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(First of all, it was suggested that we post this here since people interested in a career in RPGs were bound to read this forum. However, if this is against some form of policy or rule, we apologize from the start and don't mind if you close this thread or move it)

Dreamscarred Press's 2011 Bestiary Contest!

Dreamscarred Press is proud to announce its first Bestiary Contest. The contest is designed to give new, unknown, and struggling game designers the opportunity to be published. Dreamscarred Press owners Jeremy Smith and Andreas Rönnqvist will judge the entries and oversee the competition.

As the name implies, the contest is for monsters to be released in a psionic bestiary to be published by Dreamscarred Press. The winner of the contest will receive a paid commission to work on that bestiary.

Complete rules are available at the Dreamscarred Press website.


I've seen Jason Buhlmann point out time and time again that he wants the Sorceror and Wizard to fill different niche's. My suggestion would be to take a que from the Wilder and it's Wild Surge ability. In effect, it lets the Wilder boost the "caster level" by 1-6 (depending on level) for free, but having a chance of suffering a loss of power and being dazed.

A Sorceror doesn't gain the same benefits from a Wild Surge as a Wilder does (psionics use power points to manifest powers, and the Wild Surge provides those as well), so my suggestion is to allow the Sorceror to cast spells and Surge them, gaining a +1 - +6 bonus to Caster Level on those spells, in exchange for having to make say a Fortitude save or be dazed.

Wild Surge rules: From D20SRD.org


Ok, forums ate my post.

My suggestion is that Fighers get the ability to retrain any feat that specifies one specific weapon (Weapon Focus/Specialisation for example) by training with a new weapon for 8 hours. This makes the Fighter class more flexible, a little more powerful, a little more viable in the long run and gives more of a "master of fighting" feel.


I have a suggestion, somewhat lifted from the Warblade. Allow the Fighter, as a master of weapons and combat, to retrain any Feats that specify a weapon (Weapon Focus/Specialization) by training with another weapon for 8 hours.

This gives the Fighter versatility, makes them feel more useful (since a new weapon or a change of concept for the character is easily done) and flows pretty well with the game anyhow. It's a small ability, easy to inject that adds flavor and a little kick to the Fighter class.


Ok, this has always been one of my original beefs with 3.5 - at around level 3-4, tumbling and avoiding AoO's for spellcasting becomes a nuisance. Either remove it completely, or, even better - use that CMB for MORE stuff.

Make the DC for a Tumble check be 10+CMB, same thing for combat casting. Easy, fits well with the new "combat maneuvers" system and is REASONABLE!



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