Tuesday, May 8, 2012

Class Adjustments


 
Barbarian: Upon reaching 5th level, they receive the Bloodied Ability, which will stack with any racial Bloodied, but for normal races, this acts upon taking hit point damage to half of your HP you go Bloodied, granting you +4 Str/Con/Will and +4 damage for a number of rounds = to your new constitution mod +1, you also take -4 to your ac., this does not count against your rage limit..
·         The Barbarian starts off with +2 natural armor, and +5 hit points at 1st and gains another +2/ +5 every 4 levels thereafter.

·         They gain an exotic weapon feat for free at 1st level, as well as the Improved Unarmed Combat Feat.

Battle Mage (Sorcerer): They now use the Int mod for their spells, not Charisma. They are allowed 1 new spell per spell level more so than on the chart that they are able to do research into, however at Three times the amount of time required of Wizards to learn new spells. Also they may replace old spells with new spells at any time as long as the research time is put in, as they place spells learned from watching other casters or spell books to memory.
·         At 1st, 5th, 10th, 15th, and 20th level they now receive either a Combat feat or Meta magic Feat
  • Cantrip Mastery: at 1st level you gain your Int mod in a number of 0 level spells, these 0 level spells will cost you no mana to cast, you can cast them each a number of times per day equal to your Int mod. All other Orisons cost you 1 mana to cast.

Bard: To be updated.

Cleric: Gains special abilities dependant on their Deity at 1st, 5th, 10, 15th, and 20th levels.
  • Orison Mastery: at 1st level you gain your Int mod in a number of 0 level spells, these 0 level spells will cost you no mana to cast, you can cast them each a number of times per day equal to your Int mod. All other Orisons cost you 1 mana to cast.

  • New Class Skill: Knowledge (Creature Lore).

Druid: Gains special abilities dependant on their Deity at 1st, 5th, 10, 15th, and 20th levels..

  • Orison Mastery: at 1st level you gain your Wis mod in a number of 0 level spells, these 0 level spells will cost you no mana to cast, you can cast them each a number of times per day equal to your Wis mod. All other Orisons cost you 1 mana to cast.

  •  New Class Skill: Knowledge (Creature Lore).

Fighter: The Fighter now gains an additional bonus feat or 2 combat traits at 1st level.

·         Weapon Training now becomes +1 to Hit/ +1 damage/ +1d6 critical damage

  • 4 + Int Mod skill points per level now.

  • New Class Skills: Knowledge (Engineering, and Tactics).

Monk: A Medium Monk now starts off doing 1D6+1 points of unarmed damage, the +1 goes up by 1 per every 2 monk levels. The ability Wholeness of Body now gives 3 times her class level in Hit points back per ki point spent.

·         Weapon and Armor Proficiency: Monks are proficient with the blow gun, crossbow (light or heavy), dagger, hand axe, Kama, Kukri, long sword, quarterstaff, Sais, short spear, short sword, scimitar, short bow (composite), Long Bow (composite) shuriken, siangham, spear, spiked chain, and tonfa. They are also proficient with unarmed combat devices/weapons such as the gauntlet and Armour Spikes.

·         Monk Training (Ex): Similar to the Fighter’s Weapon Training, Starting at 3rd level, a Monk can select one weapon type to focus in. Whenever he attacks with this weapon, he gains a +1 bonus on attack and damage rolls, and may use the weapon regardless as apart of his Flurry of Blows. Every four levels thereafter (7th, 11th, 15th and 19th) a monk becomes further trained in another weapon. He gains a +1 bonus on attack and damage rolls when using this weapon. In addition, the bonuses granted by previous weapons increases by +1 each. For the purposes of this ability, unarmed strikes, and the use of weapons/devices that increase unarmed strike attacks and damages are considered one weapon.

Paladin: They now cast their spells faster than normally: Standard becomes Swift, Full-round becomes standard. Anything longer than that is unaffected.  
·         If they choose to wield the chosen weapon of their Deity, this weapon is imbued with +1 to Hit/+1 to Damage vs. Evil and Undead, for every 4 Paladin levels they attain these bonuses go up by +1/+1.
·         New Class Skills: Knowledge (Engineering, Tactics)

Ranger: Gets his pet at 1st level. They now cast their spells faster than normally: Standard becomes Swift, Full-round becomes standard. Anything longer than that is unaffected.

  • New Class Skills: Knowledge (Creature Lore and Tactics)
  • Animal Companion (Ex): At 1st level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name - the ranger’s effective druid level is equal to his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can - like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Combat Style (Ex): Rangers gain the benefits of both archery and two-weapon fighting styles. They need not select one.



Rogue: At 3rd level, may choose 1 of 2 paths, the Brute Path or the Artful Dodger Path, they also gain improved evasion at 10th level for free instead of as an Advanced Talent.

  • Brute: All sneak attack damage increases to 1D8+1; you also gain the feat Toughness.

  • Artful Dodger: Gains +2 bonus to all Charisma and Dex based skills; also gains the feat Improved Initiative.

  • Hide in Plain Sight is added as an advanced talent for rogues.

  • New Class Skills: Knowledge (Mechanical), Jury Rig


Wizard: Gain 1 free Crafting, Metamagic or Magic based feat at 1st level 5th lvl 10th, 15th, and 20th. Spell Casting is now spontaneous, but must be chosen from the Wizards selection of available spells in their Spell Book, If she loses her spell book, roll 1D10 + Int mod, this is how many spells she will have memorized well enough to place into a new spell book, she can easily remember all cantrips.

  • 6+ Int mod skill points per level now
  • New Class Skills: Knowledge (Creature Lore)

  • Cantrip Mastery: at 1st level you gain your Int mod in a number of 0 level spells, these 0 level spells will cost you no mana to cast, you can cast them each a number of times per day equal to your Int mod. All other Orisons cost you 1 mana to cast.

No comments:

Post a Comment