Brainstorming a Mix of Editions

Installment IV of Real Ultimate D&D

Ssyleia: I know what you mean about the fun of "min/maxing" a character. Some people say it's bad, but heck, character creation is half the fun for a lot of people. So yeah, I do see what you mean.

But I know enough people that aren't interested in that level of gaming. They just play D&D as an excuse to socialize. And it's an especially good game for friendly socializing because there's no real competition like there is in board games or card games. In fact, my old core group hardly gave a lick about the rules, or choosing through piles of books to make the best character. Playing D&D was all about 39 cent cheeseburgers and runs to 7-11. So that's the mindset I'm aiming at.

Now that I'm away from my old group, I find that the people that are around here and interested in playing couldn't care less about learning all kinds of rules. They just want to kill stuff, goof around, possibly while under the influence :)


Tuzenbach: Thanks! :) Oh, and your screen name creeps me out. There were these two guys that were stationed with me in Virginia, and they were pretty much best friends. Their names are Tuzil and Bachman... :uhoh:

Now, for the rest of the classes!


Code:
	Thief		Bard		Wizard		Cleric		Druid
1	Ability		Ability		Spells, Ability	Spells, Ability	Spells, Ability		
2	Ability		Ability						Ability
3									
4	Favored Skill	Ability		Ability		Ability			
5									Ability
6	Ability		Ability						
7									
8	Favored Skill	Ability		Ability		Ability		Ability
9									
10	Ability		Ability				
11									Ability
12	Favored Skill	Ability		Ability		Ability
13									
14	Ability		Ability						Ability
15									
16	Favored Skill	Ability		Ability		Ability			
17									Ability
18	Ability		Ability						
19									
20	Favored Skill	Ability		Ability		Ability		Ability


Thief Abilities

Favored Skill: You get a +2 bonus to a skill of your choice, including Appraisal or Deceive.

Sleight of Hand: As skill in PHB (level + Dex mod, synergy bonus from Deceive).

Appraisal: As skill in PHB (level + Int mod).

Sneak Attack: You get +1d6 sneak attack damage.

Uncanny Appraisal: Requires Appraisal. You can appraise items as a full round action.

Trader’s Tongue: When you sell items, you make an extra amount of money equal to your Charisma modifier x 10%.

Accustomed Eyes: You gain low-light vision if you didn’t already have it. If you did, it’s effectiveness is doubled.

Lightning Reflexes: As feat.

Quicker than the Eye: Requires Sleight of Hand. Characters making Perception checks opposed to your Sleight of Hand suffer a penalty equal to half your level.

Dodge: As feat.

Mobility: As feat.


Bard Abilities

Two Weapon Fighting: As feat.

Combat Expertise: As feat, but adds a defense bonus.

Disarm: As the feat, except no +4 to your roll. Note that Disarming isn’t a standard option and is unique to duelists and bards.

Weapon Focus: As feat.

Trader’s Tongue: When you sell items, you make an extra amount of money equal to your Charisma modifier x 10%.

Sneak Attack: You get +1d6 sneak attack damage.

Bardic Knowledge: As bard ability.

Demoralizing Litany: Once per day per level, you may use a string of witty insults and painful curses to assault your foe. The target must be within 30 feet, and he gets a Will save (DC 10 + ½ level + Cha mod) to negate the effect. If the target fails his save, he suffers a morale penalty to attack rolls equal to your Charisma modifier. This penalty lasts 5 rounds minus the target’s Wisdom modifier.

Fascinate: Once per day per level, you may use a performance to captivate one or more creatures as a standard action. Targets must be within 90 feet, and you can target 1 creature, plus 1 for every 3 levels you have. Creatures must make a Will save (DC 10 + ½ level + Cha mod) or take no actions for as long as you play. Fascinated creatures also suffer a -4 penalty to Perception checks. A potential threat to a fascinated creature allows a new save. An obvious threat dispels the effect.

Inspire Courage: Once per day per odd level, you may bolster the courage of you and your allies as a move action. You can affect half your level in allies, and all must be within 90 feet. Allies get a +1 morale bonus to Will saves, attack rolls, and damage. These bonuses last until you stop singing (singing is a move action) and for 5 rounds thereafter.

Suggestion: Requires Fascinate. Once per day per 3rd level, you may make a suggestion (as the spell) to a creature that is fascinated as a move action. A Will save (DC 10 +½ level + Cha mod) negates the effect.

Sleight of Hand: As skill in PHB (level + Dex mod, synergy bonus from Deceive).

Arcane Study: You gain one level of casting ability, as though you just gained a level in wizard, including the use of related magic items. You can only cast spells from the schools of abjuration, divination, enchantment, illusion, and universal. Just like a wizard, you require a spell book to learn and prepare spells. Note that this ability doesn’t grant you a spell book, and you must somehow acquire your own. Note that this ability can be taken multiple times and its effects stack.

Nature’s Ally: You gain one level of divine casting ability, as though you just gained a level in druid, including the use of related magic items. You can only cast spells from the schools of abjuration, conjuration (healing), divination, enchantment, illusion, and universal. Note that this ability can be taken multiple times and its effects stack.


Wizard Abilities

Spells: As wizards in the PHB.

Spell Focus: As feat.

Familiar: As wizard ability.

Craft Item: Requires level 12. Combines Forge Ring, Craft Rod, Craft Arms and Armor, and Craft Wondrous Item.

Craft Staff: Requires level 8. As feat.

Craft Wand: Requires level 4. As feat.

Brew Potion: Requires level 4. As feat.

Scribe Scroll: As feat.

Maximize Spell: As feat.

Quicken Spell: As feat.

Extend Spell: As feat.


Cleric Abilities

Spells: As clerics in PHB.

Craft Item: Requires level 12. Combines Forge Ring, Craft Rod, Craft Arms and Armor, and Craft Wondrous Item.

Craft Staff: Requires level 8. As feat.

Craft Wand: Requires level 4. As feat.

Brew Potion: Requires level 4. As feat.

Scribe Scroll: As feat.

Smite Infidel: Once per day plus one per fourth level, you can declare an attack as a smite. This works as the paladin ability, but vs. foes of a chosen alignment. This can be taken multiple times to increase the daily allowance.

Lay on Hands: As paladin ability. This can be taken multiple times to increase the daily allowance.

Touch of Woe: As the blackguard ability. This can be taken multiple times to increase the daily allowance.


Turn/Rebuke Undead: As cleric ability. This can be taken multiple times to increase the daily allowance.

Turn/Rebuke Outsiders: As Turn Undead, but vs. outsiders of a chosen alignment. This can be taken multiple times to increase the daily allowance.


Druid Abilities

Spells: As druids in PHB.

Track: As feat.

Wild Empathy: As ranger ability, but uses Wisdom modifier.

Woodland Stride: As ranger ability.

Trackless Step: Nature’s flora bends to your needs and it’s practically impossible to track you. The DC to track you is increased by +20.

Wild Shape: As druid ability, but twice per day. This can be taken multiple times to increase the daily allowance.

Natural Spell: As feat.

Improved Wild Shape: Requires Wild Shape. You can use wild shape to become a Tiny or Large creature.

Elemental Wild Shape: Requires Improved Wild Shape. You can use wild shape to become a Small or Medium elemental.

One with the Elements: You gain Cold, Fire and Electricity Resistance 5.

Harmonious with the Elements: Requires One with the Elements. You have Cold, Fire, and Electricity Resistance 20.

Tongue of the Wild: You can speak with animals at will.

Craft Item: Requires level 12. Combines Forge Ring, Craft Rod, Craft Arms and Armor, and Craft Wondrous Item.

Craft Staff: Requires level 8. As feat.

Craft Wand: Requires level 4. As feat.

Brew Potion: Requires level 4. As feat.

Scribe Scroll: As feat.
 

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