Author Topic: Campaign Classes  (Read 1881 times)

Offline bhu

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Campaign Classes
« on: November 07, 2011, 10:07:39 PM »
DUELLIST



 Duellists are more than just gunslingers.  It's rare in the States for duels to be fought with swords anymore, but the duellist can be challenged to fight with either pistol or sabre.  It is most likely he comes from the aristocratic classes, as members of the working class tend to fight as opposed to observing duels with rules and etiquette.  Generally most fights are now conducted with pistols, so melee fighting is considered a secondary skill.

 REQUIREMENTS
   BAB:  +2
   Feat:  Archaic Weapons Proficiency, Personal Firearms Proficiency
   Skills:  4 ranks in one of the following: Intimidate, Listen, Spot

Hit Die: The Duellist gets d10 hit points per level, the characters Constitution Modifier applies.

Action Points: The Duellist gains a number of Action points equal to 6 plus one half his character level, rounded down, every time he attains a new Level in this class.

Class Skills
 The Duellist's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (Current Events, History)(Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis)
Skills Points at Each  Level : 5 + int

   BAB  Fort    Ref    Will  DB  RP  Abilities
1. +0    +0     +1     +1    +1  +0  Fearless
2. +1    +0     +2     +2    +1  +0  Weapon Focus
3. +2    +1     +2     +2    +2  +1  Bonus Feat
4. +3    +1     +2     +2    +2  +1  Sudden Action
5. +3    +1     +3     +3    +3  +1  Location Sense
6. +4    +2     +3     +3    +3  +2  Bonus Feat
7. +5    +2     +4     +4    +4  +2  Delay Damage
8. +6    +2     +4     +4    +4  +2  Greater Weapon Focus
9. +6    +3     +4     +4    +5  +3  Bonus Feat
10.+7    +3     +5     +5    +5  +3  Bullseye


Class Features:
 
Fearless: The Duellist gains a +4 Bonus on Will Saves to resist Fear effects and on Level Checks to oppose Intimidate Checks.

Weapon Focus: At 2nd Level the Duellist gains the Weapon Focus Feat with a specific Personal firearm.

Bonus Feats: At 3rd, 6th, and 9th Levels the Duellist can select a Feat from the following list: Agile Riposte, Cleave, Combat Expertise, Combat Reflexes, Dead Aim, Dodge, Far Shot, Great Cleave, Improved Disarm, Improved Feint, Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, or Weapon Finesse.

Sudden Action: Once per day a Duellist can change his place in the Initiative Order, increasing it by an amount up to his Class Level.  He can declare this Ability is being used at the start of any round before anyone else takes an Action.

Location Sense If you are given the opportunity, you can scout for the best position to be in when the fighting starts.  If you can take a Full Round Action before the fight starts (usually a duel), you can maneuver into a position that suits you.  Perhaps you have the wind blowing in the right direction, ort he sun is in your opponents eyes or some other factor.  During the first round of combat your opponent takes a -2 Penalty to all Initiative, Attack, and Damage rolls.

Delay Damage: At 7th Level the Duellist can delay the damage dealt to him by a single attack or effect for a number of rounds equal to his Class Level.  He may do this once per day.

Greater Weapon Focus: At 8th Level the Attack Bonus the Duellist gains from his 2nd Level Ability increases by +1.

Bullseye: When the Duellist makes a successful attack with the personal firearm he selected for his Weapon Focus Feat at 2nd Level he can spend 1 action point before rolling damage to do an additional +3d6 damage.

Ready to Use Duellist



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions

Offline bhu

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Re: Campaign Classes
« Reply #1 on: November 07, 2011, 10:07:58 PM »
NATURAL PHILOSOPHER



 The Natural Philosopher is a Gentleman Scientist and inventor, usually a wealthy and well schooled individual who can pursue science at his leisure and in his own direction.  Normally they focused on chemistry and physical sciences as well as philosophy, and were the precursor to modern physicists.

 REQUIREMENTS
   Skills:  6 ranks in Craft (Chemical), plus 6 ranks in one of the following Knowledge Skills (Earth and Life Sciences, Physical Sciences, Theology and Philosophy), plus 6 ranks in Research.

Hit Die: The Natural Philosopher gains 1d8 hit points per level.  The Character's Constitution Modifier applies.

Action Points: The Natural Philosopher gains Action Points equal to 6 plus one half his Character Level, rounded down, every time he gains a new Level in this class.

Class Skills
 The Natural Philosopher's class skills (and the key ability for each skill) are Craft (Chemical, Mechanical, Pharmaceutical, Structural)(Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Knowledge (Civics, Current Events, Earth and Life Sciences, Physical Sciences, Theology and Philosophy)(Int), Navigate (Int), Profession (Wis), Read/Write Language (None), Research (Int), Search (Int), Speak Language (None), or Treat Injury (Wis).
Skills Points at Each  Level : 7 + int


   BAB  Fort    Ref    Will  DB  RP  Abilities
1. +0    +1     +1     +0    +0  +0  Smart Defense
2. +1    +2     +2     +0    +1  +0  Military Scientist
3. +1    +2     +2     +1    +1  +1  Bonus Feat
4. +2    +2     +2     +1    +1  +1  Skill Mastery
5. +2    +3     +3     +1    +2  +1  Minor Breakthrough
6. +3    +3     +3     +2    +2  +2  Bonus Feat
7. +3    +4     +4     +2    +2  +2  Enlightenment
8. +4    +4     +4     +2    +3  +2  Smart Weapon
9. +4    +4     +4     +3    +3  +3  Bonus Feat
10.+5    +5     +5     +3    +3  +3  Major Breakthrough


Class Features:
 
Smart Defense: Personal attacks have shown you people don't like new ideas, and you add both your Intelligence and Dexterity Modifier to Defense.  If you are Denied your Dex Bonus to AC you lose the Int Bonus as well.

Military Scientist: As you have been drafted by the government due to current events, you have had much training in developing weapons.  This allows you to advance firearms and explosives by spending the appropriate amount of money, time, Action Points, and making some skill checks. Rules for this are in the Campaign Info thread.

Bonus Feat: At 3rd, 6th, and 9th Level you can choose a Bonus Feat from the following list if you meet the prerequisites: Archaic Weapons Proficiency, Attentive, Cautious, Combat Expertise, Continuous Study (See below), Educated, Personal Firearms Proficiency, Point Blank Shot, Renown, Studious.

Skill Mastery: Select a number of skill from your Class List equal to 3 + your Int Modifier.  You may always Take 10 on these Skills when making a normal Skill Check, even if stress and distractions would normally prevent you from doing so.

Minor Breakthrough: You gain a +2 Reputation Bonus with anyone who has at least one rank in one of the following Knowledge Skills: Civics, Earth and Life Sciences, Physical Sciences, Theology and Philosophy.  You also get a +3 Wealth Bonus. 

Enlightenment: At 7th Level you stumble on some dark secret of how the Universe actually works.  This provides some benefit at the cost of some of your Sanity.  You may trade Sanity for ranks in Knowledge (Things Man Was Not Meant To Know) or Knowledge (Arcana)(1 point of Sanity for 1 rank).  Both of these Knowledge Skills are Class Skills from now on, and you receive a +2 Reputation Bonus with anyone who has at least 1 rank in either.  You may trade a maximum of 7 Sanity in this manner (1 per level in this Class).

Smart Weapon: Choose one weapon you can use with one hand and are proficient in.  You may use your Int Modifier as a Bonus on Attack rolls with this weapon instead of Str or Dex.

Major Breakthrough: You gain a +2 Reputation Bonus with anyone who has at least 1 rank in any of the following skills (this stacks with the Bonus granted by Minor Breakthrough): Civics, Earth and Life Sciences, Physical Sciences, Theology and Philosophy.  You also gain another +3 Wealth bonus increase.

Ready to Use Natural Philosopher



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions


Continuous Learning
You keep up with the times.
Prerequisites: Ranks in any Craft skill (Chemical, Mechanical, Pharmaceutical, Structural)
Benefits: You gain a +2 Bonus on a specific Craft skill of your choice.  Also, when new inventions come out with that Craft skill you keep up with them, and take no penalties in working with them.  For example if a new form of lock was invented, and your bonus was in Craft (Mechanical) you wouldn't take penalties in Open Lock checks because you were unfamiliar with it.  If a new explosive were invented, and you had ranks in Craft (Chemical) you wouldn't take penalties on Demolitions when using it.  May be taken multiple times, once for each Craft skill.
« Last Edit: May 28, 2012, 02:05:03 PM by bhu »

Offline bhu

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Re: Campaign Classes
« Reply #2 on: November 07, 2011, 10:08:20 PM »
OCCULTIST



 All your life you have studied the old books and legends waiting for the day when magic would return.  You knew eventually the stars would be right and the Gates would open again, and that day has come.  It is time you stopped being persecuted and took your rightful place in the world.  For some this means joining the creatures coming through from Outside, for some it means opposing them.  Either way, you're one of the few people who has an idea about what the hell is going on.

 REQUIREMENTS
   Skills:  Knowledge (Arcana) 6 ranks, Decipher Script 6 ranks, Research 6 ranks
   Feats:  Iron Will, and either Educated or Studious

Hit Die: The Occultist gains 1d6 hit points per level.  The character's Constitution Modifier applies.

Action Points: An Occultist gains a number of Action Points equal to 6 plus one half her Level, rounded down, whenever she attains a Level in this Class.

Class Skills
 The Occultist's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcane Lore, Current Events, Earth and Life Sciences, History, Physical Sciences, Theology and Philosophy)(Int), Research (Int), Search (Int), and Speak Language (None).
Skills Points at Each  Level : 6 + int


   BAB  Fort    Ref    Will   DB  RP  Abilities
1. +0    +1     +0     +1     +0  +0  Quick Learner
2. +1    +2     +0     +2     +1  +1  -1 Humanity Damage
3. +1    +2     +1     +2     +1  +1  Casting +1
4. +2    +2     +1     +2     +1  +1  Quick Learner
5. +2    +3     +1     +3     +2  +2  -2 Humanity Damage
6. +3    +3     +2     +3     +2  +2  Casting +2
7. +3    +4     +2     +4     +2  +2  Quick Learner
8. +4    +4     +2     +4     +3  +3  -3 Humanity Damage
9. +4    +4     +3     +4     +3  +3  Casting +3
10.+5    +5     +3     +5     +3  +3  Spellcraft


Class Features:

Quick Learner:  You are very adept at learning spells.  At first Level you gain a +2 Competence Bonus on all Knowledge (Arcane Lore) Checks meant to learn spells.

At 4th Level the time for you required to lean a spell is reduced by 50% (round down).  This is in addition to bonuses from the Apprentice Flaw (if you have it reduce the time by half twice).

At 7th Level your Competence Bonus increases to +4.

Lessen Humanity Damage:  The Occultist slowly becomes desensitized to casting magic.  At Level 2 the Humanity damage caused by casting a spell is lessened by one.  It is lessened by an additional one point at Levels 5 and 8.

Casting: At 3rd Level your casting ability is considered to be 1 higher for spellcasting purposes only.  For example, the middle value of your three mental scores is an Intelligence of 13.  For purposes of the minimum score for casting spells, or any other effects related to your casting ability score (for example something that references "ability score divided by x damage") you score is now a 14.  This increases to +2 at Level 6 and +3 at Level 9.

Spellcraft:  At 10th Level you become that rarest of things, an actual Wizard.  No longer content to learn the spells of other, you have resolved to research and create your own through trial and error.  Which effectively means death or worse is right around the corner from you at all times, and the slightest mistake on your part may endanger the world.  But you still feel the need to forge on.  Spellcrafting rules are listed in the Campaign Info Thread.  Your type changes to Outsider with the Native Subtype. Sanity rules no longer apply to you as you are no longer a human being (this may lead to your becoming an NPC depending on the DM).
 


Ready to Use Ocultist



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions



« Last Edit: June 03, 2016, 06:55:50 PM by bhu »

Offline bhu

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Re: Campaign Classes
« Reply #3 on: November 07, 2011, 10:08:38 PM »
The following Advanced Classes are available (but will probably require tweaking in some cases to be made usable for d20 Past):


Core Rules:

Soldier
Infiltrator (a scout basically)
Bodyguard
Personality
Negotiator (Diplomat)


D20 Past:

The Explorer
Frontier Marshall


Urban Arcana: None

D20 Future: Obviously these will require modifications

Explorer
Field Officer

Offline bhu

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Re: Campaign Classes
« Reply #4 on: November 07, 2011, 10:08:53 PM »
SENSITIVE



 Some people are just born different.  They're sensitive to things others can't find.  Perhaps they can find water, or see ghosts.  Or perhaps they know when evil is near.  They serve as a sort of psychic early warning system for disasters or supernatural events.  This does eventually take it's toll on them, and they become something other than human mentally and spiritually.  Or perhaps their abilities come from mised parentage with things unknown...

 REQUIREMENTS
   Skills:  Bluff 6 ranks, Knowledge (Arcane) 6 ranks, Knowledge (Theology and Philosophy) 4 ranks
   Feats:  Medium (see below), and either Educated or Studious


Hit Die: A Sensitive gains 1d8 hit points per level.  The characters Constitution modifier applies.

Action Points: A Sensitive gains Action Points equal to 6 plus one half his Character Level (rounded down) for each Level he gains in this class.

Class Skills
 The Sensitive's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Visual Art, Writing)(Int), Gather Information (Cha), Knowledge (Arcane, Current Events, History, Theology and Philosophy)(Int), Perform (Cha), Research (Int), Sense Motive (Wis), and Sleight of Hand (Dex).
Skills Points at Each  Level : 5 + int


   BAB  Fort    Ref    Will   DB  RP  Abilities
1. +0    +1     +0     +1    +0  +0  Detect
2. +1    +2     +0     +2    +1  +0  Contact
3. +1    +2     +1     +2    +1  +1  Defend +1
4. +2    +2     +1     +2    +1  +1  Detect
5. +2    +3     +1     +3    +2  +1  Contact
6. +3    +3     +2     +3    +2  +2  Defend +2
7. +3    +4     +2     +4    +2  +2  Detect
8. +4    +4     +2     +4    +3  +2  Contact
9. +4    +4     +3     +4    +3  +3  Defend +3
10.+5    +5     +3     +5    +3  +3  Loss of Humanity


Class Features:
 
Detect (Su): You gain some mild precognitive abilities at 1st Level.  As a Standard Action you may 'feel' a 30' Area to detect a specific something from the following list.  You can choose an additional option with each Level, but may only search for one at a time:

Death: You can detect if a murder has occurred here recently. At 1st Level you can detect if one has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if a killing has ever occurred.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the murder occurred).  You may also detect if someone has been injured or is dying.  At 1st Level you can tell if someone is at 0 hp or less, or is stabilized.  If they are intelligent undead you can make an Opposed Level Check to detect them (you always sense mindless undead).  At 4th Level you gain a +2 Bonus on the Level Check vs Undead, and can tell exactly how many hp someone has if they are at 0 or below.  At 7th Level you get a +2 Bonus on the Level Check vs Undead.

Cruelty:  You can detect if rape, torture, or any horrific acts of cruelty have occurred here recently. At 1st Level you can detect if one has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if an act has ever occurred.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the incident occurred).  You may also detect if someone has committed rape, murder, torture, etc by making an Opposed Level Check.  At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.

Lies:  You may detect if someone is lying to you by making an Opposed Level Check.  At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.  You can also detect if something is false (i.e. an illusion for example) by making an Opposed Level Check against whatever is creating it. 

Madness:  You may detect if someone is insane by making an Opposed Level Check.  At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.  A successful Sense Motive Check against that person provides an additional +2 Bonus.  At 4th Level you will also realize if their mental difficulties are temporary or incurable, and whether or not they are a danger to you.  At 7th Level you know the exact nature of their insanity (i.e. you know the specific mental problem they have).

Possession: You can detect if someone or something is under supernatural control such as possession, certain curses, or mental domination if you can make an Opposed Level Check against whatever being is controlling/possessing them.  At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.

Portals:  At 1st Level you know the vague location of any dimensional gates, portals, tears in space/time, etc (or if one has been present within the last 24 hours).  At 4th Level you can tell exactly where it is, and what kind of portal it is, and whether or not it's open (or if one was present within the last month).  At 7th Level you can see through the portal to the other side to see what lies beyond it, but anything on the other side can see you as well.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the act occurred).

Danger: At 1st Level you automatically detect danger on a worldwide scale.  Examples would be a God awakening or arriving planetside, a breakdown in reality, or some other supernatural event.  A DC 20 Level Check automatically warns you of danger on a country wide scale (smaller invasions, major planar rifts, war).  An Opposed Level Check negates a surprise round, or if you are aware of the attack you aren't Flat-Footed if you haven't acted in the round already.   At 4th Level you automatically detect danger on a country wide scale, and with a DC 15 Level Check you can detect local city wide dangers (natural disasters, local Gates or alien infestations, invasion, fires, etc).  You also get a +1 Bonus on Opposed Level Checks when using this Ability.   At 7th Level you automatically detect local city wide dangers and your Bonus on Opposed Level Checks increases to +2.  Automatic detections are considered Free Actions.

Supernatural Beings: You can detect the presence of Supernatural beings whether they are disguised or invisible by making an Opposed Level Check.  For purposes of this Ability, Supernatural being includes any being with a Spell-Like or Supernatural Ability.  At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4. 

Supernatural Powers
: You can detect the use of any Spell, Spell-Like Ability or Supernatural Ability.  At 1st Level you can detect if use has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if an ability has ever been used assuming it was sufficiently powerful.  A simple summons cast 5 years ago doesn't count.  Calling up a deity regardless of how long ago always counts.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the act occurred).


At 4th Level you may now use Detect as a Swift Action, and can Detect out to a 60' radius.

At 7th Level you can Detect out to a 120' Radius, and are automatically alerted when something you can Detect happens within range.  If you Detect more than one you have the potential for being overwhelmed (make a DC 20 Fortitude Save or be Dazed for 1 round).

Any round on which you use Detect as an Action or an Opposed Check you take a -2 Penalty on Will Saves as you have to open yourself up to get it's benefits..

Contact: At second Level you can make Contact with Supernatural (or at least unnatural) beings you could not normally communicate with by opening your mind as a Standard Action(as with Detect this imposes a -2 Penalty on Will Saves).   Initially you must be within physical contact (or an adjacent square if the being is Incorporeal) and only feelings, vague pictures or thoughts are possible to send/receive.   Contact with an alien mind causes Sanity Loss equal to that of a failed Willpower Save upon seeing it (i.e. if it normally causes 1d6 San loss on a failed Save, you take 1d6 San Loss). 

At 5th Level your range extends to 10', and simple sentences of 10 words or less may be exchanged.  You take one point less Sanity damage from contacting an alien mind as you are growing used to it.

At 8th Level your range extends to 30' and you may communicate freely.  You now take 2 points less Sanity Damage from Communication.

Defend: At Levels 3, 6, and 9 you gain the listed Bonus on Willpower Saves and against Supernatural Abilities requiring an Opposed Level Check.

Loss of Humanity:  Consistent contact with alien minds and powers has left you other than human.  Your type changes to Outsider with the Native Subtype. Sanity rules no longer apply to you as you are no longer a human being (this may lead to your becoming an NPC depending on the DM).  Communication range extends to 60', and you no longer take a Will Save Penalty for using your Abilities.


Ready to Use Sensitive



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions


Medium
You were born sensitive to odd things.
Prerequisites: Must be taken at 1st Level
Benefits: You gain a +2 Bonus on Listen and Spot checks against anything Supernatural.  This means any creature with Supernatural abilities or that has the ability to cast spells, or to notice any trap/event/whatever with a supernatural origin.
« Last Edit: December 23, 2012, 02:49:22 AM by bhu »

Offline bhu

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Re: Campaign Classes
« Reply #5 on: November 07, 2011, 10:09:11 PM »
ACOLYTE




 You are a Believer.  Just not necessarily a Believer in the cult of any God well known or understood by modern standards.  You may be one of the less educated thugs of the group who has proven himself worthy of knowing it's inner secrets, or you may be one of the cult's Founders.  Either way you have some access to knowledge of how the world really works via your God, who may now be able to Manifest since the times are changing.

 REQUIREMENTS
   Skills:  Knowledge (Arcane) 6 ranks, Knowledge (Theology and Philosophy) 6 ranks, Read/Write one dead language
   Feats:  Low Profile, Studious
   Flaws: Deific Bargain


Hit Die: An Acolyte gains 1d8 hit points per level.  The characters Constitution modifier applies.

Action Points: An Acolyte gains Action Points equal to 6 plus one half his Character Level (rounded down) for each Level he gains in this class.

Class Skills
 The Acolyte's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (any)(Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcane, Current Events, History, Streetwise, Theology and Philosophy, Things Man Was Not Meant To Know)(Int), Read/Write Language (None), Research (Int), and Speak Language (none).
Skills Points at Each  Level : 5 + int


   BAB  Fort    Ref    Will   DB  RP  Abilities
1. +0    +1     +0     +1    +0  +0  Learn Ritual
2. +1    +2     +0     +2    +1  +0  Taint
3. +1    +2     +1     +2    +1  +1  Strong Mind -1
4. +2    +2     +1     +2    +1  +1  Learn Ritual
5. +2    +3     +1     +3    +2  +1  Taint
6. +3    +3     +2     +3    +2  +2  Strong Mind -2
7. +3    +4     +2     +4    +2  +2  Learn Ritual
8. +4    +4     +2     +4    +3  +2  Taint
9. +4    +4     +3     +4    +3  +3  Strong Mind -3
10.+5    +5     +3     +5    +3  +3  High Priest


Class Features:
 
Learn Ritual: At Levels 1, 4, and 7 your Patron God teaches you a spell of it's choice and you get 4 skill ranks in that spell for free.  Spells taught will be listed in the Deities thread.

Taint: At Levels 2, 5, and 8 you begin to show the corrupting effects of associating with a deity.  The exact effects depend on the deity.  Exact effects will be listed in the Deities thread.

Strong Mind: Consistent communication with one's deity eventually deadens you to the sight of things others would find horrifying.  At Level 3 the Sanity damage done by encountering a monster or a disturbing event is lowered by one.  It is lowered by an additional one point at Levels 6 and 9.

High Priest: Consistent channeling of the power of your God has left you other than human.  Your type changes to Outsider, and you gain any Subtypes associated with your Deity (see Deities thread).  You also gain one ability dependent on your Deity (see the Deities thread).  Sanity rules no longer apply to you as you are no longer a human being (this may lead to your becoming an NPC depending on the DM).

Ready to Use Acolyte



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions



« Last Edit: December 23, 2012, 02:40:32 AM by bhu »

Offline bhu

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Re: Campaign Classes
« Reply #6 on: November 07, 2011, 10:09:31 PM »
SCHOLAR



 You are a professional Academic of some sort.  Perhaps a Scribe, or a Historian, or Antiquarian, or even a Teacher.  Some profession that requires devotion to a particular subject.  You might even be a Monk or Priest devoted to pursuing some sort of esoteric knowledge, or a translator of scripture.

 REQUIREMENTS
   Talents:  Linguist or Savant
   Feats: Obscure Knowledge (see D20 Past)
   Skills:  Any 3 Knowledge Skills 4 ranks, Research 4 ranks

Hit Die: A Scholar gets 1d6 hit points per Level.  The characters Constitution modifier applies.

Action Points: A Scholar gains Action Points equal to 5 plus one half his Character Level (rounded down) for each Level he gains in this class.

Class Skills
 The Scholar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Visual Arts, Writing)(Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Any)(Int), Profession (Wis), Read/Write Language (none), Research (Int), and Speak Language (None).
Skills Points at Each  Level : 9 + int


   BAB  Fort    Ref    Will   DB  RP  Abilities
1. +0    +0     +0     +2    +0  +0  Gain Access
2. +1    +0     +0     +3    +1  +0  Secrets
3. +1    +1     +1     +3    +1  +1  Bonus Feat
4. +2    +1     +1     +4    +1  +1  Skill Mastery
5. +2    +1     +1     +4    +2  +1  Minor Breakthrough
6. +3    +2     +2     +5    +2  +2  Bonus Feat
7. +3    +2     +2     +5    +2  +2  Polyglot
8. +4    +2     +2     +6    +3  +2  Secrets
9. +4    +3     +3     +6    +3  +3  Bonus Feat
10.+5    +3     +3     +7    +3  +3  Major Breakthrough


Class Features:
 
Gain Access: Governments, libraries, universities, museums, and other places that hold repositories of knowledge have collections that are forbidden to those who do not have the appropriate background.  You have the skill (and hopefully the fame) to gain access to these with the right Diplomacy Check:

DC 10 Most libraries not attached to the government or a university.
DC 15 Most universities and museums.
DC 20 Most government information if you have the clearance, some of the more stringent universities and museums.
DC 25 Private collectors, Wizards, the Vatican (i.e. people who know whats really going on).

Secrets:

Bonus Feat: At Levels 3, 6, and 9 you gain a Bonus Feat from the following list: Creative, Deceptive, Educated, Find Clues, Iron Will, Low Profile, Meticulous, Renown, Studious, Trustworthy, Windfall.

Skill Mastery:  Choose a number of skills from your class list equal to (3 plus your Int Modifier).  You may always Take 10 when making a Check with one of these skills, even under adverse conditions or while distracted.

Minor Breakthrough:  You gain a +2 Reputation Bonus with anyone who has at least one rank in one of the following Knowledge Skills: Arcane Lore, Earth and Life Sciences, History, Physical Sciences, Theology and Philosophy.  You also get a +3 Wealth Bonus. 

Polyglot: If you do not already have the Linguist Talent from the Smart Hero Talent Tree you gain it now.  If you do have it already, you can now use it to decipher completely alien languages with a DC 30 Check.

Major Breakthrough: You gain a +2 Reputation Bonus with anyone who has at least 1 rank in any of the following skills (this stacks with the Bonus granted by Minor Breakthrough): Arcane Lore, Earth and Life Sciences, History, Physical Sciences, Theology and Philosophy.  You also gain another +3 Wealth bonus increase.

Ready to Use Scholar



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions



« Last Edit: December 23, 2012, 03:12:09 AM by bhu »

Offline bhu

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Re: Campaign Classes
« Reply #7 on: November 07, 2011, 10:09:59 PM »
Changes to existing classes



Soldier Skills: Drive applies to coaches or wagons only (and watercraft).
Bonus Feats: Remove Burst Fire and replace it with Quick Reload.

Infiltrator Skills: Remove Investigate, Knowledge (Art), and Tumble.  Replace with Ride, Survival, and Swim.

Bodyguard Skills: Remove Knowledge (Behavioral Sciences, Civics) and replace with Bluff and Hide.  Drive applies to coaches and wagons (and watercraft).

Personality Skills: Remove Knowledge (Behavioral Sciences) and Perform (Standup).  Replace with Knowledge (Theology and Philosophy) and Sense Motive.

Negotiator Skills: Remove Computer Use, Drive, Investigate, and Knowledge (Behavioral Sciences).  Replace with Craft (Writing), Knowledge (History, Theology and Philosophy), and Listen. 
Bonus Feats: Replace the Bonus Feats list with the following: Brawl, Confident, Deceptive, Defensive Martial Arts, Dodge, Educated, Iron Will, Low Profile, Renown, Stealthy, Studious, Trustworthy, Windfall.


D20 Past:

The Explorer Unchanged.

Frontier Marshall Prerequisites: Remove the requirement for the Close Combat Shot class ability.
Bonus Feats: Replace Double Tap with Secret Identity.



D20 Future:

Field Officer Skills: Remove Computer Use, and Knowledge (Behavioral Sciences).  Replace with Knowledge (Current Events) and Ride.
Bonus Feats: Remove the 4 armor proficiency Feats and replace with Archaic Weapons Proficiency, Educated, Quick Reload, and Simple Weapons Proficiency.

Offline bhu

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Re: Campaign Classes
« Reply #8 on: November 07, 2011, 10:10:18 PM »
SCARRED VETERAN



 You've been through hell.  A very special personal Hell.  Whether it was the War, or being forced into cannibalism, or having to resort to inhuman lengths to survive some sort of intense ordeal, you are no longer normal.  People step aside when they see you coming, and you make them nervous when you speak.  They all know what you've done, and they all know you'd do it again (or at least they think that).  It doesn't help that you're too mentally scarred to mount any defense against their beliefs other than loss of temper.

 REQUIREMENTS
   Talents:  Any 2 of the following: Cold Resistance, DR/1, Evasion, Melee Smash, Remain Conscious, Uncanny Dodge
   Skills:  Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks, Survival 4 ranks
   BAB:  +6

Hit Die: The Scarred Veteran gains 1d10 hit points per Level.  The Characters Constitution Modifier applies.

Action Points: A Scarred Veteran gains Action Points equal to 6 plus one half his Character Level (rounded down) for each Level he gains in this class.

Class Skills
 The Scarred Veteran's class skills (and the key ability for each skill) are Climb (Str), Craft (Structural)(Int), Drive (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, Streetwise, Tactics)(Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 5 + int


   BAB  Fort    Ref    Will   DB  RP  Abilities
1. +0    +1     +0     +1    +1  +0  Born Survivor
2. +1    +2     +0     +2    +2  +0  Fearsome Reputation
3. +2    +2     +1     +2    +2  +1  No One Should See What I Have Seen
4. +3    +2     +1     +2    +3  +1  Action Boost
5. +3    +3     +1     +3    +3  +1  Adrenaline Rush (1 score)
6. +4    +3     +2     +3    +3  +2  No One Should Be Made To Do The Things I Have Done
7. +5    +4     +2     +4    +4  +2  Delay Damage
8. +6    +4     +2     +4    +4  +2  Adrenaline Rush (2 scores)
9. +6    +4     +3     +4    +5  +3  Thousand Yard Stare
10.+7    +5     +3     +5    +5  +3  Beyond All Fear, Beyond All Hope


Class Features:
 
Born Survivor: You gain a +2 Bonus to any 2 Class Skills of your choice.

Fearsome Reputation: You get a +4 Circumstance Bonus on Intimidate Checks against anyone who makes a successful  Reputation Check to see if they know you.

No One Should See What I Have Seen: You take 1 points less Sanity damage from events that aren't supernatural (finding corpses, seeing mutilated bodies, being showered in maggots, etc).

Action Boost: You may now spend two Action Points per round.  You may even spend 1 point, see the results, and spend the second one to try to get a better result on the same roll, as long as you do so before the DM tells you the results of the  roll.

Adrenaline Rush: At 5th Level you can spend an Action Point to increase one of your Physical Ability Scores by 1d4+1 for a number of rounds equal to your Class Level.  At the end of this time you are Fatigued for 1d4+1 rounds. 

At 8th Level you can increase two Ability Scores at the same time, and are Fatigued for 1d6+2 rounds when it wears off.

No One Should Be Made To Do The Things I Have Done: You have had to perform acts of a questionable and disturbing nature to stay alive.  You take 1 less point of Sanity Damage from acts of torture, murder, depravity, etc that you commit due to being numb.

Delay Damage: You can delay the damage dealt by a single attack or effect for a number of rounds equal to your Class Level once per day.

Thousand Yard Stare: At 9th Level you gain Frightful Presence as a Bonus Feat, except it affects any opponent of equal or less Hit Dice

Beyond All Fear, Beyond All Hope: At 10th Level you can voluntarily take 1 point of Sanity Damage to be immune to Fear or Morale Penalties for a number of rounds equal to 1d6 plus your Wisdom Modifier.



Ready to Use Scarred Veteran



Name
Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
Action Points
Reputation
------------------------------------------------
Defense , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
Occupation
SQ
Feats
Talents
Skills
Possessions