Idea Guild > Setting Forge

Using D20 Modern SRD to run a fantasy campaign

<< < (3/3)

Pariah:
Digging through WotC forums:

TES style skill leveling mechanics
http://community.wizards.com/go/thread/view/75882/28862423/Modified_Skill_System_(Feedback_Please)
On DnD & realism <-making me feel better about the feat trees already :D
http://thealexandrian.net/wordpress/587/roleplaying-games/dd-calibrating-your-expectations-2
Midnight SRD
http://darknessfalls.leaderdesslok.com/
Skills...  Comments more than the feat itself
http://community.wizards.com/go/thread/view/75882/19562418/PEACH_-_New_feat:_Unusual_training?pg=1
More Skills
http://community.wizards.com/go/thread/view/75882/28933951/Skills_Why_Are_They_ALL_Int_Based

Notes to self:
On endurance balancing, change physical classes to getting 2dX instead of 1dY, add requirements for HD.
Remember what my TI said, "we're all about killing people and breaking their shayt."
skill points tied more closely to int, allowing more skill points.  there are 30+ skills

Pariah:
Possibly get rid of Class/Crossclass skills and give a +1 bonus each level in "class skills"

Weapon Groups:
Axes
Bows/Crossbows
Clubs/Maces/Picks/Hammers
Flails/Chains
Heavy Blades
Light Blades
Slings/Thrown Weapons
Spears/Lances/Polearms
Unarmed/Claws



--- Quote ---Weapon Training (Bows & Crossbows) AKA "Archer"
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits: You gain proficiency in that category of weapons.  You also gain a +1 to Attack and Damage with that category of weapons.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.
--- End quote ---


--- Quote ---Hawkeye (Archer)
Prerequisites: Spot 4, Archer
Benefits: For every 4 ranks you have in the Spot skill you gain +1 to attack with bows & crossbows and the range increment for any bow or crossbow he uses increases by 5 feet.
--- End quote ---


--- Quote ---Melee Archer (Archer)
Prerequisites: Archer
Benefits: You gain a +1 to attack and damage when shooting within 30', additionally you do not provoke attacks of opportunity when shooting from within melee, nor do you take a -4 to attack when attempting to shoot into a melee.
--- End quote ---


--- Quote ---Sniper (Archer)
Prerequisites: Hawkeye
Benefits: When you use a bow or crossbow its range increment is increased by 1/2 (it is now x1.5 what it was before).  Additionally your ranged attacks ignore the AC bonus granted to targets by anything less than total cover; likewise, ignore the miss chance granted by anything less than total concealment.  Finally, if you shoot at a target engaged in a grapple, you automatically hit the target you were aiming at.
Special: The range bonus is applied after the bonuses granted by Hawkeye.
--- End quote ---


--- Quote ---Manyshot (Archer)
Prerequisites: Archer, BaB +6
Benefits: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Special: All these arrows are treated as one attack for purposes of damage reduction.
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
(Yes, the only difference between this and the SRD Manyshot are the prereqs and how they're treated by DR)
--- End quote ---


--- Quote ---Darken the Sky (Archer)
Prerequisites: Archer
Benefits: As a full round action you can make a single attack at your highest BaB against any number of targets in a 15 foot radius, the center point of which must be within your first range increment.  You make seperate attack and damage rolls for each target in this area.
--- End quote ---


--- Quote ---Pinning Shot (Archer)
Prerequisites: Archer, BaB +3
Benefits: When using a bow or crossbow with a Str bonus of +2 or higher, as a standard action you may make an attack against any target within range of your bow, who takes damage as normal and is immobilized and flat footed for a number of rounds equal to the Str bonus of your weapon minus one.
--- End quote ---


--- Quote ---Through Shot (Archer)
Prerequisites: Pinning Shot
Benefits: When using a bow or crossbow with a Str bonus of +6 or higher and you threaten a critical against a target, the projectile you fired pierces the target and continues in a line, potentially striking a target behind them.  You must be able to trace a line starting at his space and passing through both targets to make this additional attack. This secondary attack is made at -4 in addition to any other penalties for added range.  If this attack is also a critical hit, the projectile can continue to hit another target, but the penalties stack.
--- End quote ---



--- Quote ---Bows, Crossbows and Damage bonuses

While Dex is the attribute in charge of determining your to-hit bonus when using projectile weapons, it is strength that determines how much extra damage one can deal with bows.  When making a new bow the bowyer decides what the pull on the bow will be, in modern days you generally don't see much more than 65-70 lbs, however the medieval British longbow had pulls of up to 160-180 lbs.  Mechanically this is represented by having a Str bonus for bows which is the maximum amount of Str damage dealt by a that bow.  For example, Thug the Ogrish Archer has a strength of 24, for a Str bonus of +7, but the bow he's using only has a Str bonus of +5, meaning he can only apply 5 points of his Str bonus to damage.  Now if Meh his halfling sidekick with a strenght of 8 picked up that bow and tried to shoot it, he'd be dealing with a draw weight that is well out of his range and would take a penalty to attack and damage equal to the difference between his Str bonus (-1) and the bow's (+5) for a total of -6 to attack and damage.

Crossbows are an entirely different story, your strength bonus doesn't matter, instead your crossbow has its own strength bonus that's applied to all attacks.  Hand crossbows generally have a strength bonus of +0, light crossbows get +2 and heavy crossbows get +6.  (This last bonus may seem absurd, but it is balanced out by the fact that it takes a full round to reload a heavy crossbow.)

--- End quote ---

From Muro: Chamberpot-Firing feat and Double Plus Quick Shooting feat.
From Mourn: Banking shot


--- Quote ---Weapon Training (Spears, Polearms, Lances, Staves) AKA "Spearman"
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits:: You gain proficiency in that category of weapons.  You also gain a +1 to Attack and Damage with that category of weapons.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.
--- End quote ---


--- Quote ---Sweep (Spearman)
Prerequisites: Spearman
Benefits:: You may use the Spearman weapons to trip a target without penalty.
--- End quote ---


--- Quote ---Shorten Grip (Spearman)
Prerequisites: Spearman
Benefits:: When using a Spearman weapon that has reach you threaten the squares ajdacent to you in addition to the squares you normally threaten.
--- End quote ---


--- Quote ---Backhand from the &^%$@ Stick (Spearman)
Prerequisites: Spearman
Benefits:: Any Spearman weapon you use is treated as a double weapon (if it isn't already) with the other side dealing 1d6 damage.
--- End quote ---

Pariah:
Grab Bag time

AoO: Attack of Opportunity
BaB: Base Attack Bonus


--- Quote ---Weapon Training (Unarmed and Claws) AKA "Unarmed"
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits: You gain proficiency in that category of weapons.  You also gain a +1 to Attack and Damage with that category of weapons.

Your unarmed attacks are treated as armed attacks and deal lethal or nonlethal damage (your choice).  The amount of damage done by your attacks is determined by the number of unarmed feats you have taken.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.


--- Quote ---For Medium sized creatures
For evey size category smaller than Medium, the creature is treated as having 2 less feats, while for every size category larger than Medium the creature is treated as having 2 more feats.
# of feats | Damage
(-4) and less   1
(-3) - (-2)      1d2
(-1) - 0      1d4
1 - 2      1d6
3 - 4      1d8
5 - 6      1d10
7 - 8      2d6
9 - 10      2d8
11 - 12      2d10
13 - 14      3d6
15 - 16      3d8
17 - 18      3d10

Examples: Z'temorum the Gnomish monk has 7 unarmed combat feats, however due to being Small he is treated as having 5 for determining how much damage he does, 1d10 in this case.  Nmyrg the Titan of hand to hand combat is Huge, thus treated as having 4 more than the 12 unarmed combat feats he has, thus dealing 3d8 damage. (The fact that he has four arms and a strength bonus of +21 is just an added bonus for him.)
--- End quote ---

--- End quote ---


--- Quote ---Opportunistic Disarm (unarmed)
Prerequisites: Unarmed, (Improved Disarm)
Benefits: When an enemy attacks you and misses you can expend one of your attacks of opportunity to immediately attempt to disarm them.  If they'd previously scored a hit on you this disarm attempt is made a -4.
--- End quote ---


--- Quote ---Haymaker (unarmed)
Prerequisites: Unarmed, BaB +3, Concentration 4
Benefits: As a full round action you may make a single unarmed melee attack that deals XdY damage, where X is your Str modifier and Y is based off of your BaB.  If this attack is being made against an inatimate object, the damage is doubled.  This attack provokes an attack of opportunity, that if it hits disrupts the attempt unless if the attacks succeeds at a concentration check equal to the damage dealt by the AoO.


--- Quote ---Haymaker table
BaB      Dice
+3 - +6      d6
+7 - +10   d8
+11 - +14   d10
+15 - +18   d12
+19 and up   d20

Example: Nmyrg the Titan has a BaB of +20 and has a +21 Str bonus, so if he uses this attack against Z'temorum the Gnomish monk he would deal 21d20 damage, however Z'temorum would be able to make an attack of opportunity to try and interrupt the attack (Unlikely seeing as he's only likely to deal 12 points of damage, but Nmyrg could always roll a critical failure.)
--- End quote ---

--- End quote ---


--- Quote ---Deflecting Shot (Archer)
Prerequisites: Archer, (Quick Reflexes or some such), BaB +5
Benefits: For every five points of BaB you have you can deflect a projectile by up to 45 degrees off of some hard surface.  This can be used to shoot around corners by bouncing the arrow off a wall, or through a thick melee by bouncing the arrow off the metal armor of one of the combatants.  For every 9 degrees the shot is deflected you take a -1 to the attack (45 degrees is -5, 90 is -10, 180 is -20)  This shot can also be used to shot yourself in the face if you want to commit suicide in a particularly retarded way.
--- End quote ---


--- Quote ---Tank (Heavy Armor)
Prerequisites: Heavy Armor Proficiency
Benefits: When you wear heavy armor you're treated as having DR 1/-- with additional points of DR gained at every 5 points of BaB. (+5 BaB gives DR 2/-- +15 BaB grants DR 4/--)
--- End quote ---


--- Quote ---Deathwish (Endurance)
Prerequisites: Con 15, Determinator
Benefits: You gain bonuses to attack and damage based on how close you are to dying.  When you're between 75% and 50% health you gain +1 to attack and damage, when you're between 50% and 25% health you gain +3 to attack and damage, when you're between 25% and 0% health you gain +6 to attack and damage, and when you're below 0 HP you gain a +10 to attacks and damage.
--- End quote ---


--- Quote ---FORE!!! (2 Hander)
Prerequisites: (2 Hander), Str 16
Benefits: As a standard action you may attack an enemy dealing normal damage, if the attack hits you may make a strength check to throw the enemy as if they were one size catagory smaller.  If this check succeeds you successfully propel them 10 feet for every size catagory difference between you and them (minimum 10') in any direction and they must make a reflex save VS damage dealt or land prone.
--- End quote ---


--- Quote ---Blindside (dodge/parkour/whatever I end up calling that tree)
Prerequisites:
Benefits: If you make an attack against an enemy that neither threatened you or was threatened by you at the beginning of this turn, you gain half of your BaB to attack and damage.  This bonus also applies to AoO's so long as the previous conditions are met.
--- End quote ---

Navigation

[0] Message Index

[*] Previous page

Go to full version