught, and quick on their feet. Front line melee, but can reliably snipe from the back. Toughs can avoid fights by initimidating the enemy.
Abilities: Strength, Dexterity, and Constitution are truly the most important here in equal balance. Strength for damage and striking sureness. Dexterity for ranged attack rolls and that ever important defense. Constitution for Hit points. Intelligence is a go to next, seeing as it governs skills and search checks. Wisdom is useful, and Charisma is worthless.
Races: Seen most commonly amongst humans, since they are not culturally bound to serve in the military.
Alignment: Though most often seen in Chaotic, neutral and lawful have a few Toughs amongst their numbers.
Starting Gold: 3d4x10
Starting Age: 14.
WIP
The Class Name's class skills (and the key ability for each skill) are....
Skill Points at 1st Level: (x + int)x4
Skill Points at Each Additional Level: x + int
Hit Dice: dx
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | - |
2nd | +1 | +3 | +0 | +3 | - |
3rd | +2 | +3 | +1 | +3 | - |
4th | +3 | +4 | +1 | +4 | - |
5th | +3 | +4 | +1 | +4 | - |
6th | +4 | +5 | +2 | +5 | - |
7th | +5 | +5 | +2 | +5 | - |
8th | +6/+1 | +6 | +2 | +6 | - |
9th | +6/+1 | +6 | +3 | +6 | - |
10th | +7/+2 | +7 | +3 | +7 | - |
11th | +8/+3 | +7 | +3 | +7 | - |
12th | +9/+4 | +8 | +4 | +8 | - |
13th | +9/+4 | +8 | +4 | +8 | - |
14th | +10/+5 | +9 | +4 | +9 | - |
15th | +11/+6/+1 | +9 | +5 | +9 | - |
16th | +12/+7/+2 | +10 | +5 | +10 | - |
17th | +12/+7/+2 | +10 | +5 | +10 | - |
18th | +13/+8/+3 | +11 | +6 | +11 | - |
19th | +14/+9/+4 | +11 | +6 | +11 | - |
20th | +15/+10/+5 | +12 | +6 | +12 | - |
Class Ability (Ex): At Xth level a class name...
Class Ability (Su): At Xth level a class name...
Class Ability (Sp): At Xth level a class name...
PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on.
CLASS NAME IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC CLASS NAME
Hit Die: dx
Skills Points at Each Level : x + int
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th
Soldier: +6
(click to show/hide)
Military men of either town, national, or mercenary groups. Dedicated to combat, as well as avoiding a fight if possible. Soldiers can choose to specialize into four different categories; Front line, Ranged, and Heavy. Frontline is the quintessential fighting-type, the core of all armies in the world, versatile and skilled in all types of combat, but not a master. Ranged is for those who stay out of the battle to pick off enemies one at a time with a few well-placed shots. Heavy is meant to take the brunt of the blows and dish out heavy amounts of damage. Heavily combat oriented with a healthy dosing of luck, and a small portion of people skills. Soldiers have access to Martial Maneuvers developed strictly for war.
Approximate Tier Rating: Tier 2
Good BaB, Fortitude, and Reflex. Poor Will.
Image by thedurrrrian on DeviantArt
Approximate Tier Rating: Tier 2
Good BaB, Fortitude, and Reflex. Poor Will.
(click to show/hide)
Image by thedurrrrian on DeviantArt
Elementalist: +1
(click to show/hide)
Attuned masters of the Arcane energy of the world, destroyers and ravagers with incredible destructive powers of nature. Elementalists are highly valued in the battlefield, but are so dedicated to their studies that they are eventually able to attune themselves with the elements and halfway merge with the world. Elementalists can choose to Specialize into either Earth, Wind, Fire, or Water. They can also remain un-specialized and gain access to greater class abilities, but will lose out on the more powerful spells.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
By redpear.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
(click to show/hide)
By redpear.
Magician: +1
(click to show/hide)
Quick-witted street mages, court-advisers, and even arch-magi can say they are Magician practitioners. They possess knowledge of arcane lore, and can use special cantrips with clever application, making them versatile in many situations. Magicians are not possessed of any overtly damaging spells, but are highly capable of controlling the battlefield and many scenarios with clever illusions and other such spells of trickery. If you stop to consider what a Magician tells you, you have already lost.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
by art-zealot
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
(click to show/hide)
by art-zealot
Warmage: +2
(click to show/hide)
Martially trained warriors who can wield weapons and cast deadly magics at the same time, Warmages are the true terror of the battlefield. Though not as powerful as Elementalists, and not as versatile as Magicians, Warmages can hold their own in many situations, leading them to be primary magical melee combatants. Warmages can channel power into their weapon of choice. They cannot wear heavier armors as they do this, so are limited in their protective power.
Approximate Tier Rating: Tier 4
Good BaB. Good Reflex, and Will. Poor Fortitude.
Also by thedurrrrian on DeviantArt
Approximate Tier Rating: Tier 4
Good BaB. Good Reflex, and Will. Poor Fortitude.
(click to show/hide)
Also by thedurrrrian on DeviantArt
Thief: +2
(click to show/hide)
Tricksters, rogues, and liars who can scam even grizzled veterans without fear. Thieves are not focused in combat, but are able to fight with speed and alacrity. Thieves are mainly meant to be skilled and light on their feet.
Approximate Tier Rating: Tier 3
Medium BaB. Good Reflex. Poor Will, and Fortitude.
by christi-b
Approximate Tier Rating: Tier 3
Medium BaB. Good Reflex. Poor Will, and Fortitude.
(click to show/hide)
by christi-b
Hunter: +4
(click to show/hide)
Trappers and those tracking big prey, Hunters are the only interaction some city folk get with the wilderness. Able to find the smallest traces of their prey's path, a Hunter can always get the edge on their targets with both clever quickness and proper preparation. Traps anybody?
Approximate Tier Rating: Tier 4
Medium BaB. Good Reflex. Poor Will, and Fortitude.
by ice-depth
Approximate Tier Rating: Tier 4
Medium BaB. Good Reflex. Poor Will, and Fortitude.
(click to show/hide)
by ice-depth
Pariah: +4
(click to show/hide)
Near non-existence in number are these practitioners of forbidden maneuvers or dark invocations, seeing as Pariahs are rarely accepted into proper society. Gifted and Cursed with the knowledge of ancient secrets, a Pariah is swift like a snake in battle, yet strong like an Iron Golem. Pariahs are hardened against the rage of others, due to their practicing of the dark arts. From the slow bending of fingers through a skull with ease, to causing a man's flesh to twist violently before his eyes, the Pariah is not a light-hearted opponent.
Approximate Tier Rating: Tier 2
Medium BaB, Reflex, and Fortitude. Poor Will.
AgniDevi. Love her art!
Approximate Tier Rating: Tier 2
Medium BaB, Reflex, and Fortitude. Poor Will.
(click to show/hide)
AgniDevi. Love her art!
Bard: +2
(click to show/hide)
Singers and Musicians hold a place of honor and respect because of their incredible talents and wonderful music. The power of music is something that no mage could ever hope to recreate. Bards are they who sing and play their troubles away, which works surprisingly well in battle. Easing the mind, soothing all troubles away, the Bard is effective at manipulating people, creatures, and objects. Music can't be touched, but it can be felt.
Approximate Tier Rating: Tier 3
Poor BaB and Fortitude. Good Will and Reflex.
by esgalor
Approximate Tier Rating: Tier 3
Poor BaB and Fortitude. Good Will and Reflex.
(click to show/hide)
by esgalor
Assassin: +2
(click to show/hide)
Much like the hunter, except focused on hunting the ultimate prey; sentient creatures. The Assassin is able to prepare everything for that one moment, that perfect kill. They learn bits of magic to assist them in their gruesome work, allowing them to be efficient, effective, and lethal.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Reflex. Poor Will.
by diegogisbertlsorens
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Reflex. Poor Will.
(click to show/hide)
by diegogisbertlsorens
Priest: +1
(click to show/hide)
Holy men of the Gods, Priests bring the good (or ill) omens to the world, and curry favor with their chosen deity. The favor they gain allows them to use mighty divine powers to wreck retribution on the enemy and bring soothing to the wounded ally.
Not very good at physical combat, but very skilled with interaction and riling up the masses. Casts spells of great power, but only at the Discretion of their Deity.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
by jasonengle
Not very good at physical combat, but very skilled with interaction and riling up the masses. Casts spells of great power, but only at the Discretion of their Deity.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
(click to show/hide)
by jasonengle
Summoner: +1
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Callers of Spirits, bringers of they who hunger after the souls of men, binders of Daemons to mortal flesh. Summoners are casters who are dedicated to summoning other beings to do their dirty work for them. Whether they are simply summoning hundreds of spiders, or calling out to an Elder Elemental, summoners can bring great force to bear when preparations have been made.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
by marioteodosio
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
(click to show/hide)
by marioteodosio
Wilder: +1
(click to show/hide)
Those whose manifested power is natural, uncouth. Where Elementalists attain their power from the world around them, Wilders use magic from within. Wielding raw energy drawn from within, Wilders are powerful at whatever study they apply themselves to. Some of the world's most renowned Pyromancers were in fact Wilders.
Approximate Tier Rating: Tier 2
Medium BaB, Good Will. Poor Reflex, and Fortitude.
by noiprox
Approximate Tier Rating: Tier 2
Medium BaB, Good Will. Poor Reflex, and Fortitude.
(click to show/hide)
by noiprox
Necromancer +2
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Universally shunned, yet seen more often than the Pariah is the Necromancer. Grave-Keepers one and all, some are intent on remaking the world into an Undead Paradise, while others are happy to put the dead back in their place. Some still are just un-wholesomely curious about death and undeath. They who can raise the dead, and slam them back into their crypts, are more feared than even the most Evil Dragons.
This causes most, if not all, Necromancers to be either exiled, or kept within the confines of a Graveyard as the keeper of the Dead.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Will. Poor Reflex.
by ptitvinc
This causes most, if not all, Necromancers to be either exiled, or kept within the confines of a Graveyard as the keeper of the Dead.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Will. Poor Reflex.
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by ptitvinc
[/SPOILER]
Classes no longer advance to the 20th level. Instead they now advance to 5th level, allowing either advancement in Prestige Classes if accessible, or advancement in an elite version of the original class that advances previous skills.
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Wizard: +1Master Illusionaire: +1Battle Trickster: +2Squad Mage: +2Paladin: +4Swordsage: +2Sorcerer of Battle: +6Blackguard: +4Keeper of the Flame: +1Grafter of Flesh: +1Street King: +4Archmage: +1Master Theurge: +1Magical Artisan: +1Explorer: +2Adventurer: +4Berserker: +6Shadowdancer: +1Warrior of the Waves: +2Vulcan Combat Master: +2Breaker of Mountains: +2Fierce Stormrider: +2Seeker of the Song: +1Bladesinger: +4Lord of the Dead: +2Voice of Passing Beyond: +1Keeper of the Damned: +4
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Prerequisites; WIP
Description; An Arcane Caster focused on making and learning new things.
Description; An Arcane Caster focused on making and learning new things.
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Prerequisites; WIP
Description; A paragon of deception with magic and self.
Description; A paragon of deception with magic and self.
(click to show/hide)
Prerequisites; WIP
Description; Deceptive combatantwho always has a trick up his/her sleeve.
Description; Deceptive combatantwho always has a trick up his/her sleeve.
(click to show/hide)
Prerequisites; WIP
Description; Every army needs a strong arm to wipe clean the earth of their enemy.
Description; Every army needs a strong arm to wipe clean the earth of their enemy.
(click to show/hide)
Prerequisites; WIP
Description; Guardians of Good, drafted by the Gods to bring the good word to the heretics.
Description; Guardians of Good, drafted by the Gods to bring the good word to the heretics.
(click to show/hide)
Prerequisites; WIP
Description; A master of the Quickened Edge, dedicated to a swift end.
Description; A master of the Quickened Edge, dedicated to a swift end.
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Prerequisites; WIP
Description; Heavily Armored mages who can destroy whole armies at a time.
Description; Heavily Armored mages who can destroy whole armies at a time.
(click to show/hide)
Prerequisites; WIP
Description; A bringer of Destruction called to serve the Evil Divine as a messenger of death.
Description; A bringer of Destruction called to serve the Evil Divine as a messenger of death.
(click to show/hide)
Prerequisites; WIP
Description; Protectors of the fire and light of knowledge.
Description; Protectors of the fire and light of knowledge.
(click to show/hide)
Prerequisites; WIP
Description; A painful art that merges the separated flesh of powerful beings with mortal form.
Description; A painful art that merges the separated flesh of powerful beings with mortal form.
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Prerequisites; WIP
Description; A force of nature in any city, known as notorious Kingpins and Vigilantes.
Description; A force of nature in any city, known as notorious Kingpins and Vigilantes.
(click to show/hide)
Prerequisites; WIP
Description; Masters of the Arcane, possessed of Versatility and the Intellect to use it.
Description; Masters of the Arcane, possessed of Versatility and the Intellect to use it.
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Prerequisites; WIP
Description; Dual casting master that merges divine with arcane.
Description; Dual casting master that merges divine with arcane.
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Prerequisites; WIP
Description; Creators of incredible magical items and creatures.
Description; Creators of incredible magical items and creatures.
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Prerequisites; WIP
Description; Quick and clever map makers and wander-lust driven individuals.
Description; Quick and clever map makers and wander-lust driven individuals.
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Prerequisites; WIP
Description; Master of surviving in the worst of situations.
Description; Master of surviving in the worst of situations.
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Prerequisites; WIP
Description; A raging whirlwind of flesh, blood, and wrath.
Description; A raging whirlwind of flesh, blood, and wrath.
(click to show/hide)
Prerequisites; WIP
Description; Manipulators of the shadows and minds of all who behold the dance.
Description; Manipulators of the shadows and minds of all who behold the dance.
(click to show/hide)
Prerequisites; WIP
Description; Graceful fighter able to call on the grace and power of the Ocean.
Description; Graceful fighter able to call on the grace and power of the Ocean.
(click to show/hide)
Prerequisites; WIP
Description; Quick and hard warrior of Magma and Flame.
Description; Quick and hard warrior of Magma and Flame.
(click to show/hide)
Prerequisites; WIP
Description; Solid combatant with the strength of Stone.
Description; Solid combatant with the strength of Stone.
(click to show/hide)
Prerequisites; WIP
Description; Soaring weapon master who dances across the battlefield borne on tempests.
Description; Soaring weapon master who dances across the battlefield borne on tempests.
(click to show/hide)
Prerequisites; WIP
Description; A hunter of pieces of the Song of Creation.
Description; A hunter of pieces of the Song of Creation.
(click to show/hide)
Prerequisites; WIP
Description; Practiced warrior of song and performance, making any battle into a show.
Description; Practiced warrior of song and performance, making any battle into a show.
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Prerequisites; WIP
Description; They who command hordes of Undead.
Description; They who command hordes of Undead.
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Prerequisites; WIP
Description; Pulls spirits and dead from this life to the next gently and ably.
Description; Pulls spirits and dead from this life to the next gently and ably.
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Prerequisites; WIP
Description; Shepherd of the Undead and Ghosts, keeps them from slaying the living.
Description; Shepherd of the Undead and Ghosts, keeps them from slaying the living.
Good show! Jolly Good Show!
[/SPOILER]
What I am trying to achieve is something...unique but based off of that familiar and relatively easy to use system Dungeons and Dragons 3.5e.
This will take some time, so please keep an eye out, suggest things and give good criticism. I will be working on it for as long as it takes!