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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 revamped, second familiar gained at later level
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Druid Alternate: - Druid: Animal Companion becomes a Familiar, shapeshifting boosted, defensive casting, group utility
 
   
Druid Alternate - Shaman: Shapeshifting dropped, domain spells added/some arcane spells added to spell list, second Animal companion at later levels, Totem ability
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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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