Master of Monkeys
First Post
I haven't updated in a while, so I think I will add some stuff. I have been working on a fighter stance system that is something like this:
Crane: +4 dex, +4 con, -4 str
Bull: +4 str, +4 dex, -4 con
Bear: +4 str, +4 con, -4 dex
The problem is, I don't even know if I like the stystem. I'm still working on it, I just wanted to tell you about it. Comments, suggestions? Any ideas?
ARMOR
Most of that armor's cost is prohibitive. I just wrote them down as I found them. I could either make some new armor, or keep this and have most classes rely on dexterity. I could just get rid of armor completely, maybe just have hide and leather. Any ideas?
Where do people get weapons? What kind of weapons are there? Any ideas?
I was thinking of Rage feats instead of having a barbarian class. Also in feats, I like some of the feats from Masters of the Wild.
CLASSES
Fighter
Game Rule Information
Fighters have the following game statistics:
Vitality: 1d10 plus Constitution modifier per level.
Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int Modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the folowing are class features of the rogue:
Starting Feats: The fighter begins play with the following feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (martial weapons)
Bonus Feat: At 1st level, 2nd level, end every two levels thereafter, the fighter gets a bonus feat. These bonus feats may be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Weapon Proficiency (exotic weapon), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, Weapon Focus, and Weapon Specialization.
Rogue
Game Rule Information
Rogues have the following game statistics:
Vitality: 1d6 plus Constitution modifier per level.
Class Skills
The rogue's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (8 + Int Modifier) X 4.
Skill Points at Each Additional Level: 8 + Int modifier
Class Features
All of the folowing are class features of the rogue:
Starting Feats: The rogue begins play with the following feats:
Weapon Proficiency (simple weapons)
Bonus Feat: At 1st, 2nd, 4th, 8th, 10th, 14th, 16th, and 20th level the rogue gets a bonus feat. These bonus feats may be drawn from the following list: Alertness, Dodge (Mobility, Spring Attack), Improved Initiative, Run, Skill Focus, Track, Weapon Finesse, Weapon Focus, and Weapon Proficiency (martial weapons).
Sneak Attack: If you don't know what this is, hmm.
Scout
Game Rule Information
Rogues have the following game statistics:
Vitality: 1d8 plus Constitution modifier per level.
Class Skills
The rogue's class skills (and the key ability for each skill) are Aniaml Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int Modifier) X 4.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the folowing are class features of the scout:
Starting Feats: The scout begins play with the following feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (martial weapons)
Bonus Feat: At 1st, 2nd, 10th, 12th, 16th, and 18th level the scout gets a bonus feat. These bonus feats may be drawn from the following list: Alertness, Ambidexterity, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Improved Initiative, Skill Focus, Track, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, and Weapon Focus.
Uncanny Dodge: You know it, you love it.
Skill Mastery:At 8th, 14th, and 20th level scouts gain Skill Mastery. A scout may choose a number of skills equal to her intelligence modifier. The scout may take 10 on these skills even if situation or stress would prevent them from it.
Hmm... that was fun. These classes have not been tested much. So, I have no idea how well they work. I noticed some of the Bonus Feats abilities were lacking, they need some more feats. When we add feats, I will add feats to these lists.
Crane: +4 dex, +4 con, -4 str
Bull: +4 str, +4 dex, -4 con
Bear: +4 str, +4 con, -4 dex
The problem is, I don't even know if I like the stystem. I'm still working on it, I just wanted to tell you about it. Comments, suggestions? Any ideas?
ARMOR
Code:
[COLOR=silver] Armor Maximum Armor Arcane
ARMOR Cost Bonus Dex Bonus Check Penalty Spell Failure
Light Armor
Cord 8 gp +2 +4 -2 20%
Leather 10 gp +2 +6 0 10%
Bone 15 gp +3 +4 -3 15%
Wood chain shirt 850 gp +4 +5 0 15%
Wood scale mail 2300 gp +4 +4 -2 20%
Wood chainmail 2400 gp +5 +3 -3 25%
Wood breastplate 2450 gp +5 +4 -2 20%
Medium Armor
Hide 15 gp +3 +4 -3 20%
Leaf hide 765 gp +3 +5 -1 15%
Wood splint mail 6200 gp +6 +1 -5 35%
Wood banded mail 6250 gp +6 +2 -4 30%
Wood half-plate 6600 gp +7 +1 -5 35%
Wood full plate 7500 gp +8 +2 -4 30%[/COLOR]
Most of that armor's cost is prohibitive. I just wrote them down as I found them. I could either make some new armor, or keep this and have most classes rely on dexterity. I could just get rid of armor completely, maybe just have hide and leather. Any ideas?
Where do people get weapons? What kind of weapons are there? Any ideas?
I was thinking of Rage feats instead of having a barbarian class. Also in feats, I like some of the feats from Masters of the Wild.
CLASSES
Fighter
Code:
[COLOR=silver]
Base Attack Fort Ref Will
Lvl Bonus Save Save Save Special
1 +1 +0 +2 +0 Starting Feats, Bonus Feat
2 +2 +0 +3 +0 Bonus Feat
3 +3 +1 +3 +1
4 +4 +1 +4 +1 Bonus Feat
5 +5 +1 +4 +1
6 +6/+1 +2 +5 +2 Bonus Feat
7 +7/+2 +2 +5 +2
8 +8/+3 +2 +6 +2 Bonus Feat
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3 Bonus Feat
11 +11/+6/+1 +3 +7 +3
12 +12/+7/+2 +4 +8 +4 Bonus Feat
13 +13/+8/+3 +4 +8 +4
14 +14/+9/+4 +4 +9 +4 Bonus Feat
15 +15/+10/+5 +5 +9 +5
16 +16/+11/+6/+1 +5 +10 +5 Bonus Feat
17 +17/+12/+7/+2 +5 +10 +5
18 +18/+13/+8/+3 +6 +11 +6 Bonus Feat
19 +19/+14/+9/+4 +6 +11 +6
20 +20/+15/+10/+5 +6 +12 +6 Bonus Feat[/COLOR]
Game Rule Information
Fighters have the following game statistics:
Vitality: 1d10 plus Constitution modifier per level.
Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int Modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the folowing are class features of the rogue:
Starting Feats: The fighter begins play with the following feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (martial weapons)
Bonus Feat: At 1st level, 2nd level, end every two levels thereafter, the fighter gets a bonus feat. These bonus feats may be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Weapon Proficiency (exotic weapon), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, Weapon Focus, and Weapon Specialization.
Rogue
Code:
[COLOR=silver]
Base Attack Fort Ref Will
Lvl Bonus Save Save Save Special
1 +0 +0 +2 +0 Starting Feats, Bonus Feat
2 +1 +0 +3 +0 Bonus Feat
3 +2 +1 +3 +1
4 +3 +1 +4 +1 Bonus Feat
5 +3 +1 +4 +1
6 +4 +2 +5 +2 Sneak Attack +2d6
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2 Bonus Feat
9 +6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3 Bonus Feat
11 +8/+3 +3 +7 +3
12 +9/+4 +4 +8 +4 Sneak Attack +4d6
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4 Bonus Feat
15 +11/+6/+1 +5 +9 +5
16 +12/+7/+2 +5 +10 +5 Bonus Feat
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6 Sneak Attack +6d6
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6 Bonus Feat
[/COLOR]
Game Rule Information
Rogues have the following game statistics:
Vitality: 1d6 plus Constitution modifier per level.
Class Skills
The rogue's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (8 + Int Modifier) X 4.
Skill Points at Each Additional Level: 8 + Int modifier
Class Features
All of the folowing are class features of the rogue:
Starting Feats: The rogue begins play with the following feats:
Weapon Proficiency (simple weapons)
Bonus Feat: At 1st, 2nd, 4th, 8th, 10th, 14th, 16th, and 20th level the rogue gets a bonus feat. These bonus feats may be drawn from the following list: Alertness, Dodge (Mobility, Spring Attack), Improved Initiative, Run, Skill Focus, Track, Weapon Finesse, Weapon Focus, and Weapon Proficiency (martial weapons).
Sneak Attack: If you don't know what this is, hmm.
Scout
Code:
[COLOR=silver]
Base Attack Fort Ref Will
Lvl Bonus Save Save Save Special
1 +1 +0 +2 +0 Starting Feats, Bonus Feat
2 +2 +0 +3 +0 Bonus Feat
3 +3 +1 +3 +1
4 +4 +1 +4 +1 Uncanny Dodge (Dex bonus)
5 +5 +1 +4 +1
6 +6/+1 +2 +5 +2 Uncanny Dodge (Can't be flanked)
7 +7/+2 +2 +5 +2
8 +8/+3 +2 +6 +2 Skill Mastery
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3 Bonus Feat
11 +11/+6/+1 +3 +7 +3
12 +12/+7/+2 +4 +8 +4 Bonus Feat
13 +13/+8/+3 +4 +8 +4
14 +14/+9/+4 +4 +9 +4 Skill Mastery
15 +15/+10/+5 +5 +9 +5
16 +16/+11/+6/+1 +5 +10 +5 Bonus Feat
17 +17/+12/+7/+2 +5 +10 +5
18 +18/+13/+8/+3 +6 +11 +6 Bonus Feat
19 +19/+14/+9/+4 +6 +11 +6
20 +20/+15/+10/+5 +6 +12 +6 Skill Mastery[/COLOR]
Game Rule Information
Rogues have the following game statistics:
Vitality: 1d8 plus Constitution modifier per level.
Class Skills
The rogue's class skills (and the key ability for each skill) are Aniaml Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int Modifier) X 4.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the folowing are class features of the scout:
Starting Feats: The scout begins play with the following feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (martial weapons)
Bonus Feat: At 1st, 2nd, 10th, 12th, 16th, and 18th level the scout gets a bonus feat. These bonus feats may be drawn from the following list: Alertness, Ambidexterity, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Improved Initiative, Skill Focus, Track, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, and Weapon Focus.
Uncanny Dodge: You know it, you love it.
Skill Mastery:At 8th, 14th, and 20th level scouts gain Skill Mastery. A scout may choose a number of skills equal to her intelligence modifier. The scout may take 10 on these skills even if situation or stress would prevent them from it.
Hmm... that was fun. These classes have not been tested much. So, I have no idea how well they work. I noticed some of the Bonus Feats abilities were lacking, they need some more feats. When we add feats, I will add feats to these lists.
Last edited: