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Alternatives to Level Advancement...
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<blockquote data-quote="Lord Zardoz" data-source="post: 681260" data-attributes="member: 704"><p><strong>It is an intresting tradeoff...</strong></p><p></p><p>As I see it, it's a way of granting non-standard abilities and bonuses that would otherwise simply burn feat choices. The tricky part is in deciding what to grant and how much. Ideally, these "pseudo levels" should be appealing enough to warrant taking at any level without being unbalancing. They should also be more then just a mishmash of arbitrary feats and skills, and other class type abilities. Those you can get easily enough through regular advancement.</p><p></p><p>But those things aside, there are a fair number of things that would be nice to gain as a player that you simply do not get. And bundling a bunch of them together to fit a theme would just work out nicely. Here are some thoughts about what might work as nice benefits.</p><p></p><p>- Gain a Fort save to prevent criticals, DC = final attack roll total (so Die roll of threat+bab+str+weapon magic bonus of attacker)</p><p>- Gain Flanking when your opponent is between you and a wall</p><p>- Gain arbitrary spell like ability</p><p>- Gain access to new skills as class skills</p><p>- Prevent opponent 5 ft step if you win opposed roll</p><p>- Increase save DC of your spells</p><p>- Gain a Vulcan Mind Meld ability</p><p>- Gain Cha bonus to HP if Cha is higher then Con</p><p>- Opponents who fail will save take attack roll penalty equal to your Cha</p><p>- Use Concentration check as Spell resistance as move equvalent action</p><p>- +4 bonus to Saves vs specific kind of magical attack (Fire, Poisons, Acid).</p><p></p><p>Anyway, as I said before, its just an Idea that I had as a result of having Too Much Time To Think.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 681260, member: 704"] [b]It is an intresting tradeoff...[/b] As I see it, it's a way of granting non-standard abilities and bonuses that would otherwise simply burn feat choices. The tricky part is in deciding what to grant and how much. Ideally, these "pseudo levels" should be appealing enough to warrant taking at any level without being unbalancing. They should also be more then just a mishmash of arbitrary feats and skills, and other class type abilities. Those you can get easily enough through regular advancement. But those things aside, there are a fair number of things that would be nice to gain as a player that you simply do not get. And bundling a bunch of them together to fit a theme would just work out nicely. Here are some thoughts about what might work as nice benefits. - Gain a Fort save to prevent criticals, DC = final attack roll total (so Die roll of threat+bab+str+weapon magic bonus of attacker) - Gain Flanking when your opponent is between you and a wall - Gain arbitrary spell like ability - Gain access to new skills as class skills - Prevent opponent 5 ft step if you win opposed roll - Increase save DC of your spells - Gain a Vulcan Mind Meld ability - Gain Cha bonus to HP if Cha is higher then Con - Opponents who fail will save take attack roll penalty equal to your Cha - Use Concentration check as Spell resistance as move equvalent action - +4 bonus to Saves vs specific kind of magical attack (Fire, Poisons, Acid). Anyway, as I said before, its just an Idea that I had as a result of having Too Much Time To Think. END COMMUNICATION [/QUOTE]
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