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Old Mar 29th, 2007, 11:44 PM
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Homebrew Ideas

Compilation of Homebrew Ideas by me on basic core classes. Some are completely new classes, most are just changes or options to the normal PHB core classes. To add an incentive to choosing one of these classes, a player who chooses one can also take one (1) bonus Background Feat at character creation.

Background Feats [Creation Only]:

Extensive Training: You have been trained in many various skills. You are considered trained when using any skill needing training to use, even if you have no ranks in that skill.

Educated: Choose three skills in which you have been educated. These are considered class skills no matter what class you take.

Hereditary Trade: Your ancestors have worked at one skill so much that it has become inbred to your family. Choose one skill. This is considered a class skill for your character and you get a +2 racial bonus to that skill.

Last edited by Silent Tiger; Mar 30th, 2007 at 01:25 AM.
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Barbarian Variants

Kazahk Barbarian
The Kazahks are a group of nomadic tribes who are adapt at taming and breeding herds of wild horses. To these barbarians, their whole lives revolve around horses. They know, since birth, generations worth of knowledge on their beasts. Kazahks treat their horses with a reverent respect and as gifts given to them by the gods. Kazahks are said to learn how to ride even before learning how to walk. Kazahk trades Good Fortitude saves for Good Reflex saves. The Kazahk also has the following changes to their barbarian abilities:
  • Frenzy (replaces Rage): +2 Dexterity, +2 Strength, Speed increase 10ft, Flurry of blows-like melee attacks.
  • Greater Frenzy (replaces Greater Rage): Bonuses increase to +4 Dexterity, +4Strength with an added +2 Reflex
  • Mighty Frenzy (replaces Mighty Rage): Bonuses increase to +6 Dexterity, +6 Strength, +4 Reflex, and +15ft to movement.
  • Speedy Mount (replaces Fast Movement): any horse mount moves 10ft faster when you ride it due to a secret Kazahk riding style.
  • Mount sense: (replaces Trap Sense) you gain the bonus to Ride and Handle Animal when applied to horses. You may also treat any horse mount as if it were war-trained.
  • Fortified Immunity (replaces Indomitable Will): While in a rage, a kazahk of 14th level or higher gains a +4 bonus on Fort saves to resist poison or disease effects. In addition, any effects do not take effect until after the Kazahk's rage ends. This only works on saves that happen during the rage, and does not have any effect on preexisting ailments.
*Small characters may apply mount bonuses to ponies or riding dogs instead of horses

Barbarian Variant: Lycan-blood
Some families have a blood-line that can trace its line through an ancestor who was cursed with lycanthropy. Most often, this information has been kept secret due to the stigmata that goes along with lycanthropy. While the blood has been diluted through the generations, some lycanthropic traits have passed on through generations. These lycanthropic blood traits might not be strong enough to express true lycanthropy in the offspring, however the blood does confer other benefits. With use, the lycanthropic blood gains strength and expresses itself in more ways.
  • Bestial Rage (updates Rage): In addition to their listed bonuses for the normal barbarian rage, Lycan-bloods transform into their hybrid forms while raging. They have the following changes to rage. The Lycan-blood gets a routine of natural attacks (claw/claw/bite attack) appropriate for their size (Medium: 1d6 claw and 1d8 bite / Small: 1d4 claw and 1d6 bite). This is done at -2/-2/-4 for a full attack or normal BAB with any single attack, and are considered Natural Weapons with which the Lycan-blood is proficient. The Lycan-blood cannot use any other weapons in Lycan form.
  • Silver Aversion (replaces Illiteracy): Damage from silver weapons must be healed normally and cannot be healed magically. In addition, all damage reduction the Lycan gets from the class can be bypassed by silver weapons.
  • Bestial Empathy (replaces Fast Movement): You can empathize with animals of the same type as your hybrid form. You can perform a Wild Empathy check with your type of animal and also cast Speak with Animal 3/day but only with your own type of animal.
  • Kinship Sense (replaces Trap Sense): the Lycan-blood gets a +1 bonus for any check which reveals the true nature of a creature with shapechanger type, either in a fellow Lycan or any other kind of shapechanger. This includes but is not limited to skills such as a Spot or Sense Motive check. These bonuses increase as per trap sense progression.
  • Fortified Immunity (replaces Indomitable Will): While in a rage, a Lycan-blood of 14th level or higher gains a +4 bonus on Fort saves to resist poison or disease effects. In addition, any effects do not take effect until after the Lycan-blood's rage ends. This only works on effects that happen during the rage, and does not have any affect on preexisting ailments.
  • Greater and Mighty Bestial Rage: Natural Weapons increase one size category at Greater Rage and again at Bestial Rage.

Last edited by Silent Tiger; Apr 29th, 2010 at 03:51 AM.
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Old Mar 30th, 2007, 01:47 PM
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Bards: Variant Performances

Bardic Performance Variants: You can switch out the bardic music ability for a different bardic performance style. You do not gain both sets of bardic performance abilities, the new bardic performance style takes the place of the traditional bardic music [Bardic Performance (music)]

Bardic Performance (Comedy): These bards use witty banter and comedy to affect their opponents. <Completed>
Bardic Performance (Creator): These bards focus on making works which hold special bardic affects. <Under Construction>
Bardic Performance (Dance): These bards tend to focus on dancing and movement, and their abilities grant them movement type affects. <Completed>
Bardic Performance (War Marcher): These bards typically follow armies and have more offensive abilities to their performances. <Completed>

Last edited by Silent Tiger; Apr 5th, 2007 at 08:50 PM.
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Old Mar 30th, 2007, 01:52 PM
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Cleric: Options

Spontaneous Casting Variant: Instead of casting Healing or Inflict spells spontaneously, you may choose one of your god's domain spell lists to spontaneously cast from instead.

Preacher VariantA Preacher uses hymns and oratory to compel his followers and call brimstone upon his enemies.
  • Spontaneous Casting: You may cast Healing or Inflict spells spontaneously or you may choose a single one of your god's domain spell lists to spontaneously cast from instead. The domain from which you cast spells must be chosen at character creation and cannot be changed.
  • Bardic Music Ability: (replaces Domain Abilities and reduces Rebuke/Turn Undead to 3 uses / day) You gain the Bardic Music Ability, but use the Knowledge (Religion) skill when determining what effects the Preacher can perform. The Preacher recites religious scriptures or sings hymns instead of singing or performing entertainments like the Bard.

Last edited by Silent Tiger; May 10th, 2007 at 10:17 PM.
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Old Mar 30th, 2007, 01:54 PM
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Druid: Variants

Druid Variant: Urban Druid

Spontaneous Casting Variant: Instead of spontaneously casting Summon Nature's Ally spells, you may choose to permanently cast spontaneously off of one of the following domains instead: Animal Domain, Plant Domain.

Elemental DruidsElemental Druids follow one of the five elemental forces of nature. They do not put as much emphasis on flora and fauna, but concentrate instead on the environment portion of nature. They get the following abilities:
  • The Elemental Druid gains Knowledge (Planes) as a class skill. An elemental Druid loses their Nature Sense ability.
  • They cast spontaneously off one of the corresponding Domain spell lists: Air, Earth, Fire, or Water. The lose the ability to spontaneously cast Summon Nature's Ally spells.
  • Elemental Summoning: (replaces Woodland Stride) when summoning elementals of their chosen element from a Summon Nature's Ally spell, the Elemental Druid summons elementals with maximum HP. They may also summon Elementals one level before normal, but the elementals summoned have minimum HP.
  • Environmental Adaptation: (replaces Trackless Step) The Elemental Druid can adapt to severe environmental conditions. They suffer no ill effects from normal non-magical envionmental conditions such as severe cold, heat or dryness.


AnimaulerDruids and Animaulers both have similar views when it comes to nature, though the focus is different. Druids are more concerned with the stewardship and religious aspect of nature, while Animaulers study nature to improve and advance themselves. Both are defenders of nature, but while Druids use magic, Animaulers use their fists. Animaulers carefully study the fighting styles of animals to become near flawless feral brawlers and nature defenders. They spend most of their early lives living off the land and understanding the ways of animals and nature; copying attack forms, styles, and defenses.

Races: Elves make the best Animaulers, due to their connection to nature and their long lives in which to perfect their fighting styles, but tend to become solitary hunters, emulating animals such as tigers, pumas or even dinosaurs and sharks where available. Humans and Half-Orcs also make good Animaulers and tend to study animals that are more pack in nature, like lions or wolves. Dwarves and Halflings tend to emulate smaller, stronger creatures, such as bears, wolverines and badgers.

Abilities: Animaulers tend to favor Strength and Dexterity for the boost in fighting capacity. Wisdom improves the Druidic abilities of the Animaulers, while Constitution is vital for the Animaulers to stay in the battle.

Druid (Animauler) Modifications:
  • lose all druidic spellcasting abilities
  • loses Animal Companion and Nature Sense abilities at 1st Level
  • gain Flurry of Blows (1st Level) but loses ability to Flurry with Druid or Monk Weapons
  • gain Unarmed Strike (1st Level)
  • gains Monk's AC Bonus, Unarmed Damage, and Unarmored Speed Bonus
  • exchanges Concentration and Spellcraft for Tumble and Move Silently

Last edited by Silent Tiger; Apr 10th, 2008 at 10:45 PM.
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Old Mar 30th, 2007, 02:15 PM
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Fighter: Variants

Fighter Variant:
Field MedicThe Field Medic is a battlefield healer and can take any of the Field Medic Abilities in place of a Fighter Bonus Feat. The following are the Field Medic's class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Ride (Dex), and Swim (Str). Field Medic Abilities are as follows. All spell-like abilities are Wisdom-Based:
  • Stabalize: as a full round action, the Field Medic may cause one person he can touch to stabilize.
  • Healing Touch: (Level 2+) This is exactly like the paladin's Lay on Hands except the Field Medic cannot use this ability to harm undead.
  • Delay Poison: (Level 4+) may use the spell Delay Poison 1/day*.
  • Neutralize Poison: (Level 6+; Delay Poison) may use the spell Neutralize Poison 1/day*.
  • Restore Patient: (Level 6+) By working on a patient for a full minute, you can restore 1d4 points of Ability Damage, usable 1/day*.

HunterThe Hunter is a lone woodsman, a survivalist, and can take any of the Hunter Abilities in place of a Fighter Bonus Feat. The following are the Hunter's class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Nature) (Int), Jump (Str), Survival (Wis), and Swim (Str). Hunter Abilities are as follows:
  • Track
  • Survialist: You gain a +2 to Survival Checks and double the number of people you can provide for.
  • Wild Empathy
  • Woodland Stride: (Level 2)
  • Trackless Step: (Level 4+)

Arcane NeutralizerThe Arcane Neutralizer is trained to nuetralize spellcasters in combat situations. The following are the Arcane Neutralizer's class skills: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Spellcarft (Int) Swim (Str), and Use Magic Device (Cha). The Arcane Neutralizer has a good Will save instead of a good Fort save. The Arcane Neutralizer can take any of the following Abilities in place of a Fighter Bonus Feat. All spell-like abilities are Intelligence-Based and caster level is equal to Arcane Neutralizer Level:
  • Spell Resistance: grants spell resistance equal to Arcane Neutralizer Level + INT bonus
  • Boost Resistance: (Spell Resistance) grants an additional +5 bonus to spell resistance for a number of rounds equal to your Arcane Neutralizer level per day. You can turn this on or off as a free action on your turn and the rounds do not have to be consecutive.
  • Silence the Caster: (Level 6+) you may cast Silence 1/day*.
  • Counterspell: (Level 8+) you can counterspell as per Dispel Magic 1/day*.
*You may take this ability multiple times, each time it adds one usage per day.
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Old Mar 30th, 2007, 02:23 PM
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Monks: Options

Totem Monk Fighting Style:
Not the traditional Asian style Monk, this is more of a natural monk, based very loosely on a fantastical version of the Native American warrior.
Skill Swap: Totem Monk lose Knowledge (Arcane) and Perform (All) and gain Knowledge (Nature) and Survival
Skill Bonus: +2 Survival
1st Level: Wild Empathy
2nd Level: Totem Companion (as per Ranger, Totem Animal only)
6th Level: Totem Form (Wildshape as Totem Animal Only, as per Druid)
6th Level Bonus: (preq: Survival +9, Knowledge (Nature) +4) Totem Monk gains the ability to speak with animals that are the same type as his Totem Animal, but only while in Totem Form.
Totem Animals: Monk must choose his Totem Animal at first level from the druid animal companion list or the 4th level advanced companion animal list.

Perceptive Monk Fighting Style:
One of the basic tenets of the monk lifestyle is attempting to improve themselves physically. Some monks do not focused on improving their combat abilities but instead spend time in contemplation expanding their sense of the world around them. These monks have expended their senses until they can sense things that others cannot.
Skill Bonus: +2 Concentration
1st Level: Darkvision, if character already has Darkvision, the Darkvision range is extended 10ft
2nd Level: Eye in the Back of Your Head
6th Level: Blindsight, 5ft-radius
6th Level Bonus: (preq: Spot +6, Listen +6) You may cast one of the following spells listed per day: Detect Animals or Plants, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Poison, Detect Scrying, Detect Secret Doors, Detect Snares and Pits, Detect Thoughts, Detect Undead. (Use 1/2 Monk level as caster level and WIS as the basis for spellcasting)

Hulking Monk Fighting Style:
Some monks learn styles that allow them to use their size and weight to their advantage. These monks are generally bigger and heavier than other members of their race (maxed out height and weight).
Skill Swap: Gain Initimidate and lose Knowledge (Arcana)
Skill Bonus: Intimidate +2
1st Level: Power Attack
2nd Level: Stunning Blow Feat
6th Level: Hulking Brute Feat
6th Level Bonus: (Preq: Improved Bull Rush, Improved Overrun, or Improved Sunder)(1 usage per day + 1 usage for every 6 levels thereafter) As a standard action, the monk may choose to subtract 4 from his melee attack roll and deliver an awesome blow. If the monk hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet (medium monk, 5ft small monk, 20ft large monk) in a direction of the attacking monk's choice and fall prone. The attacking monk can only push the opponent in a straight line, and the opponent can’t move closer to the attacking monk than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Psionic Mobility Monk Style:
Some monks can attain special physical feats of mobility through sheer power of will.
Bonus: You may use Concentration to attain Psionic Focus without having Power Points
Skill Bonus: Concentration +2
1st Level: Speed of Thought
2nd Level: Psionic Charge
6th Level: Up the Walls
6th Level Bonus: You may use Spring Attack, even if you don't have the feat, by expending your psionic focus.

Last edited by Silent Tiger; Apr 5th, 2007 at 12:08 PM.
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Old Mar 30th, 2007, 02:26 PM
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Paladine: Options

General Paladin Variant: Holy Champion Reference Link



Paladins are the epitome of a knight who stands up for goodness and righteousness, but they do not have a focused purpose or a permanent patron. Enter the Holy Champions, the chosen knights of their respective deities. Not only are the Good and Lawful deities represented, but also, the opposite side of the coin is represented, the Evil and Chaotic. They choose their warriors for specific purposes; to protect their temples, to regain lost religious relics, or to lead their crusades against heathens.

The Holy Champions use the same basic characteristics of Paladin. The difference comes in the special abilities and spellcasting:
Code:
L   Special Ability
1    Aura, Detect Spell, Smite Unfaithful 1/day
2    Divine Grace, Divine Touch
3    Aura of Courage, Divine Health
4    First Granted Power, First Domain Spells
5    Smite Unfaithful 2/day, special mount
6    
7    
8    Aura of Faith +1
9    Second Domain Spells
10   Smite Unfaithful 3/day
11   
12   Second Granted Power
13   Aura of Faith +2
14   Third Domain Spells
15   Smite Unfaithful 4/day
16   
17   
18   Aura of Faith +3
19   
20   Smite Unfaithful 5/day
Code of the Holy Champion: A holy champion who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a Holy Champion of that god until she atones (see the atonement spell description). DMs and Players should come up with guidelines together. As a rule of thumb, create 3 rules that constrict the Holy Champion and represent the God's aims.

Aura: The power of a Holy Champion's aura, to the respective detect alignment spell, is equal to her Holy Champion level.

Detect Spell: A holy champion may choose 1 type of detect spell (Good/Evil/Law/Chaos/Plant/Animal/Undead) to cast that corresponding to their god (usually the type that is in opposition to the god's alignment). Detect Plant/Animal works like that spell, but holy champion is further restricted to either only Plant or only Animal.

Smite Infidel: Once per day, a holy champion may attempt to smite an Infidel with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per holy champion level. If the paladin accidentally smites a creature that is a Believer or a Neutral, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite infidel one additional time per day to a maximum of five times per day at 20th level.

Definition of Terms
Infidel: A person whose alignment is not on the same axis as yours, ie, one who does not share either part of their with you.
Neutral: A person whose alignment has a common axis with yours, ie, one who shares either part of their alignment with you.
Believer: A person with the same alignment as you.
For any chosen alignment, there are four alignment options that are Neutral and four that are Infidels. Example: True Neutral is Neutral Neutral, thus NG, NE, LN, CN share an axis and are Neutrals, while LG, LE, CG, CE are all Infidels.


Divine Grace: At 2nd level, a Holy Champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Touch: At 2nd level, the holy champion of a good god gains the Lay on Hands ability like that of the paladin. A holy champion of an evil god, has a similar ability, but instead of healing, it inflicts wounds on others and heals undead. A holy champion of a neutral god must choose witch ability, good or evil, to use.

Aura of Courage: Beginning at 3rd level, a Holy Champion is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Holy Champion is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a Holy Champion gains immunity to all diseases, including supernatural and magical diseases.

Chosen Domains: The holy champion chooses one domain corresponding to her god. At later levels, the holy champion may choose additional domains from which she is granted powers listed below:
  • Granted Power: The holy champion gains access to the Granted Power provided by the chosen domains.
  • Domain Spells: The holy champion adds the chosen domain's spells to her "spells known" list.

Special Mount: As per paladin's special mount, though various god's mounts might differ in species and type.

Aura of Faith: The holy champion can inspire his allies to greater fervor. When the holy champion spends a full round doing nothing but directing allies and makes a Charisma check DC10, she provides her allies within 30ft a +1 morale bonus to saving throws, attack rolls and damage rolls. This effect lasts while the champion continues to inspire plus a number of rounds equal to the holy champion's charisma bonus. The aura effects a number of allies equal to one half of her holy champion level. At Level 13 the morale bonus increases to +2 and at level 18 the bonus increases to +3. The allies must be Believers or Neutrals or the Aura of Faith has no effect.

Spell Casting: The holy champion casts spells spontaneously like a sorcerer. The DC for these spells are 10 + Spell Level + Cha modifier. They may only cast the spells from the Spell Lists of the Domains they have chosen. The number of spells per day are given by the table below:

Code:
Lvl 1  2  3  4
1 
2 
3 
4   0   
5   1
6   1
7   1
8   2  0
9   2  1
10  2  1
11  2  2  0
12  2  2  1
13  2  2  2
14  3  2  2  0
15  3  2  2  1
16  3  3  2  1
17  3  3  3  2
18  4  3  3  2
19  4  4  4  3
20  4  4  4  4

Last edited by Silent Tiger; Apr 19th, 2007 at 11:45 PM.
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Old Mar 30th, 2007, 02:29 PM
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Ranger: Options

Ranger Combat Styles:
Slippery Combat Style
  • Evasion (or Improved Evasion if already have Evasion)
  • Uncanny Dodge
  • Improved Uncanny Dodge

Raging Combat Style
  • Rage 1/day
  • Rage 2/day
  • Rage 3/day

Foe Avenger Combat Style
  • Smite Favored Enemy 1/day
  • Smite Favored Enemy 2/day
  • Smite Favored Enemy 3/day

Ranger (Exorcist)
The Exorcist is a ranger that has dedicated his life to destorying outside influences on the material plane. A majority of Exorcists are aligned against undead, devils and demons. However there are a few neutral and evil Exorcists who choose to go after lawful and good outsiders, such as Celestials and Genies. Whichever the case, the Exorcist has specialized training to combat these foes:
  • They specialize in certain Favored Enemies, like Undead and Outsiders
  • Combat Undead Style: I - Turn Undead, II - Improved Turning, III - Spirit Purge
  • Spirit Purge: An Exorcist can purge the area around him from spirit manifestations. For 20ft around himself, the Exorcist can stop all dimensional transportation and manifestations. This works exactly like the spell Dimensional Lock, excpet in the following ways: Range is centered on Caster, Duration is a number of minutes equal to the Exorcist class level. In addition to stated bared forms of movement, this ability also prevents a ghost's manifestation ability.
Spell List:
1st: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Undead, Divine Favor, Magic Weapon, Protection from [Alignment], Resistance, Lesser Restoration, Virtue, Disrupt Undead, Hide from Undead, Detect [Alignment]
2nd: Align Weapon, Arcane Lock, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Remove Paralysis, Resist Energy, See Invisibility, Shield Other, Undetectable Alignment, Zone of Truth
3rd: Magic Circle against [Alignment], Speak with Dead, Cure Moderate Wounds, Daylight*, Discern Lies, Dispel Magic, Greater Magic Weapon, Prayer, Remove Blindness/Deafness, Remove Curse
4th: Dimensional Anchor, Dismissal, Break Enchantment, Cure Serious Wounds, Death Ward, Dispel [Alignment], Mark of Justice, Restoration
New Spells:
Barrier against Possession[2nd]: adds +5 to subject's WILL save vs Enchantments that allow subject to be mentally controlled or manipulated. Lasts for 1 minute.
*spells may need adjusting for evil exorcists, in most cases, exchange positive energy for negative energy and good for evil

Last edited by Silent Tiger; Mar 30th, 2007 at 03:09 PM.
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Old Mar 30th, 2007, 02:31 PM
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Rogue: Options

Rogue Variant: Merchant

Examples of Merchants: Business Owners, Entreprenuers, Trade Merchants, Import/Exporters, Antique Dealers, Locksmiths, Anthropologists, (and More Chaotic Examples) Smugglers, Slavers, Pimps, Underground Marketeers, Fences.

Alignment:
Can be of any alignment, but the best merchants tend to have a Lawful bent.

Hit Die: d8

Skill Points at 1st Level: (9 + Int)x4
Skill Points at each additional Level: 9 + Int

Skills: Appraise, Bluff, Craft (any), Diplomacy, Gather Information, Intimidate, Knowledge (any), Profession (any), Sense Motive, Speak Language

Merchant Table
Code:
L  Bab          F   R   W   Abilities
1  0            0   0   2   Educated Professional, Area of Expertise
2  1            0   0   3   Trade Language
3  2            1   1   3   Home Territory I
4  3            1   1   4   Guild Favors
5  3            1   1   4   Enterprize I
6  4            2   2   5
7  5            2   2   5   Home Territory II
8  6/1          2   2   6   
9  6/1          3   3   6   Enterprize II
10 7/2          3   3   7   Area of Expertise (2nd)
11 8/3          3   3   7   Home Territory III
12 9/4          4   4   8   
13 9/4          4   4   8   Enterprize III
14 10/5         4   4   9
15 11/6/1       5   5   9   Home Territory IV
16 12/7/2       5   5   10
17 12/7/2       5   5   10  Enterprize IV
18 13/8/3       6   6   11
19 14/9/4       6   6   11  Home Territory V
20 15/10/5      6   6   12  Area of Expertise (3rd)

Class Features
Weapon and Armor Proficiency: Merchants are proficient with all simple weapons and light armor, but not with shields.

Educated Professional:
Choose three additional skills to add to your Merchant Class List. These can be any skills you wish, but their theme should be related to your Area of Expertise.

Area of Expertise: Choose one subject that is your area of expertise. When a Knowledge or Appraise checks directly relates to this area, you add your Merchant Class Level to the check. This subject must be specific. If any there is a related subject that indirectly relates to your area, the bonus is reduced to half your Merchant Class Level. For example, you might take Area of Expertise (Magical Swords). Any Knowledge checks to identify a magical sword would get a bonus, but checks to identify mundane swords would get half the bonus and you would not receive any bonus if you tried to identify a magical ring.

Trade Language: You know that business in a universal language. You may make one Diplomacy, Intimidate, Bluff (or similar charisma based interaction) on someone you do not have a common language with. You can use the ability a limited amount of times per day: 1/day at level 2, 2/day at level 6, 3/day at level 10, 4/day at level 14, 5/day at level 18.

Home Territory: Designate a location where your business repuation is well known. When in the confines of this area, you receive 1/3 your level bonus on all Diplomacy, Bluff, and Gather Information checks. This area is limited by the following size conditions: I - Thorp, II - Hamlet, III - Village, IV - Small Town, V - Large Town. The area can be split, part of a larger area, or two distinct places, for example: at level II you may take two Thorps or take a district, which is part of a city, that is equal in population to a Hamlet.

Enterprize: The Merchant gains a enterpize which is the heart of his business empire. This comes in the form of both property and hirelings, which can maintain the enterprize while the Merchant is away on business. At each stage, the Merchant gains the following:
Stage I: 3 Simple Room Spaces, 2 Hirelings, Weekly Check 5
Stage II: 6 Mediocre Room Spaces, 4 Hirelings, Weekly Check 8
Stage III: 10 Good Room Spaces, 7 Hirelings, Weekly Check 10
Stage IV: 15 Good Room Spaces, 10 Hirelings, Weekly Check 12
Room Spaces (like from Stronghold Builders Guide) can consist of rooms such as Storefront, Warehouse, Office, and Workshops. Hirelings are all professionals, such as Shopkeepers, Accountants, Craftsmen, etc. Weekly Check is a determination of profits of the company determined by taking [#] of the Merchant's relevant Craft / Profession check, made when the Merchant is away. This check is the profit above cost and labor. Hirelings are self-sufficient and can make enough to keep themselves employed. For the purposes of determining profits, treat the Craft check like a Profession check.

Enterprize Example:Oneida, a Merchant speciallizing in Craft (Silverware) has Enterprize I. She has a shop (Shopfront, Workshop, Office) selling fine dining ware to wealthy aristocrats, run by her two assistants (a Shopkeeper and a Craftsman (Silverware). While she spends a week adventuring, Oneida's business is still crafting and selling silverware. Oneida has 8 ranks in Craft (Silverware) and her business allows her to take 5 while she is away, netting her 6.5gp of profits that week.


Guild Favors: The Merchant has the option of entering a guild and calling upon the guild for various favors, but for a price. The Merchant must pay Guild Dues of 10GP x Level and then his amount of Guild Favors reset, 5 + 1/2 Merchant Level. Any unused favors for that level are lost. If a Merchant cannot pay or refuses to pay his Guild Dues, his membership in the Guild lapses and he cannot use any favors. General favors Guilds usually bestow upon their members include:
  • Bargain Hunter: The Guild knows where to find the best buys around. Buy any single item at discount L4-7 10%; L8-11 15%; L12-15 20%; L16-20 25%
  • Astute Seller: The Guild knows the best places to sell your wares. Sell any single item at boon of L4-7 10%; L8-11 15%; L12-15 20%; L16-20 25%
  • Free Service: You call upon favors from other professionals that know your in the Guild. You get free any service up to your Merchant Level x 20gp (note cannot be item, only service)
  • Guild Support: utilizing the equipment and experts in the guild, you can make one Craft check with a bonus equal to your Merchant level.
Ulitmately, it is up to the DM to dictate the how much power a Guild has in a certain area. Logically, a Shipwright's Guild would not hold much power in a small village in the middle of the desert.

Last edited by Silent Tiger; Apr 5th, 2007 at 08:06 PM.
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Old Mar 30th, 2007, 02:33 PM
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Sorcerer: Options

Variant Spell Lists: At character creation, the Sorcerer may switch out his sorcerer spell list with that of any other class spell list.

Enchanted Weapon (1st Level ability replacing Familiar): You have chosen a familiar weapon you have imbued with arcane power in a special ceremony and are adept at casting spells when weilding this weapon. You incorporate your familiar weapon into your spell gestures, gaining a +4 bonus to concentration checks when weilding the weapon. You automatically begin the class with a familiar weapon. However, if during the course of your adventuring, you choose to change your weapon, or have permenantly lost your weapon, you may prepare another weapon via an arcane ceremony. The ceremony takes 24 hours and costs 200XP/Lvl. Also, you may swap out spells to give your weapon a magical enchantment. The magical bonus to the weapon equals the level of the spell sacrificed (0th level spells make the weapon masterwork) and the enchantment lasts a number of rounds equal to your Sorcerer level. The Sorcerer may add a special ability to his weapon, but the magical enchantment is reduced by the base cost modifier of the ability and the magical enchantment cannot reduce the weapon below a +1.

Warlock Deuler (1st Level ability replacing Familiar): You are adept at using your arcane powers for the purposes of deuling. You can use your innate arcane powers to throw up a magical defense, to protect you from other's magic. You gain Spell Resistance equal to your Sorcerer Level + Charisma Bonus, for a number of rounds equal to your Sorcerer Level. You can turn this ability on or off as a free action on your turn and you may split up the rounds so they are not continuous.


Sorcerer (Defiler)
The Defiler is similar to the druid in action, but different in philosophy. Instead of a reverance for nature, the Defiler looks to use nature and bend it towards their will. This does not mean that all Defilers have evil intentions, only those that take advantage of nature are. The following is how Defilers differ from Sorcerers:
  • Defilers use the Druid's spell list insted of the Sorcerer/Wizard spell list.
  • The Defiler's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal(Cha), Knowledge (nature) (Int), Profession (Wis), and Survival (Int).
  • Natural Aversion: (replaces Summon Familiar) The Defiler can focus their power to repel nature. They gain the ability to Turn Animals and Plants like the Cleric's ability to Turn Undead.
  • Fuel Spell: (7th Level)The Defiler can use their own life force to apply a metamagic feat to a spell. Instead of paying increased spell levels of the metamagic feat, the Defiler can instead take the increased levels as temporary Con Damage. The defiler can transfer this damage (but no other kind of CON damage) to another with a successful touch attack. Each touch transfers 1 Con point of damage to the target.

Last edited by Silent Tiger; Mar 31st, 2007 at 11:14 PM.
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Old Mar 30th, 2007, 02:36 PM
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Wizard: Options

Domain Stave Magus: (Replaces the Familiar Ability) You have constructed a magical staff, called Domain Stave, that acts as a arcane transformer for your magical energies. As a full round action, you can take any memorized spell and cast it through your staff, transforming the spell energy, like a Druid or Cleric's spontaneous casting, into a domain spell. Each staff is attuned to a preselected Domain when it is created, and a spell cast through the staff is transformed into a domain spell of the same level. Metamagic feats cannot be transfered to the staff's domain spell. You may only transform a number of spell levels equal to your Wizard's Level. You must have your Domain Stave in hand to be able to cast spells in this way. The following is a list of some Domains you can imbue your staff with, the DM may allow others: Air, Death, Destruction, Earth, Fire, Knowledge, Luck, Magic, Protection, Strength, Sun, Travel, Trickery, War, Water.

Create Talisman: (Replaces the Familiar Ability) You can create protective talismans which protect others from the effects of magical spells. For each talisman, choose a spell off your spell list that you have memorized and can cast. You lose one of your spells for the day, indicating the spell that you cast, reversed, into the talisman. The protective talisman activates when it, or the person who wears it, become the target of same kind of spell that was cast into it. Being targeted means the person can be directly targeted or incidentally targeted, as with an area spell. The negative energy is released into the surrounding ether, canceling out the cast spell. A single wizard can have a number of spell levels imbued into talismen equal to his wizard level in existence at one time. When the spell protected against has been altered with a metamagic feat, special things happen. If the spell is Maximized, Heightened, Empowered, or Extended, the spell is instead treated as if it was cast normally. If the spell is Enlarged, Quickened, Silenced, Stilled or Widened, the spell is instead treated as if it was Minimized, or all random numerical effects of the spell are minimized. The talisman only protects the wearer from the spell that the talisman holds. Level 0th spells are treated as a half spell level.

Virtual Spell Slots: (Replaces Familiar Ability) The Wizard gains a number of "virtual" spell slots equal to his wizard level / 4 rounded up. These "virtual" slots can be used to fuel any metamagic feats that the wizard knows without costing actual spell slots. Just like normal, the wizard must prepare such "virtually" imbued spells when he prepares his other spells. Spells takes up a slot of the normal spell, but cannot attain a "virtual" spell level higher than the max level that the wizard can cast. Thus a 1st level Wizard could enhance a 0th level spell with 1 "virtual" slot and it takes up a normal 0th level slot, but is cast as if it was a 1st level spell. The same wizard could not imbue a 1st level spell with a "virtual" level since he cannot cast 2nd level spells.

Arcane Researcher: (Replaces Familiar Ability) The Wizard has spent his life researching all aspects of the arcane, from spells to magic items to magical places. A wizard may make a special knowledge check with a bonus equal to his wizard level + his Intelligence modifier to see whether he knows some relevant information about arcane people, legendary items, or noteworthy places. A successful knowledge check may give a hint as to its general function but will not reveal the powers of a magic item. A wizard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. A wizard also gains an extra spell per level for his spellbook and gains a bonus equal to his wizard level when attempting to make a spellcraft check to learn new spells.

Last edited by Silent Tiger; Apr 8th, 2007 at 09:05 PM.
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Old Mar 30th, 2007, 02:41 PM
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Core Classes

Enchanted Warrior is a combination between a fighter and a spell caster, casting spells and slinging swords from level 1.



Enchanted Warrior
HP: d7
Proficiencies: All weapons, armor and shields, though arcane spell failure applies to casting spells in armor.
Skill Points: 2+Int / lvl
Skills: Climb, Concentration, Craft(Any), Intimidation, Jump, Knowledge(Arcane), Spellcraft, Swim.
Spells: As per Sorcerer

Code:
Lvl  BAB  Ft   Rf   Wl    Abilities
01    0    0    2    0    Enchanted Weapon, Spells
02    1    0    3    0    Fighter Bonus Feat
03    2    1    3    1    
04    3    1    4    1    Fighter Bonus Feat
05    3    1    4    1    
06    4    2    5    2    
07    5    2    5    2    
08    6    2    6    2    Fighter Bonus Feat
09    6    3    6    3    
10    7    3    7    3
11    8    3    7    3
12    9    4    8    4    Fighter Bonus Feat
13    9    4    8    4    
14    10   4    9    4
15    11   5    9    5
16    12   5    10   5    Fighter Bonus Feat
17    12   5    10   5    
18    13   6    11   6
19    14   6    11   6
20    15   6    12   6    Fighter Bonus Feat
Code:
Spells Cast/Known
Lvl 0th   1st   2nd   3rd   4th   5th
01  5/4   3/2
02  6/4   3/2
03  6/5   4/2
04  6/5   4/2
05  6/5   5/3
06  6/6   5/3
07  6/6   5/3   3/1
08  6/6   6/4   3/1
09  6/6   6/4   4/2
10  6/7   6/4   4/2
11  6/7   6/4   5/2   3/1
12  6/7   6/5   5/3   3/1
13  6/7   6/5   6/3   4/2
14  6/8   6/5   6/3   4/2
15  6/8   6/5   6/3   5/2   3/1
16  6/8   6/5   6/4   5/3   3/1
17  6/8   6/5   6/4   6/3   4/2
18  6/9   6/5   6/4   6/3   4/2
19  6/9   6/5   6/4   6/4   5/2   3/1
20  6/9   6/5   6/5   6/4   6/2   3/1
Enchanted Weapon: You are adept at casting spells when weilding your familiar weapon. You incorporate your familiar weapon into your spell gestures, gaining a +4 bonus to concentration checks. You have imbued your familiar weapon with arcane power in a special ceremony. You automatically begin the class with a familiar weapon. However, if during the course of your adventuring, you choose to change your weapon, or have permenantly lost your weapon, you may prepare another weapon via an arcane ceremony. The ceremony takes 24 hours and costs 200XP/Lvl.

Also, you may swap out spells to give your weapon a magical enchantment. The magical bonus to the weapon equals the level of the spell sacrificed (0th level spells make the weapon masterwork) and the enchantment lasts a number of rounds equal to your Enchanted Warrior level. The Enchanted Warrior may add a special ability to his weapon, but the magical enchantment is reduced by the base cost modifier of the ability and the magical enchantment cannot reduce the weapon below a +1.

Last edited by Silent Tiger; Jan 7th, 2008 at 04:56 PM.
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Old Apr 19th, 2007, 11:10 PM
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PrC: Gnome Biogeneer



The gnome pushed her glasses with one finger back up onto her nose. The text she had been reading was particularly complicated and she wanted to be sure she understood the technique described. It was a shock then, when a voice sounded in front of her.

"Whatter you doin 'ere. You picked the wrong alley to godown tonight dearie." said a husky voice.

The gnome looked around to where she had aimlessly wandered. Indeed, she must have accidentally taken a wrong turn and headed down a previously unexplored path. "I appologize sir, I will extract myself from your alley."

"Not good enough missy, You gotta pay da toll now." the brutish rogue replied, gently tapping his cudgle against the palm of his hand.

"Please, sir, I don't want any problems, Besides, you shouldn't be messing with me or my bunny." the gnome replied in an even tone.

"Your bunny? Heh, that supposed to be a joke." the rogue chuckled.

The gnome whistled a high shrill tone. From around the corner bounded a white rabbit, the size of a bear, with foot-long fangs dangling out of its mouth. The gnome gently patted the animal on the head before mounting behind the big ears on its neck. "He really doesn't like being called a joke. I think you hurt Fluffy's feelings."

BIOGENEER

Gnome universities divide their sciences into three different main subjects; Alchemy (Chemistry), Magic (Physics) and Biogenetics (Biology). While the others schools are more well known and popular, Bioengeneers quietly fill their own niche in gnome science society.

Gnome Biogeneers are trained to examine the genetic material of any creature. Through careful analysis and experimentation, they have unlocked new and wonderful discoveries. They have learned to make concoctions from genetic material and create wonderful new superdrugs. Other biogeneers strive to create unique creatures through the use of a mutagen which 'improves and evolves' lower forms of life.

Prerequisites: Knowledge (Nature) +8, Heal +8, Survival +8, Handle Animal +8
Special: Must be gnome or trained by gnomes in Biogenetics.

Abilities: Wisdom is basic for the Biogeneer allowing him to produce more and better drug concoctions. Charisma is also important to handle the Biogeneer's mutated animal companions.
Alignment: Any
Hit Dice: d6

Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis)
Skill Points: 5+Int Modifier

Code:
BIOGENEER
Level	BAB	FORT	REFL	WILL	Special
1	0 	+2	+0	+0	Animal Companion, Genetic Secrets
2	+1	+3	+0	+0	Companion Mutation
3	+2	+3	+1	+1	
4	+3	+4	+1	+1	Companion Mutation
5	+3	+4	+1	+1	
6	+4	+5	+2	+2	Companion Mutation
7	+5	+5	+2	+2	
8	+6/+1	+6	+2	+2	Companion Mutation
9	+6/+1	+6	+3	+3	
10	+7/+2	+7	+3	+3	Companion Mutation
Animal Companion: This ability functions like the druid ability of the same name, except that the biogeneer’s effective druid level is one-half his biogeneer level. A biogeneer may select from the alternative lists of animal companions just as a druid can, and the effective druid level is equal to his biogeneer level. Like a druid, a biogeneer cannot select an alternative animal if the choice would reduce his effective druid level below 1st. This ability stacks with the druid's and/or the ranger's ability of the same name.

Companion Mutations: You may choose a mutation equal to your Biogeneer level + Wis Bonus and apply it to one of your animal companions. In addition to use this ability you must get genetic material with which to mutate your companion, so must gather enough genetic material to mutate your companion. Your companion also takes on the physical characteristics of that genetic material, but gains no additional bonuses. Example: harvesting genetic material from a Purple Worm might turn your companion a purple hue and give it Hardened Skin (+2 Natural Armor)
Code:
Mutation 	Mod	Description
Sturdiness	1	Increase your companion's HD by d8+Con bonus
Skill Boost	2	Add your level in skill points to any skill your companion already posseses
Ferocity	3	Add a feat to your animal companion
Hardened Skin	4	Add a +2 Natural Armor to your animal companion
Attack Up       5       Increase a single attack form by one size category
Enlarge/Shrink 	6	Increase or Decrease your animal companion by 1 size category
Movement	7	Add a movement type to your animal companion or increase movement by 10ft (or fly better by 1 category)
Enhance 1	8	Add an ability (EX) from any dead enemy's genetics
Enhance 2	9	Add an ability (Spell-Like) from any dead enemy's genetics
Enhance 3	10      Add an ability (SU) from any dead enemy's genetics
Genetic Secrets: Biogeneers learn the secrets of DNA to manipulate physical forms, either enhancing or detracting. While these secrets work like spells, they are created through technological means, they are not subject to non-magic zones, though they can be dispelled magically. Mechanic-wise, they do not stack with spell effects. To learn, prepare, or cast a secret, the biogeneer must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a biogeneer's spell is 10 + the spell level + the biogeneer's Wisdom modifier.

Like other spellcasters, a biogeneer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the following table. In addition, she receives bonus spells per day if she has a high Wisdom score.

A biogeneer may know any number of spells. She must choose and prepare her secrets ahead of time by getting a good night’s sleep and spending 1 hour concocting the mutagens. While concocting, the biogeneer decides which secrets to prepare.

Code:
Secret's Concocted /Day
L  1st   2nd   3rd   4th
1   3     0
2   3     1
3   4     2
4   4     2     0
5   5     3     1
6   5     3     2
7   6     4     2     0
8   6     4     3     1
9   7     5     3     2
10  7     5     4     3
Secret's List:
L1 Secrets: Animal Messenger, Animal Trance, Calm Animals, Charm Animal, Cure Minor Wounds, Delay Poison, Detect Animals or Plants, Detect Poison, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Resist Energy, Speak with Animals,

L2 Secrets: Barkskin, Bear’s Endurance, Bull's Strength, Cat’s Grace, Cure Light Wounds, Eagle's Splendor, Hold Animal, Hold Person, Status, Owl’s Wisdom, Protection from Energy, Speak with Plants, Spider Climb, Summon Swarm, Spike Growth

L3 Secrets: Blindness/Deafness, Command Plants, Contagion, Cure Moderate Wounds, Darkvision, Diminish Plants, Dominate Animal, Fox's Cunning, Greater Magic Fang, Neutralize Poison, Poison, Plant Growth, Reduce Animal, Remove Blindness/Deafness, Remove Disease, Repel Vermin, Tree Shape, Water Breathing

L4 Secrets: Animal Growth, Antiplant Shell, Awaken X, Blight, Cure Serious Wounds, Giant Vermin, Repel Vermin, Restoration

Last edited by Silent Tiger; May 1st, 2010 at 01:58 PM.
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Old Oct 13th, 2007, 07:02 PM
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Custom Racial Classes

Using Racial Classes: Races below may be taken as full-blooded or half-blooded. Full-blooded characters gain all traits, both half-blood and full blood traits, of the race, while Half-blooded characters gain only the half-blood racial traits. In addition, Half-bloods may only advance in the Racial Class up to level 5, while Full-bloods may take the full progression. Characters are not forced to take the Racial Class, and can take any other Character Class, even alternate or intersperse levels however they wish. Racial Class is considered the Favored Class of the character. However, half-blooded characters can choose both halves of their racial heritage. For example, a character could choose Half-Feline / Half-Tiefling as their racial heritage and gain both half-blood traits of both races.

FelinePhysical Description: Felines are a humanoid version of cat. Felines are approximately human sized, though their height is somewhat shorter, ranging between 4-5ft in height. Feline body type is more similar to elven body type, thin and light, but often with a more defined muscular physique. The muscles are designed for agility and dexterity over power. Felines typically sport a short covering of fur all over their bodies, which comes in an array of various colors, though most often coloration is natural colors and earth tones and may be solid, spotted or striped. A feline's face closely resembles a cat's face, being long narrow pointed, but they may also have a mane, side whiskers or ear tufts.

Personality: Felines are often typical of the cat species. They tend to be independent and self reliant, often gravitating towards introversion. Felines are also infinitely curious, often finding themselves getting into trouble when they poke their nose into things they shouldn't. In general, felines may also be, but are not restricted to being, clean, industrious, nature loving, plagued by wanderlust, fashion conscious and nocturnal.

Half-Blood Traits:
  • Medium Size
  • 30ft Movement
  • Low-Light Vision
  • +2 Racial Bonus to Spot and Listen
  • Languages: Common
  • Natural Weapons: Claws 1d6
Full Blood Traits:
  • +2 DEX, -2 CON
  • +2 Natural Armor
  • Scent
  • Feline Racial Weapon Proficiencies: Cat's Claws, Punching Dagger, Whips
Feline Racial Class:
HD: d6
Feline Skills [4+INT]: Spot, Survival, Listen, Hide, Move Silently, Jump, Tumble, Balance
Code:
Feline Stat Block
LVL     BAB     F/R/W     Special
01       1      2/2/0     Species Trait 1
02       2      3/3/0     Evasion
03       3      3/3/1     Land on Feet 10ft, Species Trait 2
04       4      4/4/1     Uncanny Dodge
05       5      4/4/1     Land on Feet 20ft
06       6      5/5/2     Species Trait 3
07       7      5/5/2     Land on Feet 30ft
08       8      6/6/2     Improved Uncanny Dodge
09       9      6/6/3     Land on Feet 40ft
10       10     7/7/3     Species Trait 4
Species Traits: Depending upon what species of cat the Feline is derived from, the Feline gets different traits. Your initial choice determines the traits you gain throughout your class progression.
Quick: (1)Run, (2)+10 Movement, (3)Improved Initiative, (4)+20 Movement
Agile: (1)Dodge, (2)Mobility, (3)Spring Attack, (4)Pounce: Full Attack after Charge
Stalking: (1)+2Hide/+2Move Silently, (2)Track, (3)Swift Tracker, (4)Hide in Plain Sight

Land on Feet: Works like Slow Fall (and stacks with it where appropriate), where falling damage is reduced by the distance indicated. However, Felines don't need to be adjacent to a wall or surface to take advantage of this ability.


Tiefling
Half-Blood Traits:
  • Medium Sized
  • 30ft Movement
  • Darkvision
  • +2 Racial Bonus to Bluff and Hide
  • Resistance 5 Fire
  • Language: Infernal, Common
  • Tiefling Blood: you are considered Tiefling for the purposes of spells/magic items
Full Blood Traits:
  • Stats: +2INT, -2CHA
  • Resistance 5 Cold
  • Tiefling Weapon Proficiencies
Tiefling Racial Class:
HD: d8
Tiefling Skills [4+INT]: Bluff, Hide, Move Silently, Knowledge (Planes, Religion, Arcane), Profession, Craft, Sleight of Hand.
Code:
Tiefling Stat Block
LVL     BAB     F/R/W     Special
01       0      2/0/0     +2DEX, Resistance 5 Elec, Darkness 1/day
02       1      3/0/0     Blind Fight
03       2      3/1/1     Darkness 2/day
04       3      4/1/1     Resistance 10 Fire, Cold, Elec
05       3      4/1/1     Deeper Darkness
06       4      5/2/2     Darkness 4/day
07       5      5/2/2     Resistance 15 Fire, Cold, Elec
08       6      6/2/2     Shadow Jump 10ft
09       6      6/3/3     Darkness 8/day
10       7      7/3/3     Resistance 20 Fire, Cold, Elec
Darkness: Ability to cast Darkness, as per spell, as a caster equal to Tiefling Level

Deeper Darkness: Ability to cast Deeper Darkness, as per spell, as a caster equal to Teifling Level. Casting Deeper Darkness uses 2 casting of the Tieflings Darkness ability


HumanHuman Half-Blood Traits:
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 4 extra skill points at 1st level.
  • Automatic Language: Common.
__________________
Catching up on some RL stuff, posting will not be as heavy for a while.

Last edited by Silent Tiger; Dec 26th, 2007 at 09:17 PM.
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