abstract
| - No Natural Diseases Demonic Power- derived from the Abyss. Neutral Evil. Fey Power- derived from nature, from Vaeryans. True Neutral. Eldritch Power- derived from the drift. Chaotic Neutral Elemental Affinity- PC's choose one element, and gain benefits according to their choice. Fire- +2 reflex save, +2 to intimidate, +2 to balance. common virtue: Courage. common vice: Rage. Water- +2 will save, +2 to swim, +2 to diplomacy. common virtue: Humility. common vice: Fickle/Temperamental. Earth- +2 fortitude save, +2 to climb, +2 concentration. common virtue: Loyalty. common vice: Greedy. Air- +2 AC circumstance bonus when flat-footed, +2 sense motive, +2 heal. common virtue: optimistic. common vice: Cowardice. Scaling Racial abilities? Humans-fire/balance Dwarves-earth/form Elves-water/perception Gnomen-air/timing Alignment Affinities! Fire - impassioned and aggressive (ignores moral gray area) Water - conflicted and deliberate (conscious of moral ambiguity) Earth - stalwart and stubborn (doesn't even see the gray areas) Air - steady and natural (oblivious to morality, simply acts accordingly) Monk alternate: DR, higher AC bonus, Zen Combat(wis to attack bonus), elemental attacks(instead of magic), full BAB, Zen Defense(immune to damage for one round/day) get rid of immune to disease, add resistance to stun/sleep. Fighter Alternate: High Reflex save as well as fortitude, additional feat options. (combat awareness tree, optional combat style for rangers too) Druid Alternate: - Druid: Animal Companion becomes a Familiar, shapeshifting boosted, defensive casting, group utility Druid Alternate - Shaman: Shapeshifting dropped, offensive casting, second Animal companion at later levels, Totem ability Paladin Alternate: remove disease removed, replaced with double smite attack bonus, later double smite attack damage, later add turn demons/devils, later raise turn ability by a couple levels PrC: Arcane Natural: req. 4th level arcane spells, focuses on improving those spells, sudden metamagic, additional low level spells, some spell-like abilities, a few arcane bonus feats. PrC: Weapon Master: two level PrC req. weapon supremacy, makes fighter awesome with main weapon (SR, DR, +hit bonus/AC/saves, battle stance. Combat Awareness: flanking bonus against fighter halved (req. Combat Reflexes, fighter level 4) 1.Enemy Awareness: five foot step away from fighter incurs AoO (req. Combat Awareness, Fighter level 8) 2.Battlefield control: -5 penalty to tumble past fighter, five foot step immediate action (req. Enemy Awareness, F lvl 12) 3.Battlefield Mastery: threaten additional five feet out for AoO and flanking (req. Battlefield Control, Fighter level 16) Ranger Alternate: Combat style: Battle tree ^^ Sanguimancer: blood cleric/mage. totally evil. Back to Main Page → 3.5e Homebrew → Campaign Settings → Vaerya
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