Editing Taming The Westmark

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**Overrun - make an attack roll at -2 to hit.  If successful, may move past opponent without suffering a retreat penalty
 
**Overrun - make an attack roll at -2 to hit.  If successful, may move past opponent without suffering a retreat penalty
 
**Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis.  If failed, opponent's weapon or shield is sundered.  Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus
 
**Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis.  If failed, opponent's weapon or shield is sundered.  Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus
*''Fencer'' - The player may apply his DEX bonus to melee attacks instead of STR
 
 
*''Fighting Style'' - Gain a bonus related to the favored style.  Even if this skill is taken multiple times, only one style can be used at any given time.
 
*''Fighting Style'' - Gain a bonus related to the favored style.  Even if this skill is taken multiple times, only one style can be used at any given time.
 
**Polearm - +1 to initiative
 
**Polearm - +1 to initiative
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**Weapon and shield - +1 to AC
 
**Weapon and shield - +1 to AC
 
*''Shou Slayer'' - the PC's training gives him a +1 to hit against all Shou
 
*''Shou Slayer'' - the PC's training gives him a +1 to hit against all Shou
 +
*''Fencer'' - The player may apply his DEX bonus to melee attacks instead of STR
 
*''Weapon Specialization'' - If a player chooses to specialize in a certain type of weapon, all attack rolls that are natural 20s cause double damage. Weapon types include: polearms, axes, swords & daggers, blunt weapons, ranged weapons
 
*''Weapon Specialization'' - If a player chooses to specialize in a certain type of weapon, all attack rolls that are natural 20s cause double damage. Weapon types include: polearms, axes, swords & daggers, blunt weapons, ranged weapons
  
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**At level 9, the PC knows when a Move Silently roll has failed
 
**At level 9, the PC knows when a Move Silently roll has failed
 
'''Mage'''
 
'''Mage'''
*''Cantrip'' - Gain the ability to cast cantrips from [http://5e.d20srd.org/srd/spellLists/wizardSpells.htm this list].  Note that all damage rolls are house ruled to be d4
 
*''Combat Casting'' - If the caster is successfully attacked before casting a spell:
 
**At level 1, has a 25% chance of not losing the spell from memory
 
**At level 5, has a 35% chance of not losing the spell from memory
 
**At level 9, has a 50% chance of not losing the spell from memory
 
 
*''Elementalism'' - The PC specializes in spells of a certain element (air, earth, fire, water)
 
*''Elementalism'' - The PC specializes in spells of a certain element (air, earth, fire, water)
 
**At level 1, spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target
 
**At level 1, spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target
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**At level 9, can identify common magic items 85% of the time, reduces chance of failure when creating magic items to 10%  
 
**At level 9, can identify common magic items 85% of the time, reduces chance of failure when creating magic items to 10%  
 
*''Mystic Aura'' - +2 to reaction rolls if casting magic
 
*''Mystic Aura'' - +2 to reaction rolls if casting magic
 +
*''Cantrip'' - Gain the ability to cast cantrips from [http://5e.d20srd.org/srd/spellLists/wizardSpells.htm this list].  Note that all damage rolls are house ruled to be d4
 +
*''Combat Casting'' - If the caster is successfully attacked before casting a spell:
 +
**At level 1, has a 25% chance of not losing the spell from memory
 +
**At level 5, has a 35% chance of not losing the spell from memory
 +
**At level 9, has a 50% chance of not losing the spell from memory

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