Currently I'm working on a D&D campaign. It's not exactly to core 3.5 standards. I want some feedback on it though.
It's somewhat Cyber-punkish, but it still has fantasy elements.
Land of the Felled
Story:
In the year 2865, long after the Old World had destroyed itself, the roots of a new civilization were taking hold. With technolodgy advancing at a much slower rate than before, only the rich can afford the luxuries the Old World had. The rest live in poverty and hunger. The world, still ruled by humans, has a few new creatures roaming the lands though.
Races:
-Humans
Racial Traits:
Charismatic Appearence- Due to the humans looking normal, they are respected more than the other races. (Charisma +2)
Alignment: Any
-Wanderers
Racial Traits:
Mutated Strength- Over the years, these people have learned to adapt to their disfigurement after being cast out into the wild. Living off of the land they've developed an uncanny physical strength.
(Strength +2, Constitution +1)
Birth Defect- While in the womb, their young are extremely suseptible to the toxins in the world, and lack the mental development of other races. (Intelligence -3)
Alignment: Any Chaotic
-Highers
Racial Traits:
Cybernautics: All Highers, at the age of fifteen, are given an implant to increase comprehension and intelligence, almost ten fold. (Intelligence +4)
Fraility- The Highers are a sheltered race, and due to that, lack the body strength to survive easily in the outside world (Constituion -2, Strength -2)
Alignment: Any Lawful
-Lowers
Racial Traits:
Hardship: Lowers go through a series of trials as children to prove their worth in society. These trials prepare them mentally and physically. (Agility +2, Strength +1)
Alightment: Any neutral
-Nihliens
Racial Traits:
True Neutrality; The Nihilens are completely cold hearted in the eyes of others, for they feel no emotion and only view the world logically. (−2 Constitution, −2 Charisma)
Flight; They have adapted to their environment in high altitudes, and over years have scientifily forced wings onto their people (Allows flying as travel, at 50 feet per turn. Ignores obstacles shorter than 25 feet)
Alignment: True Neutral
Classes:
Pyromaniac: (AoE Magic)
Main Ability: Intelligence
Races: Any
Starting Gold: 2d20 +10
Hit Die: 2d4
Skill Points at Each Additional Level: 1 + Int modifier.
Skills:
0 Level Skills:
Ignite; Will ignite combustible object. 2d6 damage. DM rolls d20 to see if it leaves a burn. Must have fuel
Fort Ref Will
+1 +0 +1
1st Level Skills:
Napalm Ring; creates a ring of fire around the unit. All surrounding tiles do 2d4 damage per turn. Lasts 5 turns
Fire Clap; creates a loud bang. All creatures within 2 tiles loose a turn.
Fort Ref Will
+2 +0 +1
2nd Level Skills:
Smolder; sets a row of three tiles on fire. Creatures on these tiles loose 3 movement in their next turn
Fort Ref Will
+3 +1 +2
3rd Level Skills:
Molten Shot; fires a shot of heated earth towards an enemy up to 4 tiles away. 1d8
Fort Ref Will
+3 +2 +3
4th Level Skills:
Tempering; warms the air around Pyromaniac, giving him a +3AC bonus for 5 turns.
Fort Ref Will
+3 +3 +3
5th Level Skills:
Nova; sends a burst of fire outwards. Does 4d6 damage to surrounding 2 outward tiles,
Fort Ref Will
+3 +4 +3
Weapon and Armor Proficiency: A Pyromaniac is proficient with all simple weapons. The Pyromaniac is proficient with light armor
Specials:
Natural Tempering: In heated environments, the Pyromaniac receives a +2AC bonus.
Heat Lust: With a passion for higher temperatures, the Pyromaniac has a 40% resistance to fire damage.
Scout: (Ranged, Fast Moving)
Main Ability: Dexterity
Races: Any
Starting Gold: 6d6 + 20
Hit Die: 1d4 + ½ Dexterity
Skill Points at Each Additional Level: 2 + Int modifier.
Skills:
0 Level Skills:
Sniper Shot 1d6 (Requires Gun and Ammo)
Fort Ref Will
+0 +1 +0
1st Level Skills:
Uncanny Dodge; (Passive) You can't be caught flat footed.
Fort Ref Will
+0 +2 +0
2nd Level Skills:
Sniper Shot 2d6 (Requires Gun and Ammo)
Hawk’s Reflexes; (Passive) Cannot be attacked from behind, retailiate with 1d4.
Fort Ref Will
+0 +3 +0
3rd Level Skills:
Aiming: The Scout doesn’t miss his next 2 shots. Adds 1d4 damage.
Fort Ref Will
+1 +3 +1
4th Level Skills:
Blending; roll a d20, if you roll higher than the DM, you’re effectivly invisible for 2 turns.
Fort Ref Will
+1 +4 +1
5th Level Skills:
Sniper Shot 3d6,(Requires Gun and Ammo)
Fort Ref Will
+1 +4 +1
Weapon and Armor Proficiency: A Scout is proficiant with all guns and simple weapons. The Scout is proficiant with light armor.
Specials:
Snipe Attack: When you fire from a ranged weapon and have an attack of opportunity you do extra damage.
Sensory Training: With a need to hear everything, incase it holds valuable information, scouts have learned to use every sense to their advantage. (Dexterity +1, spotting feat +2)
Ether Harvester: (Direct Damage Magic, Crafter)
Protector: (Tank)
Gear: (Fighter, Buffs)
Psion: (Debuffer)
Medic: (Healer)
I've only finished the first two classes, but I plan to do the others tonight