Search results

  1. J

    Sorcerer specialization

    Hi, I'm considering allowing sorcerers to specialize in a school of magic like wizards only different. I would like to know if you think this is unbalanced in some way (too good, too weak, too whatever) compared with a standard sorcerer. Sorcerous specialization At first level, you choose one...
  2. J

    If you roll dice for stats and HPs...

    Ok, this may sound weird, but I'm trying to show the weirdness (wrongwordiknow) of randomly determining 2 permanent aspects of characters' abilities and not the other aspects. If you roll dice for stats and HPs... ... then you shound also roll dice for...[list=a]d20 for the base number in AC...
  3. J

    Savage template to replace Barbarian (Rev)

    A while ago, I posted a Savage template to replace the Barbarian class and allow other classes to be uncivilized as well. I have revised it somewhat and will appreciate any comments: Savage Template [this replaces the Barbarian class] Main Idea: Any class can be savage, not only fighters...
  4. J

    Variant Fighter: Swashbuckler

    Intention: The idea is to make a "lightly armored fighter"-class. This can be anything between a duelist/musketeer and an oriental monk/ninja. Swashbuckler (fighter variant) - This class is as the PH fighter except for the following changes: - HD reduced to d8. - Fortitude saves reduced to...
  5. J

    Q: Shadow Evocation

    This is a really simple question: Can I use Shadow Evocation to "cast" a shadow "Fireball" with a radius of only 10 feet (if yes, I have a lot more questions...)
  6. J

    Savage template to replace Barbarian class

    Edit: You'll find an updated version near the bottom of the page :) I've always thought it was weird that the Barbarian was a class you could advance in. It would make sense if all savages/barbarians were warriors, but what about the shamans, hunters, scouts, witchdoctors, etc? Instead of...
  7. J

    Opinions wanted for 2nd level offensive spells

    Note: updated versions are posted below (still this page) Do you think these are reasonable as standard spells? The basic premise is the DMG's table 3-22 (page 95) which gives 2nd level arcane spells a damage cap of 10 dice against one opponent. (Do any spells actually do that? Melf's AA can...
Top