Basic 20: An OGL experiment


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HA! I am already using small font. But I would like it to be readable and I'm not sure under 50 pages, plus using a magnifying glass counts.

Today's offering is the Thief. Where the fighter no only incorporates fightery stuff plus a good helping of warlord/barbarian things. The Thief takes a bit from the Ranger. I always thought of the ranger as a forest rogue anyway (for 3rd ed. at least).

[FONT=&quot][/FONT][FONT=&quot]Thief[/FONT]
[FONT=&quot]Thieves are the ace up the sleeve of a party. They work behind the scenes to swing things to the party’s advantage. It takes a practiced player to be a thief. They lack the overt power of the other classes but can shine when they are in their element.[/FONT]

[FONT=&quot]HP: 6[/FONT]
[FONT=&quot]Base Attack Bonus: +1[/FONT]
[FONT=&quot]Saves: Fortitude: 0 Reflex: +2 Will: 0[/FONT]
[FONT=&quot]Skill Points: 6 x Intelligence[/FONT]
[FONT=&quot]Weapon Proficiencies: All simple weapons plus the hand crossbow, rapier, short bow and short sword.[/FONT]
[FONT=&quot]Armor Proficiencies: Light armor but not shields[/FONT]

[FONT=&quot]Class Powers[/FONT]

[FONT=&quot]Hide in plain sight[/FONT]
[FONT=&quot] Even while being watched you can seemingly disappear.[/FONT]
[FONT=&quot]Benefit: While within 5 feet of shadow or cover you can make a stealth check even while being observed.[/FONT]

[FONT=&quot]Evasion[/FONT]
[FONT=&quot]Benefit: Anytime you would take half damage on a successful reflex save you instead take no damage.[/FONT]

[FONT=&quot]Sneak Attack[/FONT]
[FONT=&quot]Benefit: When you flank a target or anytime a target is denied their Dexterity bonus to their AC you deal an extra 1d6 damage. With ranged attacks, sneak attack only works within 30 feet.[/FONT]
[FONT=&quot]Special: You can take this feat multiple times each time increasing the damage dealt by 1d6.[/FONT]

[FONT=&quot]Sniper[/FONT]
[FONT=&quot]Benefit: You can make sneak attacks within 60 feet or at any range if the target is completely unaware of your presence.[/FONT]

[FONT=&quot]Crippling Attack[/FONT]
[FONT=&quot]Prerequisite: Sneak Attack[/FONT]
[FONT=&quot]Benefit: Anytime you could deal sneak attack damage you can choose to not deal extra damage but instead impose a -1 penalty to all actions and AC of the target, only on successful attacks. For every 1d6 of sneak attack damage you give up the penalty is increased by -1. Penalties from multiple crippling attacks do not stack only the highest penalty applies. This penalty lasts until the target is magically healed or has been healed with the profession skill DC = 15.[/FONT]

[FONT=&quot]Uncanny Dodge[/FONT]
[FONT=&quot]Benefit: You can react to danger before your senses would normally allow you to do so. You retain your dexterity modifier to AC even if caught flat-footed or stuck by an invisible attacker. However you still lose your bonus while immobilized.[/FONT]

[FONT=&quot]Dodge Roll[/FONT]
[FONT=&quot]Benefit: Once per round you can use your exceptional reflexes to avoid taking damage. You can make a special reflex save; DC equals 10 + the attack's to hit bonus, if successful you only take half damage from the attack. But if you fail you take damage as normal and fall prone. You don't gain the benefits of evasion while using this feat.[/FONT]

[FONT=&quot]Opportunist[/FONT]
[FONT=&quot]Benefit: Once per round you can make and attack of opportunity against an opponent that has just taken damage from an ally. This counts as the your attack of opportunity for the round.[/FONT]

[FONT=&quot]Pinpoint Strike[/FONT]
[FONT=&quot]You really know how to take advantage of a distracted target.[/FONT]
[FONT=&quot]Benefit: You gain +2 to your attack rolls anytime you would deal sneak attack damage or when making attacks of opportunity.[/FONT]

[FONT=&quot]Combat Movement[/FONT]
[FONT=&quot]Benefit: You can move through areas of difficult terrain without penalty, but you still cannot run or charge over areas of difficult terrain. You can also move through occupied squares, but still take attacks of opportunity.[/FONT]
[FONT=&quot]Normal: Moving through a space of difficult terrain costs 2 squares (10 feet) of movement.[/FONT]

[FONT=&quot]Expert Focus.[/FONT]
[FONT=&quot]You can make the most of your skills[/FONT]
[FONT=&quot]Benefit: Anytime you could take 10 you instead take 15.[/FONT]

[FONT=&quot]Ghost Run[/FONT]
[FONT=&quot]Benefit: You can move at your full base speed even when using stealth.[/FONT]

[FONT=&quot]Nimble [/FONT]
[FONT=&quot]Benefit: [FONT=&quot]As long as you successfully make an athletics skill check (DC varies) you can move your full speed even while balancing, climbing and the like.[/FONT][/FONT]
[FONT=&quot]Normal:[FONT=&quot] You may only move half you movement while making such skill checks.[/FONT][/FONT]

Thief’s Mark
You are well versed in tracking and killing your chosen foes.
Benefit:First [FONT=&quot]choose a target of this ability by either directly studying them[FONT=&quot], this requires [/FONT]a full round action whereby you do nothing but observe them[FONT=&quot] during which [/FONT]you may [FONT=&quot]defend [/FONT]your[FONT=&quot]self, but may not undertake any other actions. [/FONT][/FONT]
Or you can mark a target by studying an area that the target has spent a significant amount of time in, such as a campsite, battlefield or their home. You must spend 30 minutes studying this area after which you make a perception check DC = varies but at least 15. If the check succeeds you learn enough about the target to make them a mark. You then gain significant bonuses against the quarry. You receive +2 bonus to all opposed skill rolls and damage rolls for that target. You can only have one target at a time.
Special: You may take this ability multiple times. Each time you do you increase your bonus by +1.

[FONT=&quot]Improvised Tools[/FONT]
[FONT=&quot]You have a knack for making due.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You may use the mechanics skill without requiring a tool kit, but if you have a tool kit you gain +1 to your skill checks.[/FONT][/FONT]

[FONT=&quot]First Strike[/FONT]
[FONT=&quot]Prerequisite: [FONT=&quot]At least one rank in sneak attack.[/FONT][/FONT]
[FONT=&quot]Benefit: [FONT=&quot]During the first round of combat you deal sneak attack damage to any foe how has lower initiative than you do.[/FONT][/FONT]

[FONT=&quot]Favoured Terrain[/FONT]
[FONT=&quot]You have the edge when it comes to operating on familiar ground.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] Choose a terrain from the following list: Hills, Plains, Tundra, Forest, Swamp, Desert, Caves, Jungle or Urban. You gain a +2 bonus to all skill rolls while in your favoured terrain. (Subject to DMs approval.)[/FONT][/FONT]
[FONT=&quot]Special: [FONT=&quot]You may take this power multiple times. Its effects don’t stack instead you gain a new favoured terrain.[/FONT][/FONT]

[FONT=&quot]Dual Class Thieves[/FONT]

[FONT=&quot]HP: 3[/FONT]
[FONT=&quot]Base Attack Bonus: 0[/FONT]
[FONT=&quot]Saves: Fortitude: 0 Reflex: 1 Will: 0[/FONT]
[FONT=&quot]Skill Points: 2 x Intelligence[/FONT]
[FONT=&quot]Weapon Proficiencies: All simple weapons plus the hand crossbow, rapier, short bow and short sword.[/FONT]
[FONT=&quot]Armor Proficiencies: Light armor but not shields[/FONT]
 

Have 2 classes: fighter and spellcaster. Spellcaster is either arcane or divine, and available spells including healing, turn undead, smite evil, etc. Fighter skills/tactics include rogue-ish ones as well, and tracking, raging, yada yada. Allow free multiclassing. Fill up the player's portion with brief descriptions of spells and tactics.
 

Have only 5 spells at each level. For instance, at level 1 they would be:
Heal 1
Blast 1
Buff 1
Debuff 1
Save-or-screwed 1
 

Hey guys thanks for your replies!

[MENTION=6687937]paladinm[/MENTION]
I've actually been developing this idea for nearly a year. So I am pretty set in my ways at this point and probably am not going to switch to a 2 class system. Though such a system has merit I am trying to evoke a retro feeling by using the four original classes plus dual classing.

[MENTION=98256]kitcik[/MENTION]
I actually have all the mage spells done at this point. Its 40 spells plus a brief intro on how magic works and it takes up 5 pages. I'll post it soon. The intent of the game is that there are in fact no levels. I do have optional rules that included some advancement but for the most part the idea of the game is that I can spend a few hours doing prep then when I visit my friends (a long 8 hour drive away) we can toss together characters in a matter of minutes and dive right into play. But I still want to have the feeling of DnD.
 

The Wizard. Don't worry spells will be along shortly.

[FONT=&quot]Mage[/FONT]

[FONT=&quot]HP: 4 + (CON x 2)[/FONT]
[FONT=&quot]Base Attack Bonus: 0[/FONT]
[FONT=&quot]Saves: Fortitude: 0 Reflex: 0 Will: +2[/FONT]
[FONT=&quot]Skill Points: 2 x Intelligence[/FONT]
[FONT=&quot]Weapon Proficiencies: Staff, dagger, dart and slings[/FONT]
[FONT=&quot]Armor Proficiencies: None[/FONT]
[FONT=&quot]Spell Slots: 3[/FONT]

[FONT=&quot]Specialist Wizards[/FONT]
[FONT=&quot]Some wizards dedicate their study of magic to a particular school of magic. This intense study grants them additional spell slot at first level but at least half of the spells they have prepared must be from their chosen school, rounded up. Only full wizards, non- dual classed mages, can become specialist wizards.[/FONT]

[FONT=&quot]Arcane Focus[/FONT]
[FONT=&quot] Wizards are masters of magic but in order to cast spells mages must first bind these powerful forces onto an object so that they can release them when needed. The object they need is called an arcane focus and it must be a two handed weapon (staves being the obvious choice). Once their spells are prepared a mage requires this focus to cast their spells. (see preparing spells in the spell section)[/FONT]

[FONT=&quot]Mage Powers[/FONT]

[FONT=&quot]Armored caster[/FONT]
[FONT=&quot] You know how to cast spells while being encumbered in armor.[/FONT]
[FONT=&quot]Benefit[/FONT][FONT=&quot]: You treat the armor you are wearing as one category less for purposes of spell failure. So light armor is treated as no armor, medium as light and heavy as medium.[/FONT]
[FONT=&quot]Special:[/FONT][FONT=&quot] You make take this feat up to 3 times each time reducing the spell failure rate of armor types.[/FONT]

[FONT=&quot]Mystic Knowledge[/FONT]
[FONT=&quot] You have acquired greater breadth of understanding of your magic.[/FONT]
[FONT=&quot]Benefit: You gain an additional arcane spell slot.[/FONT]
[FONT=&quot]Special: This Feat can be gained multiple times and its effects stack.[/FONT]

[FONT=&quot]Spell Focus[/FONT]
[FONT=&quot] With training your spells have become very difficult to resist.[/FONT]
[FONT=&quot]Benefit: Choose a school of spells. The save DCs for all your spells from that school increase by +2.[/FONT]
[FONT=&quot]Special: This Feat can be gained multiple times but its effects do not stack. Instead you choose to apply it to a new school of spells.[/FONT]

[FONT=&quot]Improved Implement[/FONT]
[FONT=&quot] You have learned to prepare and bind your spells to a greater variety of objects.[/FONT]
[FONT=&quot]Benefit: [/FONT][FONT=&quot]You may now use any one handed or light weapons as your arcane focus for purpose of preparing your spells.[/FONT]
[FONT=&quot]Normal: [/FONT][FONT=&quot] You may only use 2 handed weapons to prepare your spells.[/FONT]

[FONT=&quot]Greater Implement[/FONT]
[FONT=&quot] You have learned to prepare and bind your spells to almost anything.[/FONT]
[FONT=&quot]Benefit: [/FONT][FONT=&quot]You may now use any small object, such as amulets, rings, bracelets, cloaks and the like as your arcane focus for purpose of preparing your spells. You must however have one hand free in order to cast your spells. Such arcane foci cannot be subject to the arcane strike class ability.[/FONT]
[FONT=&quot]Normal: [/FONT][FONT=&quot] You may only use 2 handed weapons to prepare your spells.[/FONT]

[FONT=&quot]Arcane Strike[/FONT]
[FONT=&quot] The power of your spells bleeds into your arcane focus charging it with mystic power.[/FONT]
[FONT=&quot]Benefit[/FONT][FONT=&quot]: Melee attacks made with your arcane focus deal additional magic damage. You gain +1 damage for every spell currently memorized. You may alternatively choose to un-memorize any number of spells, as a free action, to gain +1d6 damage for every spell spent in this way. The arcane focus remains charged with this extra power until your next successful attack.[/FONT]
[FONT=&quot]Special:[/FONT][FONT=&quot] If you have chosen to use this ability it cannot be active at the same time as arcane resistance.[/FONT]

[FONT=&quot]Arcane Resistance[/FONT]
[FONT=&quot] The power of your spells infuses you protecting you from harm.[/FONT]
[FONT=&quot]Benefit[/FONT][FONT=&quot]: You gain resistance to one type of damage, chosen by you when you prepare your spells. You resist 1 point of damage for every spell currently memorized. The damage types are slashing, piercing, bludgeoning, fire, cold, electricity, acid, sonic, positive energy and negative energy.[/FONT]
[FONT=&quot]Special:[/FONT][FONT=&quot] If you have chosen to use this ability it cannot be active at the same time as arcane strike.[/FONT]

[FONT=&quot]Maximize Spell[/FONT]
[FONT=&quot] Your spells are always at their best.[/FONT]
[FONT=&quot]Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell requires an additional spell slot to memorize the spell.[/FONT]

[FONT=&quot]Extend Spell[/FONT]
[FONT=&quot] Your spells last longer than others.[/FONT]
[FONT=&quot]Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent are not affected by this feat. An extended spell requires an additional spell slot to memorize the spell.[/FONT]

[FONT=&quot]Empower Spell[/FONT]
[FONT=&quot] Your spells are more powerful than others.[/FONT]
[FONT=&quot]Benefit: All variable, numeric effects of an empowered spell are increased by 50 percent, saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell requires an additional spell slot to memorize the spell.[/FONT]

[FONT=&quot]Favoured Element[/FONT]
[FONT=&quot] Your understanding of a particular elemental force grants you power.[/FONT]
[FONT=&quot]Benefit: You choose a particular elemental type, such as fire or cold, you may substitute your favoured element for another element in a spell you cast. Also if the spell already has your favoured element you deal an additional +1 damage for every dice of damage the spell deals.[/FONT]
[FONT=&quot]Special: You may only take this feat once.[/FONT]

[FONT=&quot]Dual Class Mages[/FONT]

[FONT=&quot]HP: 2[/FONT]
[FONT=&quot]Base Attack Bonus: 0[/FONT]
[FONT=&quot]Saves: Fortitude: 0 Reflex: 0 Will: +1[/FONT]
[FONT=&quot]Skill Points: 2 x Intelligence[/FONT]
[FONT=&quot]Weapon Proficiencies: Staff, dagger, dart and slings[/FONT]
[FONT=&quot]Armor Proficiencies: None[/FONT]
[FONT=&quot]Spell Slots: 1[/FONT]
 

[FONT=&quot]B20 Spells and Magic[/FONT]
[FONT=&quot]Spells in Basic 20, unlike regular D20, are divided into just 2 levels. The first, weaker spells, are called cantrips and the more powerful are just called spells. Both spells and cantrips occupy a spell slot. Once a spell is cast it is lost from the memory of the caster. Cantrips however may be cast as many times as a caster wishes.[/FONT]
[FONT=&quot]Some cantrips also have a quality known as sustainable. A sustainable spell allows a caster to continue the effects of the cantrip indefinitely unless they take damage in combat, are rendered unconscious or are otherwise agitated, this forces them to make a concentration check to maintain their spell.[/FONT]

[FONT=&quot]Preparing Spells[/FONT]
[FONT=&quot]Whether arcane or divine magic both mages and clerics need to spend time everyday to prepare their spells. It takes at least an hour of study or prayer in a restful, somewhat private area to prepare spells. [/FONT]
[FONT=&quot]A mage must have their arcane focus, spell book and various pouches of ingredients to prepare their magic. A cleric on the other hand needs their holy symbol as well as prayer scrolls or some other religious relics to help in their preparations.[/FONT]

[FONT=&quot]Casting spells and Casting times[/FONT]
[FONT=&quot] When a caster wishes to cast their spell they must take a small amount of time to focus themselves and invoke the power of their magic. For mages this generally involves mumbling arcane words and tracing eldritch patterns in the air and for Clerics they call out to their deity and hold aloft their holy symbol. To cast their spells mages must be wielding their arcane focus and clerics must have a hand free enough to access their holy symbol.[/FONT]
[FONT=&quot] Cantrips always require a standard action to cast. Full spells on the other hand need an entire round to cast. So once a caster begins casting their spell it will not take effect until the very beginning of their turn during the next round. So they must be careful not to cast spells where they are too exposed and risk having their magic interrupted.[/FONT]

[FONT=&quot]Concentration Check[/FONT]
[FONT=&quot]A concentration check is a special Will Save that mages and clerics must make under certain circumstances in order to cast or maintain their spells. Failing to make this save means they lose their spell. The DC of the save varies as noted below. There are several times when a concentration check is necessary.[/FONT]

[FONT=&quot]-When a caster attempts to cast a spell under severely adverse conditions such as in the midst of a storm, during an earthquake, while riding a runaway carriage or other any other time where their concentration would be terribly disrupted by outside conditions (DC varies depending on conditions). [/FONT]
[FONT=&quot]-When they take any damage while casting or sustaining a spell (DC = 10 + damage dealt + 1 for each spell they are sustaining)[/FONT]
[FONT=&quot]-When casting new spells while they already are sustaining a spell (DC = 10 + 2 for each spell they are sustaining)[/FONT]
[FONT=&quot]-When wearing armor a mage must always make a concentration check any time he casts a spell (DC= 10 + the skill penalty of the armor type) Clerics, who cast divine spells, are not subject to this check.[/FONT]

[FONT=&quot]Class abilities and Spells[/FONT]
[FONT=&quot]Certain class abilities of the wizard and cleric have, allow them to alter or increase the power of their spells. Often these more powerful spells will occupy 2 spell slots instead of the normal 1.[/FONT]

[FONT=&quot]Counter Spells[/FONT]
[FONT=&quot]Spell casters are able to use the raw power of the spells they wield to disrupt the spells of other casters. To do this you must first declare a readied action to counter spell and choose one of your spells to sacrifice. Then at the appropriate moment you force the enemy caster to make a will save (DC = to your spells DC) if they fail both spells are neutralized. If they succeed only your spell is lost. You can sacrifice cantrips or spells in this manner but doing so automatically un-memorizes them.[/FONT]
 

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