Idea Guild > Setting Forge

Using D20 Modern SRD to run a fantasy campaign

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Pariah:
This will be almost entirely rules, possibly used for an RP here after I get stuff done right.  Yeah, more later.

links:
http://www.freewebs.com/merlinsworkshop/CM.zip
http://www.scratchfactory.com/ModernSRD/

Pariah:
First on the list is Occupations, Mainly because I see these as being one of the easier things to balance mechanically, also because this might help with the divination system I'm working on (See Muro, all's well :p)  Anyway, hiya bina.

LISTS!!!
http://www.sff.net/people/julia.west/callihoo/dtbb/fantjobslist.htm

Also one that I pulled from the Merlin's Workshop pile of PDFs:

--- Quote ---Apothecary, hedge Wizard, Noviate, Psychic, Psyschic Adept, Psychic Researcher, Rural, Shadow Scholar, Adept, Aristocrat, Merchant, Bandit, Commoner, Entertainer, Wanderer, Nomad, Outcast, Rake, Sailor, Warrior, Woodsman, Yeoman, Academic, Adventurer, Athlete, Blue Collar, Bohemian, Bureaucrat, Celebrity, Craftsman, Creative, Criminal, Dilettante, Doctor, Domestic, Educator, Emergency Services, Entrepreneur, Investigative, Law Enforcement, Military, Politician, Religious, Student, Technician, White Collar, Astronaut Trainee, Colonist, Drifter, Gladiator, Heir, Outcast, Scavenger, Transporter, Bard, Chieftain, Craftsman, Herbalist, Hermit, Knight, Jester, Magician, Maiden, Missionary, Monastic Priest, Merchant, Noble, Nomad, Priest, Rebel, Scribe, Peasant, Servant, Scout, Shaman, Squire, Warrior Priest, Academic, Agricultural, Artistic, Athletic, Commercial, Covert, Diplomatic, Engineering, Environmental, Manufacturing, Media, Medical, Military, Paranormal, Philosophical, Scientific, Service, Supernatural.
--- End quote ---


And a template to do the Occupations:


--- Quote ---Occupation Name
Prerequisites:
Skills: Choose (one, two, or three) of the following skills, If a skill you select is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.  (Skill list)
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Reputation Bonus Increase: ((Loss 1 skill point for every reputation point))
Wealth Bonus Increase: ((+0 - +2 are free, after that lose 1 skill point for every +2))

--- End quote ---


And finally, a couple skill lists... Apparently this is what I'm working on first... ah well, I always hated d20's skill list...

3.5/d20M conjoined with modern day skills dropped
Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gamble, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Navigate, Open Lock, Perform, Read/Write Language, Research, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Swim, Tumble, Use Rope

DnD 4e

 
Acrobatics, Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery

ORE
Athletics, Endurance, Brawl, Parry, Run, Vigor, Climb, Dodge, Perform (), Ride, Stealth, Weapon Skill (), Counterspell, Healing, Language (), Lore, Strategy, Student of (), Tactics, Haggle, Inspire, Intimidate, Direction, Eerie, Empaty, Hearing, Scrutinize, Sight, Fascinate, Graces, Jest, Lie, Plead

Moon's Big List of Skills:
http://strolen.com/guild/index.php?topic=2250.0

Pariah:
Skill list

Academic Skills

Lore - You're educated. You know legends, history, folktales, the great myths of the major religions.  You've studied it all.  Given that the people of most fantasy settings don't differentiate between fact and fiction, you may have trouble actually applying this knowledge, but gosh darn it, you know stuff.

Student of (___) - You've studied some particular subject much more than your average person, be it history, numerology, mathematics, or the Wines of the Southern Valley.

Decipher Script - You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form.  It helps if you have at least a passing familiarity with either the language the text was written in, or at least something related to it.

Concentration - You can remain focused on the task at hand despite being distracted by such things as uncomfortable chairs, inclement weather, or being stabbed.

Research - Given access to some large body of knowledge, a library or the insides of an ancient vampire's mind for example, you can scour it for the information you're searching for.

Speaker of (____) - These are the languages you know, from such things as Common to Orcish Hunting Calls, if someone uses it to communicate with you can learn it.  (I'm thinking of making it a feat for native level proficiency, otherwise you need to roll to see if you're understood or accidentally insult someone, maybe?)

Heal - You know how to keep people from dying.  Used to provide care when you have time that people aren't actively trying to kill you, otherwise see combat medicine.

Agricultural Skills

Handle Animal - You know how to deal with animals, whether it's teaching them a new trick or helping a mare foal, you can handle it.

Herbalism - You know what plants are good for a particular task, whether that task is eating, helping to heal a wound, or poisoning your rival.  You also know how to properly prepare said plants to perform that task better, be it seeping the willow bark in warm water or making a highly condensed nicotine solution out of tobacco leaves.

Athletic Skills

Run - You know how to effectively run, whether it's a 100m dash or running a full marathon.  This skill also allows you to cover more land on foot than an untrained person would be able to.

Climb - You can effectively travel vertically over surfaces, whether it's up a sheer rock wall or a rope.

Balance - You can avoid falling over, especially when it's important, like walking across a bottomless chasm on nothing more than a 40' long 2x4 with a crosswind.

Jump - You can jump.  I really don't know what else I can say about this, it seems like a fairly obvious skill.

Swim - Whether it's diving to the bottom of a river to retrieve the One Ring, or swimming to Alcatraz during a storm, if it happens in the water this is most likely the skill you'll use.

Tumble - Whether you're rolling between the Ogre's legs to avoid being smashed by that tree trunk he's swinging, or using Parkour to turn that 30' drop into forward momentum, this is what you'll use.

Criminal Skills

Disable Device - You can open locks and disable traps, no place is safe from your thieving fingers.

Hide - You can make yourself unseen, whether you're hiding in the shadows while guards are wandering around yelling "Taffer" or in a Gilly suit in the brush.

Move Silently - You can walk quietly, whether you are stalking your prey like a shadow or trying to sneak up on someone while wearing one of those Jester suits with all the bells on it.

Forgery - You can create forgeries, whether it's a copy of the Mona Lisa to sell to someone, or making up documents to say that you were on the King's business and should be immediately released.

Disguise - You know how to make yourself appear to be someone else, a true master could convince his own mother that she was talking to a Thai hooker.

Escape Artist - You can get out of restraints, whether you're popping your shoulder out of its socket to

Sleight of Hand - Hiding things on your person, that nifty thing where you make a business card appear from no where, and picking pockets are all under this skill.

Gamble - Whether you're throwing bones on the street corner or playing high stakes poker this is your skill.

Interpersonal Skills

Bluff - You're a liar and a d**n good one at that, you could convince your own sweet mother that she was a man, it's also used for feinting in combat.

Perform (___) - Whether it's playing a lute or freestyle interpretive dance, you can entertain people and generally get them to give you praise, applause, or money.

Sense Motive - You can tell when someone trying something fishy.

Gather Information - You can get information out of people, even when they don't really know that they have it, whether it's finding out where a fence is or getting a description of a suspect out of a witness, you which questions to ask to get the most information out of someone.

Intimidate - You can convince people that you are not to be triffled with, it doesn't really matter why they think that, be it fear of a beating, political backlash, or the belief that you'll turn them into a newt.

Diplomacy - You know how to sweet talk people into seeing things your way,.

Graces - This is your knowledge of how to be a good guest, or host, and covers a wide range of things every courtier must know, such things as never presenting your bare hands to a Nyrthian to when or when not to belch.  Of course, social graces are a two-way street, and you can be at your best trying to impress that Nyrthian diplomat, but because he's such a boor, he picks up on all the little things that you got wrong, like the fact that you crossed your left foot over your right as you were sitting at the dinner table and decides to recommend to his Emperor that they wipe your pathetic nation off the map. Cheers.

Mercantile Skills

Appraise - Using your knowledge of the subject at hand, you can accurately value an object upon examining it, or determine if it's a forgery.

Craft (____) - Whether it's blacksmithing or underwater basket weaving, this is the skill used for making things.

Haggle - You are an expert at getting a bargain, whether it's through brow-beating, indignation, cajoling, or pretending that you have a highly communicable disease, you can get the best prices when you buy and sell goods.

Military Skills

Tactics - You can accurately size up a location and determine such things as choke points, high ground, potential ambush sites, or what direction the horde of Orcish Berserkers are most likely to come from.

Combat Medicine - Where the healing skill seeks to cause the body to heal quicker, combat medicine just tries to get the wounded back onto their feet so they can continue fighting, even if it means that their chances of survival will drop drastically.

Paranormal Skills

Eerie - You are adept at feeling what active magic feels like.  It's hard to describe, it's like the electroreception that sharks and fishes have, except with magic.

Spellcraft - You are a studier of dark tomes of grim magic, you might not have figured out how to make stuff happen yet, but you will, and then they'll be sorry.

Perception Skills

Streetwise - You understand how crowds of people work, you know what to look for in a crowd to figure out if they're spoiling for a fight or terrified that someone is about to get shanked.

Spot - This skill covers how good you are at picking up subtle visual clues, like that little red dot that flashed on the edge of your monitor just now.  It looked an awful lot like a laser pointer, didn't it?

Listen - This skill covers how good you are at picking up subtle, or not so subtle, audible clues, how good you are at localizing what direction they came from, and identifying what they most likely were.

Search - Whether you're casing a manor for every little piece of loot you can find or trying to follow the tracks of a fleeing fugitive over a sheet of granite, this is the skill that covers it.

Traveling Skills

Survival - You know how to find shelter, food, water, and heat when stranded in the wilderness with just the clothes on you back.

Navigate - You know how to read a map, use a compass and a sextant, you can figure out which way is north merely by the stars, and on a cloudy night you know how to use the moss on trees to figure out what direction you're traveling in.

Use Ropes - You can tie knots, there's not a whole lot of things to say about this skill, other than it's actually a lot more complex than this description would have you believe.

Ride - You know how to stay mounted when traveling through rough terrain, how to ride a horse for long distances without breaking it, and potentially how to ride even more exotic mounts, like a dire shrew.

Pariah:
And starting on occupations, won't be able to finish this until I have a solid feat list, but here goes.


--- Quote ---Occupation Name
Prerequisites:
Skills: Choose (one, two, or three) of the following skills: (Skill list)
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill. 
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Reputation Bonus Increase: ((Loss 1 skill point for every reputation point))
Wealth Bonus Increase: ((+0 - +2 are free, after that lose 1 skill point for every +2))

--- End quote ---


--- Quote ---Scholar
Prerequisites: Age 23+
Skills: Choose three of the following skills: Lore, Student of (___), Decipher Script,  Concentration, Research, Speaker of (____), Appraise, Spellcraft, Spot, Search.
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.
Wealth Bonus Increase: +2

--- End quote ---
****FEATS****

--- Quote ---Adventurer upon Return
Prerequisites: Age 15+
Skills: Choose two of the following skills:  Lore, Speaker of (____), Run, Climb, Jump, Swim, Disable Device, Escape Artist, Gamble, Bluff, Intimidate, Tactics, Combat Medicine, Eerie, Streetwise, Spot, Survival, Navigate, Use Rope, Ride.
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Wealth Bonus Increase: +1

--- End quote ---
****FEATS*****

--- Quote ---Criminal
Prerequisites: 13+
Skills: Choose two of the following skills: Disable Device, Hide, Move Silently, Forgery, Disguise, Sleight of Hand, Gamble, Streetwise, Bluff, Intimidate
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill. 
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Wealth Bonus Increase: +1

--- End quote ---

Pariah:
Feats


--- Quote ---Feat Name
Prerequisites:
Benefit:

--- End quote ---


--- Quote ---Native Proficiency
Prerequisites: Speaker of (____) 4+
Benefit: You can automatically take 20 when using this language.
Other Stuff: If taken at character creation you don't need to meet the prerequisites; also, unless if stated otherwise in your origin, you're automatically proficient in at least one language.

--- End quote ---


--- Quote ---True Direction
Benefit: +10 when using Navigation to find north.

--- End quote ---

Screaming Warrior
BLOOD FOR THE BLOOD GOD!!!
Benefit: You continually scream at the top of your lungs throughout combat, your enemies must make a Will save to avoid being shaken every round they are in a square threatened by you. However you can not use any abilities that involve speech while you are using this feat.
Special: Activating and deactivating this ability is a free action that must be done at the beginning of your turn.

Endurance Feat Tree


--- Quote ---Endurance
You keep going when lesser men have collapsed from exhaustion.
Prerequisites: Con 12
Benefit: You gain a +4 to checks made to avoid nonlethal damage from: holding your breath, forced marches, starvation, thirst, heat stroke, hypothermia, and suffocation.  You also gain +4 to checks to avoid succumbing to exhaustion while running, climbing, or swimming.  You can function on half your required sleep and rations for a number of days equal to your constitution score without a penalty.  Also, you can sleep in light or medium armor and wake fully rested.

--- End quote ---


--- Quote ---Iron Man
GRARH!!!
Prerequisites: Endurance, Con 16
Benefit:  You gain a +6 to checks made to avoid nonlethal damage from: holding your breath, forced marches, starvation, thirst, heat stroke, hypothermia, and suffocation.  You also gain +6 to checks to avoid succumbing to exhaustion while running, climbing, or swimming.  You man also sleep in heavy armor, hanging by your foot from a noose, or at the bottom of a pile of sweaty men and wake fully rested.
Special: These effects stack with Endurance.

--- End quote ---


--- Quote ---Tough as Nails
There's tough, and then there's you
Prerequisites: Con 14, Endurance
Benefit: You gain twice your Constitution bonus to Health every level.
Special: This replaces the normal Con bonus to Health.

--- End quote ---


--- Quote ---Improved Tough as Nails
You can walk through the valley of the shadow of death and fear nothing because you have hit points to spare
Prerequisites: Con 18, Tough as Nails, Iron Man
Benefit: You gain four times your Constitution bonus to Health every level.
Special: This replaces Tough as Nails.

--- End quote ---


--- Quote ---Determinator
With my dying breath I will end you!
Prerequisites: Endurance
Benefit: When reduced to negative hit points, you automatically become stable, and may choose to as if you were disabled, rather than dying.  Additionally, you gain a negative hit point pool equal to 1/4 your maximum HP, rounded down.  If you take a strenuous action while in negative hit points, such as (but not limited to) combat, running from combat, pull ups, one handed pull ups, sex, running a marathon, or dancing; you lose 1 HP.  When you reach your maximum allotment of negative hit points you keel over a die.

--- End quote ---


--- Quote ---Why Won't You Die?!
Prerequisites: Determinator
Benefit: You don't die after reaching your maximum allotment of negative hit points in combat, instead through sheer force of will, or hatred, or just because you're a stubborn bastard; you can continue fighting.  However, once combat ends you die.  Also, don't try to use this to cheat death, your dead once this feat activates, no amount of finagling will change that.  Death is just so dumbfounded by the fact that you're still moving around that it's going to take him a little bit to actually grab your soul and drag it to the underworld, kicking and screaming, likely with its ephemeral claws locked around the throat of whoever you killed last.

--- End quote ---

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