Author Topic: (WIP) Proving Grounds [d20M]  (Read 2153 times)

Offline Argent Fatalis

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(WIP) Proving Grounds [d20M]
« on: January 24, 2015, 12:11:30 AM »
d20M PROVING GROUNDS
"The general objective of the d20M Proving Grounds is to develop homebrew material for those interested in actually using a fairly busted, but amusing system that works and converts rather simply into 3.0/3.5 Dungeons and Dragons. Most of this material is just for myself and to catalog it here for open review and player availability, as I intend to use it for my group. There's some major imbalances and issues with this material versus the basic, but hopefully I can expand on those some and make it a bit less crazy."
- Argent Fatalis


VARIANT RULE: HUMANITY ABILITY SCORE

Variant Rule Information:
The Humanity (Hum) ability score is a representation of a character's actual, tangible humanity; it is, in some ways, both a physical and immaterial thing that influences how other characters react to and perceive a character. Those with low Humanity scores are viewed as monstrous or evil, either because of their deeds or their actual outward appearance, while those with high Humanity scores are often perceived as paragons or icons of humanity, with even higher scores being "perfect" human beings. In some cases the Humanity score is effectively reduced by perception rather than fact; a human with psychic abilities is no less human than any other person, but the perception of this abnormality is often met with fear or resentment by regular persons. Contrarily, a demonic force is decidedly inhuman and has diabolical, evil motives which humans can only begin to fathom.

Humanity, unlike other ability scores, is a fluid value and can fluctuate over the course of a game - much more so than any other ability score.

Using this variant, all human characters begin play with a default Humanity (Hum) ability score of 10.

Humanity (Hum)
Score

Modifier

Means

Examples

Possible
Actions/Reactions
14 or greater
+2 or greater
Paragon Humanity
Revered Humans
Awe, exalt, honor
12-13
+1
Iconic Humanity
Heroic Humans, Famous Humans
Praise, advocate
10-11
+0
Normal Humanity
Normal Humans
Socialize, advise, inform
8-9
-1
Declining Humanity
Infamous Humans, Psionic or Magical Humans
Avoid, distrust, insult
6-7
-2
Inhuman
Zoanthropes, Animals
Attack, alarm, flee
4-5
-3
Monstrous Inhumanity
Undead Creatures, Traditional Monsters
Fear, loathe
2-3
-4
Diabolical Inhumanity
Demonic Creatures
Dread, conspire
1 or less
-5 or less
Alien Inhumanity
Extraterrestrial Creatures, Aberrant Creatures
Panic, evade

Each possible category isn't limited to the Possible Actions/Reactions column; some individuals might behave contrary to the norm, conspiring with diabolical or truly evil forces, but retaining only a Declining Humanity for doing so. Others are merely victims of circumstance; a zoanthrope could be entirely human in mind, just not in body, but be the subject of immense fear and made the target of attacks. Additionally, categories might include previous categories depending on the nature of the situation, such as a creature that has Alien Inhumanity being conspired with. Ultimately, Humanity as an ability score is in many ways a perception of something's humanity, and not always a reflection of the actual situation at hand.

Changes to the Humanity ability score should be subtle and over a long arc; one less than ideal act shouldn't immediately detract from a character's Humanity score unless the action is inherently evil or contrary to what is viewed as best in human beings. Below, a chart represents some reasonable examples of large changes that would be sudden or drastic.

(click to show/hide)

The effect of a Humanity score on both characters and creatures varies based upon the modifier and not always is immediate in a result, though it might be. In essence, the Humanity score should factor in on any ability or skill check related to communications or interaction with normal people as an effective circumstance modifier. Furthermore, it should also reflect as appropriate to the situation at hand.

In effect, a Humanity ability score can work for or against a creature dealing with normal people depending on the interaction.

Sometimes the circumstance modifier's application is simply just a sense of uncanniness (when a penalty) or a subtle motivator (when a bonus) - that of which the individuals might not immediately recognize.

(click to show/hide)

Variant Rule Feats:
In a game that utilizes the Humanity (Hum) ability score variant rules, the following feats are also made available.

Conscious
In a split second your conscious can warn you of potential consequences of your actions.
Prerequisite: Wisdom 13
Benefit: When you take an action (or inaction) that would negatively impact your Humanity ability score, you may immediately make a Will saving throw to have a moment's pause to think. The difficulty class for this check is equal to 10 + one half of your character level.

If you succeed on this check you do not need to immediately continue with that (in)action (thus interrupting it), though you may also elect to continue with it anyway after utilizing this ability. Should you fail, you proceed with the action as if you had not given it second thought. In effect, this check as well as the result takes no action at all.

You do not gain extra insight as to why this action or inaction would negatively impact you, just that an innate feeling tells you that it would have greater repercussions than you originally may have thought.

You may only make this check once per matter that would reduce your Humanity score unless the circumstances change.

Subtlety
Despite your less than human qualities or demeanor, you are careful to disguise them or make yourself more sympathetic to normal people.
Prerequisite: Humanity 9
Benefit: The circumstance penalty applied to checks you make because of your low Humanity score are lessened by 1 for each bracket lower you have fallen from Normal Humanity, to a maximum of reducing the penalty by 3. You may still apply the circumstance bonus you receive from a low Humanity score where appropriate.

Suspicious
Be it nerves or watchfulness, you greatly scrutinize anyone who you interact with.
Prerequisite: Wisdom 13
Benefit: A creature may not add any circumstance bonuses derived from Humanity to its Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Intimidate, Perform, or Sense Motive skill checks made against you.

Paranoia
Your paranoia can grant you tremendous insight into the nature of an individual.
Prerequisite: Wisdom 15, Suspicious
Benefit: A creature that attempts any of the skill checks that are affected by your Suspicious feat immediately informs you of their base Humanity score - even if somehow concealed - as well as one of their allegiances (good or evil, or law or chaos, chosen randomly).


THE VAMPIRE
The vampire utilizes their effective immortality and undeath to succeed where they might otherwise fail; relying not on any particular ability score, but able to use most to their advantage. Taking a level in this class represents a massive sacrifice of humanity, be it a willing fall to the shadow or one forced upon them. Each vampire reacts differently to their living death, with some perceiving the countless added years as a boon and others instead seeing it as a perversion of their former self. Normalcy however, is far removed, and any component of their life before is undoubtedly changed by their descent into the world of the unliving.

A vampire might be the most charming of seducers, able to twist wills and minds with mere gaze just for amusement, or a bloodthirsty monster ready to devour the unwitting and the unprepared. Others yet might prove to be former heroes, locked in a struggle in which their convictions are at dire odds with their current state as a "monster".

Vampires lack any semblance of typical lives - unable to so much as walk in the daylight - and their condition as the living dead puts them in a peculiar place in the world.

Game Rule Information:
Vampires have the following game statistics.

Ability:
Charisma is the ability most associated with this class. The vampire also often places good scores in their physical ability scores and ignores his Constitution score - which he receives no bonus from.

Hit Dice:
Vampires gain d12 hit points per level. Unlike normal, the character's Constitution modifier does not apply. A 1st level vampire receives 12 hit points.

Should a living creature gain a level in vampire, it loses its Constitution score and recalculates its previous hit points using d12s in the place of their previous hit dice, whatever they may have been because it has become an undead creature.

Action Points:
Vampires gain a number of action points equal to 5 + one half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills:
The vampire's class skills, and the key ability for each skill, are as follows (see Chapter Two for skill descriptions).

Bluff (Cha), Concentration (Con), Craft (Visual Art, Writing) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane Lore, Art, History, Streetwise, Theology and Philosophy) (Int), Move Silently (Dex), Perform (Any) (Cha), Profession (Wis), Read/Write Language (None), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (None)
Also, the starting occupation you select can provide you with additional class skills to choose from.

Skill Points at 1st Level: (7 + Int modifier) x 4
Skill Points at Each Additional Level: 7 + Int modifier


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Class Features

Defense
 Bonus

Reputation
Bonus
1st+0+0+0+1Vampiric Traits, Blood Drain+3+2
2nd+1+0+0+2Bonus Feat+4+2
3rd+1+1+1+2Charm+4+2
4th+2+1+1+2Bonus Feat+5+3
5th+2+1+1+3Gaseous Form+5+3
6th+3+2+2+3Bonus Feat+6+3
7th+3+2+2+4Spider Climb+6+4
8th+4+2+2+4Bonus Feat+7+4
9th+4+3+3+4Children of the Night+7+4
10th+5+3+3+5Bonus Feat+8+5

Starting Feats:
In addition to the two feats all characters get at 1st level (see Table 1-2), a vampire begins play with the Simple Weapons Proficiency feat.

Class Features:
The following are class features of the vampire.

Vampiric Traits (Ex):
Benefits
A 1st level vampire's type changes to undead, granting them all the associated boons associated with the unliving. As such, a vampire has no Constitution score and uses his or her Charisma modifier for Concentration (Con) checks, and is immune to the following effects; poison, sleep, paralysis, stunning, disease, and necromantic effects. A vampire is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or any effect requiring a Fortitude save unless the effect also works on objects, is harmless, or is made against massive damage. A vampire cannot naturally heal damage, or from medical means, and must heal only through negative energy (such as Inflict spells) or through Blood Drain, and a vampire reduced to 0 or less hit points is instantly destroyed (and it cannot be raised from the dead).

Vampires also gain a slam attack, which deals 1d6 damage for Medium sized vampires (1d4 damage for Small vampires, and 1d8 damage for Large vampires).

In addition to these standard undead traits, a vampire also gains a +6 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom and +4 Charisma to their ability scores. A vampire additionally gains Damage Reduction 10/Magic, Cold and Electricity Resistance 10, Darkvision (60ft), and turn resistance +4.

The massive damage threshold for a vampire is equal to 15 + 1 for every two Hit Dice they have.

Weaknesses
A vampire who is exposed to direct sunlight for one minute suffers 5 damage and continues to suffer that same damage for each additional minute beyond the first for the duration they remain exposed. While in direct sunlight, a vampire also temporarily loses their bonuses to ability scores, damage reduction, and resistances gained through this class and can take only a single move or attack action per round. A vampire who is completely submerged beneath running water suffers the same ill effects as if they were in direct sunlight at the start of each of their turns, but also loses a number of hit points equal to one third their total maximum. These forms of damage bypass a vampire's regular damage reduction and other defenses.

Vampires have an extreme aversion to garlic and holy symbols and must succeed in a Will saving throw (DC 15) or otherwise be unable to enter a square containing it. In addition, they also suffer a -2 penalty to melee attack rolls made while attacking into that square or against the creature bearing the object.

Staking a vampire is a difficult process, requiring a successful attack roll with a purely wooden weapon, while the vampire is pinned or unable to resist. A successful stake to the vampire's chest in this fashion leaves them as though they were paralyzed and helpless. If a vampire is critically struck (a natural 20) by a purely wooden weapon in this fashion, then their heart is immediately pierced instead; instantaneously destroying them as if they were reduced to 0 or less hit points even though vampires are regularly immune to critical hits.

A vampire to outside observation is clearly not alive, lacking a pulse, the need to breathe, or even the beating of their heart; no less, their skin is pallid, cool to the touch and they do not need to blink, eat or drink. A vampire however, may imitate being alive, regulating their body's ability to perform these functions regularly associated with living creatures.

Blood Drain (Ex):
A 1st level vampire may drain the blood of a living humanoid victim with its fangs by making a successful pin during a grapple. If a vampire succeeds in pinning a foe, it may deal 1 point of piercing damage and 1d4 points of temporary Constitution damage each round the pin is maintained. Each time the vampire inflicts Constitution damage in this manner, it regains 5 hit points. These restored hit points may not exceed the vampire's regular hit point maximum. For the purpose of overcoming damage reduction, a vampire's bite and thus their Blood Drain, is considered magic.

A living humanoid slain by a vampire's Blood Drain can be raised as a vampire at the time of its death, provided the draining vampire wills it and the victim fails a Will saving throw (DC 10). Should it wish to rise, or fail its saving throw, the victim immediately loses one level but instead gains a level of the vampire base class in its place; if the victim would have only one level, it cannot be raised as a vampire and instead is slain. It otherwise rises from death after 1d4 rounds at 1 hit point, hungering for the opportunity to drain blood so as to restore its hit points to full. A newly raised vampire lusts and obsesses to feed sufficiently and will act on this impulse, regardless of its allegiances, until it restores itself to its new maximum hit points. As normal, supernatural creatures cannot be raised as undead, even as vampires.

A newly created vampire otherwise retains its previous allegiances, but must also gain an allegiance to either chaos, evil or master (the vampire who raised it) as well. If another allegiance is chosen and opposes one that already exists, such as a previous good allegiance and a newly gained evil allegiance, neither allegiance is retained and the raised vampire now has neither instead.

Charm (Su):
At 3rd level, as a standard action, a vampire can beguile a humanoid creature just by gazing into its eyes. The vampire can attempt to charm only one target it can see at a time, and the target must be within 30 feet and able to see the vampire. Should the target, one humanoid creature, fail a Will save (DC 10 + 1/2 the vampire’s class level + the vampire’s Charisma modifier) it becomes charmed for a number of hours equal to the vampire's class level. While charmed, the humanoid creature regards the vampire as its trusted friend and ally (treat the target’s attitude as friendly).

This charm does not enable the vampire to control the charmed person as if it were an automaton, but it perceives the vampire's words and actions in the most favorable way. The vampire can try to give the subject orders, but it must win an opposed Charisma check to convince the charmed creature to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the vampire or its apparent allies that threatens the charmed person breaks the effect. The vampire must speak the person’s language to communicate its commands, or else be good at pantomiming.

If the creature is currently being threatened or attacked by the vampire or its allies however, it receives a +5 bonus on its saving throw against this effect. If the vampire is in view of a mirror, it may not attempt to charm a creature.

Charm is a mind-affecting effect that otherwise mimics the Charm Person spell.

Gaseous Form (Su):
At 5th level, as a standard action, the vampire (and all its gear) becomes insubstantial, misty, and translucent like a thin but visible fog. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Defense, Dexterity and size) still apply. The vampire cannot attack, cast spells or use supernatural abilities while in gaseous form.

A vampire in this form can remain gaseous for a number of minutes equal to twice its class levels and has a fly speed of 10 feet with perfect maneuverability, but cannot run. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid.

Gaseous Form is an effect that otherwise mimics the Gaseous Form spell.

Spider Climb (Ex):
a 7th level vampire can, as a standard action, climb and travel on vertical surfaces or even traverse ceilings as well as a spider does for 10 minutes per class level. The vampire needn't have its hands free to climb in this manner. While using this ability, a vampire gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). While spider climbing, a vampire retains its Dexterity bonus to Armor Class (if any), and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Spider Climb is an effect that otherwise mimics the Spider Climb spell.

Children of the Night (Su):
A 9th level vampire commands the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Following the duration of the vampire's summons, the creatures mill about briefly before departing - no longer being influenced by the vampire and returning to their normal behavior.

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th level, the vampire gains a bonus feat. This feat must be selected from the following list, and the vampire must meet any prerequisites.

Acrobatic, Alertness, Athletic, Attentive, Combat Reflexes, Confident, Deceptive, Dodge, Educated, Frightful Presence, Improved Damage Threshold, Improved Initiative, Iron Will, Lightning Reflexes, Renown, Run, Stealthy, Toughness


THE ZOANTHROPE
The zoanthrope uses his or her unnatural blood to the best advantage and not any particular ability score. Taking a level in this class represents a sacrifice of humanity, be it willing or unwilling. It is defined best by the individual's reaction to their nature as a supernaturally cursed (or blessed) person; they might fight against this new found element in their life and be desperate for a cure or solution, or use its unusual qualities to benevolent (or malevolent) ends. Regular interactions might be damaged for a zoanthrope, whereas combat instances might be much more successful than previously; the casualness of life might be stripped away.

A zoanthrope might strike others as a person with secrets to hide, or a certain magnetism and force of unusual personality which isn't easily defined. He or she might be timid or ferocious in demeanor - in the end, their original personality simply contends and adapts to the direness of the circumstance they've found themselves in.

Most natural - or zoanthropes who are born into their class instead of afflicted with it - live relatively ordinary lives; their minds and bodies having had years to adapt and come to terms with the nature of their being. Afflicted zoanthropes - those who were infected with zoanthropy and failed their Fortitude save against  it - often vary greatly, with some heroes turning to the darkness they might feel drawn toward and others instead aspiring to new heroic ends with this increased power.

Game Rule Information:
Zoanthropes have the following game statistics.

Ability:
Strength or Dexterity is the ability associated with this class. The zoanthrope often places good scores in the other physical ability score he did not choose, his Constitution score, and then his Wisdom score.

Hit Dice:
Zoanthropes gain d8 hit points per level. The character's Constitution modifier applies. A 1st level zoanthrope receives hit points equal to 8 + his or her Constitution modifier.

Action Points:
Zoanthropes gain a number of action points equal to 5 + one half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills:
The zoanthrope's class skills, and the key ability for each skill, are as follows (see Chapter Two for skill descriptions).

Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Read/Write Language (None), Listen (Wis), Move Silently (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str)
Also, the starting occupation you select can provide you with additional class skills to choose from.

Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Class Features

Defense
 Bonus

Reputation
Bonus
1st+0+1+1+0Zoanthropy, Alternate Form+1+1
2nd+1+2+2+0Bonus Feat+2+1
3rd+2+2+2+1-+2+1
4th+3+2+2+1Bonus Feat+3+2
5th+3+3+3+1-+3+2
6th+4+3+3+2Bonus Feat+3+2
7th+5+4+4+2-+4+3
8th+6/+1+4+4+2Bonus Feat+4+3
9th+6/+1+4+4+3-+5+3
10th+7/+2+5+5+3Bonus Feat+5+4

Starting Feats:
In addition to the two feats all characters get at 1st level (see Table 1-2), a zoanthrope begins play with the Simple Weapons Proficiency feat.

Class Features:
The following are class features of the zoanthrope.

Zoanthropy (Ex):
At 1st level a zoanthrope manifests his or her particular animal lineage, which is one of several possible animals listed below. Regardless of the specific animal line they are from, all zoanthropes gain certain qualities in their humanoid form such as an increase to Constitution and Wisdom scores as well as an accelerated rate of healing.

All zoanthropes, regardless of their current form, naturally heal a number of hit points and ability damage (or burn) per day equal to the standard healing rate + their Constitution bonus. A zoanthrope heals even if they do not rest and this healing replaces their normal, natural healing. Lastly, a zoanthrope heals a number of hit points every minute equal to 1 + their Constitution bonus.

Even while not in alternate form, a zoanthrope has incredible resilience to poison and disease, granting them a +8 racial bonus to saving throws made against disease and poison. There is one exception to this improved resistance, in that a zoanthrope does not apply this bonus against poisoning caused by wolfsbane (belladonna).

Once a character begin taking levels in this class he or she may not take levels in other basic character classes, advanced classes, or prestige classes until they successfully gain a number of zoanthrope levels equal to their animal lineage's specific value. However, they may continue to take additional zoanthrope class levels after gaining the numbers of levels specified in each specific lineage.

A 1st level natural zoanthrope - a character who took their first character level in this class with no prior class levels - may select from any one of the following animal lineages. This selection is permanent and bestows the listed ability score adjustments in all forms as well as their bonus feat(s) received. Additionally, it determines their alternate form as well as the amount of character levels they must invest in the zoanthrope class before they may take a level in another class.

Afflicted zoanthropes instead acquire the animal lineage of the same type as the zoanthrope that bestowed the curse upon them and are not able to make a specific selection. In addition, an afflicted zoanthrope's allegiance (and subsequently their behavior) is temporarily shifted to the category listed in the animal column so long as they remain in their alternate form. A supernatural creature cannot be afflicted with zoanthropy.


Animal
Lineage

Ability Score
Adjustments

Minimum Levels
Required
Bonus
Feats
Allegiance
(Afflicted Only)
Werebear
+8 Con, +2 Wis
5
Iron Will
Law and Good
Wereboar
+6 Con, +2 Wis
3
Iron Will
Neutral
Wererat
+2 Con, +2 Wis
2
Iron Will, Weapon Finesse
Law and Evil
Weretiger
+6 Con, +2 Wis
5
Iron Will
Neutral
Werewolf
+4 Con, +2 Wis
3
Iron Will, Weapon Finesse
Chaos and Evil

Alternate Form (Su):
A 1st level zoanthrope may assume an alternate form - that which is an amalgamation of their normal self and that of their animal lineage's combined, carrying over traits of each. This alternate form is a biped form of the zoanthrope's line, but retaining humanoid qualities such as functional hands and thumbs. Depending on the animal the zoanthrope's alternate form is generated from, their body adjusts accordingly; wererats are only marginally smaller than their human selves, but werebears are pronouncedly massive, being large creatures. Some human qualities might be retained or merged with the new form, such as eye or hair color, or even personality, but other aspects of their being might not translate such as tattoos.

A zoanthrope must spend a full-round action to assume their alternate form, and upon assuming their alternate form a zoanthrope regains hit points as if they had rested for a day. Any equipment worn that would not readily adjust to (or survive) a sudden change of physique is destroyed in the process. A slain zoanthrope reverts to their humanoid form, although they remain dead.

All zoanthropes, regardless if they are natural or afflicted, automatically assume their alternate forms under a full moon's light and remain in their alternate form until dawn.

Each particular line of zoanthrope gains different ability score adjustments and special qualities while in alternate form. Some zoanthropes also change size categories - these size adjustments' changes to ability scores are already factored in the ability score columns, and their new size category (assuming a Medium creature) are listed in a separate category. All zoanthropes retain any racial or class features, even in their alternate form.

Animal
Lineage

Ability Score
Adjustments

Special
Qualities

Natural
Weapons

Speed

Size
Category
Werebear
+16 Str, +2 Dex
Darkvision (60ft), Low-Light Vision,
Scent, Bear Empathy, Improved
Grab, Damage Reduction 10/Silver
Bite (2d6), Claws (1d8)
40ft
Large
Wereboar
+4 Str
Darkvision (60ft), Low-Light Vision,
Scent, Boar Empathy, Ferocity,
Damage Reduction 10/Silver
Gore (1d8)
40ft
Unchanged
Wererat
+6 Dex
Darkvision (60ft), Low-Light Vision
Scent, Rat Empathy,
Damage Reduction 10/Silver
Bite (1d4)
40ft
Unchanged
Weretiger
+12 Str, +4 Dex
Darkvision (60ft), Low-Light Vision
Scent, Tiger Empathy,
Pounce, Improved Grab,
Damage Reduction 10/Silver
Bite (2d6), Claws (1d8)
40ft
Large
Werewolf
+2 Str, +4 Dex
Darkvision (60ft), Low-Light Vision
Scent, Wolf Empathy, Trip,
Damage Reduction 10/Silver
Bite (1d6)
50ft
Unchanged

A zoanthrope's natural weapons are treated as though they were silver for the purpose of overcoming damage reduction.

(click to show/hide)

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th level, the zoanthrope gains a bonus feat. This feat must be selected from the following list, and the zoanthrope must meet any prerequisites.

Alertness, Animal Affinity, Athletic, Blind-Fight, Dodge, Endurance, Frightful Presence, Great Fortitude, Improved Damage Threshold, Lightning Reflexes, Mobility, Nimble, Run, Stealthy, Toughness, Track
« Last Edit: June 12, 2016, 03:29:26 AM by Argent Fatalis »

Offline Argent Fatalis

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Re: (WIP) Proving Grounds [d20M]
« Reply #1 on: January 24, 2015, 12:12:01 AM »
If you notice any issues, or have any commentary, feel free to post below.

Offline Amechra

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Re: (WIP) Proving Grounds [d20M]
« Reply #2 on: January 24, 2015, 03:25:06 PM »
The Zoanthrope is borked. Seriously, look at the Werebear.

Sure, you've got to stay in the class for 4 levels, but you also get +8 to Con, and a +2 to Wis. You also get a +16 to Strength and a +2 to Dex, a 40ft land speed, several natural weapons, and DR 10/Silver.

Seriously, dafuq?

WotC made template classes for the different Lycanthropes; you can find them here (just linking the Werebear one for now). Yeah, you have to take many more levels, but you can also just splash a level so that you can say you can turn into a BEAR (sure, you don't get stat bonuses, but just go with Strong Hero).
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Argent Fatalis

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Re: (WIP) Proving Grounds [d20M]
« Reply #3 on: January 24, 2015, 04:44:10 PM »
The Zoanthrope is borked. Seriously, look at the Werebear.

Sure, you've got to stay in the class for 4 levels, but you also get +8 to Con, and a +2 to Wis. You also get a +16 to Strength and a +2 to Dex, a 40ft land speed, several natural weapons, and DR 10/Silver.

Seriously, dafuq?

WotC made template classes for the different Lycanthropes; you can find them here (just linking the Werebear one for now). Yeah, you have to take many more levels, but you can also just splash a level so that you can say you can turn into a BEAR (sure, you don't get stat bonuses, but just go with Strong Hero).

The biggest issue I find is that you either are or aren't a classical lycanthrope - especially in d20 Modern where, for some unknown reason, they got a slight buff in a few categories, such as better DR (15/Silver) and getting Constitution even in their humanoid form; though I've only managed to find the werewolf and the wererat to use as my starting points, and I believe the other three lycanthropes are effectively not in any official d20M material.

If I don't immediately provide the character with their alternate form and adjustments, the result is basically that you aren't what you say you are; that was always my issue with any of the template conversions, because it was handled like normal leveling up where you made steady gains - you're a werewolf, it doesn't make a lot of sense to "gain" your features over levels when you classically already have them. This however poses the extremely notable problems you brought up, in that both the weretiger and werebear are freaking awesome because of everything you get for such a relatively few levels invested.

That said, I didn't want to make the class dippable - at least not easily so.

The current formula for required levels is ½ CR Adj + ½ Animal's HD for determining how many levels they'd need to invest, which is the only real penalty I can enforce on the class that isn't requiring other major modifications - I tried to keep it as true to the original template, but with a few nerfs to that as well.

I haven't many good solutions at balancing them against one another aside from increasing the level cost for some and decreasing it for others; potentially going with a formula of CR Adj + ½ Animal's HD, rounding uneven numbers down (wererat 2, werewolf 3, wereboar 3, weretiger 5, werebear 5).

But all of this still results in a base class that is radically superior to every other base class. Again, I tried to rationalize making it an advanced class, but I again found myself hung up on the "What about natural lycanthropes?" this time. It makes no sense for a born werewolf to have to wait anywhere from three to four levels just to get his actual features, and storywise often doesn't make too much sense (though I admit I can think of quite a few ways to do that).

In short, do you have any ideas for possible solutions? I will alter the formula right now as it is (the wereboar needed the better balance anyway versus the two major players who it was stuck behind).