Tale of the Twin Suns Character Classes [Updated 1/29: Cleric Class Included]

Angel Tarragon

Dawn Dragon
This thread will be the chapter for my rebooted Player's Guide thread for Tale of the Twin Suns. Please note that the xp progression of classes is increased to reflect the increase of power in class abilities.
 
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Angel Tarragon

Dawn Dragon
[sblock=Base Save & Base Attack Bonuses]
Char1.jpg
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[sblock=Experience & Level Dependent Benefits]
Char2.jpg
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Angel Tarragon

Dawn Dragon
Base Class: Cleric

Game Rule Information
Clerics have the following game statistics.

Abilities: Wisdom determines how many bonus spells the cleric gains and how hard her spells are to resist (see Spells, below). A high Constitution score improves the cleric's hit points and a high Charisma score improves her ability to influence people.

Alignment: Any.
Hit Points at 1st Level: 14 + Con Mod
HP/Level Gained: 8

Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, History, Religion, The Planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills
Dependant on which two domains the cleric has access to or chooses, she gains a handful of bonus class skills that are thematically linked to the domains chosen. See Chapter X: Skills for more information.

Skill Points at 1st Level: (7 + Int modifier) x4
Skill Points/Level Gained: 7 + Int modifier

Code:
[b]Class   Base Attack  Fort  Ref   Will                                Spells per Day
Level      Bonus     Save  Save  Save  Special                  1  2  3  4  5  6  7  8  9[/b]
  1         +0        +0    +0    +3   Aura, Channel Divinity,  
                                       Healer, Orisons          3  -  -  -  -  -  -  -  -
  2         +1        +1    +1    +4   Divine Lore              4  -  -  -  -  -  -  -  -
  3         +1        +1    +1    +4                            5  3  -  -  -  -  -  -  -
  4         +2        +2    +2    +5   Remove Fatigue           6  4  -  -  -  -  -  -  -
  5         +2        +2    +2    +5                            6  5  3  -  -  -  -  -  -
  6         +3        +3    +3    +6   Remove Malady            6  6  4  -  -  -  -  -  -
  7         +3        +3    +3    +6   Divine Emissary          6  6  5  3  -  -  -  -  -
  8         +4        +4    +4    +7                            6  6  6  4  -  -  -  -  -
  9         +4        +4    +4    +7   Divine Health            6  6  6  5  3  -  -  -  -
 10         +5        +5    +5    +8                            6  6  6  6  4  -  -  -  -
 11         +5        +5    +5    +8                            6  6  6  6  5  3  -  -  -
 12       +6/+1       +6    +6    +9                            6  6  6  6  6  4  -  -  -
 13       +6/+1       +6    +6    +9                            6  6  6  6  6  5  3  -  -
 14       +7/+2       +7    +7   +10   Divine Perseverance      6  6  6  6  6  6  4  -  -
 15       +7/+2       +7    +7   +10                            6  6  6  6  6  6  5  3  -
 16       +8/+3       +8    +8   +11                            6  6  6  6  6  6  6  4  -
 17       +8/+3       +8    +8   +11                            6  6  6  6  5  6  6  5  3
 18       +9/+4       +9    +9   +12                            6  6  6  6  5  6  6  6  4
 19       +9/+4       +9    +9   +12   Divine Waepon            6  6  6  6  6  6  6  6  5
 20       +10/+5     +10   +10   +13   Mystic Union             6  6  6  6  6  6  6  6  6
Class Features
All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric that chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, her alignment may restrict her from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, the cleric’s MTR must at least be equal to the spells’ level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table. In addition, she receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she has a high enough MTR to be able to cast spells of that level, but he must choose which spells to prepare during her daily meditation.

Deity, Domains and Domain Spells: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. When the cleric wishes to cast one of her domain spells, she can "lose" any prepared spell or can convert any unprepared spell slot in order to cast any domain spell of the same spell level or lower.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good or Lawful domain has a similarly powerful aura of the corresponding alignment.

Channel Divinity (Su): All clerics have three features that require the expenditure of Divinity Points. A cleric has a number of Divinity Points equal to 5 + her cleric level + twice her Wisdom modifier.

[sblock=Channel Divinity Abilities]Affect Undead: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through her holy (or unholy) symbol (see Turn or Rebuke Undead). The use of Affect Undead is a standard action.
  • Command Undead: When the cleric expends five divinity points she is able to command undead. A character attempting to command undead that hasn’t already crossed over into the Veil of Darkness must make an Alignment check (DC 10 + the HD of the strongest undead). Failure indicates that character must make a mark on her character sheet that indicates that they have acquired a point of darkness (a character that has shaded all their pips into the Veil of Darkness becomes irredeemably evil and forevermore becomes a non-player character unless the campaign is focused on evil characters).
  • Destroy Undead: When the cleric expends five divinity points she can make an Affect Undead check in an attempt to outright destroy undead which she would otherwise be unable to affect with a turning attempt.
  • Rebuke Undead: The character is always rebuking undead unless she is unconscious (asleep or otherwise) or chooses to drop this sub-ability.
Divine Fortune: The cleric gain a +1 bonus on her next attack roll per two divinity points expended. The use of Divine Fortune is a move action.

Energy Burst: By expending three divinity points the cleric can unleash a wave of energy in a 60 foot radius. The use of Energy Burst is a full round action. Creatures affected by this ability may attempt a Will Save (DC equal to 10 + your cleric level + Animus modifier), success indicating that it only takes half the amount of damage.

Evil clerics unleash a wave of negative energy, healing undead and harming living creatures. Good clerics unleash a wave of positive energy, healing the living and harming undead. Beings affected by this ability are either damaged or healed depending on the source of the energy for an amount equal to twice the source creatures’ character level and/or hit dice. Creatures slain by this affect turn into a pile of dust.[/sblock]Healer (Su): The cleric is able to sacrifice a prepared spell of any spell level in order to heal a creature. A creature healed by the cleric regains 1D4+4 hit points per level of the spell sacrificed. For example, Michaela a 5th level cleric, sacrifices a 3rd level spell to heal one of her traveling companions; the subject of the healing effect regains 3d4+12 hit points.

Orisons (Sp): The cleric can cast a number of orisons (zero level spells) per day equal to four plus her cleric level.

Divine Lore (Ex): At 2nd level the cleric is given access to the library of knowledge that her faith has. This entitles her to a bonus on her Knowledge (Religion) and Knowledge (History) checks regarding anything that has to do with her patron deity when using her temples library equal to half her cleric level (to a maximum of +10 at 20th level).

Remove Fatigue (Su): At 4th level the cleric is able to remove fatigue by using her healer class ability. The cleric can remove fatigue from a number of creatures equal to the level of the spell sacrificed.

Remove Malady (Su): At 6th level the cleric is able to remove maladies by using her healer class ability. The cleric can remove one malady per creature equal to the level of the spell sacrificed. A malady is defined as blindness, deafness, a disease, fear, madness, paralysis, petrification, a poison, or vitrification.

Divine Emissary (Su): At 7th level the cleric can communicate telepathically with any outsider within 60 feet that has the same alignment as she does or that serves her deity. The cleric also gains a bonus equal to half her cleric level (rounded down) on any Charisma based skill or ability checks she makes when dealing with outsiders that share her alignment or patron.

Divine Health (Ex): At 9th level the cleric gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). If the cleric is a servant of one of the eight lunar goddesses, she can contract lycanthropy but is not considered an afflicted lycanthrope, but a natural one. Their type changes to shapechanger and they may buy ranks in the Control Shape skill (MM, pg. 203). The cleric does not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Divine Perseverance (Su): At 13th level when the cleric is brought to -1 hit points or lower, she is automatically healed as if she she used her healer class ability upon herself using a spell slot of the highest level she is capable of using. The ability only functions once per day and does not count against her healer class ability.

Divine Weapon (Su): A 19th level, when the cleric is wielding the weapon associated as being her deity’s favored weapon, it gains either the Holy Avenger qualities or the Unholy Reaver qualities. The cleric is treated as being a holy warrior in order to gain full use of the weapon.

Mystic Union: At 20th level the cleric becomes a magical creature. She is treated as a native outsider rather than as a humanoid for the purpose of spells and magical affects. For instance, charm person does not affect her. Additionally the cleric gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the cleric can still be brought back from the dead as if she were a member of her previous creature type.

[smallcaps]Ex-Clerics[/smallcaps]
A cleric 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 cleric of that god until she atones (see the atonement spell description) or chooses another god to venerate and can display unswerving loyalty to her new god.

The character can only switch the deity she venerates once. If the character violates the code of conduct required by her new god, the pantheon strips her of all her class features. The character can choose to venerate a different pantheon upon this happening, but like switching her deity venerated, she can only do it once.
[D]x[/D]
[smallcaps]Divine Channeling[/smallcaps]​

Clerics, paladins and other divine spellcasters that select the Affect Undead feat channel the power of their deity or other force that imbues them with divine might. These characters have the ability to command, destroy and rebuke undead. Commanding undead is purely an evil act and is restricted to those that have one foot in the Veil of Darkness (NE to CE).

[smallcaps]Affecting Undead[/smallcaps]
Affecting undead is a supernatural ability that a character can perform as a standard action, except in the case of rebuking; which is always continuous, unless the character is unconscious. It does not provoke attacks of opportunity. The character must present their holy symbol while performing any of the sub-abilities associated with affecting undead.

Times per Day: Characters capable of affecting undead have a pool of divinity points. The character can draw upon any of this features’ sub-abilities as long as she has enough Divinity Points in her pool to draw upon the sub-ability.

Range: Undead within a 60 foot radius of the character are affected when the character draws upon any of her Affect Undead sub-abilities; however any undead within the radius that are out of the characters line of affect remain unaffected by the ability.

Turning Check: Eliminated. Each sub-ability works with different mechanics.

Command Undead: The character can only command undead when she has her sub-ability to rebuke undead dropped. All unintelligent undead within a sixty foot radius of the character are subject to her command when she activates this ability.

Intelligent undead may make a saving throw (DC 10 + the cleric’s level + the cleric’s Wisdom modifier) to avoid the characters attempt to destroy it; the exception to this is if the commanding character is undead, any intelligent undead that she has personally created must follow her orders without her need to expend divinity points.

The character may command an amount of undead whose hit dice are equal to twice her cleric level and remain commanded until relinquished or destroyed (though no intelligent undead will carry out an order that is suicidal).

Destroy Undead: When the character expends divinity points to destroy undead, her ability to rebuke undead is temporarily upgraded to destroy those undead that would attempt to enter within a 60 foot radius of the character. Mindless undead are not aware of the strong presence of the character and are immediately destroyed if it attempts to come any closer than 60 feet from the character or if the character corners undead into an inescapable area and then forces this ability upon the hapless undead.

Intelligent undead are aware of the character’s aura and make any attempt to avoid it. If the intelligent undead is cornered in an inescapable area, and this ability is forced upon it, it may make a saving throw (DC 10 + the cleric’s level + the cleric’s Wisdom modifier) to avoid the characters attempt to destroy it. If the intelligent undead succeeds on the saving throw, it is immune to the character’s destruction attempts for the next 36 hours.

This sub-ability remains active for a number of rounds equal to the character’s level + three + her Wisdom modifier before reverting back to Rebuke Undead.

Rebuke Undead: The character never has to pay divinity points to keep this ability active. So long as the character is conscious and desires to keep undead at bay this ability is continually in affect. All undead that has an amount of hit dice equal to half the cleric’s level plus the character’s Wisdom modifier (minimum 1HD at 1st level) is so repelled. The character can choose to drop this sub-ability as a free action and can reactivate it as a minor action.
 

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Angel Tarragon

Dawn Dragon
Base Class: Dawnblade

[smallcaps]Game Rule Information[/smallcaps]
Dawnblades have the following game statistics.

Abilities: Intelligence and Strength should be as high as possible, since the dawnblade’s spellcasting and melee combat depend on them. Constitution is also important, as you’ll need all the hit points you can get.

Alignment: Any
Hit Points at 1st Level: 14 + Con Mod
HP/Level Gained: 8

[smallcaps]Class Skills[/smallcaps]
The dawnblade’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Swim (Str).

Skill Points at 1st Level: (10 + Int modifier) x4
Skill Points/Level Gained: 10 + Int modifier

Code:
[b]Class        Base       Fort   Ref    Will                                            Spells per Day
Level    Attack Bonus   Save   Save   Save   Special                                 1   2   3   4   5[/b]
  1           +0         +3     +0     +3    Armored Casting (Light)                 
                                             Blade Focus, Combat Casting             2   -   -   -   -
  2           +1         +4     +1     +4    Arcane Channeling, Bonus Feat           2   -   -   -   -
  3           +2         +4     +1     +4    Quick Cast 1/Day                        3   -   -   -   -
  4           +3         +5     +2     +5    Armored Spellcasting (Medium)           4   2   -   -   -
  5           +3         +5     +2     +5    Bonus Feat, Spell Power +1              4   2   -   -   -
  6           +4         +6     +3     +6    Blade Specialist, Quick Cast 2/Day      5   3   -   -   -
  7           +5         +6     +3     +6    Armored Spellcasting (Heavy Shield)     5   4   2   -   -
  8         +6/+1        +7     +4     +7    Bonus Feat, Spell Power +2              6   5   2   -   -
  9         +6/+1        +7     +4     +7    Quick Cast 3/Day                        6   6   3   -   -
 10         +7/+2        +8     +5     +8    Arcane Channeling (Full Attack)         7   6   4   2   -
 11         +8/+3        +8     +5     +8    Greater Blade Focus, Spell Power +3     7   7   5   2   -
 12         +9/+4        +9     +6     +9    Quick Cast 4/Day                        8   7   6   3   -
 13         +9/+4        +9     +6     +9    Song of the Rising Suns                 8   8   7   3   2
 14         +10/+5       +10    +7    +10    Bonus Feat, Spell Power +4              9   8   7   4   2
 15       +11/+6/+1      +10    +7    +10    Quick Cast 5/Day                        9   9   8   5   3
 16       +12/+7/+2      +11    +8    +11    Greater Blade Specialis                10   9   8   6   4
 17       +12/+7/+2      +11    +8    +11    Bonus Feat, Spell Power +5             10  10   9   7   5
 18       +13/+8/+3      +12    +9    +12    Quick Cast 6/Day                       11  10  10   8   6
 19       +14/+9/+4      +12    +9    +12    Power of the Rising Suns               11  11  11   9   7
 20       +15/+10/+5     +13   +10    +13    Blade Mastery, Spell Power +6          12  12  12  10   8
[smallcaps]Class Features[/smallcaps]
All of the following are class features of the dawnblade.

Weapon and Armor Proficiency: Dawnblades are proficient with all martial weapons, as well as all armors and shields.

Cantrips: A dawnblade can cast a number of cantrips (zero level spells) per day equal to two plus half her dawnblade level.

The dawnblade casts the following cantrips as a move action: dancing lights, detect magic, flare, ghost sound and read magic.

Spells: The dawnblade casts arcane spells, which are drawn from the dawnblade list (see PHBII, page 98). You can cast any spells you know without preparing it ahead of time.

To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st level spells, Int 12 for 2nd level spells and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is shown on the class table above. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1-1).

Spells Known: You begin play knowing four cantrips and two first level spells, chosen from the dawnblade spell list. You also know one additional cantrip for each point of Intelligence bonus.

Each time you gain a new class level, you learn one additional spell of any level you can cast from the dawnblade spell list.

Upon reaching 4th level, and at every subsequent even numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged and it must be two levels lower than the highest level spell you can cast. For instance, upon reaching 8th level, you could trade in a single 1st level spell (two levels below the highest level spell you can cast, which is 3rd) for a different 1st level spell. You can only swap a single spell at any given level and must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You do not need to prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Armored Spellcasting (Ex): Normally armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to light armor and light shields. This training does not extend to medium or heavy armors or to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 4th level you learn to use medium armor with no chance of arcane spell failure. At 7th level you learn to use a heavy shield with no chance of arcane spell failure.

Blade Focus: At 1st level you gain the Weapon Focus feat as a bonus feat, even though you do not have the normal prerequisites for the feat. The weapon you select this feat for must be a sword.

Combat Casting: At 1st level you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 2nd level you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of one standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 10th level, you can cast any touch spell you know as part of a full attack option, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a spell with a touch attack that would last longer than 1 round.

Bonus Feats: At 2nd level the dawnblade gets a bonus combat-oriented feat. The dawnblade gains an additional bonus feat every three levels thereafter. These bonus feats must be chosen must be martial feats. A dawnblade must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Spell Power (Ex): Starting at 5th level, you can more easily overcome the spell Resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +2 at 8th and gains an additional +1 bonus for every three levels thereafter.

Blade Specialist: At 6th level the dawnblade gains the Weapon Specialization feat as a bonus feat. The dawnblade must apply this feat to the same type of sword she chose for her Blade Focus class feature.

Greater Blade Focus: At 11th level the dawnblade gains the Greater Weapon Focus feat as a bonus feat. The dawnblade must apply this feat to the same type of sword she chose for her Blade Focus class feature.

Song of the Rising Suns (Su): At 13th level, the dawnblade is infused with a sliver of divine essence from the twin suns. Whenever the dawnblade is wielding the type of sword she is focused in, the power of the suns may be tapped to transform the blade into a Flametongue. The dawnblade’s sword may be transformed into a flametongue any number of times per day, but requires a move action to do so. Dismissing the flametongue qualities is a free action.

When the dawnblade does activate this ability, the sounds of sunrise fill the area around her.

Greater Blade Specialist: At 16th level the dawnblade gains the Greater Weapon Specialization feat as a bonus feat. The dawnblade must apply this feat to the same type of sword she chose for her Blade Focus class feature.

Power of the Rising Suns (Su): At 19th level, the dawnblades connection to the twin suns grows stronger. Whenever the dawnblade is wielding the type of sword she is focused in, the power of the suns may be tapped and transform the blade into a Sunblade. The dawnblade’s sword may be transformed into a Sunblade any number of times per day, but requires a move action to do so. Dismissing the Sunblade qualities is a free action.

When the dawnblade does activate this ability, a short haunting melody fills the area around her.

Blade Mastery: At 20th level the dawnblades bonuses to attacks and damage increases to +5 and +8 respectively.
 

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Angel Tarragon

Dawn Dragon
Base Class: Druid

[smallcaps]Game Rule Information[/smallcaps]
Druids have the following game statistics.

Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day and how hard those spells are to resist. To cast a spell the druid must have a Wisdom score of 10 + the spell’s level. Druids get bonus spells based on Wisdom. The Difficulty Class of saving throws against the druid’s spells is 10 + the spell’s level + the druid’s Wisdom modifier. Since the druid only wears light armor, a high Dexterity score greatly improves her defensive ability.

Alignment: Any
Hit Points at 1st Level: 14 + Con Mod
HP/Level Gained: 8

[smallcaps]Class Skills[/smallcaps]
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (5 + Int modifier) x4
Skill Points/Level Gained: 5 + Int modifier

Code:
[b]Class   Base Attack   Fort   Ref    Will                                                        Spells per Day
Level      Bonus      Save   Save   Save   Special                                        1  2  3  4  5  6  7  8  9[/b]
  1          +0        +0     +0     +3    Animal Companion, Nature Sense, Wild Empathy   1  -  -  -  -  -  -  -  -
  2          +1        +1     +1     +4    Trackless Tep, Woodland Stride                 2  -  -  -  -  -  -  -  -
  3          +2        +1     +1     +4    Grow Claws, Wild Shape 1/Day                   2  1  -  -  -  -  -  -  -
  4          +3        +2     +2     +5    Spirit World Passage 1/Day                     3  2  -  -  -  -  -  -  -
  5          +3        +2     +2     +5    Resist Nature's Lure, Wild Shape 2/Day         3  2  1  -  -  -  -  -  -
  6          +4        +3     +3     +6    Spirit World Passage 2/Day                     3  3  2  -  -  -  -  -  -
  7          +5        +3     +3     +6    Spirit Companion, Wild Shape 3/Day             4  3  2  1  -  -  -  -  -
  8        +6/+1       +4     +4     +7    Spirit World Passage 3/Day                     4  3  3  2  -  -  -  -  -
  9        +6/+1       +4     +4     +7    Traceless Passage, Wild Shape (Large)          4  4  3  2  1  -  -  -  -
 10        +7/+2       +5     +5     +8    Spirit World Passage (Unlimited)               4  4  3  3  2  -  -  -  -
 11        +8/+3       +5     +5     +8    Wild Shape 4/Day                               5  4  4  3  2  1  -  -  -
 12        +9/+4       +6     +6     +9    Wild Shape (Hybrid Form)                       5  4  4  3  3  2  -  -  -
 13        +9/+4       +6     +6     +9    Crawl of Years                                 5  5  4  4  3  2  1  -  -
 14        +10/+5      +7     +7    +10    Wild Shape 5/Day                               5  5  4  4  3  3  2  -  -
 15      +11/+6/+1     +7     +7    +10    Wild Shape (Tiny)                              5  5  5  4  4  3  2  1  -
 16      +12/+7/+2     +8     +8    +11    Aspect of the Creature)                        6  5  5  4  4  3  3  2  -
 17      +12/+7/+2     +8     +8    +11    Wild Shape 6/Day                               6  5  5  5  4  4  3  2  1
 18      +13/+8/+3     +9     +9    +12    Wild Shape (Huge)                              6  6  5  5  4  4  3  3  2
 19      +14/+9/+4     +9     +9    +12    Crawl of Years, Hibernate                      6  6  5  5  5  4  4  3  2
 20      +15/+10/+5   +10    +10    +13    Elemental Shape                                6  6  6  5  5  4  4  3  3
[smallcaps]Class Features[/smallcaps]
All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid that wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 36 hours thereafter.

Orisons: A druid can cast a number of orisons (zero level spells) per day equal to four plus her druid level.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Ogham, a secret language known only to druids, which she learns upon becoming a 1st level druid. Ogham is a free language for the druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to non-druids. Ogham has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Trackless Step (Ex): Starting at 2nd level the druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Grow Claws (Ex): The druid can grow claws. These claws do 1D6 points of damage, plus the Druid’s Strength modifier. She may retain the claws for as long as she wants them and may retract the claws as a full round action at any time. Growing the claws is a move-equivalent action that inflicts 1d4 points of damage on the druid as they tear their way out through the ends of her fingers. If the character could already make a claw attack, her natural claws lengthen and deal 1d8 points of damage instead. Lengthening a character’s existing claws inflicts no damage on the character.

Wild Shape (Su): At 3rd level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability one additional time per day at 5th, 7th, 11th, 14th, and 17th level. In addition, she gains the ability to take the shape of a Large animal at 9th level, a Tiny animal at 15th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s druid level. At 12th level the druid may use her wild shape ability to assume a form in between her humanoid and animal shape. This is exactly similar to a lycanthropes ability to assume a hybrid form. See pages 170 to 179 in the Monster Manual for more details on this. The druid can use this ability for offensive purposes and/or to pass herself of as a werecreature of the appropriate type. Additionally she can use this ability to pass herself off as a humanoid that resembles a specific animal. For example a druid could expend one use of her wild shapes to appear as a gnoll as they have a strong resemblance to bipedal hyenas or as a minotaur as they resemble humanoid bulls, or any other form that might be appropriate (the GM has the final say on what is and what isn’t).

Spirit World Passage (Sp): At 4th level may use the spell spirit world passage once per day with a caster level equal to her druid level. The druid can use this ability one additional time at 6th and 8th level. At 10th level this ability becomes supernatural and the druid may use this ability at will as often as she likes.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Spirit Guide (Ex): The druid attracts the attention of a permanent spirit guide. The creature is identical to a normal spirit guide but it always comes to the druid when she enters the spirit world, though its form may change, the druid always recognizes the guide for what it is.

Traceless Passage (Ex): Once the druid reaches 9th level she leaves no physical or spiritual trail in the Spirit World. Only other druids with this class feature stand a chance at tracking her in the Spirit World.

Crawl of Years (Ex): At 13th level, the druid can expect to live well beyond the normal lifespan for creatures of her species. From this point onward the druid will only age one day for every five that pass. At 19th level this ability improves and the druid only ages one day for every ten that passes.

Venom Immunity (Ex): At 13th level, a druid gains immunity to all poisons.

Aspect of the Creature: At 16th level, the druid may expend a daily use of wild shape in order to gain certain qualities from animals. An example of this would be to grow gills on the side of her neck to allow her to breathe like a fish. Another example is the character sprouting the wings of an eagle on her back in order to carry her aloft in the clouds. The player may be as creative as she wishes with this ability and may even acquire several aspects at the same time at the expense of paying for each individual aspect with the loss of one wild shape to the amount of times per day that she may wild shape.

Hibernate (Su): When the druid uses this ability she falls into a deep state of suspended animation. By the time the druid’s hibernation ends she only ages one day. The duration of the hibernation (no more than 10 years per level of the druid) is chosen just prior to entering this state of prolonged sleep. The druid can set 1 condition per five levels that can cause her to awaken. These conditions can be in regard to any object, creature or action that occurs within 100 miles of the druid and follow the same basic rules by the contingency spell (PHB, pg 213).

If the druid is attacked physically, she will awaken immediately but antimagic field, Dahlia’s disjunction, and dispel magic cannot awaken the druid prematurely.

Elemental Shape (Su): At 20th level the druid can expend one of her wild shape uses to assume elemental form of up to Large size. The druid can expend two wild shape uses to assume the form of an elemental of Huge size.
[D]x[/D]
[smallcaps]Alternate Class Feature: The Druid's Staff[/smallcaps]

Druids that select this class features lose the ability to bond with an animal companion.

At first level the druid gains the ability to craft a staff for herself. A druid’s staff is a formidable weapon, as they are invested with the potent magics of the druid. The druid must expend one day immersed in a druidic grove gathering the necessary energy to create her staff and an additional day to for the actual construction of it. Once the process of constructing the staff is complete it is considered a masterwork weapon for the purpose of imbuing it with magical abilities.

If the druid’s staff breaks she is stunned for 1d4 rounds. It takes her two days (see above) to create a new one. The druid can only have one staff attuned to her at a time. If the character finds a new staff she would rather become attuned to, switching staves requires two days of meditation in a druidic grove.

Code:
[b]   Druid        Attack &     Bonus Hit Points &    Initiative   Spell
   Level      Damage Bonus   Hardness Adjustment   Adjustment   Energy   Special
 1st - 2nd         +1                +1                +1          5     Domain Power, Retain Spell[/b]
 3rd - 5th         +2                +3                +1         10     Influence Animal
 6th - 8th         +2                +5                +2         20     Domain Power
 9th - 11th        +3                +8                +2         30     Vernal Blast
12th - 14th        +3               +11                +3         40     Domain Power
15th - 17th        +4               +14                +3         50     Recall Staff
18th - 19th        +4               +17                +4         60     Domain Power
   20th            +5               +20                +4         70     Control Weather
[smallcaps]Druid's Staff Basics[/smallcaps]
Attack & Damage Bonus: The bonus in this column reflects the weapons magic bonus to hit and damage its opponents.

Bonus Hit Points & Hardness Adj.: The staff gains additional hit points based on the druid’s level. In addition, this bonus applies to the staffs’ hardness as well.

Initiative Adjustment: Add this bonus to the druid’s imitative roll when using her staff.

Spell Energy: The druids’ staff acts a medium of energy which is used to power its special abilities or to augment the druids’ spellcasting ability.

[smallcaps]Druid's Staff Special Abilities[/smallcaps]
Domain Power: Each time the druid gains this ability, she selects one of the following domains; Air, Animal, Earth, Fire, Plant, Sun or Water. The druid is able to invoke a spell from the chosen domain by expending an amount of spell energy from the staff equal to the spell’s level +1.

The druid is capable of invoking domain spells as often as she wants so long as the staff has spell energy left in it. The caster level of the spell invoked is equal to the druid’s caster level.

Retain Spell: If the druid wishes to retain a spell slot after casting a spell, she may expend an amount of spell energy from her staff equal to the spell’s level plus one. If the druid has the Modify Spell metamagic feat, she can use the staff’s spell energy pool to apply the desired modification instead own spell energy pool.

Influence Animal: By expending spell energy the druid gains a bonus on her Wild Empathy checks equal to the amount of spell energy used divided by two.

Vernal Blast: By expending spell energy from the staff you are able to shoot a line of pure vernal energy at your foes. The amount of damage dealt to your foes is XDY, where X is equal to two spell energy points per die of damage dealt and Y equals a base of D4 damage at the expense of one point of spell energy; each additional two points of spell energy expended bumps the damage die up by one category to a maximum of D12. This form of attack is a ray affect with a range of 60 feet that affects a single target. Half the damage from this is positive energy and the other half is acidic.

Vernal blast is subject to spell resistance and does deal damage to objects, though the object is only affected by the acidic energy. In addition to taking damage, the target needs to make a Reflex save (DC 10 + half the druid’s level + the druid’s Wisdom modifier). On a failed save the target is pushed back 20 feet and is knocked prone. If some obstacle prevents the blasted creature from being moved the full 20 feet, the creature is stopped and takes 1d6 points of damage from striking the barrier.

Recall Staff: This ability allows the druid to form a one word bond with her staff. The word summons the staff to her hands, but only if she and her staff are on the same plane. If the druid is unable to speak or be heard (a.k.a. mute or silence), this ability does not function.

Control Weather: By focusing verdant energies, attuning herself to the world (10 rounds) and expending 4 points of spell energy from the staff, the druid can control the weather in a six mile radius. This ability works as the spell of the same name with the exception of the duration; the affect lasts for one full day per five levels of the druid (4 days at 20th level).

If the druid firmly wedges her staff in the ground and activates this ability the affect lasts until the staff is taken out of the ground or recalled by the druid.
 

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Angel Tarragon

Dawn Dragon
Base Class: Fighter

[smallcaps]Game Rule Information[/smallcaps]
Fighters have the following game statistics.

Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of lifeblood, which they need in their many battles. Dexterity is important for fighters that want to be good archers or that want access to certain Dexterity oriented feats, but the heavy armor fighters usually wear reduces the benefit of a very high Dexterity score. This drawback is alleviated some, starting at second level.

Alignment: Any
Hit Points at 1st Level: 15 + Con Mod
HP/Level Gained: 8

[smallcaps]Class Skills[/smallcaps]
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points/Level Gained: 3 + Int modifier

Code:
[b]Class       Base         Fort   Ref    Will                                                  Bonus Martial
Level   Attack Bonus     Save   Save   Save   Special                                            Feats[/b]
  1          +1           +3     +0     +0    Favored Weapon, Master Armorer, Weapon Style  
  2          +2           +4     +1     +1    Tough As Nails, Armor Mastery                       1st
  3          +3           +4     +1     +1    Armor Ability, Weapon Style
  4          +4           +5     +2     +2    Armor Ability, Armnor Pool                          2nd
  5          +5           +5     +2     +2    Favored Defense        
  6         +6/+1         +6     +3     +3    Armored Redoubt                                     3rd
  7         +7/+2         +6     +3     +3    Weapon Style
  8         +8/+3         +7     +4     +4    Armor Ability                                       4th
  9         +9/+4         +7     +4     +4    Weapon Expertise 
 10         +10/+5        +8     +5     +5    Reinforced Defense                                  5th
 11       +11/+6/+1       +8     +5     +5    Weapon of Legend
 12       +12/+7/+2       +9     +6     +6    Armor Ability                                       6th
 13       +13/+8/+3       +9     +6     +6    Weapon Expertise
 14       +14/+9/+4      +10     +7     +7    Armor Ability                                       7th
 15       +15/+10/+5     +10     +7     +7    Weapon Expertise
 16     +16/+11/+6/+1    +11     +8     +8    Armor Ability                                       8th
 17     +17/+12/+7/+2    +11     +8     +8    Weapon Supremacy
 18     +18/+13/+8/+3    +12     +9     +9    Improved Reinforced Defense                         9th
 19     +19/+14/+9/+4    +12     +9     +9    Weapon Supremacy
 20     +20/+15/+10/+5   +13    +10    +10    Supreme Defense, Weapon Supremacy                  10th
[smallcaps]Class Features[/smallcaps]
All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Favored Weapon: At 1st level, you must select one specific weapon to become your weapon of choice. When fighting with it, you gain the use of this class’ special abilities, described below. When the fighter is using her favored weapon, she gains a bonus on her attack rolls with it as shown on the Favored Weapon Attack Bonus table.

[sblock=Favored Weapon Attack Bonus]
Code:
[b]              Attack
   Level      Bonus[/b]
 1st - 4th     +1
 5th - 8th     +2
 9th - 12th    +3
13th - 16th    +4
17th - 20th    +5
[/sblock]
Master Armorer: Fighters gain access to the special Craft (Master Armorer) skill that allows them to create armor. This skill grants you ranks in Craft equal to your fighter level + 3, but you can use these ranks only to create and repair suits of armor and shields. To expand into other Craft areas, you must purchase the skill as normal using your skill points. If you choose, you can apply your Constitution modifier rather than your Intelligence modifier when using your Craft (Master Armorer) skill.

Weapon Style: At 1st, 3rd, and 7th level, you gain a new specialized fighting ability to use with your favored weapon. You activate these special abilities by spending combat tokens – this represents the combination of maneuvers you must use to set up your special move. An intricate attack requires more combat tokens, as you must spend more time and effort on the combination of maneuvers needed to complete it. You can use one weapon style per round as a free action. Each time you gain a new weapon style, select one of the following abilities:

[sblock=Weapon Style Abilities]Expert Strike: As you study the patterns of an opponent’s defense, you ready yourself to make a single telling blow. You might slash low for a few rounds, then feint low and attack high to take advantage of a foe’s lax parries. For each combat token you spend, you gain a +1 bonus to either attack or damage on your next attack. If you make more than one attack per round, this benefit applies only to the next attack. Your bonus from expert strike cannot exceed your class level.

Critical Strike: You take aim at an opponent’s vulnerable points, carefully lining up a deadly strike. As a standard action, make a single attack at your best base attack bonus and expend a minimum of two combat tokens. If this attack hits, treat the die result as 1 point higher per combat token spent than the actual roll when determining whether you scored a critical threat. Resolve the threat as normal, without the benefit of this ability.

Steady Aim: With careful focus, you ensure that your attacks land with sufficient force. You might not score a devastating hit, but you are too accurate to make a glancing or weak blow. After rolling damage for your weapon, you can choose to spend 2 comabt tokens and change the amount rolled to half the maximum damage possible on each die. This benefit does not apply to bonus damage represented as dice, such as with the sneak attack ability. The steady aim applies to one damage roll only.

Weapon Agility: You move your weapon with great speed and agility, allowing you to react to unexpected tactics with ease. For each combat token you expend, you enjoy a +2 bonus to all base attack checks and ability checks made as part of an attack action or to defend yourself against an attack action. For example, you would gain this bonus on a Strength check to avoid being tripped, but you would not receive it for a Strength check made to kick down a door. This benefit lasts until the start of your next turn. Your bonus from weapon agility cannot exceed twice your class level.[/sblock]
Bonus Martial Feats: Starting at 2nd level and every other level afterwards the fighter gains a bonus martial feat. NOTE: For right now a martial feat is any feat that qualifies as a fighter bonus feat. Stay tuned for a compiled list of all martial feats.

Tough as Nails: Fighters can carry heavy loads that would reduce others to exhausted wrecks. When determining how much equipment you can carry (see “Carrying Capacity” pg. 162 in the PHB), multiply your Strength score by 1.5. The result is your virtual Strength score for determining your carrying capacity. Using sheer toughness and determination, you shoulder your equipment with relative ease.

Armor Mastery: Drawing on her ability to modify armor and his uncanny talent for using it to absorb blows, the fighter is the unquestioned master of armored fighting. When she wears armor, she improves its abilities according to the Armor Traits and Ratings table. Its headers are explained below. From 1st to 10th level, the fighter gains these benefits with light and medium armor. From 11th level onward, he gains them with all types of armor.
  • Max. Dex Increase: You increase the maximum Dexterity bonus to defense for your armor by the listed amount.
  • Armor Check Reduction: When you wear armor, it is like a second skin to you. You can move and maneuver in it with unmatched speed and grace. Reduce the armor’s check penalty by the listed amount, down to a minimum of 0.
  • Speed Category: You move much faster than normal while wearing armor. Treat your armor as one category lighter from class levels 1 to 10, and two categories lighter from class levels 11 to 20 for the purposes of determining your speed. Otherwise, its category type remains unchanged. You cannot reduce armor’s category to less than light. For example, a 1st level fighter in medium armor moves as if he wore light armor, while one in heavy armor moves as if he wore medium armor.
[sblock=Armor Traits & Ratings]
Code:
[b]Class   Max. Dex   Armor Check      Speed
Level   Increase    Reduction      Category[/b]
  1        +0           0         1 category
  2        +0           0         1 category
  3        +0           0         1 category
  4        +0           1         1 category
  5        +1           1         1 category
  6        +1           1         1 category
  7        +1           2         1 category
  8        +1           2         1 category
  9        +2           2         1 category
 10        +2           3         1 category
 11        +2           3        2 categories
 12        +2           3        2 categories
 13        +3           4        2 categories
 14        +3           4        2 categories
 15        +3           4        2 categories
 16        +3           5        2 categories
 17        +4           5        2 categories
 18        +4           5        2 categories
 19        +4           6        2 categories
 20        +4           6        2 categories
[/sblock]
Combat Tokens: Fighters are given a Combat Token pool from which tokens are expended to activate armor abilities, weapon style abilities, weapon expertise abilities and weapon supremacy abilities. Activating any of these abilities costs one combat token unless otherwise noted. The fighter's combat token pool is is equal to her fighter level. Spent combat tokens are refreshed after a character gains a full nights worth of sleep (12 uninterrupted hours).

Armor Abilities: Armor abilities are special combat options. Beginning at 3rd level, you may spend tokens on them to activate them in battle. They represent the tactics you attempt with your armor, the strategies fighters employ to defeat their enemies.

When you activate an armor ability, you may select any opponent within your threatened area. In addition, the target must have made at least one attack against you during the encounter. You can spend armor tokens as a free action, but you cannot use more than one armor ability per round. If you use an armor ability, you cannot use another one until the start of your next action.

Many armor abilities are defensive in nature. You activate them in response to an opponent’s attacks, actions, or as the result of a strike, and thus they often do not take effect on your own turn. Each time you gain an armor ability (at 3rd, 4th, 8th, 12th, 14th, and 16th levels), select a new ability from those listed below.

[sblock=Armor Abilities]Armored Trap: You prepare a counterattack against an opponent, timing your strike to coincide with hers. When you activate this ability, you must ready an action to attack when an enemy hits you with a melee attack. When you take your readied action, you may expend additional combat tokens to gain a competence bonus to your attack equal to the number of combat tokens expended. On a hit, you gain a bonus to damage equal to the amount of damage your armor absorbed from your opponent’s attack.

Combat Magnet: You assume a combat stance devised to draw attacks to you while defending your allies. Should an ally adjacent to you suffer a melee attack, you may immediately force that attack to be resolved against you instead. Each individual attack requires the expenditure of a combat token, and you must expend the combat token before resolving the attack. This combat stance lasts until your next action. You cannot make attacks of opportunity while you act as a combat magnet.

Defensive Stance: As a full-round action, you assume a defensive stance and wait for your enemies to expose themselves to your counterattacks. Each time an opponent attacks and hits you, you may expend a combat token to make an immediate attack of opportunity against her. You cannot make more than one attack of opportunity against a target as normal, but attacks you make in this manner do not count against your normal limit on attacks of opportunity. You gain the benefit of your defensive stance until the start of your next action. You must make your attack of opportunity before your opponent resolves her attack.

Distracting Lure: By making yourself a tempting target, you lure an opponent into attacking you at the expense of defending herself against your allies. Activation of this ability costs two combat tokens, and it allows you to designate a single foe as your target. When your chosen foe attacks you, she is forced to make a Will save (DC 10 + half your fighter level + your Constitution modifier + number of additional combat tokens spent). Upon a failure, she loses her active bonus to defense against the next attack that targets her. You have made yourself enough of a target that your opponent throws all her energy into hammering home her strikes.

Draining Defense: You coax your opponent into wasting her strength on wild, uncontrolled strikes. With each attack, you sap her stamina until she is left vulnerable to your counterattack. You must designate a single foe as the target of this ability. The target then attempts a Will save (DC 10 + half your level + your Constitution modifier + number of additional combat tokens spent). Failing the save means that, if she attacks you, she automatically takes an amount of nonlethal damage equal to 1d4 + your Constitution modifier (up to once per round). The target cannot suffer this damage more than once per round. She wastes energy on her attacks, or you step into her blows to jar her with a body check or similar harassing attack. The effects of this ability last until the start of your next action.

Indomitable Wall of Iron: As your enemy’s attacks rebound off your armor, she slowly grows more frustrated and impatient. You are an easy target to hit, but a difficult one to injure. Your opponent must succeed at a Will save (DC 10 + half your level + your Constitution modifier + number of additional combat tokens spent) or suffer a –2 morale penalty to attacks against you and to defense against all attacks for the rest of the encounter. Your foe loses faith in her ability and makes wild attacks at you while ignoring her own defense. Indomitable wall of iron is a mind-affecting effect.

Iron-Sheathed Counterattack: You lock an opponent’s weapon in your steely grasp, pulling the foe off balance. You may only activate this ability once per round and it costs two combat tokens to do so. You can use it when an opponent hits you with a melee weapon and fails to inflict enough damage to beat your damage reduction. Your enemy provokes an attack of opportunity from you. If you choose to disarm or trip her, she gets no chance to trip or disarm you on a failed attack. By catching your opponent’s weapon in a gauntleted hand, coaxing her into overextending herself and losing her balance, you can make a quick attack as her own strike rebounds from your armor and forces her backward for a moment.

Sentinel’s Defense: You use your armor’s weight to your advantage in close combat. Activation of this ability requires the fighter to expend two combat tokens. For a number of rounds equal to your Constitution modifier, you gain a bonus to your grapple checks, Strength checks, and base attack checks equal to your armor’s damage reduction. Roll the damage reduction along with your normal d20 roll and add the two together.[/sblock]
Favored Defense: With her weapon in hand, the fighter can defend herself with superior speed and agility. You gain a bonus to your Armor Class when you fight with your weapon, depending on how you wield it. Carrying it in one hand with nothing in the other grants you the greatest benefit. Fighting with two of your favored weapons at once grants you a slightly lesser benefit. If your weapon is two handed, your benefit is lower still. You gain no benefit if you carry a shield.

[sblock=Favored Defense]
Code:
[b]Class    One     Dual     Two
Level   Handed   Wield   Handed[/b]
  5       +1      --       --
  6       +1      --       --
  7       +1      --       --
  8       +2      +1       --
  9       +2      +1       --
 10       +2      +1       --
 11       +3      +2       +1
 12       +3      +2       +1
 13       +3      +2       +1
 14       +4      +3       +2
 15       +4      +3       +2
 16       +4      +3       +2
 17       +5      +4       +3
 18       +5      +4       +3
 19       +5      +4       +3
 20       +6      +5       +4
[/sblock]
Armored Redoubt: Beginning at 5th level, when you occupy a space, you hold it against your enemies like a walking fortress. Any allies who gain cover from you gain an additional +2 cover bonus to defense, for a +6 bonus total. You gain a +4 bonus on defense, checks, or saves to resist any attack that would force you to move or knock you prone.

Weapon Expertise: As they progress in the mastery of their chosen arms, fighters learn increasingly complex maneuvers. Each time you gain this class ability (at 9th, 13th, and 15th level), select one of the abilities below. Using them requires the expenditure of combat tokens, as with the weapon style ability above.

[sblock=Weapon Expertise Abilities]Flurry of Strikes: While gauging an opponent’s defenses, the fighter launches a quick flurry of attacks that lacks accuracy but provides an additional strike. Normally, the opponent could defend against such a move easily, but the fighter spots gaps in her defenses.

You make an additional attack against your opponent at your highest base attack bonus, though this attack and all others you attempt until your next turn suffer a –4 penalty. This ability is usable once per round and requires the expenditure of two combat tokens to activate. You can launch a flurry of strikes only as part of a standard or full-round attack action. You cannot use it with an attack of opportunity.

Master’s Accuracy: Luck plays less of a role in a weapon master’s fighting ability than it does in others’. After rolling a d20 to make an attack, you may spend two combat tokens to reroll it. Use the higher of the two results. If your reroll is a critical threat, check for a critical hit as normal.

Precise Strike: As the fighter battles her foes, she learns to read her tendencies like an open book. When you make an attack, a base attack check, or a Strength or Dexterity check as part of an attack action, you may take 10 on the roll by expending two combat tokens.

Penetrating Attack: Opponents in heavy armor sometimes rely on their protective gear to absorb a fighter’s attacks, but her skill with her weapon helps her take advantage of gaps in their armored plates and lapses in their defense. By expending combat tokens, no more than an amount equal to one quarter your fighter level, your opponent suffers a penalty equal to number of combat tokens you have expended (4 tokens equals -4) to her damage reduction against your attacks until the start of your next action.

Quick Recovery: Even when she misses, a fighter can turn her misfortune into an advantage. When you miss with an attack, you may spend a combat token to gain a +1 bonus to defense against your opponent. This bonus lasts until the beginning of your next turn.[/sblock]
Reinforced Defense: Part of the defensive value of your armor comes from your ability to wear it effectively. Starting at 9th level, you learn how to roll with attacks, absorb strikes on heavily plated areas, and otherwise lessen the force of combat. If an opponent strikes you with a weapon that ignores your damage reduction (such as a demon’s claw), you gain 1d4 DR against it in place of your armor’s damage reduction. Even though the weapon cleaves through your armor, you still twist and dodge to reduce the force of its impact. This benefit also extends to energy attacks and spells that inflict damage in hit points.

Weapon of Legend: At 11th level, your weapon comes to symbolize your growing mastery and fame. You must give it a name that symbolizes your fighting style or deeds, if you have not yet done so. As long as your weapon is visible, you gain a +2 bonus to all Diplomacy, Intimidate, and Gather Information checks. This bonus applies in any settlement that you have frequented in the past. If you lose your weapon, you must grant your new one a different name.

When you enter a town or city for the first time, it takes a number of days equal to 1d3 – your Charisma bonus for your reputation to spread. If the result is 0, your reputation immediately grants you the benefits of this ability. Perhaps your reputation precedes you.

Weapon Supremacy: In time, fighters achieve near perfection with their chosen arms. Each time you gain this class ability (at 17th, 19th, and 20th level), select one of the following special abilities. Using them requires the expenditure of action points, as with the weapon style ability above.

[sblock=Weapon Supremacy Abilities]Armed Feint: You can use an attack rather than a Bluff check to feint an opponent. Make a base attack check and spend a combat token. Your foe opposes this check as normal. If you succeed, your opponent loses her active bonus to defense against you for the rest of your current action.

Masterful Attack: You execute a brilliant series of blows that leaves your opponent reeling. By expending five combat tokens you may make a full attack using only a standard action rather than a full-round action. You gain your additional, iterative attacks as normal. However, you cannot combine this ability with a charge, as charging is a full-round action.

Mobile Attack: If you hit your opponent in an attack, you can use a short distraction to maneuver around her. You must spend a combat token immediately after hitting a foe to move one square without provoking an attack of opportunity from her. You can use this ability multiple times to edge around an enemy.

Telling Blow: You can combine a special attack action with a normal attack. For example, you might slash at an opponent’s hand to deliver normal damage and disarm her. When you use the disarm or trip attack actions, you expend two combat tokens on a normal attack that inflicts damage in addition to the trip or disarm.

Vicious Riposte: When an opponent does land a blow, you twist, turn, and position yourself to deal a deadly counterattack. After your foe hits you in melee but before she determines damage, you may immediately spend three combat tokens to gain a bonus to an attack against her. You may apply this bonus to any one attack you make before the end of your next action – you could apply it to an attack of opportunity, or you could use it on your third or fourth iterative attack. The bonus of the vicious riposte equals the highest amount of damage you received from your opponent in a single attack between the time you spent the combat tokens and the start of your next action.[/sblock]
Improved Reinforced Defenses: Starting at 17th level, your armor’s heavy plating and exceptional design make it difficult to land a deadly attack against you. When opponents score a critical threat against you, there is a 25 percent chance that they fail to confirm the critical. Check this percentage before resolving the threat.

Supreme Reinforced Defenses: At 20th level, when facing an opponent whose weapon or attacks ignore your damage reduction, you gain 2D4 DR. Otherwise, this ability functions as the reinforced defenses ability. This new, improved damage reduction replaces that ability’s lower value.

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NOTE: This class is complete. I would like to add extra weapon styles, armor abilities, waepon expertise abilities and weapon supremacy abilities.
 

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