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d20 RPG

d20 RPG

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Published by api-3725614
d20 RPG built on the concept of pirates vs ninja. (Other planned classes are robots and cavemen)
d20 RPG built on the concept of pirates vs ninja. (Other planned classes are robots and cavemen)

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Published by: api-3725614 on Oct 15, 2008
Copyright:Attribution Non-commercial

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03/18/2014

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d20 RPG
Premise
Four base classes, Pirate, Ninja, Robot, and Caveman. Classes are modified with a

Descriptor prefix and Motivator suffix; these create extra customization of characters.
New ability scores: Luck and Honor.
Abilities
Luck:

A number of times per day equal to the characters luck bonus they may re-roll a failed
roll (if positive), or the DM may require the payer to re-roll a success (if negative).
The DM may allow luck to manifest in other ways, but it should not remove the necessity
of skill for a task, or cause character deaths.
Luck is generated in the same method as any other ability score. (Normally rolling 4d6,
dropping lowest)

Honor:
A character adds his honor modifier to all d20 rolls, but must adhere to his code of honor,
or suffer penalties to his honor score.
When breaking a code of honor, a character must make an honor check, DC 20. On a
success, one honor point is lost. On a failure, 1d6 honor is lost.
All characters have 10 honor to start.
Classes
Pirate
Hit die: d10
Skills: A pirate receives skills equal to (2 + int modifier) x 4 at first level, and 2 + int
modifier at every level thereafter.

A Pirates class skills (and the key ability for each skill) are: Bluff (cha), Climb(str), Craft(int), Intimidate (cha), Open Lock (dex), Profession(wis), Slight of Hand(dex), Spot(wis), and Swim(str)

Level BAB
Fort Ref Will Special
1
+1
+2
+0
+0
Rough and Roudy
2
+2
+3
+0
+0
Bonus Feat
3
+3
+3
+1
+1
4
+4
+4
+1
+1
Uncanny Luck
5
+5
+4
+1
+1
Honor Amongst Outlaws
6
+6/+1
+5
+2
+2
7
+7/+2
+5
+2
+2
Improved Rough and Roudy
8
+8/+3
+6
+2
+2
9
+9/+4
+6
+3
+3
Enhanced Anatomy
10
+10/+5
+7
+3
+3
11
+11/+6/+1
+7
+3
+3
Bonus Feat
12
+12/+7/+2
+8
+4
+4
Improved Uncanny Luck
13
+13/+8/+3
+8
+4
+4
14
+14/+9/+4
+9
+4
+4
Greater Rough and Roudy
15
+15/+10/+5
+9
+5
+5
16
+16/+11/+6/+1
+10 +5
+5
Mixed Drinks
17
+17/+12/+7/+2
+10 +5
+5
18
+18/+13/+8/+3
+11 +6
+6
Enhanced Anatomy
19
+19/+14/+9/+4
+11 +6
+6
20
+20/+15/+10/+5 +12 +6
+6
Greater Honor
Features:

Rough and Roudy: A pirate picks one drink (alcoholic). When imbibing this drink, he recives a +2 bonus to strength and constitution, and a -2 penalty to wisdom and charisma. This lasts as long as they are drinking, but requires 1d10 minutes to take effect and lasts for 1d10 hours after drinking.(the sensation of being drunk, however, lasts for longer) This improves at 7th and 14th level, increasing to +4 str +2 con, -2 wis at 7th level, and +4 str and con, +2 cha at 14th.

Uncanny Luck: A pirate chooses another drink. The same rules apply as Rough and
Roudy, except the drink grants a +4 bonus to luck. (effectively giving two extra re-rolls
once per day, but they must be used during the duration of the effect) This can only be
done once per day A pirate may drink his Rough and Roudy drink at the same time as his
Uncanny Luck drink to stack the effects. This improves to +8 luck at 12th level.

Honor Amongst Outlaws: The pirate picks a third drink, and during its effects receives a +4 bonus to honor, and +2 bonus to charisma. This improves to +8 honor, +4 charisma at 20th level.

Mixed Drinks: A pirate may combine the effects of two of his drinking abilities.

Enhanced Anatomy: At 9th and 18th level, a pirate may replace one of his hands with a
hook, his eyes with a patch, or his legs a wooden peg. These have no negative penalties,
but grant +2 cha, and a +1 luck bonus to AC (as the opponent may accidentally strike the
functionless body part). They may instead choose to take a bonus feat.

Bonus Feats: A pirate chooses a bonus feat at 2nd and 11th level. They may choose from
Endurance, Diehard, Great Fortitude, Improved Will, Power Attack, Leadership,
Lightning Reflexes, and Toughness.

Weapon and Armor Prof.: A pirate is proficient with the cutlass, rapier, pistol, and
musket.
Code of Honor

Must pay to care for subordinates
Must always split the booty (though not necessarily evenly)
Must adhere to the guidelines of his captains personal code

Ninja
Hit Die: d8
A Ninja gains skills equal to (6 + int modifier) x 4 at first level, and 6 + int modifier at
additional levels thereafter.

A Ninjas class skills (and the key ability for each skill) are: Balance(dex), Bluff(cha), Climb(str), Disabld Divice(dex), Disguise(cha), Escape Artist(dex), Gather Information(cha), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Open Lock(dex), Profession(wis), Spot(wis), Survival(wis), Swim(str), and Tumble(dex).

Level BAB
Fort Ref Will Special
1
+0
+0
+2
+2
Improved Unarmed Strength, Improved Initiative
2
+1
+0
+3
+3
Flurry of Blows, Martial Arts, Flip Out 1x/day
3
+2
+1
+3
+3
4
+3
+1
+4
+4
Hide in Plain Site
5
+3
+1
+4
+4
6
+4
+2
+5
+5
Martial Arts
7
+5
+2
+5
+5
Flip Out 2/x Day
8
+6/+1
+2
+6
+6
Skill Master
9
+6/+1
+3
+6
+6
10
+7/+2
+3
+7
+7
Improved Flurry, Martial Arts
11
+8/+3
+3
+7
+7
12
+9/+4
+4
+8
+8
Flip Out 3x/day
13
+9/+4
+4
+8
+8
14
+10/+5
+4
+9
+9
Martial Arts
15
+11/+6/+1
+5
+9
+9
Stealth Master
16
+12/+7/+2
+5
+10 +10
17
+12/+7/+2
+5
+10 +10
Martial Arts, Flip Out 4x/day
18
+13/+8/+3
+6
+11 +11
19
+14/+9/+4
+6
+11 +11
20
+15/+10/+5
+6
+12 +12
Greater Flurry

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