D&D 3.6

Starting Weapon Groups:
Characters begin with a list of basic groups plus a number of additional groups equal to the number shown for the class.

Basic Groups
Clubs (club, warclub, greatclub, quarterstaff)
Crossbows (hand crossbow, light crossbow, heavy crossbow)
Tiny Blades (dagger, knife, stiletto)

Additional Groups
Heavy Blades (Longsword, Bastard Sword, and Greatsword)
Light Blades (Shortsword, Rapier)
Slashing Blades (Falchion, Khopesh, Kukri, and Scimitar)
Bows (Short Bows, and Long Bows)
Chained Weapons (Flails, Chains)
Heavy Hafted Weapons (Axes, Hammers, and Picks)
Light Hafted Weapons (Axes, Hammers, and Picks)
Shafted Weapons (Spears, Polearms, and Lances)
Double Weapons (adds new uses of weapons in other groups)
Exotic Weapons (adds new weapon types to other groups)
Thrown Weapons (adds new uses of weapons in other groups)

Code:
Starting Armor Proficiency:
Type		Feats
None		None
Light		Light armor proficiency
Medium		Light armor proficiency, Medium armor proficiency and Shield proficiency
 

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Frukathka said:
I'm nure if many people are aware of it but Red Leaf Games has their take on a D20 classless system.

I'm guessing that you mean NOT SURE. Anyway, d(Liberation)20 by Read Leaf Games is well done, but has some typos and major confusion in the magic system. The formula given in the magic skills as "Modifier = (Ability - ((Spell.Level +1) x 2)) / 8" actually refers to the number of BONUS SPELLS, not Ability Modifier as it is labeled. I'm not sure why I had a hard time with that, but 14th Warrior set me straight.

Thread has been bookmarked and will be ^c for posterity.

3v1l out.
 

Code:
Caster level chart
Level		Good		Average		Partial		Poor*
1		+1		+1		+0		+0
2		+2		+2		+0		+0
3		+3		+2		+0		+0
4		+4		+3		+1		+0
5		+5		+4		+1		+1
6		+6		+4		+2		+1
7		+7		+5		+2		+1
8		+8		+6		+3		+1
9		+9		+6		+3		+2
10		+10		+7		+4		+2
11		+11		+8		+4		+2
12		+12		+8		+5		+2
13		+13		+9		+5		+3
14		+14		+10		+6		+3
15		+15		+10		+6		+3
16		+16		+11		+7		+3
17		+17		+12		+7		+4
18		+18		+12		+8		+4
19		+19		+13		+8		+4
20		+20		+14		+9		+4
*Only stacks with another class’s spell caster levels
Code:
Casters must choose a type of magic:
Type		Stat	Components				Common Effects
Arcane		Int	Concentration, Verbal, Somatic, Material	Fire ball, Mage armor
Divine		Cha	Concentration, Verbal, Material		Cure light wounds, Bless
Innate/Psionic	Wis	Concentration, Focus			Charm person, Domination
Code:
Bonus spells for arcane casters
Int score	0	1	2	3	4	5	6	7	8	9
10-11		1	-	-	-	-	-	-	-	-	-
12-13		1	1	-	-	-	-	-	-	-	-
14-15		1	1	1	-	-	-	-	-	-	-
16-17		1	1	1	1	-	-	-	-	-	-
18-19		2	1	1	1	1	-	-	-	-	-
20-21		2	2	1	1	1	1	-	-	-	-
22-23		2	2	2	1	1	1	1	-	-	-
24-25		2	2	2	2	1	1	1	1	-	-
26-27		3	2	2	2	2	1	1	1	1	-
28-29		3	3	3	2	2	2	2	1	1	1
32-33		3	3	3	3	2	2	2	2	1	1
34-35		4	3	3	3	3	2	2	2	2	1
36-37		4	4	3	3	3	3	2	2	2	2
38-39		4	4	4	3	3	3	3	2	2	2
40-41		4	4	4	4	3	3	3	3	2	2
42-43		5	4	4	4	4	3	3	3	3	2
44-45		5	5	4	4	4	4	3	3	3	3
Code:
Arcane spells slots per day
CL	0	1	2	3	4	5	6	7	8	9
1	2	1	-	-	-	-	-	-	-	-
2	3	2	-	-	-	-	-	-	-	-
3	3	2	1	-	-	-	-	-	-	-
4	3	3	2	-	-	-	-	-	-	-
5	4	3	2	1	-	-	-	-	-	-
6	4	3	3	2	-	-	-	-	-	-
7	4	4	3	2	1	-	-	-	-	-
8	4	4	3	3	2	-	-	-	-	-
9	4	4	4	3	2	1	-	-	-	-
10	4	4	4	3	3	2	-	-	-	-
11	4	4	4	4	3	2	1	-	-	-
12	4	4	4	4	3	3	2	-	-	-
13	4	4	4	4	4	3	2	1	-	-
14	4	4	4	4	4	3	3	2	-	-
15	4	4	4	4	4	4	3	2	1	-
16	4	4	4	4	4	4	3	3	2	-
17	4	4	4	4	4	4	4	3	2	1
18	4	4	4	4	4	4	4	3	3	2
19	4	4	4	4	4	4	4	4	3	2
20	4	4	4	4	4	4	4	4	3	3
Code:
Arcane spells readied per day
CL	0	1	2	3	4	5	6	7	8	9
1	2	1	-	-	-	-	-	-	-	-
2	3	2	-	-	-	-	-	-	-	-
3	3	2	1	-	-	-	-	-	-	-
4	4	3	2	-	-	-	-	-	-	-
5	4	3	2	1	-	-	-	-	-	-
6	5	4	3	2	-	-	-	-	-	-
7	5	4	3	2	1	-	-	-	-	-
8	6	5	4	3	2	-	-	-	-	-
9	6	5	4	3	2	1	-	-	-	-
10	6	6	5	4	3	2	-	-	-	-
11	6	6	5	4	3	2	1	-	-	-
12	6	6	6	5	4	3	2	-	-	-
13	6	6	6	5	4	3	2	1	-	-
14	6	6	6	6	5	4	3	2	-	-
15	6	6	6	6	5	4	3	2	1	-
16	6	6	6	6	6	5	4	3	2	-
17	6	6	6	6	6	5	4	3	2	1
18	6	6	6	6	6	6	5	4	3	2
19	6	6	6	6	6	6	5	4	3	2
20	6	6	6	6	6	6	6	5	4	3
Code:
Bonus spells for divine casters
Cha score	0	1	2	3	4	5	6	7	8	9
10-11		1	-	-	-	-	-	-	-	-	-
12-13		1	1	-	-	-	-	-	-	-	-
14-15		1	1	1	-	-	-	-	-	-	-
16-17		1	1	1	1	-	-	-	-	-	-
18-19		2	1	1	1	1	-	-	-	-	-
20-21		2	2	1	1	1	1	-	-	-	-
22-23		2	2	2	1	1	1	1	-	-	-
24-25		2	2	2	2	1	1	1	1	-	-
26-27		3	2	2	2	2	1	1	1	1	-
28-29		3	3	3	2	2	2	2	1	1	1
32-33		3	3	3	3	2	2	2	2	1	1
34-35		4	3	3	3	3	2	2	2	2	1
36-37		4	4	3	3	3	3	2	2	2	2
38-39		4	4	4	3	3	3	3	2	2	2
40-41		4	4	4	4	3	3	3	3	2	2
42-43		5	4	4	4	4	3	3	3	3	2
44-45		5	5	4	4	4	4	3	3	3	3
Code:
Divine spells slots per day
CL	0	1	2	3	4	5	6	7	8	9
1	5	3	-	-	-	-	-	-	-	-
2	6	4	-	-	-	-	-	-	-	-
3	6	5	3	-	-	-	-	-	-	-
4	6	6	4	-	-	-	-	-	-	-
5	6	6	5	3	-	-	-	-	-	-
6	6	6	6	4	-	-	-	-	-	-
7	6	6	6	5	3	-	-	-	-	-
8	6	6	6	6	4	-	-	-	-	-
9	6	6	6	6	5	3	-	-	-	-
10	6	6	6	6	6	4	-	-	-	-
11	6	6	6	6	6	5	3	-	-	-
12	6	6	6	6	6	6	4	-	-	-
13	6	6	6	6	6	6	5	3	-	-
14	6	6	6	6	6	6	6	4	-	-
15	6	6	6	6	6	6	6	5	3	-
16	6	6	6	6	6	6	6	6	4	-
17	6	6	6	6	6	6	6	6	5	3
18	6	6	6	6	6	6	6	6	6	4
19	6	6	6	6	6	6	6	6	6	5
20	6	6	6	6	6	6	6	6	6	6
Code:
Divine spells known
CL	0	1	2	3	4	5	6	7	8	9
1	3	2	-	-	-	-	-	-	-	-
2	3	2	-	-	-	-	-	-	-	-
3	4	3	2	-	-	-	-	-	-	-
4	4	3	2	-	-	-	-	-	-	-
5	5	4	3	2	-	-	-	-	-	-
6	5	4	3	2	-	-	-	-	-	-
7	5	5	4	3	2	-	-	-	-	-
8	5	5	4	3	2	-	-	-	-	-
9	5	5	5	4	3	2	-	-	-	-
10	5	5	5	4	3	2	-	-	-	-
11	5	5	5	5	4	3	2	-	-	-
12	5	5	5	5	4	3	2	-	-	-
13	5	5	5	5	5	4	3	2	-	-
14	5	5	5	5	5	4	3	2	-	-
15	5	5	5	5	5	5	4	3	2	-
16	5	5	5	5	5	5	4	3	2	-
17	5	5	5	5	5	5	5	4	3	2
18	5	5	5	5	5	5	5	4	3	2
19	5	5	5	5	5	5	5	5	4	3
20	5	5	5	5	5	5	5	5	4	3
Code:
Bonus power points for innate/psionic casters by caster level
Wis score	1-2	3-4	5-6	7-8	9-10	11-12	13-14	15-16	17+
10-11		1	-	-	-	-	-	-	-	-
12-13		4	-	-	-	-	-	-	-	-
14-15		4	9	-	-	-	-	-	-	-
16-17		4	9	16	-	-	-	-	-	-
18-19		5	10	17	28	-	-	-	-	-
20-21		8	13	20	29	40	-	-	-	-
22-23		8	18	25	34	45	58	-	-	-
24-25		8	18	32	41	52	65	80	-	-
26-27		9	19	33	51	62	75	90	107	-
28-29		12	22	36	54	76	89	104	121	140
30-31		12	27	41	59	81	107	122	139	158
32-33		12	27	48	66	88	114	144	161	180
34-35		13	28	49	76	98	124	154	188	205
36-37		16	31	52	79	112	138	168	202	240
38-39		16	36	57	84	117	156	186	220	258
40-41		16	36	64	91	124	163	208	242	280
42-43		17	37	65	101	134	173	218	269	307
44-45		20	40	68	104	148	187	232	283	340
Code:
Power points per day and powers known
CL	PP	Powers Known	Max Level
1	5	2+1		1
2	10	4+1		1
3	15	5+2		2
4	20	7+2		2
5	30	8+3		3
6	40	10+3		3
7	50	11+4		4
8	65	12+4		4
9	80	13+5		5
10	95	15+5		5
11	115	16+6		6
12	135	18+6		6
13	155	19+7		7
14	180	21+7		7
15	205	22+8		8
16	230	24+8		8
17	260	25+9		9
18	290	27+9		9
19	320	28+9		9
20	350	30+9		9
Code:
Power point costs*
	0	1	2	3	4	5	6	7	8	9	
Cost	1	3	5	7	9	11	13	15	17	19
*The maximum number of power points that can be spent on a power is: caster level + 2 (20 max).
 

BACKGROUND KITS
Kits have a requirement in taking certain feats and have a penalty. The more benefits the kit has the more heavy the penalty and feat requirement will be.

Flavor:
The most important thing to a kit is its role-playing flavor. Do you want your character to be an acrobat? Is it how she made her trade before becoming an adventurer? What benefits does being an acrobat have. Are there any penalties? What about if you wanted to be a knight in the order of the shining shield? What benefits would you have? What about an order of the bow initiate? Each of these kits has a distinctive flavor that applies to the character when they take the kit, possibly giving insight into the organization they belong, the trade they follow or the culture they come from.

Set feats:
Characters must take a certain number of set feats to qualify for the kit. To maintain the kit they must also periodically take certain feats. They are written in a format like this: At 6th level or before an acrobat must take the dodge feat. A kit may have several of these requirements. At first level a kit will never have more than 1 required feat. If a character decides not to take a set feat they lose the benefits of the kit until they do take the feat.

Penalty:
Nothing comes for free and so the benefits of a kit come with the cost of a penalty. Generally, it is a skill check penalty on certain skills, access to certain spells is restricted, certain weapons cannot be used or certain weapons must be used, as well as magic item restrictions, feat restrictions and class skill restrictions.

Class Skills:
The kit is what provides the characters class skills. Generally, a kit has ten class skills. However some kits will have more than this and others will have fewer. This should be covered under benefit and penalty.

Benefit:
Gives the characters their main benefit and why they would want to take the kit. Some examples would be access to specific domains spells and powers as a divine caster, a specific bonus feat, additional class skills, etc. Below is a list of possible benefit options.

Cultural background benefit: Gives the character some bonuses on skills depending on their cultural background. For instance barbaric characters could have +2 to athletics skill checks (climb, swim, jump) and + 2 to survival checks while in their home terrain.
Advanced society background:
Barbaric background:
Feral background:
High society background:
Rural background:
Underground background:
Underworld background:
Urban background:

Organizational benefit: Gives the character bonuses while dealing with their organization and as they advance they will gain stature within the organization.
A government group: (such as military, senate, council, king’s advisor, administrator etc.)
A guild: (a merchant’s guild, a thief’s guild, a trade’s guild, a wizard’s guild etc.)
A religion: (a church, a philosophy, a cult etc.)
A school: (a duelist’s school, a martial arts school, a wizard school)
An order: (a knight’s order, a scholars circle, a mercenary group etc.)

Professional benefit: Gives the character bonuses while doing their specialized skill, trade or profession.
A trade: (sailor, armorer, laborer, candle maker, mason, miner and the list goes on forever)
A performer: (artist, juggler, acrobat, musician, orator, poet, writer etc.)

The generic kit:
Adventurer
Flavor:
Set Feats: none
Penalty: none
Benefit: none

A spread of the other classes as kits.
Arcane Trickster
Flavor:
Set Feats:
Penalty:
Benefit:

Barbarian
Flavor:
Set Feats: 1st Rage
Penalty:
Benefit:

Bard
Flavor:
Set Feats: 1st bardic music, obscure knowledge
Penalty:
Benefit:

Cleric
Flavor:
Set Feats: 1st aligned aura
Penalty:
Benefit:

Druid
Flavor:
Set Feats: 1st wild empathy,
Penalty:
Benefit:

Eldritch Knight
Flavor:
Set Feats:
Penalty:
Benefit:

Fighter
Flavor:
Set Feats:
Penalty:
Benefit:

Monk
Flavor:
Set Feats: 1st improved unarmed strike
Penalty:
Benefit:

Mystic Theurge
Flavor:
Set Feats: 1st aligned aura
Penalty:
Benefit:

Paladin
Flavor:
Set Feats: 1st aligned aura (lawful, good)
Penalty:
Benefit:

Priest
Flavor:
Set Feats: 1st aligned aura
Penalty:
Benefit:

Ranger
Flavor:
Set Feats: 1st Track
Penalty:
Benefit:

Rogue
Flavor:
Set Feats:
Penalty:
Benefit:

Sorcerer
Flavor:
Set Feats:
Penalty:
Benefit:

Wizard
Flavor:
Set Feats: 1st Scribe scroll
Penalty:
Benefit:
 
Last edited:

Class Abilities as Feats:
A THOUSAND FACES [General]
Prerequisite: Wild Shape

ABUNDANT STEP [Monk]
Prerequisite: 12th level
Benefit: Dimension door 1/day

ACROBATIC CHARGE [General]
Prerequisite: Dodge, Mobility

ALIGNED AURA [Divine]
Prerequisites: Cannot be true neutral
Benefit: The ability to power divine feats. You may power a Divine feat a number of times per day equal to the characters charisma modifier plus one for every three levels they have.
Special: Divine spell casters gain this feat for free.

ANIMAL COMPANION [General]
Prerequisite: Handle animal 1 rank, ability to cast nature spells.

ARCANE SPECIALIZATION [General]
Prerequisite: Spellcraft 4 ranks, ability to cast arcane spells
Benefit: Choose one school of magic to specialize in. Choose one school that you can no longer use. You gain a spell slot at every spell level that you can cast. This spell slot must be used for memorizing your specialized school.

ARCANE SPECIALIZATION, IMPROVED [General]
Prerequisite: Arcane Specialization, spellcraft 8 ranks, ability to cast 3rd level arcane spells
Benefit: You gain more benefits with your school of specialization. Select a another school that you can no longer use. All spells you cast from the specialized school are cast at +2 caster level; effecting level dependant variables and caster level checks. You also gain a +2 to save and AC against spells of your school.

AURA OF COURAGE [Divine]
Prerequisite: Aligned Aura

BARDIC KNOWLEDGE [General]
Prerequisite: Int 13

BARDIC MUSIC (SONGS) [General]
Prerequisite: Cha 13
Fascinate Perform 4 ranks
Countersong Perform 4 ranks
Inspire courage Perform 4 ranks
Inspire competence Perform 7 ranks
Suggestion Perform 10 ranks
Inspire greatness Perform 13 ranks
Song of freedom Perform 16 ranks
Inspire heroics Perform 19 ranks
Mass Suggestion Perform 21 ranks

CAMOFLAGE [General]
Prerequisite: Hide 10 ranks

CRIPPLING STRIKE [General]
Prerequisite: Sneak Attack

DEATH ATTACK [General]
Prerequisite: Sneak Attack

DIAMOND BODY [Monk]
Prerequisite: 11th level
Immunity to poison

DIAMOND SOUL [Monk]
Prerequisite: 13th level
SR 10 +level

DAMAGE REDUCTION [General]
Prerequisite: Toughness, base attack bonus +6
Benefit: Damage Reduction 1/-
Special: You may take this feat more than once and its effects stack but you may not take it more than five times.

DEATH TOUCH [Divine]
Prerequisite: Aligned Aura (Evil)

DEFENSIVE ROLL [General]
Prerequisite: Evasion

DEFENSIVE STANCE [General]
Prerequisite:

DEFENSIVE STANCE, MOBILE [General]
Prerequisite:

DETECT ALIGNMENT [Divine]
Prerequisites: Aligned Aura

DIVINE GRACE [Divine]
Prerequisite: Cha 13, Aligned Aura

DIVINE HEALTH [Divine]
Prerequisite: Cha 15, Aligned Aura, Divine Grace

EMPTY BODY [Monk]
Prerequisite: 19th level
Etherealness 1 round/level

EVASION [General]
Prerequisite: Dex 13, tumble 6 ranks

EVASION, IMPROVED [General]
Prerequisite: Dex 15, Evasion, tumble 10 ranks

FAST MOVEMENT [General]
Prerequisite: Dex 13
Benefit: +10 speed while wearing medium, light or no armor. +5 speed in heavy armor.

FAST MOVEMENT, IMPROVED [General]
Prerequisite: Fast Movement
Benefit: +20 speed while wearing no armor. +15 speed while in light armor.

FAST MOVEMENT, GREATER [General]
Prerequisite: Improved Fast Movement
Benefit: +30 speed while wearing no armor.

FAVORED ENEMY [General]
Prerequisite:
Benefit: Deal +1d6 extra damage to your enemy of choice
Special: Characters may take this feat multiple times but each time they must choose a new enemy.

FAVORED ENEMY, GREATER [General]
Prerequisite: Favored Enemy, base attack bonus +6
Benefit: You now deal +2d6 extra damage to your chosen favored enemy.
Special: Characters may take this feat multiple times but each time they must choose a different favored enemy.

FLURRY OF BLOWS [General]
Prerequisite: Unarmed Strike

FLURRY OF BLOWS, GREATER [General]
Prerequisite: Flurry of Blows, Greater Unarmed Strike

FREEDOM OF MOVEMENT [Monk]
Prerequisite: 1st level?
Freedom of movement 1 round/level

HIDE IN PLAIN SIGHT [General]
Prerequisite: 15 ranks of hide, Camouflage

INDOMITABLE WILL [General]
Prerequisite: Iron Will, 12th level

KI STRIKE, ADAMANTINE [General]
Prerequisite: Magic Ki Strike, base attack bonus +12

KI STRIKE, ALIGNED [General]
Prerequisite: Aligned Aura, Magic Ki Strike, base attack bonus +7

KI STRIKE, MAGIC [General]
Prerequisite: Unarmed Strike, base attack bonus +3

LAY ON HANDS [Divine]
Prerequisite: Cha 13, Aligned Aura

LUCK [General]
Prerequisite: Cha 13
Special: A character may take this feat more than once. They may never take this feat more times than half their level (rounded down). Each time they choose this feat they may use their luck an additional time each day.

NATURE SENSE [General]
Benefit: +2 to survival and knowledge nature skills

NEWFOUND ARCANA [General]
Prerequisite: 9th level arcane caster
Benefit: Memorize a bonus 1st level spell

NEWFOUND ARCANA, IMPROVED [General]
Prerequisite: 12th level arcane caster
Benefit: Memorize a bonus 2nd level spell

OPPORTUNIST [General]
Prerequisite: Combat Reflexes

PERFECT SELF [Monk]
Prerequisite: 20th level
Becomes outsider, DR 10/magic

POISON USE [General]
Prerequisite: Non-good alignment,

PRECISE STRIKE [General]
Prerequisite: base attack bonus +6, Weapon Finesse
Benefit: While using a weapon that weapon finesse will work with you deal +1d6 damage with it.

PROTECTIVE WARD [Divine]
Prerequisite: Aligned Aura

PURITY OF BODY [Divine]
Prerequisite: Aligned Aura, Base Fort save of +4

QUIVERING PALM [Monk]
Prerequisite: 15th level
Death attack DC = ½ level + Wis + 10 1/week

RAGE [General]
Prerequisite: base attack bonus +1 and non-lawful alignment
Benefit: The character may rage once per day. Plus an additional time every day for every four points of BAB the character has.

RAGE, GREATER [General]
Prerequisite: Rage, base attack bonus +11

RAGE, MIGHTY [General]
Prerequisite: Greater Rage, base attack bonus +15

RAGE, TIRELESS [General]
Prerequisite: Rage, base attack bonus +8

RANGED LEGERDEMAIN [General]
Prerequisite: Know mage hand spell
Benefit: Use a skill at a range such as sleight of hand, open locks or disable device.

REBUKE UNDEAD [Divine]
Prerequisite: Aligned Aura (Evil), Base Will save of +2

REMOVE DISEASE [Divine]
Prerequisite: Aligned Aura

RESIST NATURES LURE [General]
Prerequisite: Wis 13, Ability to cast nature spells
Benefit: +4 to saving throws against fey

SENSE BLOWS [General]
Prerequisite: Wis 13
Benefit: While wearing no armor and not bearing a medium or heavy load the character can add her wisdom modifier to her AC as an insight bonus. The insight bonus improves for every five levels the character has by one. The character gets the bonus even if caught flat-footed.

SKILL MASTERY [General]
Prerequisite: Int 13

SLIPPERY MIND [General]
Prerequisite: Wis 13

SLOW FALL [General]
Prerequisite: Tumble 4 ranks

SMITE ALIGNMENT [Divine]
Prerequisite: Aligned Aura, Base Fort save of +2

SNEAK ATTACK [General]
Prerequisite: Dex 13
Special: A character may take this feat more than once. They may never take this feat more times than half their level.

SNEAK ATTACK, IMPROMPTU [General]
Prerequisite: Sneak Attack, Improved Feint
Benefit: Once per day the character may automatically apply their sneak attack damage to an opponent they strike even if they don’t meet the requirement to get the bonus damage. It still does not affect undead, constructs or creatures unaffected by critical hits.
Special: A character may take this feat more than once. Each time this feat is taken the character may use impromptu sneak attack an additional time per day.

SPEAK WITH ANIMALS [Monk]
Prerequisite: 10th level?
Benefit: Speak with animals 1/day

SPECIAL MOUNT [General]
Prerequisite: Ride 1 rank, ability to cast divine spells

STILL MIND [General]
Prerequisite: 3rd level
Benefit: Gain a +2 bonus to saving throws against spells and effects from the enchantment school of magic

STRENGTH BOOST [Monk]
Prerequisite: 1st level
Benefit: As a free action once per day add your level to your strength score for one round as an enhancement bonus.

SUMMON FAMILIAR [General]
Prerequisite: Ability to cast arcane spells

SUPERNATURAL REFLEXES [General]
Prerequisite: Lightning Reflexes, 12th level

SUPREME FORTITUDE [General]
Prerequisite: Great Fortitude, 12th level

SWIFT TRACKER [General]
Prerequisite: Track

TERRAIN MASTERY [General]
Prerequisite: Survival 6 ranks

TERRAIN MASTERY, PLANAR [General]
Prerequisite: Survival 12 ranks

TIMELESS BODY [Monk]
Prerequisite: 17th level
No longer applies ability penalties for age

TONUGE OF SUN AND MOON [Monk]
Prerequisite: 17th level
Can speak with any living creature

TRACKLESS STEP [General]
Prerequisite: Woodland Stride

TRAP SENSE [General]
Prerequisite: Evasion
Benefit: +4 to AC against traps and +4 to save against traps.

TURN ELEMENT [General]
Prerequisite: Elemental Focus, ability to cast nature spells

TURN OUTSIDER [Divine]
Prerequisite: Aligned Aura, Base Will save of +6

TURN PLANTS [General]
Prerequisite: Ability to cast nature spells

TURN UNDEAD [Divine]
Prerequisite: Aligned Aura (Good), Base Will save of +2

TURNING, GREATER [General]
Prerequisite: Rebuke Undead, Turn Elements, Turn Outsider, Turn Plants or Turn Undead

UNARMED STRIKE, IMPROVED [General]
Benefit: Creature may fight unarmed without drawing attacks of opportunity and creature deals lethal damage if they did not before. Unarmed damage increases by the below chart.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6
6d6
8d6
12d6
16d6

UNARMED STRIKE, GREATER [General]
Prerequisite: Improved unarmed strike, base attack bonus +3
Benefit: Unarmed damage increases by one step. See the chart under improved unarmed strike.
Special: A character may take this feat twice.

UNARMED STRIKE, SUPREME [General]
Prerequisite: Improved unarmed strike, base attack bonus +12
Benefit: Unarmed damage increases by one step. See the chart under improved unarmed strike.
Special: A character may take this feat twice

UNCANNY DODGE [General]
Prerequisite: Dodge, Base Ref save of +2

UNCANNY DODGE, IMPROVED [General]
Prerequisite: Uncanny Dodge, Base Ref save of +5

VENOM IMMUNITY [General]
Prerequisite: Fort save of +5
Benefit: Immune to poison

WHOLENESS OF BODY [General]
Prerequisite: Iron Will, Great Fortitude and Lightning Reflexes

WILD EMPATHY [General]
Prerequisite: Handle animal 1 rank, ability to cast nature spells

WILD SHAPE [General]
Prerequisite: Ability to cast 3rd level nature spells

WITS AND FLAIR [General]
Prerequisite: Int 13+ and Cha 13+
While wearing light armor or no armor the character adds, whichever is greater, their intelligence or charisma bonus to their AC as a dodge bonus.

WOODLAND STRIDE [General]
Prerequisite: Survival 4 ranks
 

Some basic classes redone as PrC's for the D&D 3.6 system.
Arcane Trickster-
Barbarian-
Bard-
Cleric-
Druid- Heirophant druid
Eldritch Knight-
Fighter- Lord
Monk-
Mystic Theurge-
Paladin-
Ranger-
Rogue-
Sorcerer-
Wizard- Arch-Wizard
 
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I'm guessing that you mean NOT SURE. Anyway, d(Liberation)20 by Read Leaf Games is well done
Interesting, they did a lot of the same things that I did! Mine does have some significant differences though.

What are: GnG, Paths of Power, True20. Is there a site I can check these out at?
 

linky

GnG is Grim 'N Gritty Combat Rules by Ken Hood. There is a discussion here about the simplified and revised version, but RPGNow has the latest version with Martial arts and Psionics.

True20 (Green Ronin) is something I don't have yet, but if you take a look at the OGL forum, people there are using it. I believe that it is an expansion of the Blue Rose book. Again, RPGNow has the pdf for something like $12 USD.

Paths of Power is in the free section of RPGNow, and basically changes schools of magic to spell paths of similar spells.

You might also be interested iin another free pdf from RPGNow, called Academe Mentus. It's another Psi conversion to talents, skills and feats.

I'm also trying to work in the Weapon Proficiency rules put together by Quickleaf and DanMCs.

Of course, since I enjoy the mechanics so much, I have like ZERO storyline or setting ideas other than some city like Freeport, Sanctuary, Sigil, or the Bazaar from the the Myth Adventure books.

C'est Le' Vie'

3v1l out.

DIE!
DIE!
DIE!
DIe!
DIe!
DIe!
Die!
Die!
Die!
die!
die!
die!
 


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