:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Any Armor, Any Shield
:Saves: as Cleric
Warmongers with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Warmongers are clerics of Thor (aka Ares, Mars, Horus) god of war, glory, and vengence. He is the ultimate warrior, the best at battle, and the great hunter of monsters. Warmongers are free agents seeking glory for Thor and themselves through victory in battle and the destruction of unnatural monsters.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Turn Monsters"
Turn (unnatural) monsters as Cleric of same level.
"Bloodlust"
After dropping foe, roll free attack against different foe that is within range.
"Rampage"
Declared after successful hit. Keep making attack rolls until you miss or choose to stop. If you miss, your turn is over and you are over-extended; no action next round. If natural unmodified roll <= number attacks this round you're exhausted for d6max rnds; 2x(worst), no attacks, 1/2 move.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things).
Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts
Friday, February 10, 2012
Wednesday, February 8, 2012
Thaumaturgist of Hermes
:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric
Thaumaturgists with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Thaumaturgists are clerics of Hermes (aka Thoth, Mercury, Odin) god of magic, thought, and knowledge. They are free agents tasked with hording and preserving magical knowledge. Thaumaturgists seek to hinder and befuddle those who would destroy or abuse magical knowledge.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot. May cast arcane rituals at 1/2 highest level slot +1.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Scholarly"
Automatically learns one language per level. May engage in Arcane Duels.
"Divine Perception"
Can identify potions, sense magical auras, and the like. Must sample potion, handle object, etc. 2 in 6 chance, (3 in 6 at 3rd level, 4 in 6 at 5th level, 5 in 6 at 7th level)
"Favored of the Gods"
2x multiplier for Divine Intervention.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level.
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric
Thaumaturgists with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Thaumaturgists are clerics of Hermes (aka Thoth, Mercury, Odin) god of magic, thought, and knowledge. They are free agents tasked with hording and preserving magical knowledge. Thaumaturgists seek to hinder and befuddle those who would destroy or abuse magical knowledge.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot. May cast arcane rituals at 1/2 highest level slot +1.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Scholarly"
Automatically learns one language per level. May engage in Arcane Duels.
"Divine Perception"
Can identify potions, sense magical auras, and the like. Must sample potion, handle object, etc. 2 in 6 chance, (3 in 6 at 3rd level, 4 in 6 at 5th level, 5 in 6 at 7th level)
"Favored of the Gods"
2x multiplier for Divine Intervention.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level.
Monday, February 6, 2012
Overlord of Set
:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Any Armor, Any Shield
:Saves: as Cleric
Overlords with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Overlords are clerics of Set (ska Hades, Pluto, Hel) god of night, death and evil. He is The Deceiver, The Conqueror, The Emperor, and demands that followers strive for power and domination even unto death. Overlords are free agents set loose to subjugate the weak and destroy all who oppose Set's will. There is great enmity between the church of Mitra and the church of Set.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot +1.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Compel Undead"
Control undead as Cleric of same level.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level. Also use Myrmidon of Set from The Majestic Wilderlands.
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Any Armor, Any Shield
:Saves: as Cleric
Overlords with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Overlords are clerics of Set (ska Hades, Pluto, Hel) god of night, death and evil. He is The Deceiver, The Conqueror, The Emperor, and demands that followers strive for power and domination even unto death. Overlords are free agents set loose to subjugate the weak and destroy all who oppose Set's will. There is great enmity between the church of Mitra and the church of Set.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot +1.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Compel Undead"
Control undead as Cleric of same level.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level. Also use Myrmidon of Set from The Majestic Wilderlands.
Friday, February 3, 2012
Law Giver of Mitra
:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Any Armor, Any Shield
:Saves: as Cleric
Law Givers with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Law Givers are clerics of Mitra (aka Athena, Minerva, Tyr, Ra-Maat) goddess of law, justice, war, and civilization. Mitra defends the helpless and protects the weak. In return she demands strict adherence to her Law. Law Givers are free agents empowered to bring The Law to both believers and non-believers. There is great enmity between the followers of Mitra and the followers of Set.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot +1.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Turn Undead"
Turn undead as Cleric of same level.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level.
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Any Armor, Any Shield
:Saves: as Cleric
Law Givers with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Law Givers are clerics of Mitra (aka Athena, Minerva, Tyr, Ra-Maat) goddess of law, justice, war, and civilization. Mitra defends the helpless and protects the weak. In return she demands strict adherence to her Law. Law Givers are free agents empowered to bring The Law to both believers and non-believers. There is great enmity between the followers of Mitra and the followers of Set.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot +1.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Turn Undead"
Turn undead as Cleric of same level.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level.
Wednesday, February 1, 2012
Druid of Dannu
:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric
Druids with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus. May only use simple wooden bludgeoning weapons, i.e. those that don't draw blood. May not harm animals, abuse nature, etc. unless in great need.
Druids are clerics of Dannu (aka Demeter/Gaia, Ceres, Sif/Jord, Geb) the goddess of mercy, compassion, home, harvest, and the Earth. They are free agents that bring aid to the needy and freedom to the oppressed. Druids seek a balance in the natural world and to banish unatural outsiders (demons, dragons, undead, seraphs, celestials, etc).
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Beastmaster"
May "recruit" animals as henchmen.
"Turn Outsiders"
As Cleric of same level.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level.
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric
Druids with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus. May only use simple wooden bludgeoning weapons, i.e. those that don't draw blood. May not harm animals, abuse nature, etc. unless in great need.
Druids are clerics of Dannu (aka Demeter/Gaia, Ceres, Sif/Jord, Geb) the goddess of mercy, compassion, home, harvest, and the Earth. They are free agents that bring aid to the needy and freedom to the oppressed. Druids seek a balance in the natural world and to banish unatural outsiders (demons, dragons, undead, seraphs, celestials, etc).
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Beastmaster"
May "recruit" animals as henchmen.
"Turn Outsiders"
As Cleric of same level.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level.
Monday, January 30, 2012
Pitfighter
:Requirements: Porcine ancestry
:Primes: STR, CON
:Max Level: 9
:Hit Die: d6+2
:Combat: Great To Hit Progression, Med Armor, Small Shield
:Saves: as Fighter
Pitfighters roll abilities differently:
* STR 2d6+6
* DEX, CON 3d6
* INT, WIS, CHA 3d4
Pitfighters need 13+ in both CON and STR to earn 25% XP bonus. Those with a CON of 13+ and STR of 16+ to earn 50% XP bonus.
"Star-eyed"
Low-light vision; see clearly even in the dimmest of light.
"Dirty Blow"
Once per combat. If target hit, attack does no damage, target must Save vs Death or be stunned for d4max rounds.
"Finishing Move"
When melee attacking Stunned/Unawares/Incapacitated otherwise defenseless opponent, the damage die explodes on >= half die size. So, on 4-6 with d6, on 7-12 with d12.
"Die Hard"
Roll twice (take best) when required to use the Death and Dismemberment Table.
Notes:
Orcs derive from pigs. They are prized as Pit Combat Gladiators. The "Finishing Move" is same as I handle backstab damage. "Great to-hit" is whatever fighters get. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things). The rest should be interpretable.
:Primes: STR, CON
:Max Level: 9
:Hit Die: d6+2
:Combat: Great To Hit Progression, Med Armor, Small Shield
:Saves: as Fighter
"To crush your enemies, to see them driven before you, and to hear the lamentations of their women."-- Pitfighter answer to "what is best in life?"
Pitfighters roll abilities differently:
* STR 2d6+6
* DEX, CON 3d6
* INT, WIS, CHA 3d4
Pitfighters need 13+ in both CON and STR to earn 25% XP bonus. Those with a CON of 13+ and STR of 16+ to earn 50% XP bonus.
"Star-eyed"
Low-light vision; see clearly even in the dimmest of light.
"Dirty Blow"
Once per combat. If target hit, attack does no damage, target must Save vs Death or be stunned for d4max rounds.
"Finishing Move"
When melee attacking Stunned/Unawares/Incapacitated otherwise defenseless opponent, the damage die explodes on >= half die size. So, on 4-6 with d6, on 7-12 with d12.
"Die Hard"
Roll twice (take best) when required to use the Death and Dismemberment Table.
Notes:
Orcs derive from pigs. They are prized as Pit Combat Gladiators. The "Finishing Move" is same as I handle backstab damage. "Great to-hit" is whatever fighters get. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things). The rest should be interpretable.
Brute
:Requirements: Ogre Ancestry
:Primes: None
:Max Level: 9
:Hit Die: d6+4 (two HD at 1st level)
:Combat: Great To Hit Progression, any Armor, any Shield
:Saves: as Fighter
"Urgh, me smashy now?"Brutes do not gain any XP bonus for high abilities and roll them differently:
-- Bubba Twoclub
* STR d6+12
* DEX 2d8
* INT, WIS, CHA 3d4
Brutes are dumb, dull, ugly and strong. Large, 6.5' - 8' tall.
"Brutish"
d8 damage die size.
"Slaughterhouse"
May melee attack up to X opponents where X is character's to-hit bonus. All opponents must be <= 1HD (2HD at 5th level, 3HD at 9th).
"Bloodlust"
After dropping foe, roll free attack against different foe that is within range.
"Rampage"
Declared after successful hit. Keep making attack rolls until you miss or choose to stop. If you miss, your turn is over and you are over-extended; no action next round. If natural unmodified roll <= number attacks this round you're exhausted for d6max rnds; 2x(worst), no attacks, 1/2 move.
Notes:
Based on various house rules. I'm not overly concerned with balance but other classes get 25/50% XP bonus for high stats which mitigates the Brute's brutish abilities. Most classes use d6 damage die (for all normal weapons). "Great to-hit" is whatever fighters get. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things). 2x(worst) means for every required die roll (saves, attacks, etc.) roll two dice and take worst result. The rest should be interpretable.
Friday, January 27, 2012
Daughter of Delphi
:Requirements: Human, Female, CHA 9+, CON 9+
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric
Daughters with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus. May only use bludgeoning weapons, i.e. those that don't draw blood.
Daughters of Delphi are clerics of Apollo the god of sunlight, seers and medicine. They are all that remains of the Cult of Apollo centered around the ancient Oracle of Delphi. The Daughter's advise, protect and heal those who value truth and beauty. They delude, obstruct and harm those who do not.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Prophecy"
50% chance of vision. (d20 + 5 + lvl >= 20) vision completely correct without omissions. A vision is either an answer to one yes/no question or a fleeting glimpse of past, present or future. 1/day, (2/day 4th level, 3/day at 7th level).
"Healing Touch"
Curative prayers heal +1 hitpoint per die, (+2 3rd level, +3 5th level, +4 7th level, +5 9th level)
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Turn Undead"
Turn undead as Cleric of same level.
Notes:
Based Judges Guild Dungeoneer 1-6 Compendium article. Utilizes various house rules I might have mentioned in past blog posts... Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litianies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 >= character level.
I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric
"Your own reason is the only oracle given you by heaven, and you are answerable for, not the rightness, but the uprightness of the decision." -- First Daughter Kalliste
Daughters with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus. May only use bludgeoning weapons, i.e. those that don't draw blood.
Daughters of Delphi are clerics of Apollo the god of sunlight, seers and medicine. They are all that remains of the Cult of Apollo centered around the ancient Oracle of Delphi. The Daughter's advise, protect and heal those who value truth and beauty. They delude, obstruct and harm those who do not.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Prophecy"
50% chance of vision. (d20 + 5 + lvl >= 20) vision completely correct without omissions. A vision is either an answer to one yes/no question or a fleeting glimpse of past, present or future. 1/day, (2/day 4th level, 3/day at 7th level).
"Healing Touch"
Curative prayers heal +1 hitpoint per die, (+2 3rd level, +3 5th level, +4 7th level, +5 9th level)
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Turn Undead"
Turn undead as Cleric of same level.
Notes:
Based Judges Guild Dungeoneer 1-6 Compendium article. Utilizes various house rules I might have mentioned in past blog posts... Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litianies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 >= character level.
I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.
Wednesday, January 25, 2012
Circean Enchanter
:Requirements: Human, Female, INT 9+, CHA 14+
:Primes: INT, CHA
:Max Level: 12?
:Hit Die: d4 (+1 after level 9)
:Combat: Gimped To Hit Progression, Light Armor, No Shield
:Saves: as Magic-user
"You think a few tears upset me? My friend, every woman is a pragmatist at heart."
-- Circean
Circeans must have 13+ in both INT an CHA to earn 25% XP bonus. Must have a CHA of 16+ and INT of 13+ to earn 50% XP bonus.
Circeans are temptresses, beguilers of men, and poisoners of mind.
"Arcane Magic"
Intrinsic Arcane Magic, focii oriented, not memorized, CHA based.
Requires casting checks; d20 >; spell level. New spells gained only via capture.
"Shield of Magic"
20% per level arcane magic (i.e. not divine, not faerie) resistance. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Arcane Perception"
Can identify potions, sense magical auras, and the like. Must sample potion, handle object, etc. 2 in 6 chance, (3 in 6 at 3rd level, 4 in 6 at 5th level, 5 in 6 at 7th level)
"Arcane Prestige"
Minor magical effects based on currently memorized spells. May Counter Arcane Magic and engage in Arcane Duels.
"Beguiling"
Once per day a Circean may attempt, (d20 + 2x Circean's level - target's level >= 20), to charm a human male by merely speaking to him. This charm is broken if victim leaves the sight of Circean for more than a moment.
"Elixirs"
Circeans know the secrets to brewing non-magical potions. See Dungeoneer 1-6 Compendium pg 18 for details.
"Astrology"
Ability to discern Fate's path. Requires access to astrological structures, orrery, library or the like.
Notes:
Based on Judges Guild Dungeoneer 1-6 Compendium article. Utilizes various house rules I may have mentioned in past blog posts... Feel free to replace 25/50% XP bonus with more standard 5/10%. "Gimped to-hit" is whatever magic-users get. Not posting Arcane Duel, Counter spelling, or Astrology rules, use your imagination (or Google). Intrinsic Arcane Magic, think D&D3.5 sorcerers and illusionist spell lists. Or this.
I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.
Monday, January 23, 2012
Amazon
:Requirements: Human, Female, CHA 9+, CON 9+
:Primes: DEX, CHA
:Max Level: 12
:HD: d6+4 (+3 after level 9)
:Combat: Great To Hit Progression, Light Armor, No Shield
:Saves: as Fighter
"Go in peace my daughter. And remember that, in a world of ordinary mortals, you are an Amazon."
Amazons must have 13+ in both DEX an CHA to earn 25% XP bonus. Must have a CHA of 16+ and DEX of 13+ to earn 50% XP bonus.
Amazons are raised from birth to be warriors. They serve no man and will only follow Amazons or other similarly powerful women. Amazons favor the spear, hand axe, and long dagger above all weapons. Amazons will not use missile weapons such as bows, guns, and slings.
"Warrior Women"
Increased damage die when using favored weapon (d8 at 2nd, d10 at 4th, d12 at 6th). Natural medium "armor" at 1st level, (heavy at 3rd, plate at 5th).
"Focused Strike"
Once per combat, if target hit, attack does no damage, target must Save vs Death or be stunned for d(Amazon's damage die)max rounds. At 9th level, target must Save vs Death or die.
"Gilded Bracers"
Amazons are trained to block and deflect with their bracers. Which protect as Large Shield vs melee and ranged. Including Shields Shall be Shattered, in this case destroying the bracers.
"Athletic"
Generally successful at jumping, leaping, tumbling, etc. Takes 20' less falling damage, (40' at 8th level).
"Riding Mastery"
Amazons are raised in the saddle. Experts at all things mounted, esp combat. At 3rd level a white mare of superlative attributes will appear and serve Amazon, (a unicorn at 6th, a pegasus at 9th).
Notes:
Loosely modeled on Monk and Judges Guild Dungeoneer 1-6 Compendium article. Utilizes various house rules I might have mentioned in past blog posts... Feel free to replace 25/50% XP bonus with more standard 5/10%. Most classes use d6 damage die for normal weapons. "Great to-hit" is whatever fighters get. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things). The rest should be broadly interpretable.
I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.
:Primes: DEX, CHA
:Max Level: 12
:HD: d6+4 (+3 after level 9)
:Combat: Great To Hit Progression, Light Armor, No Shield
:Saves: as Fighter
"Go in peace my daughter. And remember that, in a world of ordinary mortals, you are an Amazon."
-- Queen Hippolyte
Amazons must have 13+ in both DEX an CHA to earn 25% XP bonus. Must have a CHA of 16+ and DEX of 13+ to earn 50% XP bonus.
Amazons are raised from birth to be warriors. They serve no man and will only follow Amazons or other similarly powerful women. Amazons favor the spear, hand axe, and long dagger above all weapons. Amazons will not use missile weapons such as bows, guns, and slings.
"Warrior Women"
Increased damage die when using favored weapon (d8 at 2nd, d10 at 4th, d12 at 6th). Natural medium "armor" at 1st level, (heavy at 3rd, plate at 5th).
"Focused Strike"
Once per combat, if target hit, attack does no damage, target must Save vs Death or be stunned for d(Amazon's damage die)max rounds. At 9th level, target must Save vs Death or die.
"Gilded Bracers"
Amazons are trained to block and deflect with their bracers. Which protect as Large Shield vs melee and ranged. Including Shields Shall be Shattered, in this case destroying the bracers.
"Athletic"
Generally successful at jumping, leaping, tumbling, etc. Takes 20' less falling damage, (40' at 8th level).
"Riding Mastery"
Amazons are raised in the saddle. Experts at all things mounted, esp combat. At 3rd level a white mare of superlative attributes will appear and serve Amazon, (a unicorn at 6th, a pegasus at 9th).
Notes:
Loosely modeled on Monk and Judges Guild Dungeoneer 1-6 Compendium article. Utilizes various house rules I might have mentioned in past blog posts... Feel free to replace 25/50% XP bonus with more standard 5/10%. Most classes use d6 damage die for normal weapons. "Great to-hit" is whatever fighters get. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things). The rest should be broadly interpretable.
I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.
Friday, January 20, 2012
Fighting Man
:Requirements: Human
:Primes: STR
:Max Level: 12
:Hit Die: d6+2 (+2 after level 9)
:Combat: Great To Hit Progression, any Armor, any Shield
:Saves: as Fighter
Fighting men with 13+ STR earn 25% XP bonus. They must have a STR of 16+ to earn 50% XP bonus.
Fighting men aren't complicated or specialized. Which makes as flexible as your imagination (and ability to connive DM).
"Combat Master"
Fighting men's damage dice explode.
"Downright Blow"
Once per combat. If target hit, one damage die does max damage, which will cause die to explode.
"Slaughterhouse"
May melee attack up to X opponents where X is character's to-hit bonus. All opponents must be <= 1HD (2HD at 5th level, 3HD at 9th).
Notes:
Posted mostly to provide baseline for comparison with classes to follow. Utilizes various house rules I might have mentioned in past blog posts... "Great to-hit" is whatever fighters get. "Explode" means if max die value rolled, re-roll that die and add to total. Anything else should be broadly interpretable.
:Primes: STR
:Max Level: 12
:Hit Die: d6+2 (+2 after level 9)
:Combat: Great To Hit Progression, any Armor, any Shield
:Saves: as Fighter
Fighting men with 13+ STR earn 25% XP bonus. They must have a STR of 16+ to earn 50% XP bonus.
Fighting men aren't complicated or specialized. Which makes as flexible as your imagination (and ability to connive DM).
"Combat Master"
Fighting men's damage dice explode.
"Downright Blow"
Once per combat. If target hit, one damage die does max damage, which will cause die to explode.
"Slaughterhouse"
May melee attack up to X opponents where X is character's to-hit bonus. All opponents must be <= 1HD (2HD at 5th level, 3HD at 9th).
Notes:
Posted mostly to provide baseline for comparison with classes to follow. Utilizes various house rules I might have mentioned in past blog posts... "Great to-hit" is whatever fighters get. "Explode" means if max die value rolled, re-roll that die and add to total. Anything else should be broadly interpretable.
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