|
|
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
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.
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 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. 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 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. 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 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 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 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:
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 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. 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 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
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:
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
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
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
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. |