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Post by Stormcrow on Aug 21, 2006 15:04:06 GMT
[shadow=grey,left,300]D&D PHB SRD 3.N[/shadow]Features:
[ftp]ftp link[/ftp]
Classes isildur.proboards2.com/index.cgi?board=base&action=display&n=1&thread=58&page=1#1156173376 Player race Feats Skills
___________________________________________________ Defining a character What sturs within a sentinal being..if we ever knew.
Body and mind, a shell and its content ever intertwined. The border between the two is never clear and perhaps it is just that mistake that makes us all fail in its understanding. What are keen limbs, tuned and energy effective muscles and a body construction to fit it withouth perfect braincells, responsive nervous-system and acute senses to guide them?
Although it may seam as if theese abilities below are divided between physical and mental, this is an aberation and simplification, to some degree an illusion. They are all both of mind and body to a point and they are also overlapping eachother able to perform eachothers tasks in lack of an other in some areas. A perfectly balanced and well timed jump could ride on dexterity, where at the same time it is fueled by the raw explosiveness of strenght. More than that it could infact benefit from intelligence or wisdom in making the most of situational advantages.
This is a game however, so enough with the philosophical bullshit, and on with it. Nothing save one thing, 'you', will define your character in the game more than it's abilities. It is that wich makes him/her to the core. In gamerules each of theese dictates or helps more specifíc things. An ability for a skill in general, an ability for a save etc..
STRENGTH STR(Power, Stance, Build)
EMPATHY(CHARISMA) CHA(Life-force, Sense, Percption)
INTELLIGENCE INT(Memory, Repercept, Reason)
CONSTITUTION CON(Build, Stamina, Vigility)
DEXTERIRTY DEX(Build, Responsiveness, Precision)
WISDOM WIS(Interpret, Perception, Conviction)
Ability sets Elite array: 15, 14, 13, 12, 10, 8 (25pb) Focused: 17, 14, 11, 10, 9, 8 (25pb) Jack of all trades: 13, 13, 12, 12, 12, 11 (25pb) - Commoner array: 13, 11, 10, 10, 10, 9 (12pb)
Pointbuy chart
8 >0 9 >1 10>2 11>3 12>4 13>5 | 14>6 15>8 16>10 17>13 18>16
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Post by Stormcrow on Aug 21, 2006 15:16:16 GMT
___________________________________________________ Player classes The standard player classes are taken out of the PHB, but have been altered to reflect the game-world of Nanoriath. One has been altered so severely that is has been passed to the prestige-list and another has ended up removed or become a shadow of its former self taking its place with the NPC classes.
What is not mentioned below always defaults back to the PHB.
To not have to recopy the base attack tables for the new classes the three types will be given a short:
Commoner: The Wizard and Sorcerer BAB from PHB Expert: Bards, Clerics, Druids and Rogues BAB from PHB Warrior: Barbarian, Fighter, Paladin and Ranger BAB from PHB
- * Not described in PHB and has information here** Described in PHB, but has been modified BARBARIANCentaura Armor: Light and Shield Weapons:Simple and Martial BAB: Warrior
Hit-die:1d12
BARDSatyros Armor: Light and medium Weapons: Simple and; Longsword, rapier, short-bow, short-sword, sap or whip. BAB: Expert
Hit-die: d6
Bard Spells:
Cantrips: Dancing Lights Daze Detect Magic Know Direction Lullaby Message Prestidignation Read magic Resistance
Level 1: Alarm Animate rope Charm person Detect secret door* Identify Obscure Object Remove fear Silent Image*
Level 2:
Level 3:
Level 4:
Level 5:
CLERICGemina The cleric is a defender of faith. She draws her power from a deity that has her dedicated attention. With arms, conviction and spells she makes a dedicated adventurer potent in many fields. A clerics magic centers on healing and protection, or curses and corrupting.
Armor: Light, medium, heavy and shield Weapons: Simple BAB: Expert
Hit-die: d8
Cleric, PHB spells:
1st level: Bane Bless Bless water Cure ligh wounds Curse water Obscuring mist, (moisture needed-component-) Protection from Unnatural (as evil etc only magic)
2nd level: Aid, (2hitpoints flat) Augubury Delay potion Gentle repose Lesser restoration Remove paralyses
3rd level Contagnation, (incubationtime, limited diseases) Dispell magic Glyph of warding, (spell-glyph only) Magic circle against unnatural, (magic only) Obscure object Prayer (allies only) Remove blindness/defness Remove curse Remove diseas Speak with sidecrosser (as speak with dead)
4th level Neutralise poison Repel lesser creature (as repel vermin, but all) Status
5th level Atonement Break enchantment Commune Hallow Spellresistance True seeing Unhallow DRUIDMinotirin
Armor: Leather and Hide Weapons: Simple BAB: Expert
Hit-die:1d6
Herbs of curing Nature sparks with life and that spark can survive just about anything. Seemingly doomed plants some times recover.
Herbs of nature: The druid has the ability to give spiritual magic properties to certain herbs. Healing: 1d4hp/2 caster level. Antidote: 10+druid level to save vs specific poison (taken within 2 rounds after poisoned) Acuteness: +5 to all reflex saves, spot and listen-checks. Lasts for 36 rounds (3min)
Wild features At level 13 a druids connection with nature is so strong that he takes on features of its creatures. This is a permanent change to his being. The druid may choose one of the following; Bears endurance: +2 to fort save, +5 HP Bulls strength: +1 strength Cats grace: +2 to reflex saves, +1 to AC Eagles splendor: +1 to charisma Fox's cunning: +1 to intelligence Owls Wisdom: +1 to wisdom Barkskinn: Damage reduction 1
Level features: 1 Nature sense 2 Woodland stride 3 Trackless step 4 Resist natures lure 5 *Herbs of Nature I 6 *Herbs of Curing 7 8 Venom resistance +10 9 10 11 12 13 *Wild Features 14 15 Timeless body - 20
Druid, PHB spells:
1st level Animal friendship (1) Calm animal Cure light wounds Detect animal/plant Detect snares and pits Obscuring mist (moisture component)
2nd level Animal messenger Animal trance Delay poison Summon swarm (swarm available near) Warp wood Wood shape
3rd level Contagnation (incubationtime, limit diseases) Dominate animal Neutralise poison Remove diseas Plant tell (speak with plant related) Claw (as magic fang, nailgrowth)
4th level Antiplant shell Dispel magic Quench Repel unnatural (as repel vermin but all) Rusting grasp ( No highmetals; steel, silver, ect) Scrying Sleetstorm (moisture component needed)
5th level Atonement Commune with nature Hallow Natures Wall (as wall of thornes but existing plants needed) Unhallow
6th level Spellstaff
7th level True seeing - 9th level Antipathy Foresight Sympathy FIGHTEROri
Armor: Light,Medium, Heavy, and Shield Weapons: Simple and Martial BAB: Warrior
Hit-die:d10 MONKMagus
Armor: None Weapons: Kama, Quarterstaff, Sai. Peasant weapons: Hand-axe, Club, Sling, and Scythe. BAB: Expert / Monks Flurry
Hit-die: d10
Unarmed Strike** The monks unarmed damage can not get a critical hit!, or rather it is considered to already be a critical and is always a critical so the damage in the PHB table for this purpous show the critical damage for each level.
Monks unarmed damage can not take full effect when using flurry of blows. The focus needed to put this deadly force behind a strike is lost.
Flurry of Blows** Flurry of blows can be executed unarmed, with Kamas or Staff. If executed unarmed one attack gets full monks damage. The following deal normal unarmed damage.
If executed with a staff both sides of it are considered to be used up and no extra attack for dual-wield in addition to the set takes place. A maximum of two unarmed attacks can part of the array and the rest comes from the staff. Neither of the unarmed attacks deals monks special damage. A maximum of three of the attacks can be with the weapon.
With two Kama the maximum is four attacks with the weapons in the array. Both weapons are part of the flurry and no extra attack is granted for dual wield.
If the monk perform flurry of blows with only one kama ...
Perfect self**
Level features: 1 Bonus feat, Flurry of blows 2 Bonus feat, **Evasion (full on failure, 1/3 on success) 3 Still mind 4 Slow fall 20 feet 5 **Purity of body (+15 resistance not imune), *Monk Weapon I 6 Bonus feat 7 Wholeness of body 8 **Slow fall 30 feet 9 **Improved evasion (full on failure, none on success) 10 * Monk Weapon II 11 **Diamond body (+15 resistance not imune) 12 **Slow fall 40 feet 13 Diamond soul - 15 Monk Weapon III 16 **Slow fall 50 feet 17 Timeless body - 20 **Perfect self
Monk Weapon: Monks have a special mastery in their weapon from a deeper concentration and understanding in theese that have developed over countless generations. The monk gains them at level 5, 10, and 15 and may either choose to take the next level of mastery in the previously choosen weapon or the first one in a new one. This special mastery can not be combined with the general weapon mastery open to anyone.
Kama: I +1 to attack +1 to damage II III
Quarterstaff: I +1 to hit, II +1 to active defence III +2/+1 to damage,
Sai I +1 on disarm atempt II +1 to hit, Thrown attack proficient III +1 to damage, +1 on disarm, +1 on thrown damage
*Monks need bracers for parry to make use of the *active* defence when fighting unarmed against a foe wielding a weapon. Theese bracers for wrists and lower leggs are usually simple protection reinforced with metal or bone to withstand blows of this lethal character. They come at a low cost 2gp, and gives no AC bonus or check-penalty. they weigh 1lb a set.
**To make use of any special monks features the monk needs total unencumberance and can not wear armor that gives any check-penalty, or carry equipment that cross a light load. Although not proficient with armor at all a monk could take light armor proficiency to gain ac from thoose that give no check-penalty.
RANGERCentaura
Armor: Light Weapons: Simple and Martial BAB: Warrior
Hit-die:d8
ROGUEJigga
Armor: Light Weapons: BAB: Expert
Hit-die: d6
WIZARD Magus
Armor: None Weapons: Staff, dagger and crossbow BAB: Commoner
Hit-die:d4
Human tradition, Wizard PHB spells:
1st Level Abjur: Alarm (Spellresitance yes, save will) Endure elements Hold lock/spring (as hold portal device req) Protection from unnatural Conj: Grease Obscuring mist (moisture component/surrounding) Summon monster I (see summoner) Evoc: Magic missile (ranged attackroll +5) Trans: Message
2nd level Abjur: Arcane lock Obscure object Resist element (8hits/r) Conj: Fog cloud (moisture) Glitterdust Summon monster II (see summoner) Summon swarm (creatures available/near) Evoc: Darkness Daylight Shatter Trans: Knock Pyrotechnics
3rd level Abjur: Dispel magic Magic circle Non detection Conj: Sleetstorm (moisture) Summon creature III (see summoner) Evoc: Gust of wind Lightnigbolt (1d6/level max 10 , ranged attack +5) Trans: Secret page
4th level Abjur: Dimensional anchor (the shadows) Minor globe of invulnerability (spec magi) Conj: Fog ( casttime 3, moisture) Summon monster IV (see summoner)
5th level Abjur: Dismisal (the shadows and unnatural) Conj: Lesser Planar binding (the shadows) Summon monster V (see summoner) Evoc: Cone of cold (5d6 flat, spellresistance yes= Trans: Stone shape (1h/kg mass) Stone to mudd (1h/10kg mass, only sedimental rock) Mudd to stone (1h/10kg mass, only sedimental rock)
The Lithmarian Red Book of Evoced Powers
1st: Magic Missile, Message, Endure Elements, Alarm 2nd: Daylight, Darkness, Resist Elements, Glitterdust 3rd: Lightning bolt, Dispel Magic 4th: - 5th: Cone of Cold, Evoced Inferno(created spell)
___________________________________________________ Prestige classes Here are the prestige classes that possibly, at DM's discretion, could fit in the game. They have been assigned a rank indicating how likely or common the class should be. The higher the rank the more impact against balancing the game-worlds mood and feel. Sorceress is legendary and according to all records there is only one that is or was in existence, so that would upset the game a lot. Assassins are ,if not common, at least existent and well known to be so, so that has a low rating.
My recommendation to any prestige class rated higher than 3 is that there is a purpose beyond "Just fun to try" for the character in question. If you were playing Star Wars rpg set in the era of Luke Sky walker and Darth Vader, and your players were Jedi, you would belie the famous speech by Joda on his deathbed " Last óf the Jedi you be.." for example, or if you were running LOTR rpg and you have a few wizard in your party you shake the idea of that there were only 5 of them coming from the west in the third age. The Istari. There is of course nothing wrong with that as long as you are having a good game, just be aware of it.
Prestige class RatingArcane Trickster 3 Arch-Mage 7 Assassin 1 Horizon Walker 2 Lore-master 3 Mystique Theurge 5 Paladin 3 Sorceress 12 PALADINGemina The paladin here is just a slight tilt from the original other than that it has been deemed a prestige class. The thoughts behind this is that this class is a fighter variant of the cleric with benefits from both sides, and also to point out the irregularity of this type of champions of faith. The Templar is the NPC rated, and more typical variant of the Paladin
Prerequisites: None if allowed at creation. Cleric and Fighter + 3ranks in: Knowledge (divine).
Armor: Light, Medium, and Heavy Weapons: Simple and Martial
Hit-die:d10 THE SORCERESSDraconessa Where the wizard abstractly understands the magic forces around him with his intelligence, and the bard can hint its presence in art, a sorceress can see it. Magic is in the sorceress veins. Uncontrolled and wild a part of her very emotions and perception. Her empathy(CHA) understands it instinctively like you and I sometimes feel a fellow humans anger or agony just by looking in its eyes.
This empathic ability and vulnerability however is behind the tortured mind of emotions to strong to sometimes handle. As one, the only one of my players using this class coined during a conversation pregame to the campaign that was intended to found the mythology for this era of the setting: "Only the truly good can turn truly evil!" The idea of sorrow and loss gives hate like no other, and that the rest of the grunts are greedy, uncaring or sick.(A stunning similarity to George Lucas 'Anakin to Vader' for one who had not seen the movie yet.)
This class is purposely overpowered and was never intended as a regular class, but as something to define the world around. It is described here primarily for completion. If you have a burning urge for your players to reshape its foundation or to shape a later era or whatever your reason, then by all means use this template.
Prerequisites: Female true fae blood, nymph, deep wood-elf, or Vanya blood. The sorceress has to be chosen by the predecessor or the spirit of the black dragon which is a destined event.
Armor: Light Weapons: All 'small' Martial Melee, and Simple
Hit-die:d6
Instinctive casting All spells cast by a sorceress are considered still and suffer no arcane spell-failure on from anything worn that give -2 check penalty or less. In armor more encumbering than that full spell-failure apply. Instinctive casting suffer full spell-failure from shields and helmets*.
- ___________________________________________________ NPC Classes If a few of the prestige classes are "overpowered" or in any case not deemed standard because of the impact they may have on the game, the classes here are "underpowered", primarily intended to fill the gap that most of the populous are not heroes but ordinary men and women trying to make a living in the world.
Never the less some tales are better fit with thees type of characters and quite a few players to my experience occasionally enjoy to take the roles of normal people (in the sense of fantasy normal) either for the challenge, to more accurately portray a specific character concept, or because they want access to a certain set of skills.
Most just go as they are but for one a corruption of the Paladin player class has ended up here, a couple of new ones have been added and some thoughts on the two most common of them; Commoner and Expert, goes here too.
GUARDMilitia Guards have an important role in any civilized area or beyond. They may serve as a towns keepers of order, keep a watchfull eye on hostile lands from a tower or keep a queen safe in a castle. They go through rigorous drills with weapons and if not forged into warmachines on the fields of battle they have the same basic aptitude for arms as do fighters and warriors. They do however never develop that cruisal intinct to break deadly blows or to withstand its trauma like thoose combatants do.
Apart from all that the guard is drilled and tought by experience to be on his toes. Awareness is his game after all.
Armor: Light, Medium, and Shield Weapons: Simple and two Martial weapons of choice. BAB: Warrior
Hit-die:d6
Saves: Fort: med, Ref: low, Will: med
Class-skills: intimidate, knowledge(local), listen, profession (townguard, patroleman, llifeguard etc...), sense motive, and spot.
Level Feature: 1 2 Weapon focus 3 4 5 Bonus feat - 10 *Pighaired back (40% chance to feel illusion-spell intruders) - 15 *No bodies fool (+15 vs Bluff, Intimidate, and Enchantment)
TEMPLARPaladin/Guardian
Armor: Light, Medium, and Heavy Weapons: Simple and Martial
Hit-die:d10
- ___________________________________________________ Multiclassing
Characters may at the DM's discretion take more than one class as he/she advances in level. Some of theese combinations come at the cost of XP-loss.
-A character can have two classes at no loss of XP given one of theese classes are; a favored class by his race/culture or an NPC rated class, and that it is not an unfavored class by his race/culture.
-A character may have three classes at no loss of XP given that; all three of theese are favored classes by his race/culture or two favored and one NPC rated class.
-A character can not have more than three classes.
Normaly a player should not be alowed to multiclass untill he/she has reached fifth level. Multiclassing is considered a 2-rated prestige benefit.
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Post by Stormcrow on Aug 21, 2006 15:27:46 GMT
-' -
Weapon Mastery
The weapon cathegory consist of groupimprovement as well as weapon specific feats that must be taken separatly for each weapon. Cathegory focus, Weapon specialisasion, and improved critical are the three types of weapon mastery.
Hand weapon focus One-handed small to medium sized weapons such as Hand-axe, Long-sword, Dagger.. etc I II III. +1 to hit with all weapons in this cathegory.
Long weapon, focus Reachweapons and polearms including Ouarterstaff, Spear, Claive, ..etc I +1 to hit II III +1 to hit
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