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Using D20 Modern SRD to run a fantasy campaign
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Using D20 Modern SRD to run a fantasy campaign
#1This will be almost entirely rules, possibly used for an RP here after I get stuff done right. Yeah, more later.
links:
http://www.freewebs.com/merlinsworkshop/CM.zip
http://www.scratchfactory.com/ModernSRD/ -
Re: Using D20 Modern SRD to run a fantasy campaign
#2First on the list is Occupations, Mainly because I see these as being one of the easier things to balance mechanically, also because this might help with the divination system I'm working on (See Muro, all's well :p) Anyway, hiya bina.
LISTS!!!
http://www.sff.net/people/julia.west/callihoo/dtbb/fantjobslist.htm
Also one that I pulled from the Merlin's Workshop pile of PDFs:
Apothecary, hedge Wizard, Noviate, Psychic, Psyschic Adept, Psychic Researcher, Rural, Shadow Scholar, Adept, Aristocrat, Merchant, Bandit, Commoner, Entertainer, Wanderer, Nomad, Outcast, Rake, Sailor, Warrior, Woodsman, Yeoman, Academic, Adventurer, Athlete, Blue Collar, Bohemian, Bureaucrat, Celebrity, Craftsman, Creative, Criminal, Dilettante, Doctor, Domestic, Educator, Emergency Services, Entrepreneur, Investigative, Law Enforcement, Military, Politician, Religious, Student, Technician, White Collar, Astronaut Trainee, Colonist, Drifter, Gladiator, Heir, Outcast, Scavenger, Transporter, Bard, Chieftain, Craftsman, Herbalist, Hermit, Knight, Jester, Magician, Maiden, Missionary, Monastic Priest, Merchant, Noble, Nomad, Priest, Rebel, Scribe, Peasant, Servant, Scout, Shaman, Squire, Warrior Priest, Academic, Agricultural, Artistic, Athletic, Commercial, Covert, Diplomatic, Engineering, Environmental, Manufacturing, Media, Medical, Military, Paranormal, Philosophical, Scientific, Service, Supernatural.
And a template to do the Occupations:
Occupation Name
Prerequisites:
Skills: Choose (one, two, or three) of the following skills, If a skill you select is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill. (Skill list)
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Reputation Bonus Increase: ((Loss 1 skill point for every reputation point))
Wealth Bonus Increase: ((+0 - +2 are free, after that lose 1 skill point for every +2))
And finally, a couple skill lists... Apparently this is what I'm working on first... ah well, I always hated d20's skill list...
3.5/d20M conjoined with modern day skills dropped
Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gamble, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Navigate, Open Lock, Perform, Read/Write Language, Research, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Swim, Tumble, Use Rope
DnD 4e
Acrobatics, Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery
ORE
Athletics, Endurance, Brawl, Parry, Run, Vigor, Climb, Dodge, Perform (), Ride, Stealth, Weapon Skill (), Counterspell, Healing, Language (), Lore, Strategy, Student of (), Tactics, Haggle, Inspire, Intimidate, Direction, Eerie, Empaty, Hearing, Scrutinize, Sight, Fascinate, Graces, Jest, Lie, Plead
Moon's Big List of Skills:
http://strolen.com/guild/index.php?topic=2250.0 -
Re: Using D20 Modern SRD to run a fantasy campaign
#3Skill list
Academic Skills
Lore - You're educated. You know legends, history, folktales, the great myths of the major religions. You've studied it all. Given that the people of most fantasy settings don't differentiate between fact and fiction, you may have trouble actually applying this knowledge, but gosh darn it, you know stuff.
Student of (___) - You've studied some particular subject much more than your average person, be it history, numerology, mathematics, or the Wines of the Southern Valley.
Decipher Script - You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. It helps if you have at least a passing familiarity with either the language the text was written in, or at least something related to it.
Concentration - You can remain focused on the task at hand despite being distracted by such things as uncomfortable chairs, inclement weather, or being stabbed.
Research - Given access to some large body of knowledge, a library or the insides of an ancient vampire's mind for example, you can scour it for the information you're searching for.
Speaker of (____) - These are the languages you know, from such things as Common to Orcish Hunting Calls, if someone uses it to communicate with you can learn it. (I'm thinking of making it a feat for native level proficiency, otherwise you need to roll to see if you're understood or accidentally insult someone, maybe?)
Heal - You know how to keep people from dying. Used to provide care when you have time that people aren't actively trying to kill you, otherwise see combat medicine.
Agricultural Skills
Handle Animal - You know how to deal with animals, whether it's teaching them a new trick or helping a mare foal, you can handle it.
Herbalism - You know what plants are good for a particular task, whether that task is eating, helping to heal a wound, or poisoning your rival. You also know how to properly prepare said plants to perform that task better, be it seeping the willow bark in warm water or making a highly condensed nicotine solution out of tobacco leaves.
Athletic Skills
Run - You know how to effectively run, whether it's a 100m dash or running a full marathon. This skill also allows you to cover more land on foot than an untrained person would be able to.
Climb - You can effectively travel vertically over surfaces, whether it's up a sheer rock wall or a rope.
Balance - You can avoid falling over, especially when it's important, like walking across a bottomless chasm on nothing more than a 40' long 2x4 with a crosswind.
Jump - You can jump. I really don't know what else I can say about this, it seems like a fairly obvious skill.
Swim - Whether it's diving to the bottom of a river to retrieve the One Ring, or swimming to Alcatraz during a storm, if it happens in the water this is most likely the skill you'll use.
Tumble - Whether you're rolling between the Ogre's legs to avoid being smashed by that tree trunk he's swinging, or using Parkour to turn that 30' drop into forward momentum, this is what you'll use.
Criminal Skills
Disable Device - You can open locks and disable traps, no place is safe from your thieving fingers.
Hide - You can make yourself unseen, whether you're hiding in the shadows while guards are wandering around yelling "Taffer" or in a Gilly suit in the brush.
Move Silently - You can walk quietly, whether you are stalking your prey like a shadow or trying to sneak up on someone while wearing one of those Jester suits with all the bells on it.
Forgery - You can create forgeries, whether it's a copy of the Mona Lisa to sell to someone, or making up documents to say that you were on the King's business and should be immediately released.
Disguise - You know how to make yourself appear to be someone else, a true master could convince his own mother that she was talking to a Thai hooker.
Escape Artist - You can get out of restraints, whether you're popping your shoulder out of its socket to
Sleight of Hand - Hiding things on your person, that nifty thing where you make a business card appear from no where, and picking pockets are all under this skill.
Gamble - Whether you're throwing bones on the street corner or playing high stakes poker this is your skill.
Interpersonal Skills
Bluff - You're a liar and a damn good one at that, you could convince your own sweet mother that she was a man, it's also used for feinting in combat.
Perform (___) - Whether it's playing a lute or freestyle interpretive dance, you can entertain people and generally get them to give you praise, applause, or money.
Sense Motive - You can tell when someone trying something fishy.
Gather Information - You can get information out of people, even when they don't really know that they have it, whether it's finding out where a fence is or getting a description of a suspect out of a witness, you which questions to ask to get the most information out of someone.
Intimidate - You can convince people that you are not to be triffled with, it doesn't really matter why they think that, be it fear of a beating, political backlash, or the belief that you'll turn them into a newt.
Diplomacy - You know how to sweet talk people into seeing things your way,.
Graces - This is your knowledge of how to be a good guest, or host, and covers a wide range of things every courtier must know, such things as never presenting your bare hands to a Nyrthian to when or when not to belch. Of course, social graces are a two-way street, and you can be at your best trying to impress that Nyrthian diplomat, but because he's such a boor, he picks up on all the little things that you got wrong, like the fact that you crossed your left foot over your right as you were sitting at the dinner table and decides to recommend to his Emperor that they wipe your pathetic nation off the map. Cheers.
Mercantile Skills
Appraise - Using your knowledge of the subject at hand, you can accurately value an object upon examining it, or determine if it's a forgery.
Craft (____) - Whether it's blacksmithing or underwater basket weaving, this is the skill used for making things.
Haggle - You are an expert at getting a bargain, whether it's through brow-beating, indignation, cajoling, or pretending that you have a highly communicable disease, you can get the best prices when you buy and sell goods.
Military Skills
Tactics - You can accurately size up a location and determine such things as choke points, high ground, potential ambush sites, or what direction the horde of Orcish Berserkers are most likely to come from.
Combat Medicine - Where the healing skill seeks to cause the body to heal quicker, combat medicine just tries to get the wounded back onto their feet so they can continue fighting, even if it means that their chances of survival will drop drastically.
Paranormal Skills
Eerie - You are adept at feeling what active magic feels like. It's hard to describe, it's like the electroreception that sharks and fishes have, except with magic.
Spellcraft - You are a studier of dark tomes of grim magic, you might not have figured out how to make stuff happen yet, but you will, and then they'll be sorry.
Perception Skills
Streetwise - You understand how crowds of people work, you know what to look for in a crowd to figure out if they're spoiling for a fight or terrified that someone is about to get shanked.
Spot - This skill covers how good you are at picking up subtle visual clues, like that little red dot that flashed on the edge of your monitor just now. It looked an awful lot like a laser pointer, didn't it?
Listen - This skill covers how good you are at picking up subtle, or not so subtle, audible clues, how good you are at localizing what direction they came from, and identifying what they most likely were.
Search - Whether you're casing a manor for every little piece of loot you can find or trying to follow the tracks of a fleeing fugitive over a sheet of granite, this is the skill that covers it.
Traveling Skills
Survival - You know how to find shelter, food, water, and heat when stranded in the wilderness with just the clothes on you back.
Navigate - You know how to read a map, use a compass and a sextant, you can figure out which way is north merely by the stars, and on a cloudy night you know how to use the moss on trees to figure out what direction you're traveling in.
Use Ropes - You can tie knots, there's not a whole lot of things to say about this skill, other than it's actually a lot more complex than this description would have you believe.
Ride - You know how to stay mounted when traveling through rough terrain, how to ride a horse for long distances without breaking it, and potentially how to ride even more exotic mounts, like a dire shrew. -
Re: Using D20 Modern SRD to run a fantasy campaign
#4And starting on occupations, won't be able to finish this until I have a solid feat list, but here goes.
Occupation Name
Prerequisites:
Skills: Choose (one, two, or three) of the following skills: (Skill list)
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Reputation Bonus Increase: ((Loss 1 skill point for every reputation point))
Wealth Bonus Increase: ((+0 - +2 are free, after that lose 1 skill point for every +2))
Scholar
Prerequisites: Age 23+
Skills: Choose three of the following skills: Lore, Student of (___), Decipher Script, Concentration, Research, Speaker of (____), Appraise, Spellcraft, Spot, Search.
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.
Wealth Bonus Increase: +2
****FEATS****
Adventurer upon Return
Prerequisites: Age 15+
Skills: Choose two of the following skills: Lore, Speaker of (____), Run, Climb, Jump, Swim, Disable Device, Escape Artist, Gamble, Bluff, Intimidate, Tactics, Combat Medicine, Eerie, Streetwise, Spot, Survival, Navigate, Use Rope, Ride.
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Wealth Bonus Increase: +1
****FEATS*****
Criminal
Prerequisites: 13+
Skills: Choose two of the following skills: Disable Device, Hide, Move Silently, Forgery, Disguise, Sleight of Hand, Gamble, Streetwise, Bluff, Intimidate
If a skill you selected is already a class skill you gain a permanent +1 to it, otherwise you gain it as an additional class skill.
Bonus Feat: Select one of the following: (feats) ((Loss 1 skill from above if Bonus Feats are available))
Wealth Bonus Increase: +1
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Re: Using D20 Modern SRD to run a fantasy campaign
#5Feats
Feat Name
Prerequisites:
Benefit:
Native Proficiency
Prerequisites: Speaker of (____) 4+
Benefit: You can automatically take 20 when using this language.
Other Stuff: If taken at character creation you don't need to meet the prerequisites; also, unless if stated otherwise in your origin, you're automatically proficient in at least one language.
True Direction
Benefit: +10 when using Navigation to find north.
Screaming Warrior
BLOOD FOR THE BLOOD GOD!!!
Benefit: You continually scream at the top of your lungs throughout combat, your enemies must make a Will save to avoid being shaken every round they are in a square threatened by you. However you can not use any abilities that involve speech while you are using this feat.
Special: Activating and deactivating this ability is a free action that must be done at the beginning of your turn.
Endurance Feat Tree
Endurance
You keep going when lesser men have collapsed from exhaustion.
Prerequisites: Con 12
Benefit: You gain a +4 to checks made to avoid nonlethal damage from: holding your breath, forced marches, starvation, thirst, heat stroke, hypothermia, and suffocation. You also gain +4 to checks to avoid succumbing to exhaustion while running, climbing, or swimming. You can function on half your required sleep and rations for a number of days equal to your constitution score without a penalty. Also, you can sleep in light or medium armor and wake fully rested.
Iron Man
GRARH!!!
Prerequisites: Endurance, Con 16
Benefit: You gain a +6 to checks made to avoid nonlethal damage from: holding your breath, forced marches, starvation, thirst, heat stroke, hypothermia, and suffocation. You also gain +6 to checks to avoid succumbing to exhaustion while running, climbing, or swimming. You man also sleep in heavy armor, hanging by your foot from a noose, or at the bottom of a pile of sweaty men and wake fully rested.
Special: These effects stack with Endurance.
Tough as Nails
There's tough, and then there's you
Prerequisites: Con 14, Endurance
Benefit: You gain twice your Constitution bonus to Health every level.
Special: This replaces the normal Con bonus to Health.
Improved Tough as Nails
You can walk through the valley of the shadow of death and fear nothing because you have hit points to spare
Prerequisites: Con 18, Tough as Nails, Iron Man
Benefit: You gain four times your Constitution bonus to Health every level.
Special: This replaces Tough as Nails.
Determinator
With my dying breath I will end you!
Prerequisites: Endurance
Benefit: When reduced to negative hit points, you automatically become stable, and may choose to as if you were disabled, rather than dying. Additionally, you gain a negative hit point pool equal to 1/4 your maximum HP, rounded down. If you take a strenuous action while in negative hit points, such as (but not limited to) combat, running from combat, pull ups, one handed pull ups, sex, running a marathon, or dancing; you lose 1 HP. When you reach your maximum allotment of negative hit points you keel over a die.
Why Won't You Die?!
Prerequisites: Determinator
Benefit: You don't die after reaching your maximum allotment of negative hit points in combat, instead through sheer force of will, or hatred, or just because you're a stubborn bastard; you can continue fighting. However, once combat ends you die. Also, don't try to use this to cheat death, your dead once this feat activates, no amount of finagling will change that. Death is just so dumbfounded by the fact that you're still moving around that it's going to take him a little bit to actually grab your soul and drag it to the underworld, kicking and screaming, likely with its ephemeral claws locked around the throat of whoever you killed last.
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Weapon Feats
#6First 3, the basics. Unarmed will come later.
Brawler
First lesson: stick them with the pointy end.
You understand how to hurt, maim, and kill people. Any weapon who's use is obvious (axes, clubs, crossbows, thrown rocks, broken bottle, table leg) and isn't just as likely to hurt the untrained user as his target (nunchucks). Basically, if you expect a video like this: http://www.youtube.com/watch?v=Dpva_72qbMI to be on youtube, you can't use that weapon with this skill.
Benefit: You gain proficiency in plethora of actual and improvised weapons.
Weapon Training (___)
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits: You gain proficiency in that category of weapons. You also gain a +1 to Attack and Damage with that category of weapons.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.
This Is My Rifle
You've trained with a very specific weapon, for example your family's heirloom sword, passed down from father to son for eight generations, for so long that it is an extension of your being.
Benefits: You gain proficiency with that weapon and weapons similar to it. +2 to Attack and Damage +1 to AC with this weapon.
Special: If you lose your weapon, or decide to replace it you must spend one month with your new weapon to gain the bonuses provided by this feat back, the new weapon must be similar to the one you replaced. You can only use this feat on one weapon at a time. You can take this feat multiple times, each time choosing a different weapon. -
Re: Using D20 Modern SRD to run a fantasy campaign
#7Love the endurance tree!
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Re: Using D20 Modern SRD to run a fantasy campaign
#8
Love the endurance tree!
Seconded! -
Rage Tree
#9
Rage
How many of you fuckers are there?! Do you want me to individually engrave your names on each of my bullets? Is my gun not personal enough for you? I'll kill every last one of you bastards! All I need are bullets! We have a lot of bullets here! --Freeman's Mind
Prerequisites: Strength 14, Constitution 14
Benefit: You gain +4 to your Strength and Constitution scores, a +2 bonus to attack and damage, and a -2 to AC for the duration of your rage. Your rage lasts for a number of turns equal to 3+(the number of feats you have in the Rage feat tree, including Rage). You can only use Athletic skills, Spot, Listen, and Intimidate while raging.
Special: You may use this ability as a free action at the beginning of your turn. Ending your rage early requires succeeding on a will save with a DC of 10+(the number of feats you have in the Rage feat tree). If you do not attack on your turn you must roll a d10 and get a result above the number of turns since you last attacked something (2 or higher if this is the first turn, 6 or higher if it's been 5 turns.) otherwise you immediately attack the nearest living thing. When you leave your rage you are exhausted for a number of turns equal to how long you raged for.
Improved Rage
Prerequisites: 4 feats in the Rage feat tree
Benefit: You gain +4 to Strength and Constitution, +2 to Attack and Damage and -2 to AC while raging.
Special: These effects stack with Rage
IPerfect Rage
Prerequisites: Improved Rage, 6 feats in the Rage feat tree
Benefit: You gain +4 to Strength and Constitution, +2 to Attack and Damage, and when you leave rage you are exhausted for 2 less turns. Additionally, once a day you may select on rage which you are not exhausted after leaving, this selection must be made upon entering upon entering your rage.
Special: These effects stack with Rage and Improved Rage
Screaming Warrior
BLOOD FOR THE BLOOD GOD!!!
Prerequisites: Rage
Benefit: While raging you continually scream at the top of your lungs throughout combat, your enemies must make a Will save to avoid being shaken every round they are in a square threatened by you. However you can not use any abilities that involve speech while you are using this feat.
I'M THE JUGGERNAUT
Prerequisites: Rage, Strength 16
Benefit: While raging you are considered one size category larger for any size dependent opposed rolls you make, you do not provoke an Attack of Opportunity for entering an enemy's square, and when you successfully bull rush or overrun an opponent you automatically throw them a distance of 5' multiplied by your strength modifier, dealing XdY damage to them, where X is your strength modifier and Y is d4 for Small characters, d6 for Medium, d8 for Large, d12 for Huge, and d20 for Gargantuan and larger.
Special: Characters thrown this way must make a Tumble check vs a DC of the distance they were thrown or land prone.
Blood Lust
Prerequisites: Rage
Benefit: Each opponent you kill during your rage adds +2 to your attack and damage.
Attack! Attack! Attack!
Prerequisites: Rage
Benefit: While raging and making a Full Attack, you may become flat-footed until the beginning of your next round in exchange for the following: You add your full Base Attack Bonus to you damage rolls and any enemy you hit must make a Fortitude save vs 10 + your Strength modifier + the number of Rage feats you have or be dazed until the next round.
Fast Healing
Prerequisites: Rage
Benefit: While raging you gain Fast Healing, healing a number of Hit Points a round equal to the number of Rage feats you have.
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Re: Using D20 Modern SRD to run a fantasy campaign - Le Parkour
#10Tumble Feat Tree
Skirmisher
Prerequisites: Tumble 4 ranks
Benefit: +1d6 damage when you move at least 10 feet prior to your attack.
Special: This bonus increases by an additional 1d6 for every 4 ranks you have in the Tumble skill. This feat can only be used while wearing light or no armor.
Break Away
Prerequisites: Tumble 8
Benefit: When you do nothing but move, you gain an AC bonus equal to your ranks in Tumble divided by 2 rounded down.
Special: This feat can only be used while wearing light or no armor.
Wall Jump
Prerequisites: Jump 4
Benefit: You may use a wall to propel yourself 10 feet up.
Special: The DC for this is 15, it can be used multiple times so long as there's another wall within 10 feet, with the DC increasing by 15 for every extra 10 feet you ascend.
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Re: Using D20 Modern SRD to run a fantasy campaign
#11Digging through WotC forums:
TES style skill leveling mechanics
http://community.wizards.com/go/thread/view/75882/28862423/Modified_Skill_System_(Feedback_Please)
On DnD & realism -
Re: Using D20 Modern SRD to run a fantasy campaign
#12Possibly get rid of Class/Crossclass skills and give a +1 bonus each level in "class skills"
Weapon Groups:
Axes
Bows/Crossbows
Clubs/Maces/Picks/Hammers
Flails/Chains
Heavy Blades
Light Blades
Slings/Thrown Weapons
Spears/Lances/Polearms
Unarmed/Claws
Weapon Training (Bows & Crossbows) AKA "Archer"
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits: You gain proficiency in that category of weapons. You also gain a +1 to Attack and Damage with that category of weapons.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.
Hawkeye (Archer)
Prerequisites: Spot 4, Archer
Benefits: For every 4 ranks you have in the Spot skill you gain +1 to attack with bows & crossbows and the range increment for any bow or crossbow he uses increases by 5 feet.
Melee Archer (Archer)
Prerequisites: Archer
Benefits: You gain a +1 to attack and damage when shooting within 30', additionally you do not provoke attacks of opportunity when shooting from within melee, nor do you take a -4 to attack when attempting to shoot into a melee.
Sniper (Archer)
Prerequisites: Hawkeye
Benefits: When you use a bow or crossbow its range increment is increased by 1/2 (it is now x1.5 what it was before). Additionally your ranged attacks ignore the AC bonus granted to targets by anything less than total cover; likewise, ignore the miss chance granted by anything less than total concealment. Finally, if you shoot at a target engaged in a grapple, you automatically hit the target you were aiming at.
Special: The range bonus is applied after the bonuses granted by Hawkeye.
Manyshot (Archer)
Prerequisites: Archer, BaB +6
Benefits: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Special: All these arrows are treated as one attack for purposes of damage reduction.
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
(Yes, the only difference between this and the SRD Manyshot are the prereqs and how they're treated by DR)
Darken the Sky (Archer)
Prerequisites: Archer
Benefits: As a full round action you can make a single attack at your highest BaB against any number of targets in a 15 foot radius, the center point of which must be within your first range increment. You make seperate attack and damage rolls for each target in this area.
Pinning Shot (Archer)
Prerequisites: Archer, BaB +3
Benefits: When using a bow or crossbow with a Str bonus of +2 or higher, as a standard action you may make an attack against any target within range of your bow, who takes damage as normal and is immobilized and flat footed for a number of rounds equal to the Str bonus of your weapon minus one.
Through Shot (Archer)
Prerequisites: Pinning Shot
Benefits: When using a bow or crossbow with a Str bonus of +6 or higher and you threaten a critical against a target, the projectile you fired pierces the target and continues in a line, potentially striking a target behind them. You must be able to trace a line starting at his space and passing through both targets to make this additional attack. This secondary attack is made at -4 in addition to any other penalties for added range. If this attack is also a critical hit, the projectile can continue to hit another target, but the penalties stack.
Bows, Crossbows and Damage bonuses
While Dex is the attribute in charge of determining your to-hit bonus when using projectile weapons, it is strength that determines how much extra damage one can deal with bows. When making a new bow the bowyer decides what the pull on the bow will be, in modern days you generally don't see much more than 65-70 lbs, however the medieval British longbow had pulls of up to 160-180 lbs. Mechanically this is represented by having a Str bonus for bows which is the maximum amount of Str damage dealt by a that bow. For example, Thug the Ogrish Archer has a strength of 24, for a Str bonus of +7, but the bow he's using only has a Str bonus of +5, meaning he can only apply 5 points of his Str bonus to damage. Now if Meh his halfling sidekick with a strenght of 8 picked up that bow and tried to shoot it, he'd be dealing with a draw weight that is well out of his range and would take a penalty to attack and damage equal to the difference between his Str bonus (-1) and the bow's (+5) for a total of -6 to attack and damage.
Crossbows are an entirely different story, your strength bonus doesn't matter, instead your crossbow has its own strength bonus that's applied to all attacks. Hand crossbows generally have a strength bonus of +0, light crossbows get +2 and heavy crossbows get +6. (This last bonus may seem absurd, but it is balanced out by the fact that it takes a full round to reload a heavy crossbow.)
From Muro: Chamberpot-Firing feat and Double Plus Quick Shooting feat.
From Mourn: Banking shot
Weapon Training (Spears, Polearms, Lances, Staves) AKA "Spearman"
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits:: You gain proficiency in that category of weapons. You also gain a +1 to Attack and Damage with that category of weapons.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.
Sweep (Spearman)
Prerequisites: Spearman
Benefits:: You may use the Spearman weapons to trip a target without penalty.
Shorten Grip (Spearman)
Prerequisites: Spearman
Benefits:: When using a Spearman weapon that has reach you threaten the squares ajdacent to you in addition to the squares you normally threaten.
Backhand from the Bitch Stick (Spearman)
Prerequisites: Spearman
Benefits:: Any Spearman weapon you use is treated as a double weapon (if it isn't already) with the other side dealing 1d6 damage. -
Re: Using D20 Modern SRD to run a fantasy campaign
#13Grab Bag time
AoO: Attack of Opportunity
BaB: Base Attack Bonus
Weapon Training (Unarmed and Claws) AKA "Unarmed"
You've been trained in the use of a category of weapons, such as axes, bows, swords, monk weapons, or frozen fish.
Benefits: You gain proficiency in that category of weapons. You also gain a +1 to Attack and Damage with that category of weapons.
Your unarmed attacks are treated as armed attacks and deal lethal or nonlethal damage (your choice). The amount of damage done by your attacks is determined by the number of unarmed feats you have taken.
Special: You may take this feat multiple times, each time choosing a different catagory of weapons.
For Medium sized creatures
For evey size category smaller than Medium, the creature is treated as having 2 less feats, while for every size category larger than Medium the creature is treated as having 2 more feats.
# of feats | Damage
(-4) and less 1
(-3) - (-2) 1d2
(-1) - 0 1d4
1 - 2 1d6
3 - 4 1d8
5 - 6 1d10
7 - 8 2d6
9 - 10 2d8
11 - 12 2d10
13 - 14 3d6
15 - 16 3d8
17 - 18 3d10
Examples: Z'temorum the Gnomish monk has 7 unarmed combat feats, however due to being Small he is treated as having 5 for determining how much damage he does, 1d10 in this case. Nmyrg the Titan of hand to hand combat is Huge, thus treated as having 4 more than the 12 unarmed combat feats he has, thus dealing 3d8 damage. (The fact that he has four arms and a strength bonus of +21 is just an added bonus for him.)
Opportunistic Disarm (unarmed)
Prerequisites: Unarmed, (Improved Disarm)
Benefits: When an enemy attacks you and misses you can expend one of your attacks of opportunity to immediately attempt to disarm them. If they'd previously scored a hit on you this disarm attempt is made a -4.
Haymaker (unarmed)
Prerequisites: Unarmed, BaB +3, Concentration 4
Benefits: As a full round action you may make a single unarmed melee attack that deals XdY damage, where X is your Str modifier and Y is based off of your BaB. If this attack is being made against an inatimate object, the damage is doubled. This attack provokes an attack of opportunity, that if it hits disrupts the attempt unless if the attacks succeeds at a concentration check equal to the damage dealt by the AoO.
Haymaker table
BaB Dice
+3 - +6 d6
+7 - +10 d8
+11 - +14 d10
+15 - +18 d12
+19 and up d20
Example: Nmyrg the Titan has a BaB of +20 and has a +21 Str bonus, so if he uses this attack against Z'temorum the Gnomish monk he would deal 21d20 damage, however Z'temorum would be able to make an attack of opportunity to try and interrupt the attack (Unlikely seeing as he's only likely to deal 12 points of damage, but Nmyrg could always roll a critical failure.)
Deflecting Shot (Archer)
Prerequisites: Archer, (Quick Reflexes or some such), BaB +5
Benefits: For every five points of BaB you have you can deflect a projectile by up to 45 degrees off of some hard surface. This can be used to shoot around corners by bouncing the arrow off a wall, or through a thick melee by bouncing the arrow off the metal armor of one of the combatants. For every 9 degrees the shot is deflected you take a -1 to the attack (45 degrees is -5, 90 is -10, 180 is -20) This shot can also be used to shot yourself in the face if you want to commit suicide in a particularly retarded way.
Tank (Heavy Armor)
Prerequisites: Heavy Armor Proficiency
Benefits: When you wear heavy armor you're treated as having DR 1/-- with additional points of DR gained at every 5 points of BaB. (+5 BaB gives DR 2/-- +15 BaB grants DR 4/--)
Deathwish (Endurance)
Prerequisites: Con 15, Determinator
Benefits: You gain bonuses to attack and damage based on how close you are to dying. When you're between 75% and 50% health you gain +1 to attack and damage, when you're between 50% and 25% health you gain +3 to attack and damage, when you're between 25% and 0% health you gain +6 to attack and damage, and when you're below 0 HP you gain a +10 to attacks and damage.
FORE!!! (2 Hander)
Prerequisites: (2 Hander), Str 16
Benefits: As a standard action you may attack an enemy dealing normal damage, if the attack hits you may make a strength check to throw the enemy as if they were one size catagory smaller. If this check succeeds you successfully propel them 10 feet for every size catagory difference between you and them (minimum 10') in any direction and they must make a reflex save VS damage dealt or land prone.
Blindside (dodge/parkour/whatever I end up calling that tree)
Prerequisites:
Benefits: If you make an attack against an enemy that neither threatened you or was threatened by you at the beginning of this turn, you gain half of your BaB to attack and damage. This bonus also applies to AoO's so long as the previous conditions are met.