Welcome to Oinodaemon's Character Approval! I'll get you (yes, you) In Game: as soon as possible, but I need to explain a couple of things before you can even make a character. Note this is also my Out of Game: questions thread, so feel free to ask any questions you see fit to ask.
Feats and Spells are upgradeable, rather than simply upgrading on their own, or having a separate title.
Here are a couple of examples: Dodge and Epic Dodge are written in my system as Dodge 1 and Dodge 2. Spells work the same way, Magic Missile 1 is available at first level, at 3rd level Magic Missile 2 becomes available.
If any of this seems complicated or intimidating, just relax. I will be posting feats and spells on a level by level basis, since all characters start at level 1 anyways. Note, any feat/spell with a 1 at the end is upgradeable, while feats/spells without a number stay the same throughout.
When posting a character, I will need:Name, Race, Class, Religion, Base Stats, Feats, Items, and Spells (if applicable). I will also need appearance, backstory, height, weight, and age. Do not post anything else about your character. I will take care of skills, to hit, and everything else.
Here is my custom feats list for 1st level. I will post spells when a player expresses interest in playing a magic user, cleric, or druid.
Level 1 Feats
Acrobatic- +2 to Saving Throws, +1 AC *Rogues auto acquire at Level 5
Beastmastery- +2 to animal Empathy *Rangers auto aqcuire at Level 5
Diplomat- +2 to Charisma Checks
Temperature Adaption- Take -1 damage per die from any heat/cold attacks
Animal Affinity- +2 to animal Empathy *Rangers auto aquire at Level 1
Identify Magical Item- *Rogues, Clerics, and Magic Users only
Slash Artery Level 1- 1 HP bleed out for d6 rnds *Rogues auto aqcuire at level 2
Hamstring-Deals 1/2 damage, slows enemy 50%
Survivor- +2 to climb, swim, jump ([Strength] checks)
Imposing- +2 to intimidate, chance to frighten enemies *Warriors,Barbarians only
Rally!- +1 Damage, +1 To Hit for all party members within 15 ft for d4 rnds
Blind Fight- Can fight normally, even in pitch blackness
Lightning Reflexes- Drawing a weapon no longer takes up an action, switching weapons uses half
Boars Ferocity-Character does not go unconcsious, will continue until death
Brew Potion - *Magic User/Cleric Level 3 required
Bullheaded- +2 Spell Resistance
Teamwork-allies with this feat attacking the same enemy gain +1 damage, +1 to hit per team mate attacking same enemy
Detect Lie- +2 chance to Detect Lie
Cover Tracks *Rangers auto acquire at Level 1
Toughness- +3 HP per Level *Barbarians/Fighters auto aqcuire at Levels 1/3 (respectively)
Spell Resistance Level 1- +2 Spell Resistance *Fighters auto acquire at level 3
Dodge Level 1- +1 AC
Dual Weapon Fighting Level 1- No Penalty for dual wield *Rangers auto acquire at Level 1
Dash-Double speed for one round usable every two rounds
Linguist- +2 to understand language
Deft Hands- +2 to pickpocket, pick locks, disarm trap, etc *Rogues auto acquire at level 2
Eagle Eye- VERY difficult to surprise *Rangers auto acquire at Level 7
Tracker- +2 to Track checks *Rangers auto acquire at Level 1
Racist- Choose a race, gain +1 damage, +1 AC, +1 to hit vs that race
Enlarge Spell- Increases Area of spell effect
Combat Reflexes Level 1- +1 to saving throws *Rogues acquire at Level 1
Great Fortitude Level 1- +1 to poison saves *Fighters acquire at Level 3
Weapon Proficiency Level 1- Choose a Weapon type, +1 damage with weapon type
Weapon Proficiency Level 2- +2 damage, must have Level 1 Proficiency
Single Weapon Fighting Level 1- +1 Damage when using a single weapon
Heavy Weapon Fighting Level 1- +1 Damage when using a heavy or a pole weapon *Barbarians auto acquire at Level 1
Unarmed Professional Level 1- +2 Damage with fists *Monks auto acquire at Level 1
[Critical Hit] Strike Level 1- increases [Critical Hit] range by 1
Aimed Strike Level 1- +1 to hit, -1 AC
Power Strike Level 1- +1 Damage, -1 to hit
Poison Strike Level 1- d4 for d4 rounds *Rogue/ Ranger only
Stuntman- Take 1/2 damage from falling *Monks auto acquire at Level 2
Pain Tolerant- Broken Limbs incur half the penalty they normally would
Strength Training- +2 to strength
Sleight of Hand- +2 to Perform, Pickpocket, Lockpicking, Disarm Traps, etc
Magic Specialty- Pick a School of Magic; effectiveness increases by 1 degree
Metamagic Level 1- +2 magic damage, +3% spell effectiveness
Hunter- +2 to Find Animals
Armor Proficiency Level 1- No Penalty for Leather through Scalemail *Fighters auto acquire at Level 1
Shield Proficiency Level 1-No Penalty for Shields
Kick Dirt- Blinds enemy *Rogues auto aqcuire at level 5
Close Range Bow Fighting
Bow Proficiency Level 1- +1 Damage, +1 to hit w/bows+xbows *Rangers auto acquire at Level 1
Stealthy- +2 to hide and sneak checks *Rogues auto acquire at Level 1
Shadow Walker- +2 to hide and sneak checks *Rogues auto acquire at Level 6
Prolong Spell-Doubles Duration of spells
Speedy Memorization- +1 max spells per level
Man, this is a massive job you have done. Before even considering if participating in your game or not (I was planning to do it because I have a character that lost his Master just after starting and I wanted to use it but looks like, once again, I will not be able to transfer it), I would like to understand how do you plan to integrate these new rules in the Dungeons & Dragons set.
Actually, what you are offering here should not even be named Dungeons & Dragons because you plan to run a custom Rpg lightly inspired on Dungeons & Dragons, at least in my opinion.
What I wanted to ask here is:
- You are totally changing the basic rules for combat: how special combat actions like disarming an opponent, shield bashing, grappling, charging and so on will be treated in your custom system?
- Changing the way To Hit and Armor Class are calculated has a "Domino effect" on most skills and I think that's why you plan to handle them by yourself. But, if we can't choose our character's skills and don't know which skills we have, how can we plan our character's development? A warrior is not just a warrior: somebody will want an archer, somebody a fencer, somebody else a tank. That is usually done by planning since the beginning a train of skills and features (choosing a path that brings us to meet the prerequisites for the abilities we want).
For the fighter is a problem that can be solved, but think of a Rogue or a Spellcaster. The Rogue can be a scout or a thief, depending on which skills a player concentrates his attention, and a Wizard or a Cleric are all about customization.
I have many more questions but I don't want you to think I'm criticizing your work. Is the opposite: I find it interesting that's why I want to understand in which way you plan to handle it to avoid the feeling that everything will be random. You mentioned being a GM so I guess this is not a new scenario but something you used for some time already.
Thanks for the interest guys! You're right Bruconero, I really can't call it Dungeons & Dragons anymore.
In answer to your questions- Disarm requires a special feat, not available to 1st level characters. Shield Bash rolls To Hit as normal Melee then deals 1,2 or 3 (based on size of shield)+ [Strength] bonus (unarmed damage is the same, except base damage is always 1). An attacker attempting to grapple rolls To Hit as normal, then rolls d20+[Strength] bonus. The defender also rolls d20+[Strength] bonus. If attacker wins, oppenent is grappled, and will get a free action on defender. Every round the check will be made.
If defender wins, the grapple is broken.
If attacker is charging, defender makes a [Dexterity] saving throw-success would mean they dodged the charging person, half success would mean being slightly off balance next round, No success would mean being knocked off their feet. I would be happy to answer any other questions you may have, and would also greatly appreciate input (or criticism, if it comes to that. For without critics, how would we improve ourselves?)
All "Skills" are based on stats and feats. Most character customization is based on my feats list, which is very expansive. I realize now that I should perhaps have posted the entirety rather than just 1st level feats so that players can plan their characters. I'll post a full feat list tomorrow. I'm a little bit worried about scaring off new players, though.
Edited: Oinodaemon on 26th Feb, 2013 - 6:37am
I think that would be necessary and, as a suggestion, I would post all the "Features Tree" in the setting description rather than here because, after some time, people will stop reading the first page when drafting a character. It would also be interesting having a list of your customized spells, so wannabee spellcasters will have an idea of what their characters will look like.
Another suggestion. I see you already have a player. That's great. But don't forget that you still don't have the custom special slots that we have in our games so, to allow everybody to know which kind of character your friend is running, would be useful to post a draft in the Character Approval Thread.
I made a character for another game, some time ago, but the Master disappeared shortly after I joined (it happens, and also players tend to disappear so would be wise approving 1 or 2 characters more than those you need for the game). You can see all the details about it clicking on my profile. I want to know: can I transfer it here? If yes, which adjustments would be needed? Thank you, dude, and keep up the good work!
You mean Quasar, right? Yea, I can transfer him. Very few adjustments... The feat "Spell Focus" becomes "Magic Specialty" - Magic Specialty Conjuration would cause all summoned creatures to have an extra hit die, summoned food or water would be more plentiful, etc. Combat Casting remains, effect is the same. I actually meant to include it in my 1st level feat list. Other than that, I need you to add a few points to your stats, maybe bring your wisdom up to 10 ? You can also bring your charisma and constitution up to 12, if you'd like to. I need to re-format my spells and feats, I should have them posted tonight. You will begin with 4 first level spells.
I need to know what kind of lizard Dinocil is. I also need Height, Weight, Age, Alignment, Religion, and General Appearance.
Here is my In Game player, Kboxrox
Sir Kevon-Human-Warrior Level 1
[Strength]-16 HP= 12
[Dexterity]-16 To Hit= +3
Int-14 AC=14+1=15
[Wisdom]-10 Dfs=2
[Constitution]-16 Ht=5'11 Weight=185
[Charisma]-13 Age=22
Items=Longsword d8+5 [Critical Hit] Range 19-20 4Lbs
Buckler 5 Lbs
Studded Leather 20 Lbs
Boots 1 Lbs
Gloves
Cloak 1 lbs
Backpack 2 lbs
Rations 2 days 2 lbs
Waterskin (full) 1 lbs
Feats=Armor Pro 1
Shield Pro 1
Dodge
Weapon Pro 1-Longsword
Single Weapon Fighting 1
Edited: Oinodaemon on 26th Feb, 2013 - 8:08pm
I lost my original spell list, so I'm working on a new one. Here are the 1st level spells. I will post a complete spell list on my Rules and Settings page when I have it finished. I didn't post explanations to spells that aren't modified from more traditional rule sets, or spells I felt were self explanatory. I will be more than happy to answer any questions.
Druids choose from Elemental Spells only.Clerics may choose spells from any Magic Type, but they may not choose any offensive spells (unless listed under Holy)
1st Level Spells -Magic User
Universal Magic-
Detect Magic
Read Magic
Comprehend Language
True Strike - +20 on next To Hit roll
Identify
Empathy Level 1 - Read emotions, minor thoughts
Detect Secret Doors
Detect Undead
Animate Rope
Enlarge- Doubles size, [Strength] +d4 for d4 rnds
Jump - +2 to jump check
Hawk Eye - +2 to spot and search checks
Erase
Knock
Charm Level 1 - lasts d4 rounds
Shield - +1 AC for d6 rounds
Spider Climb
Write
Ventriloquism
Forget
Conjuration-
Summon Monster Level 1 -Creates random Neutral 1 HD monster to fight for its summoner.
Raise Undead Level 1-Creates zombie or skeleton with 1 HD
Create Food
Create Air
Create Water
Grease -Summons grease slick for d4 rounds
Fire-
Burning Hands Level 1 d6+1/2 int bonus+feat bonus damage cone, 7 ft length
Control Flame
Heat Metal
Fire Arrow Level 1 d8+int bonus+feat bonus damage
Flare - Blinds enemy for d6 rounds
Water-
Control Water Level 1-Control small bodies of water
Cool Metal
Ice Spear Level 1 d8+int bonus+feat bonus damage
Freeze Water
Air-
Feather Fall
Invisible Platform
Wind Whip Level 1 d4+int bonus+feat bonus 20 ft range
Sonic Boom Level 1 d4+1/2 int bonus + feat bonus + chance to deafen cone-50 ft length
Launch Object- launches object with force equal to a crossbow
Muffle Sound
Earth-
Barkskin- +1 Dfs
Detect Animal
Befriend Animal
Mold Earth Level 1
Identify Plant
Dig
Light-
Color Spray
Dancing Lights
Orb of Light -Sheds light equal to lantern.
Change Colors
Dazzle - Stuns enemy for 1 round
Dark-
Sleep Level 1 lasts d4 rounds
Fear Level 1 lasts d4 rounds
Darkness makes an area completely black
Holy- *Clerics only
Heal Level 1 d8+int bonus +feat bonus
Protection from Evil +1 AC, +1 to hit vs evil creatures
Bless
Sanctify Item- Cures an item of Cursed status, will temporarily Bless a normal item
Purify Mind-Removes all mentally based status afflictions, ie; sleep, charm, fear, forget, etc.
Edited: Oinodaemon on 26th Feb, 2013 - 11:03pm
Are my attributes too low? If possible, I would keep them like that, specially the very low wisdom, because I built the character personality and background on those stats. I will post a draft later, when back home. In the meanwhile I have a couple of questions:
- How my being a specialist would work? Any changes?
-Are there level 0 spells?
-The table for spell casting is still the one we see for 3.5e or there are any changes (number of spells per day, bonus spells for high intelligence and so on)?