Still No classes, but now it is by creature type

After much more number crunching I have found that this will take much longer than expected. So I began anew on a feat based creature type structure. You are now Elmeheil, the 12th level elf, or Chevelle, the third level halfling, or Ulmagnus, the sixth level hound arcon. (Outsider type still in progress.)

So far I ahve gotten humanoids mostly worked out. They are somewhere around basic powerlevel, I think.

-Sravoff
 

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Basics, Humanoids

Basics:
All characters are humanoids. This means they advance as humanoids.
Humanoids:
HD: D8
Bab: 3/4 (as Cleric)
Saves: one good, two bad
Skills: 4+int
Special: Gain one bonus feat every level, you also gain you regular feat/ 3 levels.

You gain the normal atributes and racial abilities for your race, elf, halfling, goblin ect. However there are some changes.

You get ten class skills, however, any skills your race gets bonus's on must be included
You gain all you races penalties at first level, no of their strengths.
You gain a +1 in all your races favored skills. i.e. the ones they get +2 on.
After that you get all your other abilities at first level. i.e. size, speed, spell like abilites and everything else

Exceptions:
Natural armor: You gain natural armor at level 2, this starts at NA +1. Every level therafter you gain an aditional +1 Natural armor, upto the maximum of your race. i.e. at third level a lizard folk would have a +2, at level six he would have +5, at leel ten he would have +5, because +5 is their max.
Energy resistance: You gain energy resistance at level two, this starts at one and increases the way natural armor does, see above.
Racial Hitdice: Ignore this, all your HD are racial, you don't gain additional HD.

Level adjustment: This is rather big problem for this system. I am thinking you give up feats if you have racial level adjustment. Currently you lose one bonus feat out of evry five levle per point of level adjustment. i.e. a gnoll will gain bonus feats at level 2-5, 7-10, 12-15, 17-20 and so on.
 
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The New Feat Chains

Because their are no classes, class abilities must be converted into feats. Here are a few of what i have done.

Spell Feats

Sorcerer/Wizard, each caster level gives you spells per day,known as normal, each caster level cost two feats.

Cleric/Druid, each caster level gives you spells per day, known as normal, each caster level that is an even number costs one feat, those that are odd cost two. Level one costs two.

Bard, each caster level gives you spells per day,known as normal, each caster level cost one feat.

Players may also use the spell like ability feats from the enworld.org thread, "kicking out spells casters".

Skill Feats

Skilled
prereq: none
You gain 4 additional skil points this level

Trained Skill
prereq: none
Two cross class skills are now considered class skills.

Agile Feats

Evasion
prereq: lightning reflexes, must be atleast second level
You gain the evasion special ability as per the monks ability.

Improved Evasion
prereq:evasion, must have gained five levles since evasion was taken
You gain improved evasion as per the monk ability.

Uncanny Dodge
prereq:dodge, must be atleast second level
You gain the uncanny dodge ability as per the rogue.

Improved Uncanny Dodge
prereq: uncanny dodge, must have gained three levels since gaining uncanny dodge
You gain improved uncanny dodge as per the rogues ability.

Trap Sense
prereq:dodge, uncanny dodge or evasion, trapfinding
You gain trapsense +1. Every three levels this ability increases by one.

Trapfinding
prereq: search 4 ranks
You can search for all types of traps.

Sneak Attack
prereq:None yet, any ideas?
Your flanking damage does an additional 1d6 damage. You may gain this feat multiple times, its effects stack, however you must wait two levels between them.

Martial Arts Feats

Martial Arts Basic
prereq: improved unarmed strike, Bab +4
Your unamred attacks deal 1d6 damage.

Martial Arts Adept
prereq: martial arts basic, Bab +8
Your unamred attacks deal 1d8 damage.

Martial Arts Expert
prereq: martial arts adept, Bab +12
Your unamred attacks deal 1d10 damage.

Martial Arts Masterprereq: martial arts expert, Bab+16
Your unamred attacks deal 2d6 damage.

One With Body
prereq: martial arts basic
You may use hands, feet, elbows, knees and such too attack, as per the monk. Also you martial arts attacks are never considered off hand.

Fist of the Blade
prereq: martial arts adept
Your martial arts attacks threaten a crit on a 19-20. This stacks with inmproved crit.

Improved Fist of the Blade
prereq: martial arts adept, fist of the blade
Your critical hits deal x3 damage instead of x2.

Flurry of Blows
prereq: martial arts basic
You may make a second attack using your highest bab, if you do all your attacks for the round suffer a -2 penalty, as per monk.

Improved Flurry
prereq: flurry of blows, martial arts adept
Your penalty for flurry of blows is lessened by one, you only suffer a -1 to your attacks instead of the -2.

Greater Flurry of Blows
prereq: martial arts expert, improved flurry
You get two extra attacks when using flurry instead of one extra.

Tougness Feats

Damage resistance

prereq: toughness, endurence, diehard, great fortitude, improved tougnhess
You gain DR 1, you may gain this feat multiple times its effects stack. You must wait three levles before taking this feat again.
 


ahh.. two thing i forgot to mention. One you may reduce you HD for that level and gain a feat. Two, instead of adding one to your bab you could get a feat. This will allow you to get all twenty levels of sorcerer/wizard by level 20.

You may not increase you caster level by more than one per level.

-Sravoff
 

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