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Topics - RedWarlock

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21
Creations & Ephemera / Fate Core Kickstarter
« on: December 10, 2012, 02:09:58 AM »
Dunno if you guys have all seen this, I did a quick search, couldn't find anything mentioning it yet.

http://www.kickstarter.com/projects/evilhat/fate-core

They're at $118k out of an original goal of $3k, so it's not in any trouble, but thought it might be interesting to many of you.

22
Homebrew and House Rules (D&D) / WarCraft [3.P/etc]
« on: September 27, 2012, 03:22:41 PM »
I know, I know, I've got all that stuff with GodBlood, but I've been doing so much WoW stuff lately, the new expansion, the old books and games.. It's in my head and I can't get it out..

I want to run a WarCraft-setting game. Starting off with WarCraft 3, probably, and advancing through the timeline. I ran one before, right when WoW first came out, and it really fell apart after a while. (It was also the first campaign I ever DMed.) This probably won't be for another 6 months to a year, so not a rush job. (I'm currently running an Eberron game with players at around level 7-8, with the endgame set at level 20.)

I know about (and own 99% of) the WarCraft D&D books, and the World of WarCraft RPG, but the mechanics there always felt a bit off. Plus, they stopped just before BC came out, meaning we never really got a good chunk of the world material. I don't want to just convert WoW to tabletop, since that doesn't really match the flavor of what I want to do. (WoW classes have pretty fixed builds, whereas I want the flexibility to create any kind of character, not just their fixed concepts.)

One example is Hunters from WoW. The pet and the ranged attacks are such a significant part of the mechanic of the class, but the WoW RPG really sucked at doing them, and while anyone with any forestry or ranged-weapon skills has been called a Hunter, most of the lore characters lack actual animal companions. I want it to be a viable build choice, but not required.

I'm thinking I want to incorporate the best-of material from 3e and PF. Warblades and Crusaders for Warriors and Paladins, for instance, and I know some PF spells were tweaked in ways I probably will like. (need to do more PF research.) Probably will remix the Warmage/Beguiler/DreadNecro classes to make my casters. (fixed-list spontaneous seems like the best fit of mechanics to flavor.. Might fold in a simple spell-point conversion, but maybe not.) Probably also grab the PH2 shapeshift druid, since it fits the Druid concept almost perfectly.

I'm planning to rebuild the Adept class to incorporate the 3e Warlock (or more accurately, rebuild the Adept to be a multifunctional blaster archetype, since 'warlock' name and flavor will be occupied, probably with a choice of acting as an Arcane/Divine/Etc). This will let me have a simple caster for NPCs, and if anyone wants to go the less-complex blaster route.

I know somebody on GitP made a maneuver-based Death Knight, I'll definitely be using that. Can anybody else recommend good homebrew set for WarCraft flavor?

I need race concepts especially. I'm going to probably build from PF power levels, maybe a little higher even. Tauren are going to be large, but base-viable, so other races will need some strong options to compensate. I'm thinking Orcs (and probably Draenei and morphed Worgen) might get powerful build. Humans will lose a little bit of their 'generically awesome' stats, but I need to nail down how.

23
There are 4 types of magic, Arcane, Divine, Primal, and Eldritch. Arcane is learned magic, based in hidden knowledge. Divine magic is faith magic, drawn from the power of the Gods themselves. Primal magic is nature magic, granted via bargains with nature spirits, elementals, and fey. Eldritch magic is inborn magic, drawn from natural talents and bloodline-granted gifts.

There are 9 schools of magic. These schools are broad descriptors of effect, and serve in contrast to the magic types.

Each magical ability, spell, prayer, invocation, or gift, belongs to one or more of the following schools.

  • Abjuration: Magic that disrupts other magic, whether actively or as passive defenses.
  • Conjuration: Magic that creates matter.
  • Divination: Magic that reveals information.
  • Enchantment: Magic which affects the mind.
  • Evocation: Magic that creates energy.
  • Illusion: Magic that deceives.
  • Polymorph: Magic that alters living creatures.
  • Teleportation: Magic that crosses dimensional barriers.
  • Transmutation: Magic that alters nonliving material.
These 9 schools are juxtaposed against the 8 magical skills. Each skill controls or uses several of the schools above, but no one skill interacts with them all. A well-trained caster usually has at least 2 main skills involved in their magic, while a truly resourceful caster dabbles in other skills outside their own type of magic so they at least have a passing familiarity with the magics of others.

  • Arcana (Int): The primary Arcane skill. Arcana is subtle, strange, and full of hidden knowledge. Magics which use Arcana belong to the Conjuration, Enchantment, Illusion, Polymorph, and Transmutation schools.
  • Sorcery (Cha): Used by both Arcane and Eldritch magic. Sorcery is raw, magical brute-force, drawing on raw power and fury, but honed by skill to create powerful magical effects. Magics which use Sorcery belong to the Abjuration, Enchantment, Evocation, and Teleportation schools.
  • Inborn (Con): The primary Eldritch skill. Inborn is a generally passive skill, based primarily in inherent resistance to magical effects and influence, but is also used for magical effects derived from a physical component, such as draconic breath weapons. Magics which use Inborn belong to the Divination, Evocation, Polymoph, Teleportation, and Transmutation schools.
  • Perform (Cha): Used by both Eldritch and Primal magic. Perform is primarily used by Bardic songs, but is sometimes used in shamanic rituals as well. In both cases, the skill of performance triggers the effect, whether through talented musical manipulation of natural forces, or impressing primal spirits with the power and emotion in the performance. Magics which use Perform belong to the Abjuration, Enchantment, Illusion, and Transmutation schools.
  • Mystery (Wis): The primary Primal skill. Mystery relates the intricacies of the spirit world and fey creatures, their gifts and knowledge. Magics which use Mystery belong to the Abjuration, Conjuration, Divination, Illusion, and Polymorph schools.
  • Mending (Wis): Use by both Primal and Divine magic. Mending is the knowledge of healing, both mundane first-aid and raw healing magic. (A simple Mending check will heal straight HP damage, though it takes between ten minutes and several hours.) Magics which use Mending belong to the Enchantment, Evocation, Polymorph, and Transmutation schools.
  • Theurgy (Cha): The primary Divine skill. Theurgy literally means the working of miracles, and even those without levels in the Priest class can manifest their faith in the form of divine power. Magics which use Theurgy belong to the Abjuration, Divination, Illusion, and Teleportation schools.
  • Necromancy (Int): Used by both Divine and Arcane magic. Necromancy works with the spirits of the dead and necrotic energy to achieve unholy ends, but it can also be used to disrupt undead, and the skill also covers knowledge of the undead. Magics which use Necromancy belong to the Conjuration, Divination, Evocation, Teleportation, and Transmutation schools.

Mechanically speaking, your total ranks in a given skill are used in place of caster level for many magical effects, or use ranks in the relevant skill as a variable in the formula somewhere. (some cases use an active skill check to determine accuracy or error-rate of an effect, like with dispel checks or teleportation accuracy, the way Spellcraft should have been done.) This means, for instance, a Mage who focuses in elemental combat magic (who primarily has ranks in Sorcery for the Evocation school) can't just pick up a high-end Necromancy spell and be as good with it as anyone else, he would have to have some ranks in the Necromancy skill to make them effective.

This is all kind of an overview (mostly drawn from my numbers charts), but I'm going to try to throw together some examples. If anybody has any questions, or suggestions, or anything, please ask, it helps me flesh things out. (I've got explanations for just about every magic-school/skill association, for instance, I would be happy to expand upon.)

24
Homebrew and House Rules (D&D) / Illithid Disciple (3.5 PrC)
« on: August 27, 2012, 02:23:10 PM »
Illithid Disciple

Few mind flayers place any merit in divine power, but a rare few have learned of the power to be drawn from the manipulation of the faithful. Xor'chylic, the illithid governor of Graywall, has begun to accumulate a small following of disciples, with a dark purpose known only to him.

These disciples gradually transform as they gain power, taking on the appearance and abilities of a mind flayer themselves. One might suspect this to be a new alternative to ceremorphosis, as by the end of the process, the disciple has taken on much of their master's mindset, and presumably his goals.

BECOMING AN ILLITHID DISCIPLE
Xor'chylic sponsors his disciples in a ritual, granting them the Illithid Heritage feat with a drop of his own foul blood. (This is actually a retraining ritual, but the effect is the same.)

 ENTRY REQUIREMENTS
Skills: Knowledge (religion) 9 ranks, Knowledge (psionics) 6 ranks.
Spells: Able to cast 3rd-level divine spells.
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must be able to Turn or Rebuke Undead.
Feat: Illithid Heritage

Class Skills
The Illithid Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), Sense Motive (Wis), and Spellcraft (Int).

Skills Points at Each  Level : 2 + int

Hit Dice: d6


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Spells Per Day

Powers Known
1st+0+0+0+2Divine Mind Blast, Telepathy 20 ft.+1 level of Telepath
2nd+1+0+0+3Tentacle, +2 Int+1 of existing divine spellcasting class
3rd+1+1+1+3Telepathy 40 ft.+1 of existing divine spellcasting class+1 level of Telepath
4th+2+1+1+4Tentacle, +2 Cha+1 of existing divine spellcasting class
5th+2+1+1+4Improved Grab, Telepathy 60 ft.+1 level of Telepath
6th+3+2+2+5Tentacle, +2 Int+1 of existing divine spellcasting class
7th+3+2+2+5Telepathy 80 ft.+1 of existing divine spellcasting class+1 level of Telepath
8th+4+2+2+6Tentacle, +2 Cha+1 of existing divine spellcasting class
9th+4+3+3+6Extract Brain, Telepathy 100 ft.+1 level of Telepath
10th+5+3+3+7Aberrant Evolution, +2 Int+1 of existing divine spellcasting class

Weapon and Armor Proficiencies: Illithid Disciples gain no proficiency with any weapon or armor, with the exception of the tentacles gained at 2nd level.

Spells per Day/Powers Known: At the progression noted above, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He also gains power points per day and access to new powers as if he had gained a level in Psion (Telepath), unless he already had levels in an existing psion discipline, in which case he advances that discipline as normal. He does not, however, gain any other benefit a character of either class would have gained (metapsionic, or psicrystal special abilities, and so on).

If a character had more than one divine spellcasting class before he became an Illithid Disciple, he must decide to which class he adds each level of Illithid Disciple for purpose of determining spells per day, spells known (if applicable), and caster level.

Divine Mind Blast (Ps): at 1st level an Illithid Disciple gains Illithid Mind Blast as a bonus feat.

In addition, he can channel his divine energy into raw psionic power. He can spend a Turn/Rebuke Undead attempt to use Illithid Mind Blast, substituting a use of Turn/Rebuke Undead in place of power points. This activates the Mind Blast as if he had spent power points equal to 1/2 his effective Cleric level (including levels of Illithid Disciple), rounded down.

Telepathy (Su): At 1st level an Illithid Disciple gains telepathy out to a range of 20 feet. This improves to 40 feet at 3rd level, 60 feet at 5th level, 80 feet at 7th level, and 100 feet at 9th level.

Tentacles: At 2nd level an Illithid Disciple gains a tentacle attack, dealing 1d4 damage (1d3 if small, or 1d6 if large). At 4th, 6th, and 8th levels, he gains an additional tentacle attack. At first, these tentacles emerge from his mouth only when desired, and can be retracted as a free action, but at 8th level, they replace the Disciple's mouth, giving him the distinctive facial structure of an Illithid.

This feature counts as the Illithid Grapple feat for the purpose of Illithid Heritage, with each tentacle gained counting as having taken the feat. You can have no more than 4 tentacles, whether via this feature or the feat.

Ability Improvement: At 2nd, 6th, and 10th levels, an Illithid Disciple gains +2 to his Int score, and at 4th and 8th levels, he gains +2 to his Cha score.

Improved Grab (Ex): At 5th level an Illithid Disciple gains the improved grab special ability that he can use only with his tentacles. This allows him to initiate a grapple as a free action, without provoking attacks of opportunity, each time he hits with a tentacle attack. He can only attempt to grapple creatures within one size category of himself with his tentacles. Once he has a target grappled, an Illithid Disciple can attach the rest of his tentacles with a single grapple check on his next turn.

Extract Brain (Ex): At 9th level an Illithid Disciple gains the ability to extract brains. If he starts his turn with all four tentacles attached, he can spend a full-round action to pierce the brain of a living target, gaining 1d6 power points and dealing 2d4 points of Intelligence damage to the target. A target reduced to Int 0 is instantly slain, and the Disciple gains an additional 2d6 power points (to a maximum of the creature's Int score).

This feature counts as the Illithid Extraction feat for the purpose of Illithid Heritage.

Aberrant Evolution: At 10th level an Illithid Disciple completes his transformation into a mind flayer. He gains the Aberration type. (In Eberron, he also gains DR 5/byeshk.)

25
Rules note: Critical hits maximize the weapon damage. Some weapons have a crit-multiplier, meaning the maxed damage is multiplied by 1.5 (for x3 crit weapons) or by 2 (for x4 crit weapons). Bonus damage (energy on weapons, sneak attacks & other bonus dice) is still rolled normally.

Excerpted and updated from an old TWF fix thread on Homebrew:

Base Rules (no feat):
When fighting with two weapons, you can choose to take a -4 to the attack roll with your main hand (-6 if the off-hand weapon isn't light) in order to add your off-hand weapon to the damage with your main hand as bonus damage dice, and deal damage as if using a two-handed weapon (2x Str bonus). Both weapons must be in reach of the target of this attack. Attacks are made with the main-hand weapons' attack roll, dealing damage with both weapons' damage types. Critical hits are scored with the lesser of the two critical ranges, maximizing the main-hand weapon's dice. The greater of the two critical multipliers are applied to the main-hand damage as well as the flat numeric bonuses, but not the off-hand damage dice. Special properties only apply from the main-hand weapon, though the off-hand weapon retains its damage type.

You can also choose to use only one weapon at a time, taking no penalties but gaining no bonus damage or increased handedness from the other weapon. You can still make single attacks with either weapon at no penalty.

Quote
Two-Weapon Fighting [General]
Prerequisite
Dex 15.

Benefit
Whenever you would be able to make a single attack, you can take a -2 penalty to your attack (-4 if the off-hand weapon isn't light) in order to make two attack rolls, one for each weapon; a primary attack with your main-hand weapon, and a second attack roll using your off-hand weapon. Both attacks add all the same situational penalties and bonuses to each attack roll.

The number of swings gained from BAB is doubled; the first half going into a 'main-hand' pool which can only be used for main-hand actions, the other half going into an 'off-hand' pool for off-hand actions. Bonus swings gained from other sources, such as Combat Reflexes, can be spent for either hand.

Alternately, you can still make a combined strike using both weapons, removing the -4 penalty to the attack roll for the single attack. If the off-hand weapon isn't light, this is only reduced to a -2 penalty. Retries using this technique cost a swing from each pool.

Two-Weapon Defense, Improved and Greater TWF, and any other such derivations are removed.

26
This is an option I'm considering, which I'd like to hear some opinions on. It's not a definite rule, just something I'm considering.

Basically, the idea would be that not every class level comes with a hit die. You would start with a certain value of hit dice based on your race or size (current idea is small get 1 HD, Medium get 2 HD, Large get 3HD, and so on.) Heavier fighter classes would get hit dice every level, because their training and advancement comes with some inherent toughness. Caster classes, on the other hand, would get them only sporadically, or even barely at all. The HD gained would be based on your base class, setting up some importance for what class you start with.

This has the benefit of making Con more effective for fighter-types. The discussion point I've seen in the 'preferred features of old editions' thread was that by giving every class con benefits to level, it neutralized some of the distinction between a fighter and a cleric, making the cleric almost as tough as the fighter when they both have high con scores, moreso when a caster has a higher con because they're otherwise SAD. This is one approach to reintroducing that concept, after a fashion.

This would also allow me to have the Toughness feat grant an extra HD, with matching con bonus. (Personally, I like this as an idea anyway.)

The reverse optional setup would be to have the option of having certain classes gain multiple hit dice per level, with matching extra con bonus. Or perhaps a combination of the two, where Mages and Adepts might get HD only every 2 or 3 levels, while Brutes and Knights would get two HD per level.

So what do you guys think?

27
Eventually I'll have material up for these classes individually, but this acts as an overview.

Basic class structure is a little different from core.
  • Instead of using the Good/Poor will save progressions from 3.5, the base save progression is 1/3 your level, with three [Starter] feats, which grant a +2 bonus, which increases by +1 every 3 levels, offset from the base 1/3. (Starter feats are a bonus feat granted at the 1st level of all classes. Unlike most, they can ONLY be gained as bonus feats, can't be selected in regular feat slots, and if you already have a given starter, you are given a generic bonus feat of any normal sort instead.)
  • BAB is either good(1:1), or poor(1:1/2). The 3/4 BAB progression is gone.
  • I'm still working out how often, but class levels will include ability increases. Current outlay is 1 point to one of three stats, limited by class (each one will be 2 physical/1 mental, or 1 physical/2 mental), every even-numbered level. (trying to think of an equitable scheme to keep them fairly equalized, current thought is that the highest can't be more than 2x the lowest)
  • Borrowed from 4e, some classes will have default skills, which have automatically-purchased ranks every level.

The basic abilities:
  • Tricks: Variable-usage, usually per-encounter. Includes skill actions and combat maneuvers. Variable cost in skill points.
  • Spells: Cast at-will, but requires focus roll to activate. Arcane magic, constructed from spell words as a formula.
  • Prayers: Cast daily/encounter/at-will, starting daily with increasing usage on caster progression. Divine magic, generally fixed or pre-defined effects.
  • Invocations: Cast using mana points. Primal magic, augmentable in 3.5 psionic style.
  • Powers: Cast at-will or always-on ability. Eldritch magic, including inborn magical effects.

At base, the NPC classes are the 'easy-button' classes. Just as powerful (theoretically) as the player classes, but less mechanically complex. If you need to hand a newbie player something (and you're not starting at 1st level), give them one of these. These classes will have some straight-up handouts in their builds, as opposed to the trade-off abilities in the PC classes. They also get what I'm currently calling 'traits', (but may just term bonus feats) which will consist of various selectable class features as well as race-specific features, because the NPC classes replace monster racial hit dice. (the one advantage to keeping them non-feats is that they're kept out of the hands of other classes. Maybe not needed, though.)
  • Adept: Similar to a stripped-down 3.5 Warlock, the Adept is focused around a basic magic attack ability, with shape and essence applications to said blast. Dabbles in magic borrowed from mainline classes.
  • Brute: Heavy-hitter class, low on accuracy, but hefty on damage and a ton of hitpoints. Think always-on 3.5 barbarian. Either uses low-BAB, or uses high BAB but spends swings to use their bonus dice of damage.
  • Expert: Skill-user, and the least combat-centric, but buildable as an indirect-attack artificer/alchemist or minion-master type due to the expanded skill-trick functions.
  • Noble: Leader class, with support for decent combat ability and the option to dabble in magic.
  • Scout: Simplified 3.5 Rogue-like class, built for mobility and stealth. Current idea is the SA-like feature activates on SA conditions, as well as movement in melee for a skirmisher.
  • Dragon: Straddles the line between PC and NPC classes, but generally simple in construction. Mix of breath weapon progression and pre-selected natural attack maneuver set, with wings, natural armor, and other minor dragon thematics as build choices. Represents the pure physicality of a dragon, and can be taken by dragonblood/kobold PCs who want to build up that aspect of dragonhood. (Dragonbloods who want to go more magical can take levels in Mage or another magic class.)

The PC classes will be more mechanically complex, with more done on their turns.
  • Bard: Basically a retrofitting of my invoker bard. Eldritch at-will powers, plus marshal/dragon-shaman-esque aura bonuses.
  • Berserker: PC-class counterpart to brute, more of a feral feel. Originally wanted to merge this concept with the shapeshifter, might still do that (rages would be the low-level ability, shapeshifting would be the high-level). Rages are at-will rather than per-day, but exert a toll or bear increasing penalties to use, including backlash. One idea I like is that they involve a trade-off of one ability for another.
  • Hunter: Animal-companion-focused ranger. Equal mix of melee and ranged capacity, including non-exclusive or swappable features for doing both. Optional primal casting secondary ability.
  • Knight: Heavily-armored fighter-type, focused on tanking. Primary construction option so far are a set of 'improvements' selectable every X levels, so that all prior enhancements improve at those levels, allowing order of choice to set build differentiation. Optional divine casting secondary ability (possibly one of the builds).
  • Mage: Primary arcane caster class. Casting a spell requires a dice-improving 'focus roll', which sets how strong the ability is. Conceptually, better at casting over several turns of build-up. Arcane magic effects will NOT have save-or-die, but will have options to continue a spell effect in multiple rounds to effect the same kind of roll. It's not just fire-and-forget, in the sense that the magic does the work on its own, if you want to, say, petrify a target, you need to focus on the effect for several rounds, increasing in effect each round, slowing them and impairing movement, until you finally turn them to stone. Likewise, summons and buff spells have to be managed, making it easier to buff another character, rather than self-buffing and wading into combat. Might split this into distinct classes, but currently using chain-requirements on different spell-words to keep focused abilities.
  • Priest: Primary divine caster class. Even without ASF, the Wisdom-to-AC keeps casters (anyone Wis-centric, which they all are) in lighter gear. Priest spells focus on healing and buffing, often both at once, and probably summoning. All prayers above orison level are arranged into domains, which are sets of 3-level prayers, each domain has a domain benefit gained when you take the domain, and a benefit for taking all three spells in the domain. For instance, the Hands of Healing domain allows you to add ranks of Mending (revised Heal skill) to all healing-tagged spells, while the completion bonus adds that every 10 pts of over-healing grants 5 temp HP and a +1 to all attacks and saves per 5 temp HP remaining, with the reminder that temp HP from the same source(IE caster) don't stack.
  • Rogue: Primary light-armored fighter-type class. This rogue is as much swashbuckler as thief, getting full BAB. Gets half the usual Sneak Attack progression, but has the option to take extra penalty to hit to gain back the full SA dice, putting them roughly at 3/4 BAB, except with the benefit of full BAB's high-accuracy swings. Will also gain a selection of maneuver/skill tricks as explicit bonuses, in addition to having the highest PC skill points per level. Qualifies as psionic in flavor, as high-level stealthy skill tricks/maneuvers have shadow/psionic flavoring to them.
  • Shaman: Main primal caster. Summoning primarily, then healing and buffing, and some damage-dealing and utility. Closest thing to a jack-of-all-trades caster.
  • Shapeshifter: I've posted this before, the basic idea being a Wild Shape/lycanthrope base class. Starts with one alternate form, which you can either build up, or divide powers into multiple distinct forms for different purposes. Currently looking at rebuilding the powers along the lines of the PF summoner's eidolon evolutions.
  • Spellblade: Not sure if I want this as a base class concept or not. Melee-focused arcane caster concept. Might not be needed with good multiclassing and optional build features.
  • Warlock: Primary Eldritch caster and blasting cannon. Thematically, I might rename this 'sorcerer', since that's what flavor-text I'm borrowing, that of inherent magic-blooded character. Similar to Adept, but more flexible, including melee build ability.

I was originally going to include some prestige classes, but I think I've broken down all their unique mechanical concepts to the point where specific classes for the concepts are unnecessary. This is more of a left-over concept rundown, how these are unneeded as base classes or specific class material.
  • Archmage: More-and-bigger Mage. Not required.
  • Artificer: Craft is a primary skill, with tricks replacing the crafting feats. Anybody can dabble, and if they really want to focus, Expert can do the job.
  • Assassin: Since Rogue includes shadow/psi flavor, this is just rogue+. Not needed.
  • Beastmaster: Possibly, but again since I've got the Beastmaster skill tricks, this just builds on what the Hunter or a Beastmastery-focused Expert could do.
  • Druid: Better off represented as a shaman/shapeshifter, maybe hunter, multiclass.
  • Necromancer: Intended to bridge the gap between Priests and Mages, but perhaps better off left as skill tricks on top of the Necromancy skill, with either class able to handle it in their own styles.
  • Warlord: Originally a leader-of-men, again better covered by spending skill points on Command skill tricks.

28
Here are all the core mechanical changes I've decided on, which apply to everything. I'll add on anything when I make later decisions.

Actions use 4e-style action-spending, with Standard, Move, and Minor/Swift (favoring Minor, but undecided). You can spend a Standard to make a Move or Minor action, or spend a Move to make a Minor action.

Advantage and Disadvantage are in, replacing simple circumstance modifiers. Fixed bonuses and such are still there, and extreme circumstances will still involve more significant modifiers, but this replaces all the fiddly +2/-2 mods. An advantage and a disadvantage cancel each other out, while two advantages vs one disadvantage leaves advantage on the roll, and vice versa.

AC is called Defense, with subtypes of Ready and Unready Defense. (This is mostly because armor has little to do with how hard it is to hit you, instead mostly dealing with how much or little damage you take. This also means there's no difference between touch and normal AC, and flat-footed always struck me as clumsy terminology.)

Saves are still called saves, but they are sometimes also used as 4e-style passive defenses. The distinction between getting a save and using a defense is the difference of being able to affect the result with action points. (The format on the sheet is [defense]=10+[save]=[]+[]+[]+[]+etc..)

Action Points function much like in 3.5 Eberron/UA, with different costs. Spend 1 point to add 1d6 to a d20 roll (or better of 2 d6s lvls 11-20, or best of 3 d6s 21-30), spend 2 points to reroll a failed d20 roll, spend 3 points to get an extra Standard action on your turn. You can only do one AP expenditure per round, reset on the end of your turn.

The Ability scores are called Attribute scores. (this lets me free up the term 'Ability' as the counterpart for 4e's 'power', the generic term referencing any kind of spell, maneuver, or activated feat or class feature. I've also got an ability block format that hybridizes the colored rows of the 4e power block for easy reading and the more complex spell/power/maneuver format from 3e.)
  • Strength: Add your Str modifier to melee and thrown damage rolls. One-handed weapons get 1x Str bonus, two-handed weapons get 2x Str bonus, while Str penalties are only applied 1x, even on 2-handed weapons. Your Str modifier also applies to Fortitude saves/defense.
  • Dexterity: Add your Dex modifier to all weapon and weapon-like attack rolls, whether melee or ranged. Your Dex modifier also applies to Ready Defense, as well as Reflex saves/defense.
  • Constitution: Add your Con score to your base hit points at first level. Your Con modifier also applies to every Hit Die you have. This applies retroactively if your Con score changes.
  • Intellienge: Add your Int score to your number of skill points at first level. Your Int modifier also applies to the number of skill points gained each level.
  • Wisdom: Add your Wis modifier to Ready Defense while no more than Lightly Armored. Your Wis modifier also applies to Will saves and defense.
  • Charisma: Add your Cha modifier to the number of Action Points gained per-day. Your Cha modifier also applies to your Initiative roll.
Opportunity Attacks, by default, consume your Standard action from your upcoming turn. (The same way, in 3.5e, Immediate actions consume your Swifts. Haven't decided if this will also apply in GodsBlood.)

A high BAB doesn't grant iterative attacks anymore (in fact, the Full Attack is gone as a base action). Instead, at +6, +11, +16, etc, single-attack damage also increases by a factor of one on all basic weapon attacks. So if you deal 1d8+2 at +1 to +5 BAB, when you reach +6 BAB, you now deal 2d8+4, and at +11 BAB. you deal 3d8+6. This base damage multiplier increases every 5 points of BAB. At the same time (+6, +11, +16, etc), you gain one extra 'swing' (name will change, as this applies to ranged weapons and magic-based attacks as well) which allows you to retry an attack (any attack, even OAs) at the same attack bonus. When you use a swing to retry, however, you lose one multiplier to your base weapon damage. If this modifier gets to 0x, you're done retrying for this action. The retry function is what reduces the damage, not the spending of a swing, as there are other ways of spending swings, as well as ways of getting extra swings:
  • Fighter-type classes (any full-BAB class) get one bonus swing at their 1st level, and the ability to spend swings to make OAs instead of burning their standard actions.
  • The feat Combat Reflexes adds your Dex modifier to the number of swings you get in a round (minimum +1 swing, with the Dex 13 prereq).
  • Two-Weapon Fighting grants additional BAB-derived swings for your off-hand weapon.
  • Parry/Shield-Block actions allow you to make a skill check which replaces your Defense vs an attack, at the cost of a swing.
All speeds, distances, etc, are measured in Yards. To convert, use the Squares notation (5ft==1 square), but 1 square is treated as 1 yard/meter. This will have other effects, but base land speed of a human is most likely still 6 squares, for instance, that's just 6 yards (18 ft) instead of 30 ft. I'll get into it later, but this also affects space/reach for all the sizes. (small size reach is 1 yard, for instance, whereas medium size reach is 1-2 yards depending on weapon.)

There are both 3e-style Charge attacks (spend Standard+Move, move double speed and make attack with advantage) and 4e's charge, called Surge attacks (spend Standard, move speed and make attack with advantage). Both count as 'Charge' attacks for abilities which grant bonuses, but Surge gets half the effective benefits from such abilities (rounded down by bonus die, attack, or other functional unit, not by resulting damage or bonus). So for instance, the Powerful Charge feat (if it existed) would add +2d6 to a Charge, but only +1d6 to a Surge. If a lion got two Rake attacks on a charge, he would only get one Rake attack on a surge. If a minotaur gets one extra Gore attack on a charge, he doesn't get it on a surge. (these are all conjectural, for sake of making examples)

A Sidestep is a Move action that allows you to move 1 square (1 yard) without provoking OAs. (the free-action 5ft step is gone) Standing up from prone is likewise a Move action that doesn't provoke.

This is the basics for now, I'll add more if I think of it.

29
Okay, so we have the setting basics. In this case, it starts with the gods, which are very involved. It's not quite the massive crowd that is the Forgotten Realms, but the gods are manifest and involved in the world and the ongoings of their followers.

The four overdeities are noncorporeal ideals, but they are also gender-and-age specific. (they're borrowed from the Chalion book series) They are the Father of Winter (justice, dwarves, fatherhood), the Mother of Summer (healing, gnomes, motherhood), the Daughter of Spring (travel, halflings, protection), and the Son of Autumn (war, elves, hunting). The books also have a fifth god, but I don't know if I'll include him. The basic concept is that the spirit of the world divided itself in half to understand itself, becoming the Father and the Mother. They came together again, creating the Son and the Daughter. All races variously honor these gods, with respect to gender and position, but the humans and near-human races generally worship only them. (individuals who worship other gods with anything more than passing fancy are often integrated into their respective cultures.)

From there, we have a series of racial gods, many of which are totem animal spirits which gained enough power from the faith of their worshippers to ascend into godhood, or mortals and other lesser beings who have slain gods and inherited their power. Most of these concepts are borrowed from either mythology concepts, or D&D and/or other games (mostly WarCraft). I'm debating a few I might rename because the concept is just that different (like Llolth below), but some are very obviously their other concept. I'm not worried about publishing this as a unique thing, so I'm fine with shameless copying from other settings.
  • Asmodeus the Betrayer, LN god of fire, madness, tyranny, etc. The LN is not a typo, he was originally a good man who slew an evil god, and is being corrupted by the mantle of the god he slew.
  • Cerunnos the Stag, TN god of animals, fey, plants, and druidism.
  • Bahamut and Tiamat, LG and CE respectively. I borrow the 4e mythology of them being the result of the split of the now-dead god Io, but because it was an exact even split, they share a single divine power source and rank. Each seeks to unseat the other to tip the balance of draconic power.
  • Gruumsh the Reaver, CN god of chaos, strength, big cats, and war. God of the orcs, which used to serve a sun-lioness goddess. Her murderer is unknown, but Gruumsh has been slipping towards cruelty and anger in the centuries since, seeking vengeance for the loss of his queen-and-lady and his own eye.
  • Llolth the Spider, CN goddess of elves, illusions, fey, magic, and spiders.
  • Ner'Zhul the Lich King, NE god of undeath, decay, pestilence, and cold. (Warcraft ahoy!)
  • Raven the Trickster, TN god of weather, death, dreams, and luck.
  • Tharizdun the Chained, CE god of the elements, madness, and destruction. Seeks the end of the world to end his maddened suffering.
  • Wee Jas the Beloved, LN goddess of dreams, madness, blood magic, and vampires.
  • Ysengrin the Wolf, LN god of wolves, goblinoids, hunger, survival, and hunting.
  • Zehir the Serpent, LE god of snakes, betrayal, poisons, and darkness.
  • There's also an unknown lost god, the principle 'challenge' of the setting. His/her open seat in the divine heirarchy opens up a slot for a new god to arise, with many seeking this position.

More to come, eventually. This sets up the basic concepts. There's a dynamic of enmity between the Elven/Fey gods (Llolth, Cerunnos) and the Goblin/Orc gods (Ysengrin, Gruumsh), with others like Raven and Zehir shifting between depending on the circumstances.

30
Welcome to the 'Blood of the Gods' board!

This is not just my own playground. I've got webspace of my own I could have easily thrown forum software onto, and I've already got a wiki I've been keeping some of the game data on. It's not just about data storage or publicity. It's about people, and interaction. I need other eyes on this content, people to review, suggest, and critique my work. I would also hope others would take something from the work I do, whether that is inspiration or revulsion, and by putting the work out into the public eye, it makes it available to others for use.

So I'll say up front, all threads in this forum will be open to comment and critique.

Keep an eye on me, keep me on my toes, keep me honest, but don't judge or dismiss a concept before it's fully hatched. I'll be playing around with a lot of ideas, throwing around concepts which might be dropped entirely if I decide they don't contribute to the whole. This is more like the corkboard in the R&D room, with a lot of concepts being tossed around as possible, but nothing discarded as impossible or irrelevant.

So you might be asking, what is this whole thing about, what's his goal?

This started as just my own quick fixes for 3.5, which I referred to as 3.6, 3.9, or a half dozen other concepts.

I started with just making my preferred fixes to 3.5 (all casters as spontaneous rather than prepared, shapeshift druids and cloistered clerics as standard casters on more even footing with favored souls and spirit shamans) then pulling and reworking material altogether(my invoker bard). Favored Souls expanded on the divine gifts aspect by gaining additional powers and passive upgrades, more than just elemental resists and wings, trying to more widely represent a variety of god-concepts. (Eventually THAT was dropped as well, creating the Champion, a Marshal which used the Bard's casting progression and the Cleric list, along with a counterpart Sentinel which did the same with a shapeshift druid in place of the Marshal features.) Rangers got prime animal companions, but that felt too strong (the same problem from the Druid), so I began tweaking in the (new at-the-time) Beastmaster Ranger material from 4e, as well as the 4e ranger's Hunter's Mark (which I still like as a base concept..) to keep it down closer to the output of a single character, as it should've been. Eventually, I wanted to make so many changes, (and my players got tire of the rules changing out from under them) that I decided to put the game on hold, while I reworked the rules into a useable form I was happy about. Meanwhile, we went on to play 4e for a while, then a 3.5 by-the-book campaign.

Now I'm just calling it GodsBlood, after the core concept of the setting I'd been building underneath it.

My end-goal is all of the above concepts, but also something to properly represent the world I want to play in. I'll make a few more posts with specific concepts, but the key elements are this:

  • All of the races exist as points on a spectrum between Human (or near-human) and different creatures, mostly animals, derived from the animal spirits which arose as the first of the lesser gods. These lesser gods fed the humans their power, their traits, as a rewards for the worship and loyalty, and they changed, becoming more creature-like. The gods feed on the faith of their following, it maintains their godhood, so that they might war amongst the other gods for supremacy. This kind of transformation can happen in a single character's advancement, so that if you are favored by X, god of the Y, you're going to be looking a lot like one of those Y by the time you gain a few levels.
  • There are four main types of magic; divine, primal, arcane, and eldritch. Divine and primal are linked, one coming from the ascended gods (some risen spirits, some ascended mortals, and some older than the world itself), the other coming from the inherent magic of the land and the minor spirits which exist in the coterminous spirit world. Arcane is magic born of knowledge and learning, while eldritch is magic of intent and inborn talent, perhaps from more magical hidden bloodlines.
  • No fighters, no monks. Fighter and Monk suffer from basically the same problem inverse from one another. They are loaded concepts. Fighters are Paladins without the Holy, Rangers without the Nature, and so on. There's as much definition of what a fighter ISN'T as there is about what he IS. Fighter doesn't work as a concept in my opinion, so I'm killing it. Instead, we have several *types* of 'Fighter', which is a generic term on par with 'Caster'. (mechanically, its used for 'fighter level' much like 'caster level', literally replacing 'initiator level' in some places.) Monks, on the other hand, have so many different things going for what they try to be. Are they monastery-living holy men? Are they unarmed brawlers? Are they contemplative mystics seeking enlightenment? They can't be everything at once, because to fit all those concepts, but weaken them to not be mary-sue-powerful, you wind up with something so mish-mash piss-poor weak, it looks awfully similar to the 3.5 monk. Instead, Monk is a concept theme which can be added onto any other class via skills, feats, or ACFs. An 'unarmed strike' feat might give you a scaling always-equipped weapon in your own fists, high ranks in Acrobatics and Athletics will grant you a scaling AC bonus and a faster-than-others movement rate, and the various combat maneuvers, including the Parry material, will grant you the defenses an unarmed combatant would need to keep themselves alive. Meanwhile, the rest of your actual class abilities define where you take the concept, so that a holy mystic is entirely different from an unarmed brawler, on the character sheets.
  • Everybody's magical. The 4e 30-level/3-tier system is being used here, with certain expectations in mobility, special attacks/magics, and defenses inherent to the system. More to be specified as I figure out the requirements.

I'll be adding more as I go, and probably either requesting a few threads moved in, or reconstitute their core concepts in fresh posts. Next up (probably monday or tuesday) is the current setting details, the gods, and the worldview. I'll be updating this post with links to the major threads. (probably only going to sticky this thread, and let the others descend with activity.)

31
I'm working on my skill system re-write right now, and it occurred to me that a lot of the maneuvers are basically parallel to certain skill actions and skill tricks. Not only that, but in my converting select 4e Ranger beast-companion material into my own Beastmastery skill trick collection, I've had to separate out the ones that seem more like a ranger-specific activity with a beast activity as secondary, with the intent to eventually convert them and make new ones for an Animal-companion focused discipline. But, what if I didn't have to make that distinction?

How much of a mechanical stretch would it be to turn ToB maneuvers into skill tricks? I'll probably be keeping a granted-maneuvers progression for the fighter-type classes, but leaving them as an investible option for anyone opens the system a little wider. (I'd also been intending to turn the default maneuvers, Trip, Sunder, etc, into 0-level maneuvers under the ToB style, and say that 0-level maneuvers are automatically known, giving them a clear mechanical position.) The other end of the logic chain is that because tricks have a fixed cost, regardless of level, they should either keep their value with levels, or be retrainable to effect the same trade-out function of maneuvers.

It also makes it easier because I'd been intending to make my psionic abilities as skill tricks, because I can throw the more supernatural maneuvers under a psionic flavor. And because skill tricks have mostly encounter usability, they're roughly compatible with per-encounter maneuvers. (I'd been intending to have some kind of re-use mechanic, either blow the per-encounter action points, or make the analogue skill check with a difficult-to-make DC. (most skill tricks being automatic functions, adding the check means they're free for the first use, check vs DC to re-activate per usage.)

Just looking for some opinions on a vague idea, sorry for the wandering train of thought. (I keep debating asking for a subforum for my concepts, considering how much of a single-person collective project it is, feeding off each other, but at the same time I worry that it would get ignored entirely if put out of sight. I know *I* browse via the updated topics links up top, but I don't know if anyone else does.)

32
This is part of the rules I'm using for my major My-Edition rework of 3.5 (which I've decided needs a new name for common parlance, since 3.9 doesn't even begin to describe it any more, open to suggestions), specifically, it's the slot-recharge system I'm using for my Arcane casters (which will utilize a Words of Power-ish system of spell-component combination). The biggest difference is that I don't use 9-level spells, I use an active, spontaneous spell generation. You don't have spells slots, you focus yourself each round and have X caster levels to create an effect with with.

At the start of your turn, roll the focus die and modifier listed for your current level. You gain usable caster levels equal to the roll result, to a maximum of your actual caster level. A result of 0 allows you to use a cantrip-level effect, while a negative result doesn't allow you to cast at all. You can choose to charge up for a spell of a higher level than your result, saving this round of focus as a modifier to your next round's focus roll, equal to half the die size without the listed modifiers. (in the case of a neg focus result, you would have to save it, but you get that extra +plus from the charge for next round.)

So, for example, I'm a 5th level caster. I roll 1d4, get a 3. That's not enough for the spell I need to cast, so I let it charge (taking another action in the meanwhile), and try again. Next round, I get a 3 on the d4, add 2 from the charge last round, and cast my spell at 5 CL.

Spells with a duration require some of your focus to maintain, preventing you from refocusing your energy as quickly. Every spell you are currently maintaining (as described below) subtracts half the spell's caster level (round down) from your focus roll. You can still take some time and charge it up to your full CL, but it'll take longer with the active spell being maintained.

(One significant change to the function of magic is that, because there is often unlimited casting from at-will and recharge mechanics in play, most spells with a non-permanent duration, including buffs, summons, and curses, can only create a single effect, create a single creature, affect a single target, at a time. Any time you cast, let's say, bulls strength on one ally, that spell will last as long as you want it to, BUT, as soon as you cast it on a different ally, the first's ally's casting ends. So, to get multiple allies in, you have to use for instance, a mass bull's strength instead. Or I might have 'add a second target' type meta-words, but the same base concept stands.)

Edit: Tweaked table numbers.
LevelFocus Roll
1st1d3-2
2nd1d3-1
3rd1d3
4th1d4
5th1d4+1
6th1d4+2
7th1d6+1
8th1d6+2
9th1d6+3
10th1d8+2
11th1d8+3
12th1d8+4
13th1d10+3
14th1d10+4
15th1d10+5
16th1d12+4
17th1d12+5
18th1d12+6
19th1d12+7
20th1d12+8

I know this is kind of out-of-nowhere, and without actual info on how spells are constructed, it's not easy to make judgement calls. I'm more looking for opinions on the recharge mechanic, the numbers, involved, and the idea of the spell-maintenance penalty. The spell construction concept is still pretty embryonic, I'm up for suggestions.

The main idea is that you choose the actual effect, then apply modifiers based on range, components (V/S/M), secondary effects, or other variables within the effect (along the line of psi augmentation). Then after applying those modifiers, you get the post-modifier left-over CL, and that's your actual effect potency.

So the archetypical example is a fireball (sort of). Choose a flare effect (d12/CL of sudden fire damage with no explosive effects or light-on-fire aftereffect), add a -2 modifier to make it a 20ft burst effect, with a +3 bonus for indiscriminate (harmful) targeting, then another -2 for a reach origin point. Adding that up gives you a -1 penalty, applied to your 5 CL, gives you 4d12 fire damage over there in a 20ft burst. Now there might be other modifiers in play, like an elemental affinity that gives bonus CL or an ability mod thrown in there somewhere, but that's the rough concept. (maybe flare has a base X required CL, equivalent to a spell level, and a few free starter dice on such an effect..)

Like I said, embryonic.

33
So this is the main set of rules concerning animal handling. It's largely derived from 4e's Beastmaster Ranger ability, but with some tweaks that push it more towards 3e without getting as busted on the action economy.

I've had this written for close to two years, and I thought it might be time to re-examine the rules and get some general opinions. I'm also looking at copying some of this over into general-used Command tricks for controlling humanoid/etc minions, also without breaking the action economy (at least as badly as it's broken now..).

This was written before I began my major rewrites to the system, but I was already borrowing back some 4e-isms, like passive skill checks and passive-saves-as-defenses. Intimidate checks used for Handle Animal, while Wild Empathy is built-in for rangers, druids/shamans, and so on. I also started using Fortitude for stability. Then the new actions: Surge, a standard-action charge that moves single-speed and only grants a +1 to attack. Sidestep, move-action 5ft step (can be combined with other movement).

Beastmastery
The control and usage of a combat-trained animal. This includes trained animals and beasts bonded by Rangers and members of the Master of Beasts prestige class.

Skill Tricks
All skill tricks are learned by you, not your animal. Some skill tricks have prerequisites which describe a feature of the animal, such as base attack bonus, a particular feat or special ability, or an ability score. You must current own (or be bonded to) an animal with that feature in order to learn that trick, and only an animal which possesses the requisite feature can use the trick, if you later change animals or gain the ability to command multiple animals. If your animal no longer meets the prerequisite, you can choose to retrain that trick, refunding those skill points to be spent however you choose. If the trick was gained as a bonus trick from Ranger levels, you must select a different skill trick for which you qualify.

All combat-trained creatures use the following basic states, which may be referenced in trick descriptions:
  • Guard: By default, any trained animal will be in their Guard state. While in this state, they will fight defensively, taking a -4 on all attack rolls and gaining a +2 dodge bonus to AC. They will make opportunity attacks when possible, taking the penalty to attack, but will not pursue that foe or use any special attack options they possess.
  • Attack: Any time you use any trick which specifies an attack against a specific foe on your turn, they will stop fighting defensively and move to attack that opponent, charging if possible. While in this state, they will make all possible opportunity attacks on their target, but ignore other enemies around them. They will use any available special attacks against that target, or if the ability targets multiple foes, center their focus on the target. If that target moves or flees, the animal will do its best to pursue and attack it until it drops.
  • Defend: When severely injured, (at 1/4 hit points or less), an animal will enter this state, taking a Total Defense action on its turn, refusing to attack any foes around it, and taking sidesteps to back away from combat. (If you and your animal are adjacent, the dodge bonus to AC from Total Defense increases by 2, to a total of +6. This also applies to you, if you are also in Total Defense.) To force it to break from this state, as part of your command attempt, you must make an Intimidate or Wild Empathy check against its passive Will score (10 + its Will save modifier). Failing this check means the animal retreats to what it feels is a safe position away from combat using its move action, while continuing to maintain Total Defense. If you intentionally command your animal to enter this state while above ¼ hit points, or it is healed above this amount by any effect, it will obey your commands normally.
  • Heel: While in cities, towns, and villages, you can order your animal to heel, ignoring the busy bustle of urban life. The animal will stay by your side, though it makes a passive Intimidate check against anyone around it, which may cause issues with townspeople. Any sudden flurry of action may set your animal off into its Guard or even Attack states; You must make an Intimidate or Wild Empathy check as a standard action against its passive Will score (10 + its Will save modifier) to calm it down again.
Command Tricks
The following four basic commands should be the first tricks you acquire, and can be gained as a set with the Handle Animal feat. Rangers gain this feat for free at 1st level.

Attack Command
Use: At-will
Activation: Standard action
You command your animal to attack a specified target. If not adjacent, your animal will move towards that target, surging or charging if possible, and continue to attack the target until you specify otherwise.

Defend Command
Use: At-will
Activation: Standard action (Free when combined with your Total Defense action)
You command your animal into its Defense state. It takes a Total Defense action. If you and your animal are adjacent, the dodge bonus to AC from Total Defense increases by 2, to a total of +6.

Move Command
Use: At-will
Activation: Move action (Free when combined with your Move as a move action)
Your animal moves to a specified position, going into its Guard state.

Opportunity Command
Use: At-will
Activation: Immediate interrupt
You command your animal to attack an enemy who has just provoked an opportunity attack. Your animal can use attack options if you so choose.

I'll look at copying up my further tricks, but I've got to doublecheck on how much they're just retreads of the 4e ranger's powers. I recall a few were built from that base, but massively rewritten to be useable for multiple-companion characters, as well as being retrofitted into the 3e-style skill points/feats system.

34
I'm putting together a chart of all my different classes and their various roles (more than just tank/defender, dps/striker, etc) and I could use some wider experience in my ratings.

Each of these areas are supposed to be of relatively equal value, though whether that flows naturally or is a result of systemic tweaks, depends on how well my estimates fit the system as-is, or whether I need to shift mechanics to fit that concept. Probably some of both, but I could use some input in people's real-game experience that isn't just my own theorycraft.

Each section I've got currently set with ratings from 0 (entirely unsupported), 1 (possible build choice), 2 (well-supported), and 3 (central focus of the class). There's also a theoretical rating 4, for master-of-this-concept, mainly covering builds focused on mastering that concept to the point of disabling other central features in pursuit of that concept. Each class concept will be theoretically ranging up or down one step depending on how much of the flexible build options are pushed that way. (IE, feats, skills, ACFs if any, etc)

My design philosophy will have these as base ratings of competence. The theoretical rating 4 is only attained by actively trading off another area of competence, and feats would not be considered required to maintain the standing ratings below. Instead, they allow you to choose to up your game in a particular area, either building for a greater rating in a good spot, or spreading yourself out to cover an area you otherwise lack.

(click to show/hide)

First off we have the main areas of combat competence.
  • Damage Handling/Tanking Ability (Dmg Tank) - The ability to take damage, including having more hit points, having higher armor proficiency, or other hit-point based mechanics, like a Crusader's delayed damage pool.
  • Damage Avoidance (Dmg Avoid) - The ability to avoid taking damage, including having higher AC, miss chances, or other diversionary tactics. Also includes mobility.
  • Melee Weapon Damage (Wpn Dmg) - Dealing damage with a melee weapon, having a high BAB (which grants damage multipliers and retries), having proficiencies with melee weapons, learning maneuvers, and having bonus damage granted by a class feature.
  • Ranged Damage (Rngd Dmg) - Dealing damage to a single target with a ranged weapon or special ability, having bonus damage with that weapon, knowing special abilities based on ranged attacks.
  • Healing and Support (Heal Spprt) - The ability to heal and restore allies, including healing HP damage, injury conditions, and removing other detrimental effects, including damage-negation at high levels.
  • Ally Enhancement/Buffing (Ally Buff) - Adding to ally capabilities, making them more competent, either in the form of temporary buffs, aura effects, and
  • Enemy Cursing/Disabling (Curse Dsble) - The ability to inflict detrimental effects, including curses, injury conditions, and other significant control effects.
  • Area Damage (Area Dmg) - Area damage effects, dealing damage to low-HP masses or multiple grouped enemies.
  • Melee-range Control (Melee Cntrl) - Short-range battlefield control, including opportunity attacks, trip/disarm effects, and even some sunder effects. Generally meant to corral enemy movement and protect squishy allies. (AKA non-WoW tanking)
  • Area Control (Area Cntrl) - Terrain-alteration, entangling effects, battlefield control, and other short-term curse effects which apply to multiple enemies.

Then we have the non-combat areas of competence.
  • Social - Social manipulation and diplomacy, gathering information, etc.
  • Urban - Urban encounter details, including stealth and invisibility, trailing undetected, thievery of homes and castles, and so on.
  • Nature - Overlaps with Urban in the Stealth aspects, but also includes animals and survival situations, including tracking and travel.
  • Military - Battlefield situations, including dealing with militia, chain-of-command, and military authority.
  • Dungeon - Traps, mainly, as well as other Underdark threats equivilent to Nature challenges aboveground.

Are there any other major areas of competence that need to be evaluated?

35
Gaming Advice / Do enchanted warforged detect as magic?
« on: May 27, 2012, 01:03:21 PM »
The Eberron CS (3.5) says that you can enchant a warforged as a suit of armor. Would he then detect as magic?

I had this come up in a past session:

I had a trap which was triggered by detect magic inside a room's entrance, with a magical artifact inside. (it was meant to act as an alarm system.) The players all stripped off their magic gear to get inside, except the warforged, who decided to stay put.

Was there anything he could've done to bypass the detect? They're low-level (4th/5th) so not really throwing around a lot of power or versatility.

36
My basic idea is this: Fortitude becomes Strength-based.

Consequences and other alterations:
  • Poison becomes a damage type with rider condition effects, and my Endurance (Con) skill takes over resisting poison effects. (I don't like ability-damage effects anyway, so this would be descriptive stuff like slowing or penalty effects.)
  • Constitution still covers HP (and then some, gaining Con score to 1st leve PC health), so Con still helps there.
  • Grapple attacks are rolled vs Fortitude defense (passive 10+save bonus, used for other saves at times as well) as are Trip attempts.
  • My acrobatics skill still covers balance in general, putting a distinction between the two, one being about being an immobile juggernaut, the other a fast-enough dancer to keep their feet despite difficulties.
What other major Fort-save-based effects would feel odd going with Fort-as-Str?

(click to show/hide)

Thoughts? Ravings? Pure, unrelenting hatred? (hopefully less of the latter two)

37
I was putting this together last night, and I hit upon a nice even split of skill numbers (nice to look at but can be a trap when they don't functionally balance out), with 2 per physical score, and 6 per mental score. I really want some input on a mechanical level to help me discuss it with my players.

I've been going back and forth on a few: Command has come and gone a few times, merged into Diplomacy, which I've half-debated renaming to 'Negotiate' for the sake of making the skill more action-verbal and clarifying its usage. Survival is currently out, but I'm *this* close to splitting it off of Nature.

I was also considering putting in weapons skills (at first glance, something like Weaponry/Archery) but I couldn't decide. All attacks in my revamp are Dex-based on the attack roll, but this would put strength back in a place of importance, so it would be the lesser of BAB+Dex, or Weaponry+Str. Archery would be the same, wisdom-based, practically building Zen Archery into the formula (rationale is, ranged attacks are as much about awareness of your target and surroundings as it is about a steady and quick hand). I've got Guard in for my parry/shield skill, and it might use the same lesser-of-two option.

I've cut it now, but I was trying to add a Stability skill, which I can decide if that's something that should be a distinct derived combat score, a usage of Fortitude, or a skill. Is stability something that needs to be scalable with levels, or fixed, derived straight from size and ability scores? Is it something automatic, or trained? Maybe Fortitude could use the boost. All considered, Endurance below kinda cuts into the poisons/etc territory, which was inherited from 4e's use a Fort defense, and needing something active-roll for things that were Con-checks in 3e. I liked it because it meant I could roll all the generic Endurance-feat numbers together, and throw a more generic version of Autohypnosis on top.

There would be a good number of skill tricks that augment or add additional material to the skills. Those are marked with an asterisk. Some are a single trick that adds new functionality (like Ride Mount or Deceive Item) while others are whole suites of tricks, like Craft having various skill tricks for different mundane objects (and acting as foundation for crafting feats), or the Command and Beastmaster suites, which allow the training and control of minions. Command acts as a skill-base for Leadership, allowing marshal/White Raven/warlord-like tactical commands and buffs. Beastmaster tricks absorb the base functionality from the 4e beastmaster ranger, as well as many of the powers, the others becoming maneuvers, and use either Intimidate as the base skill for DCs and prereqs, or the auto-skill Wild Empathy for rangers, shamans, and shapeshifters (automatic level+Wis+3, no investment needed).

I should also clarify (since I mention it in the creature knowledges) that I've got a reduction of creature types. Beast, Construct, Dragon, Humanoid, Ooze, Spirit. The old types Aberration, Plant, Undead and Fey are subtypes. Most undead are constructs with the Undead subtype, but a few like vampires are humanoids. Spirit covers incorporeal undead as well as elementals and some outsiders, but most extraplanar creatures use mundane types like Beast or Humanoid with an Immortal subtype. Beast covers animals and magical beasts, with Magical being a subtype with the same breadth of purpose as Psionic (and Fey, under this system).

Acrobatics (Dex) - Balance, escape bonds, escape grapple, tumble
Arcana (Int) - Arcane spellcraft, creature knowledge (dragons, constructs, elementals)
Athletics (Str) - Climb, escape grapple, jump, ride mount*, swim
Command (Cha) - Give orders*, tactical advantage, train followers
Concentration (Con) - Defensive action, gain focus, ignore distraction
Craft (Int) - Create mundane object*, enchant magic item, repair
Deception (Cha) - Bluff, deceive item*, disguise, combat feint, seduce
Demonology (Cha) - Banish, bind demon, soul bargain
Diplomacy (Cha) - Influence attitude, haggle
Dungeoneering (Wis) - Creature knowledge (aberrations, oozes), underground foraging, underground navigation
Endurance (Con) - Hold breath, resist critical condition, resist fatigue, tolerate poison
Engineering (Int) - Build trap, disable trap, open lock, use rope
Guard (Str) - Block, defend, parry, shield other
Heal (Wis) - Bind wounds, evaluate injury, first aid, treat condition
History (Int) - Decipher scroll, forgery, historic lore
Insight (Wis) - Discern innuendo, read target, sense enchantment
Intimidate (Cha) - Battle of wills, demoralize opponent, handle animal*
Linguistics (Int) - Cryptography, speak language*, translate text
Nature (Wis) - Creature knowledge (beasts, fey), overland navigation and survival, plant lore, primal spellcraft
Perception (Wis) - Sense target, find tracks, hearing, vision, scent
Religion (Int) - Creature knowledge (undead, outsiders), divine spellcraft, religious lore
Spellcraft (Cha) - Detect magic, dispel magic, identify magical effect
Stealth (Dex) - Hide in shadows, sleight of hand, sneak silently, sniper shot, vanish into the crowd
Streetwise (Wis) - Appraise, creature knowledge (humanoids), gather information

Base skills function like Pathfinder, with 1 point spent per level with no cross-class penalty, and class skills getting that +3 bonus, which counts for prerequisites. In addition, the +3 increases by +1 at 2nd level and every 4th level after, but the total effective value, ranks+class-skill-bonus, cannot exceed total HD+3. (this means a level 20 character with 1 rank in a class skill has an effective 9 ranks) Most characters also get more skill points to start, 4+int is minimum, 6+int is most common, though rogues still probably only get 8+int due to their skills being compressed. (the addition of weapons skills may alter that)

38
This topic is paired with a question-topic in the general 3.5 forum which asks what mechanical concepts that should be functional, but aren't, and why. I list a series of concepts there that I feel are broken, and so here are my ideas to fix them. I'd appreciate evaluation on their effectiveness in general as well as how well they actually achieve their mechanical goal.

I'll also be adding new numbers for identified items from the other thread people feel are broken.

1. Shields (IE, Sword&Board)
I'll add a simple one here: equipping a shield allows you to add a portion of your BAB (let's say 1/2, for simplicity) to your AC, in addition to the base shield's bonus, though I think that should be increased as well. Then again, I also feel that shields should add to your touch AC, and NOT your flat-footed AC, because it's an active defense rather than a passive one.

2. Combat Defense (Parry)
Much like the shield one, I think there should be a Parry feat that adds a portion of your BAB to your AC. Heck, make the two stack so a S&Ber is more tanky, and doesn't let a 2Her outcompete a S&Ber in defenses. (I'm also inclined to do something where a parry is also an active defensible check that could negate an incoming attack, but that's more my own system concepts than a direct fix here.)

3. Charisma and its impact on base stats
This one is more tricky, and open to one's interpretation for what Charisma means.

My own simple fix idea is to put Initiative on Charisma as a base, switching it from who reacts reflexively first, into who has the strength of personality to take the first action.

My other is more wide-spread, going hand in hand with massive re-writes for the system. I add in action points, of a sort, that are per-something, either per-encounter or per day. One adds a d6 bonus to a d20 roll (with the roll), two allows you to re-roll (unless it was a nat 1), something like 4 or 5 lets you take an extra standard action in a round (borrowed from the factotum), and a few other options I've not thought of yet. The Charisma bonus adds to these points.

4. Combat healing
This one, I'm not really sure, aside from just shifting the mechanics so that defense is valued more, and offense isn't as strong. I think it should come back, though. I'm hoping someone will help me dissect this one in the other thread?

5. Skills and their effectiveness
My main fix involves condensing down skills. Right now I've got a list of about 20. I'm also going to revamp a number of special feats and spell effects to more directly interact with skills rather than bypass them. Knock only swaps an Arcana/Spellcraft check or the like rather than replacing Engineering for an open-lock check. Summoning requires action investment inspired by 4e summoning, rather than letting you get a bunch of extra full turns from creatures you summon, though it wouldn't be as hard to do simple commands. (a single move action to command a horde of skeletons to attack, and keep attacking fixed targets on their own, rather than 4e's borrowing your standard action each round to make a single one attack.) There would also be stuff built in that has more combat-effectiveness. Like having Knowledge Devotion or the Archivist's Dark Knowledge built into your basic Knowledge check.

So, does anyone else have any idea for fixes for these kinds of issues?

I'll add new problems identified in the other thread below here.

39
(This is a paired topic with a thread in the Homebrew forum that tries to suggest mechanical fixes to the issues listed here. I'll be editing this and the other topic with a numbered list of mechanics-issues for easy identification and discussion.)

All the recent talk about trap options has made me think about those ideas that look good in theory, but wind up mechanically inept, or that never even represent mechanically the pure concept they should. So, to phrase it, what mechanical concepts do you think are broken, that should be functional?

This is not the place to gripe about options that are overpowered, or options that are functional but don't perform as well as the super-awesome TO choice that is available at the same time. That's a separate issue, though one I intend to address and fix at some point in the future. (Generally by removing or tweaking down the super-awesome overpowered options, but then I see the median as more sustainable than the top-edge.) On the other hand, describing options that should work but don't because another function of the game invalidates them (see healing and skills below).

In general, assume no mechanic is inviolable, and anything *could* change. (This means you, tier 1 casters. I got my eye on you... :shakefist)

1. Shields (IE, Sword&Board)
The whole concept fails on a fundamental practical level. A shield only improves your AC by a paltry amount, which is easily outpaced by the improvements to a character using both hands to fight, either TWF or 2H. In part, this is because raw damage is raw damage, the offensive skew in this game means that stacking options into improving offense is a lot easier than stacking them into defense, both in feat and ability costs, and in equipment costs.

2. Combat Defense (Parry)
This sort of ties into the whole S&B one above, but an unrecognized concept that always bugged me was that aside from one basic feat concept (Two Weapon Defense) you basically have nothing about your weapon which affects your defense, despite the fact that in almost any case, a person with a melee weapon should have the ability to block incoming attacks. The only difference between a character with a sword and a character standing unarmed is the ability to make AoOs. I dunno about your guys, but when I took a class on fencing, parrying was one of the first lessons we got, after the basic footwork and attacks. But in D&D, the concept is entirely ignored.

3. Charisma and its impact on base stats
Now, ignoring all other excess of Cha-driven feats, class features, and special abilities (which I feel are there to make up for this problem), there is a simple fact: Aside from skills, every other ability score has a direct effect on character functionality. If you're not a paladin, a Sorcerer, or a similar Cha-driven caster-type, (or a social-type character, but we'll get to that later) charisma is useless. In part, I think this is a problem because I think every stat should have a base effect on a character. Everything should be a little MAD, casters and mundanes alike. Needing only Con and a casting stat is just lazy class design, in my mind.

Strength affects melee and carry capacity, dex (is overloaded but) has AC, reflex saves, ranged attacks, and a bunch of skills, Con is HP, fortitude, and concentration, Int is skills and languages, Wis is will, while Charisma is.. Social skills. That's it. And casting, assuming you're a caster. I would like to see it involved on a base level, both positive AND detrimental, to make dumping it more difficult.

4. Combat healing
This doesn't work right now, but it's not the base numbers for healing that is the main problem (though that, perhaps, is a contributing factor) but rather that same main offensive skew to the game that makes defense more difficult, with healing as a form of defense recovery. This is harder to address in the actual system, and needs more of a re-write from the core up.

5. Skills and their effectiveness
Some of this is fine, but a good portion of the spells make the skills entirely useless. (knock>open lock, charm anything>bluff/diplomacy/intimidate, invisibility/etc>hide/move silently, though there at least they interact a little rather than overriding) Then also, the same damned offensive skew makes just smashing a door down a lot easier than actually opening the lock for it. I'm sure there are plenty of other examples.

So there's my five. I've got some ideas for fixes in the other thread.

6. Armor
Armor is mentioned below, since the armor itself isn't much more useful than a high-end defense spell, and it just makes the armored character into a speedbump to be skipped over in favor of the squisher, lower-AC types like casters and rogues.

7. Combat special attacks (bull rush, trip, sunder, disarm)
Sub-points here:
7a: Bull Rush
Bull rush is quickly outpaced by targets that become too large to be worth bull-rushing. On the other hand, what should we be expecting from a basic pushback effect in the first place? Give me some real-life or fictional examples that this concept should be reworked to represent?

7b: Trip
Much like bull rush, Tripped targets become more difficult, or rarer to find, with creatures that don't care about being tripped.

7c: Sunder
Sunder basically destroys treasure the party could collect, or is useless against creatures that lack distinct weapons.

7d: Disarm
Much like sunder, disarm becomes less useful when you're fighting monsters that lack equipped weapons.

More ideas still welcome.

40
Homebrew and House Rules (D&D) / Shapeshifter base class (3.5e/etc)
« on: April 04, 2012, 07:09:27 AM »
I've been working on my own house-rules for a revamped 3.5-rework that incorporates 4e aspects and a few other other concepts into the mix (like putting skill tricks and maneuvers into the core system). I'm still working through the ideas for those mechanics, but as a base concept so far this concept is still entirely compatible with 3.5, by tweaking it to use the expectations of 3.5 in terms of saves/classes/etc.

In my revamp, I'm working on differentiating the different power sources, and among other things, this was my idea for splitting the Druid into different classes, a Shaman spellcaster, the Ranger absorbing the animal companion focus, and this taking on the melee-combat aspect of Wild shape (though this is more reflective of the ph2 Shapeshift druid crossed with Astral Construct). As long as I'm at it, it also encompasses the concept of making lycanthropes and other shapeshifter concepts viable (like say a half-dragon who was born as a humanoid, but unlocks their true draconic form gradually, alongside multiclassing in DFA for the dragon-specific breathweapon and draconic SLAs).

I'm going to fill out the default class template as best I can, but I'm cutting out stuff I don't have yet rather than leave the template parts incomplete. Some of it might never get filled, like the epic stuff. (I also prefer to fill out my gametext in second person, rather than mess with gendered pronouns, so sorry if it bugs anyone.)

I'm also debating switching the name to something else. I prefer to keep base class names short single-word pieces, rather than long stuff like 'dread necromancer' or 'dragonfire adept'. (I usually rename those something like necromancer/necrolyte and dracolyte/dragonkin in my games) I might even go with something two-word like Beastform or something to keep it from retreading a commonly-used word, but I'd rather go with one word if I can swing it.

SHAPESHIFTER

Shapeshifters are exactly what their name describes, shapechangers who take the form of beasts. Each shapechanger is different, some prefer the flexibility of many different forms, while others concentrate their power to create a single form of incredible destructive potential.

MAKING A SHAPESHIFTER
Abilities: Physical abilities are more prized than mental ones, though the exact mix depends on the shapeshifter and how they spread their forms' abilities. Multiclass shapeshifters often pick up Martial Adept levels to supplement their beast maneuvers, thus making Intelligence and Wisdom a priority, while some supplement their physical power with the abilities of Shamans, Sorcerers, or Warlocks.
Races: Humans, elves, and gnomes are the most common shapeshifters amongst the common races, while orcs and gnolls number among the most common savage shapeshifters.
Alignment: Any. Chaotic shapeshifters are more common than lawful ones, and shapeshifters tend towards neutrality rather than overt good and evil, but anyone can have a touch of the wilderness in their heart.

Hit Die: 1d10

Class Skills:
The Shapeshifter's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied
Form
Stances
Known
1st+1+2+2+0Shapeshift (first form), wild empathy221
2nd+2+3+3+0Bestial senses221
3rd+3+3+3+1Shapeshift (standard action)321
4th+4+4+4+1Shapeshift (second form or extra trait)321
5th+5+4+4+1-421
6th+6+5+5+2Magic fang +1, prime trait421
7th+7+5+5+2Shapeshift (third form or extra trait)531
8th+8+6+6+2Shapeshift (swift action)532
9th+9+6+6+3Magic fang +2632
10th+10+7+7+3Shapeshift (fourth form or extra trait)632
11th+11+7+7+3Prime trait732
12th+12+8+8+4Magic fang +3732
13th+13+8+8+4Shapeshift (fifth form or extra trait)842
14th+14+9+9+4Shapeshift (free action/immediate reaction)843
15th+15+9+9+5Magic fang +4, prime trait943
16th+16+10+10+5Shapeshift (sixth form or extra trait)943
17th+17+10+10+5-1043
18th+18+11+11+6Magic fang +51043
19th+19+11+11+6Shapeshift (seventh form or extra trait)1153
20th+20+12+12+6Prime trait1153
Weapon and Armor Proficiencies: You are proficient with simple weapons, as well as with all natural attacks (claw, bite, and so forth) of any form you assume with shapeshift.

You are proficient with light armor, but can only wear non-metal armor if you intend to take bestial shape. See the Shapeshift special ability.

Bonus Languages: Your bonus language options include Sylvan, the language of fey and woodland creatures, and Druidic, a secret language known only to those who defend nature. These choices are in addition to the bonus languages available to your character because of race. Druidic can also be learned through the Speak Language skill as usual.

Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Roll 1d20 and adds your shapeshifter level and your Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Shapeshift (Su): You gain the ability to transform yourself into the form of a beast. This form represents some aspect of your inner nature, and once chosen, cannot be changed. Choose an animal, vermin, or nonintelligent magical beast. All traits you select for this form must be representative of that creature in some fashion. For example, if your shapeshifted form is a wolf, you cannot choose Entangling Tentacles and Skyborn Wings, but Agile Runner, Brutish Size, Fanged Jaw, Raking Claws, and Night Prowler are all acceptable traits.

At first, changing forms from humanoid to animal, or animal back to humanoid, takes a full-round action, and can be performed at will. At 3rd level, your skill in shapeshifting improves, reducing the time required to a standard action. At 8th level, you can assume a form as a swift action, and at 14th level, you can shapeshift as an immediate action. If you are knocked unconscious or killed, your body reverts to your normal, unchanged form, also known as your prime form. This also applies to any limbs or other parts severed from your body. Any severed body part which your prime form lacks disintegrates into dust.

While shapeshifted, you are considered non-proficient with all armor and non-natural weapons, your bestial limbs are incapable of manipulating any equipment, and your mouth is incapable of speaking command words or any other verbal communication beyond simple animal noises. If you are wearing metal armor, or clothing including metal components, you are prevented from shapeshifting, feeling pain when trying to do so. Metal items which do not encase you, such as weapons or shields, drop at your feet. All other equipment, armor, and weapons meld into your form and become nonfunctional, although these items still occupy your magic item slots. Passive magic bonuses still apply, but triggered effects are nonfunctional.

At first level, you gain your first form. You gain one natural weapon for free, either a Bite, Claw, or Hoof attack, dealing 1d4 damage + 1/2 your Str modifier. All damage listed is for Medium size; adjust as necessary for larger or smaller characters and forms. All natural weapons have normal reach for a long creature of your size unless otherwise noted. Choose three traits from the list below. At 4th level and every third level following, you can choose to either gain an additional shapeshift form, selecting three traits, or to add a single new trait to an existing form, which scales retroactively based on your total levels in Shapeshifter. These traits are locked once chosen.

  • Agile Runner: You are swift on your feet, able to dash through the battlefield with ease. Your base land speed in this form increases by 10 feet. At 5th level, your base land speed increases an additional ten feet, and you gain the benefit of the Spring Attack feat with a natural weapon. At 9th level, you gain an additional ten feet of movement, and can make an additional attack with another or the same natural weapon, at a -5 penalty, provided they are on separate targets. At 13th level, you gain an additional ten feet of movement, and can make a third attack, as before, at a -10 penalty. At 17th level, you gain an additional ten feet of movement, and a fourth attack, as before, at a -15 penalty.
  • Armor Hide: Your form has a toughened hide, armor plating, or a thick furred coat. You gain +2 Con, +4 natural armor and DR 2/-. This improves with levels; 4th level, +4 Con, +6 natural armor and DR 3/-; 8th level, +8 natural armor and DR 4/-; 12th level, +6 Con, +10 natural armor and DR 6/-; 16th level, +12 natural armor and DR 8/-; 20th level, +8 Con, +16 natural armor and DR 10/-.
  • Brutish Size: Your form is a towering beast, perhaps a dire animal. You gain +4 Str, +2 Con, -2 Dex. At 2nd level, you grow by one size category, doubling your height and length, increasing natural attack damage, as well as adding all size-derivative modifiers to attacks, AC, and skills as appropriate. At 8th level, the modifiers improve to +8 Str, +4 Con, -4 Dex, and at 14th level your size increases again to two size categories above normal size. At 20th level, the modifiers improve to +16 Str, +8 Con, -8 Dex.
  • Crashing Tail: Your form has a large, muscular tail which it uses as a weapon. You gain a tail slam attack which deals 1d8 damage + 1/2 your Str modifier. At 3rd level, you can use this tail slam attack as a move action, and the tail grants you a +4 bonus to balance, jump, and swim checks. At 6th level, the damage improves to 1d10 + your Str modifier, or you can use the tail slam to knock back a foe of equal or lesser size, pushing them back five feet for every five points of damage the attack would normally deal. At 9th level, you can use this tail slam as a swift action special attack rather than a natural weapon (removing it from use in full attacks and maneuvers during the turn the special attack is used), and the bonus to balance, jump, and swim checks improves to +8. At 12th level, the tail slam doubles its reach. At 15th level, the damage improves to 2d6 + 1 and 1/2 times your Str modifier (as a two-handed weapon). At 18th level, the damage improves to 3d6 + double your Str modifier.
  • Deadly Venom: Choose one natural attack you possess. This attack now deals piercing damage if it didn't already, and if the attack successfully deals damage to the target, injects a venom which slows and debilitates the target. The Fortitude DC is equal to 10 + 1/2 your effective Shapeshifter level + your Con modifier, and is made at the end of your turn. If you have the ability to use this attack multiple times on your turn (either via separate limbs or a maneuver which allows multiple attacks), each repetition increases the DC of the venom by +2 per successful attack. If the target fails the save, they are dazed until the end of their next turn. At 6th level, they are dazed until the end of their next turn, and sickened for rounds equal to your Con modifier. At 13th level, on a failed save, they are stunned as well as dazed, and act as though entangled for rounds equal to your Con modifier. At 20th level, in addition to the previous effects, they fall prone and are paralyzed until the end of their next turn.
  • Entangling Tentacles: Your form has long tentacles with which it can grapple foes. You gain two tentacle attacks which deal 1d4 damage + your Str modifier. At 3rd level, you gain a +2 bonus to grapple checks, which improves to +4 at 7th level, +8 at 11th level, +12 at 15th level, and +16 at at 19th level. At 5th level, the damage improves to 1d8 + your Str modifier, then again at 9th level to 2d6 + your Str modifier. At 13th level the tentacle attacks double their reach, and the damage improves to 3d6 + your Str modifier, which improves again at 17th level to 4d6 + your Str modifier.
  • Fanged Jaw: Your form has a strong jaw filled with razor-sharp fangs. You gain a bite attack which deals 1d6 damage + your Str modifier. At 4th level, if you hit with this attack, you can trip as a free action. At 7th level, the bite damage improves to 1d8 + 1 and 1/2 times your Str modifier (as a two-handed weapon). At 10th level, if you successfully trip the target, you can make a second bite attack at -5 to hit. At 13th level, the bite damage improves to 2d6 + 1 and 1/2 times your Str modifier, and the second bite is at no penalty. At 16th level, the bite damage improves to 3d6 + double your Str modifier. At 19th level, if the target is rendered prone, the secondary bite hits automatically.
  • Fins of the Ocean: Your form is partially or fully aquatic. You can hold your breath for a number of rounds equal to four times your Con score before risking drowning. You gain a 10 foot swim speed, and can choose to lose some or all of your land speed, in 10 foot increments, to add this speed to your swim speed. This choice is made once, when you select this trait, and cannot be changed. Your swim speed increases by 10 feet every four levels, starting with 2nd level, then 6th level, 10th, 14th, etc.
  • Green of the Wood: This form is some manner of mobile plant. You lose 10ft from your base land speed and cannot run, but gain immunity to critical hits as a plant and two slam attacks that deal 1d6 damage + your Str modifier. At 6th level, your slam attacks double their reach and deal 2d4 + your Str modifier, which improves at 12th level to 2d8 + your Str, and at 18th level, triple their normal reach and 3d8 + your Str modifier damage.
  • Heart of the Earth: You gain an elemental connection to the living Primal world. You gain immunity to mind-affecting spells and effects. At 3rd level, you gain +4 Con and tremorsense out to 10 feet, which improves to +8 Con and 20ft at 9th level, and +16 Con and 40 ft at 15th level. At 7th level you gain resist 10 to one energy type (acid, cold, electricity, fire, or sonic), which improves to resist 20 at 13th level, and again to resist 30 at 19th level.
  • Hunter's Senses: You gain the Scent special quality, and can smell creatures out to a range of 30 feet. At 2nd level, you gain a +2 bonus to Listen, Spot, and Wisdom checks for tracking by scent, which improves by +4 every 4 levels after (6th, 10th, 14th, etc). At 10th level, you gain a blindsense of 10 feet, which improves by 10 feet every 4 levels after.
  • Hybrid Form: You can take a partially-humanoid form, much like a lycanthrope. As a swift action, you take on this hybrid form instead of the full form. This form gains all the standard benefits of the base form, except that all numeric benefits are halved. Movement speeds and distances are halved, and speed and sense improvements gain measures of 5 feet rather than 10 feet. Immunities granted are reduced to half of the typed damage, or a 50% chance of immunity to the given effect. Ability score modifiers are halved, rounding up to the nearest even number. Natural weapons granted by the base form are treated as one size category smaller. You are treated as a tall creature of your size. Your armor and equipment does not meld into this hybrid form, and you can thus wear metal armor without issue.
  • Jagged Horn: Your form has a single horn or set of horns or antlers which it uses as a weapon. You gain a gore attack which deals 2d4 damage + your Str modifier. (You cannot use this attack in the same attack sequence as a Bite attack, as they are considered equipped to the same limb.) At 2nd level, you deal an additional 1d6 bonus damage with this attack on a charge, which stacks with Powerful Charge and similar abilities. At 5th level, the gore damage improves to 2d6 + your Str modifier. At 8th level, the bonus damage improves to 2d6. At 11th level, the gore damage improves to 2d8 + 1 and 1/2 times your Str modifier (as a two-handed weapon). At 14th level, the bonus damage increases to 3d6. At 17th level, the damage improves to 2d10 + double your Str modifier. At 20th level, the bonus damage increases to 4d6.
  • Night Prowler: Your form is known for its capacity for stealth and surprise attacks. You gain a +2 bonus to Hide and Move Silently checks, which improves by +2 at 2nd level and every four levels after (6th, 10th, etc). At 4th level, you gain Sneak Attack for 1d6 damage, improving every 4 levels (2d6 at 8th, 3d6 at 12th, etc). At 18th level you gain Hide in Plain Sight.
  • Raking Claws: Your form has needle-sharp claws. You gain two claw attacks which deal 1d4 damage + your Str modifier each. At 4thd level, you gain Pounce with your natural weapons. At 7th level, the damage improves to 1d6 + your Str modifier. At 10th level, when you charge, you can make two additional rake attacks with your back legs at the same claw damage + 1/2 your Str modifier each. At 13th level, the claw damage improves to 1d8 + your Str modifier. At 16th level, if you hit with any two claw or rake attacks, you can rend for double your claw damage plus 1 and 1/2 your Str damage. At 19th level, the claw damage improves to 2d6 + your Str modifier.
  • Seaborn Gills: Your form is native to the ocean, and doesn't need to breathe air. You gain the aquatic subtype, and can breathe underwater. At 3rd level, you gain a bite attack that deals 1d8 + your Str modifier, which improves at 9th level to 2d6 + your Str modifier, and again at 15th level to 3d6 + 1 and 1/2 your Str modifier. At 6th level you gain +4 to Swim checks, which at 12th level improves to +8, and improves again at 18 to +16.
  • Skyborn Wings: Your form has the gift of flight. You reduce in size by one category, reduce your base land speed to 10 feet, and gain a 30 foot flight speed with poor maneuverability. Your flight ability improves every three levels, gaining either a 10ft speed increase or a maneuverability improvement, starting with 2nd level, then 5th, 8th, 11th, etc.
If you take levels in a class other than Shapeshifter, you can add one-half of your non-Shapeshifter class levels to your Shapeshifter levels for the purpose of trait improvements.

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Iron Heart, Stone Dragon, Tiger Claw, and if you qualify, Aerial Ace.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by shapeshifters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown above. You must meet a maneuver’s prerequisite to learn it. If you take levels in a class other than Shapeshifter, you can add one-half of your non-Shapeshifter class levels to your Shapeshifter levels for the purpose of initiator level.

Upon reaching 4th level, and at every even-numbered shapeshifter level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready, and for which of your shapeshift forms, including your prime form. You ready your maneuvers by meditating for 5 minutes; this allows you to reconfigure your maneuvers for each of your forms at once. The maneuvers you choose remain readied until you decide to mediate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them, or in what forms. When you initiate a maneuver, you expend it for this form in the current encounter, so each of your readied maneuvers can be used once per form and per encounter until refreshed. When you shift forms, the expended maneuvers of the prior form remain expended, and the new form's selection of maneuvers becomes available. If you shift back, the expended maneuvers remain expended until you refresh them.

You can refresh your maneuvers by sounding a ferocious roar, screech, or howl, as appropriate to your current form, as a full-round action. If in your prime form, you shout a war-cry of wordless savagery. This does not provoke attacks of opportunity, but is audible to everyone and everything in a 500 foot radius, and possibly further, depending on sound conditions. This refreshes all of your maneuvers for each of your forms.

When an encounter ends, you automatically recover all expended maneuvers. Even a few moments out of combat is sufficient to refresh all maneuvers expended in the previous battle. In the case of a long, drawn-out series of fights, or if you are out of combat entirely, assume that if you make no attacks of any kind, initiate no new maneuvers, and are not targeted by any enemy attacks for 1 full minute, you can recover all expended maneuvers. If you can’t avoid attacking or being attacked for 1 minute, you can’t automatically recover your maneuvers.

Form Stances Known: You begin play with knowledge of two 1st-level stances from any discipline open to shapeshifters, one for your Prime form, and one for your shapeshifted form. These do not need to be different stances. When you gain new shapeshifting forms, you can select a number of stances for which your qualify for use in that form. At the levels specified above, you can choose additional stances for each form you possess. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know in a given form are available to you at all times while in that form, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Bestial Senses (Ex): At 2nd level you gain low-light vision if you didn't already possess it, or superior low-light vision if you already did, increasing the range of your vision by one factor. For example, an elf with this ability would be able to see three times farther than a normal human, whereas other elves would only be able to see twice as far. This factor increase stacks with any other low-light vision improvements, including shapeshift traits.

Magic Fang (Su): At 6th level all of your natural attacks derived from shapeshift traits gain a +1 enhancement bonus to attack and damage, as if the spell Magic Fang was cast upon them. This bonus increases every three levels (9th, 12th, 15th, and 18th).

Prime Trait (Su): As you gain more familiarity with shapeshifting, you learn to manifest bestial traits even in your normal form, traits which define you as a shapeshifter compared to other shapeshifters. At 6th level, you can choose one trait from the shapeshift traits list which you can activate as a Swift action by itself, enabling you to benefit from that trait while in your prime form at all times. This trait is automatically activated when you take any of your shapeshifted forms (bypassing the usual restriction about traits needing to match the animal chosen for the form), but can be suppressed while shapeshifting if desired, or as a Swift action once changed. If any form already possesses this trait, you can select a new trait to take its place. You cannot choose Hybrid Form as a prime trait. You may choose an additional prime trait at 11th, 15th, and 20th level.

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