Difference between revisions of "User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Character Options"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Skills)
m (Paleomancer moved page Emerald Sun (3.5e Campaign Setting)/Character Options to User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Character Options: I haven't worked on it for a while, and I am not satisfied with my approach and organization...)
 
(20 intermediate revisions by the same user not shown)
Line 2: Line 2:
  
 
==Feats==
 
==Feats==
:For weapon proficiencies, characters use the [[Publication:Unearthed Arcana/Weapon Group Feats| Weapon Group feats]] variant from Unearthed Arcana. As noted in that work, feats like Weapon Focus, Weapon Specialization, Rapid Reload, and Improved Critical apply to weapon groups, rather than specific weapons, since that gives fighter classes an edge in training with weapons and makes those feats more valuable.  Certain regions and cultures favor certain weapon groups, so characters who come from a certain area may have their options slightly restricted.  In addition, I am adding the following feat to Weapon Groups:  
+
For weapon proficiencies, characters use the [[Publication:Unearthed Arcana/Weapon Group Feats| Weapon Group feats]] variant from Unearthed Arcana. As noted in that work, feats like [[SRD:Weapon Focus|Weapon Focus]], [[SRD:Weapon Specialization|Weapon Specialization]], [[SRD:Rapid Reload|Rapid Reload]], and [[SRD:Improved Critical|Improved Critical]] apply to weapon groups, rather than specific weapons, since that gives fighter classes an edge in training with weapons and makes those feats more valuable.  Certain regions and cultures favor certain weapon groups, so characters who come from a certain area may have their options slightly restricted.  In addition, the following Weapon Group feat is also available:
* Weapon Group (Firearms): Allows you to use firearms.
+
 
:I'm still evaluating item creation feats, which don't seem to get a lot of direct game play.
+
<onlyinclude>{{3.5e Feat
 +
|name=Weapon Group (firearms)
 +
|types=
 +
|summary=You understand how to use firearms.
 +
|benefit=You make attack rolls with the following weapons normally: hand cannon, handgun, rifle, rocket.
 +
|normal=When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.
 +
|special=All classes may select Weapon Group (firearms) as one of their 1st-level Weapon Group proficiencies.
 +
 
 +
A [[fighter]] may select Weapon Group (firearms) as one of his [[fighter bonus feats]].[[Type::Fighter| ]]}}</onlyinclude>
 +
 
 +
In line with the Tome of Prowess system, the following feat replaces feats like Alertness, Nimble Fingers, and so on.
 +
 
 +
<onlyinclude>{{3.5e Feat
 +
|name=Skill Specialist
 +
|types=
 +
|summary=You have gained unusual mastery with a particular skill set.
 +
|benefit=Select two skills that either are usable untrained or in which you possess at least one skill rank. You gain a +2 competence bonus on checks made with those skills.
 +
|special=Only the highest competence bonus applies to any skill or ability.}}
 +
</onlyinclude>
 +
 
 +
The following feat is also available:
 +
<onlyinclude>{{3.5e Feat
 +
|name=Jack-of-all-Trades
 +
|types=Prowess
 +
|prereqs=Character level 6th.
 +
|summary=Your ability to replicate the abilities of others on the moment is unparalleled.
 +
|benefit=When using the Adventurer's knack ability, you gain a +2 competence bonus on checks.
 +
|special=Only the highest competence bonus applies to any skill or ability.}}
 +
</onlyinclude>
  
 
==Skills==
 
==Skills==
: Certain skills have been changed, to reflect new options or eliminate redundancies.
+
For this setting, the [[Tome of Prowess (3.5e Sourcebook)| Tome of Prowess]] skill system is used.  In additional to its relative simplicity, it opens options for characters, especially those of non-spellcasting classes.
* Control Shape (Wis): Now applies to all shapeshifting abilities.  For polymorph and the like, gain bonus on Control Shape check equal to 1/2 CL.  TBA penalties for extended morphing sessions.
 
* Cryptography (Int): Combines Decipher Script (Int) with the ability to manufacture codes, obscure writing, and hidden messages.  More TBA on how to make codes.
 
* Disable Device (Dex): Now a dexterity-based skill, and now includes all Open Lock uses, with same DCs.
 
* Manipulate Device (Cha): Combines the functions of Use Magic Device and Use Psionic Device; can also be used to trigger results from complicated mechanisms without prior knowledge (with similar chances for success, failure, and catastrophe as for a magic item).
 
* Stealth (Dex): Combines Hide and Move Silently, otherwise as both skills.  Note that size modifiers still apply to Stealth checks.
 
 
 
==Flaws==
 
  
==Substitution Levels==
+
===Skill Modifications===
 +
* Arcana: Yields monster information for aberration-type monsters and the Fremd.
 +
* Thaumaturgy: Religious studies regarding the Elder Fremd star cults is covered here.

Latest revision as of 02:18, 12 November 2014

Character Options[edit]

Feats[edit]

For weapon proficiencies, characters use the Weapon Group feats variant from Unearthed Arcana. As noted in that work, feats like Weapon Focus, Weapon Specialization, Rapid Reload, and Improved Critical apply to weapon groups, rather than specific weapons, since that gives fighter classes an edge in training with weapons and makes those feats more valuable. Certain regions and cultures favor certain weapon groups, so characters who come from a certain area may have their options slightly restricted. In addition, the following Weapon Group feat is also available:


Weapon Group (firearms) [General] Benefit: You make attack rolls with the following weapons normally: hand cannon, handgun, rifle, rocket. Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.Special: All classes may select Weapon Group (firearms) as one of their 1st-level Weapon Group proficiencies.

A fighter may select Weapon Group (firearms) as one of his fighter bonus feats.

In line with the Tome of Prowess system, the following feat replaces feats like Alertness, Nimble Fingers, and so on.


Skill Specialist [General] Benefit: Select two skills that either are usable untrained or in which you possess at least one skill rank. You gain a +2 competence bonus on checks made with those skills. Special: Only the highest competence bonus applies to any skill or ability.


The following feat is also available:

Jack-of-all-Trades [Prowess] Prerequisites: Character level 6th.Benefit: When using the Adventurer's knack ability, you gain a +2 competence bonus on checks. Special: Only the highest competence bonus applies to any skill or ability.


Skills[edit]

For this setting, the Tome of Prowess skill system is used. In additional to its relative simplicity, it opens options for characters, especially those of non-spellcasting classes.

Skill Modifications[edit]

  • Arcana: Yields monster information for aberration-type monsters and the Fremd.
  • Thaumaturgy: Religious studies regarding the Elder Fremd star cults is covered here.