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yarpen

Yarpen's Revisions

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WARRIOR
Hit Points: d10
ThaC0: +1/level
Equipment:
- Armors: all
- Weapons: all
- Shields: all
1 Weapon Expert, Combat Stances
3 Diehard (2HP/Round)
5 Mastery
7 Extra Attack
9 Diehard (4HP/Round)
11 Weapon Specialist
13 Extra Attack
15 Diehard (6HP/Round)
17 Indomitable 1/Day
19 Extra Attack
WEAPON EXPERT/SPECIALIST
At level 1, gains proficiency in any weapon.
At level 11, gains specialization in any weapon.
COMBAT STANCES
Warrior can switch between Offensive and Defensive Stance at Will.
At level 1, Offensive Stance grants +1 bonus to Attack Rolls. This bonus increases by +1 every 6 levels up to +4 at level 19.
At level 1, Defensive Stance grants +1 bonus to Armor Class. This bonus increases by +1 every 6 levels up to +4 at level 19.
DIEHARD
At level 3, regains 2 Hit Points per Round as long as he is below 50% Hit Points.
At level 9, regains 4 Hit Points per Round as long as he is below 50% Hit Points.
At level 15, regains 6 Hit Points per Round as long as he is below 50% Hit Points.
MASTERY
At level 5, may achieve mastery in any weapon.
At level 9, may achieve high mastery in any weapon.
At level 13, may achieve grand mastery in any weapon.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
INDOMITABLE
At level 17, can use Indomitable once per day.
Indomitable makes caster unable to drop below 1 Hit Point or die to slaying effects. Lasts 2 rounds.
RANGER
Hit Points: d10
ThaC0: +1/level
Equipment:
- Armors: all
- Weapons: all
- Shields: all
1 Favored Enemy, Stealth
3 Staggering Attack (Attack Rolls)
5 Spellcasting
7 Extra Attack
9 Staggering Attack (Movement Spede)
11 Greater Favored Foe
13 Extra Attack
15 Staggering Attack (Armor Class)
17 Whirlwind Attack 1/Day
19 Extra Attack
FAVORED ENEMY
Chooses his Favored type of enemy from the list of: Aberrations, Beasts, Giants, Humanoids, Monsters, Undeads.
At level 1, grants +2 bonus to Damage/Attack Rolls versus chosen type of enemy.
At level 11, grants +2 bonus to Armor Class/Saves versus chosen type of enemy.
STEALTH
At level 1, Ranger gains 40 skill points in both Hide in Shadows and Move Silently and gains additional 20 points every 6 levels up to 100 at level 19.
STAGGERING ATTACK
At level 3, your attacks apply -1 penalty to Attack Rolls.
At level 9, your attacks apply -1 penalty to Movement Speed.
At level 15, your attacks apply -1 penalty to Armor Class.
These penalties are cumulative and last until either affected opponent will die, or you switch your target to another enemy (which will instantly remove the debuff from previously affected enemy).
Undead, Constructs and other creatures that would be immune to Critical Strikes are not affected by Staggering Attack.
SPELLCASTING
Ranger can cast spells from spheres: Plants, Animals, Protection, Healing.
At level 5, gains access to level 1 spells.
At level 9, gains access to level 2 spells.
At level 13, gains access to level 3 spells.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
WHIRLWIND ATTACK
At level 17, can use Whirlwind Attack once per day.
Whirlwind Attack doubles your attacks per round and movement speed, and applies -2 penalty to Attack/Damage Rolls for 2 rounds
PALADIN
Hit Points: d10
ThaC0: +1/level
Equipment:
- Armors: all
- Weapons: all
- Shields: all
1 Healing Touch, Turn Undead
3 Aura (Bravery)
5 Spellcasting
7 Extra Attack
9 Aura (Resillence)
11 Restorative Touch
13 Extra Attack
15 Aura (Calm)
17 Divine Power 1/Day
19 Extra Attack
HEALING/RESTORATIVE TOUCH
Healing Touch can be used once per day per 6 levels, up to four times per day at level 19.
At level 1, restores 4 Hit Points per Paladin's level (up to 80 Hit Points at level 20) to target Ally.
At level 11, cures Blindness, Deafness, Disease, Poison, Paralysis and Drained Levels.
TURN UNDEAD
At level 1, Paladin can Turn Undead creatures at Will. If turned creature has 5 Hit Dices less than Paladin, it becomes instantly destroyed.
AURA
At level 3, grants immunity to Fear.
At level 9, grants immunity to Charm.
At level 15, grants immunity to Confusion.
Aura affects you and all your Allies in 10' radius from you.
SPELLCASTING
Paladin can cast spells from spheres: Divination, Combat, Protection, Healing.
At level 5, gains access to level 1 spells.
At level 9, gains access to level 2 spells.
At level 13, gains access to level 3 spells.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
DIVINE POWER
At level 17, can once per day use Divine Power.
Divine Power grants +4 bonus to Strength, +2 bonus to Armor Class and 20 additional Hit Points. Paladin also deals an additional 1d6 points of magic damage whenever he strikes an opponent.
Lasts 1 Turn.
BARBARIAN
Hit Points: d12
ThaC0: +1/level
Equipment:
- Armors: light/medium
- Weapons: all
- Shields: light/medium
1 Rage, Toughness
3 Feral Instincts (Blindfight)
5 Thick Hide
7 Extra Attack
9 Feral Instincts (Backsense)
11 Brutal Rage
13 Extra Attack
15 Feral Instincts (Scent)
17 Warcry 1/Day
19 Extra Attack
RAGE
Barbarian can use Rage once per day per 6 levels up to four times at level 19.
At level 1, grants +2 bonus to Damage Rolls, 4 Hit Points per Level and -2 penalty to Attack Rolls.
At level 11, grans +4 bonus to Damage Rolls, 4 Hit Points per Level and -4 penalty to Attack Rolls.
Rage lasts for up to 1 Turn. It's effects can end pre-maturely if Barbarian is out of combat for 2 rounds.
Barbarian cannot cast spells, activate abilities, use skills or become invisible when enraged.
TOUGHNESS
Barbarian gains d12 Hit points per Level instead of d10.
FERAL SENSES
At level 3, grants immunity to Blindness when Enraged.
At level 9, grants immunity to Sneak Attacks and Critical Strikes when Enraged.
At level 15, grants invisibility detection in 15' radius when Enraged.
THICK HIDE
At level 5, grants 5% physical resistance.
At level 9, grants 10% physical resistance.
At level 13, grants 15% physical resistance.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
WAR CRY
At level 17, can use Warcry once per day.
War Cry imposes -2 penalty to Attack Rolls and Saving Throws to all enemies in 10' radius for 1 Turn. Additionaly, if they fail -2 Will Roll they become frightened for 5 rounds.
Constructs, Undead and any creatures that would be immune to mind-affecting effects, are also immune to this ability.
MONK
Hit Points: d10
ThaC0: +1/level
Equipment:
- Armors: none
- Weapons: simple, 1-handed
- Shields: none
1 Ki, Way of the Fist
3 Perfect Body
5 Unarmed Mastery
7 Extra Attack
9 Perfect Mind
11 Greater Ki
13 Extra Attack
15 Perfect Soul
17 Quivering Palm 1/Day
19 Extra Attack
WAY OF THE FIST
At level 1, Monk's fists deal 1d8 bludgeoning damage and he uses them as he would be specialized in unarmed combat.
Fists enchantment level increases by 1 every 4 levels (starting from level 5) up to +4 (with +4 bonus to Attack/Damage Rolls) at level 17.
At level 1, Monk starts with base Armor Class 7. It improves by 1 every 2 levels down to -2 at level 19.
KI
Monk can use Ki once per day per 6 levels up to four times per day at level 19.
Ki allows you to choose one of the abilities from the list: Missle Deflection, Shadow Step, Supreme Flurry, Second Wind (descriptions below). Each ability significantly improves at level 11.
KI (MISSLE DEFLECTION)
At level 1, grants immunity to missles. Lasts 2 rounds.
At level 11, deflects all incoming missles back to the enemies. Lasts 4 rounds.
KI (SHADOW STEP)
At level 1, grants Invisibility. Lasts 2 rounds.
At level 11, grants Improved Invisibility instead. Lasts 4 rounds.
KI (SUPREME FLURRY)
At level 1, grants +2 bonus to Attack/Damage Rolls with fists. Lasts 2 rounds.
At level 11, grants +4 bonus to Attack/Damage Rolls with fists instead. Lasts 4 rounds.
KI (SECOND WIND)
At level 1, restores 4 Hit Points per Level to Monk.
At level 11, restores 4 Hit Points per Level and knocks all opponents 5' away from Monk.
Giant creatures are immune to knocback.
PERFECTION
At level 3, grants immunity to Poison and Disease.
At level 9, grants immunity to Charm, Fear and Confusion.
At level 15, grants immunity to Slaying, Polymorphy, Level Drain and Petrify.
MASTERY
At level 5, grants Mastery in unarmed combat.
At level 9, grants High Mastery in unarmed combat.
At level 13, grants Grand Mastery in unarmed combat.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
QUIVERING PALM
At level 17, can use Quivering Palm once per day.
After using this ability, Monk's next attack sends the destructive vibrations into the body of it's victim. Besides of always dealing maximum damage, it also forces opponent to roll -2 Fortitude Save. If opponent fails the save, he starts to loose 2 points of Constitution per round for up to 1 Turn. Loss of Constitution is pernament and requires applying Restoration spell.
When creature drops below 1 Constitution, it dies instantly.
Monk has 2 rounds to hit an opponent with Quivering Palm.
Constructs, Undead and any creatures that would be immune to either Critical Strikes or Slaying effects, are also immune to this ability.
MAGE
1 Spellcasting, Contingency
3 Metamagic (Silent Spell)
5 Summon Familiar
7 Signature Spell 1/Day
9 Metamagic (Empower Spell)
11 Greater Contingency
13 Signature Spell 1/Turn
15 Metamagic (Quicken Spell)
17 Alcatracity 1/Day
19 Signature Spell 1/Round
SPELLCASTING
At level 1, can cast level 1 spells.
At level 3, can cast level 2 spells.
At level 5, can cast level 3 spells.
At level 7, can cast level 4 spells.
At level 9, can cast level 5 spells.
At level 11, can cast level 6 spells.
At level 13, can cast level 7 spells.
At level 15, can cast level 8 spells.
At level 17, can cast level 9 spells.
CONTINGENCY
At level 1, can once per day prepare up to two spells that will be instantly cast at chosen condition.
At level 11, can once per day prepare up to four spells that will be instantly cast at chosen condition.
METAMAGIC
At level 3, grants immunity to Silence.
At level 9, grants +2 bonus to spellcaster level.
At level 15, grants +1 bonus to spellcasting speed.
SIGNATURE SPELL: DISPEL MAGIC
Signature Spell is always cast with effective caster's level 10.
At level 7, can once per day cast Dispel Magic.
At level 13, can once per turn cast Dispel Magic.
At level 19, can once per round cast Dispel Magic.
ALCATRACITY
At level 17, Alcatracity can be cast once per day.
SORCERER
1 Wild Spellcasting, Sequencer
3 ???
5 Summon Familiar
7 Invocation 1/Day
9 ???
11 Greater Sequencer
13 Invocation 1/Turn
15 ???
17 Wildstrike 1/Day
19 Invocation 1/Round
WILD SPELLCASTING
At level 1, whenever you cast a spell, there is 5% chance for Wild Surge to occur.
At level 1, can cast level 1 spells.
At level 3, can cast level 2 spells.
At level 5, can cast level 3 spells.
At level 7, can cast level 4 spells.
At level 9, can cast level 5 spells.
At level 11, can cast level 6 spells.
At level 13, can cast level 7 spells.
At level 15, can cast level 8 spells.
At level 17, can cast level 9 spells.
SEQUENCER
At level 1, can once per day prepare up to two spells that will be instantly cast on demand.
At level 11, can once per day prepare up to four spells that will be instantly cast on demand.
Spells cast through Sequencer will not trigger Wild Surge.
CLERIC
1 Spellcasting, Turn Undead
3 Necromantic Mastery (+5)
5 Divine Smite
7 Domain Spell 1/Day
9 Necromantic Mastery (+10)
11 Turn Fiends
13 Domain Spell 1/Turn
15 Necromantic Mastery (+15)
17 Mass Resurrection/Destruction 1/Day
19 Domain Spell 1/Round
SPELLCASTING
TURN UNDEAD
NECROMANTIC MASTERY
At level 3, whenever Cleric casts Cure/Inflict Wounds spell - he adds 5 to either amount of damage dealt or Hit Points restored.
At level 9, whenever Cleric casts Cure/Inflict Wounds spell - he adds 10 to either amount of damage dealt or Hit Points restored.
At level 15, whenever Cleric casts Cure/Inflict Wounds spell - he adds 15 to either amount of damage dealt or Hit Points restored.
This ability does not affect Domain Spell and/or Bhallspawn powers.
DIVINE SMITE
At level 5, whenever Cleric hits an opponent in melee, he deals additional 1d4 magic damage.
At level 9, whenever Cleric hits an opponent in melee, he deals additional 1d6 magic damage.
At level 13, whenever Cleric hits an opponent in melee, he deals additional 1d8 magic damage.
DOMAIN SPELL
At level 7, can cast Cure/Inflict Wounds once per day.
At level 13, can cast Cure/Inflict Wounds once per turn.
At level 19, can cast Cure/Inflict Wounds once per round.
Cure Wounds is available for good/neutral Clerics.
Inflict Wounds is available for evil Clerics.
Domain Spell is always cast with caster's effective level 10.
MASS RESURRECTION/DESTRUCTION
At level 17, good/neutral Cleric can cast Mass Ressurection once per day.
At level 17, evil Cleric can cast Mass Destruction once per day.
THIEF
1 Thievery, Backstab (2x)
3 Elusive (Slippery Mind)
5 Evasion
7 Backstab (3x)
9 Elusive (Evasion)
11 Skill Focus
13 Backstab (4x)
15 Elusive (Uncanny Dodge)
17 Cunning Action 1/Day
19 Backstab (5x)
THIEVERY
Thief gains access to: Pickpocket, Open Locks, Detect/Disarm Traps, Detect Illusions, Hide in Shadows, Move Silently and Set Traps as his skills.
At level 1, Thief gains 50 skill points and gains 30 skill points per Level.
BACKSTAB
Whenever Thief strikes while being invisible to his enemies, damage dealt is multiplied by his Backstab multiplier.
At level 1, Bacsktab deals 2x damage.
At level 7, Bacsktab deals 3x damage.
At level 13, Bacsktab deals 4x damage.
At level 19, Bacsktab deals 5x damage.
EVASION
At level 5, Thief has 10% chance to avoid physical attacks.
At level 9, Thief has 20% chance to avoid physical attacks.
At level 13, Thief has 40% chance to avoid physical attacks.
ELUSIVE
At level 3, grants immunity to Charm and Alignment Detection.
At level 9, grants immunity to Backstab and Critical Strikes.
At level 15, grants immunity to Area-of-Effect damaging spells and abilities.
SKILL FOCUS
At level 11, grants +20 bonus to Open Locks, Detect/Disarm Traps and Set Traps.
CUNNING ACTION
At level 17, can use Cunning Action once per day.
Thief can act freely for 1 round while everyone else is frozen in time.
He cannot cast spells or attack during this time.
Edited by yarpen

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Removed for now. Saved for further additions.

Thread was updated.

Edited by yarpen

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may use ... four times per day
Could you describe this as "may use ... four times after a complete rest" ... cause you can use the same thing 12 per day as the resting can apply it and so fort... and they won't be regained in 24 hours without a complete rest.

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Hi again folks. With Demi not being here and me being bored as hell, I've thought about some revisions. You can check the results in first post.

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Another batch. All Fighters (Warrior, Paladin, Ranger, Barbarian, Monk).

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I really like you ideas for Mages & Sorcerers. Makes them more different from each other. Thats nice.
Will you also do Kits ?

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Yeah. I just didn't prepared them for this version. But I do have a rough idea for one kit for every class.

 

Warrior

- True

- Weapon Master

 

Ranger

- True

- Hordeslayer: focused on killing multiple, smaller enemies. Gains Slayer's Momentum instead of Staggering Blow: bonuses whenever he kills an opponent.

 

Paladin

- True

- I don't know yet. It's not possible to implement things from Devotion Oath (like Turn Fiends, Turn Extraplanars instead of Auras.

 

Monk

- True

- Disciple of Elements: flaming, icy strikes and some cool elemental-based abilities.

 

Barbarian

- True

- Berserker: more reckless (gets AC penalty instead of Attack Rolls penalty when raging) and mind-focused (his rage grants him immunity to Fear at level 3, movement-hindering effects at level 9, mind-affecting effects at level 15). Basically, he's unstoppable killing machine with no utility granted.

 

Mage

- True

- Enchanter: Dire Charm as Signature Spell, he also gets Arcane Charisma that gives him +1 bonus to Charisma and -1 penalty to Will saves to everyone around.

 

Sorcerer

- True

- Dragon Disciple: y'know, dragon powars.

 

Still, I really dislike current metamagic feats for mage. Earlier I've had something much cooler. So he had feat called Arcane Knowledge that granted him +1 bonus to Intelligence and ability to detect dispellable magic 1/round.

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