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Game System

D&D 3.5e
  1. What's new in this game
  2. I rebuilt as a Medusa Rogue. I thought the flavor of the mountebank was nice but it just wasn't doing what I wanted mechanically. Swapped out Improved Multiattack (even though its amazing) for Weapon Focus (Snakes) so that I can qualify for Thayan Gladiator sooner. https://www.myth-weavers.com/sheets/?id=2824339
  3. A few ideas sprang to mind depending on how much cheese you'd tolerate. Low cheese, Beguiler//Psion (just int pump the caster) Middling Cheese Beguiler//Warblade (stealthy swordmaster) High cheese Human Paragon/swashbuckler/beguiler/Iaijutsu master//Warblade, Single strike wonder putting rogues out of business,
  4. I'll probably go with something like this mechanically. I may adjust some skill points and I need to finish buying equipment. But I was able to qualify for Multiattack after all. (EDIT: Rebuilt below)
  5. I'm still playing around with character concepts. It would be fun to try a Mountebank, especially with the class fix you posted. I've been thinking that it might be cool to gestalt it with the Medusa monster class from Savage Species, if that's okay with you. It's not the strongest thing in the world, but I like the theme of having dangerous eyes.
  6. GESTALT RULES Fractional saves. Good Saves get +2.50 the first time it is a good save for you and +0.50 per level after, and Bad Saves are +0.33 every level (rounded up from 99 to 100 at every third level). GENERAL RULES CHANGES Max HP at each level. Once a class skill, always a class skill. Negative energy magic heals undead. Example: Inflict Light Wounds. Positive energy magic harms undead. Example: Cure Light Wounds. Mend acts as a Repair version of Cure Minor Wounds for constructs. You get a Feat at every odd level. So 1, 3, 5, 7, 9, etc. You do not Die at -10HP. Instead, you perish at You die at -10 or negative ECL+ConMod HP, whichever is lower. Gems are exempt from the '1/2 Market Value when Sold' rule. They are treated as general currency in the exact amount you and the merchant agree upon, or in some cases, the merchant insists upon, if you've no way to know the difference. Sacred and profane bonuses do not stack. In the case of having both, only the highest one applies. If they are the same value, you must pick one. If you have more than one class that grants an ability on this list, they stack but only up to your ECL: Animal Companion, Summon Familiar, Special Mount, Turn Undead, Aura of Fear/Courage/Etc. Block initiative. The thing or person with the highest initiative rolls for their entire 'group'. Critical Hits Overhaul Crits are automatically 'confirmed'. No confirmation rolls are needed. Instead of doing double damage, crits follow this chart based on critical modifier: x2 = 100% Maximum Damage x3 = 150% Maximum Damage x4 = 200% Maximum Damage x4+ = Cannot increased beyond x4 result FEAT EFFECTS YOU GET FOR FREE You get the effects of the following feats for free, and they are removed from anything that uses them as a prerequisite. These do not have to be listed on your character sheet as their effects are simply how everyone functions - PCs and NPCs alike. Weapon Finesse (SRD) - Use Dex or Str for 'light' weapon Attack Rolls, whichever is better. Power Attack (SRD) - Deduct positive points from your Attack Rolls and add them to Damage Rolls. Eschew Materials (SRD) - Material Components that don't have a price attached are no longer required. Improved Weapon Familiarity (Complete Warrior, p. 101) - You can treat all the exotic weapons associated with your race as Martial Weapons rather than as Exotic Weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the Elven Thinblade, or the Dwarven Waraxe. Spell Thematics (Player's Guide to Faerün, p. 44) - Your spells with visual effects follow whatever 'theme' you've chosen. This is optional, but if you use it, please pick a 'theme' at creation. FEAT UPDATES 'Dodge' is a flat +1 Dodge Bonus to AC at lvl 1. It changes to +2 at lvl 10, +3 at lvl 20. 'Ninja Dodge' as 'Dodge' for the purpose of prerequisites. The 'AC Bonus' of Monks, Ninjas, and Battle-Dancers counts as the 'Dodge' feat as well, but only if/when they qualify for their '+1 Dodge Bonus' at level 5. 'Region' Feats no longer require a specific race or home region. None of these are justifiably useful enough for such restrictions. Refluff as necessary. The Ascetic Mage, Ascetic Psion, Carmendine Monk, and Kung Fu Genius Feats work for Ninjas and Battle Dancers as well as for Monks. Feats that only give you a +2 bonus on two skills, also make those skills Class Skills for your character. Examples: Alertness (+2 Spot/Listen), Persuasive (+2 Bluff/Intimidate), Stealthy (+2 Hide/Move Silently), etc. The Touchstone and Planar Touchstone feats include automatic attunement with your first Touchstone sight, with no xp cost. You are restricted to a single '1 level dip'. This means that if you only have a single level in 2 different classes by level 2 (Say, Rogue 1 and Fighter 1), you have to take another level in one of those classes at your 3rd level, leaving you with only a single '1 level dip' of the class not progressed. Please plan your build accordingly. If you think you need multiple 1-level dips to accomplish your build goal, you are likely using the wring pieces to build with. If you need help building a specific concept, just let me know - I'm happy to theory craft with you! The Improved Shield Bash feat allows you to gain the +1 AC of a Buckler even while fighting with that arm, despite the fact that the Buckler can't be used to bash. CLASS UPDATES All Spontaneous Spellcasters have no spell slots for Cantrips/Orisons - they can use their cantrips, orisons, or equivilent 'At-Will'. (and any additional content therein) are encouraged for balance purposes. When I say 'balance' I mean these are all strictly better than their official counterparts, making lesser-used and underpowered classes more viable. No Wizards or Archivists. Having to 'prepare spells' at every rest slows games down and causes more bookkeeping work for both DM and Player(s). Artificers get four level 0 infusions that act as Cantrips. Their level 0 class infusion list is Caltrops, Detect Magic, Ghost Sound, Launch Bolt, Launch Item, Light, Mage Hand, Mend, Message, Read Magic, Silent Portal, and Stick. Clerics and Druids must use the rules. Druids must also pick one of the Following Variant Rules: Aspect of the Dragon (DrM, p 11), Deadly Hunter (UA, p 58), Drow Druid (DU, p58), Druidic Avenger (UA, p 51), Shapeshifter (PHB 2, p 39). Rokugan Ninja has Poor Fort, Good Reflex, and Poor Will saves. Swashbucklers, Dread Pirates, and Scarlet Corsairs gain proficiency with Pistols from Table 5–4: Renaissance Weapons (DMG, p. 145) Note: Feats meant for crossbows do not work with pistols. Factotums select a single level 0 spell from any spell list at 1st level. As long as they have at least 1 unspent inspiration point, they can use this cantrip at-will. This spell can be swapped out whenever they gain access to an additional spell via class progression. The Warmage class feature 'Warmage's Edge' now keys off Charisma instead of Intelligence. Psionic manifesting classes get '' that act like Cantrips. They get the same number of Talents known as they have 1st-level powers. There are no XP Penalties for multiclassing. (More Talents as well) Good-Aligned Clerics and Paladins get 'Destroy Undead' instead of 'Turn Undead', though it still counts as 'Turn Undead' in regards to fulfilling prerequisites for feats and prestige classes. Destroy Undead is a 30' burst centered on the Cleric/Paladin that does 1d6 per Cleric Level of Positive Energy Damage to Undead. Paladins Destroy Undead as a Cleric 3 levels lower. Evil-Aligned Paladins use the Blackguard spell list. A Paladin's Alignment (as well as Code of Conduct) is always the same as their Deity's. An 'Evil' Paladin's class features flip the words 'Good' and 'Evil. So they get 'Aura of Evil' instead of 'Aura of Good' and 'Detect Good' instead of 'Detect Evil', etc. An 'Evil' aligned Paladin's Lay-On-Hands uses Negative Energy instead of positive, and they get Control Undead instead of Destroy Undead. Evil-Aligned Paladins cannot become Blackguards. WEAPON UPDATES Daggers now have a range increment of 15' if thrown, but doing so drops their crit range to 20x2. Shuriken do 1d3 (S) / 1d4 (M) Damage with a range increment of 30', with a crit-range of 19-20x2. Shuriken are no longer considered 'ammo' and cost 1gp each instead of 1gp (5). This means they can be enchanted with the 'Returning' and other ranged weapon enhancements. Treat Great Crossbows (Races of Stone) the same as Heavy Crossbows for feats and other rules that specify Heavy Crossbows. The Orc Shotput normally has a thrown range increment of 10', but when thrown by an Orc or Half-Orc it now has a range increment of 20' SKILL UPDATES All classes get +2 skill points per level than what is listed. If you are in negative HP, if the successful use of a Heal skill would still leave you in the negative, it brings you to 0 HP instead. For example, if you were -9HP and your ally used Heal to bring you to -5HP, it would instead take you to 0HP. Racial bonuses to skills (such as Elves getting a +2 to Spot) mean that that creature gets that skill as a class skill, no matter their class. SPELL UPDATES All of the 'Mage Armor' spells are changed to Abjuration [Force]. This includes Mage Armor, Greater Mage Armor, Mass Mage Armor, etc, etc. If a Cure spell used on someone with negative HP would not heal enough HP to raise them to at least 0HP, they are instead healed to 0HP. For example, if you were -9HP and your ally used Cure Minor Wound to bring you to -8HP, instead it would take you to 0HP. Cure Minor Wounds -must- be delivered as touch by your actual hand and that limitation cannot be gotten around by any other mechanic, no matter what the mechanic says (no Spectral Hand, no Spell Channeling, no turning it into a Ray, etc, etc). This only affects the Orison Cure -Minor- Wound. Spells that require an XP cost instead simply require 'a gem' worth no less than XPx5gp as a material componant that is destroyed when the spell is cast. Feather Fall is cast as an Immediate Action, and can be cast when flat-footed. The Virtue spell (Cleric 0, Paladin 1) grants +3 temporary hit points rather than +1. The Hold Portal spell adds +5 per 5 Caster Levels rather than a flat +5 to the DC to break open the door. Rope Trick has a duration of 10 Minutes per level instead of 1 Hour per level. RACIAL FEATURE UPDATES Half-Elves get the normal Half-Elf Racial Features, and they also get the bonus to skill points that Humans do. Tibbits can use Feline Transformation at-will as a standard action without the normal Hour-long cooldown. Kobolds get the racial bonus features. Changelings get a single [Racial] feat that they qualify for as a racial bonus feat. Warforged get a single [Warforged] feat that they qualify for as a racial bonus feat. There are no 'Lesser' variant races. Use the standard LA for all races.
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