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Gnomen-air/timing |
Gnomen-air/timing |
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+ | Alignment Affinities! |
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+ | Fire - impassioned and aggressive (ignores moral gray area) |
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+ | Water - conflicted and deliberate (conscious of moral ambiguity) |
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+ | Earth - stalwart and stubborn (doesn't even see the gray areas) |
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+ | Air - steady and natural (oblivious to morality, simply acts accordingly) |
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− | Druid Alternate: Animal Companion becomes a Familiar, shapeshifting |
+ | Druid Alternate: - Druid: Animal Companion becomes a Familiar, shapeshifting boosted, defensive casting, group utility |
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− | Druid Alternate - Shaman: Shapeshifting dropped, |
+ | Druid Alternate - Shaman: Shapeshifting dropped, offensive casting, second Animal companion at later levels, Totem ability |
Latest revision as of 06:51, 18 April 2010
No Natural Diseases
Demonic Power- derived from the Abyss. Neutral Evil.
Fey Power- derived from nature, from Vaeryans. True Neutral.
Eldritch Power- derived from the drift. Chaotic Neutral
Elemental Affinity- PC's choose one element, and gain benefits according to their choice.
Fire- +2 reflex save, +2 to intimidate, +2 to balance. common virtue: Courage. common vice: Rage.
Water- +2 will save, +2 to swim, +2 to diplomacy. common virtue: Humility. common vice: Fickle/Temperamental.
Earth- +2 fortitude save, +2 to climb, +2 concentration. common virtue: Loyalty. common vice: Greedy.
Air- +2 AC circumstance bonus when flat-footed, +2 sense motive, +2 heal. common virtue: optimistic. common vice: Cowardice.
Scaling Racial abilities?
Humans-fire/balance
Dwarves-earth/form
Elves-water/perception
Gnomen-air/timing
Alignment Affinities!
Fire - impassioned and aggressive (ignores moral gray area)
Water - conflicted and deliberate (conscious of moral ambiguity)
Earth - stalwart and stubborn (doesn't even see the gray areas)
Air - steady and natural (oblivious to morality, simply acts accordingly)
Monk alternate: DR, higher AC bonus, Zen Combat(wis to attack bonus), elemental attacks(instead of magic), full BAB, Zen Defense(immune to damage for one round/day) get rid of immune to disease, add resistance to stun/sleep.
Fighter Alternate: High Reflex save as well as fortitude, additional feat options. (combat awareness tree, optional combat style for rangers too)
Druid Alternate: - Druid: Animal Companion becomes a Familiar, shapeshifting boosted, defensive casting, group utility
Druid Alternate - Shaman: Shapeshifting dropped, offensive casting, second Animal companion at later levels, Totem ability
Paladin Alternate: remove disease removed, replaced with double smite attack bonus, later double smite attack damage, later add turn demons/devils, later raise turn ability by a couple levels
PrC: Arcane Natural: req. 4th level arcane spells, focuses on improving those spells, sudden metamagic, additional low level spells, some spell-like abilities, a few arcane bonus feats.
PrC: Weapon Master: two level PrC req. weapon supremacy, makes fighter awesome with main weapon (SR, DR, +hit bonus/AC/saves, battle stance.
Combat Awareness: flanking bonus against fighter halved (req. Combat Reflexes, fighter level 4)
1.Enemy Awareness: five foot step away from fighter incurs AoO (req. Combat Awareness, Fighter level 8)
2.Battlefield control: -5 penalty to tumble past fighter, five foot step immediate action (req. Enemy Awareness, F lvl 12)
3.Battlefield Mastery: threaten additional five feet out for AoO and flanking (req. Battlefield Control, Fighter level 16)
Ranger Alternate: Combat style: Battle tree ^^
Sanguimancer: blood cleric/mage. totally evil.
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