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Just_Irving
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PostSubject: Homebrew Rulings   Homebrew Rulings EmptySun Mar 25, 2012 2:19 pm

The following are amendments or adjustments to the campaign as a whole.

This Thread is subject to change with little notice.


Last edited by Just_Irving on Tue Feb 10, 2015 4:05 pm; edited 15 times in total
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PostSubject: Overall Changes   Homebrew Rulings EmptySat Jul 21, 2012 10:39 am

Overall Alterations

Updated Age Chart
Ages for races are changed as follows;

RaceAdulthoodMiddle AgeOld AgeVenerableMaximum Age
Human15355570+2d20
Half-Elf (& Related)18507196+2d20
Elf / Drow (& Subraces, i.e. Wood, Desert... etc.)236596125+5d10
Dwarf276898126+5d10
Giants (All Subraces)15406590+3d20
Gnome254570100+3d20
Halfling205075100+3d20
Kobold / Kenku / Taokaga104070100+2d20
Allear / Alicorn256085110+5d10
Grendle / Woodwose3070110150+5d10


Aaralynnian Giants:
In lieu of gaining the rock throwing ability, Fire Giants gain +2 Cha at each instance of gaining rock throwing. They do not gain the rock catching ability.

In lieu of gaining the rock throwing ability, Frost Giants gain +2 Wis at each instance of gaining rock throwing. They do not gain the rock catching ability.

In lieu of gaining Additional Con, Stone Giants gain +2 Int at each instance of gaining additional Con.


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New Race: Taokaga -Dove-like humanoids-

Ability Stats: +2 Con, -2 Str

Small Size

30' Land movement

Low-light vision

+4 Racial Bonus on Diplomacy and Sense Motive

Natural Weapons 2 Claws (1d3)

Humanoid (taokaga)

Special:
-Great Ally – When on the giving or receiving side of an Aid Other check, the Taokaga receives +3 (vs. +2) & when attacking a foe that is Flanked by an ally, the Taokaga receives +4 (vs. +2).
-Mimicry – Able to Mimic sounds, voices, & accents. Bluff vs. Sense Motive check to trick someone.

Closely linked to Kenku, Taokaga are also small bird-like people. Both Kenku and Taokaga populations in Aaralynn had been thinned by Bathurians, so locating them is especially hard.

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New Race: Royali -City-dwelling Fey-

Coming later

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Masterwork weaponry and armor exists in levels of +1, +2, +3. Masterwork weaponry only adds to the attack bonus not the Damage. Masterwork Armor only subtracts from the check penalty it does not add to the Armor Bonus.
Weapons: (+1 masterwork)= +300 gp, (+2 mwk)= +2000 gp, (+3 mwk)= +4000 gp.
Armor: (+1 mwk)= +150 gp, (+2 mwk)= +500 gp, (+3 mwk)= +2000 gp
Masterworking of any kind does not stack with an equivalent magic property. (a master work weapon has +1 attack, +0 damage. A +1 weapon has +1 attack, +1 damage)

Artisan Qualities for weapons and armor exist en masse. To Have an Artisan Quality the item at hand must be at least +1 Masterwork. Artisan qualities must be attributed to the item at creation, and cannot be added later.
Here's some useful ones:


Item QualityLight ArmorMedium ArmorHeavy ArmorWeapon Restriction
Acid Washed+100 gp+200 gp+350 gp+450 gp-----
Ornate+400 gp+400 gp+600 gp+500 gp-----
Resilient+200 gp+200 gp+200 gp+200 gp-----
Caster Armor+400 gp+800 gp+1200 gp-----Armor
Environmentally Designed+100 gp+100 gp+100 gp-----Armor
Lightweight+200 gp+350 gp+500 gp-----Armor
Reinforced+800 gp+1,000 gp+1,200-----Armor
Segmented+200 gp+250 gp+300 gp-----Armor
Vital Coverage+200 gp+400 gp+1,000 gp-----Armor
Basket Hilt---------------+50 gpSwords
Blood Groove---------------+100 gpSwords
Deceptive---------------+800 gpWeapons
Folded Metal---------------+200 gpMetal Weapons
Long-Range---------------+100 gpBows & Crossbows
Perfect Balance---------------+100 gpMelee Weapons
Razor Sharp---------------+1,000 gpBladed Slashing Weapons
Serrated---------------+600 gpPiercing & Slashing Weapons
Descriptions:

Weapons and Armor:

Acid Washed: Is composed of two different types of metal, i.e. Steel & Bronze. Cost of both materials is required on top of the artisan quality cost. The qualities of both materials are retained. Also gains a +4 on saving throws against acid, rust or disintegration.

Ornate: Decorative Combat equipment, commonly for parades. +2 Diplomacy or Intimidate (chosen when made), when wielded in the proper situation.

Resilient: Very durable materials make for the most effective items over long periods of time. Weapons and armor gain 5 more HP regardless of original materials.


Armor

Caster Armor: Armor made to cater to the needs of spell-casters. Reduces the spell failure of an armor by 5%.

Environmentally Designed: Armor made to be useful in harsh environments. Armor for hot environments is ventilated for better cooling, while armor for cold environments has insulation built on the insides. It denotes a +2 to saving throws against harsh weather conditions either hot or cold (determined at creation).

Lightweight: Very sought after armor made to be lighter while being just as effective. Armor with this quality weighs 20% less, or 1 pound whichever is heavier.

Reinforced: One of the most sought after of armor qualities. It can transform a lesser armor into something more. Adds 1 to the Armor Bonus of the armor.

Segmented: A craftier trick of the armoring trade. Heavy armor doesn't do much for the wearer if they absolutely cannot move. Segmented armor utilizes the methods of making armor by integrating more points of articulation within it. Adds 1 to the Maximum Dexterity limited by the armor.

Vital Coverage: The largest flaw of certain armors is their vital areas are exposed slightly due to needing the ability to be mobile. A method of creating panels that block off exposed flesh while not harming the effectiveness of the armor. Adds 1/2 of the armor's AC Bonus against any attack roll to confirm critical.


Weapons

Basket Hilt: An ornate and special guard made to guard the hand of the wielder. Grants a +4 against attempts to be disarmed.

Blood Groove: The fuller aka the blood groove, is a furrow that rolls from the hilt to just before the tip of the sword. It is designed to make the blade more lightweight and stronger. Adds an additional +2 to the hardness and reduces the weight by 20% or to 1/2 lb, whichever is heavier.

Deceptive: Although not preferred by many, especially officials of the law, this type of weapon is disguised to resemble something else. Adds +4 to Sleight of Hand checks to conceal the weapon or otherwise hide it.

Folded Metal: A technique used to enhance the strength of a blade to taking a hit. Grants +4 Hardness to the weapon.

Long-Range: An ever so clever technique bowmakers have come about to slightly increase the range of ranged weaponry. Adds 20' to the range increment of the bow or crossbow.

Perfect Balance: When one values stability, one seeks out a weapon with this quality. Grants an additional +1 to AC when using the total defense or fighting defensively options.

Razor Sharp: The extreme coaxing of an ever sharper blade is given up on by most, but those who find themselves able also find themselves well employed. Razor Sharp Quality grants +1 damage to a weapon.

Serrated: Built to cut like a saw, gashes resulting from serrated blades can be incredibly nasty. Following a successful critical hit, a serrated weapon deals an additional 1 damage of bleeding for 1d4 rounds.

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Mechanics Addition: Crouching:

While crouching, one's speed drops to one half normal. The crouching person gains +2 AC against ranged attacks, but -2 AC against melee attacks. In addition to these the crouching person gains a +1 circumstance to attacks while using a hand or light crossbow. While making a melee attack roll however they take a -2 on all attack rolls while crouching. It takes a swift action to move into crouched position, and a move action to move back to standing, which provokes an attack of opportunity. The Feat Prone Attack confers the same negation of subtracted AC as prone and negation of penalty to melee attacks.

Crouching defers a +4 Bonus to Move Silently however the same rules apply to the new movement speed. If one wishes to utilize this bonus must move at half of their halved speed, i.e. one quarter speed, due to their full speed in a crouch being altered.

You may run while crouching, however only for a number of rounds equal to one quarter (rounded down) your Con Score, and the checks to continue running after this period increase by 2 rather than 1.



While Prone, in addition to gaining +4 AC against ranged attacks and -4 against melee attacks, they gain a +2 circumstance bonus to attack rolls while using any kind of crossbow (not cumulative with the bonus to attack for crouching).


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Mechanics Addition: Choking

In a grapple you may attempt to choke your opponent into unconsciousness. This option is only available for creatures you can normally win an offensive grapple against (One size category larger), that breathes and has a block-able airway.


In the grapple, you must choose to cover their mouth/block their airway. If you are blocking their airway They remain conscious for a number of rounds equal to their Constitution Score (A creature with the Hold Breath ability, such as Lizardfolk or a similar ability can remain conscious for a number of rounds equal to 2 times their Constitution Score).
Explanation:


As an attack option in the grapple you make a Strength check opposed by the target's Constitution Check (Endurance applies if applicable). If the attackers Strength check does not exceed the target's Constitution check, rounds of consciousness continue to count down as normal. If the attackers Strength check does exceed the target's Constitution check then for every one point above, the number of rounds the target is able to remain conscious is decreased by one. If the target has the feat Diehard they add 10 + Con Mod number of rounds that they remain conscious while being choked however they are staggered during those rounds and may only take either one move or one standard action.

If the target escapes the grapple, they must take a move action to gather back their breath. If they do not do so the count of number of rounds remains where it was when it left the grapple. If the attacker catches the target unaware and in the same round attempts to choke them they add a +4 to their Strength checks during the round which the target is unaware.


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PostSubject: Skill Changes   Homebrew Rulings EmptyThu Jan 03, 2013 4:47 pm

Skill Changes

Tumble Skill Change:

The DC to Tumble through an opponent's threatened range is 15 (+2 per additional opponent) and the DC to Tumble through an opponent's space is 25 (+2 per additional opponent)

changes to:

The DC to Tumble through an opponent's threatened range is 10 + The Base Attack Bonus of the opponent (+2 per additional opponent) and the DC to Tumble through an opponent's space is 20 + The Base Attack Bonus of the opponent (+2 per additional opponent)

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The Concentration DC to manifest a psionic power without any kind of display is changed. Instead of 10+Power's level it becomes 15+power's level (+1 per display type)

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Added Skill Synergies

5 Move Silently > +2 Hide

5 Disable Device > +2 Open Lock

Synergy Boosts increase to +4 with 15 ranks in prerequisite skill. Boost increases again to +6 with 25 ranks in prerequisite skill..... etc.


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PostSubject: Feat Changes   Homebrew Rulings EmptyThu Jan 03, 2013 4:48 pm

Feat Changes

Feat Change: Ambidexterity (Multidexterity)
Pre-Req: Dex 15 (Dex 11+2*appendages)
Benefit: You are not considered to have an off appendage when it comes to two (multi) weapon fighting. Lessen the penalties to Two (Multi) Weapon by two. Stacks with Two Weapon Fighting. If you are wielding a one-handed weapon in your normally off-hand (hands) you may apply your full Strength Mod to the damage. If you are wielding a light weapon in your off hand (hands) you still apply 1/2 your Strength Mod to the damage as normal.


Two (Multi) Weapon FightingPrimary HandOff Hand(s)
Normal Penalty-6-10
Off Hand Weapon(s) is(are) Light-4-8
Ambidexterity-4-8
Ambidexterity & Off Hand Light-2-6
Two Weapon Fighting (TWF)-4-4
TWF & Ambidexterity-2-2
TWF & Off Hand Light-2-2
All Three-0-0
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Feat Change: Butterfly Flank

Prerequisite: Dex 15, Int 13, Base Attack Bonus +6

Benefit: Whenever you and an ally both threaten an opponent, and and have space between you equal to the space of the opponent threatened you are considered to be flanking that opponent. Your ally is not considered to be flanking unless they too have the Butterfly Flank Feat.

Normal: You only flank someone when an ally is directly across from you.

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Feat Change: Fists of Iron

Prerequisites: Stunning Fist, Base Attack Bonus +8, Improved Unarmed Strike

Benefit: By using up one of your daily Stunning Fist attacks, you cause +1d6 damage. You must declare the use of this ability before making your attack roll & the use is lost if you miss.

Special: A Monk may select this as their Martial Style Bonus Feat at 2nd Level

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Feat Change: Improved Combat Reflexes [Epic]

Change Name to Epic Combat Reflexes. Effect remains the same.

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Feat Requirement Change: Improved Rapid Shot Prerequisites are now as follow;

Point Blank Shot, Rapid Shot, Manyshot  or Precise Shot & Base Attack Bonus +6

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Feat Change: Legendary Wrestler [Epic]

Benefit: You gain a +10 bonus on all grapple checks, and your ability to grapple an opponent is not limited by size (i.e. not being able to grapple a creature 2 or more size categories larger then yourself).


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PostSubject: Class Changes   Homebrew Rulings EmptyThu Jan 03, 2013 4:49 pm

Class Alterations

Martial Maneuvers save DCs work closer to that of spell save DCs, rather than being 10+Maneuver Level+Relevant Modifier, it is 10+1/2 Initiator Level+Relevant Modifier. This is so maneuvers will level better as you go along (I'm not sure why they made it different from regular special abilities which follow this formula)

Martial Adept Classes in Aaralynn (as detailed within book of Nine Swords) are changed as follows, mainly dealing with the different styles (disciplines):

Scorching Gale (Desert Wind) Style no longer exists in Aaralynn due to the last surviving school of the style being swept into the ocean south of what is now the Kelly Desert circa 1414.

Devoted Spirit Style is helmed entirely by worshipers of Mileni, mainly aasimars. Users of Devoted Spirit will not teach the style to an evil being, and if a user is found to be utilizing the style for evil ends, the scholars of the style act quickly to bring an end to the misuse of power. Associated weapons no longer include greatclub and maul, but instead are greatsword and bastard sword.

Diamond Mind is unchanged.

Iron Heart is unchanged.

Setting Sun does not exist.

Aperto Escuro (Shadow Hand) is only known by a drow order, and only taught to other drow in the order. The drow of this order refuse to teach the techniques to anyone who is not fully-blooded drow, even if they have 1/8th of another race's blood.

Tama Hebi (Stone Dragon) is unchanged.

Tiger Claw is unchanged.

White Raven is unchanged. It is taught by both Kenku and Taokaga mainly, mostly to other Kenku or Taokaga.

All names of maneuvers and stances remain the same.


Martial Adepts do not exist in Shuulmenth Tsuiho, nor do they apparently exist in Keifel/Schriemann. Although Martial Adepts do not exist in Shuulmenth Tsuiho Martial Manuevers are still known by many.

Martial Adepts are commonly found in Wyruulanthea, mainly employed by The Universal Taskmasters of Society.

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Feat Progression for a Fighter instead of being;
Gain Feat at Levels 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
becomes;
Gain Feat at Levels 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, 20

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Kensai (Fighter Variant) Base Class has its title changed to Specialist.

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Knight Class is being handled by Leeland.

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Ninja Class is completely changed as follows:

Abilities: The Abilities that a ninja requires depends upon their choice in ninja specializations. Both Dexterity and Wisdom are useful across the board to all ninjas due to them both contributing to their AC.

Alignment: Any

Four different Clans of Ninja exist in Aaralynn, each with their own goals and intentions. No Clan is known to the public at large, however the existence of each is common knowledge to the Ninja Clans themselves. In areas of influence they may be notable, or known but rarely so outside of this area. They are as follows:

The Iga Ninja Clan: The Clan of Ninja in the west of the Aaralynn island. A self-contained and reserved clan of ninja concerned only with the protection of those oppressed and the area considered by them as still "The Iga Province". Formed by Grandmaster Dosan and Higure Hattori. Formed before the Gorgeth Regime overtook the island nation, however it officially asserted its presence by combating the control of the Gorgeth in the west of the island. The Monastic Order associated with them maintains itself as a policed force in the Iga region. Based somewhere around Kammi.

The Setting Sun Ninja Clan: A reclusive Clan of Ninja in the northern span of Aaralynn. Their focus in ninjitsu is mobility, being affiliated with the Weightless Foot Order of Aaralynn. They are the keepers of a special technique which grants them overland flight. The Clan is based near the cities of Sheena and Janelle, with the Weightless Foot Order based between the close points of the Mei River nearby the Yulia Lake. They are the rival Clan to the Iga of the West.

The Arahavolga Ninja Clan: The Clan of Ninja run by the Government of Aaralynn. Utilized mainly in espionage during times of conflict, protection of important persons, objects or documents, and subversion of threats to public safety. As a part of The Internal Affairs Division of The Government of Aaralynn, they are a publicly acknowledged force, but its membership and abilities are not disclosed to anyone. Even other Clans are not fully aware of their abilities. Lead apparently by Leonidas Sergisenn: Councilman of Internal Affairs of The Government of Aaralynn. Officially Acknowledged in 1508 with the establishment of the current government, however it is not known exactly when it was formed. Bases are unknown, but assumed to be in larger cities.

The Shun-Torga Ninja Clan: The Lost Clan of Ninja. The Shun-Torga seem to have disappeared completely from the radar even to other Ninja Clans. Their presence seemed to wane in the 1550's. Utilized assassination tactics to move as influence to those in power before disappearing. From time to time small hints of their presence are found in the present day. Thought to have originated in Kursio before the Gorgeth Regime took control of Aaralynn while the smaller island was still under the influence of The Orayshiman Empire. Leader and Bases are unknown.



Multiple separate Clans of ninja exist in the land of Wyruulanthea. Some engage in wars for lands or are the driving force behind societal conflicts. Known ones are as follows:

The Karashi Clan: The Clan of The Wasabi Family. The Karashi Ninjas are the clan who serve The Wasabi Family. The Wasabi Estate is nestled in the West of Wyruulanthea. Apparently an offshoot of an older clan of ninjitsu which is now defunct; The Dijyono. Once Taught by Grandmaster of Karashi: Tamakao Karashi. After the ascension of the United Taskmasters of Society to political power, the Karashi have gone deep undercover, even by the standards of common ninjitsu practice. It is rumored that they fight against the oppression of the government.

The Hadanshi Clan: The Clan from the Island of Lansasri. The Hadanshi Ninjas long protected the shores of Lansasri. Before it was swallowed by the sea, it is rumored that one of the masters of their clan's arts escaped to safety.

The Mizute Clan: The Clan that asserted dominance in the Yuoleng Region of Wyruulanthea. After extended periods of internal conflict within the water heavy area of the east of Wyruulanthea, The Mizute clan gained ruling power from stealing the knowledge of nearby rival clans and amalgamating their abilities into their own repertoire.


Others include, but are not limited to:

The Zayatsimimi School: The Mimitaro Ninjitsu Teachings. The Zayatsimimi school is not as much a clan of it's own but one half of the training undergone by the protectors of the Mimitaro people, The King's Instruments. The art of stealth and precision is used in conjunction with martial training to quell the enemies of the Mimitaros of Beshfell. Derived from Ancient Elven Ninjitsu techniques.

Hit Dice: d6

Skill Points: 6+Int Mod

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)

LevelBase Attack BonusFort SaveRef SaveWill SaveMovementAC BonusSpecial
1st+0+0+2+0+0'+0Ki Power, Trapfinding, Sudden Strike +1d6
2nd+1+0+3+0+0'+0Evasion, Ninjitsu Talent
3rd+2+1+3+1+0'+0Sudden Strike +2d6
4th+3+1+4+1+10'+0Acrobatics +2
5th+3+1+4+1+10'+1Sudden Strike +3d6, Ninjitsu Talent
6th+4+2+5+2+10'+1Speed Climb
7th+5+2+5+2+10'+1Sudden Strike +4d6
8th+6/+1+2+6+2+20'+1Acrobatics +4, Ninjitsu Talent
9th+6/+1+3+6+3+20'+1Sudden Strike +5d6
10th+7/+2+3+7+3+20'+2
11th+8/+3+3+7+3+20'+2Sudden Strike +6d6, Ninjitsu Talent
12th+9/+4+4+8+4+30'+2Acrobatics +6
13th+9/+4+4+8+4+30'+2Sudden Strike +7d6
14th+10/+5+4+9+4+30'+2Ninjitsu Talent
15th+11/+6/+1+5+9+5+30'+3Sudden Strike +8d6
16th+12/+7/+2+5+10+5+40'+3Acrobatics +8
17th+12/+7/+2+5+10+5+40'+3Sudden Strike +9d6, Ninjitsu Talent
18th+13/+8/+3+6+11+6+40'+3
19th+14/+9/+4+6+11+6+40'+3Sudden Strike +10d6
20th+15/+10/+5+6+12+6+50'+4Acrobatics +10, Ninjitsu Talent
Class Features:
Weapon Proficiencies: Simple Weapons, Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shortbow, Short Sword, Shuriken & Siangham.
Armor Proficiencies: None.

AC Bonus, Ki Pool (Ki Power), Speed Climb, Sudden Strike and Trapfinding all remain the same as in Complete Adventurer.

Fast Movement: As a ninja progresses in level their movement increases as shown on the table. A ninja in armor (even light armor) or carrying a medium or heavy load loses this extra speed.

Acrobatics: At 4th level a ninja gains a +2 Bonus to Climb, Jump, & Tumble. This bonus increases to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.

Ninjitsu Talent: At 2nd level and every third level after (5th, 8th, 11th, 14th, 17th, 20th) a ninja gains a special ability from the list below. Different Ninja Clans also gain access to unique special abilities for their Clan which are also listed below. Certain Ninjitsu Talents require previous Ninjitsu Talents or other prerequisites which are listed in their descriptions. A Ninja may choose any Ninjitsu Talent which has already been made available to them.


LevelGeneral TalentsIga SchoolSetting Sun SchoolArahavolga SchoolShun-Torga SchoolKarashi SchoolZayatsimimi School
2ndGhost Step (Invisible)
Poison Use
Voices In The Night
Creeping Shadow
Cloud Skipper??????????Ninjitsu MetabolismFace of Bravery
5thKi Dodge
Spider-Waller
Trick of The DarkExpanded Acrobatics??????????Metabolic InterferenceSkin of Sinik
8thImproved Evasion
Improved Poison Use
Ghost Strike
Dark Sight
Shadow Shield
???????????????Metabolic Focus?????
11thGreater Ki Dodge
Camouflage
Ghost Step (Ethereal)
Shadow Blade???????????????Metabolic Amplification?????
14thHide In Plain Sight
Ghost Mind
Poison Immunity
Night's Deception???????????????Metabolic Memory?????
17thPerfected Ki Dodge
Ghost Sight
Sword of Shadows???????????????Metabolic Halt?????
20thGhost WalkChild of Shaow???????????????Metabolic Reversal?????
Jutsu Feats which require certain Ninjitsu Talents have their prerequisites altered to match the requisite levels in which the ability would be obtainable i.e. Ghost Step (Invisible) at 2nd Level, Ki Dodge at 5th Level & Ghost Strike at 8th Level.

The following Feats are exceptions to the revision and remain in need of the specific Ninutsu Talent:

River Eel Jutsu (Ki Dodge) & Wind Oxen Jutsu (Ghost Strike)


Ninjitsu Talent Descriptions:

In general Ninjitsu Talents require a swift action and one free hand to perform. Unless stated in the ability description, this is accurate of all Ninja Talents. They are all Extraordinary Abilities (Ex).

General Talents: Talents available to a ninja of any clan.

Ghost Step Invisible: As in Complete Adventurer, by spending one ki point you may become invisible for one round.

Poison Use: As in Complete Adventurer, you never risk poisoning yourself when applying a poison or when using a poison laced weapon.

Ki Dodge: As in Complete Adventurer, by spending one ki point you gain partial concealment granting 20% miss chance for one round.

Spider-waller: By spending one ki point, you may walk upon walls as though the spell spiderclimb were cast on you at your land speed.

Improved Evasion: as the ability in Player Handbook I.

Improved Poison Use:  Altered partially from Complete Adventurer, applying a poison is reduced to a move action instead of a standard action. This ability also reduces the time needed for certain poison use feats (eg. Empower Poison) to a standard action. Requires Poison Use.

Ghost Strike: Altered partially from Complete Adventurer, by spending a ki point as a swift action, you may empower your attacks to strike ethereal targets while you are material for one round. You may also use this ability to strike material opponents while you are ethereal (like when using Ghost Step (Ethereal)). Requires Ghost Step (Invisible).

Greater Ki Dodge: As in Complete Adventurer, your ki dodge ability increases to give total cover granting 50% miss chance for one round. Requires Ki Dodge.

Camouflage: As the Ranger Special ability, you no longer require cover to hide in a natural environment.

Ghost Step (Ethereal): As in Complete Adventurer, by spending one ki point you may become ethereal for one round. Requires Ghost Step (Invisible).

Hide in Plain Sight: As the Ranger Special ability, you may make a hide check while being observed, while in a natural environment. Requires Camouflage.

Ghost Mind:  Altered from Complete Adventurer, with this ability, in order to detect a ninja with a spell of the Divination subschool, the spellcaster must make a caster check (DC 20+Ninja level). Requires Ghost Strike & Ghost Step (Invisible).

Poison Immunity: You gain immunity to all poisons. Requires Improved Poison Use.

Perfected Ki Dodge: Your Ki Dodge ability increases to encompass your martial prowess as well. Your Ki Dodge ability now grants 75% miss chance, and if your attacker misses his attack due to your miss chance, you may take an attack of opportunity on him. Requires Greater Ki Dodge & Ki Dodge

Ghost Sight: Altered slightly from Complete Adventurer, you may see ethereal creatures as easily as you see material creatures. By spending one ki point, you may see as thoug you have had True Seeing cast upon you for one round. Requires Ghost Mind, Ghost Strike & Ghost Step  (Invisible)

Ghost Walk: As in Complete Adventurer, by spending two ki points, you may travel to the Ethereal Plane as the spell Ethereal Jaunt. Requires Ghost Step (Ethereal) & Ghost Step (Invisible)


Iga Talents: Talents available to Iga Clan Ninjas. They focus the use of shadows to fell foes.

Voices in the Night: Spend one ki point, effect as the spell Ghost Sound, except duration is rounds equal to ninja level. range 25'+5'/2 levels. DC 11+Wis Mod. Increase DC by 2 per extra ki points spent.

Creeping Shadow: Spend one ki point, effect as the spell Darkness, centered on ninja's position.

Trick of The Dark: Spend one ki point, effect as the spell Major Image. DC 12+Wis Mod. Increase DC by 2 per extra ki points spent.

Dark Sight: Spend one ki point, gain darkvision out to 90' for ninja level number of hours.

Shadow Shield: As an immediate action, you may negate 5*# of ki points you spend points of damage from the next attack which would damage you. Requires Creeping Shadow.

Shadow Blade: As an attack action, strike a target within 30' with a ranged touch attack. Damage dealt is 3d4 per two ki points spent. Maximum number of ki points that can be spent is 1/2 ninja level. Eg. spend 1 ki point, deal 1d4, 2 = 3d4, 3 = 4d4, 4 = 6d4, 5 = 7d4, 6 = 9d4 etc...

Night's Deception: Spend two ki points, effect as the spell Permanent Image.  DC 17+Wis Mod. Increase DC by 2 per extra ki point spent. Requires Trick of The Dark.

Sword of Shadows: As Shadow Blade except the d4s become d6s. If the attack is one to which Sudden strike is applicable, the d6s from Sword of Shadows become d8s. Requires Shadow Blade.

Child of Shadow: As a standard action create a Shadow copy of yourself. Lasts for 1d4+1 rounds. Multiple copies can be created for an additional two ki points each. Max of Three.


Setting Sun Talents: Talents available to Setting Sun Clan Ninjas. They focus on using the body to its peak performance.


Karashi Talents: Talents available to Karashi Clan Ninjas. They focus on altering one's bodily functions to command power on the field.

Ninjitsu Metabolism: By spending one ki point, you gain the effect of the spell Haste for one round.

Metabolic Interference: By spending one ki point, you may create a slow effect on enemies within a 20' radius of yourself for one round. DC is 12+Wis Mod. Increase DC by 2 per extra ki point used.

Metabolic Focus: By spending one ki point, you may gain the benefits of both being larger and smaller for one round. In effect gain a +4 Size Modifier on Grapple, Increased damage dice as though you were one size category larger, & +4 Size modifier on Hide, +1 Attack & AC as though you were one size category smaller. Requires Ninjitsu Metabolism.

Metabolic Amplification: Whenever you would confirm a critical hit, after you have confirmed the critical but before you have rolled the damage, you may as an immediate action spend one ki point to increase the multiplier by one step. By spending an additional three points, you may increase it by another step. The maximum increase is two steps.

Metabolic Memory: By spending a ki point, you may have any effect which affected you in the previous round occur again. You may reach further back another round by spending another ki point. You may reach back up to five rounds by spending the maximum of five ki points. You cannot repeat a repeating of an action. If you wish to repeat an effect, you must use skill points based upon the instance in which it originally occurred. You may not repeat the effect of another ninjitsu ability. Requires Metabolic Focus & Ninjitsu Metabolism.

Metabolic Halt: By spending 5 ki points, you may create the effect of the spell Time Stop. This may be performed a maximum of once per encounter. Requires Ninjitsu Metabolism, Metabolic Interference & Metabolic Focus.

Metabolic Reversal: By spending 7 ki points, you create the effect of the psionic power Time Regression.This may be performed a maximum of once per day regardless of remaining ki points in one's ki pool. Requires Ninjitsu Metabolism, Metabolic Interference, Metabolic Focus, Metabolic Amplification, Metabolic Memory, & Metabolic Halt.


Hadanshi Talents: Talents available to Hadanshi Clan Ninjas. The focus of these abilities is explosions and pyrotechnics.


Mizute Talents: Talents available to Mizute Clan Ninjas. They focus on gaining defense and movement closer to that of water.


Zayatsimmi Talents: Talents available to Zayatsimmi Clan Ninjas. They focus on both defensive and coercion tactics.


... More Later ...

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Samurai Class is completely changed as follows:

Abilities: The Abilities of a Samurai are mostly best determined by specific clan the Samurai is a part of. Strength is useful across the board.

In Aaralynn, the following Clans exist:

Lion: Spread about the east coast of Aaralynn. Mainly populated by Human, Catfolk and Leonin Families. Focus on Awareness and Endurance are the tenants of Lion Clan training. Constitution and Wisdom are the scores associated with Lion Samurai. Ancestral Weaponry include Katana, and Jian (longsword). A Temple is located in the City of Torin, with two Shrines located in Belva and Eliza.

Scorpion: Spread about the Southeastern area of Aaralynn between the west edge of the Kelly Desert and the east bank of the Rooney Lake. Composed mostly of Dwarven and formerly Gnome families. With the disappearance of the Gnome people went a majority of the Samurai and families of this clan. Focus on Deception and Misdirection are the tenets of Scorpion Clan training. Dexterity and Charisma are the scores associated with Scorpion Samurai. Rivals to the Wren Clan of the North. Ancestral Weaponry include Katana, Scythe, and Guandao (Halberd). A Temple is located in Ardith, and a Shrine is located in Anne.

Wren: Spread about the Northwestern area of the Island of Aaralynn. Composed mainly of Human, Elven, and Catfolk families. Focus on Mobility and Speed are the tenets of Wren Clan training. Dexterity and Charisma are the scores associated with Wren Samurai. Rivals to the Scorpion Clan to the South. Ancestral Weaponry include Katana, Pi Bian (Whip) and Da Dao (Glaive). A Temple is located in Matilda, with three Shrines located respectively in Janelle, Sheena, and Porsche.

Dog: Spread across the western coast of Aaralynn. Composed mainly of Human and Wolf-folk families. Focus on Mounted Combat and Archery are the tenets of Dog Samurai training. They are common to ride on Riding Dogs. Dexterity and Wisdom are the scores associated with Dog Samurai. Ancestral Weaponry include Katana, and Composite Longbow & Shortbow. A Temple is located in Kammi, and there are two Shrines, one in Laaysa and one in Aveline.

[Crab]: The Crab Clan is defunct. It is an ancient clan that no longer continues tutelage in the way of the samurai. Spread along the eastern coast of Mondoe and the entire nation of Kursio. 90% of the weaponry of the clan are in possession of the last surviving families, with the rest either destroyed or otherwise unaccounted for. Much of the techniques of the style were engraved upon the weaponry leaving some to find them and take up the style through self-teaching. Cloistered Defense and Overwhelming Power are the tenets of Crab Style. Ancestral Weaponry include Katana (all accounted for), Greatclub (some missing) and warhammer (some missing). The Shrines of the Crab Clan are in Miitool on Mondoe and Kenoto in Kursio, with the Temple within the underwater region of Kursio.

[Dragon]: The Dragon Clan is defunct. The ancient clan tasked with defending Karazann The Engineer. Karazann was said to be on a first name basis with all the Dragon Clan Samurai, knowing all 144 personally. The Samurai of the Clan were alleged to have been able to fly with magical aid from Karazann. The techniques associated with the Dragon Clan are two-weapon fighting and Unarmed Combat, although this is merely speculation. With the sinking of the stretch of land connecting what is now Aaralynn and Mondoe, so was sank all of the Ancestral Weaponry and Clan Shrines of The Dragon Clan. Very few weaponry of the clan have been found and are on display in a museum in Farrah. There are no users of the Dragon Clan Style, and there are no known remaining families. The locations of the Temples and Shrines are lost as well.


Alignment: Any Lawful

Special: A samurai may only be a member of one clan.

A samurai who ceases to be lawful or who commits an act of grave dishonor loses all samurai class features that depend on Charisma or Charisma-based checks. This includes the use of Ancestral weaponry which becomes a masterwork weapon in the hands of the former samurai as when they were level 1. Minor embarrassments don’t count, but major breaks with the code of bushido do. Acts that could lose a samurai his status include disobeying an order from a superior officer or feudal lord, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a samurai. He regains his class features the ability to advance in the class if he atones for his violations (see the atonement spell, page 201 of the Player’s Handbook), assuming the feudal lord offers a chance at redemption. (Some feudal lords demand ritual suicide as the only act that cleanses the stain of dishonor.)

Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violating this code.

Some disgraced samurai take levels in the Ronin prestige class (Update to come later) which gives them a chance to regain their lost class features.

Hit Dice: d12.

Skill Points: 4+Int Mod

Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Nobility and Royalty) (Int), Profession (Wis), Sense Motive (Wis), Swim (Str), Iaijutsu Focus (Cha)

Different Clans gain additional Skills in addition to these:

Lion: Concentration (Con), Listen (Wis), Spot (Wis)

Scorpion: Bluff (Cha), Hide (Dex), Perform (Cha)

Wren: Gather Info (Cha), Balance (Dex), Tumble (Dex)

Dog: Ride (Dex), Heal (Wis), Survival (Wis)

[Crab]: Appraise (Int), Know (architecture and engineering) (Int), Search (Int)


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Weaponry of The Ancestors, Bonus Feat
2nd+2+3+0+0Bonus Feat, Staredown (+4)
3rd+3+3+1+1Kiai Smite 1/day
4th+4+4+1+1Mass Staredown (30')
5th+5+4+1+1Bonus Feat
6th+6/+1+5+2+2Kiai Smite 2/day, Staredown (+6)
7th+7/+2+5+2+2Improved Staredown
8th+8/+3+6+2+2Bonus Feat, Mass Staredown (40')
9th+9/+4+6+3+3Kiai Smite 3/day
10th+10/+5+7+3+3Frightful Presence, Staredown (+8 )
11th+11/+6/+1+7+3+3Bonus Feat
12th+12/+7/+2+8+4+4Kiai Smite 4/day, Mass Staredown (50')
13th+13/+8/+3+8+4+4
14th+14/+9/+4+9+4+4Bonus Feat, Staredown (+10)
15th+15/+10/+5+9+5+5Kiai Smite 5/day
16th+16/+11/+6/+1+10+5+5Mass Staredown (60')
17th+17/+12/+7/+2+10+5+5Bonus Feat
18th+18/+13/+8/+3+11+6+6Kiai Smite 6/day, Staredown (+12)
19th+19/+14/+9/+4+11+6+6
20th+20/+15/+10/+5+12+6+6Bonus Feat, Mass Staredown (70')
Class Features:

Weapon Proficiencies: All Simple & Martial
Armor Proficiency: Light & Medium

Kiai Smite remains the same as in Complete Warrior.

Weaponry of The Ancestors: Each Samurai begins play with a pair of weapons bestowed upon them by their clan. One of which is one of the Ancestral Weaponry of their clan and the other is either a wakizashi (shortsword) or a tanto (dagger). The weaponry is hand-crafted by the Anointed Smith of the Clan. These weapons have been passed down through their families for years. These weapons are are an integral part of the Samurai and protecting them is a part of their code. As a samurai acquires treasures through adventuring, they may awaken supernatural abilities within their Ancestral Weapon. At anytime, a Samurai may retreat to a temple or shrine of their clan and spend time in prayer to enhance their Ancestral Weaponry. This requires a sacrifice of valuable items shown on the table below.this sacrifice does not have to be gold, the character can sacrifice magical or other valuable items worth the required amounts. The Samurai must meet the minimum character level including any prestige class levels shown on the table and spend 1 day per 1000 gp sacrificed in the shrine or temple. During this time they must spend at least 8 hours per daykneeling before his ancestors and weapons not stopping to eat or sleep.

The values shown on the below table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. Before a Samurai's weapon can become a +1 weapon it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon in anyway until those powers are awakened. A Samurai who loses his Ancestral Weaponry is dishonored until he can recover them. They cannot enhance any other weapons in this way.

Weapon BonusTotal Sacrifice RequiredMinimum Character Level
+12,000 gp4th
+28,000 gp7th
+318,000 gp9th
+432,000 gp11th
+550,000 gp13th
+6*72,000 gp14th
+7*98,000 gp15th
+8*128,000 gp16th
+9*162,000 gp17th
+10*200,000 gp18th
Due to the tapering of magical power in Aaralynn, the needed sacrifice for a Samurai's weapon is multiplied by 3/2. Ex: +1 becomes 3,000, +2 becomes 12,000 etc...


Frightful Presence as the feat, adding drawing one's weapon to the list of actions which trigger the ability. If the samurai already possesses this feat, then this adds 3 to the DC needed to resist the effect.

Bonus Feats are selected from different lists based on which clan the Samurai belongs to. To take the feat the Samurai must still have all prerequisites.

Lion: Endurance, Die Hard, Combat Expertise, Improved Disarm, Improved Trip, Awareness*, Toughness, Skill Focus (Iaijutsu Focus) (Spot) (Listen), Monkey Grip, Gorilla Grip*, Exotic Weapon Proficiency (Katana), Weapon Focus (Katana) (Jian), Weapon Specialization (Katana) (Jian), Greater Weapon Focus (Katana) (Jian), Earth Sense, Earth Adept, Earth Master [For feats which would normally require fighter levels, replace with levels in Samurai.]

Scorpion: Improved Initiative, Danger Sense, Death Blow, Blind Fight, Hear The Unseen, Weapon Finesse, Improved Weapon Finesse, Backhand Style, Backhand Style Mastery, Anything Goes Combat*, Anything Goes Long*, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Combat Expertise, Improved Feint, Improved Trip, Lightning Reflexes, Prone Attack, Close Crouching*, Ground Defense*, Level Playing Field*, Scorpion Sting** Skill Focus (Iaijutsu Focus) (Hide) (Bluff), Weapon Focus (Guan Dao) (Scythe)

Wren: Combat Reflexes, Improved Combat Reflexes, Greater Combat Reflexes, Vexing Flanker, Adaptable Flanker, Deft Opportunist, Hindering Opportunist, Opportunistic Tactician, Evasive Reflexes, Flight of The Wren**, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Combat Expertise, Improved Combat Expertise, Improved Disarm, Quick Draw, Quick Sheathe*, Run, Dash, Sprinter, Brachiation, Roofwalker, Accelerated Balancing*, Accelerated Climbing*, Exotic Weapon Proficiency (Whip), Skill Focus (Iaijutsu Focus) (Gather Info) (Balance), Weapon Focus (Da Dao) (Pi Bian)

Dog: Animal Affinity, Attuned Stride*, Mounted Combat, Mounted Archery, Improved Mounted Archery, Mounted Fighting, Ride-By Attack, Trample, Point Blank Shot, Manyshot, Far Shot, Defensive Archery, Rapid Shot, Improved Rapid Shot, Precise Shot, Bow Feint, Efficient Pull, Improved Precise Shot, Penetrating Shot, Plunging Shot, Ranged Disarm, Ranged Pin, Zen Archery, Skill Focus (Spot) (Ride) (Handle Animal), Weapon Focus (Composite Longbow) (Composite Shortbow)

[Crab]: Heavy Armor Proficiency, Shield Proficiency, Power Attack, Improved Sunder, Cleave, Great Cleave, Improved Bull Rush, Weapon Focus (Spiked Armor) (Spiked Shield) (Greatclub) (Warhammer), Blood-Spiked Charger, Brutal Strike, Combat Brute, Combat Engineer, Pushback, Skill Focus (Know (architecture and engineering))

*: New Feat Listed Below.

**: New Feat Listed Below exclusive to this Clan of Samurai.

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Swashbuckler Class is Completely changed as follows:

Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.

Alignment: Any.

Hit Die: d8.

Skill Points: 6+Int Mod

Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Info (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Ship) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Shipwright) (Sailor) (Wis), Search (Int), Sleight of Hand (Dex), Speak Language, Survival (Wis), Swim (Str), Tumble (Dex)

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+2+0Weapon Finesse, Dodge (As Feats)
2nd+2+3+3+0Dextrous Grip
3rd+3+3+3+1Insightful Strike
4th+4+4+4+1Dodge Bonus 2
5th+5+4+4+1Acrobatic Charge
6th+6/+1+5+5+2Improved Flanking (+4)
7th+7/+2+5+5+2Dodge Bonus 3
8th+8/+3+6+6+2Lucky
9th+9/+4+6+6+3Slippery Mind
10th+10/+5+7+7+3Dodge Bonus 4
11th+11/+6/+1+7+7+3Acrobatic Skill Mastery
12th+12/+7/+2+8+8+4Improved Flanking (+6)
13th+13/+8/+3+8+8+4Dodge Bonus 5
14th+14/+9/+4+9+9+4Weakening Critical
15th+15/+10/+5+9+9+5Luckier
16th+16/+11/+6/+1+10+10+5Dodge Bonus 6
17th+17/+12/+7/+2+10+10+5Wounding Critical
18th+18/+13/+8/+3+11+11+6Improved Flanking ( +8 )
19th+19/+14/+9/+4+11+11+6Dodge Bonus 7
20th+20/+15/+10/+5+12+12+6Severing Critical
Class Features:
Weapon Proficiencies: Simple, Light & One Handed Martial, & Whip
Armor Proficiency: Light

All Class abilities remain as in Complete Warrior except as where noted here:

Dextrous Grip: Any weapon which would be considered a one handed melee weapon you may use as a light weapon. This allows you to use Weapon Finesse with said weapon. You may not use both hands to deal 1&1/2 Str Mod to damage or use Power Attack with said weapon unless you forgo using weapon finesse with it.

Dodge Bonus: Your Dodge Bonus from the Dodge feat increases to +2. You may split it as you please amongst multiple targets. This increases every 3 levels. Your dodge bonus to your AC against a target may not exceed the difference between your Hit Dice+1, Minimum 2. Ex. a 19th level Swashbuckler is fighting a 23 Hit Dice Creature and 2 16 Hit Dice Creatures. They can only apply 5 of their dodge bonus to their AC, however they may use their remaining 2 Dodge Bonus against one of the 16 Hit Dice Creatures or 1 on each.

Unlike the normal Dodge Feat, this bonus is negated if wearing more than light armor or carrying more than a light load.

Improved Flanking: As ability in Complete Warrior except the bonus to the swashbuckler increases by 2 every six levels. This Class ability effectively nullifies the personal effect of the Superior Flanking Feat, however it does correlate the secondary effect still if a swashbuckler has said feat.

Luckier: As Lucky but now 2/day

Severing Critical: A Critical hit dealt by a Swashbuckler deals 2 Dex damage on top of the 2 Str and 2 Con damage they already deal from Weakening & Wounding Critical. On top of this, a swashbuckler's Int Mod is added as a bonus to the ability damage dealt by Weakening, Wounding & Severing Critical.

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PostSubject: Prestige Class Changes   Homebrew Rulings EmptyThu Jan 03, 2013 4:49 pm

Prestige Class Alterations

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The Dwarven Defender Class is off-limits to player consumption.

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The Frenzied Berserker Class is altered as follows:

All class abilities remain the same, only prerequisites have changed.

Prerequisites: Power Attack, Cleave, Two Rage Related Feats (a la Destructive Rage, Intimidating Rage, Extend Rage, Extra Rage, etc.)

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Kensai Prestige Class is altered as follows;
All in-class skills remain as normal, all prerequisites remain as normal, Save & BAB progression remain the same, All class abilities remain as normal, however their progression of acquirement changes.

LevelSpecial
1stSignature Weapon
2ndPower Surge
3rdKi Projection
4thWithstand
5th
6thKi Projection
7thInstill
8thKi Warlord
9th
10thWeapon Supremacy
Weapon Supremacy as the Feat in PHB II only applies to Signature Weapon.

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Rage Mage needs a retool..... I'll do it later.

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Ronin Prestige Class needs a retool...... I'll do it later.

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Weightless Foot is reworked entirely as follows:

The Way of The Weightless Foot is that of focus and training to attain the ability of self-propelled flight. Those who do achieve this goal are flying forces to be reckoned with.

Hit Dice: d8

Class Requirements:

Alignment: Any Non-Chaotic

Feats: Dodge, Mobility, Leap of The Heavens

Skills: Balance 9 ranks, Jump 9 ranks, Tumble 6 ranks

Special: Evasion, Ki Strike (magic) or Ki Pool
Must have passed the Trial of The Cloudmaster and be accepted into the Weightless Foot Order

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+2+2Monk/Ninja Abilities, Perfect Acrobat, Flight (Average Maneuverability)
2nd+1+0+3+3Trackless Step
3rd+2+1+3+3Uncanny Step, Fast Acrobatics, Flight (Good Maneuverability)
4th+3+1+4+4Improved Evasion
5th+3+1+4+4Step of The Water Lily
6th+4+2+5+5Acrobatics Mastery
7th+5+2+5+5Step Devoid of Thought, Flight (Perfect Maneuverability)
8th+6/+1+2+6+6Feather Walker, Leap of The Soaring Clouds
9th+6/+1+3+6+6Weightlessness
10th+7/+1+3+7+7Flight of Fleet Feet, Flight (Full Speed)
Class Features:

Weapon Proficiency: Martial
Armor Proficiencies: None

Monk/Ninja Abilities: This class counts alongside the character's monk or ninja levels to determine certain bonuses dependent on which class gives them the prerequisites for this prestige class. For a Monk they retain their Unarmored AC Bonus, Unarmed Strike Damage, and Unarmored Speed bonus, and for a Ninja they retain their Unarmored AC Bonus, Sudden Strike Damage, and Ki Pool. This class counts for 1/2 levels for a ninja to qualify for Ninjitsu Talents gained by way of the Ninja Aptitude Feat. If the character has both Ninja and Monk levels then they must choose one class to retain the bonuses to, and this choice cannot be changed later.

Perfect Acrobat: A Weightless Foot gains their character level as a bonus to all Balance, Climb, Jump, Move Silently, and Tumble Checks.

Flight: At 1st Level the Weightless Foot has harnessed their Ki to a point of being able to fly with Good Maneuverability at their Base Land Speed (as in Not augmented by their Unarmored Speed Bonus). At 3rd Level their Maneuverability increases to Good. At 7th it again increases to Perfect. At 10th Level The Weightless Foot's flight speed is equal to their Base Speed + Unarmored Speed Bonus.

Trackless Step: A Weightless Foot of 2nd level no longer leaves behind a physical trail. Conventional methods of tracking are no longer able to find them.

Uncanny Step: At 3rd level a Weightless Foot can include vertical surfaces in her movement. They can travel on a vertical surface provided that they start and end their movement on a horizontal surface. The Weightless Foot may take a double move action while doing so, effectively making the limit of their movement 2x their normal movement. If a Weightless Foot would end their movement while not on a horizontal surface, they fall from that space, however their slow fall ability applies. A Weightless Foot still provokes Attacks of Opportunity while making this movement.

Fast Acrobatics: A Weightless Foot no longer suffers the penalties associated with accelerated movements. They ignore the -5 penalty to Balance checks while moving at full speed. They can Climb at half speed as a move action without taking the -5 penalty on their Climb check. Finally, they can Tumble at full speed without taking the -10 penalty to their Tumble check.

Improved Evasion: As the special ability Evasion, save the Weightless Foot takes half damage on a failed save.

Step of The Water Lily: At 5th level, a Weightless Foot gains the ability to move over water as if under the effect of a waterwalk spell. When moving, they can treat such surfaces as if they were solid ground. This ability does not grant the weightless foot any sort of protection against dangerous or harmful substances, such as a pool of acid or lava, and so damage from contact still applies.

Acrobatics Mastery: Upon gaining 6th level, a Weightless Foot gains the ability to Take 10 on any Balance, Climb, Jump, Move Silently, or Tumble check, even when in dire situations.

Step Devoid of Thought: A weightless foot may take a standard action interspersed between their move action at 7th level. This includes a single melee attack, a single ranged attack, or etc as one would be granted from Spring attack & Shot on The Run. Once per day per 4 (Monk/Ninja + Weightless Foot Levels) a Weightless Foot May make a full attack interspersed between their movement.

Feather Walker: A Weightless Foot gains the ability to utilize their Ki to allow others walk on air. As the spell Air Walk of Caster Level equal to the Weightless Foot's Character Level, They may utilize this ability as a Standard action Once per day per 4 (Monk/Ninja + Weightless Foot Levels).

Leap of The Soaring Clouds: The DC to jump a vertical distance is no longer doubled. In addition, A Weightless Foot of 8th level may make a jump check of any distance, and only have it count as their move action, without regard to their normal speed.

Weightlessness: Upon reaching 9th level, a weightless foot's concentration enables them to become weightless, meaning, they do not trigger weight based traps, along with other effects based on weight. This does not provide a penalty to Bull Rush or Trip attempts, and the Weightless Foot May deactivate this ability at will.

Flight of Fleet Feet: A Weightless Foot of the pinnacle 10th level may imbue others with flight as well. As the Spell Fly, at Caster Level equal to the Weightless Foot's Character Level, Once per day per 4 (Monk/Ninja + Weightless Foot Levels).


Special Note: A monk whom takes levels in weightless foot may continue to progress as a monk without penalty.

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PostSubject: New Feats   Homebrew Rulings EmptyThu Jan 03, 2013 4:50 pm

New Feats

New Feat: Accelerated Balancing

Prerequisites: Balance 6 Ranks, Dex 14

Benefit: You do not suffer a penalty to your Balance skill check when moving at full speed.

Normal: You suffer a -5 penalty to your Balance skill check when moving at full speed.

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New Feat: Accelerated Climbing

Prerequisites: Climb 6 Ranks, Str 14

Benefit: You do not suffer a penalty to your Climb skill check when moving at half speed, and only a –5 penalty when moving at full speed.

Normal: You suffer a -5 penalty to your Climb skill check when moving at half speed, and no penalty when moving at one-quarter of your speed.

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New Feat: Anger is Weakness

Prerequisites: Wis 15, Character Level 12th, Lawful Neutral Alignment, Follower of Tatacey

Benefit: You gain your Wisdom Modifier as a dodge bonus to your AC against any creatures under the effect of Rage, Frenzy, or similar effect. You gain this even if you already gain your Wisdom Modifier to your AC.

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New Feat: Anything Goes Combat

Prerequisites: Dex 13, Int 13 (if object larger than character, Str 13 as well)

Benefit: You are the master of the improvised weapon. You may treat any object, including weapons you are not proficient with, as simple melee weapons using the stats listed in this feat instead of the stats usually used for that object or weapon, although you may still use weapons you have proficiency with as per normal. Determine the size of the object or weapon and use the stats listed here. All weapons threaten a critical hit on a 20 and do double damage. No weapon gives you reach. As stated in the SRD, a light weapon is generally two size categories smaller than the wielder, a one-handed weapon one size smaller, and a two-handed weapon is an object of the same size category as the wielder. You must be able to lift the weight of the object within your maximum load.

Object SizeDamageExample Objects
Tiny1d2Glass Bottle, Candle Stick, Sturdy Shoe
Small1d4Vase, Lamp, Thick Book
Medium1d6Saddle, Chair, Crate
Large1d8Dresser, Horse, Large Painting
Huge1d10Fallen Tree, Carriage, Large Chandelier
Fine, Diminutive, Gargantuan, & Colossal objects cannot be effectively used as improvised weapons.
If the DM determines that there is no way the object in question could do regular damage it instead deals nonlethal damage. Additionally any object used as a weapon via this feat can deal nonlethal damage at your discretion without penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are non-proficient with, and similarly with objects not designed to be used for combat.
Special: You may not take weapon feats with objects not designed to be weapons. For instance you cannot take Weapon Focus (Beer Mug). A Fighter may select this as a bonus feat.

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New Feat: Anything Goes Long

Prerequisites: Dex 13, Int 13, (if object larger than character, Str 13 as well)

Benefit: You are the master of the improvised missile. You may treat any object, including weapons you are not proficient with, as simple thrown weapons using the stats listed in this feat instead of the stats usually used for that object or weapon, although you may still use weapons you have proficiency with as per normal. Determine the size of the object or weapon and use the stats listed here. All weapons threaten a critical hit on a 20 and do double damage. No weapon gives you reach. As stated in the SRD, a light weapon is generally two size categories smaller than the wielder, a one-handed weapon one size smaller, and a two-handed weapon is an object of the same size category as the wielder. You must be able to lift the weight of the object within your maximum load. If the object falls into a light load for the character, it has range increment 20'. If the object falls into a medium load for the character, it has range increment 10'. If the object falls into a heavy load for the character, it has range increment 5'.

Object SizeDamageExample Objects
Tiny1d2Glass Bottle, Candle Stick, Sturdy Shoe
Small1d4Vase, Lamp, Thick Book
Medium1d6Saddle, Chair, Crate
Large1d8Dresser, Horse, Large Painting
Huge1d10Fallen Tree, Carriage, Large Chandelier
Fine, Diminutive, Gargantuan, & Colossal objects cannot be effectively used as improvised missiles.
If the DM determines that there is no way the object in question could do regular damage it instead deals nonlethal damage. Additionally any object used as a weapon via this feat can deal nonlethal damage at your discretion without penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are non-proficient with, and similarly with objects not designed to be used for combat.
Special: You may not take weapon feats with objects not designed to be weapons. For instance you cannot take Weapon Focus (Beer Mug). A Fighter may select this as a bonus feat.

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New Feat: Armed Deflect Arrows

Prerequisite: Weapon Focus, Dex 14

Benefit: You gain the use of the Deflect Arrows feat, meaning you may deflect one non-magical projectile per round that would normally hit you that you are aware of, but only when wielding a melee weapon that you have Weapon Focus with.

Special: A fighter can select this feat as one of his bonus feats. You can later learn feats for which Deflect Arrows is a prerequisites based on the 'virtual' feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.

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New Feat: Armed Flurry of Blows

Prerequisite: Monk level 6th [Martial Style Bonus]

Benefit: This feat expands on your Flurry of Blows ability, allowing you to flurry with any weapon that you are proficient in.

Normal: Flurry of Blows can normally only be used in unarmed combat or when armed with a kata weapon.

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New Feat: Attack Focus

Prerequisite: Base Attack Bonus +2

Benefit: With a full attack, give up all your attacks but one for the round. This single attack gets a +2 bonus, plus an additional +2 bonus for each attack you gave up. The damage dealt is normal.

Example: A character with a Base Attack Bonus of +12 normally has Attack Bonus +12/+7/+2. With this feat they may instead make one attack at +18 (+12 as normal, +2 for each attack they normally have; 3 making +6) +Whatever relevant Modifier.

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New Feat: Awareness

Prerequisite: Wis 14

Benefit: You may use your Wisdom bonus instead of your Dexterity bonus to determine your initiative bonus.

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New Feat: Backhand Style

Prerequisites: Weapon Finesse, Base Attack Bonus +6

Benefit: When this feat is taken it applies to one weapon with which the user is proficient. The user of the feat may choose to utilize their Dexterity Modifier in place of their Strength Modifier for their melee attack rolls with the chosen weapon. This feat would not apply to any melee weapon which is already covered by Weapon Finesse. Power Attack may not be used in conjunction with this feat. The user may utilize two hands to wield a weapon in this fashion however they may not apply 1-1/2 Strength Mod to the damage unless they utilize their Strength Modifier as normal.

Special: This feat may be taken multiple times, each time it applies to another weapon with which the user is proficient.

Normal: One applies their Strength Modifier to melee attack rolls.

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New Feat: Backhand Style Mastery

Prerequisites: Weapon Finesse, Improved Weapon Finesse, Base Attack Bonus +11

Benefit: When this feat is taken it applies to one weapon with which the user is proficient. The user of the feat may choose to utilize their Dexterity Modifier in place of their Strength Modifier for their melee damage rolls with the chosen weapon. This feat would not apply to any melee weapon which is already covered by Weapon Finesse. Power Attack may not be used in conjunction with this feat. The user may utilize two hands to wield a weapon in this fashion however they may not apply 1-1/2 times relevant Modifier to the damage unless they utilize their Strength Modifier as normal.

Special: This feat may be taken multiple times, each time it applies to another weapon with which the user is proficient.

Normal: One applies their Strength Modifier to melee damage rolls.

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New Feat: Back to Back

Prerequisite: Base Attack Bonus +3

Benefit: If you are adjacent to an ally, that ally cannot be flanked. If you are adjacent to more than one ally, you must select one to give the benefit of this feat to.

Special: A Fighter may select this as a Bonus Feat.

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New Feat: Backstab

Prerequisite: Sneak Attack +3d6

Benefit: You gain a +2 to attack rolls when making a sneak attack.

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New Feat: Bottoms Up

Prerequisite: Base Attack Bonus +1

Benefit: You may drink a potion or apply an oilas a move action that does not provoke an attack of opportunity.

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New Feat: Bravery

Benefit: You gain a +4 to all saves to resist and/or overcome fear effects.

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New Feat: Brawn

Prerequisites: Str 13, Brute

Benefit: When calculating melee attack bonus, consider your Strength to be two points higher than it actually is.

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New Feat: Breaking Blow

Prerequisites: Base Attack Bonus +8, Str 15, Improved Unarmed Strike, Fists of Iron

Benefit: As a full round action you may make a single unarmed melee attack that if it hits, deals damage equal to 1d6 for each point of strength modifier you have. If applied to an inanimate object, the damage is doubled. This uses two of your Stunning Fist attempts.

Special: The damage from a Breaking Blow is not modified by any statistic, ability, or feat, is applied instead of normal damage, and is not doubled by a critical hit. A Monk may select this as their Martial Style Bonus Feat for Level 6.

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New Feat: Brute

Prerequisites: Str 13

Benefit: When calculating damage inflicted, consider your Strength to be two points higher than it actually is.

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New Feat: Close Crawling

Prerequisites: Dex 14

Benefit: While crouching you may move at three-quarters your speed round down to the next 5' increment.

Normal: One moves at half speed while crouching.

Special: This feat may be taken up to two times. Upon taking it a second time one is able to move at their full speed while crouching.

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New Feat: Cyclist

Prerequisites: Dex 13, Balance 6 ranks

Benefit: You are extremely adept at riding a bicycle. You need to utilize only one hand to ride without penalty, and riding without hands only increases the base DC to 10. Also the slide distance when halting a moving bike is reduced by half, to a minimum of 0'.

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New Feat: Gorilla Grip

Prerequisites: Str 15, Monkey Grip, Fighter Level 10th

When using a one handed weapon with one hand, the feat user applies 1-1/2x Str Mod to damage. When Using a weapon in two hands the feat user applies 2x Str Mod to damage rolls. Also, when using Power Attack, a one handed weapon counts as being wielded with two hands (i.e. 2x subtraction). You may also use an oversized weapon without the -2 penalty from Monkey Grip.

Normal: One applies 1x Str Mod to damage rolls with weapons wielded with one hand, and 1-1/2x Str Mod with weapons wielded with two hands.

Special: A Fighter may choose this as a bonus feat.

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New Feat: Great Critical

Prerequisites: Improved Critical with the chosen weapon, Fighter Level 14th

Benefit: The threat range of your chosen weapon increases once again to 3 times it's original. (i.e. 19-20 becomes 18-20, 17-20 becomes 15-20, & 15-20 becomes 12-20)

Note: This does not stack with Keen, or any other spell or special action or ability which increases threat range.

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New Feat: Ground Defense

Prerequisites: Dex 15, Base Attack +6, Lightning Reflexes, Prone Attack, Dodge, Mobility

Benefit: You are just amazing at crawling about. You may move at half your speed while prone as a full round action or one quarter speed as a move action. While prone the effect of your dodge feat grants an additional +1 Dodge AC against your dodge target. If you have multiple targets of your dodge (as though from a Swashbuckler's Dodge Ability) it only applies to one of them.

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New Feat: Improved Weapon Finesse

Prerequisites: Weapon Finesse, Dex 13, Base Attack +6

Benefit: When wielding a weapon to which Weapon Finesse is normally applicable, you may utilize your Dexterity Bonus rather than your Strength Bonus when dealing damage on melee damage rolls. This does not apply to a weapon which may be used as if though using Finesse with the Backhand Style Feat. The Power Attack Feat may not be used in conjunction with this feat. Utilizing a weapon in two hands with this feat does not attribute the normal 1-1/2 times Modifier to damage.

Normal: A melee damage roll takes the dice of the weapon plus one's Strength Modifier.

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New Feat: Knockdown Strike

Prerequisites: Str 13, Power Attack, Improved Bull Rush, Int 13, Combat Expertise, Improved Trip, Base Attack Bonus +6

Benefit: As an attack option, once per round, the user of this feat may make a special type of attack to knock their opponent prone with their strike.

If the attack misses, the use for the round is expended.

If the attack connects, before damage is rolled the attacker and defender make opposed Strength Checks (the attacker has a +4 bonus to this (the bonuses from Improved Trip and Improved Bull Rush are not used), the defender may use their Dexterity instead if they so choose, regular bonuses against being tripped or moved; like a dwarf's stability, count once against this attack).

If the attacker loses, the defender remains standing and the damage dealt is halved. If the attacker wins, the defender is knocked prone and damage is dealt normally, however any damage that would result from Power Attack is multiplied by 1-1/2.

A Fighter may select this as a bonus feat.


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New Feat: Level Playing Field

Prerequisites: Dex 15, Lightning Reflexes, Prone Attack, Combat Expertise, Improved Trip, Base Attack Bonus +11

Benefit: If an attacker successfully trips prone, bull rushes, or overruns a user of this feat, the user may then make a free trip attempt which does not provoke an attack of opportunity.


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New Feat: Ninjitsu Aptitude

Prerequisites: Ki Pool, two other Ninja Special Abilities

Benefit: When you take this feat, you may gain an additional Ninja Special Ability. You must still qualify to take it with the requisite Ninja levels and prerequisite Ninja Special abilities needed to take it.

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New Feat: Patience is Strength

Prerequisites: Wis 15, Character Level 9, Zen Archery, Lawful Neutral Alignment, Follower of Tatacey

Benefit: You may use your Wisdom Modifier in place of your Strength Modifier when determining what level mighty bow you may use and damage.

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New Feat: Quick Sheathe

Prerequisites: Dex 15, Quick Draw, Base Attack Bonus +6

Benefit: You may sheathe your weapon as an immediate action.

Normal: Sheathing a weapon is a move-equivalent action.

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New Feat: Scorpion's Sting ** This Feat is exclusive to Scorpion Clan Samurai who meet the prerequisites

Prerequisites: Dex 17, Improved Initiative, Death Blow, Lightning Reflexes, Prone Attack, Dodge, Mobility, Ground Defense, Combat Expertise, Improved Trip, Level Playing Field, Base Attack Bonus +16

Benefit: As a standard action, The user of this feat may make a special trip attempt.

If the trip fails, nothing happens, and the standard action is expended.

If they succeed in tripping their opponent they may then follow it with a special Coup de Grace action on the tripped opponent as they are falling.

Since the opponent is not actually helpless during the fall, they gain a bonus to their Fortitude Save equal to the Base Attack Bonus of the tripper. If the tripped person was flat-footed to the trip attack (such as by means of being feinted) then this bonus is only 1/2 of the Base Attack Bonus of the Tripper. For example, a Scorpion Samurai with Base Attack +18 performs this action, the tripped opponent receives +18 to their Fortitude Save. The same Samurai on their next turn tries it on another opponent whom they have feinted before the attempt, thus the second opponent's bonus to the save is only +9.

This is most commonly used with a scythe, as it can trip, has a high critical multiplier, and gives the image of a scorpion's tail stinging. This does not count as rolling a 20, so Vorpal and all such similar effects do not occur. Sneak Attack Damage does not apply to this special Coup de Grace

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New Feat: Weapon Of Choice

Prerequisites: Fighter Level 20th, Weapon Supremacy with chosen weapon, Weapon Focus with the chosen weapon, Greater Weapon Focus with the chosen weapon, Weapon Specialization with the chosen weapon, Greater Weapon Specialization with the chosen weapon, Weapon Mastery with the chosen weapon’s type

You have become the outright master of your weapon.

You gain the following benefits while wielding your weapon of Choice:

1. +6 to all damage rolls with the weapon.
2. 1/round, Ignore an attack roll with the weapon yielding a Nat 1
3. 1/round, Automatically confirm a critical hit. (This ability does not mean you have critted again after the first, and it may only be utilized on a single critical, not double critical)
4. +1 AC (Stacking with Weapon Supremacy)
5. The Critical multiplier for the weapon is increased by 1. (i.e. x2-> x3, x3-> x4 etc.)

Note: Like Weapon Supremacy, you may only have this with one type of weapon.


Last edited by Just_Irving on Thu Dec 19, 2013 10:45 am; edited 15 times in total
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Join date : 2011-09-12
Location : The Moon

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PostSubject: New Equipment   Homebrew Rulings EmptyThu Feb 14, 2013 9:27 pm

New Equipment

New Vehicle: Bicycle

Medium Vehicle, Balance +0
Speed: 50'
Overall HP: 30 (hardness 10)
Overall AC: 5
Ram: 1d6
Face x Reach x Height: 5' x 5' x 5'
Weight: 40 lbs.


-To ride a bicycle it requires a Balance check DC 5 per round. Lowering the speed to 30' or below deceases the Balance Check by 5. Increasing speed raises the Balance DC by 5 for every 10' increase. Failure causes the rider to fall and be dealt 1d6 per 10' speed attempted to be traveled. The first 1d6 of which is non-lethal. Over long periods of time the Balance Check may be attributed over periods of hours.

-Slippery Terrain increases the DC needed to ride by 2. Light Terrain increases the DC by 5, while Heavy Terrain increases it by 10. I bicycle cannot be be driven over water, through a shallow or deep bog, loose sand or loose snow.

-It is possible to Jump a bike while riding a bike. It is treated as a quadruped when determining distance that can be jumped either vertically or horizontally. One uses their own Jump Check at a -2 penalty. Feats or abilities which alter DCs of Jump checks (such as Leap of The Heavens) do not apply. It requires at least one hand steering to jump with a bike.

-Moving Silently on a bike takes a -5 penalty.

-It requires a swift action to stop a bike which is moving between 10' and 40', and one slides 5' at the end of movement. It requires a move action to stop a bike which is moving between 45' and 70', and one slides 10' at the end of movement. It takes a standard action to stop a bike which is moving between 75' and 100' and one slides 20' at the end of movement. It requires a full-round action to stop a bike which is moving at more than 100' and one slides 40' at the end of movement. It is a free action to stop a bike moving at less than 10'.

-If struck while riding a bike one must make a Balance Check DC damage dealt, or fall.

-Mounting/Dismounting a bicycle is a move action, unless one makes a Ride Check DC 20.

-It requires two free hands to ride a bike without penalty. To Ride a bike while steering with one hand it increases the DC to 10. To ride without using one's hands causes the DC per round to become 15, and one cannot steer and must remain in a straight line. If this Balance check is failed, but it passes the normal check to ride per round, then the bike must be steered with two hands (or one if the check passes the DC to steer with one hand) for the round. If one's hands are full they have the option to drop the held object (such as a weapon or potion, but not a shield, because it takes a move action to remove a shield) or fall taking damage as normal. The dropped object takes damage as though it had fallen at the requisite speed.

-To increase speed it takes a Constitution Check DC 5 per 10' increased. In addition on later rounds the DC for the check increases by 1 per round. Failure causes the bike rider to drop to drop to 10' speed and become fatigued for the round. Over longer periods of time the Constitution Check may be attributed over 10 minute intervals.

Example: To move at 60' per round with no hands over rough slippery terrain, it requires a DC 32 (15 [No Hands] +5 [+10'] +10 [Rough Terrain] +2 [Slippery Terrain]) Balance check per round and a DC 5 Constitution Check per round, +1 per additional round.


Price: 50 gp. Masterwork bikes cost an additional 200 gp, weigh 30 lbs,  give a +2 bonus to Balance while riding a bike, and stop at one movement increment less (A swift action becomes a free action, a move to a swift, and so on.). Being crafted of different materials gives the same properties as would be attributed to armor of the same material, i.e increased hardness and weight difference.




New Magical Enhancement: Construct Striker

Price: +3 bonus
Property: Melee weapon
Caster Level: 16th
Aura: Strong; (DC 22) conjuration
Activation:-
Synergy Prerequisite: Ghost Strike

A Construct Striker weapon functions as a Ghost Strike weapon (MIC 35). In addition, sneak attacks and critical hits made with a construct striker weapon against a construct deal damage as though it were a living creature.

Prerequisites: Craft Magic Arms and Armor, Golem Strike, Spark of Life
Cost to create: Varies
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