Custom Classes & PRCS

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Custom Classes & PRCS

Postby Zanaikin » Tue Dec 16, 2008 4:34 am

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Variant Features

Postby Zanaikin » Thu Dec 18, 2008 7:58 pm

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Generic Expert

Postby Zanaikin » Thu Dec 18, 2008 8:07 pm

EXPERT [Generic Base Class]
Class Features:
HD: You gain d6 hit points per level.
Base Attack Bonus: You gain Base Attack Bonus equal to half class level.
Skills: You may treat all skills as class skills. You gain 8 + intelligence modifier skill points each level.
Saves: You may gain one good save (fortitude, reflex, or will), while the other two are bad saves.
Proficiencies: You gain proficiency with all simple weapons and light armor.
Skill Boost: At level one you may select one of the following two abilities: either you may add their intelligence modifier or wisdom modifier (whichever is higher) to all skill checks, up to a maximum equal to half their class level (rounded up); or you may select a single class skill, to which you may add your class levels as a bonus. Once this choice is made, it cannot be switched.
Feats: You 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, you may trade the Expert Bonus Feat gained that level for Skills Knack (see Bardic Knack [PH2] 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.)
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Pilot Base Class

Postby Zanaikin » Thu Dec 18, 2008 8:17 pm

PILOT [BASE CLASS]

HD: d6

Class Skills: Appraise, Computer Use, Craft, Knowledge (Engineering), Knowledge (Geography), Knowledge (Local/Psychology), Knowledge (Tactics), Knowledge (Technology), Navigate, Perception, Pilot, Profession, Sense Motive.
Skill pts @ each level: 6 + int modifier

BAB: You gain Base Attack Bonus equal to three-fourth your class level.
Saves: You gain good reflex saves, but bad fortitude and will saves.
Abilities:
1) Vehicle Operation, Vehicle Weapon Focus +1
2) Instinct +1, Vehicle Dodge
3) Bonus Feat
4) Uncanny Control (1/round)
5) Vehicle Weapon Focus +2, Vehicle Evasion
6) Aptitude +2
7) Bonus Feat
8) Uncanny Control (2/round)
9) Vehicle Weapon Focus +3
10) Skill Mastery
11) Bonus Feat, Instinct +2
12) Aptitude +4, Uncanny Control (3/round)
13) Vehicle Weapon Focus +4
14) Improved Vehicle Evasion
15) Bonus Feat
16) Uncanny Control (4/round)
17) Vehicle Weapon Focus +5
18) Aptitude +6
19) Bonus Feat
20) Instinct +3, Uncanny Control (5/round)

PROFICIENCY: You gain proficiencies with Advanced Implants and Personal Firearms.

VEHICLE OPERATION (Ex): As a beginner pilot, you learn the skills required to operate numerous types of vehicles. At level one, you gain proficiency with all light-wheeled surface vehicles. In addition, you may choose a number of advanced vehicle types equal to your intelligence modifier to gain proficiency in.
Vehicle types:
Surface Vehicles: Mechanized, Heavy Water-Propelling, Heavy-Wheeled, Hovercraft, Light Water-Propelling, Sailing
Aircraft: Airship, Heavy Aircraft, Light Aircraft, Helicopter
Starship: Ultralight Starship, Light Starship, Capital Starship

VEHICLE WEAPON FOCUS (Ex): You gains +1 competence bonus to attack rolls for all weapons built into vehicles you are proficient with. This bonus increases by an additional +1 every four levels after level one.

INSTINCT (Ex): At level two, you gains a +1 competence bonus to all reflex saves and initiative rolls. This bonus increases to +2 at level eleven and to +3 at level twenty.

VEHICLE DODGE (Ex): //as Uncanny Dodge, only in vehicles of at least good maneuverability.

BONUS FEAT: At level three and every four levels thereafter, you gain a bonus feat from the following list:
Alertness, Far Shot, Force Stop, Heavy Weapons Proficiency, Improved Precise Shot, Point Blank Shot, Precise Shot, Quick Reconnoiter, Skill Focus (Pilot), Vehicle Battle Run, Vehicle Feint, Vehicle Operation

UNCANNY CONTROL (Ex): //may substitute Drive or Pilot check for vehicle's AC, touch AC, or reflex save a number of times per round equal to dexterity modifier instead of only once per round, plus additional times per round as indicated above.

VEHICLE EVASION (Ex): //as evasion, only in vehicles of at least good maneuverability

APTITUDE (Ex): At level six, you gain +2 bonus to all navigate and pilot checks. This bonus improves to +4 at level twelve and +6 at level eighteen.

SKILL MASTERY (Ex): //take 10 on drive, navigate, and pilot checks at any time.

IMPROVED VEHICLE EVASION (Ex): //as improved evasion, only in vehicles of at least good maneuverability.
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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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Magus Base Class

Postby Zanaikin » Thu Dec 18, 2008 8:26 pm

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Noble/Politician Base Class

Postby Zanaikin » Thu Dec 18, 2008 8:39 pm

NOBLE/POLITICIAN [BASE CLASS]

HD: d6

Class skills: Appraise, Bluff, Diplomacy, Disguise, Intimidate, Knowledge (all, each taken separately), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Spellcraft.
Skill pts @ 1st level: (6 + Int Modifier) x4
Skill pts @ 2+ level: 6 + Int Modifier

BAB: You gain Base Attack Bonus equal to three-quarter your class level.
Saves: You gain good will saves, but bad fortitude and reflex saves.

Abilities:
1) Coordinate +1, Sociable Personality
2) Silver Tongue +2
3) Savoir Faire
4) Coordinate +2
5) Bonus Feat
6) Carpe Diem
7) Coordinate +3
8) Discern Intent
9) A Thousand Masks
10) Coordinate +4, Bonus Feat
11) Silver Tongue +4
12) Skill Mastery
13) Coordinate +5
14) Canny Persuasion
15) Bonus Feat
16) Coordinate +6
17) No Sweat
18) Winning Smile
19) Coordinate +7
20) Bonus Feat, Silver Tongue +6

PROFICIENCY: You are proficient with all simple weapons, longswords, rapiers, and all light and medium armor.

COORDINATE (Ex): As a noble, you gain a knack for getting people to work together. Whenever you use the aid other action to provide a bonus to skill checks, you add +1 to the bonus provided. This bonus increases by +1 every three levels thereafter.

SOCIABLE PERSONALITY: You gain Sociable Personality (Races of Destiny) as a bonus feat, even if you do not meet the prerequisites.

SILVER TONGUE (Ex): At level two, you gain a +2 bonus to all bluff, diplomacy, and perform (oratory) checks. This bonus increases to +4 at level eleven and +6 at level nineteen.

SAVOIR FAIRE (Ex): A noble knows that success in the political theater requires not only a magnetic personality but also cunning and shrewdness. At level three, you may add your intelligence modifier (if any) to all charisma checks and charisma-based skill checks (except Use Magic Device).

BONUS FEATS: At level five, ten, fifteen, and twenty, you gain a bonus feat from the following list:
Action Boost, Action Surge, Cool Head [CScd], Deceitful, Extra Followers, Force of Personality [CAdv], Goad [CAdv], Heroic Spirit, Inspirational Leadership [HoB], Iron Will, Master Manipulator [PHBII], Natural Leader [HoB], Negotiator, Open-Minded [CAdv], Persuasive, Skill Focus, Sweet Talker [CScd].

CARPE DIEM (Ex): As a noble, you perfectly understand the need to seize the opportune moment with all your might. At level six, whenever you spend an action point to boost the results of a d20 roll, you may roll an additional die. You still add only the best result of all dice rolled.

DISCERN INTENT (Ex): You time spent in statecraft has taught you to pay constant heed to every gesture and expression of others. At level eight, you may roll twice for any sense motive check and take the better of the two rolls.

A THOUSAND MASKS (Ex): You become so adept at conjuring fake emotions that even your acting becomes a realistic part of you. At level nine, you gain immunity to all magical lie detection and empathic detection (including hostile intent), as well as a +4 bonus to all bluff and perform (act) checks.

SKILL MASTERY (Ex): After all your time in the spotlight, you become so certain in the use of your interaction skills that you can use them reliably even under adverse conditions. At level twelve, you may select a number of skills equal to 1 + intelligence modifier (minimum 1) from the following list: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Perform, and Sense Motive. When making a skill check with one of the selected skills, you may take 10 even if stress and distractions would normally prevent you from doing so.

CANNY PERSUASION (Ex): Your experience in the political arena allows you to always know the right thing to say to gain support from others. At level fourteen, you may use diplomacy to improve the altitude of others twice per day instead of only once.

NO SWEAT (Ex): At level seventeen, your ability to grasp advantageous opportunities has become impeccable. Whenever you spend an action point to boost the results of a d20 roll, if your highest result was an 8 (or higher) and you succeeded on the modified d20 roll, you may retain the action point spent to boost the roll.

WINNING SMILE (Ex): You develop such a force of personal magnetism that others are drawn towards you without notice and enticed to pay attention to your requests. At level eighteen, anyone you interact with begins with an attitude one step better. This only applies if they are not already unfriendly or hostile towards you.
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Soulbonder Base Class

Postby Zanaikin » Thu Dec 18, 2008 8:42 pm

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PRC Adaptations

Postby Zanaikin » Thu Dec 18, 2008 9:20 pm

ORGANIZATION PRC VARIATIONS:

KNIGHT VINDICATOR [(Ruby Knight Vindicator) ToB][Modification]
PRC Requirements: Acrobatics 4 Ranks, Knowledge (Religion) 4 Ranks, Must Know at least One Devoted Spirit Maneuver and One Devoted Spirit Stance, Ability to Turn Undead
Loses: Armored Stealth
Benefits: You gain a Armor Optimization as a bonus feat.

SHADOW RAIDER [(Telflammar Shadowlord) FR:FE][Variant]
Loses: Spellcasting, Death Attack
Benefits: You may gain either spellcasting progression (advance spellcasting level 1, 3, 5) or martial progression (MK 1,3,6; MR 5; SK 5; Shadow Hand plus one other discipline).
At level six, you gain Shadow Leap (Su), allowing you to semi-shift to the border of the shadow plane when teleporting, allowing you 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, 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 use dimensional refraction to multiple your attacks through Shadow Pounce. However, you may still make one attack at your highest Base Attack Bonus with every [teleport] effect.

KNIGHT TEMPLAR [(Pious Templar) CDiv][Variant: Martial]
Loses: Spellcasting
Benefits: You continue progression of martial maneuvers, adding your full class level to your initiator level. You also gain maneuvers known (MK) at level 1, 3, 6, 9, maneuvers readied (MR) at level 5, 10, and stances known (SK) at level 5. You may learn maneuvers from the discipline of Devoted Spirit and any one other discipline.



OTHER MODIFIED & VARIANT PRCS:

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 [Modification]
Combat Focus is granted Proficiency with All Martial & Exotic Weapons, as well as All Personal & Advanced Firearms.

DREAD PIRATE [Modification]
Skill requirements change to Craft (Repair) 4 ranks, Fly 4 ranks, Navigate 8 ranks, Pilot 8 ranks
Seamanship changes to Airmanship, grants bonuses to Pilot instead
Rally the Crew changes to Inflame, allowing you to rally as a move action at level three, or swift action following a succesful attack or aid other action at level seven.
Pirate King doubles the number of followers you may gain.

SWIFTBLADE [Modification]
Innervated Speed changes to Island in Time (as the Eternal Blade [ToB] ability).
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Kreuzritter PRC

Postby Zanaikin » Fri Dec 19, 2008 6:07 pm

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Soulblade PRC

Postby Zanaikin » Fri Dec 19, 2008 6:11 pm

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Legionnaire PRC

Postby Zanaikin » Fri Dec 19, 2008 8:47 pm

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Knight Enforcer PRC

Postby Zanaikin » Fri Dec 19, 2008 9:40 pm

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Knight Justiciar PRC

Postby Zanaikin » Sat Dec 20, 2008 3:16 am

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Generic Fighter

Postby Zanaikin » Sun Dec 21, 2008 12:08 am

FIGHTER [Generic Base Class]
Class Features:
HD: You gain d10 hit points per level.
Base Attack Bonus: You gain Base Attack Bonus equal to class level.
Skills: You may treat all strength, dexterity, and constitution based skills, plus Intimidate, Knowledge [Tactics], and Perception as class skills. You gain 4 + intelligence modifier skill points at each level.
Saves: You may gain one good save (choose either fortitude or reflex) while the other two are bad saves.
Bonus Feats: You gain a Bonus Feat at level one and every even level thereafter, plus level eleven, 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 (21), 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.
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Dantist PRC

Postby Zanaikin » Mon Dec 22, 2008 2:35 am

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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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