Custom Thread

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Mr_Praetorian
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Custom Thread

Postby Mr_Praetorian » Sun Nov 02, 2008 1:34 pm

For all manner of customized classes, feats, items, skill uses, and spells tailored for the War of Lords Campaign Seeting.

Table of Contents:

Post I: Base Classes

Post II: Prestige Classes

Post III: Feats

Post IV: Equipment

Post V: Skill Uses

Post VI: Spells

Post V11: Custom Abilities and Rules


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Mr_Praetorian
High Lord of Ham
Posts: 3473
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Postby Mr_Praetorian » Sun Nov 02, 2008 1:35 pm

Custom Base Classes/Substitution Levels:
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Mr_Praetorian
High Lord of Ham
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Postby Mr_Praetorian » Sun Nov 02, 2008 1:35 pm

You! Your character's build displeases me! Come to the boards for nerfing!

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Mr_Praetorian
High Lord of Ham
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Postby Mr_Praetorian » Sun Nov 02, 2008 1:36 pm

Custom and Modified Feats:
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Mr_Praetorian
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Postby Mr_Praetorian » Sun Nov 02, 2008 1:37 pm

Custom Equipment:
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Mr_Praetorian
High Lord of Ham
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Postby Mr_Praetorian » Sun Nov 02, 2008 1:38 pm

Custom Skill Uses:
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Postby Mr_Praetorian » Sun Nov 02, 2008 1:39 pm

Custom/Modified Spells:
(Listed in alphabetical order)

Cloak of Bravery, Greater [Spell Compendium, page 48]: As per the normal spell description, plus the inclusion of the following:
Additionally, all allies who can see or here you are considered to be under the effects of Heartened Morale. This effect lasts until the end of the spell, or until a given subject fails a save against a fear effect.

Fireball
Campaign Specific Modification: Due to the vast proliferation of this spell, and centuries of study into elemental substitution, this spell may be taken with any elemental subtype that the given caster chooses. For example, a 5th Level Wizard could pick up the spell with the Sonic Descriptor, or the Acid Descriptor, as she so chooses. You may only learn "Fireball" as a spell once, and the choice of descriptor is permanent.

Lion's Roar [Spell Compendium, page 133]: As per the normal spell description, plus removal of the following:
In addition, all allies within spell's area gain a +1 morale bonus to attack rolls, and saves against fear effects,
And the inclusion of the following:
In addition, the level of morale of all allies within the spell's effect is temporarily improved by one step, as if they had all been successfully rallied. This improvement to morale lasts for the duration of the spell, or until a successful rally check is made that would increase their morale up to the step achieved by this spell, or higher.
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Re: Custom Thread

Postby Mr_Praetorian » Fri Mar 20, 2009 8:30 pm

Custom Abilities and Rulesets (Under construction)

1. Backgrounds
Depending on your character's upbringing, he or she may have begun their adventure with different skill set than others. Each background gives you access to three skills. These skills will always be class skills for you no matter what class you take. Additionally, for every 4 ranks you take in a skill that is part of your background, you gain a +1 synergy bonus to that skill.

The possible background's available and their corresponding abilities go as follows:

Ecclesiastic: Whether you were raised in a monastery or temple, or you simply spent much of your young life amongst the clergy, your familiarity with church procedure has probably made you punctual and officious.
Skills: Diplomacy, Knowledge (Religion), and Perception

Guttersnipe: Some people are born with a lot, and some are born with nothing. You spent your life on the streets, bargaining for what you needed for survival, and stealing what you couldn’t. As a result, you’re quick witted, and quick-handed.
Skills: Bluff, Slight of Hand, Survival

Military: You joined the army when you were young, and your experiences on and off the battlefield have chipped away the innocence of youth, and given way to a tough, hardened adult.
Skills: Intimidate, Knowledge (Tactics), Perception
Special: The Fly, Handle Animal, Ride, and Swim Skills can be freely switched with any of the above skills.

Noblility: You were raised either alongside the nobility or within the royalty, and as a result, you have the natural ability to negotiate.
Skills: Bluff, Diplomacy, Knowledge (Nobility/Politics)

Scholar: While other children were outside playing, you were inside, buried under a mountain of texts and books. You may not be the most sociable person, but you’ve certainly earned your salt in at least a few scholarly circles.
Skills: Decipher Script, Knowledge (Any One), Linguistics

More to come.

2. The Nature of the Oracular Gift
Characters with levels in the Divine Oracle (hereafter referred to as simply Oracles), are exceedingly rare, and are often coveted by the nations they dwell in because of their ability to have "visions", or, to see future events play out in varying degrees of vividness. While possessing these abilities is certainly a boon, they also come with a somewhat dire setback.

Having visions puts a strain on the oracle in question. Most visions are relatively obscure and of little meaning to the recipient, and usually don't cause too much strain: no more than a small headache or minor dizziness. Stronger and clearer visions have been known (however rare they are) to cause anything from severe migraines, to comatose likes states, and even to death.

Because of the strain that receiving visions portends, most oracles do not master their training (taken the last 1-3 levels in the class) until their will power has been finely honed (base will save is +12 or higher), and/or they believe they have a true understanding and control over their powers (reached epic levels). It certainly possible to master one's training before reaching this, but such a choice may prove a deadly one.

3. Base Damage Multipliers (Under Construction)
The Base Attack Bonus measures not only one's ability to attack, but also, to a related degree, one's growing skill in inflicting damage. As the Base Attack Bonus increases, a given character's Base Damage Multiplier also increases. The Base Damage Multiplier (henceforth referred to as the BDM), is the number of times a given weapon's base damage dice are rolled when determining damage. For all purposes, the damage listed in a weapon's description is considered to be at BDM x1.

For every 5 points of base attack bonus that a character possesses, their BDM increases by one step (x2 at BAB +5, x3 at BAB +10, etc). Additionally, for every 10 points of BAB a character possess, they double (then triple at BAB +20, respectively) the amount granted by the ability modifier used to determine weapon damage (if there is more than one, choose one).

For example, lets look at Grax, the merry Orc Fighter (because, really, aren't they all?):
Grax is a 5th level fighter, with a +6 Strength Bonus, and favors the Greataxe. At this level, he rolls the following for damage:
2d12+9 (x3 crit)

Lots of adventuring later, Grax has worked his way up to level 10. Here's what he's rolling now:
3d12+18 (x3 crit) (We're not sure why Grax is still wielding a nonmagical greataxe at 10th level, but that 6 Intelligence may something to do with it).

Caveats:
Divine Power still increases BAB normally, but does not change one's BDM.
If the ability modifier a given character uses is -1 or lower, then at BAB +10 they no longer take a damage penalty, but gain no further benefits.
Characters using ranged weapons do not gain these benefits when participating in an arrow/bolt volley.
Weapon-like Spells DO NOT gain these benefits.

IMPORTANT NOTE
Eventually, weapon grouping rules will be implemented, along with others that will limit the number weapons which any given character can apply these benefits to.

4. Duel of Wills (Formally Replaces the Rules from Tome of Battle)
Regardless of the time and place, duels between two (or sometimes more) elites are bound to happen: Whether they be between two enemy commanders hoping for a quick end to a prolonged battle, or perhaps a proper fight between to nobles for the sake of honor or glory. It is common that before the fighting begins for the combatants to open with a quick weapon flourish; a minor sampling of their martial prowess much in the same way that a creature of nature might establish dominance by means of a growl roar. Though onlookers typically see such a practice as mere grandstanding, seasoned combatants know that throwing off one's opponent in the early stages of the duel can lead to devastating results.

A Duel of Wills is established when both combatants acknowledge each other for at least one round. If the situation permits, they may continue to attack other opponents during this round, but since their focus is being occupied with each other, they will each receive a -2 penalty on attack and damage rolls. When they are finally free to face each other, they each perform a single weapon flourish that may take anywhere from a Swift Action to a Full Round Action.

During the weapon flourish, either combatant may also perform another action such as casting a spell, or initiating a Martial Boost. See the chart below for the exact modifiers for each kind of action.

After the completion of the weapon flourish, each character rolls a modified attack roll using the following factors:
1d20+BAB*+STR/DEX/INT** Mod+Modifiers
*Unmodified BAB. Spells and any other abilities that temporarily boost BAB do not factor into this roll.
**Whichever Ability Mod guides the given opponent's attacks.

After the rolls are made, they are compared. The winner gains a +2 bonus to attacks and damage rolls for every 5 points by which he/she beats his/her opponent. If the roll is a tie, then the the duel is a tie. These bonuses only apply against one's opponent in the Duel of Wills. If, for any reason, focus between the opponents is broken during the flourish, neither gain benefits or penalties.

Modifier Chart:
Activating a Boost: +1/2 the boost level
Activating Combat Expertise or Power Attack: +1/2 the penalty/bonus
Casting a Spell: Varies
Perform (Act/Dance/Oratory): +2 for every 5 ranks
(More to come)
You! Your character's build displeases me! Come to the boards for nerfing!

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