===|| JD's Ever-Growing, Seldom-Replied-To House Rules Thread (TM) ||===

Jack Daniel

Legend
The Hit Points/Mortal Points System

These rules are designed to incorporate the Star Wars rules for vitality and wounds into a fantasy setting typical to Dungeons & Dragons, while adding a bit of that ol' school anime/video game flavor to the otherwise basic tactical rules of D&D.

Hit Points

Hit points remain largely unchanged, with the exception that characters no longer gain the full amount of their first hit die; this is replaced by at allotment of mp (mortal points). Note that whereas Star Wars grants only wound points to non-elite characters (or in layman's terms those that wouldn't gain the full hit die at level 1), these rules grant only hit points to these characters.

Being reduced to 0 hp requires that you make a Fortitude save vs. DC 10 or be stunned for 2d6 rounds. Characters with no hp are fatigued, but may otherwise continue to fight normally. With these rules, "normally" is a more-or-less thing, because if you have 0 hp, you can also execute Limit Breaks.

Note: Characters gain +3 hp by taking a feat called Quickness.

Mortal Points

Characters have mortal points equal to their Constitution score. While hit points represent your ability to avoid damage (in effect, your level-based defense), mortal points represent your actual capacity to survive wounds. Characters with 0 hp apply all further damage to their mortal points.

Running out of mortal points is very bad, because it means that you are unconscious and in danger of dying. You must make an immediate Fortitude save vs. DC 10, and if you fail, you die. If you save, you remain alive, but you have to make another save every hour at a cumulative +1 DC until you die or stabilize. Stabilization occurs on a natural 20, or by beating the DC by 10 or more.

Note: Characters gain +3 mp by taking the Toughness feat. This feat no longer raises hp.

Healing

Hit point damage is healed by spells and psionics as normal. Polymorphs and other effects restore the same percentage of mp as they do of hp. Psionic powers that restore either hp or ability damage can also be used to heal mp as if it were ability damage. Divine spells heal either hp or mp damage as the caster desires:
Cure Minor Wounds: 1 hp or 0 mp
Cure Light Wounds: 1d8+1/lvl hp or 1d4+1 mp
Cure Moderate Wounds: 2d8+1/lvl hp or 1d6+2 mp
Cure Serious Wounds: 3d8+1/lvl hp or 1d8+4 mp
Cure Critical Wounds: 4d8+1/lvl hp or 2d6+6 mp
Healing Circle: 1d8+1/lvl hp or 2d3+1 mp

Critical Hits

Critical hits are somewhat deadlier under these rules, because critical hits represent actual wounding blows rather than the scrapes, bruises, and near misses represented by normal "hits". Critical damage is applied to mortal points rather than hit points.

Threat ranges do not change, but multipliers are removed. Former x2 weapons now deal one time damage to a character's mp. x3 weapons now increase their die one step on a critical, so a waraxe that normally deals 1d10 damage deals 2d6 when it crits. Former x4 weapons are devastating when they wound, increasing their die type twice on a critical hit (a scythe that normally deals 2d4 damage now crits for 2d8). For every increased multiplier, raise the damage dice another step; a kensei using his Ki Multiplier ability with a scythe would deal 4d6 base damage on a critical hit.

Crit damage from other sources is changed only slightly. Burst weapons are reduced so that they only increase the bonus energy damage by one step; burst weapons deal +1d8, +1d10, and +2d6 damage instead of one, two, or three d10.

Subdual attacks, like unarmed strikes and saps, cannot deal mortal points when they critically hit. Instead, they deal normal damage and force the victim to make a Fortitude save (DC 10 for an unarmed strike, DC 12 for a sap) or be stunned for 2d6 rounds. Monks and other martial artists who deal real damage with unarmed strikes cause mortal damage as normal when they crit, and only stun if they originally declared their unarmed attack to be a subdual attack.

Limit Breaks

Characters with no hp but who still have mp left can execute Limit Breaks, if they have enough levels to access them. Characters earn Limit Breaks in place of stat increases - levels 4, 8, 12, 16, and 20 (a new system for raising statistics is covered at the end). Limit Breaks are quite powerful, but they are dangerous to use: you must sacrifice mortal points in the round you use a Limit Break. A Limit Break is a standard action that does not provoke attacks of opportunity.

The Limit Breaks

Critical Strike [Limit Break]
Prerequisites: Str 13+, Int 13+
Benefit: Your next single attack roll is an automatic natural 20, guaranteeing a hit in most circumstances (percental miss chances still apply) and entitling you to a free threat roll.
MP Cost: 3

Double the Magic, Double the Fun [Limit Break]
Prerequisites: Spellcaster or psionicist
Benefit: You may cast/manifest two spells or powers in the next round, each as a move-equivalent action. The spell slot used or the cost in power points is not increased.
MP Cost: 3

Frenzied Dance of Death [Limit Break]
Prerequisites: Dex 13+, Con 13+
Benefit: You can make one melee attack against up to one opponent per level, provided they are all within the radius of a single move action (for example, 30 feet for an unarmored human, or 15 feet for a Dwarf in plate mail). Use your highest bonus for the first attack and continue to subtract 3 from each subsequent attack.
MP Cost: 4

Gambling with Fate -- and Cheating [Limit Break]
Prerequisites: Cha 13+, Int 13+
Benefit: You may reroll your next single roll of any kind, be it an attack roll, a damage roll, a saving throw, or something else.
MP Cost: 2

Heroic Desperation [Limit Break]
Prerequisites: Character level 8+
Benefit: Choose one of your six ability scores (this limit break may be taken multiple times, and it applies to a different score each time). Your next single skill check, ability check, or saving throw tied to that ability is an automatic natural 20, resulting in a critical success.
MP Cost: 3

Ki to Success [Limit Break]
Prerequisites: Monk, Sohei or ki-using prestige class
Benefit: You direct a fiery missile of your own life energy at a target area. The attack deals 4d6 damage in a ten-foot radius and has a range of sixty feet. Foes are granted a Reflex save vs. DC 15 for half damage.
MP Cost: 2

Last Rites [Limit Break]
Prerequisites: Divine spellcaster
Benefit: For each mortal point you sacrifice (up to a maximum of 5) you heal 1d8 hit points to yourself or an ally within 30 feet. The dice of hit points healed may be divided as you see fit. For example, if you wish to sacrifice 4 MP as your limit break, you may heal 2d8 HP to yourself and 1d8 HP to two nearby allies.
MP Cost: varies

Maximum Strike [Limit Break]
Prerequisites: Str 13+, Cha 13+
Benefit: Any and all physical attacks made in the next round strike for maximum damage if they hit.
MP Cost: 3

Not Going Anywhere [Limit Break]
Prerequisites: Str 13+, Wis 13+
Benefit: For the remainder of the encounter, you gain a luck bonus to AC equal to the number of mortal points you sacrifice (maximum 5).
MP Cost: varies

Resistance is Futile [Limit Break]
Prerequisites: Spellcaster or psionicist
Benefit: Your next spell or psionic power has a save DC of +10.
MP Cost: 5

Run Away!!! [Limit Break]
Prerequisites: Rouge, Bard, or thievery-based prestige class
Benefit: When beaten, battered, and down on luck, a person of the street depends on one strategy, "Getting the Hell out of there." You gain a +10 bonus to speed, Hide checks, and AC against attacks of opportunity drawn from fleeing.
MP Cost: 3

Travolta's Uncontrollable Hideous Disco [Limit Break]
Prerequisites: Bardic music
Benefit: All foes within 60' feet who hear this insult to music are nauseated and must make Will saves vs. DC 15 or begin dancing, disco style, for the next full minute (ten rounds).
MP Cost: 5

Turbo Shot [Limit Break]
Prerequisites: Dex 13+, Int 13+
Benefit: You can make one ranged attack against up to one opponent per level, provided they are all within point-blank range (a 30' radius around your character) provided you have enough ammunition and are not using a weapon that requires reloading. Your first attack is made at the highest bonus, while all subsequent attacks take a cumulative -3 penalty.
MP Cost: 4

Unbelievabullet [Limit Break]
Prerequisites: Proficiency in a crossbow, pistol, or musket
Benefit: Using a weapon that fires a bolt or a bullet, you may attempt to fire a shot that goes through an opponent and into any foes standing behind that opponent, and so on in a straight line out to the weapon's maximum range. Each attack should be made separately, all at the highest bonus, and should one fail that only means that it misses -- the bolt continues to fly onward until a natural 1 is rolled.
MP Cost: 2

Limit Breaks and NPCs

Only characters with mortal points can access Limit Breaks. Remember, any NPC with class levels, or special monsters who would have the full first hit die, have mortal points. NPCs and leveled monsters get Limit Break techniques just like PCs - one per four levels. Monsters without levels get Limit Break techniques like feats, but slower:
  • Monsters without access to feats cannot use limit breaks.
  • Monsters who earn feats at +1 per four additional hit dice (such as Giants and Humanoids) earn Limit Breaks at +1 per five hit dice.
  • Monsters who earn feats at 1 per four total hit dice (specifically, Outsiders) have one limit break per five total hit dice.

Graduated Stat Increases

This is perhaps the most unusual of all the house rules, since it deviates from a basic part of the d20 system, but I've run it for over a year now and it makes sense enough. With feats at every 3rd level and limit break techniques at every 4th level, stat increases are no longer a fixed income, so to speak. Instead, characters earn 1 CP (character point) every time they advance, and may purchase graduated stat increases.

Under the standard point-buy, characters cannot have initial numbers lower than 6, so lower scores are ignored in the chart:

Ability score costs after 1st level
Code:
[color=skyblue]
Score   Cost
7-14    1 CP
15-16   2 CP
17-18   3 CP
19+     4 CP
[/color]

Stacking Bonuses

Another nitpicky little house rule I've come to love is my method of straying from the standard multiclassing system for stacking bonuses, and just adding everything up. That creates lower attack bonuses and higher saves than normal. It's much easier if you consider two classes with the same bonus in a category as one class. For example, your base attack will be better if you figure your rogue/cleric's attack as a single-classed cleric. Likewise, your fortitude save will be more balanced if you figure the saving throws of a fighter/barbarian as a single-classed fighter.



Fun With Flintlocks
(Note that I've listed the standard crit multipliers for ease of reading)

Code:
[color=silver]
Weapon                  |  Cost  | Damage | Type | Critical | Range | Weight[/color][color=skyblue]

Ammunition (10 rounds)      3 gp   --       --     --         --       2 lb. 
[/color][color=silver]
*Tiny Firearms*[/color][color=skyblue]
Pistol, Light              30 gp   2d4      P      20/x3      30 ft.   3 lb.
[/color][color=silver]
*Small Firearms*[/color][color=skyblue]
Pistol, Blunderbuss        20 gp   1d10     P      19-20/x2    5 ft.*  6 lb.
Pistol, Heavy              40 gp   2d6      P      20/x3      50 ft.   4 lb.
[/color][color=silver]
*Medium Firearms*[/color][color=skyblue]
Blunderbuss                35 gp   1d12     P      19-20/x2   15 ft.** 10 lb.
Musket, Carbine            65 gp   2d8      P      20/x3      100 ft.  8 lb.
Musket, Long               90 gp   2d10     P      20/x3      150 ft.  10 lb.
[/color]

Firearms in most campaigns should be exotic weapons, but if the technology level is high enough, they might be martial weapons. Most flintlocks fire a single bullet (commonly known as a ball) propelled by a charge of gunpowder. Blunderbusses fire area effects of shot that are more likely to critical, but do so for less damage. Blunderbuss attacks should be treated as a cone (for pistols) or a line (for shoulder arms), dealing damage to everything they hit out to six range increments. Instead of making an attack vs. a foe's AC, when you fire a blunderbuss all targets in the area of effect make a Reflex save vs. (Your ranged attack roll + the range penalty) for half damage.

Ammunition comes in the form of bags of ten lead bullets, or pouches of small lead pellets. These projectiles are propelled by about an ounce of gunpowder, that infamous combination of saltpeter, carbon, and sulfur. Gunpowder is available in 2-pound horns for 35 sp or 20-pound kegs (carrying 15 pounds of gunpowder) for 250 sp each. A powder horn consequentially has enough powder to charge 30 rounds, while a keg will last for 240 shots.

Flintlocks had a tendency to jam in the worst situations. In the event of a critical fumble (a natural 1 followed by a failed Dexterity check vs. DC 10) the weapon misfires. Roll 1d6:
1-3: Jammed Barrel. The weapon is fouled and cannot be fired again until cleaned.
4-5: Hangfire. Poorly measured charge results in the weapon going off 1d4 rounds later.
6: Explosion. The powder wasn't packed tight enough, and an air pocked blew, dealing 2d6 damage to you (Reflex Half; DC 15). Oh, and the remains of your weapon now resemble something Elmer Fudd tried to shoot Bugs Bunny with after the wascally wabbit stuck his finger in the barrel.

Reloading takes three full round actions, as the character must measure the powder, pour the charge into the barrel, either place a bullet on a greased patch or measure shot and pour that down the barrel, and finally pack the powder tightly with a ram-rod. The Rapid Reload feat reduces this time to two full-round actions, while the Muzzleloader Drill feat (which does not affect crossbows like Rapid Reload) allows you to reload a firearm with one full-round action.

Firearms can be modified to include melee weapons such as axe or sword blades (though bayonets are the most common). Such combined weapons require proficiency in both weapons to use properly, and cost the same as the sum of both weapons. Also, flintlocks other than blunderbusses often come in a double-barreled variety, which can be fired twice before reloading is necessary. Such weapons cost +75 gp and weigh one and a half times as much. Finally, Gnomish clockwork has created some mechanical versions of the powder-and-ball arms with revolving chambers that can be fired six times before reloading. Revolvers cost +500 gp to craft, but they take six times as long to reload (each chamber must be primed and packed) and they are less reliable, so they fumble on a natural 1 or 2.
 
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And once again...

The Classic Ranger

Code:
[color=white]      Base           Fort   Ref    Will          
Lvl   Attack Bonus   Save   Save   Save   Special
 1    +1              +2      0      0    Track, Quarry Bonus +1, Favored Enemy
 2    +2              +3      0      0    ~Detect Enemy~
 3    +3              +3     +1     +1    Smite Enemy
 4    +4              +4     +1     +1    Quarry Bonus +2, Ranger Spells
 5    +5              +4     +1     +1    Animal Companion
 6    +6/+1           +5     +2     +2
 7    +7/+2           +5     +2     +2    
 8    +8/+3           +6     +2     +2    Quarry Bonus +3
 9    +9/+4           +6     +3     +3
10   +10/+5           +7     +3     +3    
11   +11/+6/+1        +7     +3     +3
12   +12/+7/+2        +8     +4     +4    Quarry Bonus +4
13   +13/+8/+3        +8     +4     +4
14   +14/+9/+4        +9     +4     +4
15   +15/+10/+5       +9     +5     +5    
16   +16/+11/+6/+1   +10     +5     +5    Quarry Bonus +5
17   +17/+12/+7/+2   +10     +5     +5
18   +18/+13/+8/+3   +11     +6     +6
19   +19/+14/+9/+4   +11     +6     +6
20   +20/+15/+10/+5  +12     +6     +6    Quarry Bonus +6[/color]
Hit Die: d10
Skill Points: 4 + Int bonus/level.
Class Skills: As standard ranger, plus Bluff, Gather Information, and Sense Motive.
Proficiencies: As standard ranger. Note: While all warrior types are familiar with simple weapons, martial weapons, shields, light armors, and medium armors, it is the fighters, paladins, and psychic warriors who prefer heavy armor. Rangers and barbarians do not, however, so we at Old Jack's Guild of Rogues recommend that both these classes be accorded two-weapon fighting and amibexterity to compensate for the lack of armor skill.
Alignment: Rangers are the defenders of the frontier, and must swear to protect those weaker than themselves. They must adhere to a Good alignment, or become ex-rangers.
Track: Gained as a bonus feat at 1st level.
Quarry Bonus: The ranger chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry. At the ranger's option, he can switch the attack roll bonus to an armor class bonus on a round-by-round basis, as per Expertise. The ranger may change his quarry mid-session if the DM allows, but it requires three full rounds of the ranger studying his prey.
Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, drop fractions. At every four levels after the first, the base Quarry Bonus rises by +1.
Favored Enemy: At 1st level, the ranger chooses one particular class of creatures as a Favored Enemy. He may choose his ranger sub-type from the folllowing list:
  • Beast-Killer (Animals, Beasts, Magical Beasts, and Vermin)
  • Bounty-Hunter (Evil Humans and Demihumans)
  • Dragon-Slayer (Dragons and Reptilian Humanoids)
  • Giant-Killer (Giants)
  • Goblin-Slayer (Orcs, Goblinoids, and Monstrous Humanoids)
  • Planes-Stalker (Demons, Devils, and Evil Elementals)
  • Sea-Stalker (Aquatic Creatures)
  • Spirit-Slayer (Fey and Spirits)
  • Vampire-Hunter (Undead)
  • Weed-Killer (Oozes and Plants)
  • Xenobiologist (Abberations and Shapechangers)
The ranger always applies his full Quarry bonus to his favored enemy, rather than reducing it to 1/3.
Detect Enemy: A ranger of 2nd level can detect his favored enemies as a spell-like ability at will, just like a paladin's detect evil ability.
Smite Enemy: Once per day, the ranger can declare his next attack against a favored enemy to be a Smite. The smiting must be declared before the attack is rolled, so a miss ruins the attempt. The ranger gets a +4 bonus to his attack roll and his level to damage if he hits. Since this damage is superanturally derived, it even affects creatures without vital areas and the like.
Ranger Spells: As standard ranger.
Animal Companion: After 5th level, the ranger can call upon any sort of animal he has befriended with animal friendship to be his special animal companion. This animal companion no longer counts against the ranger's total animal friendship hit dice, and it acquires certain special abilities while it is bound to the ranger. A ranger may only have one such animal companion at a time. The animal's subtype changes to magical beast, and it gains the following:
Code:
[color=limegreen]Ranger   Bonus   Natural   Str   Int
Level    HD      Armor     Adj.  Score    Special
5-7      +2      +1        +1    6        Improved Evasion, Share Spells, 
                                          Empathic Link, Share Saving Throws
8-10     +4      +3        +2    7        Speak with ranger
11-14    +6      +5        +3    8        Blood Bond
15-20    +8      +7        +4    9        Spell Resistance[/color]
Improved Evasion/Share Spells/Empathic Link/Share Saving Throws/Spell Resistance: These qualities are identical to those of the paladin's mount.
Speak with ranger: The ranger and the animal can communicate verbally in a tongue only they can understand; other creatures will no comprehend their speech without magical help.
Blood Bond: The companion gains a +2 bonus to all attacks, checks, and saves if it witnesses the ranger being threatened or harmed. This bonus lasts as long as the threat remains apparent.
Ex-Rangers: A ranger who ceases to be good in alignment loses all divine spells and the loyalty of his animal companions. He retains all proficiencies, feats, and other abilities, but may no longer gain levels as a ranger until he returns to a good alignment and receives atonement from a cleric of sufficient level.
--
Improved Ambidexterity [General]
Prerequisites: Base Attack +6, Dex 13+, Ambidexterity, Two-Weapon Fighting
Benefit: When fighting with two weapons of your size category, such as longswords for an Elf or short swords for a Halfling, you gain a +2 bonus to all attacks, negating the penalty for an off-hand weapon not being light.
Normal: You suffer a -2 penalty to your attack rolls when fighting with two weapons and your off-hand weapon is not one size category below you.
--
Converting the Favored Enemy system to the Quarry system
Actually, this isn't all that hard. Just follow this guidline: an ability for which the ranger had to choose one of his favored enemies now works only on this ranger's single favored enemy; an ability that automatically worked on all favored enemies now works on whatever the ranger's quarry is at the time. For example, feats like Supernatural Blow and Favored Critical would now only work on the ranger's favored enemy, while the 3rd level ranger spell detect favored enemies becomes detect quarry. The detect enemy ability given to the ranger at 2nd level is more like the paladin's detect evil power, only working on the ranger's favored enemy, and only with a range of 60 feet.
Prestige classes like the Foe Hunter, Gnome Giant Killer, and Shadow Scout who gain favored enemy bonuses should have those bonuses replaced with quarry bonuses that stack with the ranger's. The Extra Favored Enemy feat should be dropped for a feat that grants a +1 quarry bonus.

The Classic Bard

Code:
[color=white]Lv    BAB   Fort  Ref   Will   Special

1     0     +1    +1    +1     Bardic Muisic/Bardic Knowledge/
                               Bard Spells, Fochlucan College
2     +1    +2    +2    +2     MacFuirmidh College
3     +2    +2    +2    +2     ~Inspire Competence~
4     +3    +2    +2    +2     Doss College
5     +3    +3    +3    +3
6     +4    +3    +3    +3     ~Suggestion~
7     +5    +4    +4    +4     Canaith College
8     +6    +4    +4    +4
9     +6    +4    +4    +4     ~Inspire Greatness~
10    +7    +5    +5    +5     Cli College
11    +8    +5    +5    +5
12    +9    +6    +6    +6
13    +9    +6    +6    +6     Anstruth College
14    +10   +6    +6    +6
15    +11   +7    +7    +7
16    +12   +7    +7    +7     Ollamh College
17    +12   +8    +8    +8
18    +13   +8    +8    +8
19    +14   +8    +8    +8     Magna Alumnae College
20    +15   +9    +9    +9[/color]
Proficiencies: Bards are initially proficient in the normal bard armors, and only simple weapons; extra bard weapons are delt with below.
Bardic Music/Knowledge/Spells: These remain almost unchanged from the standard version. The only difference is that higher level Bardic Music abilities require a minimum bard level (as noted above) in addition to their minimum Perform ranks.
Bardic Colleges: The names actually come from the 1st edition bard progression table. Each time the bard enters a new collegate level, he gains either a bardic weapon proficiency or the Skill Mastery ability for one of his bard class skills. The bard begins in the Fochlucan College, so he may begin with one bonus weapon proficiency or Skill Mastery (the ability to take 10 in any situation) for one bard skill.
 
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And now, for your viewing pleasure...

The Technologist

Thanks to that wonderful RPG that followed in the footsteps of Baldur's Gate, Arcanum, technology in a fantasy world is no longer the oddball theme. This class is therefore based on the concepts and inventions layed down in that game for the purpose of adding a little clockwork regularity to D&D.

The technologist finally puts some high technology on the side of the heroes. The technologist uses skills based on science, Natural Law, and mechanical crafts to build technological devices powered by steam or clockwork. Most technologists are Gnomes and Dwarves, because those races are extremely given towards engineering, construction, and general tinkering. Naturally, Mankind also includes some excellent technologists, and these people have been known take to new scientific advancements as if they were a religion unto themselves.
Abilities: Intelligence is the most important ability to the technologist, since it grants him bonuses to important scientific skills, as well as extra skill points. Dexterity is useful because great hand-eye coordination is needed for delicate repairs, and Constitution helps because frankly, you never know when something is going to unexpectedly explode.
Alignment: Technologists have no alignment restrictions, though they lean towards Law because of the discipline required in mastering technological crafts.
Hit Die: d6.

Class Skills
The technologist's class skills are Assemble Device (all skills, Int, exclusive skill) Craft (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Diplomacy (Cha), Drive (Dex), Heal (Wis), Knowledge (all skills, Int), Open Lock (Dex), Pilot (Dex), Profession (Wis), and Repair Device (Int).
Skill Points: 8 + Int bonus/level.

The Technologist
Code:
[color=white][b]
        Base
        Attack
Level	Bonus	Fort	Ref	Will	Special	      Scientific Discoveries[/b]
						       A  B  C  D  E  F  G
1	0	0	0	+2	Inventions     1  -  -  -  -  -  -
2	+1	0	0	+3		       2  -  -  -  -  -  -
3	+1	+1	+1	+3		       2  1  -  -  -  -  -
4	+2	+1	+1	+4		       2  2  -  -  -  -  -
5	+2	+1	+1	+4	Bonus Feat     3  2  -  -  -  -  -
6	+3	+2	+2	+5		       3  2  1  -  -  -  -
7	+3	+2	+2	+5		       3  3  2  -  -  -  -
8	+4	+2	+2	+6		       4  3  2	-  -  -  -
9	+4	+3	+3	+6		       4  3  2	1  -  -  -
10	+5	+3	+3	+7	Bonus Feat     4  4  3  2  -  -  -
11	+5	+3	+3	+7		       5  4  3	2  -  -	 -
12	+6/+1	+4	+4	+8		       5  4  3	2  1  -  -
13	+6/+1	+4	+4	+8		       5  5  4	3  2  -  -
14	+7/+2	+4	+4	+9		       5  5  4	3  3  -  -
15	+7/+2	+5	+5	+9	Bonus Feat     5  5  4	3  3  1	 -
16	+8/+3	+5	+5	+10		       5  5  4	4  3  2	 -
17	+8/+3	+5	+5	+10		       5  5  4	4  3  3  -
18	+9/+4	+6	+6	+11		       5  5  4	4  3  3  1
19	+9/+4	+6	+6	+11		       5  5  4	4  3  3  2
20	+10/+5	+6	+6	+12	Bonus Feat     5  5  4  4  3  3  3[/color]


Class Features
All of the following are class features of the technologist.
Armor and Weapon Proficiency: Technologists are proficient in firearms and simple weapons, as well as light armors. Technologists are automatically proficient in any technological weapons or armors they build themselves.
Inventions: Using the Assemble Device skill, technologists can craft scientific devices more complex than that which the Craft skill could ever accomplish. The Assemble Device skill actually comprises eight subskills, one for each of the technological disciplines. The invention process and devices are described under the skill description. There are seven classes of technological inventions, lettered A to G. Technologists are considered to have knowledge of all simple machines (effectively, 0-level devices) just as a wizard knows how to cast all cantrips. More complex devices must be discovered with experience, or learned from another technologist's schematic.
Just as wizards may choose to remain generalist mages, or specialize in one school of magic at the expense of others, so do technologists have this option. A technologist who chooses not to specialize is called a scientist; specialist technologists are called chemists, demolitionists, electricians, gunsmiths, herbologists, mechanics, metallurgists, or physicians. Technologists who choose to specialize gain a +2 competence bonus to all Assemble Device, Disable Device, and Repair Device checks dealing with their field of specialty, and a bonus Scientific Discovery at every invention class from their field. However, two Assemble Device subskills other than the technologist's specialized skill become cross-class skills.
Scientific Discoveries: At each new level, the technologist makes one or more scientific breakthroughs through research or happenstance. The technologist discovers how to create one of the devices of a given class, without needing to have its schematic copied in his blueprint portfolio.
Bonus Feats: At every 5th level, the technologist gains a bonus feat. He must choose from Skill Focus in one of his technologist class skills, or one of the technological feats described below.

Tech Skills

Drive, Pilot, Demolitions, and Repair Device are described in a number of supplements, such as Deadlands and Star Wars. The only new skill concerned here is Assemble Device.

Assemble Device
Int; Trained Only; Technologist Only.

The assemble device skill is used exclusively to create special technological inventions from the eight primary technological disciplines most useful to adventurers: Chemistry, Explosives, Electrics, Gunsmithy, Herbology, Mechanics, Metallurgy, and Theraputics. Each of these fields comprises a separate subskill, any of which a technologist character must have ranks in if he wishes to use the skill.

In order to build a device, the technologist must have either discovered the invention on his own, or found, purchased, captured, or otherwise obtained a schematic of the device. Because scientific blueprints are written to be universally understandable, technologists need no special skill to copy or comprehend them. Once a technologist has obtained a schematic, he can undertake a period of study and research of about a day. After this period of study, the technologist understands the scientific principles behind the device in question and can proceed to try and build a prototype. Building a device requires monetary resources and a decently funded laboratory (which costs just as much as a wizard's laboratory). The assembly itself costs 300 gp per invention class, but unlike magic, no XP cost is incurred. The assembly time is a day per 100 gp of the cost. At the end of the assembly time, the technologist makes his skill check (he may not take 10 the first time he creates a given device). If the check succeeds, the assembly process has succeeded as well and the technologist has a device with a durability of 50 (it can be used fifty times before wearing out or needing repaired). If the check fails, half the required gold is expended. The market price of a given device is twice the technologist's creation cost; the cost to repair a worn-out or broken down device is one-half the base price, but each time repairs are performed the device loses 1d4 points of its maximum durability.

Note that some items are one-use, similar to potions. These items have no durability because they are consumed by use. A technologist makes enough of a given item with one Assembly for five vials.

Code:
[color=silver]
Invention   GP     Assembly  Check
Class       Cost   Time      DC
 A          300     3 days    12
 B          600     6 days    16
 C          900     9 days    20
 D          1200   12 days   24
 E          1500   15 days   28
 F          1800    18 days   32
 G          2100    21 days   36
 ...        +300    +3 days   +4 DC
[/color]

New Feats

Accidental Invention [Pseudoscience]
A laboratory accedient results in either a lucky break or a total disaster.
Benefit: If you choose to create an accidental invention, roll 1d100. This roll replaces the invention's durability.
Normal: Inventions have 50 durability.

Durable Invention [Pseudoscience]
You know how to create inventions that do not wear out.
Benefit: A durable invention does not lose druability when it is repaired. The invention class rises by +1 step.
Normal: Inventions lose 1d4 points of maximum durability each time they are repaired.

Extra Discovery [General, Technologist Only]
Benefit: You gain one extra scientific discovery. The discovery must come at an invention class from which you have already made a previous discovery. For example, a 9th level technologist taking this feat can only choose an invention up to class D.

Field Focus [General, Tehcnologist Only]
You have studied one field of invention more than others.
Benefit: You gain a +2 competence bonus to all Assemble Device, Disable Device, and Repair Device checks made in your field.
Note: Specialist technologists effectively gain this feat as a virtual feat for their field of specialty.

Improvised Invetion [Pseudoscience]
You can build things without understanding the sceince behind them.
Benefit: You can build inventions, even if you have not found the schematic or made the discovery. An improvised invention is +2 class steps higher than normal.
Normal: You cannot build a technological item if you do not know how it works.

Mass-Produce Invention [Pseudoscience]
You make many copies of an invention that you no longer put your heart and soul into.
Prerequisite: A factory, and lots and lots of gold.
Benefit: You can mass-produce inventions based on your original prototype, but initiating the craft process costs you 1/25 the GP value in XP. The invention's class is raised +4 steps. For example, mass producing the Electric Light causes it to be treated as a class F invention, costing 1800 GP (and 72 XP) to begin. The DM can regulate exactly how fast a mass-produced invention takes to be assembled.
Normal: Inventions are unique items created by the individual technologist.

Unbreakable Invention [Pseudoscience]
Your inventions never break.
Benefit: An unbreakable invention has no durability rating, because it doesn't need one. It simply runs as long as you use it. The invention class in rasied by +4 steps.
Normal: Inventions have an initial durability of 50 and wear out after that many uses.

The Technological Inventions

Invention Name
Discipline
Class: The letter of the invention signifying its relative level.
Prerequisites: Other items required by the device that need to be combined in order to craft it. Class A inventions are the basis for all others, so they lack this entry.
Description: A description of the item and its effects.

All of the inventions described herein come from the game Arcanum. I'm currently in the middle of the conversion process, so right now only a sampling of the class A inventions have been included.

Electric Light
Electrics
Class: A
Description: The Electric Light is formed by combining a tungsten fillament with a glass vacuum bulb in a normal lantern cover. It one and a half times as far as a normal lantern and can be made into a "bullseye" lantern with equal ease. Each hour of use takes one charge before the fillaments need to be replaced.

Elixer of Persuasion
Theraputics
Class: A
Description: Inhailing the vapors of this unique drug renders a body open to persuasion, contingent on a Willpower save vs. DC 15. Effectively similar to a spell of the charm variety, one vial of this fantastic elixer affects a struck target, and any splashed targets one round later. The Elixer of Persuasion renders its targets open to any verbal suggestion they can understand, provided it is something they would not normally do, such as attack an ally or commit suicide. It can be used to plant mental suggestions, get past guards, or even to make a quick friend. Elixers are one-use items that ignore durability.

Flintlock Firearm
Gunsmithy
Class: A
Description: The basic skill required to make masterwork versions of all of the one-shot and double-barreled flintlock firearms described in the firearms section above is covered by this invention. A gunsmith needs only the engineering knowledge contained in this scehmatic to start shooting things like there's no tomorrow! Masterwork flintlocks created with this skill can be fired fifty times (or their current durability) before wear and tear reduces them to normal guns.

Heal Lite
Herbology
Class: A
Description: The Heal Lite is a distilled herbal extract of amazing healing capabilities. One swig of this draught will restore 1d4 mortal points and 1d12 hit points, no problem. Heal Lite is a one-use item, unaffected by durability.

Molotov Cocktail
Explosives
Class: A
Description: The Molotov Cocktail is similar to Alchemist Fire, in that it is an oil-based incindiary that ignites upon contact. The Molotov Cocktail is stronger than the alchemical version, however, using ten-sided dice to determine damage rather than six-sided dice. A Molotov Cocktail is a one-use item, unaffected by durability.

Pure Ore
Metallurgy
Class: A
Description: The fantastic properties of adamant and mythrill have been heretofore exclusive to those metals, but modern alloy techniques have finally allowed the metallurgist to combine the two and reap the best of both worlds. Pure Ore bestows on arms and armor crafted from it the hardness and enchancing properties of adamant combined with the light weight and freedom of mythrill. Each use of a weapon, or each time armor is struck, one durability point is used. Unmaintained weapons and armor lose their special bonuses and are considered normal until repaired.

Spike Trap
Mechanics
Class: A
Description: This portable trap consists of a 3' x 3' flat metal pressure-plate with spring-loaded spikes set beneath a grating. Stepping on the trap springs the spikes causing 2d6 damage (Reflex negates). The device can be placed anywhere, even concealed with branches or debris, and still function properly... the spot DC to catch the trap is 20, even if the Search and Disable Device checks are only 15.

Strong Poison
Chemistry
Class: A
Description: Looking for stuff that would kill an Ogre? The Strong Poison is among the deadliest of contact substances. One vial of this poison, when it contacts the skin, causes 3d6 points of primary and secondary constitution damage, Fortitude DC 20. One-use items like this have no durability rating.
 
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How much can I post before I get a reply, I wonder?

The Noble

Adventuring aristocrats are an uncommon sight, since so many members of the gentry prefer a life of ease to, well, anything else. Some gentleman, though, feel a need to make a difference in the world. These altruistic warriors sometimes operate as the commander of an elite contingent of musketeers, or perhaps as a masked dragoon, putting some swash in the buckle of a villain before disappearing into the night. Noble adventurers have one thing in common, though: they are always courteous to the opposite sex and generally don't harm the weak or innocent. Many nobles harbor a secret desire put power into the hands of the common people, but because the so often find themselves in the company of elitist snobs and bigoted squires, these secret heroes must keep their opinions to themselves... until the sun sets.
Abilities: Charisma is definitely the most important ability of the noble, as they must be able to deal with people in many situations. From affairs of state to affairs of the heart, nobles do better if they are able to "wow the crowd." Acting as a leader also requires high Charisma. Intelligence and Wisdom are also important, for the noble often cannot fall back on sword or spell; more so than any other class, nobles must be able to think their way though situations.
Alignment: Nobles have no constraints on moral convictions, and do not lean one way or the other on matters of honor. A noble may just as easily be an evil traditionalist who acts like a gentleman towards widows and will kill to keep from being dishonored as an individualistic hero with a sharp rapier and a sharper wit, slinging insults and bullets alike at the established aristocracy.
Hit Die: d6.

Class Skills
The noble's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Nobility & Royalty, Int), Listen (Wis), Perform (Cha), Read Lips (Int, exlcusive skill), Ride (Dex), Sense Motive (Wis), Speak Language (any, Int), Spot (Wis), and Swim (Str).

Skill Points: 4 + Int bonus/level.


The Noble
Code:
[color=white][b]
	Base		Fort	Ref	Will
Level	Attack Bonus	Save	Save	Save	Special[/b]
1	0		0	+1	+2	Call in a favor, Secret Skill
2	+1		0	+2	+3	Inspire Confidence +1
3	+2		+1	+2	+3	Call in a favor
4	+3		+1	+2	+4	Backstab +1d4
5	+3		+1	+3	+4	Call in a favor
6	+4		+2	+3	+5	Inspire Confidence +2, Leadership
7	+5		+2	+4	+5	Call in a favor
8	+6/+1		+2	+4	+6	Backstab +2d4
9	+6/+1		+3	+4	+6	Call in a favor
10	+7/+2		+3	+5	+7	Inspire Confidence +3
11	+8/+3		+3	+5	+7	Call in a favor
12	+9/+4		+4	+6	+8	Backstab +3d4, Leadership +4
13	+9/+4		+4	+6	+8	Call in a favor
14	+10/+5		+4	+6	+9	Inspire Confidence +4
15	+11/+6/+1	+5	+7	+9	Call in a favor
16	+12/+7/+2	+5	+7	+10	Backstab +4d4
17	+12/+7/+2	+5	+8	+10	Call in a favor
18	+13/+8/+3	+6	+8	+11	Inspire Confidence +5, Leadership +8
19	+14/+9/+4	+6	+8	+11	Call in a favor
20	+15/+10/+5	+6	+9	+12	Backstab +5d4[/color]


Class Features
All of the following are class features of the noble.
Weapon and Armor Proficiency: Nobles are proficient in all simple and martial weapons, light and medium armors, and shields.
Secret Skill: At first level, the noble chooses one extra skill as a class skill, representing some area of illicit knowledge.
Call in a favor: At every odd level, the noble earns one favor he can call in to gain knowledge or resources otherwise unavailable to a party. The contacts used to fulfill the noble's request can range from an aristocratic relative to an illegitimate crime lord, depending on the nature of the noble and the sort of company he keeps.
Calling in a favor requires the noble to make a Charisma-modified level check, with the DC set by the DM at somewhere between 10 and 20 based on the scope and complexity of the favor requested. The DM may, of course, deny favors that are impossible ("Say, Bob ol' buddy, seen any vorpal falchions lately?). Nobles need not use their favors immediately, or even at all; sometimes, simply having somebody who "owes you one" can be as useful as the favor he might provide.
Inspire Confidence: By using a stirring oration or some other "pep talk," a noble can grant a bonus to all attack rolls, skill checks, and Will saves made by himself and any allies. He must spend a round talking, after which he makes a Diplomacy check vs. DC 10 +1 per five allies present, including the noble himself. The morale bonus gained increases with the level of the noble, to a maximum of +5.
Backstab: Nobles, thanks to a combination of courtly intrigue and the occasional desire to swashbuckle something, pick up a weaker version of the Sneak Attack which is identical to the rouge ability in all respects, excepting that it deals less damage and it only works when an opponent is denied his Dexterity bonus to AC; the flanking situation does not allow Backstabs.
Leadership: Nobles gain the Leadership feat for free at 6th level. As they advance, they gain the listed bonus to their leadership score.

Vicar
An alternate druid for a monotheistic campaign setting. My own world is based heavily on Arthurian legend and the lore surrounding the Crusades, so this class was naturally required for my games.

Not all priests are crusading knights or mystical monks. Some are content merely to watch over their local communities and deal with their everyday needs. When such a priest proves to have special divine powers, he usually has two options: either stay and be flocked to by the needy masses, or take to traveling abroad and using his powers to serve a greater purpose, fighting evil wherever it may lurk. A surprising number of vicars follow in the path of the more knightly miracle-workers, becoming adventurers in the name of those three men they admire most: the Father, Son, and the Holy Ghost (naturally, Don McLean songs only exist in the campaign setting if the DM says so). Vicars find that their goals and methods often coincide with those of rangers, who possess a similar connection to the earthly and natural aspects of worship.
Abilities: Wisdom is the single most important ability of the vicar, since his ability to work divine miracles is tied to a sense of when they should be properly used. Charisma is also important, because like any priest, one needs to be a shepherd to the flock, and though the vicars do not turn away the undead, their animal empathy is tied to the Charisma statistic.
Alignment: Being a priest with miraculous power, all vicars must remain Good in alignment.
Hit Die: d8.



The Vicar
Code:
[color=white][b]
	Base		Fort	Ref	Will
Level	Attack Bonus	Save	Save	Save	Special	[/b]
1	0		+1	0	+2	Divine Gift, Vicar Miracles	
2	+1		+2	0	+3		
3	+2		+2	+1	+3		
4	+3		+2	+1	+4	Divine Gift	
5	+3		+3	+1	+4		
6	+4		+3	+2	+5		
7	+5		+4	+2	+5		
8	+6/+1		+4	+2	+6	Divine Gift	
9	+6/+1		+4	+3	+6		
10	+7/+2		+5	+3	+7		
11	+8/+3		+5	+3	+7		
12	+9/+4		+6	+4	+8	Divine Gift	
13	+9/+4		+6	+4	+8		
14	+10/+5		+6	+4	+9		
15	+11/+6/+1	+7	+5	+9		
16	+12/+7/+2	+7	+5	+10	Divine Gift	
17	+12/+7/+2	+8	+5	+10		
18	+13/+8/+3	+8	+6	+11		
19	+14/+9/+4	+8	+6	+11		
20	+15/+10/+5	+9	+6	+12	Divine Gift[/color]



Class Skills
The vicar's class skills are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Faith (Wis), Handle Animal (Cha), Heal (Wis), Intuit
Direction (Wis), Knowledge (Local, Nature, Religion, Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points: 4 + Int bonus/level

Class Features
All of the following are class features of the vicar.
Weapon and Armor Proficiency: Vicars are proficient in simple weapons, light and medium armors, and shields.
Divine Miracles: A vicar works divine miracles, using the same progression as the standard cleric or druid. A vicar may request and work any miracle on the druid spell list (see the Player's Handbook) other than those with the [evil] descriptor. Miracles are prepared and then worked in the same way a cleric's are, with the vicar automatically gaining knowledge of all the miracles of a given level once the vicar has enough levels to use them. To request and work a miracle, a vicar must have a Wisdom score of at least 10 + the level of the miracle. The Difficulty Class to save against a vicar miracle is 10 + the miracle's level + the vicar's Wisdom modifier. Bonus miracles per day for the vicar are based on Wisdom.
Faith Healing: A vicar may lose a prepared miracle to work a cure miracle of the same level or lower. Take note that vicars get some cure miracles later than clerics do: cure moderate wounds is a 3rd level miracle for vicars, so they can only channel a prepared 2nd level miracle into cure light wounds or cure minor wounds.
Divine Gift: At first level and every four levels after that, the vicar is granted a new divine power to help him on his travels.
Divine Health: You are immune to all diseases, like a paladin. In addition, you gain a +2 luck bonus to saves against poisons of all kinds.
Guardian Angel: You've got a guardian angel who protects you from snipers. You gain a +4 bonus to your AC vs. ranged attacks.
Hardy as Heaven: You recover your hit points and mortal points twice as fast as other characters.
Gregorian Chant: You gain a +2 luck bonus to all saves vs. spells cast by evil magic-users.
Lion-Hearted: You are a particularly imposing individual who doesn't scare easily. You gain a +4 bonus to Intimidate checks and Will saves against fear effects.
Manna in the Desert: You can identify whether water is safe to drink or dangerous, and you no longer need to make Wilderness Lore checks to provide food for yourself in the wild (the rest of the party must still make a check).
Old as Methuselah: You no longer suffer penalties for aging, like a monk with Timeless Body.
Step of the Seraphim: You leave no trail and cannot be tracked.
Strength of Samson: You gain a +1 bonus to your Strength score.
The Way Parts: You can move through natural terrain without suffering damage or being otherwise impaired. Magical plants and terrain effects that impede motion still affect you.
Wisdom of Solomon: You gain a +1 bonus to your Wisdom score.
 
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And last, but certainly not least....

Armor and Defense

This is more of a late-blooming house rule, since I particularly loathe the idea of d20 Modern's armor giving only damage reduction, and not an AC bonus. I wondered how the idea could be added to D&D without unbalancing the game and making it near impossible to critically hit someone in full plate worth a damn, and I finally came up with a system of damage reduction based on the material instead of the AC bonus. Under this system, characters have two defensive qualities: Defense and Armor Class. They work much the same way, but only one is ever active at a time.

Defense = 12 + Base Reflex Save + Dex Mod + Miscellaneous

Armor Class = 10 + Armor Bonus + Dex Mod + Miscellaneous


Characters wearing armor figure their armor class normally. Unarmored characters use Defense. Monks (as usual) are a special case, given that they already have inherent unarmored AC bonuses. Instead of considering the monk's wisdom bonus an AC bonus, figure the monk's Defense normally, as above, and treat the class based bonus as armor, described below.

Armor

Armor remains unchanged from the standard system in that it provides a bonus to a character's AC. While armor is worn, the AC is used instead of the character's Defense as the target number of attack rolls. Most of the time Defense is the better number, making the character harder to hit without penalizing spells and skill checks. The advantage is that armor reduces mortal damage.

Hit point damage is unaffected by armor. Mortal point damage, however, is reduced based on the quality of the armor's material, its hardness, and a function of its general stopping power. Remember, the AC bonus represents its ability to deflect a blow, while the DR value is its absorbtion (it's for this reason that magical armors' deflection enhancements don't increase the DR, only special materials do).

Padded Cloth: 1/-
Leather Jerkin: 1/-
Studded Leather: 2/-
Chain Shirt: 2/-
Hide Armor: 2/-
Scale Mail: 3/-
Chainmail: 4/-
Breastplate: 3/-
Splint Mail: 4/-
Banded Mail: 3/-
Half-Plate: 5/-
Full Plate: 5/-

Armors other than padded, leather, studded, and hide may be made of special materials that increase DR:
Mythrill: x1.5
Adamant: x2

Likewise, dragon-hide doubles the damage reduction value of hide armors to 4/-.

A monk has inherent mortal damage reduction euqal to half his Wisdom bonus plus one-fifth his level. Shields provide no damage reduction, but still grant their AC bonus.

Spell Failure: I never liked arcane spell failure. For one thing, if you use a class-based Defense bonus, it's no longer neccessary because wizards and sorcerers will have okay ACs anyway, to say nothing of bards and their good Reflex save. Therefore, it's a good idea to replace the percental spell failure with a special "check penalty" equal to -1 per 5% of spell failure. The penalty applies to the "spell roll" represented by a spell's DC.

For example, studded leather and a buckler used to be AC +4, 20% spell failure. Under this system, they're still AC +4, but now the studded leather grants DR 2/- against wound damage and a bard wearing these two pieces of armor would have a -4 penalty to all his arcane spell DCs.

Epic Heroes Get Theme Songs!

This is perhaps the single most important house rule you'll ever hear (I promise!). Upon reaching level 20, player characters get theme songs. I don't mean lame songs they make up themselves (Joxur the Mighty, anyone?). I mean real songs. Led Zepplin's "Ramblin' On" is a great choice for rangers and Halflings, what with all the LotR references. Rush (The Necromancer, By-Tor and the Snow Dogs), Pink Floyd (Brick in the Wall Part 2), and Aerosmith (Dream On) also make good choices for the rock & roll type adventuer. Warrior characters may wish for something more classical, so the Connan sound-track is essential. As for your religious types, clerics and paladins are best to make do with hyms and chiors, while monks and Buddhist chants go great together. Finally, I recommend the sound-track of Final Fantasy VII to any character who does not fall into the above categories, such as the aforementioned technologist class. Hey, if the shoe fits...
 
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Ok, I will reply

I am not fond of your limit break system. It seems to me, that it would be vary easy to abuse -- especially if healing is prevalant.

Your gradual stat increase is cool, but you should increase the cost by 1 for each group of two.

For example,

17 - 18 +3
19 - 20 +4
21 - 22 +5
etc.

It depends on if you want high single stat games or medium multiple stat games.
 

The CP system is based on the math -- a standard character can increase a 22 to a 23 once every fourth level, for example, so it should never cost more than 4 CP to increase a stat.

I'm waiting for the epic level rules to see how I can apply CPs to epic level benefits, making the system a little more flexible -- something like 5 CP per level after level 20, costing 3 CP for a feat, 4 CP for a stat increase above 19, or 5 CP or a base attack bonus increase, high level spell slot, or effective class level.
 


I really like the Technologist! This is one of the best classes I have seen for modern campaigns and I think it is far better than most of the other classes I have seen as well... I take it that getting access to a group of scientific discoveries allows the technologist to understand the nature of the discovery. For example, one would need to understand the principles of antimatter bombs to create them (-;

However, I don't think that the creations should cost XP. Raise the money expenditure instead. It isn't logical that one should spend XP in creating a device - indeed one should gain XP.

This class introduces the chemist and the physician in a great way... Have any of you thought of having an campaign at the edge of industrial evolution, where for instance a PC is the first technologist, for instance?
 

Jack Daniel said:
The CP system is based on the math -- a standard character can increase a 22 to a 23 once every fourth level, for example, so it should never cost more than 4 CP to increase a stat.
A standard character can increase a 7 to an 8 every fourth level. What's your point? If that's the only basis for the cost, then you could argue that the CP cost should never be less than 4 either.
 

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