Monday, February 16, 2015

Homebrew Rules



HOMEBREW RULES

BASE ATTACK BONUS – Classes and creature types that grant a base attack bonus equal to class level or HD now grant a bonus equal to ½ HD or level, rounded up (good BAB progression). Classes and creature types that grant a ¾ HD/level BAB now grant 1/3 HD/level, rounded up (Moderate BAB progression). Classes and creature types that received ½ HD or Level BAB not receive 1/4 HD or Level BAB (poor BAB progression). Additionally, When a creature’s Base Attack Bonus equals +4, they gain a second attack, a third at +7 and a fourth at +10. Each iterative attack takes a cumulative -3 attack penalty (-3 for second attack, -6 for third attack, -9 for fourth attack)

ARMOR AS DR – Armor grants DR/Armor equal to its standard AC bonus.

DEFENSE - A characters defense value (formerly AC) is equal to 10+ Dex + shield bonus + any miscellaneous modifiers that apply to Touch AC in the standard rules.

When a creature’s Base Attack Bonus reaches +4, +7 and +10, it receives a +1 dodge bonus to Defense.

SAVING THROWS
  • Fortitude (CON) – These saves measure your ability to stand up to physical punishment or attacks against your vitality and health.
  • Reflex (DEX) – These saves test your ability to dodge area attacks and unexpected situations.
  • Intuition (WIS) – These saves test your ability to resist that which is untrue and unnatural. They apply against curses, divination, illusions and charm effects.
  • Will (CHA) – These saves reflect your control of your own mind. They apply against compulsions, fear and other core rules Will saves not specifically enumerated under intuition saves.
FEATS
  • Modified requirements - If a feat has a Base Attack Bonus prerequisite, the value of the prerequisite is now equal to half the standard (rounded up).
  • New feat – Stunning Intuition – You gain a +2 bonus on Intuition saves. Additionally, once per day you may reroll a Intuition save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
  • New feat – Armor Training (prerequisite: Base attack bonus +3, proficiency with medium armor) – Your character has learned to make better use of his/her armor. Whenever your character is wearing armor s/he is proficient with, s/he reduces the armor check penalty by 1 (to a minimum of 0) and increases the Damage Reduction granted by the armor by 1. Every two points of Base Attack bonus you gain thereafter (+5, +7, +9), these bonuses increase by 1 each time, to a maximum of -4 reduction of the armor check penalty and a +4 increase to DR. Note: the effects of this feat do not stack with the Fighter ability of the same name.
  • Improved saving throw feats - Great Fortitude, Iron Will and Lightning Reflexes all include the benefit of the respective Improved feat as well.
  • Combat Maneuver feat improvement - Improved Combat Maneuver feats include the benefit of the respective Greater feat as well, which is unlocked when a character reaches a Base Attack Bonus of +3.
  • Two-Weapon Fighting also includes the benefits of the Double Slice feat.
  • Weapon Finesse is no longer a feat. Any character may use Dex instead of Str on attack rolls with light and finesse weapons.
CLASSES

BARBARIAN
  • Saves – Barbarian levels provide good progression for Fortitude and Intuition saves, and poor progression for Will and Reflex saves.
  • Bonus Feat – Barbarians gain Power Attack or Two-Weapon Fighting as a bonus feat at 1st level even if they don't meet the prerequisite for the feat.
BARD
  • Saves – Bard levels provide good progression for Reflex, Will and Intuition saves, and poor progression for Fortitude saves.
CLERIC
  • Saves –Cleric levels provide good progression for Fortitude and Intuition saves, and poor progression for Will and Reflex saves.
DRUID
  • Saves – Druid levels provide good progression for Fortitude and Intuition saves, and poor progression for Will and Reflex saves.
FIGHTER
  • Saves – Fighter levels provide good progression for Fortitude and Will saves, and poor progression for Reflex and Intuition saves.
  • Skill points – 4+INT mod per level
  • Muscle Memory – Through their extensive pursuit of combat excellence, fighters are able to ignore the Attribute requirements of any combat feat.
  • Armor Training – Starting at 3rd level, a fighter learns to make better use of his/her armor. Whenever a fighter is wearing armor, s/he reduces the armor check penalty by 1 (to a minimum of 0) and increases the Damage Reduction granted by the armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by 1 each time, to a maximum of -4 reduction of the armor check penalty and a +4 increase to DR.
  • Combat Versatility - At 2nd level, pick two of the following feats as bonus feats: Combat Expertise, Improved Unarmed Strike, Point-Blank Shot, Power Attack and Two-Weapon Fighting.
MONK
  • Saves – Monk levels provide good progression in all saves.
  • BAB - Monk levels provide a good BAB progression.
ORACLE
  • Saves – Oracle levels provide good progression for Fortitude and Will saves, and poor progression for Intuition and Reflex saves.
  • Armor Proficiency – Oracles are proficient with light armor and shields (but not tower shields).
  • Ranged casting – Oracles can deliver touch spells from the Cleric spell list and touch powers granted by their mystery as ranged touch attacks with range of 30’. However, if an Oracle wears armor heavier than light armor, they suffer a chance of spell failure as if they were casting arcane spells.
PALADIN
  • Saves - Paladin levels provide good progression for Fortitude, Intuition and Will saves, and poor Reflex saves.
  • Bonus Feat - Paladins gain either Combat Expertise or Power Attack as a bonus feat at 1st level even if they don't meet the prerequisites for the feat.
RANGER
  • Saves - Ranger levels provide good progression in Fortitude, Intuition and Reflex saves, and poor progression in Will saves.
  • Quarry (Ex) – At 3rd level, rangers become deadlier hunters. As a standard action, a ranger can denote one target within his/her line of sight as his/her quarry. The ranger gains the following benefits against the quarry:
    • +3 insight bonus on Bluff, Knowledge, Perception and Survival checks when using these skills against the quarry. These bonuses increase by 1 per two ranger levels gained beyond third.
    • +3 specialization bonus on attack and damage rolls against the quarry. These bonuses increase by 1 per two ranger levels gained beyond third.
    • If you wound your quarry and it subsequently escapes, you know the direction in which your quarry lies and the approximate distance to it.
    • As a standard action, you can automatically determine the presence or absence of your quarry within a 60 ft cone. A second round of concentration tells you the location and status (exhausted, fatigued, etc.)
    • If the ranger does not manage to capture or kill the quarry or simply decides to cease marking the target as their quarry, the ranger may not use this ability again for 24 hours. If the ranger successfully captures or kills their quarry, they may use this ability again after 1 hour.
ROGUE
  • Saves - Rogue levels provide good progression in Reflex and Intuition saves, and poor progression in Fortitude and Will saves.
  • Rogue Luck – At 3rd level, rogues gain a bonus to all saving throws equal to their Charisma bonus (if any).

Tricks known by level
Rogue Level
1st
2nd
3rd
4th
5th
6th
7th
1
0
-
-
-
-
-
-
2
1
-
-
-
-
-
-
3
1
-
-
-
-
-
-
4
1
0
-
-
-
-
-
5
1
0
-
-
-
-
-
6
2
1
-
-
-
-
-
7
2
1
0
-
-
-
-
8
2
2
1
-
-
-
-
9
2
2
1
-
-
-
-
10
3
2
1
0
-
-
-
11
3
2
1
0
-
-
-
12
3
2
2
1
-
-
-
13
3
3
2
1
0
-
-
14
3
3
2
2
1
-
-
15
3
3
2
2
1
-
-
16
3
3
3
2
1
0
-
17
3
3
3
2
1
0
-
18
3
3
3
2
2
1
-
19
3
3
3
3
2
1
0
20
3
3
3
3
2
2
1
  • Skill Tricks (SP) – Rogues are so sure in the use of certain skills that they can perform seemingly magical feats with them. They know only a limited number of tricks, according to the progression in the following table. They gain bonus tricks the same way casters gain bonus spells based on their Intelligence score.
    • Unless otherwise noted, using a skill trick requires a full round action, unless the talent in questions involves movement (such as dimension door, feather fall and spider climb), in which case the action of using the skill trick is part of the movement (reactivation is needed each round of movement). “Swift” tricks are usable as a swift action, but last only until the beginning of the rogue’s next turn. Spells with casting times longer than 1 round take equally long to activate as skill tricks.
    • To successfully pull off a trick, a rogue must succeed at a skill check at DC 10 + (4 x the spell level of the skill trick). As spell-like abilities, skill tricks can be disrupted in combat unless the skill check meets DC 10 + threatening opponent’s BAB + 2 x the level of the skill trick. The rogue’s initiator level (effective caster level) is equal to the number of ranks in the applicable skill. Saving throw DCs, if Applicable, are determined using the applicable attribute modifier for that skill (10 + level of skill trick + relevant ability modifier).
    • The spells used for tricks may be pulled from any spell list, but must use the highest spell level if it appears on multiple lists. Discuss with your GM when deciding which spells make appropriate tricks for spells. Generally, only spells with a target of personal will qualify.
               
SORCERER
  • Saves - Sorcerer levels provide good progression in Reflex and Will saves, and poor progression in Fortitude and Intuition saves.
WIZARD
  • Saves - Wizard levels provide good progression in Intuition and Will saves, and poor progression in Fortitude and Reflex saves.