D20 Rpg

  • October 2019
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d20 RPG Premise Four base classes, Pirate, Ninja, Robot, and Caveman. Classes are modified with a Descriptor prefix and Motivator suffix; these create extra customization of characters. New ability scores: Luck and Honor. Abilities Luck: A number of times per day equal to the characters luck bonus they may re-roll a failed roll (if positive), or the DM may require the payer to re-roll a success (if negative). The DM may allow luck to manifest in other ways, but it should not remove the necessity of skill for a task, or cause character deaths. Luck is generated in the same method as any other ability score. (Normally rolling 4d6, dropping lowest) Honor: A character adds his honor modifier to all d20 rolls, but must adhere to his code of honor, or suffer penalties to his honor score. When breaking a code of honor, a character must make an honor check, DC 20. On a success, one honor point is lost. On a failure, 1d6 honor is lost. All characters have 10 honor to start. Classes

Pirate Hit die: d10 Skills: A pirate receives skills equal to (2 + int modifier) x 4 at first level, and 2 + int modifier at every level thereafter. A Pirates class skills (and the key ability for each skill) are: Bluff (cha), Climb(str), Craft(int), Intimidate (cha), Open Lock (dex), Profession(wis), Slight of Hand(dex), Spot(wis), and Swim(str) Level 1 2 3 4

BAB +1 +2 +3 +4

Fort +2 +3 +3 +4

Ref +0 +0 +1 +1

Will +0 +0 +1 +1

Special Rough and Roudy Bonus Feat Uncanny Luck

5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

+4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Honor Amongst Outlaws Improved Rough and Roudy Enhanced Anatomy Bonus Feat Improved Uncanny Luck Greater Rough and Roudy Mixed Drinks Enhanced Anatomy Greater Honor

Features: Rough and Roudy: A pirate picks one drink (alcoholic). When imbibing this drink, he recives a +2 bonus to strength and constitution, and a -2 penalty to wisdom and charisma. This lasts as long as they are drinking, but requires 1d10 minutes to take effect and lasts for 1d10 hours after drinking.(the sensation of being drunk, however, lasts for longer) This improves at 7th and 14th level, increasing to +4 str +2 con, -2 wis at 7 th level, and +4 str and con, +2 cha at 14th. Uncanny Luck: A pirate chooses another drink. The same rules apply as Rough and Roudy, except the drink grants a +4 bonus to luck. (effectively giving two extra re-rolls once per day, but they must be used during the duration of the effect) This can only be done once per day A pirate may drink his Rough and Roudy drink at the same time as his Uncanny Luck drink to stack the effects. This improves to +8 luck at 12th level. Honor Amongst Outlaws: The pirate picks a third drink, and during its effects receives a +4 bonus to honor, and +2 bonus to charisma. This improves to +8 honor, +4 charisma at 20th level. Mixed Drinks: A pirate may combine the effects of two of his drinking abilities. Enhanced Anatomy: At 9th and 18th level, a pirate may replace one of his hands with a hook, his eyes with a patch, or his legs a wooden peg. These have no negative penalties, but grant +2 cha, and a +1 luck bonus to AC (as the opponent may accidentally strike the functionless body part). They may instead choose to take a bonus feat. Bonus Feats: A pirate chooses a bonus feat at 2nd and 11th level. They may choose from Endurance, Diehard, Great Fortitude, Improved Will, Power Attack, Leadership, Lightning Reflexes, and Toughness.

Weapon and Armor Prof.: A pirate is proficient with the cutlass, rapier, pistol, and musket. Code of Honor Must pay to care for subordinates Must always split the booty (though not necessarily evenly) Must adhere to the guidelines of his captains personal code

Ninja Hit Die: d8 A Ninja gains skills equal to (6 + int modifier) x 4 at first level, and 6 + int modifier at additional levels thereafter. A Ninjas class skills (and the key ability for each skill) are: Balance(dex), Bluff(cha), Climb(str), Disabld Divice(dex), Disguise(cha), Escape Artist(dex), Gather Information(cha), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Open Lock(dex), Profession(wis), Spot(wis), Survival(wis), Swim(str), and Tumble(dex). Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

BAB +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Improved Unarmed Strength, Improved Initiative Flurry of Blows, Martial Arts, Flip Out 1x/day Hide in Plain Site Martial Arts Flip Out 2/x Day Skill Master Improved Flurry, Martial Arts Flip Out 3x/day Martial Arts Stealth Master Martial Arts, Flip Out 4x/day Greater Flurry

Weapon and Armor Profeciencies: A ninja is proficient with Shuruken, Daggar, Short Sword, Nunchaku, kama, Quarterstaff, and Spiked-Chain. Features: Improved Unarmed Strike: A ninja receives Improved Unarmed Strike as a bonus feat at first level. Martial Arts: A ninja Flipout: At 2nd level, ninja can flip out, acting as if under the effects of the spell Haste, once per day, for a duration of its class level.

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