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Fixing mundane classes - a disciplined approach?
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<blockquote data-quote="Arkhandus" data-source="post: 5620370" data-attributes="member: 13966"><p>Depends on if you're still using magical monsters and such (breath weapons, regeneration, energy drain, energy resistances, spell-like abilities, improved grab, swallow whole, damage reduction, etc.). If so (and assuming little or no magic weapons, potions, etc.)......</p><p></p><p>Penetrating Strike (Ex): All PC classes would gain this ability at 1st-level. When making only one attack on your turn, treat your targets as having 1 point less Damage Reduction per point of Base Attack Bonus that you possess; this cannot reduce effective DR to less than 0. When making multiple attacks on your turn, divide this benefit any way you choose among those attacks (choose how many points of Penetrating Strike to apply before each attack roll). Likewise, divide this benefit however you choose among all of your attacks of opportunity each round, when applicable (this is a separate allotment). Penetrating Strike applies only with masterwork weapons (and on unarmed strikes if you have Weapon Focus in them, or if you use a masterwork gauntlet for those attacks).</p><p></p><p>Combat Medicine (Ex): All PC classes would gain this ability at 1st-level. You may use the Heal skill (even untrained) to treat an injury to yourself or another living creature within your natural reach as a standard action. The DC is 10 for treating another, or 15 for treating yourself, and the DC increases by +2 if the patient is moderately injured (50-75% of HP remaining), or +4 if seriously injured (25-50% of HP remaining), or +6 if gravely injured (less than 25% of HP remaining, but no lower than a total of -9 HP). On a successful check, the patient heals 1d8 hit points or nonlethal damage (your choice which), +1 point for each point by which your check exceeds the DC. Each use of Combat Medicine expends 1 GP worth of bandages and miscellaneous medical supplies, even if unsuccessful (those materials cannot be used again). No patient can benefit from more than one successful application of Combat Medicine per level per day.</p><p></p><p>Push It (Ex): Every PC class would gain this ability at 2nd-level. Once per day, you gain a luck bonus equal to half your character level on any one saving throw, rounded down (declare this use before rolling). You may use Push It an additional once per day for every four class levels beyond 2nd-level.</p><p></p><p>Quick Solution (Ex): Every PC class would gain this ability at 3rd-level. Once per day per odd-numbered class level, you may cobble together a Quick Solution to an enemy defense or special attack form as a full-round action that provokes attacks of opportunity. Choose one of the following when you do so: Ability Drain (including Blood Drain), Burn, Disease, Energy Drain, Melt, Poison, Regeneration, or a single energy type (acid, cold, electricity, fire, or sonic). Your attacks ignore that special defense of opponents (if applicable) for 1 round per class level, or you ignore that special attack (if applicable) for 1 round per class level, or you gain Resistance to Energy equal to your class level against the chosen energy type for 1 round per class level. Quick Solution also affects any gear you wear or hold when activating it. You may only have one Quick Solution active at any given time; activating this ability again will replace the previous benefit from it. In order to use Quick Solution, you must expend 10 gold pieces per level worth of expendable reagents, generally alchemical or unusual mixtures scrounged from natural surroundings (with a sufficient value in successful Profession - Herbalist or Profession - Apothecary skill checks) or purchased from apothecaries.</p><p></p><p>Combat Prowess (Ex): Each PC class would gain this ability at 4th-level. Double your total Base Attack Bonus on one grapple check, Escape Artist check against grappling, or any other roll that would gain a size bonus from being Large or larger (even if you are not that size and even if BAB would not normally apply to the roll), once per round. Use Combat Prowess before rolling, and use it only once per day per class level.</p><p></p><p>This is just a quick answer, I haven't given it a lot of thought. But then, I would never run such a campaign anyway. D&D just isn't D&D without dragons, dungeons, magical loot, spellcasters, elves, and junk. That's just how it's always been and always will be for me.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5620370, member: 13966"] Depends on if you're still using magical monsters and such (breath weapons, regeneration, energy drain, energy resistances, spell-like abilities, improved grab, swallow whole, damage reduction, etc.). If so (and assuming little or no magic weapons, potions, etc.)...... Penetrating Strike (Ex): All PC classes would gain this ability at 1st-level. When making only one attack on your turn, treat your targets as having 1 point less Damage Reduction per point of Base Attack Bonus that you possess; this cannot reduce effective DR to less than 0. When making multiple attacks on your turn, divide this benefit any way you choose among those attacks (choose how many points of Penetrating Strike to apply before each attack roll). Likewise, divide this benefit however you choose among all of your attacks of opportunity each round, when applicable (this is a separate allotment). Penetrating Strike applies only with masterwork weapons (and on unarmed strikes if you have Weapon Focus in them, or if you use a masterwork gauntlet for those attacks). Combat Medicine (Ex): All PC classes would gain this ability at 1st-level. You may use the Heal skill (even untrained) to treat an injury to yourself or another living creature within your natural reach as a standard action. The DC is 10 for treating another, or 15 for treating yourself, and the DC increases by +2 if the patient is moderately injured (50-75% of HP remaining), or +4 if seriously injured (25-50% of HP remaining), or +6 if gravely injured (less than 25% of HP remaining, but no lower than a total of -9 HP). On a successful check, the patient heals 1d8 hit points or nonlethal damage (your choice which), +1 point for each point by which your check exceeds the DC. Each use of Combat Medicine expends 1 GP worth of bandages and miscellaneous medical supplies, even if unsuccessful (those materials cannot be used again). No patient can benefit from more than one successful application of Combat Medicine per level per day. Push It (Ex): Every PC class would gain this ability at 2nd-level. Once per day, you gain a luck bonus equal to half your character level on any one saving throw, rounded down (declare this use before rolling). You may use Push It an additional once per day for every four class levels beyond 2nd-level. Quick Solution (Ex): Every PC class would gain this ability at 3rd-level. Once per day per odd-numbered class level, you may cobble together a Quick Solution to an enemy defense or special attack form as a full-round action that provokes attacks of opportunity. Choose one of the following when you do so: Ability Drain (including Blood Drain), Burn, Disease, Energy Drain, Melt, Poison, Regeneration, or a single energy type (acid, cold, electricity, fire, or sonic). Your attacks ignore that special defense of opponents (if applicable) for 1 round per class level, or you ignore that special attack (if applicable) for 1 round per class level, or you gain Resistance to Energy equal to your class level against the chosen energy type for 1 round per class level. Quick Solution also affects any gear you wear or hold when activating it. You may only have one Quick Solution active at any given time; activating this ability again will replace the previous benefit from it. In order to use Quick Solution, you must expend 10 gold pieces per level worth of expendable reagents, generally alchemical or unusual mixtures scrounged from natural surroundings (with a sufficient value in successful Profession - Herbalist or Profession - Apothecary skill checks) or purchased from apothecaries. Combat Prowess (Ex): Each PC class would gain this ability at 4th-level. Double your total Base Attack Bonus on one grapple check, Escape Artist check against grappling, or any other roll that would gain a size bonus from being Large or larger (even if you are not that size and even if BAB would not normally apply to the roll), once per round. Use Combat Prowess before rolling, and use it only once per day per class level. This is just a quick answer, I haven't given it a lot of thought. But then, I would never run such a campaign anyway. D&D just isn't D&D without dragons, dungeons, magical loot, spellcasters, elves, and junk. That's just how it's always been and always will be for me. [/QUOTE]
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