So more of my bastardizations of BX
Firstly Ive messed with alignment before
Alignment
I have listed specific conduct and possible taboos for main alignments before
will revise these more to include prejudice, intolerance, charity and other shenanigans
nuetral is more or less self interested but prone to juggling good vs evil
too much good or evil hurts you and costs everyone
nuetral aim at avoiding conflict outside own immediate interests
balance try to keep law and chaos in harmonious balance for all
too much law or chaos causes disharmony and destruction
balanced aim at keeping extremes in check
⃣
<Neutral>
⃣ Good><Evil ⃣
<Neutral>
⃣ Good><Evil ⃣
⃣ LG ⃣ LE ⃣ CG ⃣ CE
⃣ Law><Chaos ⃣
<Balance>
<Balance>
⃣
Core alignments L C G E N B
Compound alignments LE LG CG CE come into conflict with neutral and balanced types
might alter the graphic to be more yin yang but not a swastika
not sure yet but happy with the mandala look
might try do a planar one too...
allows ten alignments to fit on a d10 too
Will present detailed lists of permissible conduct
So this is my task table
for saves and skill checks
optional add level to stat before calculation for easier time if you think is too mean
Prime requisite starts as seasoned for saves
-others require character to select a art to improve and are amateur
-clerics best at saving vs mind control save
-fighters best at saving vs entangle save
-wizard best at saving vs puzzle save
-rogue best at saving vs evasion save
-dwarf best at saving vs poison save
A skill slot in appropriate art makes a character seasoned
-no skill slot in appropriate art is amateur
Rolls based on rolling under stats
-auto always succeed
-full uses whole stat
-1/2 stat uses half
-Bonus requires roll under attribute bonus if any
Eg
stat of 18 half 9 bonus 3
stat of 15 half 8 bonus 1
stat of 9 half 5 bonus 0
i kind have used this for a while but this is formal and simple
i wanted saves to be harder also
centipede poison easy
giant scorpion average
phase spider hard
This is harsher than what i have been using but then i have this mechanic
Partly created to give Will (WIS) bonus something to do for non clerics
Luck Points - second chances
You can pull feats of persistence by sheer will or is it the grace of the gods after all?
Your foresight and persistence get you though stuff
Can have one plus Will bonus number of second chances per session +1
Rogues get one per level
you can spend a art slot to get one more
you can spend these points on:
1) heal 1d4 damage, use this to stop bleeding if below zero HP
2) reroll any dice roll once per session
3) change one spell in your memory to another with superior hindsight
4) have one piece of common equipment you ‘almost’ forgot to bring
possible to use my card bonus system and trade luck points for cards
but that's another story
A few notes here to on exotic arms skills
Anyone can learn one weapon expert skill (+1 hit and damage on chosen weapon)
-fighters and demihumans can learn multiple weapon expert skills
-fighters and demihumans can learn one weapon master +2 or weapon specialization +3
Anyone can learn one rank of critical hits (20) to do roll a extra dice damage
-all fighters start with one rank
-fighters and demihumans can learn additional ranks in critical hits at higher levels
Dwarf
Prime Requisite: Vigor; high score grants additional arts
d12HD/3 /(Average 7)
Arms 3/2 Arts 4/2 Languages 2d4/3
Any armour
-2 unskilled weapons +1 to hit every 3 levels
Any Weapon except 2H melee weapons
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, chain armour, hooded cloak, common robe, wine skin, d4 sacks, d6 days iron rations, flints, hat, lantern, lamp oil, 3d6x10gp
Prerequisite Vigor Bonus provides extra Arts +1 Blacksmith +2 Alchemy +3 Blackpowder
Dwarf Abilities
120cm Tall 90cm wide, squat and stout
Males and females have beards and other races cant tell apart easily
-3 base move but carry add Vigor to Might for encumbrance calculations
Dark Vision can see and fight in dark but difficult to see written word, artworks, details
-4 To be hit by larger than human giants, trolls and ogres
Can learn magical arts
-not to do with enhancing spells or familiars
-yes to crafting magic items and weapons and armour
-yes to cantrips, extra luck points, resisting magic, etc
Can learn improved arms skills on axes, swords, crossbows or gun
-can spend extra arms slot on critical hit at 6th, 12th, 18th
-can learn multiple weapon expert skills, weapon master and weapon specialist skills
8th and 16th gain one extra attack per round with a axe
12th level bump weapon damage up to next higher dice with any axe
1 Mountain Dwarf Subclass
Arms - Battle Axe, Medium Crossbow, Hand Axe
Arts - Architecture, Mining, Listen, Drinking
+1 Weapon Expert (Battle Axe) +2 Fastdraw (Hand Axe) +3 Cleve
Dwarves from under the mountain and hill kingdoms with ruddy skin and brown beards
2 Dark Dwarf Subclass
Arms - Battle Axe, Medium Crossbow, Hand Axe
Arts - Forgery, Taunt, Sneak, Hide
+1 Shoot Into Melee +2 Brawling +3 Armour Optimise
Most bitter, greedy and evil dwarves banished from homelands and live in the deeps with
steel grey hair and palid grey skin
3 Wild Dwarf Subclass
Arms - Battle Axe, Short Bow, Hand Axe
Arts - Survival, Track, Scout, Spot
+1 Point Blank +2 Bowyer/Fletcher +3 Dodge
Most bitter, greedy and evil dwarves banished from homelands and live in the deeps with ruddy skin and red beards
4 Cave Dwarf Subclass
Arms - Battle Axe, Dart, Hand Axe
Arts - Climb, Sneak, Hide, Masonry
+1 Point Blank +2 Shoot Into Melee +3 Dodge
Hairy savage dwarves who still use stone tools and wear furs, dwell in glacial caverns with black beards
5 High Dwarf Subclass
Arms - Battle Axe, Musket, Hand Axe
Arts - Poetry, Mechanical Lore, Gunsmith, Merchant
+1 Point Blank +2 Shoot Into Melee +3 Dodge
Advanced mechanical dwarves who use guns and worship the holy cog of law, relativity friendly traders and merchants
6 Fire Dwarf Subclass
Arms - Battle Axe, Javelin, Hand Axe
Arts - Elemental Lore, Jeweler, Incendiary, Fire Making
+1 Weapon Expert (Battle Axe) +2 Fast Draw (Javelin) +3 Handgun
Dwarves from the elemental plane of fire who mine the depths for precious minerals to eat, mostly avoid humans with dark red skin and orange or yellow beards
7 Earth Dwarf Subclass
Arms - Battle Axe, Sling, Hand Axe
Arts - Elemental Lore, Mining, Endurance, Run Marathon
+1 Weapon Expert (Battle Axe) +2 Armour Optimise +3 Cleave
Dwarves from the elemental plane of earth who mine the depths for precious minerals to eat, mostly avoid humans with dark brown skin and beards
8 Morlock Subclass
Arms - Battle Axe, Hand Gun, Hand Axe
Arts - Mechanical Lore, Repair, Butcher, Feasting
+1 Weapon Expert (Battle Axe) +2 Brawling +3 Haft Attack
Evil race of cannibal dwarves, often rainbow hued skin and hair most frequently blue with white hair
9 Derro Subclass
Arms - Battle Axe, Hand Crossbow, Chain
Arts - Poison Lore, Torture, Intimidate, Trap Lore
+1 Brawling +2 Entangle +3 Disarm
Evil race of dwarves who hate other life and worship cruelty often with grey or blue skin and shock of white hair
10 Tunnel Troll Subclass
Arms - Battle Axe, Sling, Hand Axe
Arts - Ancient Lore, Feasting, Climb, Sneak
+1 Weapon Expert (Battle Axe) +2 Toughness +3 Incendiary
Hairy kin of giants and dwarves, often at war with mountain dwarves, mostly unknown to humans*
*Troll Reskins could include Halfling=Hedge or Barn or Stove Troll, Elf=High Troll, Gnome=Guardian Troll, Abhuman=Great Troll
Prime Requisite: Charm; high score grants additional spells
d6HD/1 /(Average 4)
Arms 2/2 Arts 6/2 Languages 2d4/2
Any armour
-2 unskilled weapons +1 to hit every 3 levels
Any Weapon
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, chain armour, hooded cloak, noble robe, wine skin, d4 sacks, d6 days elven rations, flints, pointy hat, lantern, lamp oil, 3d6x10gp
Prerequisite Charm Bonus provides extra Spells +1= extra 1st +2= extra 1st +3= extra 2nd
Elf Abilities
As tall as human but leaner and lighter build
Males and females androgynous at first glance
Dark Vision can see and fight in dark but difficult to see written word, artworks, details
Elves can choose a single spell list from
-arcane as a wizard (gain spells as wizard or as a sorcerer)
-nature as a druid
-divine as a cleric
-mentalism as a mystic
-gain one new spell per levelCan learn improved arms skills on any bows or swords
-can spend extra arms slot on critical hit at 7th, 14th
-can learn weapon expert skills, weapon master and weapon specialist skills
9th and 18th gain one extra attack per round on any bows or swords
14th level bump weapon damage up to next higher dice on any bow or sword
1 Bright Elf Subclass
Arms - Sword, Composite Bow
Arts - First Aid, Magic Lore, Ancient Lore, Herbalism, Spot, Listen
+1 Fast Draw (Arrow) +2 Point Blank +3 Shoot into Melee
Typical Starting Spells (Arcane)
-Zero Level Sparkles, Flavour, Scent, Arouse
-First Level Magic Missile, Light, Charm Person
-Second Level Mirror Image
Good faerie folk who dwell in hills and forests and serve the light, with gold or silver or copper skin and hair
2 Dark Elf Subclass
Arms - Sword, Composite Bow
Arts - Poison Lore, Magic Lore, Ancient Lore, Evil Eye, Sneak, Hide
+1 Fast Draw (Arrow) +2 Point Blank +3 Shoot into Melee
Typical Starting Spells (Arcane)
-Zero Level Smoke Puff, Animate Tiny Animal, Snuff Light, Scare
-First Level Mask, Darkness, Charm Person
-Second Level Invisibility
Wicked faerie folk who live in dark woods and caverns and serve the shadows, often jet black or violet or grey or albino skin and hair
3 Eldren Subclass
Arms - Sword, Hand Gun
Arts - Planar Lore, Magic Lore, Ancient Lore, Astrology, Balance, Acrobatics
+1 Moving Fire +2 Brawling +3 Fast Draw (Hand Gun)
Typical Starting Spells (Arcane)
-Zero Level Stun, Open*, Detect Magic, Detect Direction
-First Level Sleep, Floating Disc, Fog Cloud
-Second Level ESP
Travel other worlds and serve the quest for magic knowledge, with coloured hair and skin in any rainbow hue
4 Sylvan Elf Subclass
Arms - Sword, Long Bow
Arts - Plant Lore, Beast Lore, Ancient Lore, Track, Survival, Marathon
+1 Moving Fire +2 Point Blank +3 Shoot Into Melee
Typical Starting Spells (Nature)
-Zero Level Calm Beast, Cauterise, Sting, Healing Berry
-First Level Animal Summoning 1, Spider Climb, Speak to Animals
-Second Level Summon Swarm
Live in forests and woodlands and serve nature with green tinted skin with leaves for hair with seasonal flowers
5 Outsider Subclass (Grey)
Arms - Sword, Hand Gun
Arts - Astrology, Navigate, Cryptography, Sneak, Spot, Run Away
+1 Alchemy +2 Repair +3 Illumination
Typical Starting Spells (Arcane)
-Zero Level Calm Detect Evil, Cure Petty Wound, Disrupt Undead, Holy Aura
-First Level Magic Missile, Mask, Sleep
-Second Level Levitate
Live beyond the sky and serve alien gods, grey skin, large black eyes, hairless, pointed skulls
6 Celestial Subclass
Arms - Sword, Short Bow
Arts - Magic Lore, Ancient Lore, Astrology, Holy Lore, Spot, Dance
+1 First Aid +2 Healing +3 Lay Hands
Typical Starting Spells (Divine)
-Zero Level Calm Detect Evil, Cure Petty Wound, Disrupt Undead, Holy Aura
-First Level Cure Light Wounds, Light, Bless
-Second Level Hold Person
Live in paradise and serve the gods of good, alabaster or ivory skin and hair, some have feathers for hair
7 Diabolic Subclass
Arms - Sword, Dagger
Arts - Occult Lore, Ancient Lore, Carousing, Bluff, Seduce, Streetwise
+1 Sleight +2 Brawling +3 Escapology
Typical Starting Spells (Arcane)
-Zero Level Calm Detect Good, Smoke Puff, Coin, Wizard Hand
-First Level Burning Hands, Charm Person, Magic Missile
-Second Level Fire Shuriken
Live in hell and serve devils, have tails, yellow or red or orange or jet black skin and hair
8 Serpentine Subclass
Arms - Sword, Short Bow
Arts - Occult Lore, Ancient Lore, Evil Eye, Hypnotism, Dragon Lore, Plane Lore
+1 Disguise +2 Bluff +3 Lip Reading
Typical Starting Spells (Arcane)
-Zero Level Wizard Hand, Whisper, Palm Size Illusion, Spark
-First Level Shocking Grasp, Charm Person, Mask
-Second Level Mirror Image
Reptilian race of ancient wizards and conquerors, now fallen and hidden. With reptilian eyes, snout, forked tongue, hairless and scaly
9 Blood Elf Subclass
Arms - Sword, Short Bow
Arts - Occult Lore, Ancient Lore, Evil Eye, Hypnotism, Butchery, Torture
+1 Disguise +2 Bluff +3 Lip Reading
Typical Starting Spells (Divine)
-Zero Level Detect Life, Calm Person, Stun, Open
-First Level Command, Know History, Hide Alignment
-Second Level Silence Sphere
Race of fallen evil elves who drink blood and eat flesh of humanoids, they are pale albinos who once ruled and empire of dark magic
10 Bone Elf Subclass
Arms - Sword, Short Bow
Arts - Occult Lore, Ancient Lore, Trance, Alchemy, Sneak, Hide
+1 Quick Draw (arrow) +2 Point Blank +3 Shoot into Melee
-Zero Level Exterminate Pest, Scare, Animate Tiny Animal, Snuff Light
-First Level Feign Death, Cause Fear, Ghost Light
-Second Level False Life
These are necromancer tainted wicked fallen scrawny elves with with yellowed or grey semi transparent flesh who practice foulest magics, most live underground in hiding
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