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Author Topic: [SAGA] Star Wars Saga Edition Fantasy Setting Conversion  (Read 2773 times)
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Soda
Bi-Curious George
****
Posts: 484


« on: April 14, 2009, 08:34:15 PM »

Chapter 1: Species
Chapter 2: Heroic Classes
Chapter 3: Skills & Feats
Chapter 4: Magic
Chapter 5: Combat & Equipment
Chapter 6: Prestige Classes
Chapter 7: Creatures

Star Wars SAGA Edition converted into a fantasy setting.

Force Points are renamed Hero Points.
Credits are renamed coin or copper pieces.
Force powers are renamed spells.
Force damage is renamed magic damage.
Good replaces all instances of light side.
Evil replaces all instances of dark side.
Dark Side Points are renamed Corruption.


Chapter 1: Species

Human
Abilities: +1 to any ability score.
Size: Medium.
Speed: 6 squares.
Bonus Feat: Humans gain a bonus feat at 1st level.
Bonus Trained Skill: A human chooses one additional trained skill at 1st level.
Automatic Languages: Common.

Aasimar
Abilities: +2 Wisdom or Charisma.
Size: Medium.
Speed: 6 squares.
Darkvision: Aasimars ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Heightened Awareness: An aasimar may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Resistant: Aasimars have Energy Resistance 5.
Automatic Languages: Common and Celestial.

Bugbear
Abilities: +2 Strength or Dexterity or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Bugbears ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Scent: Bugbears ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and take no penalty from poor visibility when tracking.
Natural Armor: Bugbears have thick skin that provides a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Bonus Feat: Bugbears gain Toughness as a bonus feat.
Automatic Languages: Common and Goblin.

Changeling
Abilities: +2 Charisma.
Size: Medium.
Speed: 6 squares.
Shapeshift: Changelings are shapeshifters and can alter their appearance at will (see the Deception skill). A changeling gains a +10 species bonus on Deception checks made to disguise appearance. Additionally, a changeling can disguise its appearance as a full-round action at no penalty.
Natural Linguist: Changelings know one additional language at 1st level.
Deceptive: Changelings are naturally deceptive and may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common.

Drow
Abilities: +2 Dexterity or Intelligence or Charisma.
Size: Medium.
Speed: 6 squares.
Darkvision: Drow ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Magical Resistance: Drow gain a +2 species bonus to all defenses against spells.
Light Blindness: Bright light moves a drow -1 persistent step on the condition track, which lasts until the drow is no longer exposed to the light.
Automatic Languages: Common, Elven, and Undercommon.

Dwarf
Abilities: +2 Constitution or Wisdom.
Size: Medium.
Speed: 4 squares.
Darkvision: Dwarves ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Stability: Dwarves gain a +5 species bonus on grapple checks to resist being tripped and if a dwarf would be moved such as by a bull rush or other effect, he is moved 1 square less (to a minimum of 0 squares).
Stout: Dwarves do not have their speed reduced by armor or encumbrance.
Conditional Bonus Feat: A dwarf trained in Craft (weaponsmithing) or Craft (armorsmithing) gains Skill Focus (Craft) for either of those as a bonus feat.
Weapon Familiarity: Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as advanced melee weapons.
Automatic Languages: Common and Dwarven.

Elf
Abilities: +2 Dexterity or Intelligence or Wisdom.
Size: Medium.
Speed: 6 squares.
Low-Light Vision: Elves ignore concealment (but not total concealment) from darkness.
Iron Will: Elves gain a +2 species bonus to their Will Defense.
Heightened Awareness: An elf may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common and Elven.

Gnoll
Abilities: +2 Strength or Dexterity or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Gnolls ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Scent: Gnolls ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and take no penalty from poor visibility when tracking.
Cunning: Whenever a gnoll makes a successful melee attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the gnoll's attack deals +1 die of damage.
Natural Armor: Gnolls have thick skin that provides a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Automatic Language: Gnoll.

Gnome
Abilities: +2 Constitution or Intelligence or Charisma.
Size: Small. As small creatures, gnomes gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares.
Low-Light Vision: Gnomes ignore concealment (but not total concealment) from darkness.
Strong Willed: Gnomes gain a +5 species bonus to their Will Defense against any mind-affecting effect.
Natural Craftsmen: A gnome may choose to reroll any Craft check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common and Gnome.

Goblin
Abilities: +2 Dexterity.
Size: Small. As small creatures, goblins gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 6 squares.
Darkvision: Goblins ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Sneaky: A goblin may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
Tricky: A goblin may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common and Goblin.

Goliath
Abilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares.
Powerful Build: Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during a grapple check), the goliath is treated as one size larger if doing so is advantageous to the character. A goliath can use weapons as if he were one size larger without penalty.
Mountain Movement: Goliaths always count as having a running start when making long jumps or high jumps, and can use the Accelerated Climbing function of the Climb skill without taking the -5 penalty. Further, goliaths don't take any penalties for high altitudes.
Automatic Languages: Common and Giant.

Halfling
Abilities: +2 Dexterity or Intelligence or Charisma.
Size: Small. As small creatures, halflings gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares.
Bonus Feat: Halflings gain a bonus feat at 1st level.
Streetwise: Whenever a halfling makes a Gather Information check, he may forgo the cost. If the check fails, he may try again, paying the cost as usual.
Automatic Languages: Common and Halfling.

Half-Elf
Abilities: +2 Dexterity or Charisma.
Size: Medium.
Speed: 6 squares.
Low-Light Vision: Half-Elves ignore concealment (but not total concealment) from darkness.
Bonus Trained Skill: A half-elf chooses one additional trained skill at 1st level.
Persuasive: A half-elf may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse.
Elven Blood: For all effects related to species, a half-elf is considered an elf.
Automatic Languages: Common and Elven.

Half-Orc
Abilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Half-Orcs ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Great Fortitude: Half-Orcs gain a +2 species bonus to their Fortitude Defense.
Hardy: Whenever a half-orc uses a second wind, it regains a number of additional hit points equal to 5 + its character level.
Orc Blood: For all effects related to species, a half-orc is considered an orc.
Automatic Languages: Common and Orc.

Hobgoblin
Abilities: +2 Strength or Dexterity or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Hobgoblins ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Superior Defenses: Hobgoblins gain a +1 species bonus to all of their defenses.
Persistent: A hobgoblin may choose to reroll any Endurance check, but the result of the reroll must be accepted even if it is worse.
Bonus Feat: Hobgoblins gain Toughness as a bonus feat.
Automatic Languages: Common and Goblin.

Kobold
Abilities: +2 Dexterity.
Size: Small. As small creatures, kobolds gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 6 squares.
Darkvision: Kobolds ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Slight Build: Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space.
Natural Armor: Kobolds have thick scales that provide a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Natural Weapons: A kobold has natural weapons, in the form of a bite and claws. When a kobold makes an unarmed attack, it may choose to use one of its natural weapons, dealing 1d4 slashing (claw) or piercing (bite) damage instead of its normal unarmed damage. Kobolds are always considered armed with their natural weapons.
Conditional Bonus Feat: A kobold trained in Craft (trapmaking) gains Skill Focus (Craft (trapmaking)) as a bonus feat.
Weapon Familiarity: Kobolds treat picks as simple weapons.
Automatic Languages: Common and Draconic.

Lizardfolk
Abilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares, swim 4 squares.
Expert Swimmer: A lizardfolk may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a lizardfolk can take 10 on Swim checks even when distracted or threatened.
Hold Breath: A lizardfolk can hold his breath for a number of rounds equal to 25 times his Constitution modifier before he needs to make Endurance checks to hold his breath.
Natural Armor: Lizardfolk have thick scales that provide a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Natural Weapons: A lizardfolk has natural weapons, in the form of a bite and claws. When a lizardfolk makes an unarmed attack, it may choose to use its one of its natural weapons, dealing 1d6 slashing (claw) or piercing (bite) damage instead of its normal unarmed damage. Lizardfolk are always considered armed with their natural weapons.
Automatic Languages: Common and Draconic.

Orc
Abilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Orcs ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Great Fortitude: Orcs gain a +2 species bonus to their Fortitude Defense.
Survival Instinct: An orc can reroll any Survival check, but the result must be accepted even if it is worse.
Extraordinary Recuperation: Orcs regain hit points at double the normal rate.
Bonus Feat: Orcs gain Improved Damage Threshold as a bonus feat.
Automatic Languages: Common and Orc.

Satyr
Abilities: +1 to any two ability scores.
Size: Medium.
Speed: 8 squares
Low-Light Vision: Satyrs ignore concealment (but not total concealment) from darkness.
Natural Armor: Satyrs have thick skin that provides a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Natural Weapon: A satyr has a natural weapon, in the form of a headbutt. When a satyr makes an unarmed attack, he may choose to use his natural weapon, dealing 1d6 bludgeoning damage instead of his normal unarmed damage. Satyrs are always considered armed with their natural weapons.
Automatic Language: Sylvan.

Tiefling
Abilities: +2 Dexterity or Intelligence or Charisma.
Size: Medium.
Speed: 6 squares.
Darkvision: Tieflings ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Deceptive: A tiefling may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Resistant: Tieflings have Energy Resistance 5.
Automatic Languages: Common and Infernal.
« Last Edit: December 04, 2009, 08:51:50 AM by Soda » Logged
Soda
Bi-Curious George
****
Posts: 484


« Reply #1 on: April 14, 2009, 08:34:34 PM »

Chapter 2: Heroic Classes
I chose to simplify the heroic classes, though you could easily stick with scout, scoundrel, etc. They have access to any talent tree and all skills as class skills.


Skilled Hero

Hit Points: 18 + Con modifier at 1st level, 1d6 + Con modifier at each other level.

Defense Bonuses: +2 to one, +1 to another OR +1 to all three.

Skills: Trained in 6 + Int modifer skills.

Starting Feats:
   Weapon Proficiency (simple weapons)
   Any two of the following:
      Linguist, Magical Sensitivity, Skill Training, Toughness (+5 additional HP)

Talents: Every odd level.

Bonus Feats: Every even level.

Copper Pieces: 3d4x250 at 1st level.



Strong Hero

Hit Points: 30 + Con modifier at 1st level, 1d10 + Con modifier at each other level.

Defense Bonuses: +2 to one, +1 to another OR +1 to all three.

Skills: Trained in 3 + Int modifer skills.

Starting Feats:
   Weapon Proficiency (simple weapons)
   Armor Proficiency (light)   
   Any two of the following:
      Armor Proficiency (any), Exotic Weapon Proficiency, Weapon Proficiency (any)


Talents: Every odd level.

Bonus Feats: Every even level.

Copper Pieces: 3d4x250 at 1st level.


Talents
Arcane Focus: (as Force Focus)
Arcane Intuition: (as Force Intuition)
Arcane Perception: (as Force Perception)
Arcane Resilience: (as Resilience)
Conceal Magic Use: (as Conceal Force Use)
Knowledge of the Weave: (as Knowledge of the Force)
Charm Person (as Force Persuasion)
Cure Wounds (as Force Treatment).
Gauge Spellcasting (as Gauge Force Potential)
Guidance (as Skilled Advisor)
Haste (as Battle Meditation, except not mind-affecting)
Hide from Perception (as Force Haze)
Improved Counterspelling (as Force Suppression)
Improved Haste (as Improved Battle Meditation)
Improved Vigor (as Improved Consular's Vitality)

Locate Object: When you use the scrying spell, you can choose to target an object instead of a creature. Your Spellcraft check must equal or exceed the Will Defense of the character carrying the object. If the object is unattended, it has a Will Defense of 30 for the purposes of this spell. Prerequisite: Scrying.

Major Illusions (as Krath Illusions)
Master Enchanter (as Master Negotiator)
Persistent Hiding (as Persistent Haze)
Stoneskin (as DR 10)
Unsettling Enchantment (as Adept Negotiator)
Vigor (as Consular's Vitality)

School Savant: (Once per encounter as a swift action, you may return a spell of the school of magic you selected with the School Specialist talent to your suite without spending a Hero Point. You may select this talent multiple times. Each time you select it, you may use this talent one additional time per encounter. Prerequisites: Arcane Focus, School Specialist.)

School Specialist: (Choose a school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation). Whenever you roll a natural 20 on your Spellcraft check to activate a spell of your chosen school, you may choose to use that spell again immediately as a free action. You may direct the second use of the spell against any eligible target.)

Signature Spell: (as Force Exertion)
Acrobatic Recovery: (as normal, except requires "Trained in the Acrobatics skill")
Exposing Strike: (CWp22, as normal, except with any melee weapon)

Wild Empathy: You may use the Change Attitude application of the Persuasion skill on creatures with Intelligence less than 2. You don't suffer the -5 penalty for changing the attitude of a beast that can't understand your language. You count as trained in the Persuasion skill when changing the attitude of creatures with Intelligence less than 2.

Animal Companion: You gain an animal follower. Don't choose a follower template as normal, instead choose either a large or medium sized animal companion. This follower gains the animal companion follower's traits. Otherwise, an animal companion acts exactly as a normal follower. An animal companion counts towards the total number of followers you can have.

Animal Trainer's Actions: (as Akk Dog Trainer's Actions, Clone War p57)
Animal Attack Training: (as Akk Dog Attack Training)
Protective Reaction: (as normal)
Armored Defense instead adds +1 to your armor bonus to Reflex Defense and +2 to your damage reduction.
Second Skin adds +2 to damage reduction and stacks with Armored Defense.
Shield Defense: (As Lightsaber Defense, except with a shield)
Shield Block: (As Block, except you make an attack roll with your shield instead of a skill check, adding your shield bonus to Reflex defense to the roll. Prerequisite: Proficiency with shield.)
Shield Deflect: (As Deflect, except you make an attack roll with your shield instead of a skill check, adding your shield bonus to Reflex defense to the roll. Prerequisite: Proficiency with shield.)
Parry: (as Block, except you make an attack roll instead of a skill check.)
Riposte: (as normal, KotoR p25)
Linked Defense: (as normal, except you must be within reach of the ally you target)
Guardian Strike: (CWp22, as normal, except with any melee weapon)
Hero's Reversal: (as Force Flow, KotoR)
Heroic Accuracy: (as Force Direction, KotoR)
Heroic Momentum: (as Force Momentum, KotoR)
Hero's Fortification: (as Force Fortification)
Heroic Recovery (as Force Recovery)



Follower Statistics
As normal except noted.

Destiny and Hero Points: Followers do not receive Destiny or Hero Points, but may spend the hero's Hero Points.

Defenses: A follower has Defense scores equal to 15 + ¾ your heroic level + the relevant ability score modifier. Any bonus to Reflex Defense from armor does not stack with the bonus from your heroic level. If the follower is wearing armor, use the higher of the two bonuses. Additionally, a follower gains a +2 bonus to the Defense score of your choice.

Hit Points: A follower has 12 + Con modifier hit points at first level, and 1d4 + Con modifier hit points for each other level.

Ability Scores: A follower's ability scores are generated through planned generation. Use 12 points.



Animal Companion Followers
Animal companions generate statistics as normal followers with the following exceptions.

Species: Animal companions do not gain species traits, but gain either low-light vision or scent. Animal companions are either medium or large sized. Large animal companions take a -1 size penalty to Reflex Defense and a -5 size penalty to Stealth checks. Their lifting and carrying limits are double those of Medium creatures. An animal companion's base speed is 6 squares.

Ability Scores: Medium animal companions have abilities as follows. Strength 14, Dexterity 10, Constitution 12, Wisdom 10, Intelligence 2, Charisma 8
Large animal companions have these abilities, except +2 Strength, -2 Dexterity. Further, an animal companion gains a +2 bonus to either Strength, Dexterity, Constitution, or Wisdom.

Feats: Animal Companions do not gain starting feats as normal. Animal companions receive the Power Attack and Toughness feats and a single appropriate Skill Training.

Natural Weapon: When an animal companion makes an unarmed attack, it can use its natural weapon, dealing 1d6 damage (plus its Strength modifier) if Medium, or 1d8 (plus its Strength modifier) if Large instead of normal unarmed damage. The type of the damage is either slashing, piercing, or bludgeoning, chosen at creation. An animal companion is considered trained with its natural weapon.

Share Spells: Any spell you activate that targets you may target your animal companion instead, at your discretion.
« Last Edit: December 04, 2009, 09:09:34 AM by Soda » Logged
Soda
Bi-Curious George
****
Posts: 484


« Reply #2 on: April 14, 2009, 08:34:56 PM »

Chapter 3: Skills & Feats
Remove Mechanics, Pilot, Use Computer, and Use the Force as available skills.

Craft (Int)
Trained Only
Each time you select Craft as a trained skill, you must choose a specific area of skill (weaponsmithing, armorsmithing, bowmaking, alchemy, constructs, wondrous item, etc)

Craft Item (Varies, requires tool kit): Pay half of the item's price for raw materials. Make an appropriate Craft check representing one day of work. An item requires one day of work per 1,00 copper of the price of the item. A new Craft check is required for each day of work. If you fail a check by 4 or less, you make no progress on that day. If you fail a check by 5 or more, you ruin some raw materials and have to pay one-quarter of the item's original price again.
Item                            Craft Skill    DC
Very simple item                  Varies       10
Typical item                      Varies       15
High-quality item                 Varies       20
Superior item                     Varies       25
Complex item                      Varies       30
Weapon                            Weapons      15
Armor or Shield                   Armor        15 + Reflex bonus
Smokestick, Sunrod, Tindertwig    Alchemy      15
Alchemist's Fire, Healing Potion  Alchemy      20
Tanglefoot Bag, Thunderstone      Alchemy      25

Jury-Rig (Varies): (as Mechanics skill)
Repair Object (Varies): (as Mechanics skill)
Repair Construct (Constructs): (as Repair Droid)
Retry: You can usually retry a Craft check.
Special: You can take 10 on a Craft check, but you can't take 20.
Special: Craft (wondrous item) requires Magical Sensitivity.


Knowledge (Int)
These categories replace existing knowledge categories.

Arcana: (magic, spells, magic rituals, magical artifacts and enchantments)
Culture: (customs, kings, kingdoms, laws, sentient species)
Engineering: (structures, buildings, fortifications, mines, siege engines)
History: (recorded history, wars)
Lore: (legends, myths, monsters)
Nature: (land, terrain, weather, animals, plants)
Planes: (other planes, creatures from other planes)
Religion: (gods, mythic history, holy symbols, religious ceremonies)
Tactics: (battlefield tactics, war tactics)


Thievery (Dex)
Pick Pocket: (as Stealth skill)
Sleight of Hand: (as Stealth skill)
Disable Device: (as Mechanics skill)


Spellcraft (Cha)
Requires the Magical Sensitivity feat.

Cast Spell: (as Activate Force Power)
Trance: (as Force Trance)
Move Light Object: (as Move Light Object)
Sense Magic (Trained Only): You can sense the presence of magic. As a full-round action, you can use this ability to actively detect magical auras within 50 meters. If you succeed on a DC 15 Spellcraft check, you know how many magic auras are within range, their approximate distance and direction from you, and the relative strength of the aura. A location with strong magical energy can be sensed out to a distance of 1 kilometer. Another magic user within range can try to conceal her presence from you by making an opposed Spellcraft check. If she equals or exceeds your Spellcraft check, you don't sense her presence at all.
Sense Surroundings
Telepathy (except with distance DC as below)
Distance         DC
Same town        15
Same region      20
Same plane       25
Different plane  30


Feats
Force Sensitivity is renamed Magical Sensitivity.
Force Training is renamed Spellcasting.
Force Boon is renamed Hero's Boon.
Strong in the Force is renamed Heroic Effort.

Agile Athletics
Prerequisite: Trained in the Acrobatics skill.
Benefit: You may use your Dexterity bonus in place of your Strength bonus on the check modifier for Climb and Jump checks.

Enchant Item
Prerequisites: Intelligence 17, trained in Craft (wondrous item), 9th level.
Benefit: Select one of the following: armor, weapons, constructs, or devices. You can enchant the selected type of object. These enchantments stack with any traits granted by the Master Craftsman feat. You must pay one-fifth the cost of the device, armor, weapon, or construct you wish to enchant, or 2,000 copper pieces, whichever is more, on components before beginning the enchantment. Enchanting the item requires 1 day per 1,000 copper of the enchantment's cost. At the end of this time, make a DC 30 Craft (wondrous item) check; you cannot take 10 or take 20 on this check. If the check succeeds, the enchantment is completed successfully. If the check fails, you lose all copper pieces spent on components, and the object does not gain the desired enchantment. However, you can start again if you wish. Only characters with the Enchant Item feat can assist you, reducing proportionately the time needed to complete the enchantment. At the end of the process, they can make a Craft (wondrous item) check to aid your check. The market value of an enchanted item is equal to base cost of the item plus double the cost of the enchantment (not including copper wasted on failed attempts).
Special: You may select this feat multiple times. Each time you do, you must choose a different type of object (armor, weapon, device, construct).
Armor Enchantments
Mobile Armor- Reduces the penalty to speed by 1 square (heavy armor only).
Agile Armor- Increases the armor's maximum Dexterity by 1.
Protective Armor- Increases the armor's bonus to Reflex Defense by 1.
Weapon Enchantments
Enhanced Accuracy- The weapon gains a +1 enchantment bonus on attack rolls.
Superior Damage- The weapon deals +5 energy damage on a successful hit. This damaged is multiplied on a critical hit, as normal.
Device Enchantments
Enhanced Strength- Increase the device's Strength score by 2.
Enhanced Durability- Increase the device's damage reduction by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Enchanted Device- Skill checks made using the device gain a +2 equipment bonus, or the device's existing equipment bonus increases by 2.
Construct Traits
Enhanced Ability- The construct's Intelligence score increases by 4.

Improved Shield Bash
Prerequisite: Proficiency with shield used
Benefit: When you perform a shield bash, you retain your shield bonus to Reflex Defense.
Normal: You lose your shield bonus to Reflex Defense when you make a shield bash.

Irrefutable Logic
Prerequisites: Intelligence 13, trained in the Persuasion skill
Benefit: You may use your Intelligence bonus in place of your Charisma bonus on the check modifier for Persuasion checks.

Master Craftsman
Prerequisites: Trained in the Craft skill, Skill Focus (Craft).
Benefit: Before crafting an item you may raise the DC of the check to 30 (or add +5 if the DC is already 30 or higher) in order to create a master-crafted version instead. The cost for raw materials to craft a master-crafted item is double what it would be for a usual item of its type. A master-crafted item gains one of the following traits. An item can only ever have one master-crafted trait. You need Craft (armorsmithing) and Skill Focus (Craft (armorsmithing) to create masterwork armor, for example, but this feat need only be taken once.
Armor Traits
Agile Armor- Increases the armor's maximum Dexterity bonus 1.
Mobile Armor- Reduces penalty to speed by 1 square (heavy armor only).
Protective Armor- Increases the armor's armor bonus to Reflex Defense by 1.
Reinforced Armor- Increases the armor's damage reduction by 2.
Reinforced Shield- Increases the shield's bonus to Reflex Defense by 1.
Weapon Traits
Improved Accuracy- The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage- The weapon deals +2 points of damage with a successful hit. This damaged is multiplied on a critical hit, as normal.
Superior Range- The weapon's ranges all increase by 50%.
Device Traits
Improved Strength- Increases the device's Strength score by 2.
Improved Durability- The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Reinforced Device- Increase the device's break DC by 5.
Mastercraft Device- Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.
Construct Traits
Improved Ability- The construct's Strength or Dexterity score increases by 4.

Mounted Combat
Prerequisite: Trained in the Ride skill.
Benefit: Once per round (as a reaction), when you are riding a mount, you may negate an attack against your mount by making a successful Ride check. The DC of the skill check is equal to the result of the attack roll you wish to negate.

Physical Intimidation
Prerequisite: Strength 13
Benefit: When using the Persuasion skill to intimidate, you may use your Strength bonus instead of your Charisma bonus for the check modifier.

Rapid Reload
Prerequisite: Weapon Proficiency (simple weapons)
Benefit: The time required for you to reload a crossbow or sling is reduced to a swift action for a weapon of your size or smaller, or two swift actions for a weapon larger than your size. Reloading a crossbow or sling still provokes an attack of opportunity.
Normal: Reloading a crossbow or sling of your size or smaller is a move action. Reloading a crossbow larger than your size is a full-round action.

Studied Spellcaster
Prerequisites: Intelligence 13, trained in the Knowledge (arcana) skill.
Your Intelligence bonus applies to Magical Training instead of your Wisdom bonus.
« Last Edit: December 04, 2009, 09:07:40 AM by Soda » Logged
Soda
Bi-Curious George
****
Posts: 484


« Reply #3 on: April 14, 2009, 08:35:17 PM »

Chapter 4: Magic
Spells

Alter Mind [Enchantment] [Mind-affecting] (as Mind Trick)
Animate Weapon [transmutation] (as Spiritual Weapon)
Counterspell [Abjuration] (as Rebuke)
Disarming Hand [Evocation] (as Force Disarm)
Energy Blast* [Evocation]
Energy Resistance [Abjuration]
Fireball [Evocation] (as Combustion)
Gust of Wind [Evocation] (as Force Thrust)
Heal [Necromancy] [Good] (as Vital Transfer)
Invisibility [Illusion] (as Cloak)
Levitate [transmutation]
Longstrider [transmutation] (as Surge)
Magic Weapon [transmutation] (as Battle Strike)
Negate Energy [Abjuration]
Rage [Enchantment] (as Dark Rage, except a +1/+2/+5 bonus)
Resist Magic [Abjuration] (as Resist Force)
Scrying [Divination] (as Farseeing)
Slow [transmutation]
Teleport [Conjuration] (as Fold Space)
Valor [Abjuration] [Good]

*Note Saga only utilises energy and fire damage, but I chose to expand to include cold, acid, electricity, etc as specific damage types. Energy damage is its own type and encompasses all other non-physical damage types (energy resistance applies to energy damage as well as fire, cold, etc).


Incantations

Incantations are used to add more powerful forms of magic to the setting. Being aware of a incantation requires a Knowledge (arcana) check with a DC 15 lower than the incantation's casting DC. Actually finding the set of instructions for a particular incantation requires access to magical texts and a Knowledge (arcana) check with a DC 10 lower than the incantation's casting DC.

Casting an incantation requires a number of successful skill checks. Unless otherwise specified, the caster makes a skill check every 10 minutes. If checks involving more than one skill are required, the checks may be made in any order. Failing one check means that 10 minutes have gone by and the incantation is in danger of failing. If two skill checks in a row are failed, the incantation fails. Each incantation has a consequence associated with failure. If an incantation fails, all casting components are still consumed. You cannot take 10 when casting an incantation.

Casting an incantation does not provoke an attack of opportunity, and a caster can even pause the ritual for a short time to take some other action. For each round the incantation is interrupted, the DC of all subsequent skill checks to complete the casting increase by 1.

Incantations usually require more magical energy than any one person has. Secondary casters are necessary for the incantation to succeed. Anyone trained in the Spellcraft skill can be a secondary caster. Secondary casters cannot use the aid another action to help with checks made during an incantation. One caster is always the primary caster (usually the one with the highest Spellcraft modifier). The primary caster makes the relevant checks. However, if an incantation requires a check using a skill other than Spellcraft, any secondary caster can make that check. If the primary caster or a secondary caster is killed, another bystander can take her place.
A character who is not trained in the Spellcraft skill can act as a secondary caster by spending a Hero Point at the beginning of the incantation.
« Last Edit: December 04, 2009, 09:08:40 AM by Soda » Logged
Soda
Bi-Curious George
****
Posts: 484


« Reply #4 on: April 14, 2009, 08:35:52 PM »

Chapter 5: Combat & Equipment

Weapon Proficiency Groups
Simple Weapons: The easiest of weapons to use. Daggers, clubs, spears, slings, and crossbows are examples of simple weapons. Simple weapons usually deal 1 die of damage.
Advanced Melee Weapons: Sword, Warhammer, Battleaxe, etc. Advanced melee weapons usually deal 2 dice of damage. This represents superior weaponry and training.
Advanced Ranged Weapons: Bows and superior thrown weapons usually deal 2 dice of damage.
Note you can throw an advanced melee weapon without advanced ranged weapon proficiency, but it only deals 1 die of damage.

Unless otherwise noted, anything that affects pistols, affects crossbows instead. Anything that affects rifles, affects bows. Anything that affects lightsabers, affects advanced melee weapons instead.

Armored Lifestyle
Armor is everywhere. To reflect this, any character wearing armor with which he is proficient, may choose to add either his armor bonus or his heroic level to Reflex Defense. Additionally, armor movement restrictions are swapped. When running in medium armor you can only move up to 3 times your speed. Heavy armor has the same restriction on running and reduces your speed as well (6 to 4, 4 to 3).


Weapons
You can figure out the basic weapon formula to make your own. It's d4 -> d6 -> d8 -> d10 based on size with a good special ability knocking it down one step. Double weapons are down two steps. Feel free to create an advanced version of a simple weapon for a player (for example, a warspear dealing 2 dice of damage).



Bayonet: Bayonets are affixed to the end of a medium or large crossbow. Fighting with a bayonet requires two hand, but you do not apply 2 times your Strength bonus to damage.

Bola: A bola allows you to initiate a grab or grapple against a character at range. A character can escape a bola with a DC 15 Acrobatics check or a DC 20 Strength check. You can use the Trip feat with a bola, but not the Crush, Pin, or Throw feats.

Bows: A bow must be used two-handed regardless of size. You add your Strength modifier to damage rolls with a bow. A bow has ranges as follows: Point Blank 0-30 squares; Short 31-60 squares; Medium 61-150 squares; Long 151-300 squares.

Chain, Spiked: The spiked chain has reach but still may be used to attack adjacent opponents.

Crossbows: Crossbows of your size or smaller can be reloaded as a move action. Crossbows larger than your size requires a full-round action to reload. Reloading a crossbow requires two hands and provokes attacks of opportunity. You can fire, but not load, a crossbow smaller than your size with one hand. You can shoot a crossbow smaller than your size with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Crossbows have ranges as follows: Point Blank 0-30 squares; Short 31-60 squares; Medium 61-150 squares; Long 151-300 squares.

Lance: Lances can be used as if one size smaller while mounted. (Note: Lance should be large and deal 2d10 damage)

Net: A net allows you to initiate a grab or grapple against a character at range. A character can escape a net with a DC 15 Acrobatics check or a DC 20 Strength check. You can use the Pin feat with a net, but not the Crush, Throw, or Trip feats.

Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 2 times your Strength bonus to damage.

Reach: Weapons with reach can be used to make attacks against targets 1 square further than your normal reach. However, reach weapons cannot be used to attack adjacent targets.

Repeating Crossbow: The repeating crossbow holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. A repeating crossbow must be used two-handed.

Shield Bash: You can bash an opponent with a light or medium shield, using it as a weapon. If you use your shield to attack, you lose its bonus Reflex Defense until the beginning of your next turn. Making a shield bash requires proficiency with the shield.

Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. Slings have ranges as follows: Point Blank 0-20 squares; Short 21-40 squares; Medium 41-60 squares; Long 61-80 squares.

Spiked Armor: Spiked Armor can only be used to deal damage during a grapple as a light weapon would.

Thrown: Thrown weapons have ranges as follows: Point Blank 0-6 squares; Short 7-8 squares; Medium 9-10 squares; Long 11-12 squares.

Whip: A whip improves your reach by 2 squares and can still be used to attack adjacent characters. However, you do not threaten this area with a whip and cannot make attacks of opportunity with a whip. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with a whip sized for you, even though it isn't a light weapon for you. Whips deal no damage and are primarily used to disarm or trip opponents at a range. Alternatively, a whip can have a blade affixed to the end, dealing 1d4 slashing damage.


Armor & Shields

Light
                Ref     DR  Max Dex   Cost
Light Leather   +2      2       +5       500
Light Mail      +2      3      +4       2,000
Buckler         +1      -       -        250
Light Shield    +1      -       -        250

Medium
                Ref     DR     Max Dex   Cost
Full Leather    +4      3      +4       1,500
Full Mail       +4      4      +3       4,000
Light Plate     +4      5      +2       8,000
Medium Shield   +2      -       -       500

Heavy
                Ref     DR  Max Dex   Cost
Full Plate      +6      7      +1      15,000
Heavy Shield    +3      -      -       750


Shields: Shields provide a shield bonus to Reflex Defense which stacks with all other bonuses to Reflex Defense. You lose your shield bonus to Reflex Defense when you are flat-footed. Additionally, when wielding a shield you count as being trained in the Acrobatics skill for the purposes of fighting defensively (this provides no benefit if you are already trained in Acrobatics).

Shield Proficiency: If you are proficient with light armors, you are also proficient with bucklers and light shields. If you are proficient with medium armor, you are also proficient with medium shields. If you are proficient with heavy armor, you are also proficient with heavy shields. Armor check penalties from armor and shields stack.

Buckler: A buckler is strapped to your offhand arm. It doesn't require a hand to use, but if you use your offhand for anything else (such as fighting with two weapons, or one weapon wielded in two hands), you lose the buckler's bonus to Reflex Defense until the beginning of your next turn.


Alchemical Items

Alchemist's Fire: Alchemist's Fire is one type of dangerous alchemical cocktail. When thrown it explodes in a 2x2 square area, and deals 4d6 fire damage. When you make an area attack with Alchemist's Fire, make a single attack roll and compare the result to the Reflex Defense of every target in the burst's area. Creatures you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.

Healing Potion: A healing potion can be consumed as a move action. The creature consuming it regains a number of hit points equal to his character level plus 5. That creature can then not benefit from another healing potion for 24 hours.

Smokestick: When activated (a move action), a smokestick instantly fills a 2x2 square area with thick smoke, granting concealment to all inside the area.

Sunrod: When ignited (a move action), a sunrod glows brightly in a 6 square radius for 6 hours.

Tanglefoot Bag: Tanglefoot bags are thrown at a target. If the attack roll equals or exceeds the target's Reflex Defense, the target cannot move on its next turn.

Tindertwig: A tindertwig makes fire. Lighting a fire with a tindertwig is a standard action (rather than a full-round action).

Thunderstone: Thunderstones are thrown, exploding over a 2x2 square area. Make a single attack roll vs every target in the area. If the roll equals or exceeds both a target's Reflex Defense and Fortitude Defense, the target moves -2 steps along the condition track.
« Last Edit: December 04, 2009, 09:53:29 AM by Soda » Logged
Soda
Bi-Curious George
****
Posts: 484


« Reply #5 on: April 14, 2009, 08:36:12 PM »

Chapter 6: Prestige Classes
Remove the Jedi class, and the Force Adept, Force Disciple, Jedi Knight, Jedi Master, Sith Apprentice, and Sith Master prestige classes.

Elite Trooper

Weapon Master Talent Tree
Multiattack Proficiency (advanced melee weapons)
Multiattack Proficiency (advanced ranged weapons)


Marksman
(as the Gunslinger except as noted)

Requirements: Marksman does not require Quick Draw.

Trusty Sidearm is renamed Pinpoint Accuracy and applies to any ranged weapon with which you are proficient.

Marksman Talent Tree
Debilitating Shot: (as normal)
Deceptive Shot: (as normal)
Quick Shot: If you are carrying a loaded ranged weapon or throwing weapon, you may make a single attack during a surprise round even if you are surprised. If you are not surprised, you may take any single action of your choice, as normal.
Knockdown Shot: (as normal)
Multiattack Proficiency: Applies to any simple or advanced ranged weapon.
Ranged Disarm: (as normal)
Trigger Work is renamed Greater Rapid Shot.


Dark Sorcerer
Minimum Heroic Level: 7th.
Trained Skills: Spellcraft.
Feats: Magical Sensitivity.
Special: Evil alignment.

Hit Die: d8
Defense Bonuses: +2 Fortitude, +4 Will
Base attack bonus: as the scoundrel class

Vile Magic Talent Tree
Dark Healing: (as normal)
Evil Adept: (as Dark Side Adept)
Master of Evil: (as Dark Side Master)
Wicked Deception: (as Force Deception)
Improved Dark Healing (as normal)
Affliction: (as normal, KotoR)
Drain Magic: (as Drain Force, KotoR)
Dark Healing Field: (as normal)
Channel Aggression: (as normal)
Channel Anger: (as normal)
Crippling Strike: (as normal)


Wizard
Minimum Heroic Level: 7th.
Trained Skills: Spellcraft.
Feats: Magical Sensitivity.

Hit Die: d6
Defense Bonuses: +4 Will
BAB: Medium
Arcane Implement Talent Tree
Attune Implement: You may spend a Hero Point to imbue a weapon or some other portable object, commonly a staff or an amulet, with a portion of your power. Creating the implement is a full-round action. Select a single spell from your spell suite. While you carry or wear this implement and cast the selected spell, you can spend a Hero Point to immediately regain the spent spell. This Hero Point does not count against the “one per turn” restriction on spending Hero Points.

Combat Implement: If your implement is a weapon, you may spend a Hero Point as a standard action to gain a +1 to attack rolls and +1 die of damage with attacks made using the implement for the rest of the encounter.
Prerequisites: Attune Implement

Protective Implement: While you carry or wear your arcane implement on your person, you gain a +1 bonus to one of your defenses (Reflex, Fortitude, or Will).
Prerequisites: Attune Implement

Greater Protective Implement: As Protective Implement, except that the implement’s defense bonus extends to all three of your defenses (Reflex, Fortitude, and Will)
Prerequisites: Attune Implement, Protective Implement
« Last Edit: June 24, 2009, 03:52:57 PM by Soda » Logged
Soda
Bi-Curious George
****
Posts: 484


« Reply #6 on: April 14, 2009, 08:36:28 PM »

Chapter 7: Creatures

Constructs
Abilities: Constructs are nonliving entities and do not have Constitution scores. Constructs don't gain bonus hit points and add their Strength modifier to Fortitude Defense instead. They gain ability score increases as normal.

Nonliving: Constructs don't need to sleep, eat, or breathe.
Constructs are immune to poison, mind-affecting effects, stunning effects, and any other effect that only works on living targets.
Constructs don't die but they can be disabled or destroyed. If one is reduced to 0 hit points, it is disabled and cannot be reactivated until it is repaired so that is has at least 1 hit point. If the attack that reduced the construct to 0 hit points also exceeds the construct's damage threshold, the construct is instead destroyed and cannot be repaired.

Repair: Constructs regain lost hit points only through use of the Craft (Construct) skill. A construct can use this skill to repair itself but takes it a -5 penalty on its check.

Skills: Mindless constructs normally cannot use any skill untrained except Acrobatics, Climb, Jump, and Perception.

Undead
Undead have the same qualities as Constructs, except Undead cannot be repaired through use of the Craft skill. In fact, Undead cannot usually regain hit points in any fashion. If an undead creature is reduced to 0 hit points, it is destroyed and cannot be brought back.

Intelligent Undead & Constructs
Undead and Constructs aren't always mindless. Intelligent Constructs and Undead creatures lose their immunity to mind-affecting effects and do not have the normal limitation on untrained skills.


Creature Species Traits
Outsider Species Traits
These are for NPCs only.

Angel
Outsider: Angels breathe, but do not need to eat or sleep.
Speed: 8 squares, fly 16 squares
Darkvision: Angels ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Resistant: Angels have Energy Resistance 10 and a +5 species bonus to Fortitude Defense against the effects of poison.
Protective Aura: Angels project an aura, granting any non-evil creatures within 4 squares a +2 bonus to all defenses against attacks made or effects created by evil creatures.
Tongues: All angels can speak and understand the language of any creature that has a language.
Pure Good: Angels are always good-aligned.

Demon
Outsider: Demons breathe, but do not need to eat or sleep.
Speed: 8 squares, fly 16 squares
Darkvision: Demons ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Resistant: Demons have Energy Resistance 10 and a +5 species bonus to Fortitude Defense against the effects of poison.
Aura of Malice: Demons project an aura, imposing a -1 penalty to all the defenses of any non-evil creature within 4 squares.
Tongues: All demons can speak and understand the language of any creature that has a language.
Pure Evil: Demons are always evil-aligned.

Zombie & Skeleton Templates
These templates are for NPCs only.
Zombies are mindless undead and have all the undead traits in addition to the following:
Abilities: Zombies have abilities as the base creature, except +2 Strength, -2 Dexterity, no Constitution score, Intelligence reduced to 1, Charisma reduced to 1.
Speed: As base creature. Zombies cannot run.
Qualities: Zombies lose all qualities of the base creature unless noted. Zombies gain Darkvision and Damage Reduction 5/slashing.
Natural Armor: Zombies retain the base creature's natural armor.
Natural Weapons: Zombies retain the base creature's natural weapons or gain a slam attack (1d6 bludgeoning medium) if the base creature has no natural weapons.
Feats: Zombies do not gain any starting feats. Zombies gain Toughness and Improved Damage Threshold as bonus feats.
Skills: Mindless zombies have no trained skills.

Skeletons are mindless undead and have all the undead traits in addition to the following:
Abilities: Skeletons have abilities as the base creature, except +2 Dexterity, no Constitution score, Intelligence reduced to 1, Charisma reduced to 1.
Qualities: Skeletons lose all qualities of the base creature unless noted. Skeletons gain Darkvision, Damage Reduction 5/bludgeoning, and Immunity to Cold.
Natural Weapons: Skeletons retain the base creature's natural weapons
Skills: Mindless skeletons have no trained skills.

Monster Manual
Ankheg CL 3
Ankheg              CL 3
Large subterrainean Beast 3
Init +2; Senses Low-Light Vision, Darkvision, Tremorsense; Perception +7

Defenses Ref 14 (flat-footed 13), Fort 13, Will 11
hp 26; Threshold 18

Speed 6 squares, burrow 4 squares
Melee Bite +6 (1d8+5 plus 1d6 acid damage)
Ranged by weapon +3
Space 2; Reach 1
Base Atk +2; Grp +11
Special Actions Breath Weapon

Abilities Str 19, Dex 12, Con 17, Int 1, Wis 13, Cha 6
Special Qualities
Feats Skill Training (Climb), Toughness
Skills Climb +10, Perception +7 (reroll)
Breath Weapon- Once per encounter, ankhegs can breathe acid in a 6 square line, dealing 3d6 acid damage on a successful hit (half on a miss).
Tremorsense- An ankheg automatically senses the location of anything that is in contact with the ground and within 12 squares (no Perception check required).

Dog, Riding CL 1
Riding Dog            CL 1
Medium Beast 2
Init +2; Senses Low-Light Vision, Scent; Perception +7

Defenses Ref 13 (flat-footed 12), Fort 11, Will 11
hp 11; Threshold 11

Speed 8 squares
Melee Bite +3 (1d6+3)
Base Atk +1; Grp +3
Special Actions

Abilities Str 14, Dex 13, Con 13, Int 2, Wis 12, Cha 6
Special Qualities
Feats Skill Training (Jump)
Skills Jump +8, Perception +7

Chimera CL 7
Chimera               CL 7
Large Beast 6 / Warrior 2
Init +5; Senses Low-Light Vision, Darkvision, Scent; Perception +15
Languages Draconic

Defenses Ref 19 (flat-footed 18), Fort 17, Will 13
hp 62; Threshold 22

Speed 6 squares, fly 10 squares
Melee Bite +11 (1d8+8) or
Melee Bite +6 (1d8+8) and Bite +6 (1d8+8)
Ranged by weapon +7
Space 2; Reach 1
Base Atk +6; Grp +15
Special Actions Breath Weapon, Double Attack, Indomitable, Running Attack

Abilities Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Special Qualities Indomitable
Feats Double Attack, Running Attack, Skill Focus (Perception), Weapon Focus
Skills Perception +15
Breath Weapon- Once per encounter, a chimera can breathe energy in a 4 square cone, or 8 square line. Make a single attack roll and compare it to the Reflex Defense of every target in the area. A successful attack deals 7d6 energy damage to the target; if the attack misses, the target takes half damage instead. A target with Evasion takes half damage from a successful attack and no damage if the attack misses.

Giant, Hill CL 7
Hill Giant             CL 7
Large nonheroic 6 / Warrior 5
Hero 1
Init +4; Senses Low-Light Vision; Perception +5

Defenses Ref 16 (flat-footed 16), Fort 22, Will 15
hp 81; Threshold 27

Speed 8 squares
Melee Greatclub +16 (1d12+17) or
Melee Greatclub +11 (1d12+17) and Greatclub +11 (1d12+17)
Ranged Rock +15 (1d8+9)
Space 2; Reach 2
Base Atk +9; Grp +21
Special Actions Improved Bull Rush, Pin, Power Attack, Double Attack, Indomitable

Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Special Qualities Rock Throwing
Talents Indomitable, Melee Smash, Stunning Strike
Feats Armor Proficiency (light, medium), Bull Rush, Double Attack, Improved Bull Rush, Mighty Throw, Pin, Power Attack, Weapon Proficiency (simple melee weapons, simple ranged weapons)
Skills Endurance +14
Possessions full leather (+5 armor, +1 equipment)

Griffon CL 4
Griffon              CL 4
Large airborne Beast 5
Init +4; Senses Low-Light Vision, Darkvision, Scent; Perception +8
Languages Common (understand only)

Defenses Ref 16 (flat-footed 14), Fort 13, Will 11
hp 38; Threshold 18

Speed 6 squares, fly 16 squares
Melee Bite +9 (1d8+6) and
Melee 2 Claws +8 (1d6+6)
Space 2; Reach 1
Base Atk +4; Grp +13
Special Actions Rake, Running Attack

Abilities Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Special Qualities
Feats Running Attack, Weapon Focus (bite)
Skills Initiative +4 (reroll), Perception +8
Rake- Griffons may attack with both claws while in a grapple.

Hell Hound CL 3
Hell Hound         CL 3
Medium Beast 4
Init +3; Senses Darkvision, Scent; Perception +7
Languages Infernal (understand only)

Defenses Ref 13 (flat-footed 12), Fort 11, Will 10
hp 22; Threshold 11
Immune Fire

Speed 8 squares
Melee Bite +5 (1d6+4 plus 1d6 fire damage)
Ranged by weapon +4
Base Atk +3; Grp +5
Special Actions Breath Weapon

Abilities Str 14, Dex 13, Con 13, Int 3, Wis 10, Cha 6
Special Qualities Fiery Bite, Breath Weapon
Feats Skill Focus (Stealth), Skill Training (Survival)
Skills Perception +7, Stealth +8, Survival +7
Breath Weapon- Once per encounter, a Hell Hound can breathe fire in a 2 square cone. Make a single attack roll and compare it to the Reflex Defense of every target in the area. A successful attack deals 3d6 points of fire damage to the target; if the attack misses, the target takes half damage instead. A target with Evasion takes half damage from a successful attack and no damage if the attack misses.

Horse CL 1
Horse            CL 1
Large Beast 3
Init +2; Senses Low-Light Vision, Scent; Perception +7

Defenses Ref 13 (flat-footed 12), Fort 12, Will 11
hp 20; Threshold 17

Speed 10 squares
Melee Hoof +0* (1d6+4) and Hoof +0* (1d6+4)
Space 2; Reach 1
Base Atk +2; Grp +10
Special Actions
*A horse not trained for war does not normally use its hooves to attack. It takes a -5 penalty.

Abilities Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Special Qualities
Feats Skill Focus (Endurance), Skill Training (Perception)
Skills Endurance +13, Perception +7

Horse, War CL 2
War Horse         CL 2
Large Beast 4
Init +3; Senses Low-Light Vision, Scent; Perception +8

Defenses Ref 15 (flat-footed 12), Fort 12, Will 11
hp 26; Threshold 17

Speed 12 squares
Melee Hoof +7 (1d6+6) and Hoof +7 (1d6+6)
Space 2; Reach 1
Base Atk +3; Grp +12
Special Actions

Abilities Str 18, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Special Qualities
Feats Armor Proficiency (light), Skill Training (Perception)
Skills Endurance +9, Perception +8
Possessions light leather (+2 armor)
A war horse is already trained for Combat Riding.

Hydra CL 5
Five-Headed Hydra         CL 5
Huge Beast 5
Init +4; Senses Low-Light Vision, Darkvision, Scent; Perception +7

Defenses Ref 15 (flat-footed 13), Fort 15, Will 10
hp 48; Threshold 25

Speed 4 squares, swim 4 squares
Melee 5 Bites +7 (1d8+6)
Space 3; Reach 2
Base Atk +3; Grp +17
Special Actions

Abilities Str 18, Dex 14, Con 20, Int 2, Wis 10, Cha 9
Special Qualities Fast Healing 5
Feats Combat Reflexes, Skill Training (Perception)
Skills Perception +7, Swim +11

Manticore CL 5
Manticore               CL 5
Large airborne Beast 6
Init +5; Senses Low-Light Vision, Darkvision, Scent; Perception +9
Languages Common

Defenses Ref 16 (flat-footed 14), Fort 14, Will 11
hp 51; Threshold 19

Speed 6 squares; fly 8 squares
Melee Claw +8 (1d6+7)
Ranged Spikes +7 (1d6+7)
Space 2; Reach 1
Base Atk +4; Grp +13
Special Actions Running Attack

Abilities Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 9
Special Qualities
Feats Running Attack, Weapon Focus (spikes)
Skills Initiative +5 (reroll), Perception +9

Minotaur CL 4
Minotaur               CL 4
Large Beast 2 / Warrior 3
Hero 1
Init +2; Senses Darkvision, Scent; Perception +7

Defenses Ref 14 (flat-footed 14), Fort 19, Will 13
hp 40; Threshold 24

Speed 6 squares
Melee Greataxe +8 (2d10+11)
Melee Gore +8 (1d8+6)
Space 2; Reach 2
Base Atk +4; Grp +13
Special Actions Powerful Charge, Stunning Strike

Abilities Str 19, Dex 10, Con 16, Int 7, Wis 10, Cha 9
Special Qualities
Talents Melee Smash, Stunning Strike
Feats Armor Proficiency (light), Powerful Charge, Weapon Proficiency (advanced melee weapons, simple melee weapons)
Skills Perception +7
Possessions light mail (+4 armor, +1 equipment), Healing Potion

Ogre CL 3
Ogre              CL 3
Large Ogre nonheroic 3 / Warrior 2
Hero 1
Init +2; Senses Low-Light Vision, Darkvision; Perception +2

Defenses Ref 16 (flat-footed 15), Fort 14, Will 12
hp 42; Threshold 19

Speed 8 squares
Melee Greatclub +10 (1d12+13) or
Melee Greatclub +10 (2d12+13) with Mighty Swing
Ranged Spear +4 (1d8+6)
Space 2; Reach 2
Base Atk +4; Grp +14
Special Actions Mighty Swing

Abilities Str 20 Dex 10 Con 18 Int 7 Wis 10 Cha 7
Special Qualities
Talents Weapon Specialization
Feats Armor Proficiency (light, medium), Mighty Swing, Toughness, Weapon Focus, Weapon Proficiency (simple melee weapons, simple ranged weapons)
Skills Endurance +9
Possessions full leather (+5 armor, +1 equipment)

Skeleton CL 1
Human Skeleton            CL 1
Medium nonheroic 2
Init +2; Senses Darkvision; Perception +1

Defenses Ref 13 (flat-footed 12), Fort 12, Will 10
hp 5; Threshold 12
Immune Poison, Disease, Mind-affecting, Stunning, Cold

Speed 6 squares
Melee Scimitar +2 (2d6+1)
Ranged by weapon +2
Base Atk +1; Grp +2
Special Actions

Abilities Str 12, Dex 13, Con -, Int 1, Wis 10, Cha 1
Special Qualities Damage Reduction 5/bludgeoning, undead traits, skeleton traits
Feats Armor Proficiency (light, medium), Weapon Proficiency (advanced melee weapons, simple melee weapons)
Skills No trained skills
Possessions heavy steel shield (+2 shield, +1 equipment)

Troll CL 5
Troll               CL 5
Large Beast 6
Init +4; Senses Low-Light Vision, Darkvision, Scent; Perception +8
Languages Giant

Defenses Ref 16 (flat-footed 15), Fort 17, Will 11
hp 63; Threshold 22

Speed 6 squares
Melee 2 Claws +10 (1d6+8) and
Melee Bite +9 (1d8+8)
Space 2; Reach 2
Base Atk +4; Grp +14
Special Actions Rend

Abilities Str 21, Dex 13, Con 23, Int 6, Wis 10, Cha 6
Special Qualities Fast Healing 5
Feats Improved Defenses, Skill Training (Survival), Weapon Focus
Skills Perception +8, Survival +8
Rend-  If a troll hits with both claw attacks, it automatically deals an additional 1d6+8 points of damage.

Worg CL 2
Worg               CL 2
Medium Beast 3
Init +4; Senses Low-Light Vision, Darkvision, Scent; Perception +8
Languages Worg, Goblin

Defenses Ref 14 (flat-footed 12), Fort 12, Will 12
hp 20; Threshold 12

Speed 10 squares
Melee Bite +5 (1d6+4)
Base Atk +2; Grp +5
Special Actions Trip

Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Special Qualities
Feats Skill Training (Perception), Trip
Skills Perception +8, Stealth +8

Zombie CL 1
Human Zombie            CL 1
Medium nonheroic 2
Init +0; Senses Darkvision; Perception +1

Defenses Ref 11 (flat-footed 11), Fort 12, Will 11
hp 7; Threshold 17
Immune Poison, Disease, Mind-affecting, Stunning

Speed 6 squares (cannot run)
Melee Slam +2 (1d6+1)
Base Atk +1; Grp +2
Special Actions

Abilities Str 13, Dex 9, Con -, Int 1, Wis 10, Cha 1
Special Qualities Damage Reduction 5/slashing, undead traits
Feats Toughness, Improved Damage Threshold, Improved Defenses
Skills No trained skills
« Last Edit: December 04, 2009, 09:54:43 AM by Soda » Logged
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« Reply #7 on: April 14, 2009, 08:36:42 PM »

Reserved.
« Last Edit: June 24, 2009, 03:54:28 PM by Soda » Logged
tsuyoshikentsu
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« Reply #8 on: April 16, 2009, 02:23:51 AM »

Gnomes***Unfinished. Needs help.
+2 Constitution, -2 Strength
Small Size: As small creatures, gnomes gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares
Low-Light Vision: Gnomes ignore concealment (but not total concealment) from darkness.
Natural Craftsman: Gnomes add Craft to the list of their class skills.  In addition, a Gnome may choose to reroll any Craft check, but the result of the reroll must be accepted even if it's worse.
Automatic Languages: Common and Gnome

Bold is mine.  Either that or the reroll and CBF for SF (Craft).


SPELLCASTING


As Force Training, except you can pick any mental ability score to determine your spells known, and you choose a power source, such as arcane or divine.  Call this Magical Training.

As a stopgap, every spell requires a roll of 10 + (One-half 3.X Spell level, rounded up x 5) to cast.

New Feat: Wizard Training

Prerequisite: Magical Training with INT as chosen ability score.
Benefit: You gain a spellbook, a book that holds up to thirty spells of any level.  At the beginning of each day, add up the total level of all spells you have chosen thus far with Magical Training; each day, you pick any number of spells with a total spell level equal to that number from your spellbook and replace your chosen spells with those.  You may select the same spell multiple times.  However, your Intelligence score counts as two points lower for the purposes of Magical Training.  (This does cause you to lose a power known per Magical Training upon taking this feat.)

Converted Feat: Precocious Apprentice

Benefit: Choose a spell of any level.  You gain a +5 bonus to activate that spell.  Whenever you attempt a Spellcraft roll to cast that spell, if you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn’t do what you wanted it to do.Possible mishaps are given below.

    * A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
    * Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
    * Spell takes effect at some random location within spell range.
    * Spell’s effect on the target is contrary to the spell’s normal effect.
    * The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
    * Some innocuous item or items appear in the spell’s area.
    * Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.


CONVERTED TALENTS

WARRIOR TALENT TREE: DEFENSIVE COMBAT

Block: As Block, but with any melee weapon and keyed off your TAB with your current weapon.

Riposte: As Riposte, but once per round instead of once per encounter.

Deflect Arrows: As Deflect, but only functions against arrows and bolts and keyed off your TAB with your current weapon.
« Last Edit: April 16, 2009, 02:29:47 AM by tsuyoshikentsu » Logged

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« Reply #9 on: April 16, 2009, 11:03:09 AM »

I already gave crafting to the dwarves. Maybe gnomes though, dwarves get other cool stuff.

I want to keep a certain amount of MAD in the spellcasting. Which means I can either change the number of powers stat or the skill modifier stat. Leaving spellcraft alone is probably for the best. I think it should be a feat, instead of included in magical training.

Studied Spellcaster
Prerequisite: Intelligence 13, Magical Training
Your Intelligence bonus applies to Magical Training instead of your Wisdom bonus.

Precocious Apprentice is a good idea, I'm worried about it stacking with skill focus at low levels. I'd rather not add a magical mishap mechanic to everyday spells either.

I hadn't thought of those talents for the warrior, but I was planning on sticking those jedi talents like elusive target somewhere.

« Last Edit: April 16, 2009, 11:59:34 AM by Soda » Logged
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« Reply #10 on: April 16, 2009, 03:37:59 PM »

I already gave crafting to the dwarves. Maybe gnomes though, dwarves get other cool stuff.

That was my thought.  What I would do is keep gnomes as I said them, and give dwarves the CBF.

Quote
I want to keep a certain amount of MAD in the spellcasting. Which means I can either change the number of powers stat or the skill modifier stat. Leaving spellcraft alone is probably for the best. I think it should be a feat, instead of included in magical training.

Studied Spellcaster
Prerequisite: Intelligence 13, Magical Training
Your Intelligence bonus applies to Magical Training instead of your Wisdom bonus.

Well, my thought was that there'd be a series of the ones I did above -- except for Charisma.  IE, you can either have no MAD or feats to improve casting.

Quote
Precocious Apprentice is a good idea, I'm worried about it stacking with skill focus at low levels. I'd rather not add a magical mishap mechanic to everyday spells either.

It's designed to.  Under the current system, if you pick it at first level for anything higher than level 2, you stand a pretty good chance of suffering a mishap.  Besides ,there's nothing wrong with mishaps, and it represents the intent of the feat well.

Quote
I hadn't thought of those talents for the warrior, but I was planning on sticking those jedi talents like elusive target somewhere.

I would put Elusive Target in Scout.  If Scout is your Rogue, do a massive tree re-org and put all the evasive abilities together.
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« Reply #11 on: April 16, 2009, 06:10:23 PM »

I'm having trouble reorganizing talent trees. Here's how many we need.

Magic-User talent trees.

Magic talent tree.

Good and Evil talent trees.

Hero talent tree. (some talents seem more like new functions of force points)

I think the magic-user trees will be:
Spellcaster- for a broad range of magical effects and stuff makes you casting better
Mageknight- for using magic to make your kung fu better
Oracle- for divinations, abjurations, and other sense stuff

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« Reply #12 on: April 16, 2009, 07:03:47 PM »

Magic-User talent trees.

Alacritous Cogitation: When you select this power, choose one spell in your spell suite.  As a reaction, you may remove a use of any spell in your suite to add an extra use of the spell designated by this talent.  Doing so moves you -1 step down the condition track.  This persistent condition is removed by resting for one minute.  You may select this talent multiple times.  Each time you do, choose a different spell in your spell suite.

Magical Focus: You may make a DC 15 Spellcraft check as a full-round action to regain one spent spell of your choice.

Magical Savant: Prerequisite: Magical Focus.  Once per encounter, as a swift action, you may return a use of any spell to your spell suite without spending an action point.

Magical Power: Prerequisite: School Specialization.  Whenever you roll a natural 20 on a Spellcraft check to activate a power from your specialized school, you may choose to use that spell again as a free action.  You may direct the second use of that spell against any eligible target.

School Specialization:  When you select this talent, choose one school to be your specialized school and one to be your prohibited school.  When you take the Magical Training feat, if you select a spell from your specialized school, you may add one extra spell of that school to your spell suite for free.  You can gain only one extra spell from this talent each time you take the Magical Training feat, regardless of how many spells of your specialized school you add.  If you have taken Magical Training before you select this talent, you may add one free spell from your specialized school to your spell suite for each time you took Magical Training before taking this talent and selected a spell from your specialized school.  Whenever you take Magical Training, including the level at which you gain this talent, you way not add spells from your prohibited school to your spell suite.

Quote
Magic talent tree.

Different from Magic-User how?

Quote
Good and Evil talent trees.

I'll convert some Light Side/Sentinel and Dark Side/DSDevotee talents for you later.

Quote
Hero talent tree.

This is very unclear.

Quote
(some talents seem more like new functions of force points)

Example?

Quote
I think the magic-user trees will be:
Spellcaster- for a broad range of magical effects and stuff makes you casting better
Mageknight- for using magic to make your kung fu better
Oracle- for divinations, abjurations, and other sense stuff

Specialist, what I'd call the above tree I just did, is basically Spellcaster.  Mageknight isn't really the dominion of a talent tree.  Oracle can just use some sense stuff; I'll do that one later too.
« Last Edit: April 17, 2009, 03:40:40 AM by tsuyoshikentsu » Logged

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« Reply #13 on: April 17, 2009, 10:56:54 AM »

The magic talent tree replaces the force talent tree. The Hero tree is a new tree for anyone with force points (renamed hero points). Force Momentum (kotor) is a good example. When you spend a Force Point to add to a melee attack roll, you can also apply the result to your damage roll. There's nothing particularly magic about that. And it's distinctly unmagic if you change force to hero.
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« Reply #14 on: April 23, 2009, 09:42:27 AM »

Help balancing these walls?

Energy Barrier
Time: Standard. Target: Unoccupied area within 12 squares and line of sight.
Make a Spellcraft check. You create a wall of energy, in any unoccupied area, entirely within 12 squares. The wall is 2 squares high, and always a straight line. Any creature moving through the energy barrier takes damage as determined by the result of your Spellcraft check. The barrier persists until the beginning of your next turn.
DC 20: The wall is up to 2 squares long and deals 2d6 energy damage.
DC 25: The wall is up to 3 squares long and deals 3d6 energy damage.
DC 30: The wall is up to 4 squares long and deals 4d6 energy damage.
DC 35: The wall is up to 5 squares long and deals 5d6 energy damage.
Special: You may maintain the barrier from round to round. Maintaining Energy Barrier is a move action.
You can spend a Hero Point during any round the barrier is in effect to make the energy more intense, dealing its damage to any creature within 1 square of the wall.


Solid Wall
Time: Standard action. Target: Unoccupied area within 12 squares and line of sight.
Make a Spellcraft check. You create a solid wall, in any unoccupied area, entirely within 12 squares. The wall is always a straight line. Each square of the wall has 15 hit points per inch of thickness, and damage reduction 8. A creature may try to break to break through the wall with a single attack, the DC for this Strength check is 20 + 2 per inch of thickness. The wall counts as a rough surface (DC 25) to climb. If the wall is used in any way to trap a creature, the Spellcraft check must also equal or exceed the creature's Reflex Defense, or the creature can move 1 square to the other side of the wall as a reaction.
DC 20: The wall is up to 2 squares long, 1 square high, and 1 inch thick.
DC 25: The wall is up to 3 squares long, 2 squares high, and 2 inches thick.
DC 30: The wall is up to 4 squares long, 2 squares high, and 3 inches thick.
DC 35: The wall is up to 5 squares long, 3 squares high, and 4 inches thick.
Special: You may maintain the wall from round to round. Maintaining Solid Wall is a move action.


Force Technique:
Improved Walls or Something: Your walls from the Energy Barrier or Solid Wall spells need not be straight lines. They may turn, bend, or entirely wrap around a creature.


Magic Talent Tree:
Wall of Force: Your Solid Wall spell creates a wall of sheer force. Its damage reduction improves by 2 as well as the DC of the Strength check required to break it. Finally, the wall is unclimbable, as a perfectly smooth surface.
« Last Edit: April 28, 2009, 10:56:08 AM by Soda » Logged
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« Reply #15 on: June 24, 2009, 09:46:47 PM »

Giving this a bump after a big update. I'm finally happy with this. If you want to play SAGA in a fantasy setting, this'll do ya.

I'll just be adding to the Monster Manual over time.
« Last Edit: June 24, 2009, 09:48:18 PM by Soda » Logged
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« Reply #16 on: June 25, 2009, 12:51:58 AM »

Looks good so far!  Keep up the good work!
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PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist

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« Reply #17 on: January 05, 2011, 02:38:51 AM »

that is not dead which may eternal lie, And with strange eons even death may die...
Raise, thread!

This is interesting, obviously. It just got me thinking about force points (magic points) and destiny points.... Destiny points allow you to affect whole star systems at the same time... Epic points!
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Soda
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« Reply #18 on: January 05, 2011, 12:40:05 PM »

I've been thinking about this project. I don't think I'll invest any more time into it. I could make a pretty D&D skin, but I think it works fine being reflavored on the fly. Just take anything printed in SAGA and make up anything you can't find rules for. The balance point isn't difficult to find. Here's the updated Heroic Class, making this effectively a classless system.

Heroic Class

Hit Points: 18 + Con modifier at 1st level, 1d6 + Con modifier at each other level.

Defense Bonuses: +2 to one defense, and +1 to another; OR +1 to each defense.
   At 8th heroic level, your defenses improve to +4 to one, and +2 to another; OR +2 to each defense.
   At 13th heroic level, your defenses improved to +6 to one, and +3 to another; OR +3 to each defense.

Base Attack Bonus: +1 base attack bonus at each level.

Class Skills (trained in 3 + Int modifier): Every skill is considered a class skill for the Heroic Class.

Starting Feats: Weapon Proficiency (simple weapons)
   6 feats chosen from the following:
      Advanced Weapon Proficiency, Armor Proficiency (any), Exotic Weapon Proficiency, Linguist, Magical Sensitivity, Skill Training, Toughness.

Talents: Every odd level.

Bonus Feats: Every even level.

Copper Pieces: 3d4x250 at 1st level.



Toughness adds 5 additional HP. Prestige classes are replaced by just using the talent trees after level 7 if you meet the prerequisites of the PrC.
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« Reply #19 on: January 05, 2011, 01:57:02 PM »

basically use the special abilities track as a talent tree? Yeah, that'll work.
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