Class Variants / Substitution Levels

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Class Variants / Substitution Levels

Postby Zanaikin » Thu Mar 08, 2007 12:54 am

Will be listing class variants here.

Class Variants:
-Crusader [Recovery]
-Expert [Generic]
-Favored Soul [Turn Undead]
-Fighter [Generic]
-Hexblade [Martial]
-Ranger [Martial]
-Rogue [Investigator]
-Scout [Tracker]

Territorial Class Variants:
Duskblade [Airindale]
Sorcerer-Wizard [Airindale]
Barbarian [Fens]
Cleric [Misalin]
Paladin [Misalin]
Artificer [Naralan]
Dread Necromancer [Norinth]
Hexblade [Norinth]
Last edited by Zanaikin on Fri Jun 08, 2007 5:01 pm, edited 3 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Thu Mar 08, 2007 4:43 am

CLASS VARIANTS:

CRUSADER [Variant – Recovery]
Class Features:
• Maneuvers Known: The Crusader may learn maneuvers from Devoted Spirit and any three other disciplines.
• Maneuvers Readied: The Crusader may ready maneuvers in the same method Warblades can. The Crusader may recover all expended maneuvers by taking a single swift action, which must be immediately followed in the same round by a melee or ranged attack against a foe of opposed alignment (on at least one axis) or using a standard action to do nothing else in the round (such as making a quick prayer to the gods).
• Indomitable Soul: At level two, a Crusader may choose to take Indomitable Soul (PHBII) as a bonus feat instead of the Indomitable Soul class ability (thus allowing characters with Divine Grace to profit from this ability).
• Smite (Su): The Crusader may add +4 or his/her charisma modifier to the attack roll, whichever is higher. Also, the Crusader may stack all class levels with any other class with the Smite class feature when determining smite damage.

EXPERT [Generic]
Class Features:
• HD: The Generic Expert gains d6 hit points per level.
• Base Attack Bonus: The Generic Expert gains Base Attack Bonus equal to three-quarters class level.
• Skills: The Generic Expert may treat all skills as class skills. It gains 4 x (8 + Intelligence modifier) skill points at level one and 8 + intelligence modifier skill points each level thereafter.
• Saves: The Generic Expert may gain one good save (fortitude, reflex, or will), while the other two are bad saves.
• Proficiencies: All Generic Expert gains proficiency with all simple weapons, but neither armor nor shields.
• Skill Boost: At level one, the Generic Expert may add their intelligence modifier or wisdom modifier (whichever is higher) to all skill checks, up to a maximum equal to their class level.
• Feats: The Generic Expert gains a Bonus Feat at level one, two, five, eight, eleven, fourteen, seventeen, and twenty. This may be any feat which has skill ranks in its prerequisite or grants a bonus to a skill. At level eight, fourteen, and twenty, the Expert may trade the Expert Bonus Feat gained that level for Skills Knack (see Bardic Knack ability), Skill Mastery (see Rogue ability) or Signature Skill (select any one skill, you may take X+2 in it regardless of circumstance without increasing time required, where X is your Expert level [max take 20 at level eighteen]; you may select this ability only once.).

FAVORED SOUL [Variant – Turn Undead]
Loses: Deity’s Weapon Focus, Deity’s Weapon Specialization
Class Features:
• Skills: The Favored Soul gains Knowledge (Religion) as a class skill.
• Turn Undead (Su): At level three, the Favored Soul learns to turn undead as a cleric of two levels lower.

FIGHTER [Generic]
Class Features:
• HD: The Generic Fighter gains d10 hit points per level.
• Base Attack Bonus: The Generic Fighter gains Base Attack Bonus equal to class level.
• Saves: The Generic Fighter may gain one good save (choose either fortitude or reflex) while the other two are bad saves.
• Skills: The Generic Fighter gains all strength, dexterity, and constitution based skills, plus Intimidate and Knowledge [Tactics] as class skills. It gains 4 x (4 + Intelligence modifier) skill points at level one and 4 + intelligence modifier skill points each level thereafter.
• Proficiencies: The Generic Fighter gains proficiency with all simple weapons, all martial weapons, all armor, and all shields. If the fighter already has any of the following, he may trade the fighter proficiency gained for something different instead: all martial weapons for any one exotic weapon, all armor for any one exotic armor, all shields for tower shield or any exotic shield.
• Bonus Feats: The Generic Fighter gains a Bonus Feat at level one, every even level, and every ten levels after one, which may be any Fighter Feat. Furthermore, the Generic Fighter may ignore maneuver requirements for the purpose of selecting its bonus feats (granting it access to Tome of Battle Feats, particularly Tactical Feats; see DM clarification for Martial Study and Martial Stance). At level four, eight, twelve, sixteen, and twenty, the Generic Fighter may also trade the Fighter Bonus Feat gained that level for one of the following abilities: Evasion (only if you chose good reflex saves), Improved Uncanny Dodge, Mettle of Fortitude (only if you chose good fortitude saves), Uncanny Dodge.
DM’s Note (Fighter only feats): Armor Expertise (6), Armor Mastery (14), Greater Weapon Focus (8), Greater Weapon Specialization (12), Weapon Grandmastery (24), Weapon Specialization (4), Weapon Supremacy (18). Note that the bonuses of Greater Weapon Focus, Greater Weapon Specialization, Epic Weapon Focus, and Epic Weapon Specialization have been doubled as per custom rules.

HEXBLADE [Variant – Martial]
Loses: Summon Familiar, Spellcasting
Class Features:
• Skills: The Martial Hexblade loses Concentration & Spellcraft and gains Hide, Martial Lore, and Move Silently as a class skill. It gains 4 x (4 + Intelligence modifier) skill points at level one and 4 + intelligence modifier skill points each level thereafter.
• Maneuvers & Stances: The Martial Hexblade may learn and ready maneuvers just as a Warblade does (except he may learn supernatural maneuvers). However, he may only choose maneuvers from Shadow Hand plus two other martial disciplines. The Martial Hexblade also adds each discipline’s key skill to his list of class skills. A Martial Hexblade may recover maneuvers just as a Swordsage, and his supernatural maneuvers are charisma-based rather than wisdom-based.
• Bonus Feats: The Martial Hexblade replaces their bonus feat list with the following feats:
Ability Focus (Hexblade’s Curse), Blade Meditation (Shadow Hand), Blind-Fight, Cursed Blade, Empower Curse, Extra Curse, Gloom Razor, Greater Ability Focus (Hexblade’s Curse), Shadow Blade, Stealthy.

RANGER [Variant – Martial]
Loses: Animal Companion, Combat Style, Improved Combat Style, Combat Style Mastery, Spellcasting
Class Features:
• Skills: The Martial Ranger loses Concentration and gains Martial Lore as a class skill.
• Maneuvers & Stances: The Martial Ranger may learn and ready maneuvers just as a Warblade does. However, he may only choose maneuvers from Tiger Claw plus two other martial disciplines. The Martial Ranger also adds each discipline’s key skill to his list of class skills. A martial ranger may recover all expended maneuvers by taking a single swift action, which must be immediately followed in the same round by either at least 10ft of mundane movement (ending in a different square than starting) or spending a move action to hide.
• Wild Empathy (Ex): The Martial Ranger adds only half class levels to the wild empathy check.
• Favored Enemy (Ex): The Martial Ranger gains a favored enemy (and improves existing favored enemies) at level two, six, eleven, and sixteen.
• Bonus Feat: The Martial Ranger gains a bonus feat at level five, ten, fifteen, and twenty from the following list:
Any feat that requires Favored Enemy, Point Blank Shot, Tiger Claw Maneuvers, or Two-Weapon Fighting.
--Based on the WOTC Forums Ranger Variant

ROGUE [Variant – Investigator]
Loses: Trapfinding
Class Features:
• Urban Tracking: The Investigator Rogue gains Urban Tracking as a bonus feat at level one.
• Swift Tracker (Ex): Beginning at level ten, the Investigator Rogue may make Gather Information checks for his Urban Tracking feat every half hour without taking the normal –5 penalty.

SCOUT [Variant – Tracker]
Loses: Trapfinding
Class Features:
• Track: The Tracker Scout gains Track as a bonus feat at level one.
• Swift Tracker (Ex): Beginning at level ten, the Tracker Scout can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.




TERRITORIAL CLASSES:
The classes below are the specialty organizational classes of each nation. Territorial classes requires training at a particular academy or through a unique process. Any character that stops taking levels in a territorial class at any character level may never gain another level in the class again (even if it was a prestige class that would normally allow you to take it again, like paladin prestige classes).

DUSKBLADE [Territorial Variant – Airindale]
Race: Elves & Half-Elves Only
Loses: Medium & Heavy Armor Proficiency, All Shield Proficiency, Armored Mage (Medium, Heavy Shield)
Class Features:
• Proficiencies: An elven Airindale Duskblade gains proficiency with all elven racial weapons (as if he has the Improved Weapon Familiarity feat). This is an extension of elven racial proficiency and is not gained by half-elven Duskblades.
• Skills: The Airindale Duskblade gains Listen, Spot, and Tumble as class skills.
• Weapon Finesse: The Airindale Duskblade gains Weapon Finesse at level one.
• Spells: The Airindale Duskblade adds all appropriate ranger spells to their spell-list.
• Uncanny Dodge (Ex): At level four, the Airindale Duskblade gains the Uncanny Dodge ability.
• Charge Arrow (Su): At level seven, the Airindale Duskblade gains the ability to channel a spell into an arrow as a move action. This ability works similar to the Channel Spell ability of Spellswords (Complete Warrior).

SORCERER-WIZARD [Territorial Dual Class Variant – Airindale]
Loses: Summon Familiar (either class)
Class Features:
• Spellcasting: If the Airindale Sorcerer-Wizard has intelligence and charisma score equal to 10 + spell level and may cast the spell at same caster level (which may be lowered from one class) from both class, he/she may use his/her charisma modifier or intelligence modifier, whichever is higher, for the purpose of determining spell DC for the spells of both classes.
• Bonus Spells: The Airindale Sorcerer-Wizard may add his/her intelligence modifier to charisma modifier for the purpose of determining sorcerer bonus spells slots. However, he/she does not receive any wizard bonus spells slots based on intelligence.
• School Specialization: If the Airindale Sorcerer-Wizard specializes in a school, he/she may prohibit schools from his/her sorcerer spell learning instead of wizard spellcasting. This allows the Airindale Sorcerer-Wizard to prepare spells and activate items of his/her prohibited school as normal (but not add them to the Sorcerer list of spells known).
• Arcane Preparation: The Airindale Sorcerer-Wizard gains Arcane Preparation as a bonus feat at level one.

BARBARIAN [Territorial Variant – Fens]
Alignment: Any Chaotic
Loses: Uncanny Dodge, Improved Uncanny Dodge, Trap Sense
Class Features:
• Bonus Feats: The Fens Barbarian gains a bonus feat at level one, two, five, and every five levels thereafter from the following list:
Channeled Rage, Destructive Rage, Extend Rage, Extra Rage, Intimidating Rage, Rampaging Bull Rush, Rampaging Overrun, Raging Sunder, Reckless Rage.
• Raging Spirit (Ex): At level six, the Fens Barbarian gains this ability. The Fens Barbarian gains 1 temporary action point each time he/she rages. This action point must be spent before the end of the rage duration.

CLERIC [Territorial Variant – Misalin]
Alignment: Any Good or Lawful Neutral
Loses:
Class Features:
• Domains: The Misalin Cleric may select domains from any domain of Pelor (Glory, Good, Healing, Pride, Portal, Radiance, Strength, Sun) or Heironeous (Courage, Glory, Good, Inquisition, Law, Pride, War, Wrath), plus the Creation, Magic, Protection, and Travel domains.

PALADIN [Territorial Variant – Misalin]
Alignment: Any Good
Loses: Remove Disease
Class Features:
• Weapon Focus: The Misalin Paladin gains Weapon Focus with one of the following weapon types at level one: bows (including shortbow, longbow, & composites), spells (including touch & ranged spells), spears & lances (including javelin, lance, longspear, shortspear, trident), or heavy blades (including longsword, greatsword, falchion, scimitar, & bastard sword).
• Smite Evil (Su): The Misalin Paladin’s Smite Evil adds his/her charisma bonus (or +4, whichever is greater) to attack and +1 damage per class level. Also, a Misalin Paladin who chose bows for his/her Weapon Focus bonus feat may use smite evil with bows. A Misalin Paladin who chose spells for his/her Weapon Focus bonus feat may use smite evil with spells that target a single creature.
• Special Mount: At level five, a Misalin Paladin gains a special blessed mount from the order (unlike a mount of the Celestial Planes, this mount must stay with the Misalin Paladin at all times). A Misalin Paladin without the Mounted Combat feat may choose to swap this ability with Charging Smite instead (and gain Special Mount at level six, or simply not take level six).
• Charging Smite (Su): At level six, a Misalin Paladin gains this ability. Whenever the Misalin Paladin uses smite evil on a charge attack, he/she may deal 2 points of damage per class level instead. If the attack misses, the smite ability is not considered used.
• Dual Smite (Su): At level twenty, the Misalin Paladin learns to focus the powers of Pelor and Heironeous in a single smite. Whenever the Misalin Paladin uses smite evil, he/she may expend a turn undead attempt to double the damage bonus. This ability may be combined with charging smite to deal 4 points of damage per class level on a charge attack.

ARTIFICER [Territorial Variant – Naralan]
Loses: Artificer Knowledge
Class Features:
• HD: The Naralan Artificer gains d4 hit points per level instead of d6.
• Skills: The Naralan Artificer gains Knowledge (Technology) as a class skill. The Naralan Artificer gains (6 + intelligence modifier) x 4 skill points at level one and 6 + intelligence modifier skill points each additional level.
• Identification (Sp): The Naralan Artificer can determine the magical properties of a magic item by handling it for 1 minute and making a successful spellcraft check (DC 10 + item’s caster level). The Naralan Artificer can’t take 10 on this check, nor can he retry the check (and thus can’t take 20). This ability otherwise functions as the identify spell.
• Craft Scepter: At level ten, the Naralan Artificer gains Craft Scepter (Forgotten Realms – Lost Empires) as a bonus feat.

DREAD NECROMANCER [Territorial Variant – Norinth]
Alignment: Any Lawful
Loses: Scabrous Touch, Summon Familiar
Class Features:
• Spectral Hand (Sp): At level six, the Norinth Necromancer may create a Spectral Hand, as the spell, as a free action. This ability may be used for up to number of rounds per day equal to twice your class level, divided amongst individual uses as short as 1 round.
• Black Lore of Norinth: At level seven, the Norinth-Necromancer gains the Black Lore of Norinth metamagic feat (See Black Lore of Moil feat in Complete Arcana).

HEXBLADE [Territorial Variant – Norinth]
Alignment: Any Non-Chaotic
Class Features:
• Bonus Feat: The Norinth Hexblade gains a bonus feat at level one from the list of Hexblade bonus feats.
•
Last edited by Zanaikin on Fri Feb 22, 2008 6:23 am, edited 16 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Mon Apr 23, 2007 12:31 am

MODIFIED PRCS:
DIAMOND SLASHER (Base Class: Iaijutsu Master [Oriental Adventure])
Requirements: BAB +6, Concentration 9 ranks, Improved Initiative, Quick Draw, Weapon Focus (Heavy Blades), Known two Diamond Mind maneuvers, including one strike.
HD d10, Full BAB, Good Reflex Saves, 4 + Int Skills, Progress Martial (Diamond Mind, MK1,3,6,9, MR5,10, SK5)
1) Weapon Finesse (Heavy Blades), Canny Defense
2) Lightning Blade
3)
4)
5) Strike from the Void
6)
7)
8) One Strike, Two Cuts
9)
10) Strike with no Thought
Strike from the Void (Ex): Adds charisma modifier to damage when making any iaijutsu strike or Diamond Mind strike.
One Strike, Two Cuts (Ex): Once per round, when you would normally make one melee attack, you may make two melee attacks against the same opponent with the same bonuses instead.

DRACONIC ADEPT (Base Class: Jade Phoenix Mage [Tome of Battle])
Requirements: Draconic Heritage, Concentration 9 Ranks, Knowledge(Arcana) 5 Ranks, Martial Lore 5 Ranks, Know at least two martial maneuvers, including at least one strike and one stance, Ability to cast 2nd level arcane spells.
HD d6, Full BAB, Good Fort Saves, 2 + Int Skill Points, Progress Martial (Any Two, MK1,3,6,9, MR3,6,9, SK5)
1) Arcane Wrath
2) Draconic Spirit Stance
3)
4) Empowering Strike
5)
6) Draconic Surge Stance
7)
8) Quickening Strike
9)
10)Draconic Fury
Draconic Spirit Stance (Su): +1 caster level, +2 dodge AC, and you may expend one arcane spell slot for DR 2/epic per spell level, for a maximum of DR 10/epic with a level five slot.
Draconic Surge Stance (Su): +3 caster level and resistance 10 with the element of your Draconic Heritage, and you may expend an arcane spell to generate an energy aura dealing 1d6 points of damage per spell level to other creatures within 10ft (reflex half DC 10 + spell level + spellcasting ability modifier), half damage dealt is of your Draconic Heritage element, while other half is raw arcane energy. Aura lasts one minute.
Draconic Fury (Su): ???

LOREDELVER (Base Class: Wyrm Wizard [Dragon Magic])
Requirements: Knowledge[Arcana] 10 Ranks, Knowledge[Religion] 10 Ranks, Knowledge [Nature] 10 Ranks, Knowledge [the Planes] 10 Ranks, Research 5 Ranks, Spellcraft 13 Ranks, Languages(Draconic, Elven, Celestial or Inferno, Sylvan), Skill Focus (Knowledge[Any of above]), Skill Focus (Spellcraft), Ability to Cast 5th Level Spells, including at least five Divination spells.
HD d4, Half BAB, Good Will Saves, 4 + Int Skill Points, Full Spellcasting Progression.
1) Magic Insight (One Knowledge)
2) Spell Research
3) Bonus Feat
4) Spell Research
5) Magic Insight (Spellcraft)
6) Spell Research
7) Bonus Feat
8) Spell Research
9) Magic Insight (All Knowledge)
10) Spell Research
Magic Insight (Ex): After taking one hour to research, you gain insight bonus equal to class level to knowledge checks of any one knowledge for 8 hours. Starting at level five, this bonus also applies to spellcraft checks. Starting at level nine, this bonus applies to all knowledge checks.
Bonus Feat (Ex): Chosen from: Arcane Thesis [PH2], Signature Spell (do not need to meet Spell Mastery prerequisite), (Elven) Spell Lore [PH2].

KNIGHT VINDICATOR (Base Class: Ruby Knight Vindicator [Tome of Battle])
Skill requirements change to: balance 4 ranks, jump 4 ranks, knowledge (religion) 4 ranks, tumble 4 ranks.
Gains Armor Optimization (see custom feats) as a bonus feat instead of Armored Stealth.
--Purpose: Class for the use of Misalin's infantry-based crusaders.

OUTRIDER (Base Class: Battle Maiden [Oriental Adventure])
Ignore class gender requirements, requires either Animal Companion or Special Mount.
Feat requirements change to: Mounted Combat, Mounted Mobility, Mounted Archery OR Ride-by Attack.
Continues progression of either Animal Companion or Special Mount instead of getting its own mount.
Gains Mounted Evasion (rider gains Evasion when on Animal Companion or Special Mount) instead of Defensive Riding.
Gains Full Mounted Attack instead of Heal Mount.
--Purpose: Mounted combat class with emphasis on mobility rather than the Cavalier’s raw frontal attack power.

ARCHMAGE (Additional Options)
Mastery of Metamagic (permanently occupies one ninth level spell slot, as the Improved Metamagic epic feat, requires Mastery of Spellshaping)
Mastery of Spellshaping (permanently occupies one fifth level spell slot, may take 10 on caster level checks, concentration checks made to cast spells, and spellcraft checks)

CHAMELEON (Ability Change)
Combat Focus is granted Proficiency with All Martial and Exotic Weapons.

SWIFTBLADE (Ability Change)
Innervated Speed changes to Island in Time (as the Eternal Blade ability, Tome of Battle).



ADAPTED ORGANIZATION PRCS:
CITADEL ELITE (Base Class: Citadel Elite [Eberron - Sharn City of Towers])
Requirements: Any Lawful, BAB +7, Diplomacy 10 ranks, Gather Information 5 ranks.
HD d8, Full BAB, Good Will Saves, 4 + Int Skills.
1) Citadel Training (+2), Additional Action Points (+1)
2) Combat Sense (Defense), Bonus Feat
3) Citadel Training (+5)
4) Combat Sense (Attack), Bonus Feat
5) Disciplined Mind, Focused Smite
--Organization: Archeron Citadel Elites

HELLFIRE PYROMANCER (Base Class: Silver Pyromancer [Eberron - Five Nations])
Note: Base Silver Pyromancer class still reserved for Misalin use.
Requirements: Knowledge (the Planes) 13 Ranks, Spellcraft 13 Ranks, Ability to Speak Infernal, Ability to Use Brimstone Blast.
HD d6, Three-Quarter BAB, Good Will Saves, 2 + Int Skill Points, Progress Spellcasting (2, 3, 4, 5)
1) Pyromancer
2) Hellfire Spellweave (Half)
3) Smiting Spell 1/day
4) Persistent Fire
5) Hellfire Spellweave (Full), Smiting Spell 3/day
Pyromancer (Su): Any Brimstone Blast or spells with [fire] descriptor you cast will have a caster level equal to your character level.
Hellfire Spellweave (Su): Any Brimstone Blast or spells with [fire] descriptor you cast may deal 50% hellfire damage instead of fire damage. Hellfire spells however gain the [evil] descriptor. At fifth level, they deal full hellfire damage instead.
Persistent Fire (Su): Any Brimstone Blast or spells with [fire] descriptor you cast will linger for one round per five caster levels, dealing an additional 2d6 points of damage per round. A successful reflex save negates the persistent fire damage.
Smiting Spell (Su): Smiting spell deals additional damage equal to class level + charisma modifier (based on Fiend-Blooded smiting spell, Heroes of Horror). A hellfire pyromancer’s smiting spell may be performed on any opponent, regardless of alignment, and even when using full hellfire damage. (based on Smiting Spell from Fiend-Blooded, HoH).
--Organization: Norinth Blacklore Guards, Pyromancer Units

INQUISITOR (Base Class: Justiciar of Tyr [Player's Guide to Faerun])
Requirements: Lawful Good, Lawful Neutral, or Neutral Good, BAB +5, Diplomacy 10 Ranks, Gather Information 5 Ranks, Knowledge [Local] 5 Ranks, Knowledge [Nobility] 5 Ranks, Sense Motive 10 Ranks, Ability to Cast Level Two Divine Spells.
HD d8, Three-Quarters BAB, Good Will Saves, 6 + Int Skill Points (Computer Use, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge [Local], Knowledge [Nobility], Knowledge [Religion], Listen, Profession, Search, Sense Motive, Spellcraft, Spot), Progress Divine Spellcasting (Full).
Level 1: Detect Evil, Smite the Guilty 1/day
Level 2: Bureaucratic Knowledge
Level 3: Discover Subterfuge +2
Level 4: Discern Lies
Level 5: Smite the Guilty 2/day
Level 6: Discover Subterfuge +4
Level 7: Calm Emotions
Level 8: Pierce Deceit
Level 9: Discover Subterfuge +6
Level 10: Discern Lies (at will), Smite the Guilty 3/day
Detect Evil (Sp): You may use Detect Evil (as the spell) at will.
Smite the Guilty (Su): You may attempt to smite someone who is guilty of criminal offense against society and government. When making an attack, you may concentrate upon the crime the target is guilty of. If the target is guilty, you gain bonus to attack equal to your charisma modifier and damage equal to your class levels. If the target is innocent, this ability has no effect, but is still spent for the day.
Bureaucratic Knowledge (Ex): You may add your class levels to any gather information or knowledge checks regarding laws and legal proceedings, as well as any charisma-based check made to argue legal matters.
Discover Subterfuge (Ex): You gain a +2 bonus to all gather information and sense motive checks every three levels.
Discern Lies (Sp): You may use Discern Lies (as the spell) at your divine caster level once per day per charisma modifier (minimum 1). At level ten, you may use Discern Lies at will.
Calm Emotions (Sp): You may use Calm Emotions (as the spell) at your divine caster level once per day, except the saving throw DC is 10 + class level + charisma modifier.
Pierce Deceit (Su): Whenever you see an illusion or disguise spell of any sort, you may immediately make a will save to see through it. You need not interact or touch the illusion, visual contact is enough to give the will save. Furthermore, you gain a +4 bonus on spot checks against disguises. (based on Pierce Illusions and Pierce Disguise from Church Inquisitor, CDiv).
--Organization: Imperium Inquisition

SHADOW RAIDER (Base Class: Telflammar Shadowlord [Faerun - Unapproachable East])
Requirements: Any Non-Chaotic, Hide 10 ranks, Knowledge (Local) 2 ranks, Move Silently 10 ranks, Blind-Fight, Dodge, Mobility, Spring Attack, Sneak Attack +2d6; (Martial): Know Shadow Blink, Shadow Jaunt, or Shadow Stride; (Spellcasting): Ability to cast Dimension Door, Dimension Leap, or Flee the Scene.
HD d6, Three-Quarter BAB, Good Reflex Saves, 4 + Int Skill Points, Progress Martial (Shadow Hand, MK 1,3,6, MR 5, SK5) or Progress Spellcasting (2,4,6).
1) Shadowsight (60ft), Shadow Jump (20ft/level)
2) Shadow Blur
3) Shadow Walk (1/day)
4) Shadow Pounce
5) Shadow Discorporation (1/day)
6) Shadow Leap
Shadow Pounce (Su): May be used with any light weapon and any weapon that can be used with Weapon Finesse.
Shadow Leap (Su): Instead of standardized teleport using dimension slips (e.g. Dimension Door, Teleport) and semi-shifts to border of shadow plane (e.g. Shadow Walk, Shadow Stride), you learn to 'teleport' by merely transforming yourself into shadow within the same plane, then move to and reform at the target location. This allows you to use [teleport] abilities as if they were [transmutation] abilities instead (allowing sudden movement within lockdown), but only if you can see your target location and move through areas with shadowy illumination or darker.
Because you do not actually teleport, you cannot make use of dimensional refraction to multiple your attacks (as per Shadow Pounce). However, you may still make one attack at your highest BAB with every ‘teleport’ effect.
--Organization: Norinth Shadow Guards

SPELLGUARD (Base Class: Spellguard of Silverymoon [Player's Guide to Faerun])
Requirements: Any Non-Chaotic, Concentration 12 Ranks, Spellcraft 12 Ranks, Combat Casting, Any One Metamagic Feat, Able to Cast 5th Level Spells
HD d4, Half BAB, Good Will Saves, 2 + Int Skill Points, Full Spellcasting Progression
1) Spellguard
2) Bonus Metamagic Feat
3) Selective Spell (One Type)
4) Bonus Metamagic Feat
5) Selective Spell (Multiple Types), Spell Power
--Organization: Airindale Gemstone Guard - Assault Mages

WAR WIZARD (Base Class: War Wizard of Cormyr [Magic of Faerun])
Requirements: Any Non-Chaotic, Concentration 12 Ranks, Spellcraft 12 Ranks, Enlarge Spell, Widen Spell, Ability to Cast 5th Level Spells
HD d4, Half BAB, Good Will Saves, 2 + Int Skill Points, Full Spellcasting Progression
1) Cooperative Spell
2) Bonus Metamagic Feat
3) Sudden Widen (1+CHA/day)
4) Bonus Metamagic Feat
5) Widen Mastery
Widen Mastery (Ex): May treat Widen Spell metamagic's spell level increase as 1 lower, to a minimum of (+0).
--Organization: Airindale Gemstone Guard - Blaster Mages
Last edited by Zanaikin on Sat Nov 17, 2007 9:42 pm, edited 10 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
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Postby Zanaikin » Tue Jun 12, 2007 5:10 pm

added PRC adaptations
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Postby Zanaikin » Sat Aug 11, 2007 1:12 am

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Postby Zanaikin » Fri Sep 14, 2007 7:30 pm

FINALLY made a favored soul variant for Turn Undead!

although I'm still wondering if I properly balanced it.

they may solve a lot of problems for Marty's headaches, although the rest of the team may not be happy about losing Deity's Favor (which is an awesome ability).
well... there's always Imbued Healing [metamagic from CChamp] combined with healing domain :P
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Postby Zanaikin » Mon Oct 29, 2007 11:56 pm

--added Martial variant to Shadowlord
--added Mastery of Spellshaping to Archmage
--added Hide & Move Silently to Hexblade skill lists, increased hexblade skill pts to 4+int.
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Sat Mar 29, 2008 6:32 am

--changing one thing:
Ranger in my game do not HAVE to be martial.
However, as they are users of nature magic (which I count separately from divine magic), they may only prepare spells in an all natural environment (cannot be within city, town, or village limits, cannot have been magically altered or despoiled, etc).
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Sun May 18, 2008 3:39 pm

added the Enforcer PRC, Inquisitor PRC, and Hellfire Pyromancer PRC
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Sat Jun 14, 2008 2:14 pm

Note: I'm making Mastery of Spellshaping a REQUIREMENT for Mastery of Metamagic, so Judson make changes accordingly.

I'll mod Scott's sheet.
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Wed Aug 06, 2008 2:16 am

Generic Classes! Yes inspired by the UA ones - Expert and Fighter.

if interested, feel welcome to trade out any of your existing class levels for these at no training cost to time and effort.
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Wed Aug 06, 2008 2:32 am

also, since I now have the feat for a better replacement:

Knight Vindicator modification:
Gains Armor Optimization (see custom feats) as a bonus feat instead of Armored Stealth.
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Sat Aug 09, 2008 2:10 pm

Posted Spellguard and War Wizard, two PRCs adapted specifically for Airindale use, used to reflect elven mage superiority =P.
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Re: Class Variants / Substitution Levels

Postby Zanaikin » Sun Aug 10, 2008 3:02 pm

posted Loredelver, also updated Agnes' class levels since your resident loremaster has levels in this class.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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