Need Feedback On Possible Fantasy Variant Rules Set...

Nifft said:
Have you seen the Unearthed Arcana generic classes variant? It's pretty good from what I hear.

That handles Familiars already; for animal companion replacement, I'd consider the Wild Cohort feat. Not quite as strong, but that's okay. :)

Cheers, -- N

I'm using the generic classes as my starting point, and am just trying to flesh everything out a bit more detailed than the few paragraphs we see in that excellent start. :)

Thanks for the suggestion of the Wild Cohort. It isn't OGL, but for a home campaign, it doesn't have to be. I can't post my campaign rulebook openly with closed content, though, and posting openly was one of my goals. I'll look at it, though, as I may come up with some ideas from it.

Thanks for the input,
Flynn
 

log in or register to remove this ad


After attempting to start a conversation on domains in this streamlined system, I think I'm going to go with using the domains as they are in regards to spell lists, and dropping the granted powers, turning them into feats for those that wish to have those powers.

Removing the granted powers that are improvements to caster level or simply feats that the character can select anyway, this essentially creates the following new feats for this streamlined system:

Charismatic Blessing [Priest]
Prerequisite: Ability to cast divine spells, Charm domain as one of your character's selected domains
Benefit: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Calm Emotions [Priest]
Prerequisite: Ability to cast divine spells, Community domain as one of your character's selected domains
Benefit: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Death Touch [Priest]
Prerequisite: Ability to cast divine spells, Death domain as one of your character's selected domains
Benefit: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per Priest level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Feat of Strength [Priest]
Prerequisite: Ability to cast divine spells, Strength domain as one of your character's selected domains
Benefit: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your Priest level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Freedom of Movement [Priest]
Prerequisite: Ability to cast divine spells, Travel domain as one of your character's selected domains
Benefits: For a total time per day of 1 round per Priest level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This Benefit is a supernatural ability.

Good Fortune [Priest]
Prerequisite: Ability to cast divine spells, Luck domain as one of your character's selected domains
Benefit: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Greater Turn Undead [Priest]
Prerequisite: Ability to cast divine spells, Sun domain as one of your character's selected domains
Benefit: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Heightened Turn Undead [Priest]
Prerequisite: Ability to cast divine spells, Glory domain as one of your character's selected domains
Benefit: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Inspire Allies [Priest]
Prerequisite: Ability to cast divine spells, Nobility domain as one of your character's selected domains
Benefit: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.

Magely Priest [Priest]
Prerequisite: Ability to cast divine spells, Magic domain as one of your character's selected domains
Benefit: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a Mage of one-half your Priest level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a Mage, the effective Mage levels from this feat stack with your actual Mage levels.

Protective Ward [Priest]
Prerequisite: Ability to cast divine spells, Protection domain as one of your character's selected domains
Benefit: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your Priest level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Resistance to Enchantment [Priest]
Prerequisite: Ability to cast divine spells, Liberation domain as one of your character's selected domains
Benefit: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Smite Foe [Priest]
Prerequisite: Ability to cast divine spells, Destruction domain as one of your character's selected domains
Benefit: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your Priest level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Speak With Animals [Priest]
Prerequisite: Ability to cast divine spells, Animal domain as one of your character's selected domains
Benefit: You can use speak with animals once per day as a spell-like ability.

Turn Air Creatures [Priest]
Prerequisite: Ability to cast divine spells, Earth domain as one of your character's selected domains
Benefit: Turn or destroy air creatures as a good Priest turns undead. Rebuke, command, or bolster earth creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Earth Creatures [Priest]
Prerequisite: Ability to cast divine spells, Air domain as one of your character's selected domains
Benefit: Turn or destroy earth creatures as a good Priest turns undead. Rebuke, command, or bolster air creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Fire Creatures [Priest]
Prerequisite: Ability to cast divine spells, Water domain as one of your character's selected domains
Benefit: Turn or destroy fire creatures as a good Priest turns undead. Rebuke, command, or bolster water creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Plant Creatures [Priest]
Prerequisite: Ability to cast divine spells, Magic domain as one of your character's selected domains
Benefits: Rebuke or command plant creatures as an evil Priest rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Water Creatures [Priest]
Prerequisite: Ability to cast divine spells, Fire domain as one of your character's selected domains
Benefit: Turn or destroy water creatures as a good Priest turns undead. Rebuke, command, or bolster fire creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

What are your thoughts on these?

With Regards,
Flynn
 

Hmmm... not a lot of comments, huh? ;)

Okay, the work is moving along slowly, catch as catch can. I'm working on the spell list, trimming down the spells to a managable number while keeping enough to allow for the usual D&D feel. That's proving to be difficult, because I don't want to give up much, but I think it has to be done.

Any thoughts?

With Thanks,
Flynn
 

I'm following it, although I'm primarily interested in the class trimming and feat chains. I use Elements of Magic as my base magic ruleset, although the breaking down of domain abilities is interesting as well. I'm trying to conceptualize it into my system and philosophy, so it might take some time to give some constructive criticism.
 

While it's nice to see that someone is following this thread, truth be told, I'd be doing the work anyway. :)

If I weren't considering using the system as a possible means of teaching my son to play, I'd definitely be considering EOM-ME instead of the standard magic system. Sadly, many of my players have issues with non-Vancian magic systems, another reason why I am sticking with the basics.

As an aside, I am almost done with the feat breakdown of special abilities and the like. I'll let you know more as it comes to pass.

Hasta,
Flynn
 

Okay, I've come up with a nice set of initial class-based feats, some of them inspired by D20 Modern and Grim Tales, in addition to the class-based special abilities of the core classes. Now, I need to start working through the optional base classes and see whether there's anything I can integrate from those.

More later,
Flynn
 

I'm definitely interested in what you come up with. I've considered trying to create something similar to what you're doing in the past, but never really got around to doing it (instead, I found myself working on a completely fruitless project... woohoo!). Keep it up!
 

Class-Based Feat Chains...

From the document I'm building, here are the class-based feats I've come up with so far. Bear in mind that, with the addition of action points, a streamlined combat system, etc., there are enough mechanical differences that it may not be worthwhile to post the entire body of feats, but I might post a few, if there is interest. The class names in parenthesis indicate which classes may choose from these class-based feats, and the [Prestige] label indicates that the character must be at least 5th character level, in addition to other requirements, before they can take this feat.

Any feedback would be appreciated,
Flynn

NOTE: The abilities that are currently missing are Call Warhorse (paladin), Canny Dodge (duelist), Acrobatic Charge (duelist), and many of the DMG prestige class special abilities (although a good number are covered here).

* * * * *

ANIMAL AFFINITY FEAT CHAIN
Wild Empathy (Priest)
Animal Companion (Priest)
Wild Shape (Priest) [Prestige]
Large Wild Shape (Priest) [Prestige]
Tiny Wild Shape (Priest) [Prestige]
Huge Wild Shape (Priest) [Prestige]
Plant Wild Shape (Priest) [Prestige]
Elemental Wild Shape (Priest) [Prestige]

BARDIC CHARM FEAT CHAIN
Fascinate (Mage, Rogue)
Suggestion (Mage, Rogue) [Prestige]
Mass Suggestion (Mage, Rogue) [Prestige]

BARDIC INSPIRATION FEAT CHAIN
Inspire Courage (Mage, Rogue)
Inspire Competence (Mage, Rogue)
Inspire Greatness (Mage, Rogue) [Prestige]
Inspire Heroics (Mage, Rogue) [Prestige]

BARDIC MUSIC FEAT CHAIN
Countersong (Mage, Rogue)
Song of Freedom (Mage, Rogue) [Prestige]

BERSERKER FEAT CHAIN
Rage (Warrior)
Greater Rage (Warrior) [Prestige]
Tireless Rage (Warrior) [Prestige]

BLESSED FEAT CHAIN
Divine Grace (Priest)
Divine Light (Priest)
Lay On Hands (Priest)
Remove Disease (Priest) [Prestige]

DAMAGE REDUCTION FEAT CHAIN
Damage Reduction (Warrior) [Prestige]

DEFENSIVE FIGHTER FEAT CHAIN
Dodge Critical (Rogue, Warrior) [Prestige]
Superior Expertise (Rogue, Warrior) [Prestige]

EMPATHIC FEAT CHAIN
Empathy (Priest)
Improved Aid Another (Priest) [Prestige]
Intuition (Priest) [Prestige]

ENERGY RESISTANCE FEAT CHAIN
Energy Resistance (Warrior)
Improved Energy Resistance (Warrior) [Prestige]

EVASIVE FEAT CHAIN
Defensive Roll (Rogue, Warrior) [Prestige]
Evasion (Rogue, Warrior)
Improved Evasion (Rogue, Warrior) [Prestige]

EXTREME EFFORT FEAT CHAIN
Extreme Effort (Warrior)

FAST TALK FEAT CHAIN
Dazzle [Prestige]
Fast-Talk
Taunt [Prestige]

HARRIER FEAT CHAIN
Favored Enemy (Priest, Warrior) [Prestige]
Smite (Priest, Warrior) [Prestige]

HEALING FEAT CHAIN
Healing Knack (Priest)
Healing Touch (Priest) [Prestige]
Major Medical Miracle (Priest) [Prestige]
Minor Medical Miracle (Priest) [Prestige]

IGNORE HARDNESS FEAT CHAIN
Ignore Hardness (Warrior)

IMPROVED CARRYING CAPACITY FEAT CHAIN
Improved Carrying Capacity (Warrior)

IMPROVED REACTION FEAT CHAIN
Improved Reaction (Rogue)

INCREASED SPEED FEAT CHAIN
Increased Speed (Rogue, Warrior)

INSIGHT FEAT CHAIN
Aware (Rogue) [Prestige]
Cool Under Pressure (Rogue) [Prestige]
Insight (Rogue)

LEADERSHIP FEAT CHAIN
Concerted Attack [Prestige]
Coordinate
Greater Inspiration [Prestige]
Inspiration [Prestige]

LIVING WEAPON FEAT CHAIN
Living Weapon (Priest, Warrior)
Mystical Ki Strike (Priest, Warrior) [Prestige]
Quivering Palm (Priest, Warrior) [Prestige]
Adamantine Ki Strike (Priest, Warrior) [Prestige]

MELEE SMASH FEAT CHAIN
Melee Smash (Warrior)

OBSCURE KNOWLEDGE FEAT CHAIN
Bardic Knowledge (Mage, Rogue)
Pseudo-Eidetic Memory (Mage, Rogue)

PLANT AFFINITY FEAT CHAIN
Woodland Stride (Priest)
Trackless Step (Priest)

PRECISE STRIKE FEAT CHAIN
Precise Strike (Priest) [Prestige]
Improved Precise Strike (Priest) [Prestige]

PROTECTIVE FEAT CHAIN
Defensive Stance (Warrior) [Prestige]
Mobile Defense (Warrior) [Prestige]
Harm’s Way (Warrior)
Protective Bonus (Warrior) [Prestige]
Protective Strike (Warrior) [Prestige]

RESILIENT FEAT CHAIN
Deep Breather (Warrior)
Enduring Tenacity (Warrior) [Prestige]
Greater Disease Resistance (Warrior) [Prestige]
Greater Poison Resistance (Warrior) [Prestige]

SLOW FALL FEAT CHAIN
Slow Fall (Priest, Warrior) [Prestige]

SNEAK ATTACK FEAT CHAIN
Backstab (Rogue)
Sneak Attack (Rogue)
Crippling Strike (Rogue) [Prestige]
Death Attack (Rogue) [Prestige]

STRATEGY FEAT CHAIN
Exploit Weakness (Mage) [Prestige]
Plan (Mage) [Prestige]
Trick (Mage) [Prestige]

SUMMONING FEAT CHAIN
Summon Familiar (Mage)

SURVIVALIST FEAT CHAIN
Swift Tracker (Priest, Warrior) [Prestige]
Camouflage (Priest, Warrior) [Prestige]
Hide in Plain Sight (Priest, Warrior) [Prestige]

TURN OR REBUKE FEAT CHAIN
Turn Undead (Priest)
Rebuke Undead (Priest)
Turn Air Creatures (Priest)
Turn Earth Creatures (Priest)
Turn Fire Creatures (Priest)
Turn Plant Creatures (Priest)
Turn Water Creatures (Priest)

TRAP MASTERY FEAT CHAIN
Trap Sense (Rogue, Warrior)
Trap-finding (Rogue)

UNCANNY DODGE FEAT CHAIN
Uncanny Dodge (Rogue, Warrior)
Improved Uncanny Dodge (Rogue, Warrior) [Prestige]

VALOROUS FEAT CHAIN
Bravery (Priest, Warrior)
Fearless (Priest, Warrior) [Prestige]
Intrepid Grace (Priest)
Stand Your Ground (Priest, Warrior) [Prestige]

UNBREAKABLE FEAT CHAIN
Automatic Stability (Warrior)
Robust (Warrior)
Second Wind (Warrior)
Stamina (Warrior) [Prestige]
Stay in the Game (Warrior) [Prestige]
Ultra Immune System (Warrior) [Prestige]

WEAPON MASTERY FEAT CHAIN
Attack Specialization (Warrior) [Prestige]
Greater Attack Focus (Warrior) [Prestige]
Improved Critical (Warrior) [Prestige]
Greater Attack Specialization (Warrior) [Prestige]

ZEN FEAT CHAIN
Deflect Arrows (Priest, Warrior) [Prestige]
Wholeness of Body (Priest, Warrior) [Prestige]
Zen Defense (Priest, Warrior) [Prestige]
Zen Focus (Priest, Warrior) [Prestige]
Zen Strike (Priest, Warrior) [Prestige]
 

Mage Spell List coming into focus...

Looks like the Mage (arcane spellcaster) spell list is nearing completion as I trim it down to the bare minimums for initial inclusion.

Here's what I have so far:

0th-Level Mage Spells (Cantrips)
1. Arcane Mark
2. Dancing Lights
3. Daze
4. Detect Magic
5. Detect Poison
6. Disrupt Undead
7. Energy Ray, Lesser
8. Energy Slam
9. Flare
10. Ghost Sound
11. Light
12. Mage Hand
13. Mending
14. Message
15. Mystic Circumstances
16. Open/Close
17. Prestidigitation
18. Read Magic
19. Resistance
20. Touch of Fatigue

1st-Level Mage Spells
1. Cause Fear
2. Charm Person
3. Chill Touch
4. Comprehend Languages
5. Disguise Self
6. Endure Elements
7. Enlarge Person
8. Feather Fall
9. Floating Disk
10. Identify
11. Mage Armor
12. Magic Missile
13. Magic Weapon
14. Monster Summoning I
15. Obscuring Mist
16. Protection From Outsiders
17. Shield
18. Silent Image
19. Sleep
20. Unseen Servant

2nd-Level Mage Spells
1. Ability Enhancer
2. Arcane Lock
3. Blur
4. Command Undead
5. Darkness
6. Detect Thoughts
7. Energy Weapon
8. Enhanced Knowledge, Lesser
9. Hideous Laughter
10. Invisibility
11. Knock
12. Levitate
13. Locate Object
14. Mirror Image
15. Monster Summoning II
16. Resist Energy
17. Spectral Hand
18. Spider Climb
19. Touch of Idiocy
20. Web

3rd-Level Mage Spells
1. Arcane Sight
2. Clairaudience/Clairvoyance
3. Daylight
4. Dispel Magic
5. Energy Ball
6. Energy Bolt
7. Explosive Runes
8. Heroism
9. Haste
10. Hold Person
11. Magic Circle vs. Outsiders
12. Magic Weapon, Greater
13. Major Image
14. Monster Summoning III
15. Protection From Energy
16. Protection From Outsiders
17. Stinking Cloud
18. Suggestion
19. Telepathic Bond, Lesser
20. Tongues

4th-Level Mage Spells
1. Animate Dead
2. Arcane Eye
3. Bestow Curse
4. Black Tentacles
5. Charm Monster
6. Confusion
7. Contagion
8. Dimension Door
9. Energy Wall
10. Enhanced Knowledge
11. Globe of Invulnerability, Lesser
12. Ice Storm
13. Invisibility, Greater
14. Monster Summoning IV
15. Phantasmal Killer
16. Polymorph
17. Remove Curse
18. Scrying
19. Shadow Conjuration
20. Stoneskin

5th-Level Mage Spells
1. Baleful Polymorph
2. Break Enchantment
3. Contact Other Plane
4. Dismissal
5. Energy Cone
6. Fabricate
7. Feeblemind
8. Hold Monster
9. Magic Jar
10. Monster Summoning V
11. Passwall
12. Permanency
13. Persistent Image
14. Planar Binding, Lesser
15. Sending
16. Shadow Evocation
17. Telekinesis
18. Telepathic Bond
19. Teleport
20. Waves of Fatigue

6th-Level Mage Spells
1. Analyze Dweomer
2. Anti-Magic Field
3. Circle of Death
4. Contingency
5. Create Undead
6. Disintegrate
7. Dispel Magic, Greater
8. Energy Current
9. Flesh to Stone
10. Forceful Hand
11. Geas/Quest
12. Globe of Invulnerability
13. Heroism, Greater
14. Monster Summoning VI
15. Permanent Image
16. Planar Binding
17. Probe Thoughts
18. Programmed Image
19. True Seeing
20. Undeath to Death

7th-Level Mage Spells
1. Arcane Sight, Greater
2. Banishment
3. Control Undead
4. Control Weather
5. Finger of Death
6. Forcecage
7. Grasping Hand
8. Insanity
9. Limited Wish
10. Monster Summoning VII
11. Plane Shift
12. Power Word Blind
13. Prismatic Spray
14. Project Image
15. Reverse Gravity
16. Scrying, Greater
17. Shadow Conjuration, Greater
18. Spell Turning
19. Teleport, Greater
20. Waves of Exhaustion

8th-Level Mage Spells
1. Binding
2. Clenched Fist
3. Clone
4. Dimensional Lock
5. Discern Location
6. Horrid Wilting
7. Incendiary Cloud
8. Maze
9. Mind Blank
10. Moment of Prescience
11. Monster Summoning VIII
12. Planar Binding, Greater
13. Energy Ray, Greater
14. Polymorph Any Object
15. Power Word Stun
16. Prismatic Wall
17. Screen
18. Shadow Evocation, Greater
19. Telekinetic Sphere
20. Temporal Stasis

9th-Level Mage Spells
1. Crushing Hand
2. Disjunction
3. Dominate Monster
4. Energy Drain
5. Foresight
6. Freedom
7. Gate
8. Imprisonment
9. Meteor Swarm
10. Monster Summoning IX
11. Power Word Kill
12. Prismatic Sphere
13. Shades
14. Shapechange
15. Time Stop
16. Wail of the Banshee
17. Weird
18. Wish

Any thoughts on trimming it down further would be greatly appreciated.

Thanks,
Flynn
 

Remove ads

Top