Post by Stix on Jul 7, 2008 12:43:47 GMT -5
If we return to 2e, I plan to include some options to allow for more character flexibility. This will be done with Character Points (introduced in Skills & Powers).
Character Points can be spent:
PCs would start with some number of Character Points (5? 10?), and gain them at a rate of 5 per level. Here's a closer look.
The basic aasimar stats look like this:
With Character Points, any of the following racial abilities could be added on:
Here's the standard fighter:
A fighter could buy any of the following abilities at character creation with Character Points:
These abilities can be bought at character creation or with CPs gained from levels:
And lastly, an ability that can be purchased after the character has survived a fight with one or more fiends:
On top of these things, there are also flaws and limitations that can be taken for additional CPs.
Character Points can be spent:
- To adjust a d20 roll's result by 1d6
- To acquire new proficiencies
- To improve proficiency scores
- To acquire new class- or race-related powers
PCs would start with some number of Character Points (5? 10?), and gain them at a rate of 5 per level. Here's a closer look.
The basic aasimar stats look like this:
Size: Medium
Alignment: Any non-evil
Movement Rate: 12
lnfravision, 60’
Half damage from fire
Half damage from cold
+2 to saving throws vs. mind-affecting spells
+1 to surprise checks
10% magic resistance
Alignment: Any non-evil
Movement Rate: 12
lnfravision, 60’
Half damage from fire
Half damage from cold
+2 to saving throws vs. mind-affecting spells
+1 to surprise checks
10% magic resistance
With Character Points, any of the following racial abilities could be added on:
Armor bonus (5): The PC gains an additional +1 AC bonus when wearing any metal armor.
Celestial immunity (10): The PC is immune to one of the following attack forms: Acid, Cold, Electricity, Gas, Magic Missile, Poison.
Celestial resistance (5): The aasimar receives half damage from one of the following attack forms: Acid, Electricity, Gas, Magic Missile, Poison
Charisma bonus (20): The PC gains +1 to Charisma.
Confer (10): With this option, an aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the aasimar to touch the recipient. The PC loses that ability until 24 hours have elapsed, at which time he regains the ability. The PC cannot cancel this conferral once it has taken place. This sacrifice is not taken lightly.
Holy regeneration (10): While on any of the Upper Planes of Good, the PC regenerates hit points at the rate of 1 hp/round.
Power of life (20): As a direct descendent of the forces of life and goodness, the aasimar is immune to death magic and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a haste spell.
Celestial skin (35): The PC can be hit only by magical weapons.
Detect lie (5): The PC may cast detect lie once a day.
Know alignment (5): The PC may cast know alignment once a day.
Lightform (10): Once a day, the PC may assume a lightform similar in function to the wizard spell wraithform (except this ability accesses an extradimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light aasimon (PMC1). At 5th level, the PC can assume a lightform twice a day.
Major Celestial powers I (15): Once a week, the PC can cast heal, holy word, or spell turning. At 9th level, the PC can cast all these abilities once a week.
Major Celestial powers II (15): Once a week, the PC can cast hold monster, lightning bolt, or wall of ice. At 9th level, the PC can cast all of these abilities once a week.
Major Celestial powers III (15): Once a week, the aasimar may cast minor globe of invulnerability, polymorph self or wall of force. At 9th level, the PC can cast all these spells once a week.
Major Celestial powers IV (15): Once a week, the PC can cast advanced illusion, improved invisibility or solid fog. At 9th level, the PC can cast all of these abilities once a week.
Minor Celestial powers I (10): Once a day, the PC can cast cure light wounds, dispel magic, or protection from normal missiles. At 7th level, the PC can cast all these abilities once a day.
Minor Celestial powers II (10): Once a day, the PC may cast alter self, comprehend languages, or slow poison. At 7th level, the PC can cast all of these abilities once a day.
Minor Celestial powers III (10): Once a day, the PC can cast light, magic missile, or protection from evil 15’ radius. At 7th level, the PC can cast all these abilities once a day.
Minor Celestial powers IV (10): Once a day, the PC can cast blur, fly or mirror image. At 7th level, the PC can cast all these spells once a day.
Strength bonus (20): The PC gains +1 to Strength.
Sword bonus (5): The PC gains +1 to hit with any sword.
Telepathy (15): At will, the PC can communicate telepathically with any celestial, or other intelligent being of the same alignment within a 20’ radius.
Wisdom bonus (20): The PC gains +1 to Wisdom.
Celestial immunity (10): The PC is immune to one of the following attack forms: Acid, Cold, Electricity, Gas, Magic Missile, Poison.
Celestial resistance (5): The aasimar receives half damage from one of the following attack forms: Acid, Electricity, Gas, Magic Missile, Poison
Charisma bonus (20): The PC gains +1 to Charisma.
Confer (10): With this option, an aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the aasimar to touch the recipient. The PC loses that ability until 24 hours have elapsed, at which time he regains the ability. The PC cannot cancel this conferral once it has taken place. This sacrifice is not taken lightly.
Holy regeneration (10): While on any of the Upper Planes of Good, the PC regenerates hit points at the rate of 1 hp/round.
Power of life (20): As a direct descendent of the forces of life and goodness, the aasimar is immune to death magic and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a haste spell.
Celestial skin (35): The PC can be hit only by magical weapons.
Detect lie (5): The PC may cast detect lie once a day.
Know alignment (5): The PC may cast know alignment once a day.
Lightform (10): Once a day, the PC may assume a lightform similar in function to the wizard spell wraithform (except this ability accesses an extradimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light aasimon (PMC1). At 5th level, the PC can assume a lightform twice a day.
Major Celestial powers I (15): Once a week, the PC can cast heal, holy word, or spell turning. At 9th level, the PC can cast all these abilities once a week.
Major Celestial powers II (15): Once a week, the PC can cast hold monster, lightning bolt, or wall of ice. At 9th level, the PC can cast all of these abilities once a week.
Major Celestial powers III (15): Once a week, the aasimar may cast minor globe of invulnerability, polymorph self or wall of force. At 9th level, the PC can cast all these spells once a week.
Major Celestial powers IV (15): Once a week, the PC can cast advanced illusion, improved invisibility or solid fog. At 9th level, the PC can cast all of these abilities once a week.
Minor Celestial powers I (10): Once a day, the PC can cast cure light wounds, dispel magic, or protection from normal missiles. At 7th level, the PC can cast all these abilities once a day.
Minor Celestial powers II (10): Once a day, the PC may cast alter self, comprehend languages, or slow poison. At 7th level, the PC can cast all of these abilities once a day.
Minor Celestial powers III (10): Once a day, the PC can cast light, magic missile, or protection from evil 15’ radius. At 7th level, the PC can cast all these abilities once a day.
Minor Celestial powers IV (10): Once a day, the PC can cast blur, fly or mirror image. At 7th level, the PC can cast all these spells once a day.
Strength bonus (20): The PC gains +1 to Strength.
Sword bonus (5): The PC gains +1 to hit with any sword.
Telepathy (15): At will, the PC can communicate telepathically with any celestial, or other intelligent being of the same alignment within a 20’ radius.
Wisdom bonus (20): The PC gains +1 to Wisdom.
Here's the standard fighter:
Building: At 9th level, the PC knows how to construct heavy war machines, siege engines, and siege towers.
Followers: The PC at 9th level gains followers as described in the PHB if he establishes a stronghold.
Leadership: At 7th level, the PC is able to lead large number of troops in battle (up to 100 soldiers per level). The PC knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving large numbers of troops.
Martial Instructor: At 3rd level, the fighter may instruct others in the use of any weapon in which he is specialized. The training requires eight hours of study daily for one month. At the end of that time, each student must make an Intelligence check; those who pass gain a bonus proficiency with that weapon, while those who fail still gain familiarity.
Supervisor: At 6th level, the PC has the authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. Semi-permanent buildings may also be constructed if time permits.
War machines: At 4th level, the PC learns how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Weapon specialization: The fighter may spend a second proficiency slot on a single weapon to gain specialization bonuses.
Weapon mastery: The fighter may continue to spend proficiency slots on one weapon to gain mastery in all its degrees.
Followers: The PC at 9th level gains followers as described in the PHB if he establishes a stronghold.
Leadership: At 7th level, the PC is able to lead large number of troops in battle (up to 100 soldiers per level). The PC knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving large numbers of troops.
Martial Instructor: At 3rd level, the fighter may instruct others in the use of any weapon in which he is specialized. The training requires eight hours of study daily for one month. At the end of that time, each student must make an Intelligence check; those who pass gain a bonus proficiency with that weapon, while those who fail still gain familiarity.
Supervisor: At 6th level, the PC has the authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. Semi-permanent buildings may also be constructed if time permits.
War machines: At 4th level, the PC learns how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Weapon specialization: The fighter may spend a second proficiency slot on a single weapon to gain specialization bonuses.
Weapon mastery: The fighter may continue to spend proficiency slots on one weapon to gain mastery in all its degrees.
A fighter could buy any of the following abilities at character creation with Character Points:
1d12 hit die (10): The PC rolls d12 for hit points.
Improved THAC0 (10): The PC begins life better suited to fight than most by having an improved THAC0. The PC starts with a THAC0 of 18 at 1st level that improves by 1 for every level advance.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.
Planetouched (20): The PC’s body is charged with a curious planar energy that temporarily renders non-magical melee weapons the fighter wields into a magical weapon (so long as the fighter maintains physical contact with the weapon). For every 4 levels of the fighter, the non-magical weapon gains a magical +1 bonus to hit and damage (i.e., +1 at 1st level, +2 at 5th, etc., to a maximum of +5).
Improved THAC0 (10): The PC begins life better suited to fight than most by having an improved THAC0. The PC starts with a THAC0 of 18 at 1st level that improves by 1 for every level advance.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.
Planetouched (20): The PC’s body is charged with a curious planar energy that temporarily renders non-magical melee weapons the fighter wields into a magical weapon (so long as the fighter maintains physical contact with the weapon). For every 4 levels of the fighter, the non-magical weapon gains a magical +1 bonus to hit and damage (i.e., +1 at 1st level, +2 at 5th, etc., to a maximum of +5).
These abilities can be bought at character creation or with CPs gained from levels:
Defense bonus (10/15): The PC gains a +2 bonus to AC if unencumbered and unarmored: For 15 points, AC bonus is +3.
Draw followers (5/10): The 5-point option allows the PC to attract followers whenever he establishes a stronghold, regardless of level, or to attract followers at 9th level even without a stronghold. For 10 points, the PC gains followers regardless of level or stronghold.
Multiple specialization (5): The PC with this ability can specialize in as many weapons as desired provided that the CP cost is met for each individual specialization.
Poison resistance (5): The PC gains +1 to all saves vs. poison.
Spell resistance (5): The PC gains +1 to all saves vs. spells.
Thief ability (10+): For 10 CPs, the fighter may select one thief ability. Each additional 5 CPs allows the fighter to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Draw followers (5/10): The 5-point option allows the PC to attract followers whenever he establishes a stronghold, regardless of level, or to attract followers at 9th level even without a stronghold. For 10 points, the PC gains followers regardless of level or stronghold.
Multiple specialization (5): The PC with this ability can specialize in as many weapons as desired provided that the CP cost is met for each individual specialization.
Poison resistance (5): The PC gains +1 to all saves vs. poison.
Spell resistance (5): The PC gains +1 to all saves vs. spells.
Thief ability (10+): For 10 CPs, the fighter may select one thief ability. Each additional 5 CPs allows the fighter to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
And lastly, an ability that can be purchased after the character has survived a fight with one or more fiends:
Blood warrior (10): The PC believes that the true path to becoming the finest warrior lies in pitting his skills against the eternally warring fiends especially fighting them where they war the most -- in the Blood War. When fighting fiends anywhere, the PC becomes an awesome fighting machine as he revels in his true element. Fighter gains a +2 to hit and damage against all fiends, and receives a +2 bonus to AC.
On top of these things, there are also flaws and limitations that can be taken for additional CPs.