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OgreBattle
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Dungeons & Dragons OgreBattle Edition

Post by OgreBattle »

So way back when 4e came out I had some notes on how I would've done it, and that "6e wat do" thread is quite active. Here's how I'd do D&D after 3.X...

There is no distinction between magic and mundane, just knowledge and power. A smith who becomes highly skilled can create 'magic weapons' with the power of his art and special materials. A healing potion can be made by someone who knows what herb to mix with what mushroom. A cat of advanced age can have his tail split and gain magical powers as a nekomata.

Core mechanics:
1) d6+modifiers vs TN for most blow by blow sequences.
2) Skill challenge system where you have X turns to reach Y successes for extended actions.

Core Attributes
Everyone has them. They're basic ways to interact with the world like athletics skills and the defenses that get targeted by various things. They're rated from 0 to +X, +5 is considered healthy human average.
Unfortunately I couldn't think of a second attribute to begin with "L"

Body: STR, CON stuff. Soak against physical harm. Strength skill test.
Agility: DEX stuff, Evasion against physical threats. Balance skill test.
Sense: sensory WIS stuff, defense against ambushes, illusions. Spotting skill test.
Spirit: willpower WIS CHA stuff, defense against mental domination, social compulsion skill test.

Skills
You don't add attributes to skills as they already function as skills like athletics, acrobatics, investigate, perception. So skills are detached from attributes and default at d20+0. You also can pick a specialization like "survival (deserts)". Some skills have active time/in combat effects, but are mostly used during out of combat time in a "get X successes in Y turns" challenge.

List of Skills:

Melee: Fighting in melee
Targeting: Fighting with ranged aimed weapons like bows, guns, throwing rocks

Thievery: Legerdemain, Lockpicking, Disable Device, Pick Pocket, Forgery
Survival: Scavenge, herbology, tracking
Stealth: Hide, shadowing someone

Insight: Motivation Determination, Detecting Lies
Charisma: Acting, Bluffing, Persuading others
Tactics: Executing battle plans
Operations: Organizing large groups, logistics, etc.

Arcana (Theurgy): Understanding of magical spells, enchantments, magical programming
Healing: First Aid, Surgery, overlaps with survival for brewing potions
Rigging: Locks, Sabotage, Demolition, Traps, quick repair/jury rig
Drive: By vehicle, by environment

Knowledge, Craft: Stuff you know, can make, can perform. Pretty open ended and more for fluff than hard mechanics.

Skills Resolution Mechanics
-Roll a d6+modifiers to beat DC.
-Gain X successes before Y turns pass.
-What happens from failure/success dependent on challenge

Skills Running a Challenge
The nature of the challenge determines how effective/limited each skill is.

Determine the effectiveness of each skill for the challenge
Strong: The skill works as normal without any modifiers
Weak: The skill is not ideal for the challenge and suffers a penalty to roll.
Locked: The skill cannot be used for the challenge

Certain Skills may have additional effects when a success is achieved
-Limited: After X successes are achieved with this skill it becomes Locked
-Unlock: This skill's success changes the effectiveness of another skill, such as making a Locked skill now neutral or a Bad skill becomes Perfect.
-Aid: Success with this skill doesn't count as success towards the challenge but instead adds +X to success with another skill
-Save: This skill's success allows a KO'd player back into the challenge
-Extend: This skill's success adds another round of rolling to the skill challenge


Action Economy
You have
1 Main action,
1 Maneuver action, and...
1 Swift action.

Main actions generally use your skills/attributes while Swift actions are usually class/feat granted. Move actions are about movement, footwork, so turtling up is also a move action.

Main Action- Usually a d20 attribute/skill roll
Move action- Moving, withdrawing, hiding behind cover, covering others, declaring you're going to chase a foe if they move away from you
Bonus- varies with class/monsters/feats, things like riders to main actions or

I don't want off turn interrupt/reactions to involve player decision so they're things you set on your previous turn, like "I use my main action to cover my allies here" and then you get to intercept any foes in your absolute territory.

Will add more mechanics stuff in time
Last edited by OgreBattle on Thu Feb 27, 2020 9:18 am, edited 7 times in total.
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Post by OgreBattle »

*Reserving space for player character options

I get a boner from multiclassing, hybrid classing, subjobs, that sort of thing. I know classsplosion is proven to work but I just like fitting "Fighter" and "Wizard" together to be a magic swordsman, and there's plenty of people on here who write classsplosion D&D edition X stuff way better than I can.

Before getting into that lets go over what everyone has. The core premise is that there's no distinction between natural and supernatural just varying levels of knowing and power. You don't need Wizard levels to forge a magic sword, the act of smithing is the transformation of elements and becoming a great smith imbues your work with that inherent magic.

Everyone has seven chakra slots. From lvl1 adventurers to dragon knights and demon kings, everyone has seven chakras which are filled up by supernatural abilities. So a 'normal' house cat that starts filling its chakra slots becomes a nekomata, Medusa is a pretty human priestess who got curses that filled her chakras with snakey petrification magic and removed whatever other powers she might have had there.

Attuning magical equipment also takes up a slot.

Core Classes give you your power schedule. You choose a main class and a subclass,

Warrior-
They do Wuxia stuff, core mechanic is Limit Breaks
Gain extra actions called Limit Breaks as they level up which they can use as riders to their (usually combat oriented) main actions. They can regain a Limit Break by using a bonus action, like how a D&D3e warblade recharges. Basically you create your own super combos by chaining limit breaks together.

Trickster/Hunter-
They do Just As Planned stuff, core mechanic is Marking
Use an action to to place marks. These marks are expended to pull off a "Just as planned" maneuver like setting a hidden trap off, actually having the item the villain was reaching for on your possession etc.

Alchemist-
Magic via studied formula to alter reality

Shaman-
(Priest/Druid)- Magic via communion to alter reality

Warrior: Samurai devoted to perfecting his swordsmanship
Warrior-Trickster: Swashbuckler that always has luck on his side
Warrior-Alchemist: Sorcerous Swordsman that wreaths his blade in arcane might
Warrior-Shaman: Paladin guided by a higher calling, Berserker possessed by totems

Trickster: Rogue that uses careful planning and cunning to get what they want
Trickster-Warrior: Ranger that uses the lay of the land to his advantage
Trickster-Alchemist: Ninja that melds into the darkness, literally
Trickster-Shaman: Bard who’s song enchants even the fey

Alchemist: Wizard’s who’s recorded a spell formula for any challenge
Alchemist-Warrior: Warmage that strides into the thick of battle under arcane aegis
Alchemist-Trickster: Illusionist that turns his fantasy into your reality
Alchemist-Shaman: Artificer who infuses machines with spirits

Shaman: Summoner that knows a spirit for any challenge
Shaman-Warrior: Shapeshifter who
Shaman-Trickster: Diviner who reads the signs to weave your fate
Shaman-Alchemist: Necromancer who’s dark spirits inhabit corpses

More content and edits pending
Last edited by OgreBattle on Mon Mar 18, 2019 6:48 am, edited 4 times in total.
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Post by OgreBattle »

Reserving space for monsters and other stuff. Will probably change drastically from edit to edit.

Monsters are constructed the same way as characters with classes.
Some monsters (especially humanoid ones) have the same main and subclasses as player characters with their chakra slots being used for extra stuff like being giant sized or on fire all the time.

So a fire giant warrior is pretty similar to a warrior of equivalent level and magic gear to make him giant sized and on fire.

Most monsters though use Monster Classes that have less fiddly mechanics than PC's and focus more on buff stats than skills and unique power schedules so they're easier to run.

Brute- Focus on getting in your face and shrugging off attacks, tend to have low mobility. Giants, Golems
Raider- Focus on hit and run, ambush, mobility. Wraiths, Wyverns.
Controller- Focus on battlefield control, debuffs. Giant Spider.
Trapper- Focus on a particular trick, puzzle monsters go here. Mimic, Lurker Above




Some monster mechanics include...

At-will, situational: Fighter Rogue stuff where they can always do something or need a condition to do it

At Will/Short/Long Rest slots: Gain higher level powers for those slots with higher monster class levels

WoF, roll to recharge:
Tome of Fiends/Hicks Mage Spheres: Gain more spheres with monster class levels


Chakra slot abilities
Magic items and monster powers take up chakra slots. Red Rob's TOME magic item gears are a guideline I'm working off of:
http://www.tgdmb.com/viewtopic.php?p=285810#285810
LevelLesserMediumGreaterWealth(gp)Wealth(WishEcon)
10000gp0
21004,000gp0
32008,000gp0
430012,000gp0
540016,000gp0
650020,000gp0
760024,000gp8,000gp
871028,000gp16,000gp
981032,000gp24,000gp
10102040,000gp32,000gp
11∞20∞40,000gp
12∞30∞48,000gp
13∞30∞56,000gp
14∞41∞94,000gp
15∞52∞140,000gp
16∞63∞186,000gp
17∞74∞232,000gp
18∞85∞278,000gp
19∞96∞324,000gp
20∞107∞370,000gp

Red_Rob wrote:Magic Item Types
There are seven types of magic items:

Weapons
Armor
Wondrous Items
Potions
Scrolls
Staffs
Utility Items

Weapons:
Provide a +1/3rd level enhancement bonus to AB and damage with attacks from that weapon, as well as a weapon special ability chosen from the lists below. These items are attuned merely by wielding them as they are meant to be used, and if they leave your possession, such as by disarm, or being thrown or fired, are no longer attuned as soon as the attack in which they left your hand is resolved. See below for weapon special abilities by item level.

Weapon effects that force a saving throw from the target to avoid some negative effect can only affect a target the first time they are struck on any given initiative count, so figuring out some way to scam lots of attacks doesn't force extra saving throws.

Any spell effects are cast with a caster level equal to your character level, and all save DCs for Weapon abilities are determined as follows:
Save DC = 10 + ½Charlvl + Con.

Magic Ammunition: The only kind of magic arrow that doesn’t make us feel really bad about ourselves is the Spell Arrow, so that’s the only one that exists. Every magical arrow (or crossbow bolt, or whatever) has one spell in it which is chosen when it is made and which will be cast when it is fired. A spell arrow is not recoverable after the fact because the spell only goes off once. In order to actually get a magical arrow to ”go off”, you have to have a character level equal to twice the Spell level minus one, and spend a standard action firing it. Otherwise it’s just an incredibly expensive arrow. A Spell Arrow costs as much as an appropriate leveled scroll, which means that level 4 or greater Spell Arrows are Wish Economy items. As a spell arrow must be attuned to you it uses your character level as the caster level and your stats whenever these would be relevant. Use the formula above for save DC's.

Magical arrows have the spell go off in whatever way would be most awesome looking. So if you fire an arrow which contains a touch ranged spell like cure serious wounds or incite love then the spell takes effect on whoever gets hit by the arrow. On the other hand, if you have a spell with a cone or line area of effect like lightning bolt or color spray it starts the line right in front of the bow. Bursts or Emanations come from wherever the arrow lands, and Personal or 0-range spells can’t be made into Spell Arrows at all. In any case, the arrow itself is completely consumed by this process and doesn’t do any actual damage (so curative arrows aren’t as stupid as they might sound). Hitting a specific target with a Spell Arrow is a ranged touch attack.

A traditional post Wish archer will have a quiver full of different Spell arrows, and a post wish magical bow, using different arrow effects to match the encounter. This does require two item slots to be committed to weapon effects in order to be able to fire Spell Arrows at will.

On Fire
Being On Fire isn't much of a problem in D&D past about level 3. That kind of sucks as setting things on fire is a cool ability to have, it just doesn't do enough to make it worthwhile. In order to make setting things On Fire comparable to other save-or-suck effects simply add the following line to the On Fire rules:
Any character that suffers any fire damage due to being On Fire takes a -2 penalty to all attack rolls, skill rolls, ability checks and saving throws for 1 round. Creatures that are Mindless or that do not feel pain may ignore this effect.

Lesser Weapon Abilities

Acid - This weapon drips with caustic acid. It deals 1D6 additional damage, and any attacks made with such a weapon deal half their damage as Acid Damage and half as Physical. If held against an object, the object takes D6 acid damage per round.

Berserking - A berserking weapon causes the wielder to go into a red rage of mindless fury. Whenever the user makes an attack with the weapon, the user is immune to mind affecting and fear effects for three rounds. However, during this period the character also cannot cast spells or activate magic items.

Defending - A defending weapon moves itself to intercept attacks made on the wielder. While wielding a defending weapon, the character has an armor bonus of 5, enhanced by the enhancement bonus of the weapon.

Dispelling - A weapon of dispelling destroys magic. Anything struck that fails a Willpower Save is targeted by a targeted dispel magic, with a dispelling check of d20 + wielder’s character level (no cap).

Flame - Flame weapons glow with unearthly heat. Any attacks made with such a weapon deal half their damage as Fire Damage and half as Physical. Any target that suffers any Fire damage from a Flame weapon is set on fire unless a Reflex save is made.

Ghost Touch - A ghost touch weapon spans the material and ethereal planes. It can be wielded by any standard, incorporeal, or ethereal being and can be used to attack any standard, incorporeal, or ethereal being with no miss chances due to the difference (if any).

Keen - A Keen weapon has a razor sharp edge. This enhancement doubles the threat range of the weapon. This is not cumulative with other effects that increase critical threat range.

Linked - Linked is an enhancement that applies to multiple weapons, and applies a scaling enhancement bonus to all of them. Up to 4 weapons can be Linked and only count as one magic item for attunement purposes, however they must all be attuned to the same wearer for the magic to activate and if any unattune they all do. Each weapon gains a scaling bonus to attack and damage, however linked provides no other abilities or bonuses. It can also be applied to a charm or amulet to provide the bonus to all the wearer's natural attacks instead.

Poison - A Poison weapon is coated in a toxic venom. A hit that deals any damage poisons the target, who suffers 2 Constitution Damage unless a Fortitude save is made.

Returning/Called - A weapon with this enhancement can be willed into your hand as a Free action. This weapon does not become unattuned when it leaves your hand unless you wish it to.

Seeking (Ranged Weapons only) - A Seeking weapon ignores cover or concealment bonuses to AC or miss chance.

Thunder - A Thundering weapon makes a whole lot of noise. Any attacks made with such a weapon deal half their damage as Sonic Damage and half as Physical. Any target that suffers any Sonic damage from a Thunder weapon is deafened unless a Fortitude save is made.

Terror - A weapon of terror strikes fear into the hearts of its foes. A victim who takes any damage from this weapon must make a Willpower Save or become shaken for an hour. This is a [Fear] effect.

Medium Weapon Abilities

Banishing – A Planar weapon ironically is infused with the power of the Prime Material and is named thus because it’s a good thing to have when traveling the planes. When a victim who is not a native of the Prime or whatever plane you happen to be on is struck and fails a Willpower Save it is instantly banished to its home plane, from which it may not leave for 24 hours (treat as a dimensional anchor). In addition, an outsider that suffers any damage from this weapon must make a Fortitude Save or be dazed for 1 round, regardless of what their native plane happens to be.

Disruption - A disrupting weapon damages the necromantic animating force of the undead. An undead victim that suffers any damage from this weapon and who fails a Fortitude Save is instantly destroyed.

Fey (Light weapons only) - A Fey weapon bewilders and leaves senseless those struck by it. Any target struck who fails a Will save is momentarily disoriented, and is Stunned until the start of their next action.

Frost - A Frost weapon freezes things quite severely. Any attacks made with such a weapon deal half their damage as Cold Damage and half as Physical. A victim who suffers any Cold damage from a Frost weapon must make a Fortitude Save or suffer extreme frostbite and become Exhausted. Spending 5 minutes in a warm environment reduces this to Fatigued. Normal fires are extinguished, and liquid objects freeze out to a 5’ radius. Within 5 feet of an unsheathed frost weapon, the temperature cannot rise above Cold.

Lifestealing - A lifestealing weapon damages the souls of the living. A living victim who takes any damage from a Lifestealing weapon gains a negative level.

Linked, Greater - Greater Linked is an enhancement that applies to multiple weapons, and applies a scaling enhancement bonus plus a Lesser Weapon ability to all of them. Up to 4 weapons can be Linked and only count as one magic item for attunement purposes, however they must all be attuned to the same wearer for the magic to activate and if any unattune they all do. Each weapon gains a scaling bonus to attack and damage and a Lesser power chosen when the items are created. It can also be applied to a charm or amulet to provide the bonuses to all the wearer's natural attacks instead.

Puncturing (Piercing weapons only) - This weapon is supernaturally sharp and leaves holes in things you stick it in. It ignores the hardness of objects, and a living target that takes any damage from a successful hit must make a Fort save or suffer a punctured organ - it takes 2 Constitution drain at the start of each of its turns and is Sickened. These effects can only be ended by the application of a DC20 Heal check.

Sharpness (Slashing weapons only) - A weapon of Sharpness cuts stuff into pieces. It ignores the hardness of any objects it strikes, and in addition this enhancement doubles the Critical Multiplier of the weapon - this does not stack with other things that increase the critical multiplier.

Speed - A weapon with this enhancement attacks with unearthly quickness. When making a Full Attack action, you may make one extra attack with it at your highest attack bonus. This benefit is not cumulative with similar effects that allow additional attacks during a Full Attack.

Spell Storing – A spellcaster can cast any spells into the weapon, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. Each spell has a caster level equal to that used to cast the spell into the weapon. Whenever a hit is scored with the weapon the user may choose to activate one of the spells in the weapon against the target.

Sun - A sun weapon sheds tremendous amounts of light. A victim struck must make a Reflex Save or become Blind for 1 round. Such a weapon sheds more light than normal, and is surrounded by a Daylight effect when in use.

Time Distortion, Lesser - This weapon cuts time away from the target. A victim who suffers any damage must make a Will save or be Slowed for 5 rounds.

Viper - The head of this weapon resembles that of an actual serpent, and when wielded it lashes and bites at opponents. A hit that deals any damage with the weapon also poisons the victim, who must make a Fortitude save or be afflicted with a poison dealing 1D6 Constitution damage / 1D6 Constitution damage.

Withering (Bludgeoning weapons only) - A Withering weapon causes objects hit to crumble into a grayish powder, whilst living victims appear withered and aged. Objects have their hardness ignored, and a living target damaged by this attack must pass a Fortitude Save or suffer D6 points of ability damage to their Strength and Dexterity.

Wounding - A wounding weapon causes brutal and horribly bleeding wounds. Damage caused by a wounding weapon is Vile physical damage even if the victim has Regeneration. A living victim damage by this weapon who fails a Fortitude Save becomes Staggered for one round.

Greater Weapon Abilities

Brilliant Energy - A Brilliant Energy weapon ignores nonliving matter. Any attack made by a Brilliant Energy weapon is a Touch Attack. A Brilliant Energy weapon cannot harm Undead, Constructs, and Objects.

Dancing - As a standard action, a Dancing weapon can be loosed to attack on its own. For the next 4 rounds it makes a Full attack against any enemy within the wielder's reach using the attack bonus of the one who loosed it, staying within his square at all times as he moves. It can attack in the round it is released, however it cannot make attacks of opportunity. In all other respects it is considered wielded or attended by the creature for all maneuvers and effects that target items. It can be grabbed as a free action by the owner, however it then cannot dance (attack on its own) again for 4 rounds. The weapon remains attuned to the wearer and still counts as one his 8 magic items whilst dancing.

Holy Avenging - A Holy Avenger is a weapon imbued with the ultimate power of Good. An Evil creature struck must make a Will save or be Stunned for 1 round. When wielded by anyone with a (Good) aura it provides spell resistance of 10 + the wielders BaB to the wielder and anyone within their natural reach they choose. It also enables the wielder to use the area effect of Dispel Magic once per round as a standard action at the level of the wielder, with no cap to the dice roll.

Petrification - A petrifying weapon causes living tissue to transform into stone. A living victim struck who fails a Fortitude Save is petrified.

Ruin - A ruinous weapon destroys pretty much anything. A ruin weapon ignores all hardness, DR, and resistance to critical hits of any target it strikes.

Soul Prison - A soul prison weapon absorbs the soul of any enemy slain with it. A victim who is dropped by a soul prison weapon has their soul immediately drawn into the weapon, where it remains until used. A soul prison weapon can hold up to nine such souls at a time, and not even a wish can restore the life of a foe whose soul is therein contained. Nominally there is a Willpower save is involved, but since a dropped foe is considered “willing” that doesn’t normally come up. This is a necromantic effect.

Time Distortion, Greater - A weapon of greater time distortion cuts time away from the target. A victim struck who fails a Willpower Save becomes affected by Temporal Stasis for ever.

Vorpal - A vorpal weapon kills things outright with a “snicker-snack” noise. A victim struck who fails a Fortitude Save is killed, this is a Death effect.


Armor:
Magic Armor takes either 15 minutes or the time to fully equip the armor, whichever is longer, to attune. To unattune the armor takes the same time. Magic Armor has a +1/3 levels enhancement bonus to armor class and a special ability chosen from the lists below. These effects are in addition to the Tome Armor ability. Any spell effects are cast using your Character level as the Caster level, and all saves for Armor abilities are determined as follows:
Save DC = 10 + ½Charlvl + Con.

Lesser Armor abilities

Arrow Deflection - The first physical ranged attack against you each round has a 50% miss chance.

Energy Resistance - You gain Energy Resistance to one form of energy (chosen when the armor is enchanted) equal to your character level

Darkvision - Whilst wearing this armor you have Darkvision to 60'

Fey-blessed - You may call on the helpful minor spirits bound to this armor as a standard action at will. They can mimic the effect of a Dancing Lights, Ghost Sound or Prestidigitation spell with a caster level equal to your character level.

Ghost Touch - The Armor bonus of this armor (including any enhancement bonus) applies against Ethereal and Incorporeal opponents.

Glamered - Upon command this armor appears as normal clothing. The ACP and armor bonus do not change, and the illusion is only visual.

Glowing - This armor radiates light like a Daylight effect. This effect can be suppressed at will as a free action.

Health - You gain a +4 bonus to saves against Poison and Disease.

Light Fortification - You have a 50% chance to reduce any critical hit or sneak attack to a normal attack.

Skill Bonus - The armor provides a +5 Competence bonus to any one skill (except UMD) chosen when the armor is enchanted.

Spell Imbued - A single spell, chosen when the armor is enchanted, is imbued into the armor. This must be a spell chosen from the 1st or 2nd level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells the user makes all decisions as if casting it. A level 1 spell can be used 3 times before the magic is expended, whilst a level 2 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.

Spined - This armor counts as having been made with armor spikes at no extra cost. As an attack action you can fire one of the spikes as a ranged weapon with an enhancement bonus equal to that of the armor and the following stats:
WeaponDmg(S)Dmg(M)CritRange IncType
SpineD6D819-20/x250'Piercing

Moderate Armor abilities:

Adaption - You do not need to breathe whilst wearing this armor.

Antimagic - You gain spell resistance equal to 10+character level.

Death Ward - You are under a permanent Death Ward effect as per the spell.

Energy Immunity - You gain Immunity to one form of energy (chosen when the armor is enchanted). This does not give you weakness to any other forms of energy.

Haste - As a swift action you may activate or deactivate a Haste spell upon yourself with a caster level equal to your character level. This effect can be used for up to 10 rounds each day.

Holy/Unholy - You radiate a permanent Magic Circle against Evil/Good (Chosen when the armor is enchanted) with a caster level equal to your character level.

Luck - The wearer may call on the power of the armor as a Non-action to reroll any saving throw or force an opponent to reroll an attack made against you. Once used the armor cannot be used again for 10 rounds.

Medium Fortification - You have a 75% chance to reduce any critical hit or sneak attack to a normal attack.

Mirrored (Metal armors only) - This armor is magically shined to a mirror finish, and never stays dirty. Any Ray spells or effects targeted against you are deflected harmlessly away as if they had missed your AC, and you suffer no miss chance for averting your eyes from an opponent.

Perpective - By harnessing the power of perspective, you can become Enlarged or Reduced (as per the spells) as a swift action at will. These effects can be ended as a swift action.

Weightless - Light and Medium armors only - The weight of this armor is reduced to 0, and its Max Dex and ACP improve by 2.

Wild - This armor molds to fit the wearer even when he changes shape (for example when Wild shaped or Polymorphed.)

Greater Armor Abilities:

Absorbing - You may activate the power of the armor as an Immediate action. For the next 3 rounds your armor glows bright green and anything that touches it (except you and magic items attuned to you) is affected as if by a Disintegrate spell with a caster level equal to your character level. This includes any weapons or physical projectiles that hit your touch AC, any creatures making natural weapon attacks that hit your touch AC and creatures you are grappling. A weapon or projectile that is Disintegrated by this effect fails to deal you any damage or any other effects triggering on a succesful hit. You may also make a melee Touch attack to affect specific creatures with this effect. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.

Blades - This armor is considered to have been made with Armor spikes at no extra cost. As a Swift action you can command the spikes to protect you. For the next 10 rounds you are surrounded by the effect of a Blade Barrier spell with a caster level equal to your character level which fills all squares adjacent to you and moves when you move. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.

Heavy Fortification - Any critical hit or sneak attack made against you is instead reduced to a normal attack.

Invulnerability - As a standard action you may become Invulnerable. For the next 3 rounds any attacks against your AC or spells which allow spell resistance cast against you automatically fail to affect you and you become immune to all physical and energy damage. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.

Etherealness - As a Standard action you may become Ethereal as per the spell Ethereal Jaunt. This effect lasts until you choose to end it, however once deactivated this ability cannot be used again for 10 minutes whilst the magic recharges.

Freedom - You are under a continual Freedom of Movement effect.

Planar Travel - You may open a travel Gate as per the spell with a caster level equal to your character level as a Standard action. Once used this effect cannot be used again for 10 minutes whilst the magic recharges. You are always under the effect of an Attune Form spell keyed to your current plane, and any attempt to magically move you to another plane or location (e.g. teleportation) fails unless you allow it affect you.

Spell Reflection - You gain spell resistance equal to 10+character level. As an Immediate action you may cause a spell targeted at you which has failed to overcome your spell resistance to be reflected at the caster as if affected by a Spell Turning spell.
Red_Rob wrote:Wondrous Items:
Lesser Wondrous Item abilities

All Around vision - [Helms, Goggles] This enhancement gives the user the ability to see in all directions, preventing enemies from flanking.

Arrow Deflection - [Gloves, Rings] This enhancement provides the wearer with a Supernatural ability to parry or knock incoming missiles out of the air, even when not aware of them. This provides a 50% miss chance against the first physical ranged attack that targets the wearer each round.

Borrowed Time - [Periapts] As a Swift action the user of this enhancement can borrow a small slice of time from the near future. This activates a Haste effect upon the user that lasts until the start of their next action. Once this wears off the wearer is then subject to a Slow effect for 1 round. Attempting to borrow time more often than once per minute locks the user in a Temporal Stasis effect for 24 hours.

Called - [Any item] An item with this enhancement can be instantly fitted to the wearer's person with a swift action, teleporting if need be. It is also not automatically unattuned when removed, instead remaining as one of the wearers attuned items until they will it to unattune.

Change Self - [Brooches, Cloaks] This enhancement allows the wearer to change their appearance with a thought, acting as a Disguise Self at will usable as a standard action.

Counterspelling - [Amulets, Headbands] This enhancement provides protection from arcane energies. As an Immediate action the user may attempt to counter a spell cast against them. This requires a character level check (D20+Char level) with a DC of 10+Caster level of the spell. If successful the spell is countered. Using this item is taxing to the wearer, and they are Staggered for one round after successfully countering a spell. Once expended the item requires 1 hour to recharge before it can be used again.

Darkvision - [Helms, Goggles] This enhancement gives the user the ability to see without light, as Darkvision out to 60’.

Disease Immunity - [Periapts, Belts] The wearer of an item with this enhancement is immune to all diseases, including magical disease.

Eagle Eyes - [Goggles] This enhancement provides the user with magically enhanced eyesight. This provides Low-Light vision and penalties to Spot checks from range are halved.

Earthmastery – [Boots] This enhancement provides the wearer with the ability to soften unworked earth or stone as per the spell as a standard action. Up to a 10’ square area can be softened, which must be adjacent to the wearer.

Feather Falling - [Rings, Cloaks] This enhancement activates a Feather Fall spell whenever the wearer falls more than 10 feet.

Firebreathing – [Helms] This enhancement allows the wearer to breathe out a blast of flames. Treat this as a breath weapon which deals D6 fire dam/level in a 30' cone (Reflex save for half damage). Once used, this power cannot be again for D4 rounds.

Great Breath - [Belts, Cloaks] This enhancement allows the wearer to huff, and puff, and blow the house down. By spending a Full-round action to breathe in, the next round the wearer can release a Gust of Wind effect as a standard action.

Lifelight - [Periapts, Amulets] This enhancement protects against the forces of Undeath. By holding the item aloft and Concentrating it sheds a blinding light that can be seen only by those creatures tied to Negative Energy. Treat this as a Gaze Attack to 60' only visible by Undead, which forces them to make a Will save or be Blinded. Intelligent undead can choose to avert or "close" their eyes as usual to reduce the effect.

Lightning Fist – [Gloves, Rings] This enhancement allows the wearer to spend a standard action charging their hands with Lightning. In future rounds the wearer can attempt a touch attack or natural weapon attack to release the charge, dealing D6 Lightning damage per level to the target. If not used the charge dissipates after 5 rounds.

Mage hand - [Amulets, Gloves] This enhancement allows the user to spend a standard action to conjure a glowing hand that can manipulate objects within Close range, as per the spell Mage Hand. Controlling the hand requires Concentration, and it vanishes once the users Concentration is broken.

Metamagic, Lesser - [Rods] A Lesser Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) with an ML of +2 or less spontaneously to up to 3 spells per day, which must be level 3 or less.

Minor Arcana - [Rods, Headbands] This enhancement provides the user with a number of useful minor magical powers that can misdirect and confuse. The user can activate the effects of an Animate Rope, Ventriloquism or Prestidigitation spells as a Standard action.

Ramming - [Gloves, Rings] As a standard action the user of this enhancement can project an invisible force that can bull rush a target within 30 feet. This is a force effect that has a strength score of 25, and counts as Large.

Roaring - [Helms, Belts] As a standard action the wearer of this item can release a mighty shout, which can be heard up to a mile away. Everything within 10' suffers D8 Sonic damage/2 levels and is struck Deaf for 10 minutes unless a Fortitude save is made. Brittle or crystalline creatures or objects instead suffer 1D6 Sonic damage/lvl.

Sense Invisibility - [Amulets, Brooches] An item bearing this enhancement glows when any invisible creatures approach within 60'.

Shadows - [Cloaks] An item with this enhancement seems to be in shadow even in the midday sun. As a standard action the wearer can expand this to a 20' radius area of Darkness as per the spell that moves with the wearer.

Skill Bonus - [Any] An item can provide a +5 competence bonus to any one skill in addition to another scaling bonus.

Small Animal Summoning - [Gloves] An item with this enhancement contains a spirit of a Small animal of CR1 or less (e.g. cat, dog, eagle, etc. chosen when the item is created), which the wearer can summon from the item as a standard action. The animal is intelligent (Int 8) and can follow orders and communicate basic ideas to the wearer. If slain the animal's soul returns to the item and cannot be re-summoned for 1 hour.

Spell Recall, Lesser - [Headbands, Periapts] This enhancement allows a prepared spellcaster to recall a previously cast lvl 3 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.

Spell Effect - [Any] A Lesser item can create a spell effect as its magical ability. This must be a spell chosen from the 1st or 2nd level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells the user makes all decisions as if casting it. A level 1 spell can be used 3 times before the magic is expended, whilst a level 2 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.

Spellpower, Minor - [Headbands, Periapts, Brooches] This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 3, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.

Stability - [Boots, Belts] The user of this enhancement seems rooted to the ground. This provides a +4 bonus to resist Trip and Bullrush attempts, and to saving throws against any effect that would make them prone.

Storing - [Gloves, Belts] This enhancement creates an extradimensional space within the item that can be accessed by an attuned wearer. As a swift action, the user can store or retrieve any one item, which can weigh no more than 20 pounds and must be able to be held in one hand, within this space.

Striding - [Boots] This enhancement allows the wearer to take longer strides, and provides an Enhancement bonus of 10' to the wearer's base movement speed.

Sustenance - [Belts, Rings] A creature no longer needs to eat or drink whilst wearing an item with this enhancement.

Translation – [Brooches, Headbands] This enhancement allows the wearer to understand any spoken languages heard or writing read, however it does not allow them to speak or write any additional languages.

Tremorsense – [Boots] This enhancement gives the user the ability to detect creatures within 30’ who are touching the ground as with tremor sense.

Wall Walking - [Boots, Gloves] This enhancement provides a Climb speed equal the wearers base speed. In addition, the wearer can climb on smooth or vertical surfaces without penalty and does not need their hands free to climb.

Water Breathing - [Rings, Helms] The wearer of this item can breathe water as if it were air.

Water Walking - [Boots] An item with this enhancement allows the wearer to walk on any liquid (including water, snow, oil or lava) as if it were solid ground. This does not prevent any damage from contact with the liquid, and standing on violently moving liquid may involve balance checks to remain standing.

Medium Wondrous Item Abilities

Adaption - [Rings, Helms] The wearer of this item no longer needs to breathe and is immune to gasses.

Animal Friendship - [Periapts, Brooches] This enhancement provides the user with the ability to command savage beasts. By using a standard action and speaking a few words the wearer can Charm Animal as per the spell.

Beastform - [Brooches, Cloaks] This enhancement allows the user to take on a Monstrous form. By using a standard action to transform the wearer gains a +4 Enhancement bonus to Str & Con, and its natural armor bonus increases to +4. Its hands grow claws (dealing D6 damage as a medium creature) and it grows long fangs, giving a bite attack (D8 damage for a Medium creature). The wearer gains Scent (Ex) and Fast Healing 5, however it cannot speak. Remaining in this form can be dangerous. The user must make a DC20 Will Save each full minute they remain in this form or fly into a bestial rage and attack the nearest creature for 5 rounds. The user can revert to their original form as a standard action, however once reverted they cannot transform again for 1 hour.

Blinding - [Rings, Gloves] Items with this enhancement include several large gems, from which can be released a blinding light as a standard action. The light can be released as a 10' burst, a 30' cone or a ray up to 60' long that strikes one target as a touch attack. All creatures except the user within the affected area must pass a Reflex save or be blinded for D6 rounds.

Blindsense – [Helms, Goggles] This enhancement gives the user the ability to detect things within 60’ as with blind sense.

Blurring - [Cloaks, Rings] This enhancement causes the wearer of the item to appear hazy and hard to focus on. This deception includes sight, sound and smell, and can only be pierced by a True Seeing or similar magic. This effect provides Concealment (20% Miss Chance) against any attacks targeting AC.

Clairvoyance - [Headbands, Goggles] This enhancement allows the user to project their vision, allowing them to see as if they were stood at some distant place. As a Full Round action the user can shift their point of view to anywhere they can see, seeing in all respects as if they were stood at the chosen point. This projected form can be seen using See Invisibility or Detect Magic and similar effects. This lasts for as long as the user concentrates, however once the effect ends the user is Nauseated for 1D6 rounds.

Clarity - [Headbands, Helms] A creature wearing an item with this enhancement is resistant to mental influence. If the wearer is affected by any Mind Affecting effects at the start of its turn it may make another saving throw to end each of these effects.

Cloudwalking - [Boots, Cloaks] The wearer of this enhancement can walk on the air for short periods. Whilst stood on a solid surface the wearer can use a Swift action to activate this effect, which acts as an Air Walk spell for a period of 10 rounds. At the end of this period if the wearer is not on a solid surface they immediately begin to fall.

Eyeshielding - [Goggles, Helms] The user of this enhancement is Immune to Gaze attacks and cannot be Blinded or Dazzled by any means.

Fire Shield - [Belts, Amulets] This enhancement provides the wearer with a constant Fire Shield (Warm or Cold, determined when the item is made). This can be suppressed as a Free action.

Invisibility - [Rings, Cloaks] The user of this enhancement can become Invisible as a standard action at will. This invisibility ends if the wearer makes an attack or takes any other offensive action.

Levitation - [Boots, Cloaks] This enhancement allows the user to levitate. They can move up to their base speed vertically upwards or downwards as a Move action. The wearer does not fall unless they wish to and can hover in mid air indefinitely.

Lifeshield - [Amulets, Belts] This enhancement reinforces the wielders life energy and creates a shield against the powers of entropy. The wearer of this enhancement cannot gain negative levels - any effect that would apply a negative level fails. In addition, they gain a +4 bonus to saves against [Death] effects.

Madness - [Periapts, Brooches] This enhancement surrounds the user the with maddening trills and whispers, causing all sane creatures within 10 feet of the user to have to save vs. a Hypnotism effect each round that the item is active and uncovered.

Metamagic - [Rods] A Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) spontaneously to up to 3 spells per day. If the ML is up to +2, the user may apply this ability to spell of level 6 or less. If the ML is +3 or greater it may only be applied to spells of level 3 or less.

Mindshielding - [Headbands, Helms] This enhancement shields the wearer from mental detection, protecting them from spells that detect thoughts, alignments or lies the character tells. The wearer instantly knows when any such spell includes them in it's area of effect, and the spell reports whatever result the wearer wishes, including no result at all.

Mistform - [Cloaks, Rings] The wearer of this item can assume a Gaseous Form as a Full Round action. This effect lasts until the wearer spends a Full Round action to coalesce into a physical form.

Poison Immunity - [Periapts, Belts] This enhancement provides the wearer with total immunity to all poisons. In addition, the wearer can detect poisons by smell (treat as if the character had Scent with regards to poisons and poison using creatures.)

See Invisibility - [Goggles] You see invisible people, walking around like regular people. This enhancement functions like the spell of the same name.

Sense Evil - [Periapts, Amulets] The user of this enhancement is instantly alerted whenever an Evil aura approaches within 60'. By Concentrating for a round they can pinpoint the location and strength of all evil auras within 60', which lasts as long as they maintain Concentration.

Speed - [Gloves, Boots] This enhancement allows the user to move and act with bursts of incredible speed. Treat this as a Haste effect that can be activated as a Swift action. This effect lasts for 3 rounds, after which time it cannot be reactivated for 10 rounds.

Spell Effect - [Any] A Medium item can create a Spell effect as its magical ability. This must be a spell chosen from the 3rd or 4th level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the wearer can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells they make all decisions as if casting it. A level 3 spell can be used 3 times before the magic is expended, whilst a level 4 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.

Spellpower - [Headbands, Periapts, Brooches] This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 5, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.

Spell Recall - [Headbands, Periapts] This enhancement allows a prepared spellcaster to recall a previously cast lvl 5 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.

Spell Resistance - [Amulets, Cloaks] This enhancement provides protection from baleful magic, giving the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements.

Spell Storing - [Rings, Rods, Gloves] A spellcaster can cast spells into this item, so long as the total spell levels do not add up to more than three, which the wearer can then activate at a later time with the caster level and save DC's of the caster. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. No components (including somatic) or focus are required to activate the spells in the item. The action required to cast any spell is same as the casting time for the relevant spell, with a minimum of 1 standard action.

Stone Ward - [Belts, Amulets] This enhancement provides a shield against the forces of Elemental Earth. This provides Immunity to all forms of petrification, and a constant Protection from Evil effect against creatures with the [Earth] subtype. In addition, if the wearer touches a petrified creature and a command word is given the creature will be restored as per the Flesh to Stone spell.

Stunning Glare - [Helms, Goggles] Two closed eyes are prominently displayed on items bearing this enhancement. As a Standard action the user can cause them to open, and glow with a baleful glare. This acts as a Gaze attack out to 30' that lasts until the start of their next action. Anyone meeting the gaze of the eyes must make a Will save or be Stunned for 1 round.

Summon Elemental - [Rods, Gloves] An item with this enhancement contains a bound Elemental (type chosen when the item is created). As a standard action the user can release it, which summons a Huge Elemental which obeys their verbal commands. This remains for up to 10 minutes, however once this time is ended or the Elemental is destroyed it returns to the item and cannot be resummoned for 1 hour.

Telepathy - [Helms, Headbands] The user of this enhancement may speak telepathically with any creature that has a language that is within 100'.

Wakefulness - [Belts] This enhancement ensures the wearers mind is always active and refreshed. The wearer need not sleep, although they still cannot travel for more than 8 hours without a rest period, and must rest for 8 hours before memorising spells. If they would be dazed or stunned, they are instead staggered for the same length of time.

Wound Closure - [Periapts, Belts] This enhancement causes the wearers wounds to seal closed and never bleed. The wearer automatically stabilises every round they are at negative hit points, and heals at double the usual rate (including any hit points regained through magical healing). In addition they never suffer ongoing damage from bleeding.

Greater Wondrous Item abilities

Alertness - [Helms, Headbands] This enhancement provides the wearer with supernatural reactions and awareness. It provides a +1/3 levels Insight bonus to initiative checks. The user can See Invisible creatures and objects, and can see magical auras as per the spell Arcane Sight.

Blink - [Rings, Boots] This enhancement allows the user to activate and deactivate a blink effect as a standard action, as per the spell.

Dimensional Manipulation - [Gloves] This enhancement allows the user to tear open the barriers between the planes. By making a touch attack as a standard action against a target they can force a Will save or else the target is flung to a random plane as if Plane Shifted. As a Full Round action the wearer can open a travel Gate as per the spell, however the item can no longer be used for either purpose for 1 hour.

Displacement - [Cloaks, Rings] This enhancement causes the wearer of the item to appear to be several feet away from their true position. This deception includes sight, sound and smell, and can only be pierced by a True Seeing or similar magic. This effect provides a 50% Miss Chance against any attacks targeting AC.

Elemental Command of Fire - [Rods] Iconically found on ruby-encrusted scepters, this enhancement marks the bearer as a master of the Element of Fire. This provides total immunity to Fire damage. In addition, the wearer can use Pyrotechnics, Delayed Blast Fireball and Wall of Fire as a standard action at-will.

Elemental Command of Air - [Cloaks] Iconically found on great flowing silver capes, this enhancement marks the bearer as a master of the Element of Air. This provides total immunity to Lightning damage. The wearer can also use Fog Cloud, Gust of Wind and Chain Lightning as a standard action at-will.

Elemental Command of Water - [Helms] Iconically found on majestic coral crowns, this enhancement marks the bearer as a master of the Element of Water. This provides total immunity to Cold and allows the user to breathe water. The wearer can use Control Water, Water Walking and Horrid Wilting as a standard action at-will.

Elemental Command of Earth - [Boots] Iconically found on heavy metal boots, this enhancement marks the bearer as a master of the Element of Earth. This provides Tremorsense to 60' and DR10/Adamantine. The user can use Meld into Stone, Soften Earth and Stone and Wall of Stone as a standard action at-will.

Escape - [Boots, Periapts] This enhancement allows the wearer to escape from certain death. The user can activate a Dimension Door effect to move themselves up to 30' in any direction as an Immediate action. Using this enhancement taxes the user greatly, and once the movement is completed the wearer is Staggered for D4 rounds afterwards. This effect cannot be used whilst the wearer is Staggered or Flat footed.

Etherealness - [Belts] As a standard action the wearer may become Ethereal as per the spell Ethereal Jaunt. This effect lasts until they choose to end it, however once deactivated it cannot be reactivated for 10 minutes.

Flight - [Boots, Cloaks] This enhancement provides the user with a Flight speed of 60' with good maneuverability.

Freedom - [Belts, Rings] The wearer of this item is under a continual Freedom of Movement effect.

Ghost Hand - [Gloves] This enhancement causes the users hands to become ghostly and appear incorporeal. The wearer can reach into the bodies of other creatures and freeze their organs with a touch. This requires a standard action and is an Incorporeal touch attack, which if successful forces any living target subject to Critical Hits to make a Fortitude save or die (This counts as a Critical hit). As the attack is Incorporeal, Immunity to Critical hits from an external Corporeal source (such as Fortification armor) is ignored.

Ghoulish - [Brooches, Gloves] This enhancement causes the user to appear pale and gaunt, as if drained of blood. Most animals avoid them and sensitive people find them disturbing to be around. The wearer gains all the immunities and vulnerabilities of the Undead type with the Dark Minded and Unliving subtypes.

Incorporeality - [Cloaks, Amulets] As a full-round action, the wearer of this item can gain or lose the Incorporeal subtype.

Madness, Greater - [Periapts, Brooches] This enhancement, once activated, causes reality to bend and melt like wax around the user, warping the senses of those close to it. Any creature with a mind within 50' of the item at the start of their turn (including the wearer) must make a Will save or become Confused (This is [Mind affecting]). This lasts until they are no longer within 50' of the item, at which point they may make a new saving throw each round to end the effect.

Metamagic, Greater - [Rods] A Greater Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) spontaneously to up to 3 spells per day. If the ML is up to +2, the user may apply this ability to spells of any level. If the ML is +3 or greater it may only be applied to spells of level 6 or less.

Mind Blank - [Helms, Headbands] The wearer of this item is psychically protected from divinations and mental intrusion, benefitting from a constant Mind Blank effect as per the spell.

Petrification - [Goggles, Helms] This enhancement allows the wearer to turn others to stone with a glance. The wearer of this item gains a Petrification gaze attack out to 30'. Anyone meeting their gaze must pass a Fortitude save or be turned to stone. This can be suppressed as a free action.

Regeneration - [Belts, Rings] This powerful enhancement allows the wearer to shrug off mortal wounds. The user of this enhancement gains Regeneration (1), penetrated by either Acid, Fire, Cold, Adamantine or Silver (chosen when the item is created).

Shielding - [Rings, Amulets] This powerful defensive enhancement allows the user to create an unmovable 10' sphere of Force around themselves as an Immediate action. This sphere cannot be breached except by things that specify they can pierce Force effects, and remains in place for 10 rounds, regardless of the wishes of the wearer. Once the Sphere disappears it cannot be called again for 1 hour.

Soul Drain - [Cloaks, Amulets] An item bearing this enhancement exudes a palpable aura of death, the wearer leaving a trail of blasted earth and withered plants in their wake. At the start of the wearers turn everything within 10' of the item (including the wearer) gains a negative level (Fortitude save to remove). This is a Negative Energy effect. Creatures with at least 2 HD slain by this effect rise as Wights under the wearer's control.

Spell Effect - [Any] A Major item can create a spell effect as its magical ability. This must be a spell chosen from the 5th or 6th level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells they make all decisions as if casting it. A level 5 spell can be used 3 times before the magic is expended, whilst a level 6 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.

Spellpower, Greater - [Periapts, Headbands, Brooches] This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 8, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.

Spell Recall, Greater - [Periapts, Headbands] This enhancement allows a prepared spellcaster to recall a previously cast lvl 8 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.

Spell Turning - [Amulets, Headbands] This enhancement gives the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements. As an Immediate action the wearer can reflect back at the caster a spell that had them as the only target that has just failed to penetrate their spell resistance.

Spellshield - [Amulets, Belts] This enhancement provides the user with almost complete immunity from low level magic. Spell effects of 4th level or lower that allow spell resistance automatically fail to affect the wearer as if they had failed to penetrate spell resistance. The wearer cannot choose to allow beneficial spells to affect them as with normal Spell Resistance, however they can suppress this ability for a full round as a Free action.

Spell Storing, Greater - [Rings, Rods, Gloves] A spellcaster can cast spells into this item, so long as the total spell levels do not add up to more than six, which the wearer can then activate at a later time. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. No components (including somatic) or focus are required to activate the spells in the item. The action required to cast any spell is same as the casting time for the relevant spell, with a minimum of 1 standard action.

Static Form - [Belts, Brooches] This enhancement protects against any attempt to warp or change the wearers form with magic. It provides total immunity to Petrification, Polymorph and Disintegration effects, and any Transmutation spell that allows spell resistance.

Telekinesis - [Gloves, Headbands] This enhancement allows the wearer to manipulate objects with an invisible force as a standard action at will, as per the spell Telekinesis. This effect continues until the character ceases Concentrating on maintaining it.

Teleportation - [Boots] The wearer of this item may Teleport themselves and up to 4 other willing people adjacent to them as a standard action, exactly as if he had cast the spell of the same name. Once used this ability cannot be used again for 1 hour.

True Seeing - [Goggles, Helms] This enhancement enables the user to see things as they truly are. By spending a standard action they can gain the effects of a True Seeing spell that lasts for Concentration +3 rounds.

X-Ray Vision - [Goggles] This enhancement allows the user to gain X-ray vision that can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt as a standard action. This lasts as long as the user continues Concentrating. Thicker substances than those listed or a thin sheet of lead blocks the vision.


FrankTrollman's Tome of blue classe abilities are also something I'm looking at:
http://tgdmb.com/viewtopic.php?p=139000
Last edited by OgreBattle on Mon Mar 18, 2019 6:52 am, edited 13 times in total.
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RobbyPants
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Re: Dungeons & Dragons OgreBattle Edition

Post by RobbyPants »

OgreBattle wrote: Critters like dogs and tigers have low logic so a dog with a stick in its mouth will run full speed into a narrow door and wearing a mask on the back of your head will make the tiger think that's not your backside. I'm on the fence as to what exactly attacks INT vs Sense.
Depending on how you handle ambush/surprise rounds, that could make Sense pretty important, in it's own right, even if it's rarely used as a defense. I'd use it as the stat for seeing through illusions. Things like using a visual illusion with no scent, and a dog not being immediately fooled.

Although, attacking logic seems more tricky. I'm sure you can come up with some niche effects (like Maze/Weird), but most mental effects would seem to target Will, if they're not illusions. If you come up with some rules for "tricking" creatures, that could be handy. Illusions that aren't detected as such seem like great candidates (although now we're running into issues of illusions needing two stats for saves, which could be a problem). Still, they're nice because you can conjure up whatever "trick" you want out of thin air. Not counting illusions, tricks like masks on the back of your head seem nice. It seems that Logic "attacks" are going to be best against dumb opponents, anyway. Maybe they're more likely to fall for sleight of hand tricks and bluffs.
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Hiram McDaniels
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Post by Hiram McDaniels »

It seems like rigging/engineering, animal ken/survival and strategy/tactics could be folded in together.

Since you've decoupled skills from base stats, you could fold logic and sense together into one stat and make that your defense against ambushes, stealth attack, traps, illusions, etc. I'm sure you could find a workaround for dumb animals.
The most dangerous game is man. The most entertaining game is Broadway Puppy Ball. The most weird game is Esoteric Bear.
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OgreBattle
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Post by OgreBattle »

Yeah logic was removed as a core defense attribute, I think tricking a tiger is situational enough to just be a thing you point out about 'normal' animals. Having Sense defend against illusion and Spirit defend against fear also saves me from anguishing over if patterns are logic attacks and what exactly a mega high logic being 'thinks like'.

Some levels of logic (will change with time) are...

-"Human" the intelligence you expect of goblins, angels, and so on
-Octopus
-Dog/Bee hive
-Koala:
-Most insects I guess
-Slime

Rigging could be a general "tech/tool understanding" that measures one aspect of intelligence, so an octopus has a higher rigging skill than a koala

https://en.wikipedia.org/wiki/Animal_co ... _questions is great for figuring out how animals should act. Like the desert ant uses dead reckoning to track its movement away from the nest, if you pick one up and toss it 2 meters south it'll try to return to the nest and miss it 2 meters south.

Renamed strategy into operations to emphasize it's non war applications but it could still be folded away into tactics because everyone should contribute to downtime organization stuff and not always use one skill.

I'm thinking of building (at least) humanoid monsters with the same class choices as player characters, monstrous traits come from their chakra slots. So a powerful demon with inherent magic is a shaman/something that has chakra slots filled in for bat wings, aura of flame, immortality, etc.

Stuff like slimes, chimeras, koalas, perhaps walking trees then have their own class levels because they don't have thumbs or the cognition to run a business.
Last edited by OgreBattle on Tue Mar 06, 2018 10:36 am, edited 3 times in total.
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Hiram McDaniels
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Post by Hiram McDaniels »

OgreBattle wrote:Yeah logic was removed as a core defense attribute, I think tricking a tiger is situational enough to just be a thing you point out about 'normal' animals. Having Sense defend against illusion and Spirit defend against fear also saves me from anguishing over if patterns are logic attacks and what exactly a mega high logic being 'thinks like'.

Some levels of logic (will change with time) are...

-"Human" the intelligence you expect of goblins, angels, and so on
-Octopus
-Dog/Bee hive
-Koala:
-Most insects I guess
-Slime

Rigging could be a general "tech/tool understanding" that measures one aspect of intelligence, so an octopus has a higher rigging skill than a koala

https://en.wikipedia.org/wiki/Animal_co ... _questions is great for figuring out how animals should act. Like the desert ant uses dead reckoning to track its movement away from the nest, if you pick one up and toss it 2 meters south it'll try to return to the nest and miss it 2 meters south.

Renamed strategy into operations to emphasize it's non war applications but it could still be folded away into tactics because everyone should contribute to downtime organization stuff and not always use one skill.

I'm thinking of building (at least) humanoid monsters with the same class choices as player characters, monstrous traits come from their chakra slots. So a powerful demon with inherent magic is a shaman/something that has chakra slots filled in for bat wings, aura of flame, immortality, etc.

Stuff like slimes, chimeras, koalas, perhaps walking trees then have their own class levels because they don't have thumbs or the cognition to run a business.
It seems like D&D at least already has mechanisms in place for sapient vs. nonsapient intelligence in the form of languages (most humanoids get them, most canines don't) and for heightened senses (blindsense, tremorsense, scent, etc.) I think that may serve you better than trying to codify gradients of animal intelligence.

As for monster classes, I like 4E's method of dividing them into roles (for monsters mind, not PC's or even named NPC's). I would just use those for monster classes. You'd have to do some tweaking to maintain internal consistency, since in 4E monster bodies effectively disappear along with all their gear when you're done killing them. I like the idea of the "chakra" slots for monster design, but how would this work for monsters who effectively cast spells like a wizard or cleric?

Also, a while ago Frank Trollman posted something about using codified keywords in power design, so all powers with the "fire" keyword, for example, have the same rules. That would be relevant to your efforts I think, and bears further exploration.
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OgreBattle
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Post by OgreBattle »

Rigging is stuff you do immediately or within short downtime, Engineering is more long term projects.

So in a siege the ninja uses rigging to scale the wall, disarm traps, set traps, blow up the gate. While the siege master uses engineering to coordinate the digging of fortifications, spot structural weaknesses, design siege engines.

Going over Warriors, so first I'll go over general combat things anyone can do.

Move actions:
-Move (walk, crawl, swim, etc) at speed but provoke threat zones
-Withdraw (5ft step basically) without provoking threat zones
-Brace: bracing to receive a charge, defensive posture for melee
-Aim: Stabilizing to carefully aim a ranged attack
-Change Posture: Fall prone, get up. Usually going from standing to prone lets you dive some distance
-Weaving: Defensive posture but instead of holding you're moving out of the way
-Ready: Some Standard actions use your move action too
-Interact: Draw an object on your person bigger than a wallet, interact with the environment

Standard actions:
Default to move: use it as a move action
Skill: Use a skill if relevant and conditions are right
Attack: Make an attack. Subcategories of attack are...
Rush: stagger, knockdown, push your foe
Grapple: hold, trip/throw, disarm, steal, carry, takedown
Trick: distract/debilitate with thrown sand, feinting swordplay etc.
Assist: Give bonus to ally with a skill or attack check
Zone Defense: cover a zone/allies and intercept enemies moving in/out of zone
Bodyguard: cover a specific ally, move when they move and intercept enemies targeting them
Counterstance: Bonus to counterattack against foes targeting you

The class mechanics of Warriors are...
Limit Break: extra actions a warrior can use (start off as swift, later get extra standard actions). They refresh from a short rest, or if the warrior uses a swift action and no other bonus actions that turn to catch their breath, align their qi, etc. Warriors get more Limit Breaks as they level up.

Martial Art: Passive abilities like "Blindsense", "movement +X", "meld into shadows", "+X bonus to assist" and also riders to abilities like "when you deal or take damage you can go into a rage that...", "When you succeed at a Trick action you can make a free attack action". Warriors get access to more WW's as they level up. Dungeonomicon Monk stances is a big inspiration point.

Combat Instinct: Certain Standard Actions are Swift actions for Warriors like Assist, Zone Defense, Bodyguard, Counterstance.

Things like an ogre swatting little dudes into the air to be a natural part of the combat mechanics and not be a 'special maneuver'.

------

Been thinking about what 'feats' should do and be called.

What they should do: Something not covered by class mechanics, attributes, and skills.
Just calling it a "Special" seems good as it can range from things you do ("I shoot lasers from my eyes" "I spin good") to things you are ("My ghost blood gives me ethereal form")
Last edited by OgreBattle on Mon Jul 02, 2018 8:42 am, edited 5 times in total.
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Post by OgreBattle »

How many fiddly modifiers does my game have/need? The list I've got so far:

Static Modifiers (static bonuses)
Training: Untrained, trained, expert
Attribute: Various numbers
Level,: add level/2 for skills that scale slowly, add level for skills that scale steadily
Morale: Fear, courage
Elemental/Material weak/res: fire attack vs fire weak structure, silver vs werewolf
Tool bonus: High quality sword, high quality lockpicks

Positional/Dimensional
-Cover (quarter, half, total)
-Range (short, medium, long, extreme)
-Reach (giant vs dwarf, cavalry vs infantry without reach weapons, high/low ground)

Situational Modifiers (minor is a modifier, major is reroll)
A minor advantage/disadvantage gives you a +/- 2 modifier, a major advantage/disadvantage gives you a reroll. Two minors stack into 1 major.
**Not sure if I should make that two tiered or just keep it simple as a reroll...

Advantage
Positional advantage: Target is flanked or unable to move out of harms way (slippery footing, stuck)
Cognitive advantage: Target is surprised or unable to perceive you

Disadvantage
Cognitive: unable to perceive or focus on target
Physical: restrained from acting on target

Conditions

Shaken
*takes a -1 penalty on attack rolls, defense, skill checks, and ability checks.
Staggered
*takes a -1 penalty on attack rolls, defense, skill checks, and ability checks, moves at 1/2 speed, cannot run
Wounded
* a condition that happens when you have a wound
Unconscious
*fall prone
*no sensory awareness
Dead
* Is dead

Fatigued: Counts as shaken
Exhausted: counts as staggered


Mobility conditions
Checked
*Move at ½ speed towards source of checking
Halted
*Cannot move towards source of halting
Repulsed
*Must move from line of sight of source of repulsion at combat speed or greater.
Anchored X
*Cannot move X distance away from anchoring point, if point is moved you move with it
*Anchoring is caused by a physical restraint (chained, grappled) or magical effect

Physical Restraint or posture conditions
Restrained
*character grants advantage
*suffers disadvantage on attack rolls, physical saving throws, physical skill/ability checks
*cannot charge or run without risk of falling prone

Arm (tool limb) disabled
*cannot use limb for actions

Leg (mobility limb) disabled
*can only move 5ft with a move+main action

Prone
* Attacks have advantage against you at short range
* count as one size category smaller beyond short range (harder to hit with ranged attacks, easier to find cover)


Other conditions

Dominated
*Lose control of character.

Jolted
*Drop held objects

Lured
*Must move towards source of luring at combat speed or faster.

Sensory conditions
Having a sense disabled causes automatic failure in checks that use those senses. Losing one’s primary sense (for humans it’s sight, for bats its hearing, etc.) also inflicts further penalties

Losing primary senses:
*character grants advantage to physical attacks
*suffers disadvantage on initiative, attack rolls, physical saving throws, relevant skill/ability checks
*cannot charge or run without check to see if they fall prone

Blind (sight)
Deaf (hearing)
Anosmic (scent)
Numb (touch):
Confused (mental): character grants advantage to all attacks (mental included) against them
Last edited by OgreBattle on Mon Mar 18, 2019 6:54 am, edited 10 times in total.
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Post by OgreBattle »

Going off the idea of 'grappling and striking are the same action'.....

Considering basing this on a d6 rather than d20. So the following has a d6 instead of d20:

When you attack someone in melee and roll, it's not just 'to hit' but to gain an advantage in the combat. So hitting someone also lets you run away, representing that you've covered your defenses.

So the standard melee hit gives you the following options, picked after attack roll

- Deal damage
- Grapple (trip, disarm, hold included in here, inflicts a Restraint Condition as listed above)
- Footwork (withdraw, lure)
- Teamwork: You allow an ally at a lower initiative this round to take their turn immediately after you, their new initiative is now 1 lower than yours for following rounds

Nat 6 Critical: You can make an additional standard action, which can be traded down for move or swift action.

I'm thinking that most characters get 1 attack per standard action, then warriors and melee monsters get 2... will have to make sure 3+ attacks is very rare.
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Post by RobbyPants »

A single d6 for core resolution? Your modifiers have to be super tiny. What are you looking to gain over d20?
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Post by Foxwarrior »

+1 bonuses on a d20 are kinda small anyways, and almost nobody actually cares whether their odds of success for some random task pulled out of a hat are 70% or 75%. On the secret discord the idea was floated that you'd use +1 bonuses on a d20 to enable fiddlier character creation, while having exclusively larger bonuses for temporary things where counting modifiers from bardic music and what have you would otherwise take forever, but if you don't want to make character creation fiddlier, that's not really helpful.
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Post by OgreBattle »

Yeah +1 on a d6 is roughly +3.something on a d20. That's when you notice the results. I also lose track of fiddly modifiers easily.
RobbyPants wrote:A single d6 for core resolution? Your modifiers have to be super tiny. What are you looking to gain over d20?
That every result of a d6 sticks clearly in the mind, vs a d20.

For the problem of "well it's only a RNG of 6", I'll have more steps to resolution. But there has to be a reason to have additional steps instead of using a d20, my reasoning is...

D&Dd20 has that roll to represent hit and bypassing armor with some critical chance on that one roll.

Multi step games like warhams (to hit, to wound, defender rolls armor save) Also have "I rolled a 6 to hit, to wound, to save..." trigger an additional effect. Like a hit roll of 6 does extra stuff for a sniper, a save roll of 6 means the weapon master counter-attacks.

I like the advantage/disadvantage bane/boon system of rerolls, with just a d6 range I can make it two tiered, a light bane/boon reroll's 1's or 6's, a 2nd tier bane/boon rerolls hits/misses.

This is mostly a 'taste' thing, I just like every result on the RNG being 'memorable'

Multiple attack rolls will also be fairly common, I feel it's quicker to calculate the results of a bunch of d6's at a glance compared to d20's


hmmm I think making a d6 skirmish system is worth starting a new thread about. so maybe this iwll say d20 or shift to dice pools or turn into d6
Last edited by OgreBattle on Mon Mar 18, 2019 6:57 am, edited 2 times in total.
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