Alright... so first off I'd like to ask that people who are interested be open to a lot of variant rules, this is first off an experiment more than anything else.
Character creation guidelines:
25 pnt buy, max stat of 16
PHB only; anything else by request and DM approval only.
Level 1
Races
Human only
Classes as follows (Generics from UA modified)
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Starting Packages are only granted when the class is taken at character level 1.
Warrior
HD: 1d12
Skills: 8 class skills
Skill Points: 4 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +1 per level
Magic Rating: +1/4 per level
Saves: One Good, Two Poor
Starting Package: Basic Weapons plus four other groups, Light, Medium and Heavy Armors, Shields (all)
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (feats gained at even levels must be combat related feats, i.e. those off of the fighter list or combat related abilities)
Expert
HD: 1d8
Skills: 16 class skills
Skill Points: 8 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +3/4 per level
Magic Rating: +1/2 per level
Saves: Two Good, One Poor
Starting Package: Basic Weapons plus two other groups, Light Armor, Shields (except tower)
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20
Mage
HD: 1d4
Skills: 8 class skills
Skill Points: 4 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +1/2 per level
Magic Rating: +1 per level
Saves: One Good, Two Poor
Starting Package: Basic Weapons, Magic Talent
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (feats gained at even levels must be metamagic, item creation feats or abilities related to spellcasting)
Spellcasting: See Magic section.[/sblock]
Feats
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Dodge: provides a blanket +1 dodge bonus to AC
Unarmed Combat (replaces Improved Unarmed Strike)
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character's choice) equal to 1d4 + the character's Strength modifier. The character's unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. When the characters BAB is +6 the damage increases to 1d6, at +12 it increases to 1d8.
Improved Unarmed Combat
Prerequisites: Unarmed Combat, BAB +4
Benefit: The characters threat range on an unarmed strike increases to 19-20.
Greater Unarmed Combat
Prerequisites: Unarmed Combat, Improved Unarmed Combat, BAB +8
Benefit: The characters critical multiplier on an unarmed strike increases to x3.
Magic Talent
Prerequisites: May only be taken at 1st level
Benefit: The character can cast spells and gains access to spell lists, etc. as normal for their magic rating.
Normal: Characters without this feat cannot ever gain access to spellcasting ability.
For any class features as feats, run them by me first.[/sblock]
Skills
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Acrobatics: Escape Artist, Tumble and Balance rolled into this skill.
Athletics: Climb, Jump and Swim rolled into this skill.
Disable Device: Open Locks rolled into this skill.
Perception: Listen and Spot rolled into this skill (also used for scent, blindsense, blindsight).
Sneak: Hide and Move Silently rolled into this skill.
Speak Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group. All characters start with 3 ranks in their native tongue.
Read Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group.
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Trade: The common trade tongue greatly limited to trade and business transactions.
Miner’s Tap: The odd language of tapping which miners use in the great mines and caves.
Sea Signal: Includes the meaning of various flags and light signals used at sea.
Finger Cant: A rare language involving subtle finger motions and posturing, used by spies and thieves mostly, although rare groups of merchants use it as well.
River Tongue: The language of the river folk, a rolling and complex language where sentences are often long and word order varies considerably. Rarely taught to non-river folk.
Kendyl: The language of the horse nomads of the eastern plains and savannah, elegant and formal.
Arunden: The language of the tribes of the northwestern coast and islands, brusque but often sing-songy, at least when alcohol is involved.
Myrundi: The language of the reclusive warriors and mystics of the jungles far to the south, has a disturbing sibilant cadence broken up by clicks, hisses and growls. Very animalistic.
High Tongue: The language of the upper class of the Great Empire, sort of like ancient greek.
Low Tongue: The language of the lower and middle classes of the Great Empire, sort of like a simplified and bastardized latin.[/sblock]
Spellcraft: Based off of the primary attribute for the mages tradition, unavailable to nonmages. Other checks involving magic of other traditions schools increases the DC by 10. If you are learning the spell from a text, you must be fluent in the language it is written in or have some other way of deciphering it.[/sblock]
Conditions
[sblock]Winded: A winded character cannot run nor charge and takes a -1 penalty on all Strength, Dexterity or Constitution skills and related checks.
Fatigued: A fatigued character cannot run nor charge and takes a -2 penalty on all Strength, Dexterity or Constitution skills and related checks as well as taking a -2 penalty to Strength and Dexterity. A winded character would become fatigued by doing something which would normally cause winding.
Exhausted: An exhausted character cannot run nor charge and moves at half speed. They take a -4 penalty on all Strength, Dexterity or Constitution skills and related checks as well as taking a -6 penalty to Strength and Dexterity. A fatigued character would become exhausted by doing something which would normally cause fatigue.
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Magic[sblock]
Not divided by divine/arcane, but rather by tradition based on spellcasting attribute. Different schools of magic are also more common to the various traditions. Doesn’t mean that the other traditions don’t have access to them, just harder and rarer to learn outside of your tradition. Casters cannot choose a spell list outside of their tradition at 1st level. All casters are subject to Spell Failure.
Types: Abjure/Hex, Charm, Compel, Create, Evoke, Heal, Illusion, Infuse/Drain, Move, Summon, Transform.
Hermetic - Intelligence based
Favored Lists: Create, Transform, Summon, Illusion, Move
Spiritual - Wisdom based
Favored Lists: Heal, Infuse/Drain, Summon, Create, Abjure
Sorcerous - Charisma based
Favored Lists: Abjure/Hex, Evoke, Compel, Charm, Infuse/Drain
To cast a spell of a certain level the caster must have an attribute modifier equal to the spell level in the tradition that the spell comes from. A mage cannot expend more magic points on a spell they are casting than their magic rating, a mage who expends more magic points than their magic rating in a single round (via quickened spells or other means) must make a Fortitude Save DC 10 + total spell points expended or become fatigued.
However extended spellcasting has its toll upon the body. Whenever the mage's magic point total falls to three-quarters of his maximum or less, he becomes winded. When the mage's magic point total falls to half of his maximum or less, he becomes fatigued. When his magic point total drops to less than one-quarter of his maximum or less, he becomes exhausted. The penalty upon the mages body is extreme, however the most resolute of mages can push on after their natural limits have been reached. That is to say that a mage can continue to use spell points beyond his total pool driving him into negative spell points. Doing so however requires a Concentration check DC 20 + amount of total negative spell points, else the character takes both lethal and nonlethal damage equal to the total negative spells points.
A characters magic points are directly tied to their fatigue level. If a mage is in negative magic points, he must rest one hour to put his magic point total at 0, he then proceeds as a normally exhausted mage would. If an exhausted character rests for 1 hour, he becomes fatigued and his magic point total rises to one-third of his normal maximum. A second hour of rest increases the mage's magic point total to two-thirds of his maximum. It takes another 6 hours to replenish the last one-third of his magic points and shake all of the physical effects of spellcasting.
If a mage is subject to some other effect that would make him winded, fatigued or exhausted, he loses magic points accordingly. If he becomes winded his magic point total drops to three-quarters of his maximum (round down), if he becomes fatigued his magic point total drops to one-half of his maximum (round down), and if he becomes exhausted his magic point total drops to one-quarter of his maximum (round down).
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