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Topics - RobbyPants

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101
Homebrew and House Rules (D&D) / Crafting, character bonuses, and WBL
« on: November 11, 2011, 10:44:35 PM »
Note: These rules are meant to be used in combination with my other house rules.



This is an attemtp to dole out bonuses by character level, redo the item crafting rules, and limit item ownership to get rid of WBL. I like the notion of low/mid level characters finding a fortune and not breaking the game. I like the idea of people making expenditures without worrying about setting themselves back for that sword upgrade. I like not having to upgrade the sword in the first place to stay on the RNG.

Tell me what you think? Does this seem doable? Does it change too much? Does it accomplish what I want. I may be looking at this through rose-colored glasses.



d20 Bonus rolls

Normally, getting magical items that grant bonuses to your d20 rolls is important to keeping the game functioning as intended. This includes magical weapons, armor, items with ability enhancements, and save boosters, to name a few. Not getting these items leaves your character weaker than the game expects and also has the side-effect of needing to upgrade your items frequently to stay level-appropriate. The following two changes will remove this issue:

Getting rid of “plus” items:
Any item that simply grants a bonus to a d20 roll or ability score or defense (such as a Cloak of Resistance, Ring of Protection, Belt of Giant Strength, or a Tome of Clear Thought) no longer exists. Magical weapons and armor no longer add an enhancement bonus to attack, damage, or AC, although they may still have other properties. In order to figure out crafting costs, figure the magic weapon or armor as a base of +1 in terms of price. So, a Flaming Sword would count as a +2 weapons for figuring cost (+1 for magic and +1 for Flaming). A Flaming Shocking Sword would count as +3.

Character bonuses:
All of the above-mentioned types of bonuses are now intrinsically part of the character. Characters automatically gain the following bonuses:

Ability                                                  Advancement Rate      Maximum Bonus
____________________________________________________________________________________________________
Enhancement bonus to weapon attack and damage rolls *    +1 per 3 levels       +5 at 15th level
Enhancement bonus to armor bonus to AC                   +1 per 3 levels       +5 at 15th level
Enhancement bonus to shield bonus to AC                  +1 per 3 levels       +5 at 15th level
Resistance bonus to saves                                +1 per 3 levels       +5 at 15th level
Enhancement bonus to three ability scores                +1 per 3 levels       +4 at 12th level
Inherent bonus to three ability scores                   +1 per 3 levels       +3 at 18th level
                                                          starting at 12th
____________________________________________________________________________________________________

* This includes weapons, natural attacks, and unarmed strikes, but not spells or spell-like abilities.

In addition, the character picks one of the two following sets of bonuses. Once chosen, the choice cannot be changed.

Ability                                                  Advancement Rate      Maximum Bonus
____________________________________________________________________________________________________
Deflection bonus to AC                                   +1 per 4 levels       +5 at 20th level
Natural bonus to AC                                      +1 per 4 levels       +5 at 20th level
____________________________________________________________________________________________________


Ability                                                  Advancement Rate      Maximum Bonus
____________________________________________________________________________________________________
Enhancement bonus to an ability score*                   +2 per 5 levels       +6 at 15th level
Inherent bonus to an ability score*                      +1 per 2 levels       +5 at 20th level
                                                          starting at 12th
____________________________________________________________________________________________________

* This can replace the existing progressions if taken on one of the three ability scores that already has a bonus.


Expendable Items

Potions and oils:
Potions and oils work as normal, except that a user may only benefit from one potion or oil per hour. If someone drinks or applies a second within the hour, its effect is negated and the user must succeed on a Fortitude save, DC 15, or be nauseated for one minute.

Crafting potions: Crafting potions takes one hour per potion and requires a caster to cast the spell being created during the process. This costs 25 gold x the spell’s level x the caster level used for the potion. The caster level must be a minimum of the level required to cast the spell and cannot be higher than the caster’s actual caster level.

Scrolls:
Scrolls no longer exist.

Staves:
Staves are now considered permanent magical items and each contains five charges that renew each day at dawn.

Wands:
Wands are now considered permanent magical items and each contains three charges that renew each day at dawn.


Permanent Items and Crafting Value

Characters can craft one permanent magical item per four character levels, starting at 4th level*. The maximum value of the item crafted is listed in the second column of the table below. This value only factors in the magical enchantment and not the cost of the masterwork item.

At 4th level, the character can craft an item of 4th level or lower. At 8th level, the character can craft one item of 8th level or lower, etc. The character can wait one or more levels to craft the item, but they cannot do this to craft a higher level item. For example, the character could wait until 5th level to craft their first item, but they would still have to craft an item of 4th level or lower*.

Character    Maximum 
level        value

________________________
2            1,000
3            2,250
4            4,000
5            6,250
6            9,000
7            12,250
8            16,000
9            20,250
10           25,000
11           30,250
12           36,000
13           49,000
14           64,000
15           81,000
16           100,000
17           120,000
18           140,000
19           170,000
20           200,000
________________________



For magic weapons and armor, figure a base cost of 1,000 gp for an item with no additional enchantments. To calculate the value of a weapon or armor with additional enchantments, add the total bonuses together, add one (for the base magic weapon or armor), then multiply by 1,000. For example a Flaming sword would have a value of 4,000 gp ((1 base +1 Flaming) x 1,000), and a Shocking Holy sword would have a value of 16,000 gp ((1 base +1 Shocking +2 Holy) x 1,000). For specific weapons listed in the DMG, divide these values by 2 (but not for armor).
   If a character does not craft a weapon at a given level, they can always craft it later, but they are still restricted by the value of the original level, not the level they currently are. For example, a 2nd level character crafts one item worth 1,000 or less (a magic sword). At 3rd level, they do not craft anything. At 4th level, they may craft two items: one with a maximum value of 2,250 and one of 4,000.
   Note: The character does not actually spend this money. This is just a value used to compare to the market price of the item to limit it by character level.


Crafting Requirements

To craft an item, the character must have a character level and an effective caster level high enough to make an item of the item’s value. Effective caster level can come from several sources:
  • Caster level (for all items).
  • Base Attack Bonus (for weapons and armor)
  • Use Magic Device ranks – 3 (for rods, staves, and wands)
  • Knowledge (Arcana) ranks – 3 (for weapons, armor, rings, and wondrous items that have a Sorcerer/Wizard spell listed in the requirements).
  • Knowledge (Nature) ranks – 3 (for weapons, armor, rings, and wondrous items that have a Druid spell listed in the requirements).
  • Knowledge (Religion) ranks – 3 (for weapons, armor, rings, and wondrous items that have a Cleric spell listed in the requirements).

These are the only requirements the character needs to meet to craft the item. They do not need to meet any caster level or spell requirements listed in the item’s description in the DMG.


Crafting Costs (Permanent Items)

Base item:
To craft a permanent magical item, first the character must start with a masterwork version of the item.

Material cost:
Crafting a magical item requires expensive components to help infuse the magic into the item. These components cost one tenth the market value of the item.

Crafting time:
Crafting a permanent item requires a minimum of 8 hours effort in one day. This increases by one eight hour day for every 10,000gp of cost. This time must be spent in consecutive days. If the time is interrupted, the character needs to start over from the beginning, although the material costs are not lost.

Reagents:
Each item also requires some rare, special component to complete creation. This can be done before or after the crafting time listed above. This extra component might be some rare material or a process that must take place at a particular location. Below are suggestions based on the minimum character level required to create the item (see the Permanent Items and Crafting Value table above). If possible, the reagent should be thematically appropriate to the item. For example, troll’s blood makes sense for a Ring of Regeneration, but not for a Flaming Sword. Skin of a salamander or forging the sword in a volcano makes more sense for the sword. In any sense, it should involve going out on some sort of quest for the reagent.

  • Fresh body part of a creature of CR equal to the minimum crafting level for the item.
  • Item imbued with the essence or power of a creature of CR equal to the minimum crafting level for the item. This could be a spell-like ability or even simple willing concentration from the creature.
  • Imbued in a certain location:
    • Level 1 – remote forest spring, hidden cave
    • Level 3 – top of a tall mountain, deep underground
    • Level 5 – bottom of a large lake, in the clouds
    • Level 7 – active volcano, lake of acid
    • Level 9 – outer layer of one of the outer planes
    • Level 13 – deep in one of the outer planes
    • Level 17 – specific, contested location of one of the outer planes


Siphoning Magic and Crafting

It is possible to take a magic item and siphon its energy to create a new item. To do so, you must have the original magic item in your possession and you must have a masterwork item ready to receive the energies. You must still meet the requirements for being able to craft the new item and have the half the material costs of the items. You do not, however, need to provide any reagents during this process; the siphoned magic is sufficient.
   The new item must be of equal or lower level to the original item (see the above chart Permanent Items and Crafting Value). You may only siphon energy from one item to create another; you cannot siphon from multiple items to create a single, more powerful item. Crafting in this fashion takes the normal amount of time for creating an item and does not count against your normal limit for how many items you can craft. The original magical item then becomes a masterwork version with no magical properties.


Repairing Magic Items

It is possible to repair a damaged or destroyed magical item, providing the physical pieces can be partially recovered. So, it would be possible to repair a sundered sword or a cloak partially burnt by a Fireball, but not an item that was disintegrated or burnt wholly.
   To repair an item, you must be capable of crafting it in the first place (by meeting the appropriate level and caster level requirements listed above). Repairing must be done within one week of the item being damaged or destroyed, or the magic is lost forever. The repair process takes as much time as crafting and requires one half the material cost of crafting, but does not require any reagents; the magic is still contained in the item. Also, repairing the physical item requires half the cost of the masterwork version of the item. Once the repair is complete, the item is fully functional and restored to full hit points.
   Repairing items does not count against your normal limit for how many items you can craft.


Attuning

Characters can only use so many permanent magical items at a time. To use a permanent item, the character must first attune it. A character may attune three items plus one for every four hit dice*. If a character attunes an item when they are at their maximum allotment, they lose attunement of one item of their choice.
   To attune it, the character must spend one minute focusing on the item and then keep it in their possession for 24 hours. After this time, the item is considered attuned to the character. It stays attuned to them even if they do not have the item in their possession. If someone else attunes a particular item, the first character no longer has it attuned to them. It is possible to attune multiple items during the same 24 hour time period, but each must be focused on separately for one minute.




*Modifications on Crafting and Attuning Numbers

In some campaigns, the DM might want the players to have access to more or fewer magic items then the rules presented here allow. The easiest way to do this is to alter how many items the PCs can craft and/or attune. For example: perhaps the PCs can craft one item every level, and they can attune three items plus one per two Hit Dice. The numbers listed above in the rules assume much fewer items exist than what the normal D&D rules assume.

103
Off Topic Fun / Letter swap game
« on: November 11, 2011, 08:27:53 AM »
I haven't played this in forever, so I thought it might be fun to resurrect.

Rules:
Take the word prior and either add, remove, or change one letter. You can reorganize the letters however you want to create a new word. Don't change the word back to whatever it was in the prior post unless you're absolutely stuck.

Examples:
Good:
steak -> stake (reorder); steak -> streak (add, reorder); steak -> take (subtract, reorder); steak -> shake (replace, reorder)


Bad:
steak -> tack (subtract and replace); steak -> shack (replaced 2)


That being said, I'll supply the starting word:


word

104
D&D 3.5 and Pathfinder / Free Practiced Spellcaster (sort of)
« on: November 11, 2011, 08:19:42 AM »
What do you think would be the lasting effects if your caster level (for purposes of level-dependent variables) were automatically assumed to be equal to your Hit Dice? Figure, any CL boosts would go on top of this*.

The basic idea would be to make it easier to play gishes. So, Fighter 1/Wizard 1 would still have the spells per day of Wizard 1, but the spells would be as potent as those cast by a 2nd level wizard. You still lose out by multiclassing in that you're slowed down in how quickly you get your top level spells, but this does take some of the sting out. The idea was to provide something like Practiced Spellcaster without the feat tax.

This also opens up interesting ideas like Noncaster X/Caster 1, just to get some small bonus that scales with level.




* Perhaps, to keep things from going too crazy, there could be a limit to just how high your CL could get. It might be something like this:
Character    Max
Level        CL
_________________________
1 - 5        HD + 1
6 - 10       HD + 2
11 - 15      HD + 3
16+          HD + 4

105
Homebrew and House Rules (D&D) / Quick ToB-based swashbuckler
« on: November 10, 2011, 08:16:15 AM »
This is a repost from BG, slightly modified.

The idea is to get a somewhat quick and dirty swashbuckler as a (semi complicated) swordsage ACF. Note: Assume the swordsage has full BAB (I'm houseruling that in my games).



Step 1:
Start with a Swordsage.


Step 2:
Decrease good Will save to poor advancement.


Step 3:
Change all Wisdom-based class features to Charisma.  Any maneuver that references Wisdom or Intelligence now uses Charisma.


Step 4:
Remove access to Stone Dragon and Desert Wind.  Add Iron Heart.


Step 5:
Gain a new class feature at level 1:

Acrobatic Recovery (Ex): If you successfully make a Balance, Bluff, Jump, or Tumble check as part of a move action, you may recover one expended maneuver.  You cannot recover a maneuver that you used this turn.  This does not count skill checks made as part of a maneuver, but it does include things like using Tumble to avoid an attack of opportunity, or Balance to move off of a Grease effect, or Jump to clear a chasm.  You can use Bluff to feint if you have the Improved Feint feat, or some other means of feinting as a move action.


Step 6:
Gain new class feature at level 3:

Parry (Ex):
As an immediate action, the swashbuckler can make a melee attack roll with one of his weapons in response to a melee attack.  If his attack roll exceeds his opponent's, then the attack misses.  Effectively, the swashbuckler may opt to replace his AC with his attack roll.


Step 7:
?



Step 8:
Profit!



Step 7:
You now have a Cha-based swashbuckler!



So, does this look like something fun to play? How does it compare to a warblade? That's sort of what I was aiming for power wise.

106
Homebrew and House Rules (D&D) / My spellcasting house-rules
« on: November 09, 2011, 10:46:24 AM »
Note: These rules are meant to be used in combination with my other house rules.



I've been working on a large set of house rules, mostly to help bridge the gap between casters and non-casters a bit. This section is just the spellcasting portion. Most of what I was trying to accomplish here was:
  • Make blasting more worth while, compared to the other options.
  • Make things a bit easier a low levels (unlimited 0-level spells and improved 0-level blasting).
  • Address several problem spells (a lot still need to be covered, like Similacrum, for example. If you notice any and/or have suggestions, please, let me know!).
Also, note that part of the houserules I haven't posted involve casters knowing fewer spells and having more restrictions on what they can and cannot learn. That being said, don't expect these rules in this thread to fix all of that. This thread is primarly to make blasting feel a bit more worth while, hopfeully without shooting the moon.

So, tell me what you think. Is the idea good? Do you have any suggestions?



Types of spells

Direct Damage:
Direct Damage spells are spells that deal hit point damage.

Evocation spells do extra damage.
  • Each spell deals an amount of extra damage dice equal to the spell’s level. Increase the maximum damage dice by this amount as well. If the spell is capable of making multiple attacks, each target only takes this extra damage once. For example: A 1st level Magic Missile would deal 2d4+1 damage (base 1d4+1 plus one extra die, a d4). At 3rd level, two missiles targeting one creature would deal 3d4+2 (base 2d4+2 plus 1d4, only applied once). Instead, the missiles could be split among two targets for 2d4+1 each (adding the 1d4 bonus damage to each target). A Fireball at level 5 would deal 8d6 damage (base 5d6 plus three bonus dice), and the spell would cap at 13d6 at 10th level.
  • If the spell deals continual damage over several rounds, such as Wall of Fire, Flaming Sphere, or Fire Shield, the extra damage dice are equal to half the spell’s level (round down), and each creature can be affected by these dice more than once, but only once per round. For example: Wall of Fire would deal an extra two damage dice to people near or crossing through the wall, but only once per creature per round.
All direct damage spells (including non-evocation) also have an additional effect based on the type of damage. Spells with multiple types of damage gain effects for each damage type. The additional effect only takes affect if the target suffers damage from the spell. All penalties overlap and do not stack. Unless otherwise noted, the effect lasts for one hour, or until the target receives magical healing (even if it is not enough to heal all the damage inflicted by the spell). If the target is suffering from multiple effects, magical healing removes all of them. Each effect is triggered by a saving throw. If the spell already allows that saving throw, use the spell's original saving throw. If not, both must be rolled (for example, a Fireball would use a single Reflex save both to half the damage and to avoid being caught on fire. A Cone of Cold would allow a Reflex save to halve the damage and a Fortitude save to avoid the Strength penalty).
  • Acid: The target must succeed on a Fortitude save or take a penalty to Armor Class equal to the spell’s level. The AC penalty cannot exceed the sum of the target's Armor, Shield, and Natural AC bonuses. Any penalty to the armor or shield bonus is removed either after one hour or after a successful Craft check (equal to the spell’s DC), taking one minute.
  • Cold: The target must succeed on a Fortitude save or take a penalty to Strength equal to the spell’s level. This cannot reduce the creature’s Strength below 1.
  • Electricity: The target must succeed on a Fortitude save or take a penalty to Dexterity equal to the spell’s level. This cannot reduce the creature’s Dexterity below 1.
  • Fire: The target must succeed on a Reflex save or catch fire, suffering a number of d6 dice of damage equal to the spell’s level. This lasts one round per the spell’s level, or until the fire is extinguished (taking a full-round action).
  • Force: These effects can target and destroy other [Force] effects, even if the spell normally only targets creatures. Unless otherwise noted, [Force] effects have a number of hit points equal to ten times the spell’s level plus the caster’s caster level. The exception to this is that a [Force] spell cannot target an effect that normally negates or blocks it, such as Magic Missile targeting Shield.
  • Sonic: The target must succeed on a Fortitude save or be deafened and suffer a penalty to Concentration checks equal to the spell’s level.
Save or Die:
A save or die spell is a spell that directly kills one or more creatures, typically allowing a saving throw, although some kill in other means (such as automatically with Cloud Kill against targets with few enough Hit Dice).

The casting time on all of these spells increases to one full round (not a full-round action), meaning that the casting completes immediately at the beginning of the caster's next turn.


Calling and Summoning spells:
Creatures called or summoned cannot be forced to use any spells or spell-like abilities of a level higher than the calling or summoning spell's cost. They may still use these abilities on their own behalf, but not while being compelled by the caster.


Unlimited 0-level spells:
All 0-level spells may be cast at will, without using a spell slot.


Touch spells and willing targets:
When casting a spell with a range or touch on willing targets, the caster may target any number of willing creatures he can reach from his current location in one casting. For example: a medium-sized cleric would be able to cast Cure Light Wounds or Bull's Strength on any willing targets within five feet of him with one spell slot. A large-sized cleric would be able to cast these spells on anyone within ten feet of him.



New School Assignments

Some spells now belong to a new school or share schools.

Wall spells:
All wall spells are dual-schooled with Abjuration.

Conjuration (Healing) spells:
All Conjuration (Healing) spells are now Necromancy (Healing).

Force spells:
All [Force] spells are now dual-schooled with Evocation.


107
Other Games / Dominion (card game)
« on: November 08, 2011, 11:09:59 AM »
Has anyone played the Rio Grande game Dominion?
I have most of the expansions. My wife and I love it, and we've gotten a lot of our family and friends hooked on it.

It's the first game like it that I've played. My wife and I pretty much stopped playing M:tG when we were introduced to it. Do you have any favorite cards/combos/sets?

My wife and I highly favor about anything that allows for trashing. I usually try to do something a little more sophisticated than Big Money just to keep it interesting, but usually the harder I try, the worse I do. :P

108
Other Games / Seven Wonders
« on: November 08, 2011, 11:06:22 AM »
Has anyone played Seven Wonders? I've only played it a half a dozen times or so, but I may get it soon. What'd you think?

It's the only card drafting game I've ever played, so it takes some getting used to. Also, I usually play two or three player games, so that one time I played six-player was a lot different.

I did really well about three games back to back which gave me a false sense of skill. I'm not sure how skill-based that game really is. It seems luck can out strip decision making by quite a bit.

109
Off Topic Fun / Celebrity Death Thread
« on: November 08, 2011, 08:20:26 AM »

110
Homebrew and House Rules (D&D) / 3.5 Deepwood Sniper
« on: November 07, 2011, 08:38:22 PM »
This is something I worked on at Gleemax about two years ago and it fell into archives.  Vynar PMed me and I thought I'd bring it here.  I modified a few things (namely the Take Aim ability), and I'm open to some suggestions for improvement.  Let me know what you think.

______


Deepwood Sniper
Hit Die: d8.

REQUIREMENTS

To qualify to become a deepwood sniper, a character must fulfill all the following criteria:
Base Attack Bonus: +5.
Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).

_______________________________________________________________________
          Fort  Ref   Will
Lvl  BAB  Save  Save  Save  Special
1    +1   +0    +2    +0    Safe poison use, range increment bonus +10 ft./level
2    +2   +0    +3    +0    Improved Critical
3    +3   +1    +3    +1    Bonus feat
4    +4   +1    +4    +1    Take aim +2
5    +5   +1    +4    +1    Weapon specialization
6    +6   +2    +5    +2    Bonus feat, Ranged precision
7    +7   +2    +5    +2    Camouflage
8    +8   +2    +6    +2    Take aim +4
9    +9   +3    +6    +3    Bonus feat
10   +10  +3    +7    +3    Greater Critical
_______________________________________________________________________

CLASS SKILLS

The deepwood sniper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Intelligence modifier.

CLASS FEATURES

All of the following are features of the deepwood sniper prestige class.

Weapon and Armor Proficiency: Deepwood snipers gain no new weapon or armor proficiencies.

Safe Poison Use (Ex): At 1st level, a deepwood sniper can use poison without any chance of poisoning herself.

Range Increment Bonus (Ex): With each class level the deepwood sniper gains, the range increment of her projectile weapons increase by +10 feet (added after all multipliers).

Improved Critical (Ex): At 2nd level, the deepwood sniper gains the Improved Critical feat. This feat must be applied to the bow or crossbow for which she has taken the Weapon Focus Feat. She gains this feat even if she does not meet the prerequisites.

Bonus Feat: At 3rd level the deepwood sniper gains a bonus feat, selected from the following list: Alertness, Crossbow Sniper, Deadeye Shot, Improved Initiative, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Precise Shot, Quick Reconnoiter, Ranged Disarm, Ranged Pin, Ranged Weapon Mastery, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, and Stealthy. She must still meet the prerequisites as normal. She gains an additional bonus feat at 6th and 9th levels.

Take Aim (Ex): A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming carefully. If the target has partial concealment or cover, she may ignore it. She also gains an additional 2d6 precision damage to the attack, if within 30 feet. This damage does not apply to creatures immune to critical hits. The extra damage is not multiplied during a critical hit. Taking aim is a standard action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than one round aiming. This bonus increases to +4 at 8th level, and the precision damage increases to +4d6 damage.

Weapon Specialization: A deepwood sniper of 5th level or higher gains Weapon Specialization as a bonus feat. It must be applied to a bow or crossbow with which the sniper has taken the Weapon Focus feat.  She gains this feat even if she does not meet the prerequisites.

Ranged Precision: At 6th level, a deepwood sniper adds 30 feet to the range of all precision based damage (including her take aim ability, as well as sneak attack, sudden attack, and skirmish, as well as any others she might have).

Camouflage (Ex): A deepwood sniper of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Greater Critical (Ex): At 10th level, the threat range of her bow or crossbow becomes triple its original value. So a crossbow's critical would become 15-20x2, and a bow's would become 18-20x3. This ability is applied to the bow or crossbow with which she gained the Improved Critical feat for at 2nd level.  This overlaps the increased threat range provided by Improved Critical and does not stack with it, nor does it stack with the Keen ability.


111
Homebrew and House Rules (D&D) / The Oracle
« on: November 07, 2011, 08:36:49 PM »
Along the same line as my purifier, this class is part of a project I've been working on to convert all casters to spontaneous niche casters.  It's primarily an abjuration/divination specialist.

I still haven't gotten all the high level abilities set.  I've been toying around for a while with the idea of simply cutting the top five levels off of every base class and making them 15 levels long



Oracle



The Oracle   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
________________________________________________________________________________________________________
1       +0      +0      +0      +2      Armored mage, AC Bonus, reactive protection, obtain familiar
2       +1      +0      +0      +3      Uncanny dodge
3       +1      +1      +1      +3      Trap sense +1, dispel mastery
4       +2      +1      +1      +4      Evasion, advanced learning
5       +2      +1      +1      +4      Sixth sense
6       +3      +2      +2      +5      Improved uncanny dodge, trap sense + 2
7       +3      +2      +2      +5      Quick warning (uncanny dodge)
8       +4      +2      +2      +6      Advanced learning   
9       +4      +3      +3      +6      Trap sense + 3, quick warning (evasion)
10      +5      +3      +3      +7     
11      +5      +3      +3      +7      Quick warning (improved uncanny dodge)
12      +6/+1   +4      +4      +8      Trap sense + 4, advanced learning
13      +6/+1   +4      +4      +8      Quick warning (line of effect)
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9      Trap sense + 5, reactive abjuration
16      +8/+3   +5      +5      +10     Advanced learning   
17      +8/+3   +5      +5      +10     
18      +9/+4   +6      +6      +11     Trap sense + 6
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning


Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Concentration, Craft, Decipher Script, Gather Information, Heal, Knowledge (any), Listen, Profession, Search, Sense Motive, Speak Language, Spellcraft, and Spot.

Class Features
Your class features focus on advancing your powers of protection and divination.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapon and with light armor, but not with shields.

Spells: An oracle casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time.  To cast a spell of a given level, the oracle must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell level + the oracle’s Wisdom modifier.

Like other spellcasters, an oracle can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to a sorcerer of equal level. In addition, she receives bonus spells per day if she has a high Wisdom score.

Armored Mage (Ex): An oracle can cast arcane spells in light armor without risking arcane spell failure.  This only applies to spells granted by the oracle class.

AC Bonus (Ex): An oracle adds her Wisdom bonus (if any) to her Armor Class whenever she is wearing light or no armor and carrying a light load.  She adds this bonus even if she is denied her Dexterity bonus to her Armor Class, but not if immobilized or helpless.

Reactive Protection (Su): The oracle is able to protect her friends reflexively.  As an immediate action, the oracle can give any one ally (not counting herself) a +2 insight bonus to AC against a single attack or to a saving throw against a single effect.  This bonus increases by +1 for every three class levels.  The ally must be within medium range (100’ + 10’ per caster level) of the oracle.

Obtain Familiar (Ex): An oracle may summon a familiar the same way that a sorcerer can.  The oracle’s class level functions as her effective sorcerer level for purposes of determining her familiar’s abilities.

Uncanny Dodge (Ex): Starting at 2nd level, an oracle can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an oracle already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Trap Sense (Ex): At 3rd level, an oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the oracle reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Dispel Mastery (Su): At 3rd level, the oracle has become quite adept at disrupting magical energies.  As a standard action, the oracle can spend a spell slot to mimic the effects of Dispel Magic except that this ability can only affect spells and effects with a spell level less than or equal to the level of the slot spent.  For example, if the oracle spends a 1st level spell slot, she would be able to dispel 1st level spells, but not higher level spells.

This ability may also be used to counterspell, just like normal with Dispel Magic, except that it only works on spells of equal or lower level to the spell slot spent.

In addition, the oracle gains a competence bonus to dispel checks equal to one half her class level.

Advanced Learning (Ex): At 4th level, the oracle learns a new spell.  This spell can be chosen from any Abjuration or Divination spell off the Cleric or Sorcerer/Wizard list.  The spell must be of a level the oracle can cast.  The selected spell is permanently added to the oracle's spell list.

The oracle gets another spell at 8th, 12th, 16th, and 20th level.

Evasion (Ex): At 4th level and higher, an oracle can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the oracle is wearing light armor or no armor. A helpless oracle does not gain the benefit of evasion.

Sixth Sense (Ex): Starting at 5th level, the oracle adds her Wisdom bonus (if any) to her initiative rolls and Reflex saves.

Improved Uncanny Dodge (Ex): An oracle of 6th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has oracle levels.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Quick Warning (Ex): Starting at 7th level, the oracle is able to warn her allies of impending danger.  All allies within 30 feet of the oracle gain Uncanny Dodge.  This ability only functions if the oracle is conscious and able to communicate with her allies.

At 9th level, all allies within 30 feet also gain Evasion.

At 11th level, all allies within 30 feet also gain Improved Uncanny Dodge.

At 13th level, the oracle’s quick warning ability extends to all allies with line of effect, providing they can hear or see the oracle, or she can otherwise communicate with them.

Reactive Abjuration (Ex): At 15th level, the oracle may opt to cast any Abjuration spell she has on her oracle class list as an immediate action.  If she does so, she loses her standard action for her next round instead of her swift action.



Oracle Spell List

(click to show/hide)


112
Homebrew and House Rules (D&D) / The Illuminator
« on: November 07, 2011, 08:35:58 PM »
This class is part of a project I've been working on to convert all casters to spontaneous niche casters.  This is somewhat of a cleric class that specializes in positive energy.  I drew heavily from Quantumboost's White Mage from The Den.

I still haven't gotten all the high level abilities set.  I've been toying around for a while with the idea of simply cutting the top five levels off of every base class and making them 15 levels long.  If I did that, I'd simply move Lingering Siprit down from 17th level to 15th and then I'd be set.

Incidentally, if you can think of a better name, I'm open to ideas. ;) I decided to switch the name to "Illuminator".



Illuminator

Alignment: Any non-evil.

Special: Cannot be undead.

The Illuminator   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
________________________________________________________________________________________________________
1       +0      +0      +0      +2      Spells, turn undead, channel light, positive energy beam
2       +1      +0      +0      +3      Enhanced healing
3       +1      +1      +1      +3      Purified body, self-sustaining
4       +2      +1      +1      +4      Advanced Learning
5       +2      +1      +1      +4      Chain healing
6       +3      +2      +2      +5   
7       +3      +2      +2      +5      Purified mind
8       +4      +2      +2      +6      Advanced Learning   
9       +4      +3      +3      +6      Purified soul
10      +5      +3      +3      +7     
11      +5      +3      +3      +7      Healing aura
12      +6/+1   +4      +4      +8      Advanced Learning
13      +6/+1   +4      +4      +8      Immediate healing
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9     
16      +8/+3   +5      +5      +10     Advanced learning   
17      +8/+3   +5      +5      +10     Lingering spirit
18      +9/+4   +6      +6      +11   
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning


Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Heal, Knowledge (Religion), Profession, Sense Motive, and Spellcraft.

Class Features
Your class features focus on advancing your holy powers.

Weapon and Armor Proficiency: Illuminators are proficient with all simple weapons, light armor, and shields (except tower shields).

Spells: A illuminator casts divine spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  The illuminator automatically knows every spell on his spell list.  To cast a spell of a given level, the illuminator must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a illuminator’s spell is 10 + the spell level + the illuminator’s Wisdom modifier.

Like other spellcasters, a illuminator can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if she has a high Wisdom score.

Turn Undead (Su): The illuminator can turn undead as a cleric of equal level.  He does not gain the ability to rebuke undead.

Positive Energy Beam (Su): By spending a turn undead attempt, the illuminator can create a beam of positive energy that heals a living creature within medium range (100’ + 10’ per caster level).  The beam heals 1d6 points of damage per caster level plus the illuminator’s Wisdom modifier (minimum +0).

Channel Light (Sp): A illuminator can cast Searing Light at will as a spell-like ability.  The damage cap for this ability is limited only by his caster level.  So, for example: a 12th level illuminator could use this ability to deal 6d8 damage to a creature, even though the spell normally caps at 5d8.  Note that at 1st level, this does no damage to creatures that aren’t undead.

Enhanced Healing (Ex): As a free action, anytime the illuminator casts a spell of the Healing sub-school, he may apply either the Reach Spell or Empower Spell metamagic feat to the spell without affecting the spell’s casting time or raising the level of the spell slot needed to cast the spell.  The illuminator does not need to have either metamagic feat to use this ability.

Purified Body (Ex): At 3rd level, the illuminator is immune to all diseases, including magical diseases.  In addition, he is treated as a native to positive-energy-dominate planes in regards that he is not harmed by over-exposure to positive energy on these planes; however, he does not gain temporary hit points on these planes either.

Self-Sustaining (Ex): At 3rd level, the illuminator can automatically apply the Silent Spell and Still Spell metamagic feats to any spell of the Healing sub-school or any spell that removes status conditions so long as he chooses himself as the sole target.  He may even opt to do this when unconscious, but not dead. This means that he may take actions (so long as the action is casting an appropriate spell on himself only, as described above) when unconscious during his turn to act on the round.  Any experience or material components are still expended, but the illuminator merely needs to have the components in his possession, and not in hand.  The illuminator does not need to have either metamagic feat to use this ability.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a illuminator can learn a new spell, adding it permanently to his spell list.  The spell must be from a nine-level spell list and it must be of a level the illuminator can currently cast.  He may select any spell either with the [light] descriptor, of the Healing sub-school, or of the Abjuration school.  Once this spell is picked, it cannot be changed.  This spell is treated as a divine spell, even if it comes from an arcane list.

Chain Healing (Ex): At 5th level, whenever the illuminator casts a spell of the Healing sub-school, he may apply the Chain Spell metamagic feat (Complete Arcane pg 77) without adjusting the spell’s level.  He may affect a number of additional targets equal to his Wisdom modifier.  He does not need to have the Chain Spell feat to use this ability.

Purified Mind (Ex): At 7th level, the illuminator is immune to any [mind-affecting] spell or effect cast by an undead creature, an evil outsider, or a creature with the [evil] sub-type.

Purified Soul (Ex): At 9th level, the illuminator is immune to death-effects, energy drain, and negative energy damage.

Healing Aura (Su): At 11th level, the illuminator can activate a healing aura centered on himself that extends for 30 feet.  All living creatures that begin their turn in the area heal a number of hit points equal to the illuminator’s class level.  Any undead creatures that begin their turn in this area take an equal amount of damage.  The illuminator can start or end this effect as a swift action.

Immediate Healing (Ex): At 13th level, the illuminator can cast any spell of the Healing sub-school as an immediate action, but doing so costs him his standard action for the next round instead of his swift action.

Lingering Spirit (Ex): At 17th level, if the illuminator dies, his spirit lingers in the spot where he died for one minute per class level.  During this time, his spirit may not move, but may take purely mental actions, including using spell-like abilities or casting spells on himself via his Self-Sustaining ability.  This means that it is possible for a illuminator to bring himself back from the dead.


Illuminator Spell List

(click to show/hide)

113
Homebrew and House Rules (D&D) / Elemental Mages
« on: November 07, 2011, 08:28:29 PM »
These are still a work in progress (I was testing them in a PbP), but I figured I'd move them over. They're complete enough to get the point across, at least.

Edit:
Actually, it looks like I don't have my most recent version handy. I may have to do digging...
Ha! Found it!

114
Homebrew and House Rules (D&D) / Skill Feats
« on: November 07, 2011, 08:26:26 PM »
Note: These rules are meant to be used in combination with my other house rules.



I wanted to make the crappy +2/+2 skill feats and Skill Focus suck less, so here's a crack at it. I'm not sure if some of these are still all that good, but I'm putting this out in hopes of spurring any other ideas you might have. The only thing I have reservations about right now is Skill Focus (Use Magic Device). It basically gives you the best part of a 4th level warlock for a feat. I may need to rethink that one.

What do you think?


Acrobatic [General]
Prerequisite: A total of two ranks in Jump and Tumble.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks and those skills are considered class skills for you each level.
    You may treat falls as though they were ten feet shorter per two ranks you have in Tumble for purposes of taking damage.
    When jumping, you do not double the DC if you don't have a 20' running start. If you do take a running start, increase the distance of the jump by 50%. For example, normally, with a running start, a DC 20 horizontal jump clears 20'. With this feat, it would clear 30'.
    When you have 8 ranks in Jump, you gain a flight with a speed equal to your base speed at average maneuverability for one round. You must start your flight from a surface capable of supporting your weight. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface. For every two ranks beyond your 8th, you increase the duration of your flight by one round.
    If you have 8 ranks in Tumble, you may gain the benefits of the Air Walk spell as an extraordinary ability for one round, providing you start your movement from a surface that can support your weight. For every two ranks you have in Tumble beyond the 8th, you may increase this duration by one round. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface.
    If you have at least 18 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with good maneuverability.
    If you have at least 23 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with perfect maneuverability.

Agile [General]
Prerequisite: A total of two ranks in Balance and Escape Artist.
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks and those skills are considered class skills for you each level.
    As a standard action, you may gain the benefits of Freedom of Movement until the end of your turn. In order to move through any impediment, you must succeed on a Balance or Escape Artist check with a DC set at the highest level effect you're attempting to move through. For example, if you are both in a Web and Black Tentacles spell, use the DC of the Black Tentacles spell to see if you can escape. For effects that do not have a set DC (such as water), assume the DC is 15. The DM can modify this DC based on if he thinks the effect is easier or harder to escape or move through, although they should typically be between 10 and 20.

Alertness [General]
Prerequisite: A total of two ranks in Listen and Spot.
Benefit: You get a +2 bonus on all Listen checks and Spot checks and those skills are considered class skills for you each level.
You gain blindsense with a five-foot radius for every two ranks you have between the total of Listen and Spot.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity [General]
Prerequisite: A total of two ranks in Handle Animal and Ride.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks and those skills are considered class skills for you each level.
    You may speak with animals and magical beasts as if you shared a language. This does not modify the creature’s initial attitude toward you, but friendly and helpful creatures will generally answer questions to the best of their knowledge and intelligence.
    You may attempt to improve the attitude of animals and magical beasts to "friendly" as an extraordinary ability if you make a Handle Animal check opposed by either the creature's Sense Motive or d20 + the creature's Hit Dice + its Wisdom modifier. Any creature that wins the check cannot be affected again for 24 hours and its attitude shifts one step closer to hostile. You may only affect a creature if its Intelligence score is lower than three.

Athletic [General]
Prerequisite: A total of two ranks in Climb and Swim.
Benefit: You get a +2 bonus on all Climb checks and Swim checks and those skills are considered class skills for you each level.
    You gain a climb speed and a swim speed equal to half your base land speed. You may use the run option while swimming.
    If you have at least 8 ranks in Climb, your climb speed increases to your base land speed.
    If you have at least 8 ranks in Swim, your swim speed increases to your base land speed, and you can breath under water.
    If you already have a climb or swim speed, that speed increases by ten feet.
    Your base land speed increases by five feet for every five ranks you have in total between Climb and Swim. This speed boost is used when calculating your climb and swim speed from your base land speed in this feat.

Deceitful [General]
Prerequisite: A total of two ranks in Disguise and Forgery.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks and those skills are considered class skills for you each level.
    You may apply a disguise as a full-round action, providing you have the necessary materials on hand.
    You may forge a simple document as a full-round action and a complex document in 1d4 rounds.
    If you have at least 8 ranks in Disguise, magical effects to determine your alignment or read your thoughts do not automatically succeed. The caster must beat your Disguise check with either a Sense Motive check or caster level check for the effect to work.
    If you have at least 8 ranks in Forgery, you gain the following spells-like abilities at will, but with a range of "touch": Arcane Mark, Erase, and Explosive Runes. Each use requires special inks that cost 50gp per level of the spell. Explosive Runes may only be used once per object.

Deft Hands [General]
Prerequisite: A total of two ranks in Sleight of Hand and Use Rope.
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks and those skills are considered class skills for you each level.
    You may draw weapons as a free action and concealed weapons as a swift action. If you attack someone with a weapon immediately after drawing it, they are denied their Dexterity bonus to Armor Class against that attack. This ability only works once per opponent per combat.
    When escaping rope bonds, you may add your ranks in Use Rope as a competence bonus to your Escape Artist check.

Diligent [General]
Prerequisite: A total of two ranks in Appraise and Decipher Script.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks and those skills are considered class skills for you each level.
    If you study an item for at least a minute, you can determine if it is magical. If it is, you may also learn the properties it as though you cast Identify. This is an extraordinary ability.
    Any time you sense an illusion (see, hear, touch, etc), you make an Appraise check as a free action to disbelieve the illusion. The DC is the normal DC of the effect plus the spell level of the effect. For example, a Major Image (3rd level spell) cast by a 6th level caster with an Int of 18 would have a DC of 17 (10 + 3 + 4). This is in addition to the save you get for interacting with it. This includes illusions that normally hide things from your senses, such as Invisibility. This will likely happen before the player is aware of the illusion, so the DM may have to make the check or ask the player to make it.

Investigator [General]
Prerequisite: A total of two ranks in Gather Information and Search.
Benefit: You get a +2 bonus on all Gather Information checks and Search checks and those skills are considered class skills for you each level.
    After studying a 10 by 10 foot area for 10 minutes, you gain the benefits of the Stone Tell spell as an extraordinary ability. This ability functions regardless of if the area contains any stones or not and lasts one minute per character level.
    You can detect magical auras and poisons as if using Detect Magic or Detect Poison at will. This is an extraordinary ability.
    If you talk to a person for at least one minute, you may read their surface thoughts as the Detect Thoughts spell as an extraordinary ability. The DC of the saving throw is 10 + half your Hit Dice + your Charisma modifier. If the person succeeds on their Will save, they cannot be affected by this ability again for 24 hours, and their attitude shifts one step closer to hostile.
    If you have at least 8 ranks in Gather Information, you can attempt to detect hostile intent (not necessarily against you). You may either look for intent in a single person within 60' or in all people within 60'. To succeed, you must succeed at a Gather Information check opposed by the person's Bluff check. If checking against a group, use the lowest Bluff score among all hostile creatures in the area. Success indicates whether or not there is hostile intent, but not at whom the intent is directed, or even who has the intent if checking more than one person. For purposes of this ability, hostile intent includes any deliberate attempts or desires to bring harm to someone (physically, financially, politically, etc), but does not include things like grudges or animosity if the person doesn't plan to act on those feelings. If your check exceeds theirs by ten or more points, you learn the specifics about who has the hostile intent, to whom they are hostile, and what they are planning to do.
    If you have at least 13 ranks in Gather Information, you can attempt to detect alignments as the Detect Chaos/Evil/Good/Law spells at will, as an extraordinary ability.

Magical Aptitude [General]
Prerequisite: A total of two ranks in Spellcraft and Use Magic Device.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks and those skills are considered class skills for you each level.
    You may use Detect Magic and one other 0-level spell (subject to the DM’s approval) at will as a spell-like ability. Your caster level is equal to your character level for these abilities.
    Every three levels, you learn a new 0-level spell-like ability.

Negotiator [General]
Prerequisite: A total of two ranks in Diplomacy and Sense Motive.
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks and those skills are considered class skills for you each level.
    You may mimic the effects of Suggestion or Detect Thoughts as an extraordinary ability if you talk to a person for at least one minute. Both of these effects are language-dependent, mind affecting effects. The DC for each ability is 10 + 1/2 your character level + your Charisma modifier. If the target makes their saving throw, they cannot be affected by either ability for 24 hours, and their attitude shifts one step closer to hostile.

Nimble Fingers [General]
Prerequisite: A total of two ranks in Disable Device and Open Lock.
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks and those skills are considered class skills for you each level.
    You may open a door, portal, chest, or similar item as the Knock spell by spending one minute. You may break a non-magical item so long as it weighs no more than ten pounds per character level (as the Shatter spell). It item may attempt a Will save, DC 10 + 1/2 your character level + your Intelligence modifier. If the object makes its saving throw, it cannot be affected by this ability for 24 hours. In either case, you  must be able to touch and manipulate the item with both of your hands. Using masterwork tools adds +2 to the DC.
    When disabling a trap, you do not trigger the trap unless you fail by ten points or more on the Disable Device check.
Normal: When disabling a trap, you trigger the trap if you fail the Disable Device check by five or more points.

Persuasive [General]
Prerequisite: A total of two ranks in Bluff and Intimidate.
Benefit:   You get a +2 bonus on all Bluff checks and Intimidate checks and those skills are considered class skills for you each level.
    Magical effects to determine if you are telling the truth do not automatically succeed. The caster must beat your Bluff check with either a Sense Motive check or caster level check for the effect to work.
    You may scare an opponent with effects identical to Cause Fear as a full-round action. This ability has no hit die cap and is an extraordinary ability. The DC is 10 + 1/2 your character level + your Charisma modifier. If an opponent succeeds on their saving throw, they cannot be affected again for 24 hours.

Self-Sufficient [General]
Prerequisite: A total of two ranks in Heal and Survival.
Benefit: You get a +2 bonus on all Heal checks and Survival checks and those skills are considered class skills for you each level.
    You gain Fast Healing at a rate of 1 hit point per four ranks you have in Survival.
    You may use the abilities of the Heal skill faster than normal, based on your ranks in Heal:
  • 2 Ranks: Remove Status Affliction as a full-round action.
  • 5 Ranks: Remove Status Affliction as a standard action.
  • 8 Ranks: Administer First Aid as a swift action.
  • 13 Ranks: Administer First Aid as an immediate action. Remove Status Afflictions from yourself as an immediate action.
Skill Focus [General]
Prerequisite: 2 ranks in the chosen skill.
Benefit: Choose a skill. You get a +3 bonus on all checks with that skill and that skill is treated as a class skill for you each level. You may take 10 on checks with that skill, even if you would not normally be allowed to do so.

Stealthy [General]
Prerequisite: A total of two ranks in Hide and Move Silently.
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks and those skills are considered class skills for you each level.
    You gain the Hide in Plain Sight ability. You can attempt to remain hidden when moving across areas with no cover or concealment, but you suffer a -10 penalty on your Hide check. You may move at full speed without incurring any penalty on your Move Silently checks.


Edit
(02/03/2012) - Added in changes from below.
(10/26/2012) - Modified several feats as discussed on page 3.

115
Introduce Yourself / It's RobbyPants
« on: November 07, 2011, 08:10:45 PM »
I guess this is my intro post.

I've been playing D&D for the past 17 or so years, starting with 2E. I also like playing Dominion (the card game) and I used to play M:tG, but ever since my wife and I got into Dominion, I haven't touched the cards!

Brief personal info: I write software for a living. I'm married to a Kindergarten teacher (8 years to date). I have two daughters: one who just turned three, and one who's about five weeks old.

I have a lot of old stuff to comb though, now... :p

- Rob

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