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<blockquote data-quote="KDLadage" data-source="post: 1033206" data-attributes="member: 88"><p><strong>Part 7</strong></p><p></p><p><strong>Templar</strong></p><p>The paladin class given in the PHB becomes a Templar, which uses the exact abilities given for the paladin.</p><p></p><p><span style="font-size: 15px"><strong>Paladin (must have)</strong></span></p><p>A paladin is unequaled and unmatched in combat. His devotions give him skills far beyond those of any other class. Humans are the only and sole race that may become a paladin. Because a paladin must be pure and free from magical inherency.</p><p></p><p>Aura of Protection - above all the paladin is pure, and it is this purity that allows him to dispel any and all types of magic in the way that a Priest would Turn Undead. The paladin must roll higher than DC 10 + level of spell caster on 1d20 + paladin level + Cha bonus. If it succeeds then the spell is undone and all its harmful effects are dispelled.</p><p></p><p>This ability works like spell resistance plus. In that it automatically takes effect whenever some malignant magic would affect him. However, the paladin may also call upon this ability to undo any type of enchantment already bestowed on other things.</p><p></p><p>Smite Evil - the paladin deals his Cha bonus as damage to evil creatures whenever he hits. There is no limit on how many times he may use this ability. Ironically enough, this ability causes his sword to glow and radiate brightly. While not visible during daylight, in darkness it cuts through all obscurity.</p><p></p><p>Touch of Purity - like undead who have a chill touch that drains the life from the living, the paladin's purity is so strong it harms any undead that touch the paladin.</p><p></p><p>Detect Evil - a paladin can pierce into the hearts of others allowing him to sense their true nature up to 120' away.</p><p></p><p>Divination - the paladin knows the truth in all things from detect lies, undead, magic, alignment and so forth. He must however declare what he is seeking. If he does not declare his action then his divination ability is not in effect. Divine Grace - adds his Wis bonus to all his saving rolls except for Opportunity.</p><p></p><p>Divine Shield - uses his Cha bonus as a AC bonus.</p><p></p><p>True Aim - he gains his Wis bonus as a bonus to BA.</p><p></p><p>Healing Touch - as stated in the PHB.</p><p></p><p><strong><em>Saves</em></strong> +2 Opp, +2 Will, +2 Fort, +2 Reflex</p><p></p><p><strong><em>Chivalry & Differences</em></strong> <ul> <li data-xf-list-type="ul"><em>A paladin may not Turn Undead.</em></li> <li data-xf-list-type="ul"><em>A paladin is not immune to disease.</em></li> <li data-xf-list-type="ul"><em>A paladin is may not cure disease.</em></li> <li data-xf-list-type="ul"><em>A paladin does not gain a warhorse.</em></li> <li data-xf-list-type="ul"><em>A paladin may not cast priest spells.</em></li> <li data-xf-list-type="ul"><em>A paladin must always be lawful.</em></li> <li data-xf-list-type="ul"><em>A paladin must always be good.</em></li> <li data-xf-list-type="ul"><em>A paladin cannot multi-class ever, except with the ranger class.</em></li> <li data-xf-list-type="ul"><em>A paladin must be sworn to chastity</em>: if the paladin breaks this oath he is automatically and instantly stripped of all his abilities, all levels, class, title and suffers a -1 penalty to every stat for every level he had.</li> </ul><p></p><p><strong><em>Punishments</em></strong></p><p>Whenever the paladin acts in a way other than Lawful Good. He loses 1d10 x100 experience points per each alignment step of difference he acts.</p><p></p><p><strong><em>Experience Loss per alignment difference</em></strong></p><p>Neutral Good 1d10 x100</p><p>Lawful Neutral 1d10 x100</p><p>True Neutral 2d10 x100</p><p>Lawful Evil 3d10 x100</p><p>Chaotic Good 3d10 x100</p><p>Chaotic Neutral 4d10 x100</p><p>Neutral Evil 4d10 x100</p><p>Chaotic Evil 5d10 x100</p><p></p><p>Secondly, he is punished by being forced to make a Will save or suffer 1d10 dmg for every step in alignment his actions differ from Lawful Good. The penalties are suffered per action. Basically, for each and every step he walks under another alignment.</p><p></p><p><strong><em>Code</em></strong></p><p>The alignment states in parentheses is to show of what alignment the action is if he does the opposite than what the code dictates. <ul> <li data-xf-list-type="ul">A paladin may not lie. (chaotic)</li> <li data-xf-list-type="ul">A paladin cannot drink alcoholic beverages or mind altering stuff. (chaotic neutral)</li> <li data-xf-list-type="ul">A paladin cannot steal. (chaotic)</li> <li data-xf-list-type="ul">A paladin cannot runaway when someone needs his help. (true neutral)</li> <li data-xf-list-type="ul">A paladin cannot join in fighting on a helpless creature or person. (chaotic evil)</li> <li data-xf-list-type="ul">A paladin cannot fight a lesser when others are already engaged. (chaotic neutral)</li> <li data-xf-list-type="ul">A paladin cannot kill an innocent creature. (chaotic evil)</li> <li data-xf-list-type="ul">A paladin cannot kill someone just because he has given his word. (lawful neutral)</li> <li data-xf-list-type="ul">A paladin cannot break his world. (chaotic)</li> <li data-xf-list-type="ul">A paladin cannot kill an opponent who has surrendered. (evil)</li> <li data-xf-list-type="ul">A paladin cannot break his word just to help a friend. (chaotic good)</li> <li data-xf-list-type="ul">A paladin cannot side with his friends over what is right. (chaotic good)</li> <li data-xf-list-type="ul">A paladin cannot do nothing in the face of possible wrong. (neutral good)</li> <li data-xf-list-type="ul">A paladin cannot attack without declaring a challenge. (neutral)</li> <li data-xf-list-type="ul">A paladin cannot cause cruelty for pleasure. (neutral evil)</li> <li data-xf-list-type="ul">A paladin cannot challenge an opponent to death. (lawful evil)</li> <li data-xf-list-type="ul">A paladin cannot profit from the less fortunate. (chaotic evil)</li> <li data-xf-list-type="ul">A paladin cannot sell his services for profit. (chaotic neutral)</li> <li data-xf-list-type="ul">A paladin cannot refuse to donate money to the needy. (true neutral)</li> </ul><p></p><p>Emprom Cross: while the paladins brandishes a cross, it is not a sign of a religion. The cross represents the paladins four virtues: <em>purity, truth, righteous and good.</em> Purity is represented by the body. Truth by the mind Righteousness by the spirit. Goodness by the heart.</p><p></p><p><em>Favored Goddess: Athena the maiden of Purity and Wisdom.</em> Goddess Athena looks kindly upon paladins who represent her values truthfully.</p><p></p><p><em>Why this paladin? Paladins were the greatest of warriors and to suggest that they were anything else is an insult. This class reflects what a true paladin would be like.</em></p><p></p><p></p><p><span style="font-size: 15px"><strong>Fighters</strong></span></p><p>The only change to fighters is that they gain soldiers equal to the Fighter's Cha bonus in HD every level. Thus a Fighter with +4 Cha bonus could get 4 HD of soldiers. Either four 1st level soldiers or one 4th level soldier. And the soldiers fight with stat bonuses equal to the Fighter's Int bonus. Representing the Fighter's ability to command his troops as a general. This soldiers are loyal to him but must be paid 1gp per level of soldier per day.</p><p></p><p>Alignment: any</p><p>Favored God: Aeris God of War</p><p></p><p><em>Why this Fighter? Fighters are nothing more than generals commanding troops into battle. Their strength lies therein and not in fighting ability like a paladin.</em></p><p></p><p><span style="font-size: 15px"><strong>Other Classes</strong></span></p><p>All other classes remain the same. With the exception of Feats gained, they all gain the same amount of feats stated below. And with the exception of number of attacks per round. They all gain only 1 attack with the improved damage per level unless they take the Extra Attack proficiency.</p><p></p><p><span style="font-size: 15px"><strong>Prestige Classes (must have)</strong></span></p><p>Prestige classes may be selected as 1st level start out classes. Ignore all the pre-requisites dictated by the books. Since these classes are no more special than the standard ones.</p><p></p><p><span style="font-size: 15px"><strong>NO PSIONS (must have)</strong></span></p><p>Psions are banned. There is no need for them. Psion belong in a spaceship, battling aliens. Not in a magical world. Plus these classes are superior to the standard ones. Of course alot of people like to play them. For the "cheatful" advantage that is "allowed" because it's "official".</p><p></p><p><span style="font-size: 15px"><strong>Prestige & Honor - Classes (optional)</strong></span></p><p><strong>Succubus</strong></p><p>Hit points: 1d6</p><p>Attack Skill: +1 per level</p><p>Abilities</p><p><em>Drains Ability</em>: the succubus has but one ability, yet it is exceedingly powerful. The ability to drain abilities from a monster or class that she has defeated in combat. She may drain 1 ability + Cha bonus per level. In order to drain an ability, she must give the dying creature a kiss. Upon doing so she may elect which of its abilities to steal. The kiss is really the succubus draining a part of the victim's soul.</p><p>Saves: +2 Will, +2 Opp</p><p></p><p></p><p><strong>Holy Knight</strong></p><p>Hit points: 1d10</p><p>Attack Skill: +1 per level</p><p>Spell Resistance: 10 + Wis bonus + level.</p><p>Reflection - whenever a spell or magical ability is used upon the Holy Knight 1 level/HD of the caster level is reflected back at him/her for each level of the Holy Knight (i.e. an 11th level spell caster attacks a 10th level Holy Knight with a spell, 10 of those levels would be reflected back at the caster).</p><p></p><p>Silence - may use the silence ability to render any spell caster unable to use magical powers. It extends up to 160'. The spell caster must make a Will check vs. DC 10 + Will bonus + level to avoid the effects of the ability. The duration is until the Spell Caster manages to roll his Will Check.</p><p></p><p>Divinity - the Holy Knight has the ability to sense things upon declaring what he is trying to sense (i.e. Detect Magic, Danger Sense, Detect Trap). This ability functions in detecting any thing the Holy Knight desires, but the ability will not be activated until the Crusader declares that he wishes to sense or feel for a particular thing.</p><p></p><p>Curse Evil - upon using this ability the Holy Knight makes an attack roll, all evil creatures must make a Fort check using the Holy Knight's attack roll as the <strong><em>difficulty</em></strong> rating. All creatures that fail the save are burnt with the smite of holiness taking 1 damage for each hit dice or level the creature possesses.</p><p>Saves: +2 Fort, +2 Will</p><p></p><p></p><p><strong>Godslayer</strong></p><p>Hit points: 1d8</p><p>Attack Skill: +1</p><p>The Godslayer is an interesting type of class that learns abilities from creatures it meets throughout its travels. To begin learning an ability he must first find someone that possesses such an ability. The ability may be any magical ability. The Godslayer must spend one feat to begin learning the ability. Upon doing this the Godslayer must then earn 1,000 experience points for each hit dice the creature he is learning the ability from possesses. The experience points being awarded to learning the ability are not attributed to the Godslayers experience, but are marked down separately under the abilities name. When he attains the required amount of experience point the Godslayer attains usage of the ability in the same manner as the creature who possessed it. Those experience points are lost once he attains the ability.</p><p>Saves: +2 Fort, +0 Will, +0 Opp, +0 Reflex</p><p></p><p>Note: yes, a Godslayer is something like a Half Morphed character except that the Godslayer allows you to distribute the exp. to the skill learning as you see fit. It does not require you to first earn the experience like a Half Morphed haracter. As such it does not affect your characters level.</p><p></p><p></p><p></p><p><strong>Ninja</strong></p><p>Hit Points: 1d10</p><p>Attack Skill: +1 per level</p><p>Silent - Can automatically move silently, however a <strong><em>difficulty</em></strong> check must be made equal to 10 + level + move silently skill level to detect the ninja.</p><p></p><p>Stealth - while in darkness the Ninja acts as invisible. Meaning he is considered to be invisible for all purpose of detection. And is undetectable except by those who can detect invisible. Darkvision or infravision have no effect on the ninja.</p><p></p><p>Death Strike - if the ninja spends one round taking to no other action but focusing on a single opponent, his attack automatically counts a Sneak Attack. However, the opponent is allowed saving roll against a <strong><em>difficulty</em></strong> check equal to the ninja's attack roll. If the save passes the target takes no Sneak Attack damage, he still suffers normal damage.</p><p></p><p>Vanish - at Level 5 the ninja gains a limited degree of teleportation. He can blink from one spot to another leaving behind only a cloud of smoke. He can teleport up to 120 feet.</p><p>Saves: +0 Fort, +2 Will, +2 Reflex, +2 Opp</p><p></p><p></p><p></p><p><strong>Samurai</strong></p><p>Hit points: 1d10</p><p>Attack Skill: +1</p><p>Kiryoku - can force power strike by spending one round to make a Will check, If the Will check passes, the Samurai deals damage equal to his Strength bonus</p><p>in weapon's dice. Example: a Samurai with Str 17 gains a +3 bonus to Str, as such he would dead +3 dice of damage if he were wielding a katana (1d10 damage). So, if he used his Kiryoku ability he would deal 4d10 damage on his next attack.</p><p></p><p>All around sight - can always detect his surrounding unless opponent makes Will save against difficulty 10 + level + Wis bonus. This ability detects the presence of invisible creatures.</p><p></p><p>Musashi - 3rd level can fight with 2nd weapon without penalty.</p><p>Saves: +2 Fort, +0 Will, +2 Reflex, +0 Opp</p><p></p><p><em>Why these changes? They are meant to more closely reflect their true nature from epic heroic legends and be true to their nature. Or to balance the power difference between classes.</em>.</p><p></p><p><em>Why this change? With the new improved damage multiple attacks seem redundant. Secondly, attacks come from speed not from mere progression.</em></p><p></p><p><strong>Saving Roll</strong></p><p><em>Passing your Save</em></p><p>Reflex saves -A successful saving roll means that the character reduces the damage caused by the attack from 10% to 100%. Roll 1d10 x10% to find out the percentage.</p><p></p><p>Will saves - The duration of effects is likely reduces by 1d10 x10%. Meaning it reduces the time the effects last. Other spells which do not have a timespan gain a marker. Roll 1d10 to find the marker value. Each round that the caster attempts to wield his influence on the character making the save the character is entitled to roll 1d10. If the 1d10 roll is higher than the marker value, the caster's influence has no effect that round. However, if the roll is equal to or less than the marker value, the caster wields his influence that round.</p><p></p><p>Fortitude saves - the potency of poisons and the like is also reduced by 1d10 x 10%.</p><p></p><p>Opportunity saves - these type of saves allow the player to attempt to use his environment to his advantage. The player is allowed to make up the effect or bonus gained from the Opportunity check, but it cannot be higher than his Int bonus. And the bigger the bonus that is attempted to be gained the bigger the risk of failure.</p><p></p><p><em>Failed Saves</em></p><p>On a failed save the spell automatically takes its full effect as dictated by the spell.</p><p></p><p></p><p><em>Why this change? Wizards & spell casters require to make an attack roll with any spell they cast. As such the effects of saves was reduced or changed to meet to take this into account.</em></p></blockquote><p></p>
[QUOTE="KDLadage, post: 1033206, member: 88"] [b]Part 7[/b] [b]Templar[/b] The paladin class given in the PHB becomes a Templar, which uses the exact abilities given for the paladin. [size=4][b]Paladin (must have)[/b][/size] A paladin is unequaled and unmatched in combat. His devotions give him skills far beyond those of any other class. Humans are the only and sole race that may become a paladin. Because a paladin must be pure and free from magical inherency. Aura of Protection - above all the paladin is pure, and it is this purity that allows him to dispel any and all types of magic in the way that a Priest would Turn Undead. The paladin must roll higher than DC 10 + level of spell caster on 1d20 + paladin level + Cha bonus. If it succeeds then the spell is undone and all its harmful effects are dispelled. This ability works like spell resistance plus. In that it automatically takes effect whenever some malignant magic would affect him. However, the paladin may also call upon this ability to undo any type of enchantment already bestowed on other things. Smite Evil - the paladin deals his Cha bonus as damage to evil creatures whenever he hits. There is no limit on how many times he may use this ability. Ironically enough, this ability causes his sword to glow and radiate brightly. While not visible during daylight, in darkness it cuts through all obscurity. Touch of Purity - like undead who have a chill touch that drains the life from the living, the paladin's purity is so strong it harms any undead that touch the paladin. Detect Evil - a paladin can pierce into the hearts of others allowing him to sense their true nature up to 120' away. Divination - the paladin knows the truth in all things from detect lies, undead, magic, alignment and so forth. He must however declare what he is seeking. If he does not declare his action then his divination ability is not in effect. Divine Grace - adds his Wis bonus to all his saving rolls except for Opportunity. Divine Shield - uses his Cha bonus as a AC bonus. True Aim - he gains his Wis bonus as a bonus to BA. Healing Touch - as stated in the PHB. [b][i]Saves[/i][/b] +2 Opp, +2 Will, +2 Fort, +2 Reflex [b][i]Chivalry & Differences[/i][/b][list] [*][i]A paladin may not Turn Undead.[/i] [*][i]A paladin is not immune to disease.[/i] [*][i]A paladin is may not cure disease.[/i] [*][i]A paladin does not gain a warhorse.[/i] [*][i]A paladin may not cast priest spells.[/i] [*][i]A paladin must always be lawful.[/i] [*][i]A paladin must always be good.[/i] [*][i]A paladin cannot multi-class ever, except with the ranger class.[/i] [*][i]A paladin must be sworn to chastity[/i]: if the paladin breaks this oath he is automatically and instantly stripped of all his abilities, all levels, class, title and suffers a -1 penalty to every stat for every level he had.[/list] [b][i]Punishments[/i][/b] Whenever the paladin acts in a way other than Lawful Good. He loses 1d10 x100 experience points per each alignment step of difference he acts. [b][i]Experience Loss per alignment difference[/i][/b] Neutral Good 1d10 x100 Lawful Neutral 1d10 x100 True Neutral 2d10 x100 Lawful Evil 3d10 x100 Chaotic Good 3d10 x100 Chaotic Neutral 4d10 x100 Neutral Evil 4d10 x100 Chaotic Evil 5d10 x100 Secondly, he is punished by being forced to make a Will save or suffer 1d10 dmg for every step in alignment his actions differ from Lawful Good. The penalties are suffered per action. Basically, for each and every step he walks under another alignment. [b][i]Code[/i][/b] The alignment states in parentheses is to show of what alignment the action is if he does the opposite than what the code dictates.[list] [*]A paladin may not lie. (chaotic) [*]A paladin cannot drink alcoholic beverages or mind altering stuff. (chaotic neutral) [*]A paladin cannot steal. (chaotic) [*]A paladin cannot runaway when someone needs his help. (true neutral) [*]A paladin cannot join in fighting on a helpless creature or person. (chaotic evil) [*]A paladin cannot fight a lesser when others are already engaged. (chaotic neutral) [*]A paladin cannot kill an innocent creature. (chaotic evil) [*]A paladin cannot kill someone just because he has given his word. (lawful neutral) [*]A paladin cannot break his world. (chaotic) [*]A paladin cannot kill an opponent who has surrendered. (evil) [*]A paladin cannot break his word just to help a friend. (chaotic good) [*]A paladin cannot side with his friends over what is right. (chaotic good) [*]A paladin cannot do nothing in the face of possible wrong. (neutral good) [*]A paladin cannot attack without declaring a challenge. (neutral) [*]A paladin cannot cause cruelty for pleasure. (neutral evil) [*]A paladin cannot challenge an opponent to death. (lawful evil) [*]A paladin cannot profit from the less fortunate. (chaotic evil) [*]A paladin cannot sell his services for profit. (chaotic neutral) [*]A paladin cannot refuse to donate money to the needy. (true neutral)[/list] Emprom Cross: while the paladins brandishes a cross, it is not a sign of a religion. The cross represents the paladins four virtues: [i]purity, truth, righteous and good.[/i] Purity is represented by the body. Truth by the mind Righteousness by the spirit. Goodness by the heart. [i]Favored Goddess: Athena the maiden of Purity and Wisdom.[/i] Goddess Athena looks kindly upon paladins who represent her values truthfully. [i]Why this paladin? Paladins were the greatest of warriors and to suggest that they were anything else is an insult. This class reflects what a true paladin would be like.[/i] [size=4][b]Fighters[/b][/size] The only change to fighters is that they gain soldiers equal to the Fighter's Cha bonus in HD every level. Thus a Fighter with +4 Cha bonus could get 4 HD of soldiers. Either four 1st level soldiers or one 4th level soldier. And the soldiers fight with stat bonuses equal to the Fighter's Int bonus. Representing the Fighter's ability to command his troops as a general. This soldiers are loyal to him but must be paid 1gp per level of soldier per day. Alignment: any Favored God: Aeris God of War [i]Why this Fighter? Fighters are nothing more than generals commanding troops into battle. Their strength lies therein and not in fighting ability like a paladin.[/i] [size=4][b]Other Classes[/b][/size] All other classes remain the same. With the exception of Feats gained, they all gain the same amount of feats stated below. And with the exception of number of attacks per round. They all gain only 1 attack with the improved damage per level unless they take the Extra Attack proficiency. [size=4][b]Prestige Classes (must have)[/b][/size] Prestige classes may be selected as 1st level start out classes. Ignore all the pre-requisites dictated by the books. Since these classes are no more special than the standard ones. [size=4][b]NO PSIONS (must have)[/b][/size] Psions are banned. There is no need for them. Psion belong in a spaceship, battling aliens. Not in a magical world. Plus these classes are superior to the standard ones. Of course alot of people like to play them. For the "cheatful" advantage that is "allowed" because it's "official". [size=4][b]Prestige & Honor - Classes (optional)[/b][/size] [b]Succubus[/b] Hit points: 1d6 Attack Skill: +1 per level Abilities [i]Drains Ability[/i]: the succubus has but one ability, yet it is exceedingly powerful. The ability to drain abilities from a monster or class that she has defeated in combat. She may drain 1 ability + Cha bonus per level. In order to drain an ability, she must give the dying creature a kiss. Upon doing so she may elect which of its abilities to steal. The kiss is really the succubus draining a part of the victim's soul. Saves: +2 Will, +2 Opp [b]Holy Knight[/b] Hit points: 1d10 Attack Skill: +1 per level Spell Resistance: 10 + Wis bonus + level. Reflection - whenever a spell or magical ability is used upon the Holy Knight 1 level/HD of the caster level is reflected back at him/her for each level of the Holy Knight (i.e. an 11th level spell caster attacks a 10th level Holy Knight with a spell, 10 of those levels would be reflected back at the caster). Silence - may use the silence ability to render any spell caster unable to use magical powers. It extends up to 160'. The spell caster must make a Will check vs. DC 10 + Will bonus + level to avoid the effects of the ability. The duration is until the Spell Caster manages to roll his Will Check. Divinity - the Holy Knight has the ability to sense things upon declaring what he is trying to sense (i.e. Detect Magic, Danger Sense, Detect Trap). This ability functions in detecting any thing the Holy Knight desires, but the ability will not be activated until the Crusader declares that he wishes to sense or feel for a particular thing. Curse Evil - upon using this ability the Holy Knight makes an attack roll, all evil creatures must make a Fort check using the Holy Knight's attack roll as the [b][i]difficulty[/i][/b] rating. All creatures that fail the save are burnt with the smite of holiness taking 1 damage for each hit dice or level the creature possesses. Saves: +2 Fort, +2 Will [b]Godslayer[/b] Hit points: 1d8 Attack Skill: +1 The Godslayer is an interesting type of class that learns abilities from creatures it meets throughout its travels. To begin learning an ability he must first find someone that possesses such an ability. The ability may be any magical ability. The Godslayer must spend one feat to begin learning the ability. Upon doing this the Godslayer must then earn 1,000 experience points for each hit dice the creature he is learning the ability from possesses. The experience points being awarded to learning the ability are not attributed to the Godslayers experience, but are marked down separately under the abilities name. When he attains the required amount of experience point the Godslayer attains usage of the ability in the same manner as the creature who possessed it. Those experience points are lost once he attains the ability. Saves: +2 Fort, +0 Will, +0 Opp, +0 Reflex Note: yes, a Godslayer is something like a Half Morphed character except that the Godslayer allows you to distribute the exp. to the skill learning as you see fit. It does not require you to first earn the experience like a Half Morphed haracter. As such it does not affect your characters level. [b]Ninja[/b] Hit Points: 1d10 Attack Skill: +1 per level Silent - Can automatically move silently, however a [b][i]difficulty[/i][/b] check must be made equal to 10 + level + move silently skill level to detect the ninja. Stealth - while in darkness the Ninja acts as invisible. Meaning he is considered to be invisible for all purpose of detection. And is undetectable except by those who can detect invisible. Darkvision or infravision have no effect on the ninja. Death Strike - if the ninja spends one round taking to no other action but focusing on a single opponent, his attack automatically counts a Sneak Attack. However, the opponent is allowed saving roll against a [b][i]difficulty[/i][/b] check equal to the ninja's attack roll. If the save passes the target takes no Sneak Attack damage, he still suffers normal damage. Vanish - at Level 5 the ninja gains a limited degree of teleportation. He can blink from one spot to another leaving behind only a cloud of smoke. He can teleport up to 120 feet. Saves: +0 Fort, +2 Will, +2 Reflex, +2 Opp [b]Samurai[/b] Hit points: 1d10 Attack Skill: +1 Kiryoku - can force power strike by spending one round to make a Will check, If the Will check passes, the Samurai deals damage equal to his Strength bonus in weapon's dice. Example: a Samurai with Str 17 gains a +3 bonus to Str, as such he would dead +3 dice of damage if he were wielding a katana (1d10 damage). So, if he used his Kiryoku ability he would deal 4d10 damage on his next attack. All around sight - can always detect his surrounding unless opponent makes Will save against difficulty 10 + level + Wis bonus. This ability detects the presence of invisible creatures. Musashi - 3rd level can fight with 2nd weapon without penalty. Saves: +2 Fort, +0 Will, +2 Reflex, +0 Opp [i]Why these changes? They are meant to more closely reflect their true nature from epic heroic legends and be true to their nature. Or to balance the power difference between classes.[/i]. [i]Why this change? With the new improved damage multiple attacks seem redundant. Secondly, attacks come from speed not from mere progression.[/i] [b]Saving Roll[/b] [i]Passing your Save[/i] Reflex saves -A successful saving roll means that the character reduces the damage caused by the attack from 10% to 100%. Roll 1d10 x10% to find out the percentage. Will saves - The duration of effects is likely reduces by 1d10 x10%. Meaning it reduces the time the effects last. Other spells which do not have a timespan gain a marker. Roll 1d10 to find the marker value. Each round that the caster attempts to wield his influence on the character making the save the character is entitled to roll 1d10. If the 1d10 roll is higher than the marker value, the caster's influence has no effect that round. However, if the roll is equal to or less than the marker value, the caster wields his influence that round. Fortitude saves - the potency of poisons and the like is also reduced by 1d10 x 10%. Opportunity saves - these type of saves allow the player to attempt to use his environment to his advantage. The player is allowed to make up the effect or bonus gained from the Opportunity check, but it cannot be higher than his Int bonus. And the bigger the bonus that is attempted to be gained the bigger the risk of failure. [i]Failed Saves[/i] On a failed save the spell automatically takes its full effect as dictated by the spell. [i]Why this change? Wizards & spell casters require to make an attack roll with any spell they cast. As such the effects of saves was reduced or changed to meet to take this into account.[/i] [/QUOTE]
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