Author Topic: New NPC Classes  (Read 3949 times)

Offline Garryl

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New NPC Classes
« on: November 15, 2011, 12:07:37 AM »
Nothing special here, just some extra NPC classes to fill the void of NPCs in the world.

Offline Garryl

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(Continued) New NPC Classes
« Reply #1 on: November 15, 2011, 12:07:53 AM »
Gish NPC class
A simple NPC battle mage class. The name comes from the iconic order of Githyanki fighter/mages.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Spells Per Day

Spells Known
01st2nd3rd4th01st2nd3rd4th
1+0+0+0+2--1--------2--------
2+1+0+0+3Armored Mage1--------3--------
3+2+1+1+3--2--------3--------
4+3+1+1+4--20------411------
5+3+1+1+4--21------42------
6+4+2+2+5--31------43------
7+5+2+2+5--32------43------
8+6/+1+2+2+6Channel Spell320----4411----
9+6/+1+3+3+6--321----442----
10+7/+2+3+3+7--331----443----
11+8/+3+3+3+7--332----443----
12+9/+4+4+4+8--3320--44411--
13+9/+4+4+4+8--3321--4442--
14+10/+5+4+4+9--3331--4443--
15+11/+6/+1+5+5+9--3332--4443--
16+12/+7/+2+5+5+10--33320444411
17+12/+7/+2+5+5+10--3332144442
18+13/+8/+3+6+6+11--3333144443
19+14/+9/+4+6+6+11--3333244443
20+15/+10/+5+6+6+12--3333344444
1. Provided the gish has a high enough Charisma score to have a bonus spell of this level.

Class skills (2 + Int modifier per level): Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Spellcraft, and Swim.

Weapon and Armor Proficiency: Gishes are proficient with all simple weapons and a single martial melee weapon of their choice. Gishes are also proficient with light armor.

Spellcasting: A gish spontaneously casts arcane spells like a sorcerer. The gish's amount of spells known and spells per day are indicated on the table above. When the gish gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. A gish's spells are drawn from the gish spell list. Upon reaching 8th level, at every fourth level after that (12th, 16th, and 20th), a gish can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level gish spell the gish can cast. A gish may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Armored Mage (Ex): A 2nd level or higher gish can cast gish spells while wearing light armor without incurring the usual risk of spell failure. This benefit applies only while wearing light or lighter armor, and not while wielding a shield of any sort.

Channel Spell (Su): Beginning at 8th level, a gish can channel a touch spell through a melee weapon he wields. This functions as the duskblade ability by the same name, except that the gish never gains the ability to channel spells with a full attack.

Gish Spell List
Gishes choose their spells from the following list:

0-Level (Cantrips): Acid splash, daze, detect magic, flare, inflict minor wounds, mage hand, ray of frost, resistance, touch of fatigue, and virtue.

1st Level: Burning hands, chill touch, color spray, entropic shield, inflict light wounds, mage armor, magic weapon, shield, sleep, shocking grasp, and true strike.

2nd Level: Align weapon, bear's endurance, blur, bull's strength, daze monster, death knell, eagle's splendor, false life, ghoul touch, inflict moderate wounds, protection from arrows, and touch of idiocy.

3rd Level: Bestow curse, contagion, deep slumber, displacement, greater magic weapon, heroism, inflict serious wounds, keen edge, rage, vampiric touch, and wind wall.

4th Level: Blight, dimension door, fear, fire shield, freedom of movement, inflict critical wounds, magic vestment, poison, rusting grasp, shout, and stoneskin.



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« Last Edit: July 07, 2017, 10:49:19 PM by Garryl »

Offline Garryl

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(Continued) New NPC Classes
« Reply #2 on: November 15, 2011, 12:07:59 AM »
Mentalist NPC class
A simple NPC manifester class.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Power
Points
Per Day

Powers
Known
Maximum
Power
Level
1+0+0+0+2--121st
2+1+0+0+3Psicrystal Affinity231st
3+1+1+1+3--341st
4+2+1+1+4--452nd
5+2+1+1+4--752nd
6+3+2+2+5--1062nd
7+3+2+2+5--1372nd
8+4+2+2+6--1683rd
9+4+3+3+6--2183rd
10+5+3+3+7--2693rd
11+5+3+3+7--31103rd
12+6/+1+4+4+8--36114th
13+6/+1+4+4+8--43114th
14+7/+2+4+4+9--50124th
15+7/+2+5+5+9--57134th
16+8/+3+5+5+10--64145th
17+8/+3+5+5+10--73145th
18+9/+4+6+6+11--82155th
19+9/+4+6+6+11--91165th
20+10/+5+6+6+12--100175th

Class skills (2 + Int modifier per level): Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Knowledge (all skills, taken individually), Psicraft, and Sense Motive.

Weapon and Armor Proficiency: Mentalists are proficient with all simple weapons.

Power Points/Day: A mentalist can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Charisma score.

Powers Known: A mentalist chooses his powers from the mentalist power list. The total number of powers known is given on the table above. A mentalist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a mentalist can manifest per day is limited only by his daily power points. A mentalist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against mentalist powers is 10 + the power’s level + the mentalist's Charisma modifier.

Maximum Power Level Known: A mentalist begins play with the ability to learn 1st-level powers, but gains the ability to learn higher level powers according to the table above. To learn or manifest a power, a mentalist must have a Charisma score of at least 10 + the power’s level.

Psicrystal Affinity: A 2nd level mentalist gains Psicrystal Affinity as a bonus feat.

Mentalist Power List
Mentalists choose their powers from the following list:

1st Level: Astral traveler, attraction, call to mind, catfall, conceal thoughts, control light, create sound, deja vu, demoralize, detect psionics, disable, distract, empathy, empty mind, entangling ectoplasm, inertial armor, mind thrust, missive, precognition, psionic charm, psionic daze, sense link, synesthete, and telempathic projection.

2nd Level: Bestow power, body equilibrium, cloud mind, concealing amorpha, control sound, detect hostile intent, ego whip, forced sense link, id insinuation, inflict pain, mass missive, mental disruption, object reading, psionic identify, psionic levitate, psionic tongues, read thoughts, recall agony, sensitivity to psychic impressions, share pain, specified energy adaptation, sustenance, and thought shield.

3rd Level: Astral caravan, danger sense, dispel psionics, escape detection, false sensory input, forced share pain, mental barrier, mind trap, psionic blast, and touchsight.

4th Level: Anchored navigation, aura sight, correspond, death urge, energy adaptation, inertial barrier, intellect fortress, psionic divination, psionic freedom of movement, psionic modify memory, and psychic vampire.

5th Level: Adapt body, mass cloud mind, mind probe, psionic true seeing, psychic crush, shatter mind blank, and tower of iron will.



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« Last Edit: July 07, 2017, 10:49:47 PM by Garryl »

Offline Garryl

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(Continued) New NPC Classes
« Reply #3 on: November 15, 2011, 12:08:05 AM »
Soulshaper NPC class
A simple NPC meldshaping class.

Hit Die: d6



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Soulmelds


Essentia

Chakra
Binds
1+0+0+0+2Aligned Meldshaping100
2+1+0+0+3Detect Opposition100
3+1+1+1+3--110
4+2+1+1+4--210
5+2+1+1+4--220
6+3+2+2+5Chakra Binds (crown, feet, hands)221
7+3+2+2+5--231
8+4+2+2+6--231
9+4+3+3+6--341
10+5+3+3+7--351
11+5+3+3+7--351
12+6/+1+4+4+8Chakra Binds (arms, brow, shoulders)362
13+6/+1+4+4+8--372
14+7/+2+4+4+9--472
15+7/+2+5+5+9--482
16+8/+3+5+5+10--492
17+8/+3+5+5+10--4102
18+9/+4+6+6+11Chakra Binds (throat, waist)4103
19+9/+4+6+6+11--5113
20+10/+5+6+6+12--5123

Class skills (2 + Int modifier per level): Concentration, Craft, Handle Animal, Heal, Knowledge (all skills, taken individually), Profession, Spellcraft, and Survival

Weapon and Armor Proficiency: Soulshapers are proficient with all simple weapons and with light armor.

Meldshaping: Soulshapers shape soulmelds as incarnates from the incarnate soulmeld list. Their soulmelds, essentia, and chakra binds are given on the table above.

Aligned Meldshaping: Soulshapers cannot shape soulmelds with alignment descriptors other than their own alignment. Soulshapers with more than one non-neutral component in their alignment must choose only one of those for the purpose of their meldshaping ability, although they may change this selection if their alignment ever changes. True neutral soulshapers can select any single alignment for the purpose of the meldshaping, although they may change this selection if their alignment ever changes.

Detect Opposition (Sp): A 2nd level or higher soulshaper can detect creatures with alignments opposed to the one that they selected for aligned meldshaping. This functions as the appropriate detect alignment spell, usable at will as a spell-like ability with a caster level equal to the soulshaper's class level.

Chakra Binds: Beginning at 6th level, a soulshaper can bind soulmelds to his chakras. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum), so that he cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that a soulshaper can have active at any one time depends on his level (see the Chakra Binds column on the table above). At 6th level, a soulshaper can bind a soulmeld to his crown, feet, or hands chakras. At 12th level, he can bind soulmelds to his arms, brow, or shoulders chakras. At 18th level, he can bind soulmelds to his throat or waist chakras.



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« Last Edit: July 07, 2017, 10:50:09 PM by Garryl »

Offline Garryl

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Re: New NPC Classes
« Reply #4 on: November 15, 2011, 12:08:11 AM »
Thief NPC class
A simple NPC thief class. Draws inspiration from the thief of 1st and 2nd edition AD&D.

Hit Die: d6



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
1+0+0+2+0Sneak Attack +1d6
2+1+0+3+0Trapfinding
3+2+1+3+1--
4+3+1+4+1--
5+3+1+4+1Sneak Attack +2d6
6+4+2+5+2--
7+5+2+5+2--
8+6/+1+2+6+2--
9+6/+1+3+6+3Sneak Attack +3d6
10+7/+2+3+7+3Use Scrolls
11+8/+3+3+7+3--
12+9/+4+4+8+4--
13+9/+4+4+8+4Sneak Attack +4d6
14+10/+5+4+9+4--
15+11/+6/+1+5+9+5--
16+12/+7/+2+5+10+5--
17+12/+7/+2+5+10+5Sneak Attack +5d6
18+13/+8/+3+6+11+6--
19+14/+9/+4+6+11+6--
20+15/+10/+5+6+12+6--

Class skills (4 + Int modifier per level): Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (local), Move Silently, Listen, Open Lock, Search, Sleight of Hand, Spot, and Use Rope.

Weapon and Armor Proficiency: Thieves are proficient with all simple weapons and all light piercing martial melee weapons. Thieves are also proficient with light armor and with bucklers (but not other types of shields).

Sneak Attack (Ex): A thief can attack his enemies where it hurts most, allowing him to deal additional damage on attacks that qualify. This functions the same as the rogue's sneak attack ability. Sneak attack initially allows a thief to deal an additional 1d6 points of damage. This bonus damage increases by 1d6 for every 4 levels beyond 1st.

Trapfinding (Ex): Beginning at 2nd level, a thief gains Trapfinding, as per the rogue ability of the same name.

Use Scrolls (Ex): Starting at 10th level, a thief treats Decipher Script and Use Magic Device as class skills. For the purpose of identifying and using scrolls, he is considered trained in Use Magic Device and can use his class level in place of his skill ranks, whichever is greater.



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« Last Edit: July 07, 2017, 10:50:43 PM by Garryl »

Offline Garryl

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Re: New NPC Classes
« Reply #5 on: March 12, 2024, 12:30:05 AM »
Sublime Adept NPC class
A simple NPC martial adept class. Uses the maneuvers from a single discipline moderately well.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+0+0+2+0Chosen Discipline220
2+1+0+3+0--221
3+2+1+3+1--221
4+3+1+4+1--321
5+3+1+4+1--321
6+4+2+5+2--321
7+5+2+5+2--421
8+6/+1+2+6+2--431
9+6/+1+3+6+3--431
10+7/+2+3+7+3--531
11+8/+3+3+7+3--532
12+9/+4+4+8+4--532
13+9/+4+4+8+4--632
14+10/+5+4+9+4--642
15+11/+6/+1+5+9+5--642
16+12/+7/+2+5+10+5--742
17+12/+7/+2+5+10+5--742
18+13/+8/+3+6+11+6--742
19+14/+9/+4+6+11+6--842
20+15/+10/+5+6+12+6--853

Class skills (2 + Int modifier per level): Climb, Concentration, Craft, Intimidate, Jump, Knowledge (local), Martial Lore, Profession, and Swim. A sublime adept also adds the key skill of his chosen discipline to his class skill.

Weapon and Armor Proficiency: Sublime adepts are proficient with all simple weapons and with all martial weapons from among his chosen discipline's associated weapons. Sublime adepts are also proficient with light armor and with shields (other than tower shields).

Chosen Discipline: A sublime adept chooses a single martial discipline from among all of the martial disciplines. He studies this martial discipline alone, learning its maneuvers and training with its favored weapons and key skill.

Initiator Level: Unlike other martial adepts, a sublime adept does not always count full class level towards his sublime adept initiator level. A sublime adept's initiator level equal to 2/3 his class level, rounded up, rather than his full class level. As with all characters, he still adds 1/2 his total level in other classes to his sublime adept initiator level. Consequently, a single-classed sublime adept's maximum maneuver level learned is 1st at 1st level, increasing by 1 maneuver level every 3 class levels thereafter.

Maneuvers: A sublime adept begins his career with knowledge of two martial maneuvers. Only his single chosen martial discipline is available to him.

Once a sublime adept knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a sublime adept is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A sublime adept learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver's prerequisite to learn it. See Table 3-1: Highest-Level Maneuvers Known (TOB 39), to determine the highest-level maneuvers he can learn.

Maneuvers Readied: A sublime adept can ready both of the maneuvers he knows at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but he must choose which maneuvers to ready. The sublime adept readies his maneuvers by exercising, practicing, or meditating for 5 minutes. The maneuvers he chooses remain readied until he decides to exercise again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes in practice, he can change his readied maneuvers.

The sublime adept begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter.

Stances Known: At 2nd level, the sublime adept acquires knowledge of one stance from his chosen discipline. At 11th and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances the sublime adept knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.



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