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<blockquote data-quote="Matthias" data-source="post: 3862508" data-attributes="member: 3625"><p>How does this look as an adaptation of the Voluntary Poverty rules (BOXD 29-31)? I did not adapt or modify every benefit given by them, in particular the ones based on alignment or could not be spun with a nonmagical feel. The boosts to the other benefits will (I hope) compensate for this.</p><p></p><p></p><p>Every PC gains the following benefits by character level. This replaces the standard +1 feat every 3rd level and +1 to ability score every 4th level.</p><p></p><p>1st Level: Character Feat</p><p>2nd Level: Adaptation (1st), Dodge Defense +1</p><p>3rd Level: Character Feat</p><p>4th Level: Dodge Defense +2, Mental Defense +1, Warskill +1</p><p>5th Level: Ability Boost +1, Character Feat</p><p>6th Level: Adaptation (2nd), Deflection Defense +1, Dodge Defense +3</p><p>7th Level: Character Feat</p><p>8th Level: Dodge Defense +4, Natural Armor +1, Warskill +2</p><p>9th Level: Character Feat, Mental Defense +2 </p><p>10th Level: Ability Boost +2, Adaptation (3rd), Dodge Defense +5</p><p>11th Level: Character Feat</p><p>12th Level: Deflection Defense +2, Dodge Defense +6, Warskill +3</p><p>13th Level: Character Feat</p><p>14th Level: Adaptation (4th), Dodge Defense +7, Mental Defense +3</p><p>15th Level: Ability Boost +3, Character Feat</p><p>16th Level: Dodge Defense +8, Natural Armor +2, Warskill +4</p><p>17th Level: Character Feat</p><p>18th Level: Adaptation (5th), Deflection Defense +3, Dodge Defense +9</p><p>19th Level: Character Feat, Mental Defense +4</p><p>20th Level: Ability Boost +4, Dodge Defense +10, Warskill +5</p><p></p><p></p><p>Ability Boost</p><p>Every 5th level, an adventurer gains an inherent +1 bonus to all of their ability scores.</p><p></p><p>Adaptation</p><p>Adventuring is a difficult profession but with time, adventurers get used to the nomadic lifestyle. Each time, a character gains Adaptation, choose one of the following options (each of which may only be gained once). Bonuses gained from Adaptation stack with that of the Endurance feat.</p><p>(a) Hard Travel: +2 bonus to Constitution checks made to avoid nonlethal damage from a forced march.</p><p>(b) Long-Distance Running: +2 bonus to Constitution checks made to continue running.</p><p>(c) Long-Distance Swimming: +2 bonus to Swim checks made to resist nonlethal damage.</p><p>(d) Resist Dehydration: +2 bonus to Constitution checks made to avoid thirst.</p><p>(e) Resist Disease: +2 to Fortitude saves made to resist the effects of disease.</p><p>(f) Resist Energy (Acid): Gain energy resistance 2 to acid-based damage.</p><p>(g) Resist Energy (Cold): Gain energy resistance 2 to cold-based damage.</p><p>(h) Resist Energy (Electricity): Gain energy resistance 2 to electricity-based damage.</p><p>(i) Resist Energy (Fire): Gain energy resistance 2 to fire-based damage.</p><p>(j) Resist Energy (Negative): Gain energy resistance 2 to negative energy.</p><p>(k) Resist Energy (Positive): Gain energy resistance 2 to positive energy.</p><p>(l) Resist Energy (Sonic): Gain energy resistance 2 to sonic-based damage.</p><p>(m) Resist Suffocation: +2 bonus to Constitution checks made to hold one's breath.</p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite23" alt="(n)" title="Thumbs down (n)" loading="lazy" data-shortname="(n)" /> Resist Hunger: +2 bonus to Constitution checks made to avoid starvation.</p><p>(o) Resist Poison: +2 to Fortitude saves made to resist the effects of poison.</p><p>(p) Strong Back: Strength score is treated as 2 points higher for determining encumbrance and lifting, pushing, and dragging heavy objects.</p><p>(q) Temperature Extremes: +2 bonus to Fortitude saves made to avoid nonlethal damage from hot or cold environments.</p><p>Each Adaptation may only be taken once.</p><p></p><p>Character Feat</p><p>Adventurers gain a new feat at every odd-numbered character level.</p><p></p><p>Deflection Defense</p><p>With time, adventurers hone their skills at blocking and parrying incoming physical attacks. They gain a deflection bonus to AC as long as they have a weapon or shield in hand and are not flat-footed, immobilized, or helpless.</p><p></p><p>Dodge Defense</p><p>Experienced adventurers are better able to anticipate and avoid attacks, gaining a dodge bonus to their AC. A character loses this bonus when they are carrying a heavy load. This bonus overlaps (does not stack with) armor bonuses to AC gained from worn armor. (Shield bonuses to AC still stack with Dodge Defense, however.)</p><p></p><p>Mental Defense</p><p>The rigors of adventurering compels one to make hard choices and see the world more and more in shades of gray, making them a more jaded and well-rounded individual. As well, veteran adventurers learn how to safeguard their thoughts against magical intrusion using a variety of mental tricks such as reciting nonsense rhymes, doing mathematical problems, and conjuring up overpowering emotional feelings or distasteful imagery. These life experiences and psychological training grant the character a resistance bonus to saves against Detect Thoughts, Discern Lies, and any attempt to discern their alignment.</p><p></p><p>Natural Armor</p><p>Surviving many battles hardens an adventurer's body. They gain a natural armor bonus to AC, cumulative with any preexisting natural armor bonus.</p><p></p><p>Warskill</p><p>Combat experience makes an adventurer's aimed and prepared attacks more accurate & deadly. They gain a competence bonus to attacks and damage to attacks made as readied actions.</p></blockquote><p></p>
[QUOTE="Matthias, post: 3862508, member: 3625"] How does this look as an adaptation of the Voluntary Poverty rules (BOXD 29-31)? I did not adapt or modify every benefit given by them, in particular the ones based on alignment or could not be spun with a nonmagical feel. The boosts to the other benefits will (I hope) compensate for this. Every PC gains the following benefits by character level. This replaces the standard +1 feat every 3rd level and +1 to ability score every 4th level. 1st Level: Character Feat 2nd Level: Adaptation (1st), Dodge Defense +1 3rd Level: Character Feat 4th Level: Dodge Defense +2, Mental Defense +1, Warskill +1 5th Level: Ability Boost +1, Character Feat 6th Level: Adaptation (2nd), Deflection Defense +1, Dodge Defense +3 7th Level: Character Feat 8th Level: Dodge Defense +4, Natural Armor +1, Warskill +2 9th Level: Character Feat, Mental Defense +2 10th Level: Ability Boost +2, Adaptation (3rd), Dodge Defense +5 11th Level: Character Feat 12th Level: Deflection Defense +2, Dodge Defense +6, Warskill +3 13th Level: Character Feat 14th Level: Adaptation (4th), Dodge Defense +7, Mental Defense +3 15th Level: Ability Boost +3, Character Feat 16th Level: Dodge Defense +8, Natural Armor +2, Warskill +4 17th Level: Character Feat 18th Level: Adaptation (5th), Deflection Defense +3, Dodge Defense +9 19th Level: Character Feat, Mental Defense +4 20th Level: Ability Boost +4, Dodge Defense +10, Warskill +5 Ability Boost Every 5th level, an adventurer gains an inherent +1 bonus to all of their ability scores. Adaptation Adventuring is a difficult profession but with time, adventurers get used to the nomadic lifestyle. Each time, a character gains Adaptation, choose one of the following options (each of which may only be gained once). Bonuses gained from Adaptation stack with that of the Endurance feat. (a) Hard Travel: +2 bonus to Constitution checks made to avoid nonlethal damage from a forced march. (b) Long-Distance Running: +2 bonus to Constitution checks made to continue running. (c) Long-Distance Swimming: +2 bonus to Swim checks made to resist nonlethal damage. (d) Resist Dehydration: +2 bonus to Constitution checks made to avoid thirst. (e) Resist Disease: +2 to Fortitude saves made to resist the effects of disease. (f) Resist Energy (Acid): Gain energy resistance 2 to acid-based damage. (g) Resist Energy (Cold): Gain energy resistance 2 to cold-based damage. (h) Resist Energy (Electricity): Gain energy resistance 2 to electricity-based damage. (i) Resist Energy (Fire): Gain energy resistance 2 to fire-based damage. (j) Resist Energy (Negative): Gain energy resistance 2 to negative energy. (k) Resist Energy (Positive): Gain energy resistance 2 to positive energy. (l) Resist Energy (Sonic): Gain energy resistance 2 to sonic-based damage. (m) Resist Suffocation: +2 bonus to Constitution checks made to hold one's breath. (n) Resist Hunger: +2 bonus to Constitution checks made to avoid starvation. (o) Resist Poison: +2 to Fortitude saves made to resist the effects of poison. (p) Strong Back: Strength score is treated as 2 points higher for determining encumbrance and lifting, pushing, and dragging heavy objects. (q) Temperature Extremes: +2 bonus to Fortitude saves made to avoid nonlethal damage from hot or cold environments. Each Adaptation may only be taken once. Character Feat Adventurers gain a new feat at every odd-numbered character level. Deflection Defense With time, adventurers hone their skills at blocking and parrying incoming physical attacks. They gain a deflection bonus to AC as long as they have a weapon or shield in hand and are not flat-footed, immobilized, or helpless. Dodge Defense Experienced adventurers are better able to anticipate and avoid attacks, gaining a dodge bonus to their AC. A character loses this bonus when they are carrying a heavy load. This bonus overlaps (does not stack with) armor bonuses to AC gained from worn armor. (Shield bonuses to AC still stack with Dodge Defense, however.) Mental Defense The rigors of adventurering compels one to make hard choices and see the world more and more in shades of gray, making them a more jaded and well-rounded individual. As well, veteran adventurers learn how to safeguard their thoughts against magical intrusion using a variety of mental tricks such as reciting nonsense rhymes, doing mathematical problems, and conjuring up overpowering emotional feelings or distasteful imagery. These life experiences and psychological training grant the character a resistance bonus to saves against Detect Thoughts, Discern Lies, and any attempt to discern their alignment. Natural Armor Surviving many battles hardens an adventurer's body. They gain a natural armor bonus to AC, cumulative with any preexisting natural armor bonus. Warskill Combat experience makes an adventurer's aimed and prepared attacks more accurate & deadly. They gain a competence bonus to attacks and damage to attacks made as readied actions. [/QUOTE]
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