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<blockquote data-quote="the Jester" data-source="post: 2228615" data-attributes="member: 1210"><p><strong>Classes</strong></p><p>All characters gain an additional 2 skill points per level (8 at first level). Otherwise, the following base classes are available as written: Barbarian, Fighter, Scout and Wilder. The following base classes are available, but are modified in the Year 271 Campaign:</p><p></p><p><strong><em>Bard:</em></strong> A bard does not get spells. Instead, he gains a bonus feat at level 2, 4, 7, 10, 13 and 16. If the bard wishes, he may instead take a Wyrd. This feat may be chosen from the following list: Alertness, Animal Song**, Chant of Fortitude*, Encore**, Extra Music*, Force of Personality*, Green Ear*, Improved Initiative, Inspire Fear**, Ironskin Chant*, Jack Of All Trades*, Lasting Intimidation**, Lingering Song*, Linguist**, Masterful Performance**, Melody of the Free Mind**, Obscure Lore*, Powerful Voice**, Rally the Dying**, Rat-a-Tat**, Renowned Critic**, Sexy**, Skill Focus (bluff, diplomacy, listen, perform, sense motive), Soldiers’ March**, Song of the Masses**, Subsonics*, Tonguetwister**, True Tone**, Uncanny Dodge@, Virtuoso**, Versatile Performer*, Weapon Finesse.</p><p></p><p>*From Complete Adventurer. **From Cydra Player’s Guide. @As the rogue ability, requires Improved Initiative, base Ref save +4.</p><p></p><p>Clerics are replaced by the <em><strong>Priest.</strong></em> Each priest must choose a deity that he represents. The gods are discussed below, under religion. A priest is functionally very similar to a cleric, except for the following changes: HD- d6. Class Skills- Add Bluff and Intimidate. Domains and Spells- The priest gains access to one domain, which is added to his list of spells known at each level (thus, he can cast his domain spells with any of his slots). He does not gain any granted powers from his domain. A priest need not prepare spells; he casts spontaneously from his entire list of spells known. A priest has a number of spells per day equal to a cleric. Weapon and Armor Proficiency- The priest is proficient in light and medium armor, shields (except for tower shields) and all simple weapons. The priest is also proficient in his deity’s chosen weapon. Bonus Feats- At 2nd, 6th, 10th, 14th and 20th level, the priest gains a bonus feat chosen from the following list (although if he so chooses, the priest may instead take a Wyrd): Armor Proficiency (heavy), Combat Casting, Consecrate Spell*, Corrupt Spell*, Eschew Materials, Extra Turning, Greater Spell Focus, Greater Spell Penetration, Heighten Spell, Iron Will, Leadership, Persuasive, Scribe Scroll, Skill Focus (bluff, diplomacy, intimidate, knowledge (religion) or spellcraft), Spell Focus, Spell Penetration.</p><p> </p><p>*From Complete Divine.</p><p> </p><p><strong><em>Druids</em></strong> are empowered by the might of the wilds. They differ from the PH druid in the following ways: Class Skills- Add Climb, Knowledge (geography) and Use Rope. Spells- A druid knows all spells on her list and casts them spontaneously. She cannot spontaneously summon as a PH druid can, as she does not prepare spells in the first place. Wild Shape- A druid’s wild shape progression is slowed in exchange for bonus feats. At 7th level the druid gains a bonus feat, but does not gain her 3rd wild shape use until the next level. At 11th level, the druid gains another bonus feat, which pushes the 4th daily use of wild shape to 12th level. (Each ability is gained in the same sequence as a PH druid, just more slowly.) The druid gains another bonus feat at 15th level. The druid’s bonus feat list follows: Animal Affinity, Blind-Fight, Craft Staff, Empower Spell, Maximize Spell, Natural Spell, Run, Self-Sufficient, Silent Spell, Skill Focus (handle animal, knowledge (nature) or ride), Still Spell, Track. </p><p> </p><p>Paladins have no place in a setting without alignment. They are replaced by the <em><strong>Knight,</strong></em> who represents the landless noble’s line. Knights often have the right to bear arms in places where others cannot. A knight functions like a paladin except as follows: Class Skills- Balance, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (nobility), Ride, Spot, Survival. </p><p> </p><p>Knight Level--- Class Features Gained</p><p>1---Hospitality, immediate charge 1/day, special mount</p><p>2---Bonus feat</p><p>3---Mount 1</p><p>4---Immediate charge 2/day</p><p>5---Mounted evasion</p><p>6---Mount 2</p><p>7---Overhand strike</p><p>8---Bonus feat</p><p>9---Mount 3</p><p>10---Improved mounted combat</p><p>11---Immediate charge 3/day</p><p>12---Mount 4</p><p>13---Mettle</p><p>14---Bonus feat</p><p>15---Mount 5</p><p>16---Greater mounted combat</p><p>17---Bonus feat</p><p>18---Mount 6</p><p>19---Immediate charge 4/day</p><p>20---Devastating charge, superior mounted combat</p><p> </p><p><em>Weapon and Armor Proficiency:</em> A knight is proficient in all armor, shields (other than tower shields) and simple and martial weapons.</p><p></p><p><em>Immediate Charge (Ex):</em> Before rolling for initiative, a knight may declare that he will make an immediate charge. This gives him a +2 bonus on initiative, but the knight must charge an enemy in the first round. If he cannot do this, he loses his action for the first round of combat and is considered flat-footed until he acts in the next round. </p><p> </p><p><em>Special Mount:</em> The knight may forge a special bond with a mount that he has ridden and handled for at least one month. (If he begins play with a mount, it is assumed this bond already exists.) If applicable, the mount gains the Warbeast template (neither warhorses nor riding dogs are eligible for this template). In addition, the knight’s mount gains a +4 bonus to str and con as long as the knight is within 100’ of it. </p><p> </p><p><em>Bonus Feat:</em> The knight may take a bonus feat from the following list: Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Critical (lance), Improved Overrun, Improved Toughness, Mounted Combat, Ride-By Attack, Skill Focus (diplomacy, handle animal or ride), Spirited Charge, Trample, Weapon Focus (lance). </p><p></p><p><em>Mount 1:</em> The knight’s special mount may take a class level in any of the following classes: barbarian, fighter or ranger. (At each Mount X ability, the mount may take another class level.)</p><p></p><p><em>Mounted Evasion (Ex):</em> While the knight is mounted, both he and his mount gain the ability to evade attacks that allow Ref half saves. </p><p> </p><p><em>Overhand Strike (Ex):</em> When the knight attacks an opponent from higher ground (including attacking a medium or smaller from the back of his mount) he gains a +2 competence bonus to attack. This stacks with the +1 circumstance bonus. </p><p></p><p><em>Improved Mounted Combat (Ex):</em> Upon attaining 10th level, the knight may use the Mounted Combat feat, if possessed, 2/round.</p><p> </p><p><em>Mettle (Ex):</em> If subjected to an effect with a Will or Fort partial or half save, a successful saving throw indicates the knight is instead unaffected. </p><p> </p><p><em>Greater Mounted Combat (Ex):</em> Upon attaining 16th level, if the knight has the Mounted Combat feat, he can use it 3/round.</p><p></p><p><em>Devastating Charge (Ex):[/i 1/day the knight can deal an extra 20d6 points of damage when charging on his mount with a lance. He must declare this option before rolling to hit, and if it misses, the ability is wasted.</em></p><p><em> </em></p><p><em><em>Superior Mounted Combat (Ex):</em> Upon attaining 20th level, the knight can use the Mounted Combat 4/round if he has it.</em></p><p><em></em></p><p><em><em><strong>Rangers</strong></em> exist but with a less magical emphasis. Use the following changes: Spells- A ranger does not cast spells. Class Features- The ranger’s class features change as follows:</em></p><p><em>Ranger Level--- Class Features Gained</em></p><p><em>1---1st favored enemy, wild empathy</em></p><p><em>2---Bonus feat</em></p><p><em>3---Animal companion</em></p><p><em>4---2nd favored enemy</em></p><p><em>5---Bonus feat</em></p><p><em>6---Swift tracker</em></p><p><em>7---Woodland stride</em></p><p><em>8---3rd favored enemy</em></p><p><em>9---Evasion</em></p><p><em>10---Bonus feat</em></p><p><em>11</em></p><p><em>12---4th favored enemy</em></p><p><em>13---Camouflage</em></p><p><em>14---Bonus feat</em></p><p><em>15 </em></p><p><em>16---5th favored enemy</em></p><p><em>17---Hide in plain sight</em></p><p><em>18---Bonus feat</em></p><p><em>19</em></p><p><em>20---6th favored enemy</em></p><p><em> </em></p><p><em><em>Bonus Feats:</em> The ranger may choose any of the following feats: Alertness, Animal Affinity, Athletic, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Greater Two Weapon Fighting, Improved Initiative, Improved Two Weapon Fighting, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Quick-Strike, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Skill Focus (handle animal, heal, ride or survival), Spring Attack, Track, Two Weapon Fighting.</em></p><p><em> </em></p><p><em><em><strong>Rogues</strong></em> may take a bonus feat as one of their high-level special abilities, but it must come from the following list: Acrobatic, Agile, Alertness, Armor Optimization (light)#, Dash*, Deadly Precision**, Deceitful, Deft Hands, Dodge, Flick of the Wrist*, Hamstring*, Improved Initiative, Lightning Reflexes, Mobility, Nimble Fingers, Riposte#, Shot on the Run, Skill Focus (any class skill), Stealthy, Weapon Finesse.</em></p><p><em> </em></p><p><em>*From Complete Warrior. **From Expanded Psionics Handbook. #From Player’s Guide to Cydra. </em></p><p><em> </em></p><p><em><em><strong>Wizards</strong></em> are all generalists; the training necessary to become a specialist is not available to starting pcs. (Specialist wizards may exist as prestige classes.) Other people view wizards with suspicion and not a little fear. Wizards gain bonus feats at 1st and every 4th level (instead of every 5th level). The wizard bonus feat list is as follows: Augment Summoning, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Explosive Spell*, Extend Spell, Greater Spell Focus, Greater Spell Penetration, Heighten Spell, Improved Concentration**, Improved Counterspell, Improved Hold the Charge**, Iron Will, Mastery of Dispelling**, Maximize Spell, Quicken Spell, Safeguard Spell**, Scribe Scroll, Silent Spell, Spell Focus, Still Spell, Superior Mastery of Dispelling**, Transdimensional Spell* </em></p><p><em> </em></p><p><em>*From Complete Arcane. **From Player’s Guide to Cydra.</em></p><p><em></em></p><p><em>Monks and Sorcerers do not exist as pc options in the Year 217 Campaign. Neither do other base classes from other books other than those mentioned here.</em></p></blockquote><p></p>
[QUOTE="the Jester, post: 2228615, member: 1210"] [b]Classes[/b] All characters gain an additional 2 skill points per level (8 at first level). Otherwise, the following base classes are available as written: Barbarian, Fighter, Scout and Wilder. The following base classes are available, but are modified in the Year 271 Campaign: [b][i]Bard:[/i][/b] A bard does not get spells. Instead, he gains a bonus feat at level 2, 4, 7, 10, 13 and 16. If the bard wishes, he may instead take a Wyrd. This feat may be chosen from the following list: Alertness, Animal Song**, Chant of Fortitude*, Encore**, Extra Music*, Force of Personality*, Green Ear*, Improved Initiative, Inspire Fear**, Ironskin Chant*, Jack Of All Trades*, Lasting Intimidation**, Lingering Song*, Linguist**, Masterful Performance**, Melody of the Free Mind**, Obscure Lore*, Powerful Voice**, Rally the Dying**, Rat-a-Tat**, Renowned Critic**, Sexy**, Skill Focus (bluff, diplomacy, listen, perform, sense motive), Soldiers’ March**, Song of the Masses**, Subsonics*, Tonguetwister**, True Tone**, Uncanny Dodge@, Virtuoso**, Versatile Performer*, Weapon Finesse. *From Complete Adventurer. **From Cydra Player’s Guide. @As the rogue ability, requires Improved Initiative, base Ref save +4. Clerics are replaced by the [i][b]Priest.[/b][/i][b][/b] Each priest must choose a deity that he represents. The gods are discussed below, under religion. A priest is functionally very similar to a cleric, except for the following changes: HD- d6. Class Skills- Add Bluff and Intimidate. Domains and Spells- The priest gains access to one domain, which is added to his list of spells known at each level (thus, he can cast his domain spells with any of his slots). He does not gain any granted powers from his domain. A priest need not prepare spells; he casts spontaneously from his entire list of spells known. A priest has a number of spells per day equal to a cleric. Weapon and Armor Proficiency- The priest is proficient in light and medium armor, shields (except for tower shields) and all simple weapons. The priest is also proficient in his deity’s chosen weapon. Bonus Feats- At 2nd, 6th, 10th, 14th and 20th level, the priest gains a bonus feat chosen from the following list (although if he so chooses, the priest may instead take a Wyrd): Armor Proficiency (heavy), Combat Casting, Consecrate Spell*, Corrupt Spell*, Eschew Materials, Extra Turning, Greater Spell Focus, Greater Spell Penetration, Heighten Spell, Iron Will, Leadership, Persuasive, Scribe Scroll, Skill Focus (bluff, diplomacy, intimidate, knowledge (religion) or spellcraft), Spell Focus, Spell Penetration. *From Complete Divine. [b][i]Druids[/i][/b] are empowered by the might of the wilds. They differ from the PH druid in the following ways: Class Skills- Add Climb, Knowledge (geography) and Use Rope. Spells- A druid knows all spells on her list and casts them spontaneously. She cannot spontaneously summon as a PH druid can, as she does not prepare spells in the first place. Wild Shape- A druid’s wild shape progression is slowed in exchange for bonus feats. At 7th level the druid gains a bonus feat, but does not gain her 3rd wild shape use until the next level. At 11th level, the druid gains another bonus feat, which pushes the 4th daily use of wild shape to 12th level. (Each ability is gained in the same sequence as a PH druid, just more slowly.) The druid gains another bonus feat at 15th level. The druid’s bonus feat list follows: Animal Affinity, Blind-Fight, Craft Staff, Empower Spell, Maximize Spell, Natural Spell, Run, Self-Sufficient, Silent Spell, Skill Focus (handle animal, knowledge (nature) or ride), Still Spell, Track. Paladins have no place in a setting without alignment. They are replaced by the [i][b]Knight,[/b][/i][b][/b] who represents the landless noble’s line. Knights often have the right to bear arms in places where others cannot. A knight functions like a paladin except as follows: Class Skills- Balance, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (nobility), Ride, Spot, Survival. Knight Level--- Class Features Gained 1---Hospitality, immediate charge 1/day, special mount 2---Bonus feat 3---Mount 1 4---Immediate charge 2/day 5---Mounted evasion 6---Mount 2 7---Overhand strike 8---Bonus feat 9---Mount 3 10---Improved mounted combat 11---Immediate charge 3/day 12---Mount 4 13---Mettle 14---Bonus feat 15---Mount 5 16---Greater mounted combat 17---Bonus feat 18---Mount 6 19---Immediate charge 4/day 20---Devastating charge, superior mounted combat [i]Weapon and Armor Proficiency:[/i] A knight is proficient in all armor, shields (other than tower shields) and simple and martial weapons. [i]Immediate Charge (Ex):[/i] Before rolling for initiative, a knight may declare that he will make an immediate charge. This gives him a +2 bonus on initiative, but the knight must charge an enemy in the first round. If he cannot do this, he loses his action for the first round of combat and is considered flat-footed until he acts in the next round. [i]Special Mount:[/i] The knight may forge a special bond with a mount that he has ridden and handled for at least one month. (If he begins play with a mount, it is assumed this bond already exists.) If applicable, the mount gains the Warbeast template (neither warhorses nor riding dogs are eligible for this template). In addition, the knight’s mount gains a +4 bonus to str and con as long as the knight is within 100’ of it. [i]Bonus Feat:[/i] The knight may take a bonus feat from the following list: Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Critical (lance), Improved Overrun, Improved Toughness, Mounted Combat, Ride-By Attack, Skill Focus (diplomacy, handle animal or ride), Spirited Charge, Trample, Weapon Focus (lance). [i]Mount 1:[/i] The knight’s special mount may take a class level in any of the following classes: barbarian, fighter or ranger. (At each Mount X ability, the mount may take another class level.) [i]Mounted Evasion (Ex):[/i] While the knight is mounted, both he and his mount gain the ability to evade attacks that allow Ref half saves. [i]Overhand Strike (Ex):[/i] When the knight attacks an opponent from higher ground (including attacking a medium or smaller from the back of his mount) he gains a +2 competence bonus to attack. This stacks with the +1 circumstance bonus. [i]Improved Mounted Combat (Ex):[/i] Upon attaining 10th level, the knight may use the Mounted Combat feat, if possessed, 2/round. [i]Mettle (Ex):[/i] If subjected to an effect with a Will or Fort partial or half save, a successful saving throw indicates the knight is instead unaffected. [i]Greater Mounted Combat (Ex):[/i] Upon attaining 16th level, if the knight has the Mounted Combat feat, he can use it 3/round. [i]Devastating Charge (Ex):[/i 1/day the knight can deal an extra 20d6 points of damage when charging on his mount with a lance. He must declare this option before rolling to hit, and if it misses, the ability is wasted. [i]Superior Mounted Combat (Ex):[/i] Upon attaining 20th level, the knight can use the Mounted Combat 4/round if he has it. [i][b]Rangers[/b][/i][b][/b] exist but with a less magical emphasis. Use the following changes: Spells- A ranger does not cast spells. Class Features- The ranger’s class features change as follows: Ranger Level--- Class Features Gained 1---1st favored enemy, wild empathy 2---Bonus feat 3---Animal companion 4---2nd favored enemy 5---Bonus feat 6---Swift tracker 7---Woodland stride 8---3rd favored enemy 9---Evasion 10---Bonus feat 11 12---4th favored enemy 13---Camouflage 14---Bonus feat 15 16---5th favored enemy 17---Hide in plain sight 18---Bonus feat 19 20---6th favored enemy [i]Bonus Feats:[/i] The ranger may choose any of the following feats: Alertness, Animal Affinity, Athletic, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Greater Two Weapon Fighting, Improved Initiative, Improved Two Weapon Fighting, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Quick-Strike, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Skill Focus (handle animal, heal, ride or survival), Spring Attack, Track, Two Weapon Fighting. [i][b]Rogues[/b][/i][b][/b] may take a bonus feat as one of their high-level special abilities, but it must come from the following list: Acrobatic, Agile, Alertness, Armor Optimization (light)#, Dash*, Deadly Precision**, Deceitful, Deft Hands, Dodge, Flick of the Wrist*, Hamstring*, Improved Initiative, Lightning Reflexes, Mobility, Nimble Fingers, Riposte#, Shot on the Run, Skill Focus (any class skill), Stealthy, Weapon Finesse. *From Complete Warrior. **From Expanded Psionics Handbook. #From Player’s Guide to Cydra. [i][b]Wizards[/b][/i][b][/b] are all generalists; the training necessary to become a specialist is not available to starting pcs. (Specialist wizards may exist as prestige classes.) Other people view wizards with suspicion and not a little fear. Wizards gain bonus feats at 1st and every 4th level (instead of every 5th level). The wizard bonus feat list is as follows: Augment Summoning, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Explosive Spell*, Extend Spell, Greater Spell Focus, Greater Spell Penetration, Heighten Spell, Improved Concentration**, Improved Counterspell, Improved Hold the Charge**, Iron Will, Mastery of Dispelling**, Maximize Spell, Quicken Spell, Safeguard Spell**, Scribe Scroll, Silent Spell, Spell Focus, Still Spell, Superior Mastery of Dispelling**, Transdimensional Spell* *From Complete Arcane. **From Player’s Guide to Cydra. Monks and Sorcerers do not exist as pc options in the Year 217 Campaign. Neither do other base classes from other books other than those mentioned here.[/i] [/QUOTE]
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