Introducing Enlightened Grognard


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Volkai

First Post
If nothing else, I think its cool that your system has inspired two brand-new members to sign up on ENWorld and make their first posts ever! :)

Make that three.

===========

I'd like to be testing out Enlightened Grognard, but I'm having trouble finding people to do it with, as well as the time to.

One thing that immediately stands out in the Jan08/2011 version is the ability score-based BABs. I like this idea, but there is one revision I would immediately recommend, which is to give a minimum progression of 1/4 to every BAB either in every class, or as a classless level bonus. This keeps people who multiclass against type from being completely shafted, while still giving a significant advantage to using related classes, such as multiclassing Barbarian and Fighter, as opposed to Barbarian and Sorcerer. This is similar to how every class gives at least a +1/4 progression to every Defense.

In fact, you might consider making a generic, classless "Level Bonus" stat of (1/4*level) which applies to all attack and defense stats, and modify the class-specific bonuses to suit.

Some examples of how this would then read:
Fighter said:
Base Attack Bonus per Level:
Strength or Dexterity*: +3/4 or +1/2
any#: +1/4

Defense Bonus per Level:
Armor Class: +3/4
Fortitude: +3/4
Reflex: +1/4
Will: +1/4

Bard said:
Base Attack Bonus per Level:
• Strength: +1/4
• Dexterity: +1/2
• Constitution: +1/4
• Intelligence: +1/4
• Wisdom: +1/4
• Charisma: +3/4

Defense Bonus per Level:
• Armor Class: +1/4
• Fortitude: +1/4
• Reflex: +3/4
• Will: +1/2

Sorcerer said:
Base Attack Bonus per Level:
• Charisma: +3/4
• any*: +1/2
• any*: +1/4
*You can not apply more than one bonus to a given BAB per level.

Defense Bonus per Level:
• Armor Class: +0
• Fortitude: +1/2
• Reflex: +1/4
• Will: +1/2

While this might add a little more crunch to the game, I think it works out a little bit better overall.

As an aside, I think a good term for that base bonus would be a "Base Combat Bonus."

Alternatively, simply replacing any +0 BAB or DB with a +1/4 BAB/DB would work just as well without adding an additional mechanic. But... well, what can I say? I like having baseline level-dependent bonus. It helps keep things on a more even footing.

After all, if a level 16 Barbarian decides to multiclass into Sorcerer, he has a 0 Charisma BAB from his sixteen levels of Barbarian, so that 1 from Sorcerer will have him casting 1st level spells... which at level seventeen are likely to be pretty useless. However, if he's getting a +1/4 progression, he'll have a 4BAB already, which goes up to 5, and while fifth level spells will still be far weaker than what any career (or significantly multiclassed) caster will have at that level, it's at least enough to make it worth considering. Perhaps more important is the ability to use 'enhanced' versions of lower level spells... on the other hand, maybe I'm misreading the relationship between the spell-relevant BAB as opposed to class level when it comes to spell selection and enhancement usage....

==========

Another thought that has crossed my mind is that you have given each class a first-level-only bonus. Each one seems to go to some trouble to point out it's only for starting characters. I like these, but I think you could move it around to make cleaner. Perhaps you could make them Character Level 1-requisite feats (and give 1st-level characters an additional Feat slot - or maybe it's specifically a Background Feat slot?) But it just seems redundant when you have
Traditional Student said:
A character who takes Wizard as a first level character ... If you multiclass into the Wizard class at 2nd level or higher you do not gain this benefit.
 
Last edited:

Aloïsius

First Post
Your work is pretty impressive. You have done what I looked for, but never find the strength or the smart to do.
I'm impressed by your token mechanic, the area attack, the feats...
The only things I would change is the health system, because I like mine to be more grim&gritty (lasting wounds etc.) even if it's less "fun".
 

amnuxoll

First Post
Example Characters

As requested, I'm posting some sample characters.

[sblock="Fahfrd the Barbarian"]
Race: Human
Class: Barbarian/Rogue/Fighter
Level: 8/5/2=15
Languages: Common, Goblin, Dwarven, Elven

28 pt buy + racial +5 bonuses
Value Bonus Cost lvl adds End result
STR: 16 +3 (10) +2 (18) +4
DEX: 15 +2 (8) +1 (16) +3
CON: 14 +2 (6) +1 (15 ) +2
INT: 12 +1 (4) +1 (13) +1
WIS: 8 -1 (0) 8 -1
CHA: 8 -1 (0) 8 -1
HP: 137 Hide Armor (AC 4 armor check -1)
Defenses: AC : base 10 + 10.75 + 3 Dex + Armor 4 = 27.5
Fort: 24.5 Reflex: 23.5 Will: 20.5 (human bonus)

Save Mods: Fort +3 Reflex +3 Will +3

Base Speed: 6 in armor 6 out
Initiative: 1d20+6 (Gain 3 tokens, + 1 fighter bonus = 4)
Base Attacks:
Str 12.5 Dex 6.5 Con 6 Int 0 Wis 4 Cha 4.75
Attacks: To hit Dmg Crit
TH Sword 1d20+12 2d6+8 19-20
Javelin 1d20+12 1d6+4
Greatclub 1d20+12 1d10+8

Skills: 88 ranks + 2 background ranks
Acrobatics (Dex - +3/-1) 8 = 10
Athletics (Str +4/-1) 10 = 13
Bluff (Cha -1) 11 = 10
Craft (Int 1) (Metal work) 1 = 2
Endurance (Con 2) 11 = 13
Handle Animal (Cha -1) 7 = 6
Knowledge (Int 1) 2 = Nature, edible plants
Linguistics (Int 1) 3 = Goblin, Dwarven, Elven
Perception (Wis -1) 15 = 14
Profession (Int 1) 2 = Hunter, Nature Cook (adept at putting all kinds of weird things together)
Stealth (Dex +3/-1) 11 = 13
Sense Motive (Wis -1) 9 = 8

=============
Feats:
Barbarian - 15
Repressed Rage (x2) (1 for Fighter, 1 for Rogue)
Rage
Greater Rage
Mighty Rage (16 tokens generated when entering Rage)
Sustained Rage (maintain rage even while healed)
Untempered Rage (enter rage anytime wounded)
Unfettered Rage (enter rage anytime)
Steel Teeth (use metal weapons, pro Greatsword)
Unfeeling Rage (spend tokens to reduce dmg taken 1 token - 3pts)
Pain Fueled Rage (each time you take dmg gain 2 tokens)
Armored Rage (opponent spends 2 tokens instead of 1 for automatic hit while raging)
Second Skin (treat Hide as light armor)
Primal Howl (Con bonus + level HP recd + 4 tokens as a swift action, while not raging)

Rogue - 10
Evasion (Dex 13, Int 13 1/2 dmg from aoe attacks)

Fighter - 3
Brutal Attacker (spend power tokens to improve attack, also count towards damage)
Cleave
Great Cleave (free action extra attack)
Blind Fighting (treat invis creatures as concealed)
Improved Iniative (double Dex bonus for init)
Toughness (4 + 1 hp lvl)
=======================
Strong Focus (resistant to Distracted (req Int 13)
Iron Skull (resistant to being Dazed)
Improved Iron Skull (resistant to being Stunned Con 15)
Clear Mind (resistant to being confused)
Bottomless Courage (resistant to fear)
Iron Stomach (resistant to sickened or nausated)
Perfect Balance (resistant to becoming unbalanced)

=================
Equipment with Total Weight: gp, sp, cp spent Pounds total: 102.5 lbs
Greatsword 8 lb Favored sheath on back
Greatclub 8 lb
Full Plate Armor AC 8 Armor Check - 7 Spd 20 ft 50 lb
Javelins (6) 12 lb

Traveling items.
Backpack (empty) 2 lb.
Bedroll 5 lb
Blanket, winter 3 lb
Flint and steel
Grappling hook 4 lb
Rope, silk (50 ft.) 5 lb
Pouch, belt (empty) ½ lb
Waterskin 4 lb
Whetstone 1 lb
Funds: gp sp cp

[/sblock]

[sblock=Percival the Bard]
Race: Human
Classes(Level): Bard(11),Rogue(4)
Character Level: 15
Languages: Common, Elven
Vision: Normal

Attributes:
Increases: DEX@3, CHA@6, CON@9, DEX@12, DEX@15
BASE(COST) MODIFIER
Total: (28)
STR: 10(2) +0
DEX: 18(8) +4
CON: 13(4) +1
INT: 10(2) +0
WIS: 12(4) +1
CHA: 16(8) +3

HP: 88 ( 13 + (15x5) = 88 )
Bloodied: 44
Bard HP Gain: 5 HP/Level
Rogue HP Gain: 5 HP/Level
Defenses: AC 30
Fort 18 1/2
Reflex 30
Will 25
Save Mods: Fort 2 Reflex 4 Will 3
Base Speed: 40' (8 tiles)
Initiative: +3 (3 Tokens)
Base Attack Bonuses: (w/ Stats)
Str +8 1/2 +8
Dex +12 1/4 +16
Con +5 1/2 +6
Int +5 1/2 +5
Wis +5 1/2 +6
Cha +13 +16

Attacks: Attack | Dmg | Crit Range | Range | Other
Merciful Rapier +16 | 2d6+2 | 17-20(Keen:16) | - | No Con Dam
Whip +16 | 1d3+2 | 20(Keen:19) | - | 3 sq Reach
Dagger +16 | 1d4+2 | 19-20(Keen:18) | 5 sq. | P/S Throw

Skills: Bard: 5 Ranks/Level | Rogue: 7 Ranks/Level (7x4+5x11=55+28=83 skills total)
Acrobatics [12 RNK, 3 DEX, 0 MISC, 15 TOTAL]
Athletics [ 0 RNK, 0 STR, 0 MISC, 0 TOTAL]
Bluff [15 RNK, 3 CHA, 0 MISC, 18 TOTAL]
Endurance [ 0 RNK, 1 CON, 0 MISC, 1 TOTAL]
Perception [ 4 RNK, 1 WIS, 0 MISC, 5 TOTAL] (15 Passive)
Perform [13 RNK, 3 CHA, 5 MISC, 21 TOTAL]
Sense Motive [14 RNK, 1 WIS, 0 MISC, 15 TOTAL] (25 Passive)
Sleight of Hand [ 9 RNK, 3 DEX, 2 MISC, 14 TOTAL]
Spellcraft [ 4 RNK, 3 CHA, 0 MISC, 7 TOTAL]
Stealth [ 8 RNK, 3 DEX, 0 MISC, 11 TOTAL]
Search [ 3 RNK, 0 INT, 0 MISC, 3 TOTAL]
Tinker [ 1 RNK, 0 INT, 2 MISC, 3 TOTAL]


Knowledge Skills (7 to start)
(Craft, Knowledge, Linguistics, Profession]
Linguistics [Common (Speak/RW), Elven (Speak)]
Knowledge [History, Politics, Government]
Profession [Stringed Instruments]


Feats:
BARD(1): Feint (Bluff/Sense Motive vs Reflex - steal 2 Speed tokens)
BARD(1): Free Hand Fighting (+1 AC Dodge Bonus)
HUMAN(1): Two-Weapon Defense (+1 AC when dual wielding)
HUMAN(1): Mobility (+5 AC vs Opportunity Attacks)
BARD(2): Parry (+1-5 AC, grant threatening foes Power tokens)
BARD(3): Combat Reflexes (+DEX Opportunity Attacks @4 = 5 total)
BARD(4): Predictive Strike (Couterattack threatened foes who roll less than Sense Motive)
BONUS(4): Verbal Compensation
BARD(5): Fencer (gain 1 power token when attacking successfully)
ROGUE(1): Luring Move (Unbalance a foe that misses you)
ROGUE(1): Feint, Improved (Gain 3 tokens instead of 2)
ROGUE(2): Omnipresent Blade (Swift action, 2 power tokens when ally is adjacent)
ROGUE(2): Opportunist (Spend 1 speed token to attack threatened foe that an ally hit)
BARD(6): Punishing Strike (+5 Damage w/ Opportunity Attacks)
BONUS(6): Song of Courage (Standard: Perform result/15 tokens to each ally. Maintain w/ Swift.)
BARD(7): Reactive Step (Move 1 square when opponent misses)
ROGUE(3): Improved Critical (Rapier)
ROGUE(3): Coordinated Swap (exchange places with adjacent, willing ally)
BARD(8): Unwelcome Swap (Unwilling creature gains Unbalanced to prevent)
ROGUE(4): Fast Movement (Base speed +2)
ROGUE(4): Coordinated Strike (Gain 1 speed token if you hit an unbalanced target)
BARD(9): Penetrating Strike (Spend 2 Power tokens to ignore DR of target for one attack)
BARD(10): Improved Defensive Attack (Gain 4 speed tokens instead of 2)
BONUS(10): Song of the Hero (One ally gains Perform chk/5 tokens of choice - Maintain w/ Swift.)
BARD(11): Weapon Finesse (+2 Damage w/ Dex-based melee attacks)



Racial Abilities:
2 Bonus Feats
+2 Racial Bonus to Defense (Will)
1 Bonus Skill @ Each Level
+1 to Saving Throws
Extra Token when rolling Initiative.
Class Abilities:
Weapon Proficiencies:
Simple Weapons, Longsword, Hand Crossbow, Rapier, Sap, Short Sword, Shortbow, Whip
Armor Proficiencies:
Light Armor, Bucklers
Greater Masteries (Bard):
Arcane, Combat, Magic
Greater Masteries (Rogue):
Combat, Skulduggery
Lesser Masteries (Bard):
Agility, Companion, Expertise, Item Creation, Leadership, Metamagic, Two-Weapon Fighting, Transmutation(Selected @1), Amelioration(Selected @2), Illusion (Selected @8)
Lesser Masteries (Rogue):
Agility, Companion, Expertise, Intuition, Power Attack, Stamina, Two-weapon Fighting, Unarmed, Weapon

Expertise: +1/2 Bard Level in Perform Skill.
Bard Spells: Gain 1 Spell Per Level (+CHA Cast)
Bardic Practice: At Even levels, gain bonus feat from Performance OR one lesser mastery from (list)
Expertise: +1/2 Rogue Level in Tinker & Sleight of Hand Skills.
Rogue Bonus Feats: Rogues gain a bonus feat from Combat and Skulduggery at each level

Magic: (Refresh, Components, Cast Time, Duration, Attack, Effect)
Bard Spell Lv1: (Knock)
Bard Spell Lv2: (Pyrotechnics)
Bard Spell Lv3: (Glibness)
Bard Spell Lv4: (Darkvision)
Bard Spell Lv5: (Blink @ 5) - Enhance to @15 (CL13)
Bard Spell Lv6: (Haste @ 6) - Enhance to @12 (CL9)
Bard Spell Lv7: (Keen Edge)
Bard Spell Lv8: (Invisibility @8) - (CL10)
Bard Spell Lv9: (Image @9) - (CL11)
Bard Spell Lv10: (Mislead @10) - (CL11)
Bard Spell Lv11: (Mage Armor @11) - (CL13)

Equipment with Total Weight:
* = Item is Carried or Worn
# = Item is assumed in Wagon
Item (Container Tabbed) Qty Cost Weight
Merciful Rapier 1
Whip 1
Daggers (3) 3
Flashy clothes 1
Feathered cap 1
Lyre (in case) 1
Violin (in case) 1

Total Weight: xx lbs
Load: xxxxx (xx lbs)

[/sblock]

[sblock=Gulg the Druid]
Race: Half-Orc
Class: Druid 14 / Ranger 1
Level: 15
Languages: Common, Druidic

STR: 22 (8 points)
DEX: 14 (6 points)
CON: 14 (6 points)
INT: 8 (2 points)
WIS: 14 (6 points)
CHA: 6 (0 points)

HP: 119
Defenses: AC 21.75 Fort 29 Reflex 19.75 Will 23
Save Mods: Fort +2 Reflex +1 Will +2
Base Speed: 6 squares (usually 8 with longstrider spell)
Other Speeds: fly 6 with pterodactyl form
Initiative: +2 (gains 5 tokens)
Base Attacks:
Str +21 Dex +2.75 Con +12 Int -1 Wis +9.5 Cha -2

Attacks:
Club: +21 vs. AC // 1d6+12 damage (2-handed)
Bite: +21 vs. AC // 2d6+9 damage
Claw: +21 vs. AC // 2d6+9 damage
Grabbing Claw: +21 vs. AC // 1d8+9 damage
Rock(thrown): +2 vs. AC // 1d3+6 damage // range 10 sq.

Wild Shapes:
Wolf: 2 tokens of each type, bite, scent, 3 tokens for flank,
Bear (Troll): 6 power tokens, -5 Int/Cha checks, gain 1 power token for spending 1+, gain half power tokens for spending on defense, swift action=2 hp
Pterodactyl: bite, grabbing claw, improved grab, fly 8 sq. (hover), can std action while flying
Smilodon (Tiger): 2 tokens of each type, bite, claw, successful charge = prone foe

Skills (2 ranks per level):
- Linguisitics: Common, Druidic (R/W)
- Profession: Wilderness Survivor <--1 background rank!
- Knowledge: Natural medicine
- Athletics: +18
- Endurance: +17
- Handle Animal: +5


Feats:
1: Animal Ferocity // Swap Wis and Str BAB bonuses from druid class
1: Short Charge // Can charge with only 1 square
1: Crocodile Totem // bite attack
2: Imbued Natural Attack // magic item properties transfer to natural attacks
2: Wolf Totem // 3 power tokens from flank
3: Dual Strike // 2nd attack as swift if first hits) <-- ranger multiclass
4: Improved Unarmed Strike // Add Str mod to natural attacks
5: Cougar Totem // claw attack deals 1d8 damage
5: Wolf Form // see above
6: Rending Claws // if two claw attacks hit, deal more damage equal to Str mod
7: Improved Natural Attack: Claw // increase damage 1d10
7: Wild Shape Scent
8: Improved Natural Attack: Claw // increase damage to 2d6
9: Bear Totem // gain +2 power tokens, get 1 power token back when you spend some
9: Lizard Totem // Spend tokens on AC or Fort --> get half of them back
10: Troll Form // see above
11: Eagle Totem // flight
11: Crag Totem // grab with claw attack
12: Pterodactyl Form // claw attack while flying
13: Variant Totem (stealth) // +5 stealth
13: Tiger Form // +2 tokens of each type, successful charge = prone
14: 1000 faces // take any humanoid form
15: Winged Hover // can hover while flying
15: Healing Form // gain hp when leaving wild shape


Racial Abilities:
- gain Power Attack area of mastery.
- Ignore pain when it inhibits actions.
- Darkvision.
- Orc Blood

Class Abilities:
- +1/2 level bonus to Handle Animal skill


Spells:
1: Summon (level 1->15) // summons "Stinker" (see below)
1: Shillelagh (level 1)// use power token for +5 to club damage 1/round
2: Cure Wounds (level 1->15) // heal 4d8+25 hp for you and all allies in a cube 5 centered on you
4: Produce Flame (level 2->10) // swift + standard = ranged attack: 3d6+8 fire damage; range 10
5: Longstrider (level 1) // +2 sq. movement
6: Enlarge (level 2->10) // +1 size category, +2 power tokens, +1 sq. reach, +1 speed (affects 2 as swift action)
7: Meld Into Stone (level 3->7) // You and ajacent allies hide in stone
8: Bull's Strength (level 4->12) // +4 power tokens and +5 to Str checks in cube 5 centered on you
9: Bear's Endurance (level 4) // +4 power tokens and +5 to Con checks
10: Cat's Grace (level 4->12) // +4 speed tokens and +5 to Dex checks in cube 5 centered on you
11: Restoration (level 4->14) // remove all negative levels, ability damage and mental effects incl. dazed/stunned
12: Barkskin (level 2->6) // can spend swift action to gain 4 speed tokens that must be spent for defense if attacked before next turn.
13: Speak with Animals (level 1)
14: Stone Shape (level 6) //mold stone into crude shapes
15: Spike Stones (level 6) // foes take 2 hp damage per square of movement

Equipment with Total Weight:
- leather armor (15lb)
- club (3lb)
- belt pouch (1/2 lb)
- flint+steel
- trail rations x5 (5 lb)
- waterskin (1lb)
- amulet of mighty fists +3
TOTAL 24 1/2 lbs


Funds:
3 gp (in assorted coinage)
182 gp (in unrefined gold ore nuggets)

----

"Stinker" (Dire Bear)
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

HP: 105
Defenses: AC 17 Fort 22 Reflex 19 Will 19
Save Mods: Fort +2 Reflex +1 Will +1
Base Speed: 8 squares

Attacks:
Claw: +19 melee (2d4+10) //standard action
Bite: +13 melee (2d8+5) //swift action

Skills:
Athletics +13, Perception +12

Feats: Toughness

[/sblock]

[sblock=Belkar the Rogue]
11 levels rogue, 4 sorcerer (first level sorcerer, then 11 levels of rogue, then the remaining three of sorcerer)
STR: 10
DEX: 24
CON: 15
INT: 10
WIS: 10
CHA: 12


HP: 101
Defenses: 29 AC 18 Fort 31 Reflex 20 Will
Save Mods: 8 Fort 21 Reflex 10 Will (+1 racial to all, -2 fort for size)
Base Speed 6, increased 8
Initiative: 7
Base Attacks:
10.25 Str 14 Dex 0 Con 0 Int 0 Wis 9.5 Cha

AC = 10 base + 7 dex bonus + 3 armor + 1 size bonus + 1 dodge feat + 1 dual weapon + 6.5 level bonus = 29
Fort = 10 base + 2 con bonus + 1 halfling - 2 small + 7.5 class save mod = 18
Ref = 10 base + 7 dex bonus + 1 halfling + 13 class save mod = 31
Will = 10 base + 9.5 class save mod + 1 halfling = 20

Attacks


2x punching dagger: +22, 1d3+5 dmg, crit: +1
crossbow: +22, 2d6 dmg, crit: 19-20
(+7 from dex, +14 BAB, +1 from size = +22)

Skills

82/82 ranks (11 * 6 rogue + 4 * 3 sorcerer + 4 background)
Skill Attr. Racial Ranks Misc Total
Acrobatics (Dex) +7 +2 +10 +19
Athletics(Str) +0 -4 -4
Bluff (Cha) +1 +15 +16
Craft (Int) +0 +0
Endurance (Con) +2 +2
Heal(Wis) +0 +4 +4
Knowledge (Int) +0 +7 +7
Linguistics (Int)(Drac)+0 +1 +1
Perception (Wis) +0 +2 +15 +17
Perform (Cha) +1 +1 +2
Profession (Wis) +0 +1 +1
Search (Int) +0 +0
Sense Motive (Wis) +0 +10 +10
Spellcraft (Int) +0 +2 +2
Sleight of Hand (Dex) +7 +2 +6 +15
Stealth (Dex) +7 +6 +15 +28
Tinker (Int) +0 +6 +6

two ranks spent for gaining heal

Feats

2 feats per rogue level, 1 feat per sorcerer level
Light Foot (racial): As long as you are not wearing medium or heavy armor and are lightly encumbered, your speed increases to 6 squares. Your base speed is still 4 squares.
Weapon Finesse: +2 dmg (melee)
Weapon Finesse, Improved: +4 instead of +2 damage
Dual Strike
Dual Strike, Improved
Two-Weapon Defense: +1 AC
Dodge: + 1 AC
Feint
Parry: retroactively increase AC by up to 5, grant threatening foes equal number of power tokens
Fencer: 1 power token per hit
Sneak Attack (spend 2 speed tokens for +20 dmg)
Bigfolk Assailant: +1 dmg
Bigfolk Threat: +2 tokens at initiative if one enemy is larger
Goliath Maneuver: jump larger creature, always add sneak attack bonus
Two-weapon Rend: if both attacks hit same creature, str BAB extra dmg
Anatomical Sneak Attack: +3 sneak attack dmg
Scholar's Sneak Attack: +3 sneak attack dmg
Sneak Attack Intuition: +3 sneak attack dmg
Assassin's Eye: +3 sneak attack dmg
Daggermaster: +3 sneak attack dmg
Improved Defensive Attack: +4 speed tokens when attacking defensively
Hidden Blade: if sneak attack misses, attack again, dmg = sneak attack bonus
Fast Movement: +2 movespeed
Combat Reflexes: +7 Attacks of Opportunity
Debilitating Strike: no sneak attack damage but foe loses 7 tokens
Opportunist: spend 1 speed token to hit a threatened foe which was just hit by an ally
Spring Attack: move before an after attack

Spells

minor AoMs: Illusion, amelioration, force, evocation
2 for first level sorc, 2 per sorc level = 10 spells
spells, in the order they were learned in:
Mage Armor + enhancement to 13 at level 13: +8 AC (force)
Blink + enhacement to 13 at level 14: swift action to blink up to movespeed squares, +1 speed token for blink, +3 for cast, can stay in etheral plane (amelioration)
Darkness to 13 at level 15: full concealment, only see with dark vision, self unaffected (evocation) - magic domain feat
Telekinesis (force)
Invisibility + enhancement to 13 (illusion): swift to cast, can affect cube 3, self can take all actions normally, spend swift action to gain 2 power and 5 speed tokens
Silence (illusion): swift to cast, silences whole area for encounter
Darkvision (amelioration)
Image (illusion)
Limited Wish: duplicate any 8th level spell or any 12th Arcane spell within AoM
Fly: swift to fly for encounter, speed 12

Racial Abilities

small, Immunity to fear effects.

possible feats:

Name: Omnipresent Blade
Areas of Mastery: Combat, Expertise
Prerequisites: Dex BAB +5
Description: When you and at least one other ally
are adjacent to a foe, you can spend a swift action
to gain 2 power tokens.

Name: Sand in the Eyes
Areas of Mastery: Skulduggery, Weapon
Prerequisites: Sneak Attack, 1 rank in Acrobatics
Description: You must spend 2 speed tokens to
activate this ability. As a standard action, make
two Acrobatics checks vs an adjacent creature's
Reflex defense. If both are successful, the
creature is blinded for 1 round. This feat does not
work against creatures that lack eyes.

good magic gear:
armor:
best shadow version: +10 stealth
speed: act as if under 'haste' till end of encounter
weapons:
subtle: +5 sneak attack damage

[/sblock]

[sblock=Fabio the Cleric]
Race: Human
Class: Cleric
Level: 15
EXP: 91000
Alignment: Chaotic Good
Diety: Lathander

Gender: M
Size: M
Age: 25
Height: 6'2"
Weight: 210lbs
Eyes: Bright Blue
Hair: Blonde
Languages: Common, Literate in Common, Elven

STR: 14 +2 (6)
DEX: 10 +0 (2)
CON: 12 +1 (4)
INT: 10 +0 (2)
WIS: 16 +3 (6)
CHA: 18 +4 (8)

HP: 127
Defenses: AC: 20, Fort 27, Reflex 19 1/2 (10+2)+1, Will 27
Save Mods: Fort +21 Reflex +15 Will +21
Base Speed: 6
Initiative: 0 (2 tokens +1 from Race)
Base Attacks:
Str 11 1/4 Dex 0 Con 0 Int 0 Wis 15 Cha 7 1/2

Attacks:

Heavy Mace: +2(str)+10(BAB) to hit, 1d8+2(str) damage
Channel Energy: +3(wis)+14(BAB) to hit, 5 damage to undead (swift action)
Turn Undead: +3(wis)+14(BAB) to hit, 5 damage and Frightened Condition to undead

Skills: 2 at first level, 7 background, 1 as Human
2 from 2nd level, 1 from Human at 2nd Level
24 from 14th level, 12 from Human at 14th Level
2 from 15th level, 1 from Human at 15th level

The cleric’s class skills (and the key ability for each skill) are Craft (Int), Endurance (Con), Heal (Wis), Knowledge (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Athletics (4)
Bluff (7)
Heal (15)
Knowledge: Humanoid Anatomy
Knowledge: Religious Texts and Rites
Linguistics:
Common (literate)
Elven (spoken)
Elven (literate)
Perception (2)
Profession: Companion (similar to FireflyWiki.org | Firefly / Companion)
Profession: Fertility Priest
Sense Motive (7)
Spellcraft (8)
Endurance

Class Abilities:
Proficient with simple weapons, light armor & all non-tower shields.
Greater Areas of Mastery: Combat, Divine & Magic
Lesser Areas of Mastery: Abjuration, Amelioration, Channeling, Companion, Compulsion, Conjuration, Detection, Divination, Domain, Enchantment, Evocation, Faith, Force, Hallowed, Item Creation, Leadership, Metamagic, Necromancy, Secrecy, Summoning, Teleportation, and Transmutation.
Clerics with the Good subtype also gain the Healing area of mastery.

Feats: 2 at first level, 2 as Human 1 at 2nd level, 12 at 14th level, 1 at 15th level

1) Channel Energy
Description: You gain the ability to channel positive energy. As a swift action, spend two insight tokens to channel positive energy. All living creatures that you have line of effect to are healed a number of hit points equal to your ranks in the Heal skill (1). Enemy undead take a like amount of damage from this ability.

2) Turn Undead
By presenting your holy symbol and channeling positive energy, you invoke fear in one undead creature. You can spend additional insight tokens to affect additional creatures (1 per token). As a standard action, make an area of effect attack with your Wisdom BAB against all target creatures. If you succeed, the undead creature gains the frightened condition. The condition can not be ended with a saving throw. Instead, it persists as long as you continue to concentrate (move actions and free actions only) and present your holy symbol.

3) Sun Domain
Description: When you successfully turn an undead creature with your Turn Undead feat, the creature also takes damage as if it were affected
by your Channel Energy feat. Bonus spells: endure elements, light

4) Nobility Domain
Description: You gain Combat Leader as a bonus feat. Bonus spells: command, magic vestment

4a) Combat Leader
Description: Your allies look to you for leadership in combat. When an adjacent ally spends tokens to retroactively increase her attack roll, she only needs to spend 2 tokens for each +1 bonus. You can not use this ability on yourself.

5) Coordinated Move
Description: As a standard action, you can spend two insight tokens to grant a move action to every ally you can see including yourself. Each ally must take this move immediately in initiative order and it does not count against the ally's regular allotment of actions.

6) Name: Lay on Hands Areas of Mastery: Divine, Channeling Prerequisites: none Description: By spending one insight token as a swift action, you can heal an adjacent ally 2 hit points per class level.

7) Name: Remove Affliction Areas of Mastery: Divine, Channeling Prerequisites: Lay on Hands Description: By spending one insight token as a swift action, you can remove any one of the following conditions from an adjacent ally: blinded, confused, dazed, dazzled, frightened, nauseated, shaken or stunned.

8) Name: Channeled Resolve Areas of Mastery: Divine, Channeling Prerequisites: Lay on Hands Description: By spending one insight tokens as a swift action, you allow a non-adjacent ally that you can see to make a saving throw. If the saving throw is versus a fear effect, it is automatically successful.

9) Eyes in the Back of your Head - Your opponents can not gain tokens due to flanking you.

10) Name: Counterspell Areas of Mastery: Magic Prerequisites: Ability to cast spells Description: When a foe attempts to cast a spell, you spend 2 insight tokens as an immediate action to use your own magical energies to disrupt the spell as it is being cast. Make a Spellcraft check versus the caster's passive Spellcraft skill. On a success, the caster's spell dissipates with no effect and the caster loses the action he was using to cast the spell. On a failure, you must discard one spell of any level that is currently ready to cast. Counterspell can also be used to negate spells cast from spell storing items like scrolls and wands.

11) Feint (take 1 level of Expertise) As a swift action, you make a Bluff skill check against an adjacent opponent's Reflex defense or passive Sense Motive (whichever is higher). On a success, you gain 2 speed tokens and your opponent loses 2 speed tokens. On a failure, your opponent gains 2 speed tokens and you lose 2 speed tokens.

12) Name: Enlarge Spell
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 11
Description: When you cast a spell with a range of Close, Medium or Long, you can spend 2 insight tokens to double the spell's range.

13) Name: Realign Spell
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 11
Description: When you cast a spell that deals energy damage (fire, electricity, cold or acid), you may spend 1 insight token to change the type of damage it deals to one of the other three energy types.

14) Name: Shape Spell
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 13
Description: When you cast a spell that has a cube shaped area of effect, you may spend 2 insight tokens to use your lowest attack roll against creatures in the area who are your allies. (Normally when you an attack a spell with an area of effect, you must use the second highest attack roll against all creatures except the primary target. See Area of Affect Attack in Chapter 7: Combat.)

15) Name: Spell Focus
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 13
Description: When attacking with a spell, you may proactively spend insight tokens to increase your attack roll. If attacking with an area-of-effect spell, you must specify which die each token is augmenting. You may also retroactively spend insight tokens to increase your spell attack rolls on a 3-for-1 basis.

16) Name: Tenacious Spell
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 15
Description: When you hit a foe with a spell with effects can be shaken off with a saving throw, you can spend a swift action and 3 insight tokens to require that the enemy make two successful saving throws to shake off the effect.

17) Name: Twin Touch Spell
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 11
Description: When you cast a spell with a range of touch that normally affects one creature, you can spend 2 insight tokens to cast this spell on two creatures instead of one provided both of them are in range. When split this way, the spell only affects willing targets.

18) Name: Widen Spell
Areas of Mastery: Magic, Metamagic
Prerequisites: Cha 13
Description: When you cast a spell that has a Target that is cube shaped, you can spend 2 insight tokens to increase all the dimensions (width, height and depth) of the cube by 2. Thus, for example, a cube 3 would become a cube 5.

Racial Abilities:
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 6 squares.
• Humans gain a +2 racial bonus to one defense: Fortitude, Reflex or Will (player's choice).
• Humans gain a +1 racial bonus to saving throws.
• Humans gain 2 extra feats at 1st level.
• Humans gain 1 extra skill rank at every level.
• Each time a human rolls initiative, he gains 1 additional token of his choice.

Expertise: Clerics receive a bonus to Heal checks equal to half their class level.

Alignment Subtype: Good

Power of Faith: Cure Wounds usable 2/encounter, bonus spells enhanced at every level.
Gift of Faith: At every (even?) level, either a. learn a new spell, or b. gain access to one of the following areas of mastery: Agility, Courage, Stamina, Expertise, Mounted Combat, Power Attack, Ranged, Two-Weapon Fighting, Unarmed and Weapon.
Bound by Faith: Follow your deity's code or you lose powers.

Magic/Psionics: 1 new spell per level, 1 extra spell or feat per level from Gift of Faith. WIS+BAB (17) to attack.

Spells:
Endure Elements
Light
Command
Breath of Life
Cure Wounds
Bless
Dispel Magic
Wind Wall
Consecrate
Owl's Wisdom
Restoration
Glyph of Warding
Searing Light
Protection from Energy
Bestow Curse
Good Hope
Flame Strike
Divine Power
Dispel Diametric
Banishment
Resurrection
Crushing Despair
Break Enchantment
Heal
Heroes’ Feast
Regenerate
Owl's Wisdom
Holy Word
Holy Aura
Cloak of Chaos






Equipment with Total Weight:
Item (Container Tabbed) Qty Cost Weight
Heavy Mace(1d8) 1 6Gp 3lbs
Light Steel Shield (1AC,-1ACP) 1 9Gp 6lbs
Studded Leather (3AC,-2ACP) 1 25Gp 20lbs

Backpack 1 2Gp 2lbs
Blanket 1 5sp 3lbs
Flask 1 3cp 1.5lbs
Flint and Steel 1 1gp
Grappling Hook 1 1gp 4lbs
Holy Water 1 25gp 1lb
Lamp 1 1sp 1lb
Rations, trail 6 3gp 6lbs
Water Skin 1 1gp 4lbs
Rope, hempen (50ft) 1 1gp 10lbs
Rope, silk (50ft) 1 10gp 5lbs
Traveler's Outfit 1 1gp 5lbs
Cleric's Vestments 1 5gp 6lbs

Case 2 2gp 1lb
Ink 2 16gp
Parchment 10 2gp
Sealing Wax 1 1gp 1lb
Signet Ring 3 15gp

Mirror, small steel 1 10gp .5lbs
Oil 3 1sp 1lb
Soap 2 1gp 2lbs

Bedroll 1 1sp 5lbs
Pole, 10-Foot 1 2sp 8lbs
Pouch, belt 2 1gp .5lb

Barrel 1 2gp 30 lbs
Ale (32 Gallons) 32 6gp 4sp 256 lbs

Donkey 2 8Gp - lbs
Open-topped Wagon 1 35Gp 400 lbs
Waterproof Tarps 2 6Gp 6 lbs

Total: 130.8gp 445.5lbs

Total: 130gp 2sp 445lbs

On Person:

Heavy Mace
Light Steel Shield
Studded Leather
Traveler's Outfit
Coin Pouch
Belt Pouch
Potion of Coure Moderate Wounds
Holy Water
Flask
Flint & Steel

Load: 38lbs


Funds: 44gp 2sp
[/sblock]
 

amnuxoll

First Post
Make that three.
Welcome to EnWorld!

One thing that immediately stands out in the Jan08/2011 version is the ability score-based BABs. I like this idea, but there is one revision I would immediately recommend, which is to give a minimum progression of 1/4 to every BAB either in every class, or as a classless level bonus.

I wrestled with this very issue multiple times and the BAB/Defense adjustments have been through some adjustment and fine-tuning during the playtest. I shared your concerns but I hit upon a solution that like better: The Refocused Attack feat lets you redirect a +1/2 BAB bonus to another ability. As a result, you aren't tracking a lot of tiny bonuses to BAB that are unlikely to matter but your hypothetical barbarian-sorcerer can be quite viable.


Another thought that has crossed my mind is that you have given each class a first-level-only bonus. [...] But it just seems redundant [...]

These first-level-only abilities were a late addition to EG that also came out of playtesting. Like you, I had assumed that it'd be better to give players more feats and let players build as they wished. But it turns out that the temptation to use that feat for other purposes is too strong. You end up with a character that looks good on paper but isn't fun to play at low level due to a lack of options. So, my approach is basically to do both. A 1st level character in EG starts with at least 2 and as many as 5 feats in addition to their first-level class ability. This is taking from the 4e model of making 1st level characters more powerful and it seems to work as well in EG as it does in 4e.
 

amnuxoll

First Post
Your work is pretty impressive. You have done what I looked for, but never find the strength or the smart to do. I'm impressed by your token mechanic, the area attack, the feats...

Thanks for saying so! If you get a chance to play EG, please do pass on any further thoughts you have.


The only things I would change is the health system, because I like mine to be more grim&gritty (lasting wounds etc.) even if it's less "fun".

I don't see any reason you couldn't do this. One way you might be able to create the "grim and gritty" effect and still avoid the 15-minute adventuring day would be house rule out spells that repair ability damage and possibly also reduce the natural healing rate for such damage. Couple that with some specific rules that impose permanent effects when characters take severe ability damage and it might work quite well.
 

Animus

Explorer
Thank you for the example characters. I'm really liking how the characters look. I would love to get a chance to play it, but I don't see that happening anytime soon.
 

Volkai

First Post
Welcome to EnWorld!
Thanks!

I wrestled with this very issue multiple times and the BAB/Defense adjustments have been through some adjustment and fine-tuning during the playtest. I shared your concerns but I hit upon a solution that like better: The Refocused Attack feat lets you redirect a +1/2 BAB bonus to another ability. As a result, you aren't tracking a lot of tiny bonuses to BAB that are unlikely to matter but your hypothetical barbarian-sorcerer can be quite viable.
Hmm, I see. I suppose that works, though I'd probably like to have more options, such as splitting that +1/2 into two +1/4 bonuses (Say, for DEX and INT, or INT and CHA) or maybe a 'generalist attack bonus' feat that spreads things out... but maybe that's something outside of the scope of listed rules and more in the domain of house rules?




These first-level-only abilities were a late addition to EG that also came out of playtesting. Like you, I had assumed that it'd be better to give players more feats and let players build as they wished. But it turns out that the temptation to use that feat for other purposes is too strong. You end up with a character that looks good on paper but isn't fun to play at low level due to a lack of options. So, my approach is basically to do both. A 1st level character in EG starts with at least 2 and as many as 5 feats in addition to their first-level class ability. This is taking from the 4e model of making 1st level characters more powerful and it seems to work as well in EG as it does in 4e.
However, you can remove that temptation to use an additional feat for other purposes by specifying the slot as a "Background-Only Feat" slot and categorizing these as Background Feats. It also allows for the possibility of non-class-specific first-level-only feats, which could represent a character's past as, say, a crafter, or coming from a different class background (for example, a Fighter who grew up part of a tribe of Barbarians but left while still in his youth might have Tribal Origin without any actual levels of Barbarian.) This would also allows something like Hybrid Classes as 4e depicts them, I think.

Additionally, I feel I should clarify that what I see as redundant is not having the 1st-level bonus, but that you specify that it's only for first-level members of that class both at the beginning and end of the text block.
 
Last edited:

Alphastream

Adventurer
I've had the fortune to play EG in the Kingmaker campaign AMN mentioned. It is a very cool system. It has a really nice balance between 3.5 and 4E. I'm a big fan of 4E, but I would really like to play more EG.

I recommend everyone give it a shot and post what they experience.
 

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