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Author Topic: Ye Ol’ Sign of Rules  (Read 500 times)
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Sohala
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« on: August 25, 2010, 10:08:31 PM »

The game is, D&D 3.5, dungeon crawl, for 4-6 players.

  • Characters will start at level 1, with a 32 point buy, and twice their first level’s max HP, every level after that will be just max HP.
  • Two flaws max.
  • One trait is allowed.
  • Starting wealth will be as per your class, maxed.
  • Characters need a short background.
  • Most 3.0 & 3.5 sources are allowed, Forgotten Realms and Eberron both welcome. I am going to skip Dragon material for now.
  • Alternate class features are allowed.
  • Variant races are allowed.
  • Paragon classes are allowed.
  • Prestigious classes are allowed.
  • No multiclassing penalties.
  • Die rolling will be done through Invisble Castle.
  • Character sheets should be posted on Myth-weavers.
  • Retraining and rebuilding will not fit into this game, Psychic Reformation is allowed though, if you can find someone to manifest it.
  • Teleportation spells and effects are limited to line of sight, up to 100ft.
  • The entire Polymorph line (including Shapechange) cannot grant any class ability, including spells, maneuvers, sneak attack, etc.
  • Summoning spells are refluffed, summoning only conjures a fragment of a creature's essence, which is still bound to the creature, which is still on another plane.
  • Druids and rangers will have to befriend replacement animal companions, though they may be few and far between.
  • Clerics must follow a deity; I am open to giving more domains to each deity though.

Banned list (which may grow)

Variants
Action points
Bloodlines
Level adjustment buy-off
Taint
 
Feats
Spellfire Wielder
Item Familiar
Apprentice
Mentor
Landlord
Leadership feats
Cohort feats
Divine Metamagic (Persistent)
 
PrC
Thrallherd
 
Spells
Embrace the Dark Chaos
Shun the Dark Chaos
Celerity spells
Time Stop
Gate
Planar Binding spells
Planar Travel spells
Polymorph any Object
Scrying
« Last Edit: December 25, 2010, 07:50:48 PM by Sohala » Logged

"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Sohala
Moderator
Hong Kong
*
Posts: 1268


Hammer Smash Good


Email
« Reply #1 on: August 25, 2010, 11:03:32 PM »

Rulings:

  • Races of Destiny human heritage variant is allowed.
  • The limit placed on Astral Construct from Complete Psionics, does not exist.
  • Water costs 2 sp per gallon, the same as ale.
  • Psi-like ~ Spell-like, Power ~ Spell
  • Candles now grant 10 light/10 dim.
  • You are allowed a swift action during a surprise round.
« Last Edit: December 25, 2010, 07:51:09 PM by Sohala » Logged

"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Sohala
Moderator
Hong Kong
*
Posts: 1268


Hammer Smash Good


Email
« Reply #2 on: August 26, 2010, 12:34:10 AM »

Modified Class Options:

Crusader's stance gaining is going to be adjusted. Their second stance will be gained at level 5, their third stance will be gained at level 11, and their forth stance will be gained at level 16.

Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
 Stances Known
1
1
1
1
2
2
2
2
2
2
3
3
3
3
3
4
4
4
4
4

Swordsage, may lose the knowledge of the disciplines, Desert Wind and Stone Dragon, in exchange for the knowledge of the discipline Raging Storm, along with the discipline's weapon proficiencies and key skill.

Disciplines Known: Lose Desert Wind and Stone Dragon; Gain Raging Storm.

Weapon Proficiency: Same as Swordsage, plus martial bows.

Skills: Same as Swordsage, plus Survival.

Prestige Ranger, may trade his spell casting advancement and animal companion for maneuvers and stances. Requirements will be changed accordingly.

Requirements: +3 BAB, Knowledge (Nature) 2, Survival 4, Track, Rapid Shot, two maneuvers known, one stance known.

Class Features: Lose animal companion and spell casting advancement; Gain Raging Storm and Shadow Hand maneuvers and stances.

Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
 Maneuvers Known
0
1
0
0
1
0
1
0
0
1
0
1
0
0
1
 Maneuvers Readied
0
0
1
0
0
0
1
0
0
1
0
0
0
1
0
 Stances Known
0
0
0
0
1
0
0
0
0
0
0
1
0
0
0

Prestige Paladin, may lose Special Mount to remove the entry requirement of Mounted Combat, as well as change Ride to Heal.

Requirements: Lawful Good, +4 BAB, Knowledge (Religion) 2, Knowledge (Nobility and Royalty) 2, Heal 4, Ability to cast protection from evil as a divine spell, ability to turn undead.

Class Features: Same as Prestige Paladin, but no Special Mount.

All prestige classes that grant maneuvers now stack with maneuver granting classes for the purpose of their relearning feature. A character is still limited to only relearning one maneuver per level.

Examples:
A fourth level crusader with two levels of ruby knight vindicator would have had the choice to relearn two maneuvers so far.

A first level swordsage with three levels of master of nine would have had the choice to relearn one maneuver so far.

A first level warblade, with two levels of swordsage, and five levels of bloodclaw master would have had the choice to relearn two warblade maneuvers and one swordsage maneuver so far.
« Last Edit: September 17, 2010, 04:10:21 PM by Sohala » Logged

"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Sohala
Moderator
Hong Kong
*
Posts: 1268


Hammer Smash Good


Email
« Reply #3 on: September 03, 2010, 06:16:05 PM »

 Totem Shifter

Entry Requirements
Race: Shifter
Base Attack Bonus: +5.
Skills: Intimidate 5 ranks, Survival 9 ranks.
Feat: Cobalt Shift*.
Special: Ability to bind soulmelds to totem chakra.

Level

1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
 Base Attack
Bonus

+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
 Fort
Save

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
 Ref
Save

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
 Will
Save

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
 Special

Totem shift, wild empathy
Bonus shifter feat
Damage reduction 1/-
Chakra binds (crown, feet, hands)
Bonus shifter feat
-
Damage reduction 2/-
Bonus shifter feat
Chakra binds (arms, brow, shoulders)
Totem chakra bind (+2 capacity)
 Meldshaping

-
+1 meldshaping
+1 meldshaping
+1 meldshaping
+1 meldshaping
-
+1 meldshaping
+1 meldshaping
+1 meldshaping
+1 meldshaping

All of the following are class features of the totem shifter prestige class.

    Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

    Meldshaping: At each totem shifter level except 1st and 6th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the totem shifter level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a totem shifter, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    Totem Shift (Su): You can enhance the power of your shifting by tapping into the furious spirits of the beasts within you. The essentia capacity of your Cobalt Shift* feat increases by 1.
Furthermore, as long as a soulmeld occupies your totem chakra, you gain a number of extra essentia points equal to one-half your totem shifter level (minimum 1) while you shift. At your option, you can invest some or all of this extra essentia into your Cobalt Shift* feat as a free action. (This option is an exception to the normal rule that essentia can be invested in an incarnum feat only once every 24 hours.) You must make this decision when you begin your shift, and you cannot move any essentia away from Cobalt Shift* while you are shifted. You can invest any remaining extra essentia in other feats, soulmelds, or class abilities as normal. When your shifting ends, you lose this extra essentia, and all your essentia investments return to what they were initially.

    Wild Empathy (Ex): Beginning at 1st level, you can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. Your totem shifter level stacks with levels of any other classes that grant the wild empathy ability for the purpose of determining the bonus.

    Bonus Shifter Feat: At 2nd level, 5th level, and again at 8th level, a totem shifter gains a bonus shifter feat.

    Damage Reduction (Ex): Beginning at 3rd level, you gain the ability to shrug off some amount of injury from each blow or attack. See the barbarian class feature, page 26 of the Player’s Handbook. If you already have damage reduction against damage of all types from another source, or damage reduction while shifting, the amounts stack. When stacking damage reduction from shifting, convert it all to damage reduction against all damage types. This damage reduction does not stack with any other damage reduction specific to any one type of damage.
    At 7th level, your damage reduction increases to 2/—. This value stacks with other damage reduction abilities you might have as above.

    Chakra Binds: Beginning at 4th level, you can bind your soulmelds or magic items to your crown, feet, or hands chakra. When you attain 9th level, your arms, brow, and shoulder chakras become available for chakra binds.

    Totem Chakra Bind: When you attain 10th level, the essentia capacity for any soulmeld bound to your totem chakra increases by an additional point, adding to the expanded capacity from your totemist levels for a total of +2.

*New Feat*
    Cobalt Shift: Once per day, you can invest essentia into this feat. While shifted, you gain an insight bonus on melee damage rolls and on Will saves equal to the invested essentia. Once the amount of essentia is choosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia.
« Last Edit: September 17, 2010, 04:10:49 PM by Sohala » Logged

"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
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