Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Devro - Windswept Wastes (d20 Amalgam)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mordane76" data-source="post: 1391817" data-attributes="member: 7172"><p><strong>New Advanced Classes</strong></p><p></p><p><strong><span style="font-size: 15px">Padawan</span></strong></p><p>Since before fall of the Tularian Empire, the tradition now known as the Jedi Council was primarily a secretive order, with the vast majority of its adherent given over to the Dark Side; only a few scattered true Jedi existed, living mostly in fear of the powerful dark Akadan Society. Now, the Jedi Council is the premier law enforcement agency of the New Callandorian Empire.</p><p> The Jedi is not only a police organization – it is a mystical tradition, as well as a religion. Padawan, the initiates in this order, study how to master their emotions to remain in tune with the Force and thus master themselves and their environment. They accomplish this through rigorous physical and mental training, mixing armed combat with mastery of mystic teachings and talents.</p><p> Select this advanced class if you want your character to become a regimented, competent swordsman with an array of mystical talents to supplement their prowess.</p><p></p><p><strong>Requirements:</strong></p><p>BAB +2</p><p>Diplomacy 4, Intimidate 4, Sense Motive 4, Tumble 4</p><p>Feat: Force Sensitive, Archaic Weapon Proficiency</p><p></p><p><strong>Vitality:</strong> d8</p><p><strong>Action Points:</strong> ½(6 + ½ character level), rounded down.</p><p></p><p><strong>Class Skills:</strong> Balance, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Profession, Sense Motive, Tumble</p><p><strong>Skills Points at each level:</strong> 6 + Int Modifier</p><p></p><p><strong>Class Features</strong></p><p>Personal Weapon: At the beginning of their training, young Jedi receive a special blade, called a jathi, which is similar in design to a longsword. Jathi are specially treated blades, designed and hand-crafted by Jedi artisans; these blades allow a Jedi to utilize many of this special abilities because they take easily to a trained Jedi and his ministrations in the Force.</p><p></p><p>Force Training: The Padawan gains a Force feat at 1st, 3rd and 5th level. This bonus feat is selected from the following list: Alter, Control, Sense.</p><p>Once one of these Force feats is selected, its associated Force skills become class skills for the character.</p><p></p><p>Deflect (Defense): See d20 Star Wars for the definition of this power.</p><p></p><p>Deflect (Attack): See d20 Star Wars for the definition of this power.</p><p></p><p>Bonus Feat List: At 5th, 8th, and 10th level, the Padawan gains a bonus feat. This feat must be selected from the following list, and the Padawan must meet any prerequisites.</p><p>Acrobatic, Alertness, Athletic, Attuned, Aware, Combat Expertise, Combat Reflexes, Compassion, Mind Trick, Power Attack, Track, Weapon Finesse, and Weapon Focus (jathi).</p><p></p><p>Force Precision: As a Padawan gains levels, the amount of damage he can deal with his jathi increases. Each time the Jedi gains Force precision, the weapon’s damage increases by +1d6. So, at 5th level her jathi deals 3d6, and at 10th level it deals 4d6. Jedi PrC that grant Force precision stack with those provided by the Padawan AdC.</p><p></p><p>Deflect (extend attack and defense): See d20 Star Wars for the definition of this ability.</p><p></p><p>Defense (Block): See d20 Star Wars for the definition of this ability.</p><p></p><p>Jedi Knight: See d20 Star Wars for the definition of this ability.</p><p></p><p></p><p><strong><span style="font-size: 15px">Witch/Warlock</span></strong></p><p>Hidden in shadows, shrouded in myth, there resounds one truth – magic is real. It is a tangible, malleable force, and there are those who devote themselves to understanding its mysteries and furthering its advancement. Stepping out of the fearful masses, Witches and Warlocks move beyond simple rituals and slowly master spells of their own design, forging magic into a formidable tool… and possibly even a deadly weapon. It is not a weapon without risks, though; witches and warlocks constantly push their minds and bodies in search of more powerful incantations, and there is always the peril that an untested spell will go awry.</p><p></p><p>Witches and Warlocks spend many hours in study and contemplation, researching new means by which to use raw mystical energy, and hunting for rare ingredients for truly powerful rituals. As they progress, even the bonds of time and death can be tested. However, many witches and warlocks maintain passive neutrality, refusing to use their skills to manipulate the natural order of time, life, love, and death, or to effect personal gain; these individuals are known as white witches and warlocks. Opposed to them are those who see magic as the means to any end, who manipulate the unsuspecting masses to further their own selfish goals; these decadent individuals are known as black witches and warlocks.</p><p></p><p>Even in modern times, these separate mystical traditions wage a secretive battle, but the rules have changed over time. No longer can one spot a practitioner of the Art by the clothes they wear – robes and pointy hats are passé relics. Magic is on the cutting edge, part of fringe culture, and generally is an expensive lifestyle to maintain. To join the coven, one must be able to foot the costs, so generally witches and warlocks are fairly affluent.</p><p></p><p>Select this advanced class if you want your character to master the arcane arts and become a spellcaster. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.</p><p></p><p><strong>Requirements</strong></p><p><em>From hence, Witch stands for both witch and warlock.</em></p><p>To qualify to become a Witch, a character must fulfill the following criteria:</p><p><strong>Abilities:</strong> Intelligence 15+</p><p><strong>Skills:</strong> Craft (chemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks</p><p><strong>Wealth Bonus:</strong> +5</p><p><strong>Special:</strong> Must have attempted at least one ritual of moderate difficulty or greater.</p><p></p><p></p><p><strong>Class Information</strong></p><p>The following information pertains to the Witch advanced class.</p><p></p><p><strong>Vitality:</strong> d6</p><p><strong>Action Points:</strong> ½(6 + ½ character level), rounded down.</p><p></p><p><strong>Class Skills:</strong> Computer Use (Int), Concentration (Con), Craft (chemical) (Int), Craft (pharmaceutical) (Int), Craft (writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (arcane lore, art, current events, earth and life sciences, physical sciences, popular culture, technology) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spellcraft (Int)</p><p><strong>Skill Points at Each Level:</strong> 7 + Int Modifier</p><p></p><p><strong>Class Features</strong></p><p><strong>Spells:</strong> Beginning at 1st level, a witch gains the ability to cast a small number of arcane spells. To cast a spell, the witch must have an Intelligence score of at least 13 + spell level, as a witch with an Intelligence of 13 or lower cannot cast spells. Saving throws against these spell have a DC of 10 + spell level + the witch’s Intelligence modifier.</p><p>Every level, a witch selects 3 spells, which are considered workbook spells. These spells are viable, yet incomplete and untested magicks that the witch/warlock can use. Every time a witch uses a workbook spell, they must make a Concentration check (DC 20 + spell level) to properly cast the spell. Failure by four or less means the spell simply fizzles, and the spell slot is used for the day. Failures of between five and nine indicate a minor mishap. Failures of ten or more indicate major mishap has occurred. When the character attains a new level in the Witch class, the previous level’s workbook spells become standard spells, and three new workbook spells are selected. All of a witch’s spells are maintained in spellbooks.</p><p></p><p><strong>Ritual Caster Level Bonus:</strong> A witch uses her class level as caster level for a ritual instead of the standard level. Hence, trained witches receive greater effects than novices when using rituals.</p><p></p><p><strong>Ritual Spell Slots:</strong> Beginning at 4th level, a witch receives a slot that can be used to prepare the majority of a ritual ahead of time, so that it can be used with a minimum of casting time. Minor rituals prepared in this fashion require one full round to complete, moderate rituals require two full rounds to complete, and major rituals require four full rounds to complete. Great rituals cannot be prepared using a ritual spell slot.</p><p>At 8th level, the witch receives a second ritual spell slot.</p><p></p><p><strong>Eldritch Feat:</strong> Beginning at 3rd level, a witch receives a bonus eldritch feat. This feat may be applied to one spell per day. The witch receives another eldritch feat at 6th level, and a third such feat at 9th level. Each of these feats may be applied to one spell once per day, or the same feat can be selected more than once, so that it can be used an additional time per day.</p><p></p><p><strong>Spell-like and Supernatural Abilities:</strong> Beginning at 2nd level, a witch gains access to a minor spell-like ability. This ability must be approved by the GM, and is usually usable only once per day. At 5th level, the witch gains access to a moderate spell-like ability usable once per day, or can increase the number of uses of her minor spell-like ability to three times per day. Again, at 7th level, the witch gains access to a major spell like ability usable once per day, or she can increase her moderate spell-like ability uses to three times per day, or she can increase her minor spell-like ability uses to six times per day. Finally, at 10th level, the witch gains a supernatural ability.</p><p></p><p></p><p><strong>Paladin</strong> -- Using the Paladin AdC found <a href="http://www.enworld.org/forums/showthread.php?t=72449" target="_blank">here</a>. It was developed by 'mroberon1972' here on the boards, and I take no credit for the creation of this, IMO, marvelous AdC.</p><p></p><p></p><p></p><p>Force Adept</p><p>Mystic</p></blockquote><p></p>
[QUOTE="Mordane76, post: 1391817, member: 7172"] [b]New Advanced Classes[/b] [b][size=4]Padawan[/size][/b][size=4][/size] Since before fall of the Tularian Empire, the tradition now known as the Jedi Council was primarily a secretive order, with the vast majority of its adherent given over to the Dark Side; only a few scattered true Jedi existed, living mostly in fear of the powerful dark Akadan Society. Now, the Jedi Council is the premier law enforcement agency of the New Callandorian Empire. The Jedi is not only a police organization – it is a mystical tradition, as well as a religion. Padawan, the initiates in this order, study how to master their emotions to remain in tune with the Force and thus master themselves and their environment. They accomplish this through rigorous physical and mental training, mixing armed combat with mastery of mystic teachings and talents. Select this advanced class if you want your character to become a regimented, competent swordsman with an array of mystical talents to supplement their prowess. [b]Requirements:[/b] BAB +2 Diplomacy 4, Intimidate 4, Sense Motive 4, Tumble 4 Feat: Force Sensitive, Archaic Weapon Proficiency [b]Vitality:[/b] d8 [b]Action Points:[/b] ½(6 + ½ character level), rounded down. [b]Class Skills:[/b] Balance, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Profession, Sense Motive, Tumble [b]Skills Points at each level:[/b] 6 + Int Modifier [b]Class Features[/b] Personal Weapon: At the beginning of their training, young Jedi receive a special blade, called a jathi, which is similar in design to a longsword. Jathi are specially treated blades, designed and hand-crafted by Jedi artisans; these blades allow a Jedi to utilize many of this special abilities because they take easily to a trained Jedi and his ministrations in the Force. Force Training: The Padawan gains a Force feat at 1st, 3rd and 5th level. This bonus feat is selected from the following list: Alter, Control, Sense. Once one of these Force feats is selected, its associated Force skills become class skills for the character. Deflect (Defense): See d20 Star Wars for the definition of this power. Deflect (Attack): See d20 Star Wars for the definition of this power. Bonus Feat List: At 5th, 8th, and 10th level, the Padawan gains a bonus feat. This feat must be selected from the following list, and the Padawan must meet any prerequisites. Acrobatic, Alertness, Athletic, Attuned, Aware, Combat Expertise, Combat Reflexes, Compassion, Mind Trick, Power Attack, Track, Weapon Finesse, and Weapon Focus (jathi). Force Precision: As a Padawan gains levels, the amount of damage he can deal with his jathi increases. Each time the Jedi gains Force precision, the weapon’s damage increases by +1d6. So, at 5th level her jathi deals 3d6, and at 10th level it deals 4d6. Jedi PrC that grant Force precision stack with those provided by the Padawan AdC. Deflect (extend attack and defense): See d20 Star Wars for the definition of this ability. Defense (Block): See d20 Star Wars for the definition of this ability. Jedi Knight: See d20 Star Wars for the definition of this ability. [b][size=4]Witch/Warlock[/size][/b][size=4][/size] Hidden in shadows, shrouded in myth, there resounds one truth – magic is real. It is a tangible, malleable force, and there are those who devote themselves to understanding its mysteries and furthering its advancement. Stepping out of the fearful masses, Witches and Warlocks move beyond simple rituals and slowly master spells of their own design, forging magic into a formidable tool… and possibly even a deadly weapon. It is not a weapon without risks, though; witches and warlocks constantly push their minds and bodies in search of more powerful incantations, and there is always the peril that an untested spell will go awry. Witches and Warlocks spend many hours in study and contemplation, researching new means by which to use raw mystical energy, and hunting for rare ingredients for truly powerful rituals. As they progress, even the bonds of time and death can be tested. However, many witches and warlocks maintain passive neutrality, refusing to use their skills to manipulate the natural order of time, life, love, and death, or to effect personal gain; these individuals are known as white witches and warlocks. Opposed to them are those who see magic as the means to any end, who manipulate the unsuspecting masses to further their own selfish goals; these decadent individuals are known as black witches and warlocks. Even in modern times, these separate mystical traditions wage a secretive battle, but the rules have changed over time. No longer can one spot a practitioner of the Art by the clothes they wear – robes and pointy hats are passé relics. Magic is on the cutting edge, part of fringe culture, and generally is an expensive lifestyle to maintain. To join the coven, one must be able to foot the costs, so generally witches and warlocks are fairly affluent. Select this advanced class if you want your character to master the arcane arts and become a spellcaster. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. [b]Requirements[/b] [i]From hence, Witch stands for both witch and warlock.[/i] To qualify to become a Witch, a character must fulfill the following criteria: [b]Abilities:[/b] Intelligence 15+ [b]Skills:[/b] Craft (chemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks [b]Wealth Bonus:[/b] +5 [b]Special:[/b] Must have attempted at least one ritual of moderate difficulty or greater. [b]Class Information[/b] The following information pertains to the Witch advanced class. [b]Vitality:[/b] d6 [b]Action Points:[/b] ½(6 + ½ character level), rounded down. [b]Class Skills:[/b] Computer Use (Int), Concentration (Con), Craft (chemical) (Int), Craft (pharmaceutical) (Int), Craft (writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (arcane lore, art, current events, earth and life sciences, physical sciences, popular culture, technology) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spellcraft (Int) [b]Skill Points at Each Level:[/b] 7 + Int Modifier [b]Class Features[/b] [b]Spells:[/b] Beginning at 1st level, a witch gains the ability to cast a small number of arcane spells. To cast a spell, the witch must have an Intelligence score of at least 13 + spell level, as a witch with an Intelligence of 13 or lower cannot cast spells. Saving throws against these spell have a DC of 10 + spell level + the witch’s Intelligence modifier. Every level, a witch selects 3 spells, which are considered workbook spells. These spells are viable, yet incomplete and untested magicks that the witch/warlock can use. Every time a witch uses a workbook spell, they must make a Concentration check (DC 20 + spell level) to properly cast the spell. Failure by four or less means the spell simply fizzles, and the spell slot is used for the day. Failures of between five and nine indicate a minor mishap. Failures of ten or more indicate major mishap has occurred. When the character attains a new level in the Witch class, the previous level’s workbook spells become standard spells, and three new workbook spells are selected. All of a witch’s spells are maintained in spellbooks. [b]Ritual Caster Level Bonus:[/b] A witch uses her class level as caster level for a ritual instead of the standard level. Hence, trained witches receive greater effects than novices when using rituals. [b]Ritual Spell Slots:[/b] Beginning at 4th level, a witch receives a slot that can be used to prepare the majority of a ritual ahead of time, so that it can be used with a minimum of casting time. Minor rituals prepared in this fashion require one full round to complete, moderate rituals require two full rounds to complete, and major rituals require four full rounds to complete. Great rituals cannot be prepared using a ritual spell slot. At 8th level, the witch receives a second ritual spell slot. [b]Eldritch Feat:[/b] Beginning at 3rd level, a witch receives a bonus eldritch feat. This feat may be applied to one spell per day. The witch receives another eldritch feat at 6th level, and a third such feat at 9th level. Each of these feats may be applied to one spell once per day, or the same feat can be selected more than once, so that it can be used an additional time per day. [b]Spell-like and Supernatural Abilities:[/b] Beginning at 2nd level, a witch gains access to a minor spell-like ability. This ability must be approved by the GM, and is usually usable only once per day. At 5th level, the witch gains access to a moderate spell-like ability usable once per day, or can increase the number of uses of her minor spell-like ability to three times per day. Again, at 7th level, the witch gains access to a major spell like ability usable once per day, or she can increase her moderate spell-like ability uses to three times per day, or she can increase her minor spell-like ability uses to six times per day. Finally, at 10th level, the witch gains a supernatural ability. [b]Paladin[/b] -- Using the Paladin AdC found [URL=http://www.enworld.org/forums/showthread.php?t=72449]here[/URL]. It was developed by 'mroberon1972' here on the boards, and I take no credit for the creation of this, IMO, marvelous AdC. Force Adept Mystic [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Devro - Windswept Wastes (d20 Amalgam)
Top