True20 Trystell
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The following is a work-in-progress conversion of the Trystell setting to the True20 system.
House Rules & Optional Rules
The True20 Trystell conversion uses the house rules presented on the True20 House Rules page.
Altered Feats & Skills
Several feats have been altered to be better balance and fit the Trystell setting.
- Computers: This skill is not relevant to the Trystell setting and therefore does not exist.
Flanking
Like in standard d20, you can gain a +2 bonus to attacks by flanking an opponent.
New Feats
The following new feats are available in a Trystell campaign.
Racial Feats
Racial feats are feats that are only available to characters with a background that grants the feat as a favored feat.
Action Critical (Warrior)
Prerequisite: Combat bonus +10, proficiency with weapon.
You may spend a point of Conviction before making an attack with a weapon with which you are proficient. If the attack hits, it automatically threatens a critical hit (regardless of whether the attack roll falls within the weapon’s actual threat range). You must roll to confirm the critical hit, as normal.
Acid Blood (General)
Prerequisites: Mutation.
Your blood is acidic and can harm those who
would cut you. When an enemy scores a critical hit on
you, your blood sprays out causing a Toughness save (DC 16) of acid
damage to everyone within 5 ft. Effected creatures may
make a Reflex save with a DC equal to 10 + your Constitution
modifier to negate the damage.
Amphibious (Racial)
You can survive indefinitely on land or water, breathing both with equal ease. However, after not being submerged in water for more than 24 hours, you winded fatigued until once again submerged for at least one hour.
Blindsight, 5-ft. Radius (General)
Prerequisites: Combat bonus +4, Blind-Fight, Wisdom +4.
Using senses such as acute hearing and
sensitivity to vibrations, you detect the location of opponents
who are no more than 5 feet away from you.
Invisibility and darkness are irrelevant, though it you discern
incorporeal beings.
Campaigner (General)
You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions such as sleeping on a hard surface, or with bed bugs, which are uncomfortable but not dangerous will likewise not prevent you from a good nights sleep.
Cloak Dance (Expert)
Prerequisites: Stealth 10 ranks, Perform (dance) 6 ranks.
You are skilled at using optical tricks to make yourself
seem to be where you are not.
You can take a move action to obscure
your exact position. Until your next turn, you have concealment.
Alternatively, you can take a full-round action
to entirely obscure your exact position. Until your next
action, you have total concealment.
Flanking Sneak Attack (Expert)
Prerequisites: Sneak Attack You may sneak attack opponents when flanking as well as when they are denied their Dodge bonus to defense.
Fleet of Foot (Expert)
Prerequisites: Dex +2.
When taking an All-Out Move you no longer have to move in a straight line.
Flight (General)
Prerequisites: Mutation, Wings of Chance.
Your wings actually allow you to fly.
You gain a fly speed equal to your land
speed.
Ghost Attack (Adept)
Prerequisite: Combat bonus +3.
Your deadly strikes against incorporeal foes always
find their mark.
You must spend a Conviction. When you make a melee attack or a ranged
attack against an incorporeal creature, you automatically succeed at any miss chance from bring incorporeal, concealment or any similar conditions; just as if you hit a corporeal opponent. Your weapon or natural weapon actually appears
to become briefly incorporeal as the attack is made. This is considered to me magical.
Honorable (General)
Prerequisite: Appropriate Virtue and Vice.
You gain a +2 circumstance bonus on all
saving throws to avoid breaking a sworn oath, duty or
promise (subject to the GM’s approval). However, if
you ever do break such an oath, you gain a –2 circumstance
penalty to all saving throws until you atone for
your misdeed (as determined by the GM.)
Improvised Weapons (General)
You no longer take the -4 penalty when using improvised weapons.
Mutation (General)
Prerequisites: This feat can only be taken at 1st level.
Due to some circumstances (perhaps magical saturation
during fetal development) your character’s genetics
have become unstable and your character occasionally
develops strange racial features because of this instability.
When you choose this feat you may take
away one point from one of your ability scores and add
one point to another ability score of your choice. This
may be done only once.
Special: If you have already taken this feat at 1st
level, you may take this feat multiple times, moving
around 1 point from your ability scores each time.
Mutant Strike (General)
You have an extra special striker that you can use to hit your enemies. When you attack with it, you gain the benefits of Improved Strike, but the type of damage you inflict is determined by the nature of the extra striker. Possibilities include:
- Bite: Inflicts piercing damage.
- Claws: Inflicts slashing damage.
- Tentacle: Inflicts bludgeoning damage.
- Tail: Inflicts bludgeoning damage.
Mystic Hole (General)
Prerequisite: Con +2.
You are anathema to mystic creatures and characters. When a foe strikes you in melee combat,
the foe immediately loses the effects of all beneficial powers currently affecting her, if any. Also, if you are the target of a power, the caster of the power
must make an additional fatigue check, or the
spell fails (the caster must still make the usual fatigue check for a failed fatiguing spell).
Special: You cannot take or use
this feat if you have any adept powers, nor once you take this
feat can you ever gain the ability
to use adept powers, benefit from positive power effects or use magic items.
Pack Mule (General)
Folks can now carry just a wee bit more by knowing
how to balance a pack.
You can carry weight as if your Strength
were two points higher.
Special: You may take this feat multiple times. Its
effects stack.
Quick Healer (General)
Prerequisite: Con +3. You heal faster than most. Every time you would make a Con check to heal, you may make two checks and take the better of the two results. In addition, any time when you automatically heal a condition, you heal two of those conditions.
Sidestep Charge (Warrior)
Prerequisite: Dex +3, Dodge Focus.
You are skilled at dodging past charging opponents
and taking advantage when they miss.
You get a +4 bonus to Defense against charge attacks. If you are Dodge bonus to Defense,
you do not gain the benefit of this feat.
True Love (General)
There is someone special in your life who you truly love with all your heart and soul. You automatically succeed any Will save and resist any compulsion to bring harm to the person designated as your True Love. In addition, you can not bring yourself to harm your True Love and gain a +2 circumstance bonus to any save, skill check or attack roll to save or prevent harm from your True Love.
Wings of Chance (General)
Prerequisites: Mutation.
Due to either some winged creature being one of
your ancestors, or from a strange mutation, you have
wings, allowing you to glide.
You have wings that allow you to slowly
glide any distance more than 10 feet and safely land
where you otherwise would have taken damage from
falling. This feat does not allow you to fly.
Special: This feat may effect what armor your
character is capable of wearing, causing her to have to
purchase special armor at an increased price.
New Equipment
Weapon Damage Critical Damage Range Size Cost Simple Weapon Hollow-Bladed Weapon -1 20/+1 Nonlethal — Med 7 Exotic Weapon Electric Fork +2/+4 18-20/+3 Piercing & Electricity — Med 20
Hollow-Blade: Hollow-Bladed weapons take the form of any piercing or slashing weapon, but most commonly are in the form of daggers or short swords. Made to simulate stabbing someone by having the end of the blade collapse in on itself, these weapons have a reservoir inside the hilt which can contain fake blood to add to the illusion (although a contact poison could be added as well, effecting all those who would be hit with a melee touch attack). Hollow-bladed weapons grant a +3 bonus to Bluff checks to fake an assassination. This bonus increases to +5 with the use of fake blood in the hilt.
Electric Fork: The standard weapon of Blaugh’Ock agents on Trystell, the electric fork has a handle like a saber from which two long rapier-like blades extend, about an inch apart. The handle of the weapon is bulky, for it contains a power cell wrought by the advanced civilization on Blaugh’Ock. When a corporeal opponent is struck by an electric fork, both blades hit the opponent’s flesh, thus creating an electric circuit. In addition to dealing the usual +2 piercing damage, the weapon deals an extra +2 electricity damage (for a total of +4). Each power cell is only good for a number of charges, after which the cell needs to be replaced and the weapon no longer deals electricity damage. Each cell holds 10 charges and each time the weapon strikes a foe a charge is expended. The ability of the weapon to deliver charges can be turned off or on with a DC 10 Disable Device check.
Weapon Toughness Bonus Max Dodge Bonus Weight Cost Light Armor Gel Suit +1 +6 17 lb. 24 Heavy Armor Dragonscale Armor +7 +3 30 lb. 50
Gel Suit: The favored armor of Blaugh’Ock agents, Gel suits are made of a rubbery material which is durable like leather, but which contains numerous flexible tubes that circle throughout the armor. A small device on the thigh of the suit continuously pumps an alchemical healing liquid through these tubes. In this way, if the suit is cut, pierces, burnt or torn, the healing liquid will leak out, healing the wearing of their wounds. This property is activated when the wearer takes piercing, slashing, fire or electricity damage. The wearer then gains fast healing for 10 rounds. Once the suit has healed a total of 50 rounds, the fast healing property stops working and the gel refill in the thigh must be replaced.
Dragonscale Armor: A prized possession of either very rich or very accomplished fighters, dragonscale armor is similar to scale mail, but uses the smaller scales of a great dragon. In addition to granting excellent protection it grants resistance +4 to the energy type associated with the dragon the armor was made from (so electricity resistance for a sky dragon, fire resistance for a fire dragon, etc.)
Magic
The following types of magic power are available in a Trystell campaign.
Power: Kalid Magic
Kalid magic is extracted from the body parts of dead kalids. It functions just like generic adept powers in the True20 book except:
- Kalid magic is Intelligence-based.
- Fatigue saves are Fortitude.
- Kalid magic users must absorb magical energy from kalid parts in order to cast their spells. This requires 10 minutes and also requires that the caster have access to kalid parts.
- Kalid mages cannot learn Apport, Blink, Cold Shaping, Earth Shaping, Elemental Aura, Elemental Blast, Elemental Resistance, Elemental Weapon, Energy Shaping, Enhance Ability, Enhance Other, Fire Shaping, Imbue Life, Plane Shift, Teleport, Water Shaping, Wind Shaping, Wind Walk.
Power: Lunar Magic
Lunar magic is extracted from manufactured lunar devices, left over from the lunar occupation. It functions just like generic adept powers in the True20 book except:
- Lunar magic is Intelligence-based.
- Fatigue saves are Fortitude.
- Lunar magic users must absorb magical energy from lunar devices in order to cast their spells. This requires 10 minutes and also requires that the caster have access to lunar devices.
- Lunar magic users cannot learn Apport, Beast Link, Blink, Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison, Harm, Illusion, Imbue Life, Imbue Unlife, Nature Reading, Object Reading, Plane Shift, Scrying, Sense Minds, Teleport, Truth-Reading.
Power: Magine Magic
Magine magic is extracted from elusive, foreign magine plant. It functions just like generic adept powers in the True20 book except:
- Magine magic is Intelligence-based.
- Fatigue saves are Fortitude.
- Magine magic users must absorb magical energy from magine plants in order to cast their spells. This requires 10 minutes and also requires that the caster have access to magine plants.
- Lunar magic users can only learn Apport, Blink, Imbue Life, Plane Shift, Teleport.
Multi-Role Adepts
Characters can multi-role between the different types of adepts. If this is done, record which adept type to take with each level and calculate your power level for each separately. If you are a multi-role character with levels only in the different adepts, then you retain having a power level equal to adept level + 3, however, only your adept levels towards that power count in the total.
Backgrounds
The following backgrounds are available for player characters.
Large Heroes
Heroes that have the size category large gain the following:
- -1 to Combat Bonus due to large, clumsy size.
- -4 to Stealth checks due to large, clumsy body.
- +1 bonus to Toughness saves.
- Can carry twice as much as medium hero.
- Generally moves four thirds as fast as medium hero.
Humans
Civilized Human
- Ability Adjustments: None.
- Bonus Feat: Humans gain one bonus feat at 1st level out of the list of feats available for the hero’s role.
- Bonus Skill: The hero gains one bonus known skill at 1st level, in addition to those gained for the hero’s role and Intelligence.
- Favored Feats: Choose any two feats as the hero’s favored feats. These feats are available to the hero regardless of role.
Barbaric Human
- Ability Adjustments: None.
- Bonus Feat: Humans gain one bonus feat at 1st level out of the list of feats available for the hero’s role.
- Bonus Skill: The hero gains Knowledge (Earth Sciences) and Survival as bonus known skills at 1st level, in addition to those gained for the hero’s role and Intelligence.
- Favored Feats: Choose any two feats as the hero’s favored feats. These feats are available to the hero regardless of role.
Dwarves
Elite Dwarf
- Ability Adjustments: -1 Dexterity, +1 Constitution, +1 Intelligence, –1 Charisma
- Bonus Feats: Second Chance (Poison), Night Vision, Talented (Craft and Search)
- Favored Feats: Diehard, Favored Opponent (Air or Fire)
Peon Dwarf
- Ability Adjustments: +1 Strength, -1 Dexterity, +1 Constitution, –1 Charisma
- Bonus Feats: Second Chance (Poison), Night Vision, Talented (Craft and Search)
- Favored Feats: Diehard, Favored Opponent (Water or Earth)
Elves
True Elf
- Ability Adjustments: +1 Intelligent, +1 Charisma, –1 Strength, -1 Constitution
- Bonus Feats: Night Vision, Second Chance(Mental Control), Weapon Training
- Favored Feats: Choose one supernatural power (treat the total level as the adept level for this power).
Wild Elf
- Ability Adjustments: +1 Dexterity, +1 Wisdom, –1 Constitution, -1 Intelligence
- Bonus Feats: Night Vision and Animal Empathy
- Bonus Skills: Handle Animal and Survival
- Favored Feats: Favored Opponent (Plant, Animal or Supernatural Beast) and Familiar
Sea Elf
- Ability Adjustments: +1 Dexterity, +1 Charisma, –1 Strength, -1 Wisdom
- Bonus Feats: Night Vision and Amphibious
- Bonus Skills: Notice and Swim
- Favored Feats: Hide in Plain Sight, Inspire (Courage or Competence)
Gnomes
Tinker Gnome
- Small Humanoid
- Ability Adjustments: +2 Intelligence, -1 Strength, -1 Wisdom
- Bonus Feats: Skill Training, Night Vision
- Bonus Skills: Craft (any) and Knowledge (any)
- Favored Feats: Improvised Tools, Master Plan
Handler Gnome
- Small Humanoid
- Ability Adjustments: +2 Dexterity, +1 Constitution, -1 Strength, -2 Wisdom
- Bonus Feats: Lucky, Second Chance (Fear)
- Bonus Skills: Stealth and Sleight of Hand
- Favored Feats: Sneak Attack, Evasion
Aqua Gnome
- Small Humanoid
- Ability Adjustments: +2 Intelligence, -1 Strength, -1 Charisma
- Bonus Feats: Skill Training, Night Vision
- Bonus Skills: Swim and Knowledge (any)
- Favored Feats: Favored Opponent (Elves or Aquatic), Master Plan
Minotaurs
Brawnish Minotaur
- Ability Adjustments: +2 Strength, +1 Constitution, -1 Dexterity, -1 Intelligence, -1 Charisma
- Bonus Feats: Improved Strike and All-Out Attack
- Bonus Skills: Intimidate and Knowledge (Theology and Philosophy)
- Favored Feats: Spirited Charge and Toughness
Brainish Minotaur
- Ability Adjustments: +1 Strength, -1 Dexterity, -1 Wisdom, +1 Charisma
- Bonus Feats: Improved Strike and Second Chance (Fire)
- Bonus Skills: Intimidate and Knowledge (any)
- Favored Feats: Spirited Charge and Toughness
Ogres
True Ogre
- Large Humanoid
- Ability Adjustments: +2 Strength, +1 Constitution, -2 Intelligence, -1 Charisma
- Bonus Feats: Great Fortitude and Night Vision
- Bonus Skills: Intimidate and Survival
- Favored Feats: Rage and Tough
Goblin
- Small Humanoid
- Ability Adjustments: +1 Dexterity, -1 Strength
- Bonus Feats: Night Vision and Improved Speed
- Bonus Skills: Stealth and Craft (any)
- Favored Feats: Sneak Attack and Seize Initiative
Hobgoblin
- Ability Adjustments: +1 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom
- Bonus Feats: Night Vision and All-Out Attack
- Bonus Skills: Stealth and Intimidate
- Favored Feats: Sneak Attack and Favored Opponent (Minotaurs)
Orc
- Ability Adjustments: +1 Strength, +1 Dexterity, -1 Wisdom, -1 Charisma
- Bonus Feats: Night Vision and Weapon Training
- Bonus Skills: Notice and Jump
- Favored Feats: Tough and Favored Opponent (Minotaurs)
High Orc
- Ability Adjustments: +1 Strength, +1 Intelligence, -1 Wisdom, -1 Charisma
- Bonus Feats: Night Vision and Great Fortitude
- Bonus Skills: Notice and Knowledge (Supernatural)
- Favored Feats: Tough and Favored Opponent (Minotaurs)
Troll
- Ability Adjustments: +2 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom, -1 Charisma
- Bonus Feats: Tracking and Night Vision
- Bonus Skills: Intimidate and Notice
- Favored Feats: Diehard and Tough
Heroic Paths
Heroic paths are possible routs of character advancement you can take that make up a particular archetype. Heroic paths are optional, but can serve as a good guideline on how to build a certain character concept. Several example character paths are below.
Kalid Hunter
Role: Warrior
Qualities: Power (Kalid Magic)
Starting Skills: Craft(Alchemy), Knowledge (Supernatural), Stealth, Survival
Starting Feats: Armor Training, Favored Opponent (Kalids), Track, Weapons Training
| Level | Role | Feat |
| 2 | Warrior | Smite Opponent (Kalids) |
| 3 | Warrior | Trailblazer |
| 4 | Warrior | Seize Initiative |
| 5 | Expert | Sneak Attack |
| 6 | Expert | Evasion |
| 7 | Warrior | Lucky |
| 8 | Warrior | Favored Opponent (Kalid) |
| 9 | Warrior | Second Chance (Mind Control) |
| 10 | Warrior | Weapon Focus (Any) |
| 11 | Expert | Improved Evasion |
| 12 | Expert | Hide in Plain Sight |
| 13 | Adept | Power (Blink) |
| 14 | Adept | Power (Ward) |
| 15 | Adept | Power (Enhance Ability) |
| 16 | Warrior | Favored Opponent (Kalid) |
| 17 | Warrior | Blind-Fight |
| 18 | Expert | Sneak Attack |
| 19 | Warrior | Greater Weapon Focus |
| 20 | Adept | Power (Sense Minds) |
Demagogue
Role: Adept
Qualities: Power (Kalid Magic)
Starting Skills: Bluff, Concentration, Diplomacy, Knowledge (Supernatural)
Starting Feats: Armor Training, , Power (Heart Reading), Power (Heart Shaping), Power (Mind Touch)
| Level | Role | Feat |
| 2 | Adept | Power (Mind Reading) |
| 3 | Adept | Power (Mind Probe) |
| 4 | Adept | Power (Calm) |
| 5 | Adept | Power (Dominate) |
| 6 | Adept | Leadership |
| 7 | Adept | Power (Enhance Other) |
| 8 | Adept | Power (Beast Link) |
| 9 | Adept | Power (Suggestion) |
| 10 | Adept | Power (Mind Shaping) |
| 11 | Adept | Subtle Power |
| 12 | Adept | Power (Sleep) |
| 13 | Adept | Power (Nature Reading) |
| 14 | Adept | Imbue Item |
| 15 | Adept | Power (Sense Minds) |
| 16 | Adept | Power (Plant Shaping) |
| 17 | Adept | Widen Power (Suggestion) |
| 18 | Adept | Power (Weather Shaping) |
| 19 | Adept | Quicken Power (Mind Touch) |
| 20 | Adept | Widen Power (Enhance Other) |
Agent
Role: Expert
Qualities: None
Starting Skills: Bluff, Diplomacy, Disable Device, Disguise, Gather Information, Sense Motive, Sleight of Hand, Stealth
Starting Feats: Benefit (Alternate Identity), Connected, Contacts, Well-Informed
| Level | Role | Feat |
| 2 | Expert | Fascinate (Bluff) |
| 3 | Expert | Second Chance (Mind) |
| 4 | Expert | Challenge (Bluff: Durable Lie) |
| 5 | Expert | Eidetic Memory |
| 6 | Expert | Challenge (Disable Device: Hide Tampering) |
| 7 | Expert | Suggestion (Bluff) |
| 8 | Expert | Challenge (Gather Information: Discretion) |
| 9 | Expert | Challenge (Slight of Hand: Concealment) |
| 10 | Expert | Assessment |
| 11 | Expert | Skill Focus (Bluff) |
| 12 | Expert | Sneak Attack |
| 13 | Expert | Mass Suggestion (Bluff) |
| 14 | Expert | Inspire |
| 15 | Expert | Hide in Plain Sight |
| 16 | Expert | Challenge (Sense Motive: Resist Interaction) |
| 17 | Expert | Master Plan |
| 18 | Expert | Challenge (Stealth: Tailing) |
| 19 | Expert | Challenge (Disguise: Quick Change) |
| 20 | Expert | Sneak Attack |
Languages
These are not the only languages on Trystell, but the most common languages are as follows: Standard, Protostandard (written only), High Kalid (written only), Blaugh’Ock, Bushmen, Underciv, Neo-Bala’Umn, Neo-Cebuese, Neo-Cad, Old Cad (written only), Eorian, Fonlelial, Quaklonian, Grundz, Grichomic
