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<blockquote data-quote="CombatWombat51" data-source="post: 1512608" data-attributes="member: 10473"><p><strong>Installment III of Real Ultimate D&D</strong></p><p></p><p>Wow, I’m on a roll. I think I actually work better like this, publicly. Kind of how the best way to learn is to teach ^_^</p><p></p><p>So, we’ve got the skeletons of the classes. Now lets work on the meat of them. I’ll start with… Knights!</p><p></p><p>[code]</p><p> Knight Warrior Ranger Duelist Assassin</p><p>1 Honor Ability Track Wit SA +1d6</p><p>2 Ability Ability Ability Ability Ability</p><p>3 </p><p>4 SA +2d6</p><p>5 Ability Ability Ability Ability </p><p>6 Ability</p><p>7 </p><p>8 Ability Ability Ability Ability SA +3d6</p><p>9 </p><p>10 Ability</p><p>11 Ability Ability Ability Ability </p><p>12 SA +4d6</p><p>13 </p><p>14 Ability Ability Ability Ability Ability</p><p>15 </p><p>16 SA +5d6</p><p>17 Ability Ability Ability Ability </p><p>18 Ability</p><p>19 </p><p>20 Ability Ability Ability Ability SA +6d6</p><p>[/code]</p><p></p><p><strong><u>Knight Abilities</u></strong></p><p>Honor: Knights start play with either a suit of chain mail, a heavy war horse, heavy shield, and a lance, or with plate mail and a heavy shield.</p><p> Knights are willingly bound by a strict code of honor and they are immensely proud of their steadfast will and their reputations as honorable men. If you break any of these codes or commit a chaotic act, you can't gain levels as a knight until you apologize, atone, and/or right the wrong that you committed. If you lose your lawful alignment, you become an ex-knight, but you retain all of your abilities.</p><p> Honor, to a knight, is defined as follows:</p><p> - Never deceive. This includes lying, ambushing, trickery, and misleading in any way. However, refusing to answer a question is perfectly fair.</p><p> - Never harbor cowardice. This includes declining a challenge or retreating from battle for mere self-preservation. Battling an opponent on unfair terms (in your favor) is also prohibited, and you must seek to battle your foe at an even level. Thus, people shouldn't be killed in their sleep, and an unarmed opponent shouldn't be slaughtered by the sword. However, you aren't stupid and don't consider creatures such as bears or dragons to be unarmed. Also, you're forbidden to use ranged attacks because an honorable man battles his opponents face-to-face.</p><p> - Remain ever vigilant. This means never ignoring a dishonorable deed, and always punishing those who deserve it. This doesn't necessarily mean charging an enemy kingdom, but it does mean doing anything that you can to right the offense.</p><p></p><p><strong>Lancer:</strong> When you attack with a lance while mounted, you get a bonus to damage equal to half your class level on a successful hit.</p><p></p><p><strong>Mounted Combat:</strong> As feat.</p><p></p><p><strong>Trample:</strong> As feat.</p><p></p><p><strong>Ride-by Attack:</strong> As feat.</p><p></p><p><strong>Iron Will:</strong> As feat.</p><p></p><p><strong>Indomitable Courage:</strong> You are immune to fear and fear-effects.</p><p></p><p><strong>Strict Regimen:</strong> You gain a +1 bonus to Strength or Constitution.</p><p></p><p><strong>Weapon Focus:</strong> As feat.</p><p></p><p><strong>Block Missiles:</strong> While using a shield, you can attempt to block an incoming missile attack that would normally hit you by making a Reflex save with a DC of 20, or the attack roll, whichever is higher. If the shield has an enhancement modifier, you can apply that as a bonus to your roll.</p><p> To deflect an attack, you must be aware of it and not be flat-footed. You may block a number of missiles per round equal to your Dexterity modifier (a minimum of one missile per round).</p><p></p><p><strong>Determined Soul:</strong> Add your Will save bonus to your hit points. Whenever your Will save bonus increases, your hit points increase by an equal amount.</p><p></p><p><strong>Leadership:</strong> As feat.</p><p></p><p></p><p><strong><u>Warrior Abilities</u></strong></p><p></p><p><strong>Weapon Focus:</strong> As feat.</p><p></p><p><strong>Weapon Specialization:</strong> As feat.</p><p></p><p><strong>Wary:</strong> When an opponent attempts to feint in combat, you get a +2 competence bonus to your Perception check, and may immediately make an attack of opportunity against him if his attempt fails.</p><p></p><p><strong>Toughness:</strong> Add your Fort save bonus to your hit points. Whenever your Fort save bonus increases, your hit points increase by an equal amount.</p><p></p><p><strong>Pugilist:</strong> When attacking unarmed, you count as armed and deal 1d4 real damage.</p><p></p><p><strong>Devistating Charge:</strong> When you charge, you get a +2 bonus to damage and your critical threat range is doubled. This stacks with all other effects that increase your critical threat range.</p><p></p><p><strong>Power Attack:</strong> As feat.</p><p></p><p><strong>Cleave:</strong> As feat, except doesn’t require Power Attack.</p><p></p><p><strong>Improved Critical:</strong> As feat.</p><p></p><p><strong>Improved Grapple:</strong> As feat, but requires Pugilist and no Dex.</p><p></p><p><strong>Great Fortitude:</strong> As feat.</p><p></p><p><strong>Improved Shield Bash:</strong> As feat</p><p></p><p></p><p><strong><u>Ranger Abilities</u></strong></p><p></p><p><strong>Track:</strong> As feat.</p><p></p><p><strong>Point Blank Shot:</strong> As feat.</p><p></p><p><strong>Rapid Shot:</strong> As feat.</p><p></p><p><strong>Precise Shot:</strong> As feat.</p><p></p><p><strong>Favored Enemy:</strong> As ranger ability.</p><p></p><p><strong>Sneak Attack:</strong> You get +1d6 sneak attack damage.</p><p></p><p><strong>Wild Empathy:</strong> As ranger ability, but uses Wisdom modifier.</p><p></p><p><strong>Woodland Stride:</strong> As ranger ability.</p><p></p><p><strong>Swift Tracker:</strong> As ranger ability.</p><p></p><p><strong>Camouflage:</strong> As ranger ability.</p><p></p><p><strong>Sniper:</strong> You can deal precision-based damage up to the full range increment of your weapons.</p><p></p><p></p><p><strong><u>Duelist Abilities</u></strong></p><p></p><p><strong>Witty:</strong> You gain a dodge bonus to armor class equal to your Charisma modifier.</p><p></p><p><strong>Weapon Focus:</strong> As feat.</p><p></p><p><strong>Combat Expertise:</strong> As feat, except it adds a defense bonus.</p><p></p><p><strong>Dodge:</strong> As feat.</p><p></p><p><strong>Mobility:</strong> As feat.</p><p></p><p><strong>Spring Attack:</strong> As feat.</p><p></p><p><strong>Disarm:</strong> As the feat, except no +4 to your roll. Note that Disarming isn’t a standard option and is unique to duelists and bards.</p><p></p><p><strong>Two Weapon Fighting:</strong> As feat.</p><p></p><p><strong>Improved Two Weapon Fighting:</strong> As feat, except it allows unlimited off-hand attacks.</p><p></p><p><strong>Two-Weapon Defense:</strong> As feat, except it adds a defense bonus.</p><p></p><p><strong>Improved Feint:</strong> As feat.</p><p></p><p><strong>Combat Reflexes:</strong> As feat.</p><p></p><p><strong>Quickdraw:</strong> As feat.</p><p></p><p></p><p><strong><u>Assassin Abilities</u></strong></p><p></p><p><strong>Concoct Poison:</strong> You can Craft poisons, and have no chance of poisoning yourself.</p><p></p><p><strong>Backstab:</strong> When attacking a flat-footed opponent, you deal x3 damage.</p><p></p><p><strong>Hamstring:</strong> As a standard action, your sneak attacks reduce the speed of your victim by half for a number of rounds equal to half your level. The victim doesn’t suffer any sneak attack damage, and they must make a Fortitude save (DC 10 + ½ level + Int mod) to prevent the loss in speed.</p><p></p><p><strong>Sniper:</strong> You can deal precision-based damage up to the full range increment of your weapons.</p><p></p><p><strong>Sneak Attack:</strong> You get +1d6 sneak attack damage.</p><p></p><p><strong>Silencing Blow:</strong> As a standard action, your sneak attack renders normal speech impossible for a number of rounds equal to half your level. The victim doesn’t suffer any sneak attack damage, and they must make a Fortitude save (DC 10 + ½ level + Int mod) to prevent the loss of speech. </p><p></p><p><strong>Accustomed Eyes:</strong> You gain low-light vision if you didn’t already have it. If you did, it’s effectiveness is doubled.</p><p></p><p><strong>Precise Shot:</strong> As feat.</p><p></p><p><strong>Quickdraw:</strong> As feat.</p><p></p><p></p><p>:breathe: Alright, even if I'm typing to a brick wall, I'm still entertaining myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="CombatWombat51, post: 1512608, member: 10473"] [b]Installment III of Real Ultimate D&D[/b] Wow, I’m on a roll. I think I actually work better like this, publicly. Kind of how the best way to learn is to teach ^_^ So, we’ve got the skeletons of the classes. Now lets work on the meat of them. I’ll start with… Knights! [code] Knight Warrior Ranger Duelist Assassin 1 Honor Ability Track Wit SA +1d6 2 Ability Ability Ability Ability Ability 3 4 SA +2d6 5 Ability Ability Ability Ability 6 Ability 7 8 Ability Ability Ability Ability SA +3d6 9 10 Ability 11 Ability Ability Ability Ability 12 SA +4d6 13 14 Ability Ability Ability Ability Ability 15 16 SA +5d6 17 Ability Ability Ability Ability 18 Ability 19 20 Ability Ability Ability Ability SA +6d6 [/code] [b][U]Knight Abilities[/U][/b] Honor: Knights start play with either a suit of chain mail, a heavy war horse, heavy shield, and a lance, or with plate mail and a heavy shield. Knights are willingly bound by a strict code of honor and they are immensely proud of their steadfast will and their reputations as honorable men. If you break any of these codes or commit a chaotic act, you can't gain levels as a knight until you apologize, atone, and/or right the wrong that you committed. If you lose your lawful alignment, you become an ex-knight, but you retain all of your abilities. Honor, to a knight, is defined as follows: - Never deceive. This includes lying, ambushing, trickery, and misleading in any way. However, refusing to answer a question is perfectly fair. - Never harbor cowardice. This includes declining a challenge or retreating from battle for mere self-preservation. Battling an opponent on unfair terms (in your favor) is also prohibited, and you must seek to battle your foe at an even level. Thus, people shouldn't be killed in their sleep, and an unarmed opponent shouldn't be slaughtered by the sword. However, you aren't stupid and don't consider creatures such as bears or dragons to be unarmed. Also, you're forbidden to use ranged attacks because an honorable man battles his opponents face-to-face. - Remain ever vigilant. This means never ignoring a dishonorable deed, and always punishing those who deserve it. This doesn't necessarily mean charging an enemy kingdom, but it does mean doing anything that you can to right the offense. [b]Lancer:[/b] When you attack with a lance while mounted, you get a bonus to damage equal to half your class level on a successful hit. [b]Mounted Combat:[/b] As feat. [b]Trample:[/b] As feat. [b]Ride-by Attack:[/b] As feat. [b]Iron Will:[/b] As feat. [b]Indomitable Courage:[/b] You are immune to fear and fear-effects. [b]Strict Regimen:[/b] You gain a +1 bonus to Strength or Constitution. [b]Weapon Focus:[/b] As feat. [b]Block Missiles:[/b] While using a shield, you can attempt to block an incoming missile attack that would normally hit you by making a Reflex save with a DC of 20, or the attack roll, whichever is higher. If the shield has an enhancement modifier, you can apply that as a bonus to your roll. To deflect an attack, you must be aware of it and not be flat-footed. You may block a number of missiles per round equal to your Dexterity modifier (a minimum of one missile per round). [b]Determined Soul:[/b] Add your Will save bonus to your hit points. Whenever your Will save bonus increases, your hit points increase by an equal amount. [b]Leadership:[/b] As feat. [b][U]Warrior Abilities[/U][/b] [b]Weapon Focus:[/b] As feat. [b]Weapon Specialization:[/b] As feat. [b]Wary:[/b] When an opponent attempts to feint in combat, you get a +2 competence bonus to your Perception check, and may immediately make an attack of opportunity against him if his attempt fails. [b]Toughness:[/b] Add your Fort save bonus to your hit points. Whenever your Fort save bonus increases, your hit points increase by an equal amount. [b]Pugilist:[/b] When attacking unarmed, you count as armed and deal 1d4 real damage. [b]Devistating Charge:[/b] When you charge, you get a +2 bonus to damage and your critical threat range is doubled. This stacks with all other effects that increase your critical threat range. [b]Power Attack:[/b] As feat. [b]Cleave:[/b] As feat, except doesn’t require Power Attack. [b]Improved Critical:[/b] As feat. [b]Improved Grapple:[/b] As feat, but requires Pugilist and no Dex. [b]Great Fortitude:[/b] As feat. [b]Improved Shield Bash:[/b] As feat [b][U]Ranger Abilities[/U][/b] [b]Track:[/b] As feat. [b]Point Blank Shot:[/b] As feat. [b]Rapid Shot:[/b] As feat. [b]Precise Shot:[/b] As feat. [b]Favored Enemy:[/b] As ranger ability. [b]Sneak Attack:[/b] You get +1d6 sneak attack damage. [b]Wild Empathy:[/b] As ranger ability, but uses Wisdom modifier. [b]Woodland Stride:[/b] As ranger ability. [b]Swift Tracker:[/b] As ranger ability. [b]Camouflage:[/b] As ranger ability. [b]Sniper:[/b] You can deal precision-based damage up to the full range increment of your weapons. [b][U]Duelist Abilities[/U][/b] [b]Witty:[/b] You gain a dodge bonus to armor class equal to your Charisma modifier. [b]Weapon Focus:[/b] As feat. [b]Combat Expertise:[/b] As feat, except it adds a defense bonus. [b]Dodge:[/b] As feat. [b]Mobility:[/b] As feat. [b]Spring Attack:[/b] As feat. [b]Disarm:[/b] As the feat, except no +4 to your roll. Note that Disarming isn’t a standard option and is unique to duelists and bards. [b]Two Weapon Fighting:[/b] As feat. [b]Improved Two Weapon Fighting:[/b] As feat, except it allows unlimited off-hand attacks. [b]Two-Weapon Defense:[/b] As feat, except it adds a defense bonus. [b]Improved Feint:[/b] As feat. [b]Combat Reflexes:[/b] As feat. [b]Quickdraw:[/b] As feat. [b][U]Assassin Abilities[/U][/b] [b]Concoct Poison:[/b] You can Craft poisons, and have no chance of poisoning yourself. [b]Backstab:[/b] When attacking a flat-footed opponent, you deal x3 damage. [b]Hamstring:[/b] As a standard action, your sneak attacks reduce the speed of your victim by half for a number of rounds equal to half your level. The victim doesn’t suffer any sneak attack damage, and they must make a Fortitude save (DC 10 + ½ level + Int mod) to prevent the loss in speed. [b]Sniper:[/b] You can deal precision-based damage up to the full range increment of your weapons. [b]Sneak Attack:[/b] You get +1d6 sneak attack damage. [b]Silencing Blow:[/b] As a standard action, your sneak attack renders normal speech impossible for a number of rounds equal to half your level. The victim doesn’t suffer any sneak attack damage, and they must make a Fortitude save (DC 10 + ½ level + Int mod) to prevent the loss of speech. [b]Accustomed Eyes:[/b] You gain low-light vision if you didn’t already have it. If you did, it’s effectiveness is doubled. [b]Precise Shot:[/b] As feat. [b]Quickdraw:[/b] As feat. :breathe: Alright, even if I'm typing to a brick wall, I'm still entertaining myself :D [/QUOTE]
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