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TOEE:Rules/Alterations

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Revision as of 14:36, 7 January 2010 by >Askewnotion (→‎Classes)
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Classes

Arcane Archer
You do not need to be an elf to gain this prestige class. You also gain arcane spell progression in one arcane class you have for every even level of this class you take.
Assassin
You may also take this class if you are lawful neutral.
Dwarven Defender
You may take this class even if you are not a dwarf.
Fighter
You can one addition skill point each level (4 at first) that can only be spent on profession or craft skills.
You may choose to have a good reflex save instead of a good fortitude save.
Horizon Walker
You may choose one of the following traits to have in addition to those listed.
  • At 5th and 10th level you gain the favored enemy trait as a ranger would.
  • You also gain an increase in an existing classes spellcasting at levels 1, 4, 7, and 10.
Monk
Monks may multiclass freely.
Paladin
A paladin that is a Templar and puts levels into ranger may take Favored Enemy: Arcane Casters.
Paladins may multiclass freely.
Ranger
A ranger that is a Templar and has at least 1 level in paladin may take Favored Enemy: Arcane Casters.
Red Wizard
There is no racial requirement. Also, ignore all talk of Faerûn. Treat this prestige class as just an extra-specialized wizard.
Sorcerer
At 1st level, you begin play with the Eschew Materials feat. This feat does not increase the casting time of your spells.

Races

Half-Orc
Half-Orcs appear human, though brutish. They are not aware of their orcish blood. They are assumed to be taking 10 on a disguise check to appear human, and they recieve +20 to this check.

Feats

Changed Feats

Dodge
You gain a +1 dodge bonus against all foes, not just one.
Improved Initiative
This feat is rewritten by the skill system. See Skills.
Toughness
Every time you take this feat beyond the first, you gain 3 extra HP for each previous time it was taken. For example, if Toughness was taken 3 times you gain 18 HP (3 for the first time, 6 for the second time, 9 for the third time).
Weapon Focus and Greater Weapon Focus
Instead of choosing a weapon, you choose from one of the following five categories; slashing, piercing, blunt, ranged, and thrown. A weapon may only benefit from this feat once. Ranged and thrown items do not benefit from the other categories unless used in melee.
Weapon Specialization and Greater Weapon Specialization
Instead of choosing a weapon, you choose from one of the following five categories; slashing, piercing, blunt, ranged, and thrown. A weapon may only benefit from this feat once. Ranged and thrown items do not benefit from the other categories unless used in melee.

New Feats

Bonded Familiar
Choose a class. Your level with this class also adds to your previous familiar granting class for the purpose of your familiar gaining abilities based on level.
Special: You must already have a familiar to take this feat.
Cunning Linguist
Speak language is considered a class skill for all of your classes.
Special: This is needed due to the new skill system. Details here.
Open Minded
You gain 5 skill points. There are spent to buy ranks like normal skill points.
Special: This feat may be taken multiple times.
Skill Pair
Any two skills, if paired by a creative name, can be combined for a +2 to each skill feat (similar to Alertness, Diligent or Stealthy).
Sneak Attack
You gain +1d6 sneak attack as per page 50 of the Players Handbook.
Special: You may not take this feat if you have a current sneak attack that is greater than or equal to 1/2 your character level (rounded up).
Special: A fighter may select Sneak Attack as one of his fighter bonus feats.

Restricted

Leadership
There will need to be a good in-game reason to take this feat.

Spells

Spells will only be allowed from the Players Handbook. There will be some modifications to spells and their effects, as listed below.

0 Level Spells

Once you are able to cast 4th level spells, you can cast an unlimited number of cantrips that don't heal hit point damage. Those that do heal are listed to the number of 0 level spells you class normally grants.

Alterations

Bestow Curse
You can make up curses that are along the power level of what the spell can already do. This is greatly encouraged.
Cowering
At the end of the round they get another save versus the effect. If they make this save, they are shaken for the rest of the duration of the spell. This does not apply to turned undead.
Frightened and Panicked
Someone that has either of these conditions runs away at full speed for the round. At the end of the round they get another save versus the effect. If they make this save, they are shaken for the rest of the duration of the spell. This does not apply to turned undead.
Petrification
Instead of being turned to stone you suffer 1d8 points of Dex damage. At the beginning of each following round you may make another save check to remove the effect and prevent further save checks. If this save fails, you take another 1d8 Dex damage. At 0 Dex you turn to stone.
This Dex damage can be removed as normal ability damage can with spells and rest as well as all of it can be removed with a stone to flesh spell.
Summoning Spells
Summoned creatures now last 1/minute per level as opposed to 1/round level.

Restrictions

Save or die spells
I would like to restrict the use of save vs die spells versus big baddies. This includes spells like slay living, phantasmal killer, and the like. If you choose to use these spells on such a creature, don't be surprised that they have a +10 circumstance bonus to their save.