For the record, eveything here is either my own creation, or stuff modified out of the D&D SRD, so no copyright issues.
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I'm working on my own D20 system mod, it's called NID (N, I, D), and it's a spy thriller. I've decided to take it in a new direction, rather then using spycraft D20 or somthing. I've added two mains things:
1) Background benifits, you get one small perk depending on what class you were at FIRST LEVEL. This reflects that years of training have given you a proficency in what you do that can't be obtained in the field.
2) New skills and feats.
It's not quite done yet, but I wanted some comments on the classes and feats I have so far, before I continue........
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ARMY RANGER
The army ranger is the ultimate scout and ambush unit, trained to be complety at home in any terrain for up to weeks at a time, they are have complete stealth, leading to the phrase. “Rangers aren’t human, rangers are gods.” The NID takes upcoming rangers and promotes them into the core.
Anyone who starts with the ranger class at first level has the max number of allowed ranks in Hide and Move Silently raised by 3.
Alignment: Any.
Hit Die: d8.
Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), Cartography (Int), Maintain (Small arms) (int)
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 1st favored terrain, Track, wild empathy
2nd +2 +3 +3 +0 Combat style
3rd +3 +3 +3 +1 Endurance
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 2nd favored terrain
6th +6/+1 +5 +5 +2 Improved combat style
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 Swift tracker
9th +9/+4 +6 +6 +3 Bonus Feat
10th +10/+5 +7 +7 +3 3rd favored terrain
11th +11/+6/+1 +7 +7 +3 Combat style mastery
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Camouflage
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 4th favored terrian
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 5th favored terrain
Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, small arms, SMG’s, and automatics.
Favored Terrian (Ex): At 1st level, a ranger may select a type of terrain from among those given on Table: Ranger Favored Terrain. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival, Hide and Move Silently checks when using these skills inside this kind of terrain.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the bonus against any one favored terrain (including the one just selected, if so desired) increases by 2.
Type
Tundra
Decdious forest
Evergreen Forest
Swamp/Bog
Grassy Plains
Desert
Costal
Barren Plains
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: sniper or automatic weapons. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects sniper, he is treated as having the sniper feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects automatic weapons, he is treated as having the auto-jockey feat, even if he does not have the normal prerequisites for that feat.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (sniper or automatic weapons) improves. If he selected sniper at 2nd level, he is treated as having the Longshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected automatic weapons at 2nd level, he is treated as having the Strafe, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (sniper or automatic weapons) improves again. If he selected sniper at 2nd level, he is treated as having the Headshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected automatic weapons at 2nd level, he is treated as having the Long Range Death feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
My own D20 system
Moderator: Thanas
My own D20 system
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SPECIALIST
Every NID team has a specialist, they can be hackers, thieves, or informants, but their vast array of skills is always useful.
Anyone who starts as a specialist at first level has the max ranks for all skills raised by 1.
Alignment: Any.
Hit Die: d4.
Class Skills
The Specialist’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Read Lips (wis), Basic Electronics (int), Security Systems (int), All computer skills (int), Open Lock(dex), Hide(dex), Move Silently(dex), Underground contacts (Cha)
Skill Points at 1st Level: (10 + Int modifier) x4.
Skill Points at Each Additional Level: 10 + Int modifier.
Table: The Specialist
Level Base Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +0 +0 Background, Class skill
2nd +1 +0 +0 +0 Speed
3rd +2 +1 +1 +1 Skill Focus
4th +3 +1 +1 +1 Class skill
5th +3 +1 +1 +1
6th +4 +2 +2 +2 Skill Focus
7th +5 +2 +2 +2
8th +6/+1 +2 +2 +2 Class skill
9th +6/+1 +3 +3 +3
10th +7/+2 +3 +3 +3 Class skill
11th +8/+3 +3 +3 +3
12th +9/+4 +4 +4 +4 Skill Focus
13th +9/+4 +4 +4 +4
14th +10/+5 +4 +4 +4
15th +11/+6/+1 +5 +5 +5 Skill Focus, Class skill
16th +12/+7/+2 +5 +5 +5
17th +12/+7/+2 +5 +5 +5
18th +13/+8/+3 +6 +6 +6 Skill Focus
19th +14/+9/+4 +6 +6 +6
20th +15/+10/+5 +6 +6 +6
Class Features
All of the following are class features of the Specialist.
Weapon and Armor Proficiency: Specialists are proficient with all simple weapons, plus handguns.
Background: At first level, a Specialist gets one feat based on their background.
Shady Past: +2 modifier to any rolls related to the criminal underground.
Gear Head: +2 modifier to any rolls related to mechanical devices.
Wire Head: +2 modifier to any rolls related to electronic devices.
Nerd: +2 modifier to any rolls related to the the use of computers.
Gun-nut: +2 modifier to any rolls related to the upgrading or maintaining of guns.
Skill Focus: At 3ed, 6th, 9th, 12th, 15th, and 18th level the Specialist gets the Skill Focus feat for the listed skill.
Speed: A specialists life is oft dependant on his ability to finish and run before the nice men with guns show up, that being the case, started at 2ed level a specialist needs only 75% of the normal time to use a skill.
Class skill: At 1st, 4th, 10th, and 16th level a specialist can pick a cross-class skill, that skill is now considered a class skill.
Every NID team has a specialist, they can be hackers, thieves, or informants, but their vast array of skills is always useful.
Anyone who starts as a specialist at first level has the max ranks for all skills raised by 1.
Alignment: Any.
Hit Die: d4.
Class Skills
The Specialist’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Read Lips (wis), Basic Electronics (int), Security Systems (int), All computer skills (int), Open Lock(dex), Hide(dex), Move Silently(dex), Underground contacts (Cha)
Skill Points at 1st Level: (10 + Int modifier) x4.
Skill Points at Each Additional Level: 10 + Int modifier.
Table: The Specialist
Level Base Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +0 +0 Background, Class skill
2nd +1 +0 +0 +0 Speed
3rd +2 +1 +1 +1 Skill Focus
4th +3 +1 +1 +1 Class skill
5th +3 +1 +1 +1
6th +4 +2 +2 +2 Skill Focus
7th +5 +2 +2 +2
8th +6/+1 +2 +2 +2 Class skill
9th +6/+1 +3 +3 +3
10th +7/+2 +3 +3 +3 Class skill
11th +8/+3 +3 +3 +3
12th +9/+4 +4 +4 +4 Skill Focus
13th +9/+4 +4 +4 +4
14th +10/+5 +4 +4 +4
15th +11/+6/+1 +5 +5 +5 Skill Focus, Class skill
16th +12/+7/+2 +5 +5 +5
17th +12/+7/+2 +5 +5 +5
18th +13/+8/+3 +6 +6 +6 Skill Focus
19th +14/+9/+4 +6 +6 +6
20th +15/+10/+5 +6 +6 +6
Class Features
All of the following are class features of the Specialist.
Weapon and Armor Proficiency: Specialists are proficient with all simple weapons, plus handguns.
Background: At first level, a Specialist gets one feat based on their background.
Shady Past: +2 modifier to any rolls related to the criminal underground.
Gear Head: +2 modifier to any rolls related to mechanical devices.
Wire Head: +2 modifier to any rolls related to electronic devices.
Nerd: +2 modifier to any rolls related to the the use of computers.
Gun-nut: +2 modifier to any rolls related to the upgrading or maintaining of guns.
Skill Focus: At 3ed, 6th, 9th, 12th, 15th, and 18th level the Specialist gets the Skill Focus feat for the listed skill.
Speed: A specialists life is oft dependant on his ability to finish and run before the nice men with guns show up, that being the case, started at 2ed level a specialist needs only 75% of the normal time to use a skill.
Class skill: At 1st, 4th, 10th, and 16th level a specialist can pick a cross-class skill, that skill is now considered a class skill.
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New feats..........
AUTOMATIC USE
Prerequisites: BAB +4
Benefit: When you attack with an automatic weapons the penalties for using full burst are halved.
BROWN NOSER:
Benefit: +4 to any attempt to influence the attitude of a superior officer.
DEAD AIM
Benefit: +1 to all attack rolls made with guns. The feat cannot be taken multiple times.
DEMO
Benefit: +2 bonus on all Demolition skill checks.
GUN NUT
Benefit: +2 to all rolls related to the repair and upgrading of guns
Special: Can only be taken at first level
UNSEEN ARMS
Benefit: +2 to Conceal Weapons skill checks
IN HOUSE AGENT
Prerequisites: Level 5
Benefit: You become one of the internal spies, and your word is valued above the word of all others.
Special: This feat can only be taken if you char has an exemplary service record and as such requires the DM’s permission.
LONGSHOT
Prerequisites: +8 BAB, Sniper
Benefit: When using a rifle the size of the distance penalty is increased by 50%, this stacks with the benefits of a scoped weapons.
LONG RANGE DEATH
Prerequisites: +8 BAB, Automatic Aim, Strafe
Benefit: When using an automatic or semi-automatic weapons the distance that is considered “short range” is doubled from 2 range increments to 4 range increments.
SHADY BACKGROUND:
Benefit: +2 to underground contacts skill
Special: Can only be taken at first level
SNIPER
Prerequisites: BAB +4
Benefit: When using a rifle you can “aim” at a target for between 1 and 3 rounds to gain an additional +1 to +3 on your attack roll.
AUTOMATIC USE
Prerequisites: BAB +4
Benefit: When you attack with an automatic weapons the penalties for using full burst are halved.
BROWN NOSER:
Benefit: +4 to any attempt to influence the attitude of a superior officer.
DEAD AIM
Benefit: +1 to all attack rolls made with guns. The feat cannot be taken multiple times.
DEMO
Benefit: +2 bonus on all Demolition skill checks.
GUN NUT
Benefit: +2 to all rolls related to the repair and upgrading of guns
Special: Can only be taken at first level
UNSEEN ARMS
Benefit: +2 to Conceal Weapons skill checks
IN HOUSE AGENT
Prerequisites: Level 5
Benefit: You become one of the internal spies, and your word is valued above the word of all others.
Special: This feat can only be taken if you char has an exemplary service record and as such requires the DM’s permission.
LONGSHOT
Prerequisites: +8 BAB, Sniper
Benefit: When using a rifle the size of the distance penalty is increased by 50%, this stacks with the benefits of a scoped weapons.
LONG RANGE DEATH
Prerequisites: +8 BAB, Automatic Aim, Strafe
Benefit: When using an automatic or semi-automatic weapons the distance that is considered “short range” is doubled from 2 range increments to 4 range increments.
SHADY BACKGROUND:
Benefit: +2 to underground contacts skill
Special: Can only be taken at first level
SNIPER
Prerequisites: BAB +4
Benefit: When using a rifle you can “aim” at a target for between 1 and 3 rounds to gain an additional +1 to +3 on your attack roll.
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I'm thinking of adding more feats, and, more classes. any suggestions would be helpfull.
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I'm thiking of adding ex-SWAT member, ex-KGB, and maybe ex-CRIMINAL.
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I'm thiking of adding ex-SWAT member, ex-KGB, and maybe ex-CRIMINAL.
3D Printed Custom Miniatures! Check it out: http://www.kickstarter.com/projects/pro ... miniatures
*jabs with spoon*
Gimmie comments.
Gimmie comments.
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