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For this game, the classes will be all new: mostly adapted from The Wheel of Time Roleplaying Game or The Star Wars Roleplaying Game: both d20 games published by Wizards of the Coast. I like the fact that they are much lower in magic, and I also like the class-based AC bonus. Therefore, modified classes from those games, which are quite similar to D&D classes anyway, are more appropriate for my game here. This page will detail not only the core classes allowed by the game, but also many of the prestige classes that the game uses. In fact, magic-using classes are all prestige classes in this game, so no one can cast spells without first qualifying for the prestige class of their choice which allows spellcrafting.

C O R E C L A S S E S

FIGHTER CLASSES

Heavy Fighter

The heavy fighter is an individual who is trained to use heavy armor. Heavy fighters are like shock troops: they are profficient in all weapons, armor, shields, and are thrown into battle to grind their opposition down to meat. Unlike the light fighters or the wilderness fighter, his only focus is on combat. However, depending on the culture and training that a heavy fighter might recieve, his fighting style might be very different. The heavy fighter class is a customizable class that allows for a variety of different styles of play.
HD: d10

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and Swim (Str). Heavy fighters get 2 + Int bonus skill points each level.

Weapon and Armor proficienties: Heavy fighter is proficient in light, medium and heavy armor, shield, simple and martial weapons.

TABLE CLASSES-1: HEAVY FIGHTER
Class Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +1 +2 +0 +0 +2 Bonus feat
2nd +2 +3 +0 +0 +2 Bonus feat
3rd +3 +3 +1 +1 +3
4th +4 +4 +1 +1 +3 Bonus feat
5th +5 +4 +1 +1 +3
6th +6 +5 +2 +2 +4 Bonus feat
7th +7 +5 +2 +2 +4
8th +8 +6 +2 +2 +4 Bonus feat
9th +9 +6 +3 +3 +5
10th +10 +7 +3 +3 +5 Bonus feat
11th +11 +7 +3 +3 +5
12th +12 +8 +4 +4 +6 Bonus feat
13th +13 +8 +4 +4 +6
14th +14 +9 +4 +4 +6 Bonus feat
15th +15 +9 +5 +5 +7
16th +16 +10 +5 +5 +7 Bonus feat
17th +17 +10 +5 +5 +7
18th +18 +11 +6 +6 +8 Bonus feat
19th +19 +11 +6 +6 +8
20th +20 +12 +6 +6 +8 Bonus feat

Class features:

Bonus feats: The bonus feats from which a fighter may select are the following: Ambidexterity, Blind-fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-by Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-weapon Fighting (Improved Two-weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.

Some of the bonus feats of the heavy fighter cannot be acquired until the character has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A heavy fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Light Fighter

Unlike heavy fighters, light fighters are more concerned with dodging and avoiding blows rather than the somewhat unsubtle use of very heavy armor. To some extent, they are even trained to fight without weapons as need be. Light fighters often make up units of scouts, rangers, infiltrators and the like for organizations. Many adventuring types are also light fighters, lacking the easy availability of the overt military nature of heavier armor.

HD: d10

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). Light fighters get 4 + INT bonus skill points each level.

Weapon and Armor proficienies: The light fighter is proficient in light armor, and simple and martial weapons. Light fighters who operate in armor heavier than light, or who use shields, lose their ability to use certain class abilities, namely fast movement, stealthy movement, uncanny dodge and uncanny alertness.

TABLE CLASSES-2: LIGHT FIGHTER
Class Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Unarmed Damage Special
1st +1 +2 +2 +0 +4 1d6 Fast movement, Unarmed Strike
2nd +2 +3 +3 +0 +5 1d6 Uncanny alertness +2
3rd +3 +3 +3 +1 +5 1d6 Uncanny dodge (retain dex bonus
4th +4 +4 +4 +1 +6 1d8 Stealthy movement
5th +5 +4 +4 +1 +6 1d8
6th +6 +5 +5 +2 +7 1d8 Uncanny dodge (can't be flanked)
7th +7 +5 +5 +2 +7 1d8
8th +8 +6 +6 +2 +8 1d10 Uncanny alertness +4
9th +9 +6 +6 +3 +8 1d10
10th +10 +7 +7 +3 +9 1d10 Bonus feat
11th +11 +7 +7 +3 +9 1d10
12th +12 +8 +8 +4 +10 1d12 Uncanny dodge (+2 against traps)
13th +13 +8 +8 +4 +10 1d12
14th +14 +9 +9 +4 +11 1d12 Uncanny alertness +6
15th +15 +9 +9 +5 +11 1d12
16th +16 +10 +10 +5 +12 1d20
17th +17 +10 +10 +5 +12 1d20 Uncanny dodge (+3 against traps)
18th +18 +11 +11 +6 +13 1d20
19th +19 +11 +11 +6 +13 1d20
20th +20 +12 +12 +6 +14 1d20 Uncanny alertness +8, uncanny dodge (+4 against traps)

Class features:

Fast Movment: The light fighter gains +10 ft. to his movement score.

Unarmed Strike: The light fighter's unarmed attacks count as armed attacks in that they do normal damage and do not provoke attacks of opportunity. The light fighter also is able to add an extra die, as per the chart above, to his damage with unarmed attacks. He can also add this damage to a very short list of weapons, as the PHB/OA monk. He also has the Flurry of Blows ability, as per the PHB monk.

Stealthy Movement: The Martial Artist is able to add his Reflex Save Bonus to all Move Silently and Hide checks.

Uncanny Alertness: The light fighter is able to respond quickly to threats. He gets a level-dependent bonus to his initiative roll as detailed in Table Classes-2: Light Fighter.

Uncanny Dodge: The light fighter gets the extraordinary ability to react to threats. At 3rd level this means he can retain his dexterity bonus to armor class, even when surprised or flat-footed. He does not retain this if helpless, pinned or otherwise unable to move, however. At 6th level he can no longer be flanked. At 12th level he gets a +2 to his saving throw against traps, which increases to +3 at 17th level and +4 at 20th level.

Bonus feat: Bonus feat may be chosen from the same list as the heavy fighter.

Woodsman

The woodsman is also more lightly armored than the heavy fighter, but instead of concentrating on a fast, agile and beautiful fighting style that can be used unarmed, he concentrates on guerilla warfare: striking from the wilderness and then disappearing like a panther back into the wild before he can be attacked in retaliation. Woodsmen are very capable combatants, but also learn skills that are useful for survival and tracking in the wild.

HD: d10

Class Skills: Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis). The woodland fighter gets 6 + Int modifier skill points per level.

Weapon and Armor proficienties: Woodsmen is proficient in all simple and martial weapons, light armor, medium armor and shields.

TABLE CLASSES-3: WOODSMEN
Class Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +1 +1 +0 +0 +3 Nature's warrior (one environment, Track
2nd +2 +2 +0 +0 +4 Partial improved initiative
3rd +3 +2 +1 +1 +4 Woodland Stealth +2
4th +4 +2 +1 +1 +4 Bonus feat
5th +5 +3 +1 +1 +5
6th +6 +3 +2 +2 +5 Weapon Specialization
7th +7 +4 +2 +2 +6
8th +8 +4 +2 +2 +6 Nature's warrior (two environments)
9th +9 +4 +3 +3 +6 Bonus feat
10th +10 +5 +3 +3 +7
11th +11 +5 +3 +3 +7
12th +12 +6 +4 +4 +7 Woodland stealth +4
13th +13 +6 +4 +4 +8
14th +14 +6 +4 +4 +8 Bonus feat
15th +15 +7 +5 +5 +9
16th +16 +7 +5 +5 +9 Nature's warrior (3 environments)
17th +17 +8 +5 +5 +10
18th +18 +8 +6 +6 +10
19th +19 +8 +6 +6 +10 Bonus feat
20th +20 +9 +6 +6 +11

Class features:

Nature's warrior: When fighting in a single natural environment he chooses (forest, swamp, plains, mountains, desert) the woodsman gets to add half his Dexterity bonus to attack rolls against humanoid and monstrous humanoid opponents in addition to his Strength bonus. At 8th and 14th level he gets to add another environment. This bonus may also be used against animals, beasts and magical beasts no matter what environment they are in.

Track: Woodsman gains the Track feat for free.

Partial Improved Initiative: In light or no armor, the woodsman can fight as if he had the improved initiative feat. In medium or heavy armor, he loses this ability.

Woodland Stealth: In natural environments such as forests, plains, etc. the woodsman gets a bonus to his Hide and Move Silently checks.

Bonus feats: The woodsman chooses from the same list of bonus feats as the heavy fighter.

Weapon Specialization: At 6th level the woodsman can take weapon specialization for free, if he has already taken Weapon focus as a feat choice. This behaves in all ways like the feat.

SKILL USER CLASSES

Rogue

The rogue is a master of stealth, guile and the delivery of crippling blows that kill or incapacitate their foes. Not all rogues are necessarily assassins -- some have little or no desire to kill, but all are capable of dealing terrible damage to opponents when the need calls. Some concentrate on skills that allow them to infiltrate into places -- getting past locks, traps, guards and the like, while others prefer to use deceipt, subterfuge or seduction. Some concentrate on a mixture of both -- the rogue has access to a wide variety of skills and has many skill points to spend.

HD: d6

Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). Rogues recieve 8 + Int modifier skill points per level.

Weapon and armor proficiencies: An rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small creatures to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields.

TABLE CLASSES-4: ROGUE
Class Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +0 +0 +2 +0 +4 Sneak attack +1d6
2nd +1 +0 +3 +0 +5 Evasion
3rd +2 +1 +3 +1 +5 Uncanny dodge (Dex bonus to AC), Sneak attack +2d6
4th +3 +1 +4 +1 +6
5th +3 +1 +4 +1 +6 Sneak attack +3d6
6th +4 +2 +5 +2 +7 Uncanny dodge (can't be flanked)
7th +5 +2 +5 +2 +7 Sneak attack +4d6
8th +6 +2 +6 +2 +8
9th +6 +3 +6 +3 +8 Sneak attack +5d6
10th +7 +3 +7 +3 +9 Special ability
11th +8 +3 +7 +3 +9 Uncanny dodge (+1 against traps), Sneak attack +6d6
12th +9 +4 +8 +4 +10
13th +9 +4 +8 +4 +10 Sneak attack +7d6, Special ability
14th +10 +4 +9 +4 +11 Uncanny dodge (+2 against traps)
15th +11 +5 +9 +5 +11 Sneak attack +8d6
16th +12 +5 +10 +5 +12 Special ability
17th +12 +5 +10 +5 +12 Uncanny dodge (+3 against traps), Sneak attack +9d6
18th +13 +6 +11 +6 +13
19th +14 +6 +11 +6 +13 Sneak attack +10d6, special ability
20th +15 +6 +12 +6 +14 Uncanny dodge (+4 against traps)

Class features:

Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual �4 penalty. A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.

Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank. At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.

Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:

  • Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
  • Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll � if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
  • Improved Evasion: The rogue takes only half damage on a failed save.
  • Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
  • Skill Mastery: The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
  • Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.
  • Feat: A rogue may gain a feat in place of a special ability.

Scoundrel

The Scoundrel is also a master of many skills, but he concentrates more on subterfuge and diplomacy than the rogue, and has other special abilities besides just a focus on the sneak attack. In many ways, in fact, the scoundrel is a good bridging class between the rogue and the diplomat (see below).

HD: d6

Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (x) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Scoundrels recieve 8 + Int modifier skill points per level.

Weapon and armor proficiencies: An scoundrel's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all scoundrels are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size scoundrels are also proficient with certain weapons that are too big for Small creatures to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Scoundrels are proficient with light armor but not with shields.

TABLE CLASSES-5: SCOUNDREL
Class Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +0 +0 +2 +1 +2 Illicit barter
2nd +1 +0 +3 +2 +2 Lucky 1/session
3rd +2 +1 +3 +2 +3 Precise attack +1
4th +3 +1 +4 +2 +3 Skill emphasis
5th +3 +1 +4 +3 +4 Bonus feat
6th +4 +2 +5 +3 +4 Lucky 2/session
7th +5 +2 +5 +4 +5
8th +6 +2 +6 +4 +5 Skill emphasis
9th +6 +3 +6 +4 +6 Precise attack +2
10th +7 +3 +7 +5 +6 Bonus feat
11th +8 +3 +7 +5 +7
12th +9 +4 +8 +6 +7 Skill emphasis
13th +9 +4 +8 +6 +8 Lucky 3/session
14th +10 +4 +9 +6 +8 Precise attack +3
15th +11 +5 +9 +7 +9 Bonus feat
16th +12 +5 +10 +7 +9 Skill emphasis
17th +12 +5 +10 +8 +10
18th +13 +6 +11 +8 +10 Lucky 4/session
19th +14 +6 +11 +8 +11
20th +15 +6 +12 +9 +11 Skill emphasis

Class features:

Illicit Barter: Beginning at 1st level, the scoundrel gains a +5 competence bonus on any Diplomacy checks made to buy or sell illicit or illegal goods.

Lucky: The scoundrel is often as lucky as he is good at something. Therefore, starting at 2nd level, the scoundrel can reroll any failed ability check, skill check, attack roll, or saving throw. (In other words, any task resolution die roll, which are die rolls using a d20.) The second result must be used, regardless of whether it is better or worse than the first. The scoundrel can use this ability a number of times per game session, depending on his level, but only once in any given encounter. At 2nd level, the scoundrel can use lucky once per game session; at 18th level, he can use it up to four times in a game session (but only once in any encounter).

Precise Attack: Every round, the scoundrel can add this bonus either to one attack roll or one damage roll using a Dexterity-based attack, but not to both. (A Dexterity-based attack is an attack made with either a ranged weapon or a melee weapon using the Weapon Finesse feat.) You must declare where the bonus applies at the start of the attack action.

Skill Emphasis: At 4th, 8th, 12th, 16th, and 20th level, the scoundrel gains the bonus feat Skill Emphasis. This feat may be applied to any class skill. The scoundrel may not select the same skill twice.

Bonus Feats: At 5th, 10th, and 15th level, the scoundrel gains a bonus feat. This feat must be selected from the following list, and the scoundrel must meet any prerequisites: Alertness, Dodge, Headstrong, Heroic Surge, Improved Initiative, Mobility, Weapon Finesse, Weapon Focus.

Diplomat

The diplomat is a skill user of a different breed. If the diplomat is ever in some kind of combat, he has probably failed at his task already -- he does not develop skills and abilities that focus on combat at all. But when it comes to interpersonal interaction -- bluffing, intimidating, wheeling and dealing -- nobody comes close to the diplomat.

HD: d6

Class skills: Class Skills: Bluff (Cha), Craft (Int), Decipher Script (Int) exclusive skill, Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (any) (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), and Spot (Wis). Diplomats get 8 + Int modifier skill points each level.

Weapon and armor proficiencies: Diplomats are proficient in all simple weapons and either the rapier -- the traditional "gentleman's" weapon. They have no armor proficiencies.

TABLE CLASSES-6: DIPLOMAT
Class Level Base Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1st +0 +0 +0 +2 +3 Wealth, Talent, Style and Grace
2nd +1 +0 +0 +3 +4
3rd +1 +1 +1 +3 +4 Gossip
4th +2 +1 +1 +4 +4 Diplomat ability
5th +2 +1 +1 +4 +5 Versatile
6th +3 +2 +2 +5 +5
7th +3 +2 +2 +5 +6
8th +4 +2 +2 +6 +6
9th +4 +3 +3 +6 +6 Leadership
10th +5 +3 +3 +7 +7 Versatile, diplomat ability
11th +5 +3 +3 +7 +7
12th +6 +4 +4 +8 +8 Read Person
13th +6 +4 +4 +8 +8 Diplomat ability
14th +7 +4 +4 +9 +8
15th +7 +5 +5 +9 +9 Versatile
16th +8 +5 +5 +10 +9 Diplomat ability
17th +8 +5 +5 +10 +10
18th +9 +6 +6 +11 +10 Aura of peace
19th +9 +6 +6 +11 +10 Diplomat ability
20th +10 +6 +6 +12 +11 Versatile

Class features:

Style and Grace: The diplomat gets a +4 competence bonus on all Charisma related skill checks that relate to social interaction.

Talent: Diplomats may learn to apply a +4 instead of +2 bonus any time they take the skill focus feat for a Wisdom, Intelligence or Charisma related skill.

Wealth: The courtier usually receives a stipend from his family. Add 50 gp to his starting wealth, and for every year of game time, another 50 gp. In addition, he is able to start play with a masterwork longsword or rapier.

Iron Will: At 2nd level, the courtier receives this feat for free.

Gossip: At 3rd level, diplomats are able to gain the Gossip special ability. Because of their charisma and placement in society, diplomats have access to gossip that other characters find difficult or even impossible to find. When this ability is activated, the GM makes a secret Gather Information roll. Table Classes-6a summarizes the difficulties of finding gossip about a given topic. Because gossip, by it�s very nature, isn�t entirely accurate, the GM makes a separate percentage roll to see if the information is true or not. The chance of truthfulness is 50% + 1% for every point of charisma. Because the GM makes these rolls, the player doesn�t know if the information he receives is accurate or not without further investigation. A diplomat may only make one gossip check on a given subject without purposefully seeking out more information on the subject, or spending at least one month in the area where rumors may be found.

TABLE CLASSES-6a: DIPLOMAT GOSSIP FEATURE
DC Type of Knowledge
10 Common, well known to the general populace. Ex. Yarlan�s reputation as a formidable merchant.
25 Known by only a select few. Ex. Yarlan made his fortune in the wine business almost overnight.
30 Hidden, known only to an elite few. Ex. Yarlan has been connected to several smuggling operations in the past, although no charges have ever been formally brought against him.
35 Well-kept secret, potential blackmail fodder. Ex. Yarlan�s potential smuggling operations are only the tip of the iceberg.
45 Incredibly well-kept secret, only the subject and one or two others are aware. Ex. Yarlan is a member of a secret cult who�s aim is to bring the downfall of the current government.
55 A secret so well kept that perhaps the subject himself isn�t aware. Ex. Yarlan is actually a double agent working to thwart the cult from within.

Versatile: At 5th, 10th, 15th and 20th level the diplomat may take any cross class skill and treat it as a class skill.

Leadership: At 9th level, the diplomat receives this feat for free. If he already has the feat, his score increases by +3.

Read Person: At 12th level, the diplomat becomes so used to reading other people, that he may take 20 on Sense Motive checks as a free action.

Aura of Peace: At 18th level, the diplomat receives this extraordinary ability. If the courtier displays no harmful intent towards an intelligent attacker, he forces his opponent to make a Will save (DC 10 + diplomat levels/2 + Cha modifier). Failing the save means that the opponent cannot harm the courtier that round. He may still grapple, harass, etc. or do anything that causes no real harm, however.

Diplomat Special Abilities: At 4th level, and every three levels thereafter (7th, 10th, 13th, 16th, 19th) the diplomat may choose an ability from the following list:

  • Better Part of Valor: When executing the total defense option, the dodge bonus the diplomat receives to his AC is equal to his Int. modifier.
  • The Eyes See the Heart: Anyone attempting to lie in front of the diplomat must make a will save (DC 10 + diplomat�s Cha modifier). If they fail, the diplomat automatically knows they are lying.
  • The Eyes Betray the Heart: The DC to resist all the diplomat�s special abilities increases by 2. This can be chosen up to twice, and the effects do stack.
  • Taunt and Rally: All allies within 50 feet are affected as if by a bless spell. One enemy per every three diplomat levels is affected as if by a doom spell.
  • Voice: Once per day, when making a Bluff or Diplomacy check for social interaction situations (not feinting in combat) the diplomat may add his class levels to the roll as a special competence bonus.
  • Your Weakness is My Strength: When making opposed Charisma, Wisdom or Intelligence check, the diplomat forces his opponent to use his lowest of the three ability modifiers on the check, regardless of which of the three is actually required normally. For example, when bluffing the Rogue Jergan (Wis bonus +0, Int bonus �1, Cha bonus +3), Talissa the diplomat forces her to apply the Intelligence bonus to the check rather than her Charisma bonus.
  • Whisper from the Soul: The diplomat is skilled at provoking emotional responses in others, and may, once per day, cause the the recipient of this special ability to be as if under the affect of an emotion spell. The duration of the effect is one round per diplomat level although a Diplomacy or Bluff check can encourage a true emotional shift to the desired state, rather than just a quick emotional response.
  • Your Life is Mine: Once per day per every point of Charisma modifier, the diplomat may attempt to duplicate the effects of the charm person spell. He can never target an individual of higher ECL than himself, and the target must be able to see and hear the diplomat for him to produce this effect.

P R E S T I G E C L A S S E S

Because of the time-consuming nature of doing so, I will reprint no prestige classes here, but I will point out where many d20 prestige classes can be used pretty much without modification. Of course, if they come from the Wheel of Time Roleplaying Game they will already have an AC bonus built in, but classes designed for D&D will not. The table below shows the two prestige class AC options, high and low, and the table below that shows D&D prestige classes that can be used without modification except the addition of the AC Bonus.

TABLE CLASSES-7: PRESTIGE CLASS AC BONUS
Class Level AC Bonus High High Option AC Bonus High Low Option
1st +1 +0
2nd +2 +0
3rd +2 +1
4th +2 +1
5th +3 +1
6th +3 +2
7th +4 +2
8th +4 +2
9th +4 +3
10th +5 +3

The following table shows prestige classes that can be used unchanged (with the exception of name changes and the adding of a AC bonus) from printed D&D/d20 resources, including the source where the class may be found.

TABLE CLASSES-8: PRESTIGE CLASSES 1
Class Name Source Printed Name AC Option Comments
Blade Dancer Oriental Adventures Blade Dancer High Common amongst the Nithural people.
Assassin Oriental Adventures Ninja Spy Low Unseelie Sidhe, Nithural and Cawaineans are the most common to take this class.
Master of Deceipt Oriental Adventures Bayushi Deceiver High Most common to large cities and Unseelie Sidhe.
Adventuring Scholar Monsternomicon Adventuring Scholar low Many wander the wilds of Keirnarien and the Fae Country, although almost all of them are humans based in urban areas.
Monster Hunter Monsternomicon Monster Hunter High Almost all are human, but many wander the wildlands of the North, including the Fae Country.
King's Reeve Rokugan Emerald Magistrate Low The PCs actually have this occupation, but there is no requirement to take levels in this class.
Mastermind Rokugan Mastermind Low Are almost exclusively based in urban centres.
Devoted Defender Sword and Fist Devoted Defender High Any race and region.
Duelist Sword and Fist Duelist High Any race and region, although the Nithural appear to have been the first to adopt this style of fighting.
Master Bowman Sword and Fist Order of the Bow Initiate Low Especially common amongst the Kiernarien.
Bloodhound Masters of the Wild Bloodhound High Almost exclusively human.
Master Sniper Masters of the Wild Deepwood sniper Low Any race, class or region.
Steppe Runner Dragon #292 Prairie Runner Low Most appropriate for halflings.
Nightsong Enforcer Dragon #293 Nightsong Enforcer High Nightsong organization exists in urban centres in Cawaine only.
Nightsong Infiltrator Dragon #294 Nightsong Ifiltrator High Nightsong organization exists in urban centres in Cawaine only.

The following table includes printed prestige classes that can be used with only minor modification -- ignore any prerequisites that have to do with alignment or races or clans, etc. that are not used in the setting. Otherwise, treat exactly as written in the original source.

TABLE CLASSES-9: PRESTIGE CLASSES 2
Class Name Source Printed Name AC Option Comments
Dweorgan Defender Dungeon Master's Guide Dwarven Defender High Must be of the dweorgan race.
Soul Eater Book of Vile Darkness Soul Eater Low Whispered threat throughout the North Kingdoms.
Artisan Rokugan Artisan Low Especially common in human lands.
Master Spy Rokugan Butei Low Techniques learned from Unseelie Sidhe.
Master Explorer Rokugan Shinjo Explorer Low Can treat gaijin equipment as Oriental Adventures or Rokugan equipment.
Bounty Hunter Rokugan Wasp Bounty Hunter High Must be human -- only they take up this profession.
Frostling Warlord Creatures of Rokugan Nezumi Chuk'tek Low Must be of the frostling race.
Frostling Rememberer Creatures of Rokugan Nezumi Rememberer Low Must be of the frostling race.
Darkfist Sword and Fist Fist of Hextor Low Many orcs and dweorgs take this class.
Ravager Sword and Fist Ravager Low A cult from the far north.
Tribal Protector Sword and Fist Tribal Protector Low Usually frostling or teanese in race.
Hospitaler Defenders of the Faith Hospitaler Low Cult of healing from ancient Nithural.
Watch Detective Masters of the Wild Watch Detective Low Most urban areas feature several of these individuals.
Poison Fist Dragon #289 Poison Fist High Almost all are Unseelie Sidhe.
Justicar Dragon #290 Justicar Low An organization of the Cawainese nobility that serves as a kind of "Inquisition." Special "invitation only" requirement to take levels.

Note: There are no magical prestige classes, spellcasting prestige classes or classes that have magical requirements on this list. As magic is a completely different system in this campaign setting, none of them would work well without extensive modification. In fact, all spellcrafters are prestige classes -- no basic characters craft spells at all. However, magical classes will come in a wide variety of flavors. All of the magical prestige classes are in the section of this document that treats with magic.

Note II: Although I do not own them, I also have access to books like The Forgotten Realms Campaign Setting and Song and Silence and a few others. There are other prestige classes out there in those books, and others that I don't even own, that may be appropriate for this game. Any of these would be handled on a case by case basis.

Copyright © 2002 Joshua Dyal
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