Campaign Setting: House Rules
Jan. 5th, 2007 03:32 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I am now going to go into the various revisions I made to the core D&D rules. I used Edition 3.5, since that was the revision that I had available to me, and basically said to my players, "Anything that's in the books is fair game." Races, classes, weaponry, gods, spells; I had no need to remove any of that. Mostly because this was my first time DMing - and my first time playing, for that matter - and I didn't trust myself to make something imbalanced.
There WERE, of course, a few revisions I made. In the 3.5 Dungeon Master's Guide, there are stats for modern-day weaponry to a degree. I took that and made a couple extrapolations, as the world I created has access to rifles and pistols and grenades; rare but not unheard of.
After that, I told my players that if they had any suggestions on things I could add to the game, I would seriously consider it. The answer is always "Let me see what I can do," and never "No."
Will asked about a combination gunslinger and arcane spellcaster. I took a look at my Big Book of Prestige Classes (Complete Adventurer, it has a metric crapload of them) and found something that was the closest to what I was looking for. What I did was take the Daggerspell Mage and adapted it into the Gunmage.
Gunmage
In a building in one of the Ancient Ruins of the Old Cities to the east, a group of arcane spellcasters train to utilize their magics in conjunction with the refurbished weapons found in the Ruins. These weapons have been repaired and reverse-engineered to a certain extent, though only government agencies and wealthy individuals are able to afford such antiques. Realizing the usefulness of such a group, the kingdom of the Northern Lands made a contract with this group, allowing them to experiment with the wonders found within.
This group became known as the Gunmagi, and has influence throughout the land. Most villages and cities have at least one Gunmage enlisted in the local constabulary, as part of their contract with the government, while some of the larger cities have more. Aside from their use in local law enforcement, however, this group stays much to themselves. Often they send out one of their top recruits into the world on a quest to aid the helpless, as a test of valor. These wandering magi are rare but not unheard of, and it is not uncommon to find one resting in an inn, or making his or her way through a town.
Gunmagi typically begin their careers as Wizards or Sorcerers, taking a level or two of Rogue after a few successful adventures. Drawn to the exotic fighting style and balanced ideas of the Gunmagi, these individuals enjoy the enigmatic reputation and unorthodox techniques of the guild. Although members of the guild are primarily spellcasters, some follow more complicated multiclass pathways that include Fighter or Paladin levels. These characters follow all precepts of the guild, but they are more likely to defend those tenets with bullets than with the arcane powers of their spells.
Hit Die: d6
Requirements
Alignment: Any nonevil.
Skills: Concentration (8 ranks)
Feats: Weapon Focus (pistol), Two-Weapon Fighting.
Special: Arcane Caster Level 5th.
Special: Sneak Attack +1d6.
Class Features
Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (arcana), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival, Swim, and Tumble.
Skill Points per Level: 6 + Intelligence Modifier.
Weapon and Armor Proficiency: Gunmagi gain no additional proficiencies.
Base Attack Bonus progression: Average 1
Fortitude Save progression: Poor 2
Reflex Save progression Good
Will Save progression: Good
Enchanted Bullets: Gunmagi seamlessly blend the use of their twin firearms with powerful spellcasting abilities. A Gunmage can cast a spell with somatic and material components even when holding a firearm in each hand. If a Gunmage holds anything other than a gun, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a Gunmage can deliver a touch spell with a gun attack (by focusing the power of the spell into the next bullet in the chamber), though such spells take a penalty of -2 to hit.
Invocation of the Bullet: Beginning at 2nd level, Gunmagi develop a strong mystical connection between their arcane spellcasting abilities and the guns that they wield. Whenever a Gunmage casts an arcane spell that deals energy damage, he can turn half the damage dealt with that spell into magic piercing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not affect a creature's ability to resist the affected spell with a saving throw or spell resistance. Using this ability does not require an action; its use is part of the action required to cast the affected spell. Only spells with a duration of instantaneous can be modified by this ability.
Spells per Day/Spells Known: Beginning at 2nd level, a Gunmage gains new spells per day at each level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a Gunmage, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Sneak Attack: Beginning at third level, a Gunmage deals an extra +1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 at 6th level and 3d6 at 9th level. See the Rogue class feature. If a Gunmage gets a sneak attack bonus from another source (such as levels of Rogue), the bonuses on damage stack.
Dualcasting: As a Gunmage advances in level, the connection between his spellcasting abilities and his two-gun fighting style strengthens. At 5th level or higher, a mage can hold the charge for one touch spell for each gun that he is holding in his hands. He must designate which gun holds which touch spell at the time the spell is cast. If one of these guns leaves the Gunmage's hands, the spell immediately discharges harmlessly.
Arcane Infusion: At 7th level and higher, a Gunmage can infuse arcane spell power into his bullets, temporarily enabling them to deal extra energy damage. To use this ability, a mage must lose a prepared arcane spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). The Gunmage chooses one firearm that he is holding and an energy type (fire, cold, electricity) when this ability is activated. The chosen gun deals an extra 1d6 points of damage of the chosen energy type (Fire bullet, Ice bullet, Lightning bullet). This effect lasts for a number of rounds equal to the spell level sacrificed. Multiple uses of this ability on the same gun don't stack, even if different energy types are chosen.
Gunspell Focus: At 8th level and higher, the penalty to hit for casting a touch spell with a ranged attack is negated. If the attack misses its target, the spell slot (and spell) is retained as if it was never cast.
Hail of Bullets: A 10th level Gunmage can blend spellcasting with a flurry of ranged attacks. When using this ability, a gunmage can quicken one spell as part of a full attack with his guns. Doing this has no effect on the spell's effective level. A gunmage must make at least one ranged attack in any round in which he uses this ability, and he cannot make an attack with anything other than his guns (although if a spell cast in conjunction with this ability requires an attack roll, he can still make the spell's attack.) A gunmage can use this ability a number of times per day equal to his Dexterity modifier (minimum 1).
After adapting that class, I took a look at a few of the feats. I decided to make the Weapon Proficiency feat apply to a category of weapons instead of a specific one. Will's Sorcerer, for example, could take Weapon Proficiency (Martial), and then Weapon Focus (Pistol), as most firearms fall into the Martial category under my rules.
Anything else that deviates from the standard rules, I keep an open mind towards. If the players have a suggestion and can find a way to make it work, I'll allow it.
Part I: The World
Part II: House Rules
Part III: The Current Setting
There WERE, of course, a few revisions I made. In the 3.5 Dungeon Master's Guide, there are stats for modern-day weaponry to a degree. I took that and made a couple extrapolations, as the world I created has access to rifles and pistols and grenades; rare but not unheard of.
After that, I told my players that if they had any suggestions on things I could add to the game, I would seriously consider it. The answer is always "Let me see what I can do," and never "No."
Will asked about a combination gunslinger and arcane spellcaster. I took a look at my Big Book of Prestige Classes (Complete Adventurer, it has a metric crapload of them) and found something that was the closest to what I was looking for. What I did was take the Daggerspell Mage and adapted it into the Gunmage.
Gunmage
In a building in one of the Ancient Ruins of the Old Cities to the east, a group of arcane spellcasters train to utilize their magics in conjunction with the refurbished weapons found in the Ruins. These weapons have been repaired and reverse-engineered to a certain extent, though only government agencies and wealthy individuals are able to afford such antiques. Realizing the usefulness of such a group, the kingdom of the Northern Lands made a contract with this group, allowing them to experiment with the wonders found within.
This group became known as the Gunmagi, and has influence throughout the land. Most villages and cities have at least one Gunmage enlisted in the local constabulary, as part of their contract with the government, while some of the larger cities have more. Aside from their use in local law enforcement, however, this group stays much to themselves. Often they send out one of their top recruits into the world on a quest to aid the helpless, as a test of valor. These wandering magi are rare but not unheard of, and it is not uncommon to find one resting in an inn, or making his or her way through a town.
Gunmagi typically begin their careers as Wizards or Sorcerers, taking a level or two of Rogue after a few successful adventures. Drawn to the exotic fighting style and balanced ideas of the Gunmagi, these individuals enjoy the enigmatic reputation and unorthodox techniques of the guild. Although members of the guild are primarily spellcasters, some follow more complicated multiclass pathways that include Fighter or Paladin levels. These characters follow all precepts of the guild, but they are more likely to defend those tenets with bullets than with the arcane powers of their spells.
Hit Die: d6
Requirements
Alignment: Any nonevil.
Skills: Concentration (8 ranks)
Feats: Weapon Focus (pistol), Two-Weapon Fighting.
Special: Arcane Caster Level 5th.
Special: Sneak Attack +1d6.
Class Features
Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (arcana), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival, Swim, and Tumble.
Skill Points per Level: 6 + Intelligence Modifier.
Weapon and Armor Proficiency: Gunmagi gain no additional proficiencies.
Base Attack Bonus progression: Average 1
Fortitude Save progression: Poor 2
Reflex Save progression Good
Will Save progression: Good
Enchanted Bullets: Gunmagi seamlessly blend the use of their twin firearms with powerful spellcasting abilities. A Gunmage can cast a spell with somatic and material components even when holding a firearm in each hand. If a Gunmage holds anything other than a gun, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a Gunmage can deliver a touch spell with a gun attack (by focusing the power of the spell into the next bullet in the chamber), though such spells take a penalty of -2 to hit.
Invocation of the Bullet: Beginning at 2nd level, Gunmagi develop a strong mystical connection between their arcane spellcasting abilities and the guns that they wield. Whenever a Gunmage casts an arcane spell that deals energy damage, he can turn half the damage dealt with that spell into magic piercing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not affect a creature's ability to resist the affected spell with a saving throw or spell resistance. Using this ability does not require an action; its use is part of the action required to cast the affected spell. Only spells with a duration of instantaneous can be modified by this ability.
Spells per Day/Spells Known: Beginning at 2nd level, a Gunmage gains new spells per day at each level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a Gunmage, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Sneak Attack: Beginning at third level, a Gunmage deals an extra +1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 at 6th level and 3d6 at 9th level. See the Rogue class feature. If a Gunmage gets a sneak attack bonus from another source (such as levels of Rogue), the bonuses on damage stack.
Dualcasting: As a Gunmage advances in level, the connection between his spellcasting abilities and his two-gun fighting style strengthens. At 5th level or higher, a mage can hold the charge for one touch spell for each gun that he is holding in his hands. He must designate which gun holds which touch spell at the time the spell is cast. If one of these guns leaves the Gunmage's hands, the spell immediately discharges harmlessly.
Arcane Infusion: At 7th level and higher, a Gunmage can infuse arcane spell power into his bullets, temporarily enabling them to deal extra energy damage. To use this ability, a mage must lose a prepared arcane spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). The Gunmage chooses one firearm that he is holding and an energy type (fire, cold, electricity) when this ability is activated. The chosen gun deals an extra 1d6 points of damage of the chosen energy type (Fire bullet, Ice bullet, Lightning bullet). This effect lasts for a number of rounds equal to the spell level sacrificed. Multiple uses of this ability on the same gun don't stack, even if different energy types are chosen.
Gunspell Focus: At 8th level and higher, the penalty to hit for casting a touch spell with a ranged attack is negated. If the attack misses its target, the spell slot (and spell) is retained as if it was never cast.
Hail of Bullets: A 10th level Gunmage can blend spellcasting with a flurry of ranged attacks. When using this ability, a gunmage can quicken one spell as part of a full attack with his guns. Doing this has no effect on the spell's effective level. A gunmage must make at least one ranged attack in any round in which he uses this ability, and he cannot make an attack with anything other than his guns (although if a spell cast in conjunction with this ability requires an attack roll, he can still make the spell's attack.) A gunmage can use this ability a number of times per day equal to his Dexterity modifier (minimum 1).
After adapting that class, I took a look at a few of the feats. I decided to make the Weapon Proficiency feat apply to a category of weapons instead of a specific one. Will's Sorcerer, for example, could take Weapon Proficiency (Martial), and then Weapon Focus (Pistol), as most firearms fall into the Martial category under my rules.
Anything else that deviates from the standard rules, I keep an open mind towards. If the players have a suggestion and can find a way to make it work, I'll allow it.
Part I: The World
Part II: House Rules
Part III: The Current Setting
- There are three basic Attack Bonus progressions in D&D; each class follows one of them. Fighters, Paladins, and Barbarians share a path that I arbitrarily called "Good".
- Likewise, Save Bonuses have two basic progressions.