Resident Evil d20 Brainstorming
Mar 23, 2014 21:20:24 GMT -6
Post by vonfiedler on Mar 23, 2014 21:20:24 GMT -6
So I made a pretty well fleshed out Resident Evil d20 game a long time ago but never got the chance to test it. I'm not in a hurry to do so now, but who knows, maybe someday right? Anyway I'm posting the skills and feats here. I feel it could use a few more feats, so post ideas if you have them.
There are no classes, players get 8+Int Skills and those skills can also be used to get saves and BAB with specific weapon groups. Each player gets a feat per level.
Skills 8 + Int Modifier
Acrobatics 1 Point Dex ACP
Climb 1 Point Str ACP
Diplomacy 1 Point Int
Disable Device 1 Point Dex
Escape Artist 1 Point Dex ACP
Fortitude 3/2 Points Con
Handgun 1 Point Dex
Heal 1 Point Int
Machine Gun 2 Points Dex
Magnum 3 Points Str
Melee 1 Point Str
Ordinance 3 Points Str
Perception 1 Point Int
Reflex 3/2 Points Dex
Rifle 2 Points Dex
Shotgun 2 Points Str
Stealth 1 Point Dex ACP
Will 3/2 Points Int
Feats
Be the Knife; 4 Ranks in Melee
As an Attack of Opportunity, you can swat incoming arrows or thrown weapons out of the air with your knife.
Combat Expertise; Int 13
You can choose to take a -1 penalty on attack rolls to gain a +1 dodge bonus to your Armor Class. When your Acrobatics rank reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1.
Combat Reflexes
You can make additional Attacks of Opportunity per round equal to your Dexterity bonus.
Concentration; Dex 13, 6 Ranks in Rifle
You can use your Int modifier instead of Dex when attacking with Rifles.
Critical Focus; 9 Ranks in a Weapon Skill
Get +4 to confirm criticals.
Danger Close; 5 Ranks in Ordinance
You are unaffected by the last 5 feet of an explosion's blast radius.
Diehard; Con 13
When your hit point total is below 0 you automatically stabalize.
Dodge; 4 Ranks in Acrobatics
You gain a +1 dodge bonus to your Armor Class.
Far Shot; 8 Ranks in a Weapon Skill
You only suffer a -1 penalty per full range increment between you and your target.
Fleet; Dex 15
You gain +5 feet in speed while wearing light or no armor.
Great Fortitude
+2 to Fortitude saves.
Greater Fleet; Dex 17, Fleet
You gain +5 feet in speed while wearing light or no armor.
Gung-Ho; Str 13, 6 Ranks in Machine Gun
You may use your Str modifier instead of Dex when attacking with Machine Guns.
Heavy Load
You have two extra inventory slots.
Herbalist; 4 Ranks in Heal
You may combine Herbs you find.
Hook; 5 Ranks in Melee
When a nearby enemy is stunned, you get a melee Attack of Opportunity. This deals 2d6 damage and knocks the enemy 10 feet in the direction of your choice.
Improved Critical; 8 Ranks in a Weapon Skill
When using the weapon selected for this feat, your threat range increases by 1.
Improved Great Fortitude; Great Fortitude
You can reroll one Fortitude save per hour.
Improved Initiative
You get a +4 bonus on initiative checks.
Improved Iron Will; Iron Will
You can reroll one Will save per hour.
Improved Lightning Reflexes; Lightning Reflexes
You can reroll one Reflex save per hour.
Improved Stabalize; 8 Ranks in Heal
As an Attack of Opportunity, you can make a Heal check to stabilize any nearby ally with 0 or less HP.
Improved Uncanny Dodge; Uncanny Dodge
You cannot be flanked.
Life Saver; 12 Ranks in Heal
As an Attack of Opportunity, you can use a health item on any nearby ally with 0 or less HP.
Master of Unlocking
+2 to Disable Device and Stealth checks. With 10 ranks, +4 instead.
Melee Shotgun; 10 Ranks in Shotgun
When attacking an adjacent enemy with a Shotgun, your critical range increases by 2 and critical damage increase by one increment.
Mobility; 8 Ranks in Acrobatics
You get a +4 dodge bonus to Armor Class against Attack of Opportunity when you move through an enemy's threatened area.
Move and Fire; 10 Ranks in any Weapon Skill
After a successful attack, you may make a free 5 foot step.
Neck Break; 15 Ranks in Melee, Stomp
When an enemy is stunned, you can make a melee attack against them that kills them if it hits. This also prevents them from mutating.
Nimble Moves; 5 Ranks in Climb
You can move through difficult terrain with ease, and take a 5 foot step in difficult terrain.
Ninja
+2 to Acrobatic and Climb checks. With 10 ranks, +4 instead.
Partner; 4 Ranks in Escape Artist
As an Attack of Opportunity, when an ally is grappled by the enemy you can free them by making a successful melee or ranged attack.
Quick Draw; 1 Rank with a Weapon Skill.
You draw any weapon you have rank in as a swift action.
Run
When running, you move 5 times your normal speed or 4 times when wearing heavy armor or carrying a heavy load.
Sage
+2 to Diplomacy and Perception. With 10 ranks, +4 instead.
Scavange; 10 Ranks in Perception
Find more ammunition and herbs when performing perception checks.
Skill Focus
Choose a non-weapon non-save skill. You get a +3 bonus on all checks with that skill, this increases to +6 at 10 ranks.
Sneak Attack; 4 Ranks in Stealth
When an enemy is denied their Dexterity bonus to Armor Class, you get +2d6 damage on a successful attack. This damage is not multiplied by a critical hit. This feat may be taken multiple times, at 4, 8, 12, 16, and 20 Ranks in stealth.
Stand Still; Combat Reflexes
When performing a normal Attack of Opportunity, you prevent the enemy from moving for the remainder of the round.
Stomp; 1 Rank in Melee
When an enemy is prone, you can make a melee attack against them that kills them if it hits.
Straight; 10 Ranks in Melee, Uppercut, Hook
When a nearby enemy is stunned, you get a melee Attack of Opportunity. This deals 5d6 damage and prones the enemy 10 feet in the direction of your choice.
Stunning Fire; 12 Ranks in Handgun or Machine Gun
When making an attack with a Handgun or Machine Gun against multiple targets, chance to stun is increased as if you had one less target.
Survivalist
+2 to Escape Artist and Heal checks. With 10 ranks, +4 instead.
Sweeping Fire; 8 Ranks in Handgun or Machine Gun
When making an attack with a Handgun or Machine Gun against multiple targets, chance to hit is increased as if you had one (Handgun) or two (Machine Gun) less targets.
Tactical Entry; Str 13, 6 Ranks in Shotgun
You can use your Dex modifier instead of Str when attacking with Shotguns.
Toughness; Con 13
You get +3 HP, and gain +1 HP for each level beyond level 3.
Trapfinding; 4 Ranks in Disable Device
Add 1/2 your level to Perception checks to find traps.
Trap Sense; 8 Ranks in Disable Device
You get a +3 bonus to Reflex saves against traps, and a +3 dodge to AC against attacks made by traps.
Uncanny Dodge; Dex 13
You cannot be caught flat-footed.
Uppercut; 1 Rank in Melee
When an enemy is stunned, you get a melee Attack of Opportunity. This deals 2d6 damage and prones the enemy.
There are no classes, players get 8+Int Skills and those skills can also be used to get saves and BAB with specific weapon groups. Each player gets a feat per level.
Skills 8 + Int Modifier
Acrobatics 1 Point Dex ACP
Climb 1 Point Str ACP
Diplomacy 1 Point Int
Disable Device 1 Point Dex
Escape Artist 1 Point Dex ACP
Fortitude 3/2 Points Con
Handgun 1 Point Dex
Heal 1 Point Int
Machine Gun 2 Points Dex
Magnum 3 Points Str
Melee 1 Point Str
Ordinance 3 Points Str
Perception 1 Point Int
Reflex 3/2 Points Dex
Rifle 2 Points Dex
Shotgun 2 Points Str
Stealth 1 Point Dex ACP
Will 3/2 Points Int
Feats
Be the Knife; 4 Ranks in Melee
As an Attack of Opportunity, you can swat incoming arrows or thrown weapons out of the air with your knife.
Combat Expertise; Int 13
You can choose to take a -1 penalty on attack rolls to gain a +1 dodge bonus to your Armor Class. When your Acrobatics rank reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1.
Combat Reflexes
You can make additional Attacks of Opportunity per round equal to your Dexterity bonus.
Concentration; Dex 13, 6 Ranks in Rifle
You can use your Int modifier instead of Dex when attacking with Rifles.
Critical Focus; 9 Ranks in a Weapon Skill
Get +4 to confirm criticals.
Danger Close; 5 Ranks in Ordinance
You are unaffected by the last 5 feet of an explosion's blast radius.
Diehard; Con 13
When your hit point total is below 0 you automatically stabalize.
Dodge; 4 Ranks in Acrobatics
You gain a +1 dodge bonus to your Armor Class.
Far Shot; 8 Ranks in a Weapon Skill
You only suffer a -1 penalty per full range increment between you and your target.
Fleet; Dex 15
You gain +5 feet in speed while wearing light or no armor.
Great Fortitude
+2 to Fortitude saves.
Greater Fleet; Dex 17, Fleet
You gain +5 feet in speed while wearing light or no armor.
Gung-Ho; Str 13, 6 Ranks in Machine Gun
You may use your Str modifier instead of Dex when attacking with Machine Guns.
Heavy Load
You have two extra inventory slots.
Herbalist; 4 Ranks in Heal
You may combine Herbs you find.
Hook; 5 Ranks in Melee
When a nearby enemy is stunned, you get a melee Attack of Opportunity. This deals 2d6 damage and knocks the enemy 10 feet in the direction of your choice.
Improved Critical; 8 Ranks in a Weapon Skill
When using the weapon selected for this feat, your threat range increases by 1.
Improved Great Fortitude; Great Fortitude
You can reroll one Fortitude save per hour.
Improved Initiative
You get a +4 bonus on initiative checks.
Improved Iron Will; Iron Will
You can reroll one Will save per hour.
Improved Lightning Reflexes; Lightning Reflexes
You can reroll one Reflex save per hour.
Improved Stabalize; 8 Ranks in Heal
As an Attack of Opportunity, you can make a Heal check to stabilize any nearby ally with 0 or less HP.
Improved Uncanny Dodge; Uncanny Dodge
You cannot be flanked.
Life Saver; 12 Ranks in Heal
As an Attack of Opportunity, you can use a health item on any nearby ally with 0 or less HP.
Master of Unlocking
+2 to Disable Device and Stealth checks. With 10 ranks, +4 instead.
Melee Shotgun; 10 Ranks in Shotgun
When attacking an adjacent enemy with a Shotgun, your critical range increases by 2 and critical damage increase by one increment.
Mobility; 8 Ranks in Acrobatics
You get a +4 dodge bonus to Armor Class against Attack of Opportunity when you move through an enemy's threatened area.
Move and Fire; 10 Ranks in any Weapon Skill
After a successful attack, you may make a free 5 foot step.
Neck Break; 15 Ranks in Melee, Stomp
When an enemy is stunned, you can make a melee attack against them that kills them if it hits. This also prevents them from mutating.
Nimble Moves; 5 Ranks in Climb
You can move through difficult terrain with ease, and take a 5 foot step in difficult terrain.
Ninja
+2 to Acrobatic and Climb checks. With 10 ranks, +4 instead.
Partner; 4 Ranks in Escape Artist
As an Attack of Opportunity, when an ally is grappled by the enemy you can free them by making a successful melee or ranged attack.
Quick Draw; 1 Rank with a Weapon Skill.
You draw any weapon you have rank in as a swift action.
Run
When running, you move 5 times your normal speed or 4 times when wearing heavy armor or carrying a heavy load.
Sage
+2 to Diplomacy and Perception. With 10 ranks, +4 instead.
Scavange; 10 Ranks in Perception
Find more ammunition and herbs when performing perception checks.
Skill Focus
Choose a non-weapon non-save skill. You get a +3 bonus on all checks with that skill, this increases to +6 at 10 ranks.
Sneak Attack; 4 Ranks in Stealth
When an enemy is denied their Dexterity bonus to Armor Class, you get +2d6 damage on a successful attack. This damage is not multiplied by a critical hit. This feat may be taken multiple times, at 4, 8, 12, 16, and 20 Ranks in stealth.
Stand Still; Combat Reflexes
When performing a normal Attack of Opportunity, you prevent the enemy from moving for the remainder of the round.
Stomp; 1 Rank in Melee
When an enemy is prone, you can make a melee attack against them that kills them if it hits.
Straight; 10 Ranks in Melee, Uppercut, Hook
When a nearby enemy is stunned, you get a melee Attack of Opportunity. This deals 5d6 damage and prones the enemy 10 feet in the direction of your choice.
Stunning Fire; 12 Ranks in Handgun or Machine Gun
When making an attack with a Handgun or Machine Gun against multiple targets, chance to stun is increased as if you had one less target.
Survivalist
+2 to Escape Artist and Heal checks. With 10 ranks, +4 instead.
Sweeping Fire; 8 Ranks in Handgun or Machine Gun
When making an attack with a Handgun or Machine Gun against multiple targets, chance to hit is increased as if you had one (Handgun) or two (Machine Gun) less targets.
Tactical Entry; Str 13, 6 Ranks in Shotgun
You can use your Dex modifier instead of Str when attacking with Shotguns.
Toughness; Con 13
You get +3 HP, and gain +1 HP for each level beyond level 3.
Trapfinding; 4 Ranks in Disable Device
Add 1/2 your level to Perception checks to find traps.
Trap Sense; 8 Ranks in Disable Device
You get a +3 bonus to Reflex saves against traps, and a +3 dodge to AC against attacks made by traps.
Uncanny Dodge; Dex 13
You cannot be caught flat-footed.
Uppercut; 1 Rank in Melee
When an enemy is stunned, you get a melee Attack of Opportunity. This deals 2d6 damage and prones the enemy.