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Drakevarg
2009-08-06, 03:28 PM
Working on a campaign setting for a game with my cousins, probably just gonna use it as my setting for any game I wind up DMing. Still not done with it, but I felt I should get it critiqued BEFORE it becomes a giant tangled mess that touching it would cause it to EXPLODE.

First things first, the classes. I'm limiting the choices to just 4 classes: Fighters, Rogues, Clerics and Wizards. Haven't finished writing wizards yet. Tell me whatcha think.

And if you're wondering why everything always lists itself as "+1" as opposes to "+5" or whatever, its because I found it annoying that the Players Handbook seemed to assumed - incorrectly, usually - that I wasn't going to multiclass. And so this chart only tells you what you gain, not your new total.

Aaaand one final point of interest: I was lazy, so I decided that theres no such thing as cross-class skills. Everything is everyone's class skills. The big difference is how many skill points you get.

FIGHTER
Not much changed here, I basically just removed the limitations on bonus feats and messed with the saves a bit.

GAME RULE INFORMATION
Abilities: Strength, Constitution and Dexterity are the virtues of a fighter, enabling him to deal damage and take it, or avoid it in the first place.
Hit Dice: d10
Skill Points Per Level: 2 + Int Modifier

Class Features:
Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons, with light, medium and heavy armors, and with all types of shields.
Bonus Feats: At 1st level and every two fighter levels afterwards, a fighter may select a bonus feat. The fighter must still meet all the prerequisites for the feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels.

The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+1|
--|
--|Bonus Feat

2nd|
+1|
--|
--|
--|--

3rd|
+1|
+1|
+1|
+1|Bonus Feat

4th|
+1|
--|
--|
--|--

5th|
+1|
+1|
--|
--|Bonus Feat

6th|
+1|
--|
+1|
+1|--

7th|
+1|
+1|
--|
--|Bonus Feat

8th|
+1|
--|
--|
--|--

9th|
+1|
+1|
+1|
+1|Bonus Feat

10th|
+1|
--|
--|
--|--

11th|
+1|
+1|
--|
--|Bonus Feat

12th|
+1|
--|
+1|
+1|--

13th|
+1|
+1|
--|
--|Bonus Feat

14th|
+1|
--|
--|
--|--

15th|
+1|
+1|
+1|
+1|Bonus Feat

16th|
+1|
--|
--|
--|--

17th|
+1|
+1|
--|
--|Bonus Feat

18th|
+1|
--|
+1|
+1|--

19th|
+1|
+1|
--|
--|Bonus Feat

20th|
+1|
--|
--|
--|--[/table]

ROGUE
Fiddled with this one quite a bit, actually. Only major thing I can remember changing is that the special abilities you get at higher levels have just been made into rogue-only feats, and that rogues just get bonus feats at those levels.

GAME RULE INFORMATION
Abilities: Dexterity provides extra protection for the lightly-armored rogue. A high intelligence score will increase the rogues' skill points, which can be used to expand her repertoire.
Hit Dice: d6
Skill Points Per Level: 6 + Int Modifier

Class Features:
Weapon and Armor Proficiencies: A rogue is proficient with all simple weapons, as well as the hand crossbow, rapier, sap, shortbow, and shortsword. Rogues are proficient with light armor but not with shields.
Sneak Attack: Any time a rogue's target would be denied a Dexterity bonus to their AC (regardless of whether they actually have a Dexterity bonus or not), or when she flanks her target, she may attack a vital area for extra damage. This extra damage is +1d6, and increases by another +1d6 every two rogue levels thereafter. Should a rogue make a critical hit during a sneak attack, the extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. A rogue can't strike with deadly accuracy beyond that range. A rogue can only sneak attack targets with discernable anatomies-- undead, constructs, oozes, plants and incorpreal creatures lack vital areas to attack. Any creature that is immune to critical hits is also immune to sneak attacks.
Evasion: At 2nd level and higher, a rogue can avoid even magical attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless rogue (such as one who is unconcious or paralyzed) does not gain the benefit of evasion.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisable attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on either side of her as easily as she can react to a single opponent. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Bonus Feats: At 10th, 14th, and 18th level, a rogue may gain a bonus feat.

The Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
--|
--|
+1|
--|Sneak Attack +1d6

2nd|
+1|
--|
--|
--|Evasion

3rd|
--|
+1|
+1|
+1|Sneak Attack +1d6

4th|
+1|
--|
--|
--|Uncanny Dodge

5th|
--|
--|
+1|
--|Sneak Attack +1d6

6th|
+1|
+1|
--|
+1|--

7th|
--|
--|
+1|
--|Sneak Attack +1d6

8th|
+1|
--|
--|
--|Improved Uncanny Dodge

9th|
--|
+1|
+1|
+1|Sneak Attack +1d6

10th|
+1|
--|
--|
--|Bonus Feat

11th|
--|
--|
+1|
--|Sneak Attack +1d6

12th|
+1|
+1|
--|
+1|--

13th|
--|
--|
+1|
--|Sneak Attack +1d6

14th|
+1|
--|
--|
--|Bonus Feat

15th|
--|
+1|
+1|
+1|Sneak Attack +1d6

16th|
+1|
--|
--|
--|--

17th|
--|
--|
+1|
--|Sneak Attack +1d6

18th|
+1|
+1|
--|
+1|Bonus Feat

19th|
--|
--|
+1|
--|Sneak Attack +1d6

20th|
+1|
--|
--|
--|--[/table]

Rogue-Only Feats
Crippling Strike [General]
Prerequisite: Rogue level 10
Benefit: A rogue with this feat can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Improved Evasion [General]
Prerequisite: Rogue level 10, Evasion
Benefit: This ability works like evasion, except that while the rogue still takes no damage upon a successful Reflex throw against attacks, henceforth she only takes half damage on a failed save. A helpless rogue (such as one that is unconcious or paralyzed) does no gain the benefit of improved evasion.

Skill Mastery [General]
Prerequisite: Rogue level 10
Benefit: The rogue becomes so certain in the use of her skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Int modifier. When making a skill check with one of these skills, she may take 10 even if stress and distraction would normally prevent her from doing so. A rogue may gain this feat multiple times, selecting additional skills for it to apply to each time.

CLERIC

GAME RULE INFORMATION
Abilities: Wisdom determines the cleric's spellcasting powers. Frequently taking the role of a secondary melee combatant, a cleric is well aided by high Constitution and Strength scores.
Alignment: A cleric's alignment must be within one step of their diety's. (That is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both.)
Hit Dice: d8
Skill Points Per Level: 4 + Int Modifier

Class Features
Weapon and Armor Proficiencies: A cleric is proficient with all simple weapons, all forms of armor, and with all shields.
Diety: A cleric's abilities are determined by what diety they choose. After selecting what diety the cleric serves, check that diety's spell list for the abilities they grant.
Spells: A cleric cast divine spells, which are drawn from their choosen diety's spell list. To prepare or cast a spell, a cleric must have a Wisdom score of at least 10 + the spell's level. The DC for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. A cleric may only cast a certain number of spells of each level per day. His daily spell allotment is given on the table below. In addition, he receives extra spells per day if he has a high wisdom score. Clerics prepare their spells through prayer. Each cleric must choose a time at which he must spend one hour each day in quiet contemplation to regain his daily allotment of spells. Typcially, this hour is at dawn, noon, dusk or midnight. Time spent resting has no effect on whether a cleric can cast spells. A cleric may prepare and cast any spell on their diety's spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily prayer.

Ex-Clerics
A cleric who grossly violates the code of conduct required by their diety (generally by acting in ways opposed to the diety's alignment or purposes) loses all spells and class features except for weapon and armor proficiencies. He cannot thereafter gain levels as a cleric of that diety until he atones. A cleric who changes dieties can never again revert to a previous diety.

The Cleric
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
--|
+1|
--|
+1|--|5|1

2nd|
+1|
--|
--|
--|--|6|2

3rd|
--|
+1|
+1|
+1|--|6|2|1

4th|
+1|
--|
--|
--|--|7|3|2

5th|
--|
+1|
--|
+1|--|7|3|2|1

6th|
+1|
--|
+1|
--|--|7|3|3|2

7th|
--|
+1|
--|
+1|--|8|4|3|2|1

8th|
+1|
--|
--|
--|--|8|4|3|3|2

9th|
--|
+1|
+1|
+1|--|8|4|4|3|2|1

10th|
+1|
--|
--|
--|--|8|4|4|3|3|2

11th|
--|
+1|
--|
+1|--|9|5|4|4|3|2|1

12th|
+1|
--|
+1|
--|--|9|5|4|4|3|3|2

13th|
--|
+1|
--|
+1|--|9|5|5|4|4|3|2|1

14th|
+1|
--|
--|
--|--|9|5|5|4|4|3|3|2

15th|
--|
+1|
+1|
+1|--|9|5|5|5|4|4|3|2|1

16th|
+1|
--|
--|
--|--|10|6|5|5|4|4|3|3|2

17th|
--|
+1|
--|
+1|--|10|6|5|5|5|4|4|3|2|1

18th|
+1|
--|
+1|
--|--|10|6|6|5|5|4|4|3|3|2

19th|
--|
+1|
--|
+1|--|10|6|6|5|5|5|4|4|3|2

20th|
+1|
--|
--|
--|--|10|6|6|6|5|5|4|4|3|3[/table]

WIZARD

GAME RULE INFORMATION
Abilities: Intelligence determines the wizards's spellcasting powers. Ill-suited for combat, high Dexterity and Constitution scores can help keep the wizard alive long enough to get their spells off.
Hit Dice: d4
Skill Points Per Level: 4 + Int Modifier

Class Features:
Weapon and Armor Proficiencies: A wizard is proficient with all simple weapons. He is not proficient with any armor or shields.
Bonus Feats: At 5th, 10th, 15th, and 20th levels, a wizard may select a bonus feat. The wizard must still meet all the prerequisites for the feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels.
Scribe Scroll: At first level, the wizard gains Scribe Scroll as a bonus feat.
Spells: A wizard cast divine spells, which can be drawn from any of the spell lists. To prepare or cast a spell, a wizard must have a Intelligence score of at least 10 + the spell's level. The DC for a saving throw against a wizards's spell is 10 + the spell's level + the wizard's Intelligence modifier. A wizard may only cast a certain number of spells of each level per day. His daily spell allotment is given on the table below. In addition, he receives extra spells per day if he has a high Intelligence score. The wizard must choose his spells ahead of time each day by spending one hour studying his spellbook. While studying, the wizard decides what spells to prepare.
Spellbooks: Unlike clerics, a wizard does not innately know every spell he is capable of casting. Instead, he must learn them through the study of scrolls or spellbooks. A wizard must study his spell book each day to prepare his spells, and he cannot prepare any spell not written in his spellbook. A wizard begins play with a spellbook containing all 0-level spells, as well as three 1st-level spells of their choice. At each new wizard level, they gain two new spells of any spell level or levels she can cast (based on their new wizard level) to their spellbook. At any time, a wizard can also add spells found in other spellbooks or from scrolls to her own spellbook.

The Wizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
--|
--|
--|
+1|--|5|1

2nd|
--|
--|
--|
--|--|6|2

3rd|
+1|
+1|
+1|
+1|--|6|2|1

4th|
--|
--|
--|
--|--|7|3|2

5th|
--|
--|
--|
+1|--|7|3|2|1

6th|
+1|
+1|
+1|
--|--|7|3|3|2

7th|
--|
--|
--|
+1|--|8|4|3|2|1

8th|
--|
--|
--|
--|--|8|4|3|3|2

9th|
+1|
+1|
+1|
+1|--|8|4|4|3|2|1

10th|
--|
--|
--|
--|--|8|4|4|3|3|2

11th|
--|
--|
--|
+1|--|9|5|4|4|3|2|1

12th|
+1|
+1|
+1|
--|--|9|5|4|4|3|3|2

13th|
--|
--|
--|
+1|--|9|5|5|4|4|3|2|1

14th|
--|
--|
--|
--|--|9|5|5|4|4|3|3|2

15th|
+1|
+1|
+1|
+1|--|9|5|5|5|4|4|3|2|1

16th|
--|
--|
--|
--|--|10|6|5|5|4|4|3|3|2

17th|
--|
--|
--|
+1|--|10|6|5|5|5|4|4|3|2|1

18th|
+1|
+1|
+1|
--|--|10|6|6|5|5|4|4|3|3|2

19th|
--|
--|
--|
+1|--|10|6|6|5|5|5|4|4|3|2

20th|
--|
--|
--|
--|--|10|6|6|6|5|5|4|4|3|3[/table]

Siosilvar
2009-08-06, 04:41 PM
If you're dead-set on just listing what you gain, then make all of the Sneak Attack listings give +1d6, and don't list the extra attacks in the table, as they're a function of your base attack bonus.

Drakevarg
2009-08-06, 04:51 PM
As opposed to using the usual DnD dieties, I've decided to use Greek gods. Specifically, Apollo, Zeus, Posiedon, Atlas, Gaia, Hades, Athena and Ares. YES, I know two of them are actually Titans. I don't care.

Cleric abilities very depending on which diety you choose. These spell lists dictate what cleric abilities they get, as well as what spells. This does cause some limitations. For example, a cleric who worships the god of FIRE doesn't get healing spells. He gets fireball.

Oh, yeah. And the whole arcane vs divine spells? No such thing. Everything's a divine spell. Wizards are basically the godly equivalent to seagulls or raccoons. They pick over the leftovers for spells.

The main reason I'm posting my campaign setting here in the first place is for help picking the spells. I've had some trouble deciding what to use. Here are the basic rules:

-Only 4 spells per spell level.
-Every spell list gets "Miracle" as a 9th level spell.
-The four elemental gods always get Plane Shift, Summon Monster III-IX, all varieties of Planar Ally, and Elemental Swarm towards their element.
-Specific spell types listed under each god.
-Gaia (at least at levels 0-8) always gets the best "Cure ___ Wounds" available.
-Gaia always gets Summon Nature's Ally as one of that level's spells.
-Hades (at least at levels 0-8) always gets the best "Inflict ___ Wounds" available.
-The War Gods always get Plane Shift, Summon Monster I-IX, and all varieties of Planar Ally towards their alignment.

APOLLO SPELL LIST
General Domans: (NOT the specific Clerical domains listed in the Player's Handbook.)
Fire and Light

CLERIC POWERS
Turn Fire: A Cleric of Apollo may turn fire creatures (such as fire elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable fire creature first, and can't effect fire creatures more than 60 feet way or have total cover relative to you. For a Turn Fire check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful fire creature you can turn. On a given turning attempt, you can turn no fire creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Fire Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the fire creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of fire creatures you can turn. You may skip over already turned fire creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned fire creature. These are; turn, rebuke, command, or destroy.
Turn Fire: Turned fire creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
Rebuke Fire: Rebuked fire creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Command Fire: A commanded fire creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded fire creature. At any one time the cleric may command any number of fire creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded fire creature or creatures to command new ones.
Destroy Fire: If you have twice as many levels as the fire creatures have hit dice, you may destroy any that you would normally turn.

Lesser Turn Water: A Cleric of Apollo may turn water creatures (such as water elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable water creature first, and can't effect water creatures more than 60 feet way or have total cover relative to you. For a Turn Water check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful water creature you can turn. On a given turning attempt, you can turn no water creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Water Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the water creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of water creatures you can turn. You may skip over already turned water creatures that are still within range, so that you do not waste your turning capacity on them. Once a water creature is successfully under your influence, you may either turn or destroy them.
Turn Water: Turned water creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked water creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Destroy Water: If you have twice as many levels as the water creatures have hit dice, you may destroy any that you would normally turn.

SPELLS
Level 0:
Flare
Light
Dancing Lights
Resistance

Level 1:
Burning Hands
Endure Elements
Produce Flame
Resist Energy**

Level 2:
Fire Trap
Flame Blade
Flaming Sphere
Scorching Ray

Level 3:
Call Lightning
Fireball
Lightning Bolt
Summon Monster III*

Level 4:
Fire Shield
Flame Strike
Lesser Planar Ally*
Summon Monster IV*

Level 5:
Call Lightning Storm
Plane Shift*
Summon Monster V*
Wall of Fire

Level 6:
Chain Lightning
Fire Seeds
Planar Ally*
Summon Monster VI*

Level 7:
Delayed Blast Fireball
Fire Storm
Summon Monster VII*
Sunbeam

Level 8:
Greater Planar Ally*
Incendiary Cloud
Summon Monster VIII*
Sunburst

Level 9:
Elemental Swarm*
Meteor Swarm
Miracle
Summon Monster IX*

*Cast as a fire spell only.
** Cast as a fire or water spell only.

POSIEDON SPELL LIST
General Domains: (NOT the Clerical Domains from the Player's Handbook)
Water, Ice, Divination

CLERIC POWERS
Turn Water: A Cleric of Posiedon may turn water creatures (such as water elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable water creature first, and can't effect water creatures more than 60 feet way or have total cover relative to you. For a Turn Water check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful water creature you can turn. On a given turning attempt, you can turn no water creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Water Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the water creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of water creatures you can turn. You may skip over already turned water creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned water creature. These are; turn, rebuke, command, or destroy.
Turn Water: Turned water creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
Rebuke Water: Rebuked water creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Command Water: A commanded water creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded water creature. At any one time the cleric may command any number of water creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded water creature or creatures to command new ones.
Destroy Water: If you have twice as many levels as the water creatures have hit dice, you may destroy any that you would normally turn.

Lesser Turn Fire: A Cleric of Posiedon may turn fire creatures (such as fire elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable fire creature first, and can't effect fire creatures more than 60 feet way or have total cover relative to you. For a Turn Fire check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful fire creature you can turn. On a given turning attempt, you can turn no fire creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Fire Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the fire creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of fire creatures you can turn. You may skip over already turned fire creatures that are still within range, so that you do not waste your turning capacity on them. Once a fire creature is successfully under your influence, you may either turn or destroy them.
Turn Fire: Turned fire creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked fire creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Destroy Fire: If you have twice as many levels as the fire creatures have hit dice, you may destroy any that you would normally turn.

SPELLS
Level 0:
Acid Splash
Create Water
Purify Food and Drink
Ray of Frost

Level 1:
Endure Elements
Grease
Obscuring Mist
Resist Energy**

Level 2:
Chill Metal
Fog Cloud
See Invisability
Protection from Energy**

Level 3:
Summon Monster III*
Arcane Sight
Water Breathing
Water Walk

Level 4:
Ice Storm
Lesser Planar Ally*
Summon Monster IV*
Wall of Ice

Level 5:
Cone of Cold
Scrying
Plane Shift*
Summon Monster V*

Level 6:
Find the Path
Otiluke's Freezing Sphere
Planar Ally*
Summon Monster VI*

Level 7:
Greater Arcane Sight
Summon Monster VII*
Greater Scrying
True Seeing

Level 8:
Discern Location
Greater Planar Ally*
Polar Ray
Summon Monster VIII*

Level 9:
Elemental Swarm*
Foresight
Miracle
Summon Monster IX*

*Cast as a water spell only.
** Cast as a fire or water spell only.

GAIA SPELL LIST
General Domains: (I think you've figured out what I mean by now...)
Healing
Animals
Plans
Resurrection

CLERIC POWERS
Animal Companion: At first level, a Cleric of Gaia may obtain a loyal animal companion selected from the list below. This animal is completely typical for its kind, but grows stronger as the Cleric of Gaia becomes more powerful. If the Cleric of Gaia releases their companion from service, they may obtain a new one by performing a ritual requiring 24 uninterrupted hours of prayer. This ceremony can also replace a companion that has perished. Note that you may only obtain companions that are native to the region you're in. (For example, you could not obtain a wolf in a rainforest.)

Companions
{table=head]Level|Companions

1st|
Dire Rat|

--|
Eagle|

--|
Monkey|

--|
Owl|

--|
Small Viper|

--|
Wolf|[/table]

{table=head]Level|Companions

3rd|
Black Bear|

--|
Crocodile|

--|
Dire Badger|

--|
Dire Bat|

--|
Medium Viper|

--|
Wolverine|[/table]

{table=head]Level|Companions

5th|
Ape|

--|
Dire Weasel|

--|
Dire Wolf|

--|
Giant Eagle|

--|
Lion|

--|
Giant Owl|

--|
Constrictor|

--|
Large Viper|[/table]

{table=head]Level|Companions

7th|
Brown Bear|

--|
Giant Crocodile|

--|
Dire Ape|

--|
Dire Boar|

--|
Dire Wolverine|

--|
Huge Viper|

--|
Tige|[/table]

{table=head]Level|Companions

9th|
Polar Bear|

--|
Dire Lion|

--|
Rhinoceros|

--|
Giant Constrictor|[/table]

{table=head]Level|Companions

11th|
Dire Bear|

--|
Elephant|[/table]

{table=head]Level|Companions

13th|
Tiger|[/table]

{table=head]Level|Companions

15th|
Roc|[/table]

Companion Growth
The companion's Base Attack Bonus and Saving Throws are the same as their cleric's.
{table=head]Cleric Level|HD|Natural Armor

1st|
--|
--|

2nd|
+1|
--|

3rd|
--|
+1|

4th|
+1|
--|

5th|
--|
--|

6th|
+1|
+1|

7th|
--|
--|

8th|
+1|
--|

9th|
--|
+1|

10th|
+1|
--|

11th|
--|
--|

12th|
+1|
+1|

13th|
--|
--|

14th|
+1|
--|

15th|
--|
+1|

16th|
+1|
--|

17th|
--|
--|

18th|
+1|
+1|

19th|
--|
--|

20th|
+1|
--|[/table]

Wild Shape: At 5th level, a Cleric of Gaia gains the ability to change into any Medium or smaller animal they could obtain as a companion and back again once per day. The effect lasts for one hour per druid level or until she changes back. Changing form is a standard action and doesn't provoke an attack of opportunity. The form must be one that the cleric is familiar with. For example, a cleric that has never been outside of a temperate forest could not become a camel. A Cleric of Gaia looses their ability to speak while in this form, and is limited to the sounds that a normal, untrained member of her species could make, but she can still communicate with members of her own species. As she becomes more powerful, the gains the ability to transform more often and into larger creatures.

Wild Shape Development
{table=head]Cleric Level|Wild Shapes Per Day|Wild Shape Maximum Size


1st|
--|
--|

2nd|
--|
--|

3rd|
--|
--|

4th|
--|
--
5th|
+1|
Medium|

6th|
--|
--|

7th|
+1|
--|

8th|
--|
--|

9th|
+1|
--|

10th|
--|
Large|

11th|
+1|
--|

12th|
--|
--|

13th|
+1|
--|

14th|
--|
--|

15th|
+1|
Huge|

16th|
--|
--|

17th|
+1|
--|

18th|
--|
--|

19th|
+1|
--|

20th|
--|
Gargantuan|[/table]

SPELLS
Level 0:
Cure Minor Wounds
Detect Poison
Purify Food and Drink
Virtue

Level 1:
Cure Light Wounds
Detect Animals or Plants
Entangle
Summon Nature's Ally I

Level 2:
Cure Moderate Wounds
Delay Poison
Summon Nature's Ally II
Summon Swarm

Level 3:
Cure Serious Wounds
Neutralize Poison
Remove Disease
Summon Nature's Ally III

Level 4:
Cure Critical Wounds
Giant Vermin
Reincarnate
Summon Nature's Ally IV

Level 5:
Mass Cure Light Wounds
Insect Plague
Raise Dead
Summon Nature's Ally V

Level 6:
Mass Cure Moderate Wounds
Heal
Liveoak
Summon Nature's Ally VI

Level 7:
Creeping Doom
Mass Cure Serious Wounds
Resurrection
Summon Nature's Ally VII

Level 8:
Animal Shapes
Mass Cure Critical Wounds
Regenerate
Summon Nature's Ally VIII

Level 9:
Mass Heal
Miracle
Summon Nature's Ally IX
True Resurrection

Gaia-Only Feats
Natural Spell [General]
Prerequisite: Wis 13, Wild Shape Ability
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you posess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not normally use them, and you do not gain the ability to speak while in a wild shape.

HADES SPELL LIST
General Domains: Death, Undead, Weakness, Injury

CLERIC POWERS
Death Touch: Once per day, a Cleric of Hades can attempt a melee touch attack against a living creature. When you touch, roll 1d6 per cleric level you posess. If the total at least equals the creature's current hit points, it dies. (No save.)
Turn Undead: A Cleric of Hades may turn undead a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable undead first, and can't effect undead more than 60 feet way or have total cover relative to you. For a Turn Undead check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful undead you can turn. On a given turning attempt, you can turn no undead whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Undead Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the undead within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of undead you can turn. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned undead. These are; turn, rebuke, command, or destroy.
Turn Undead: Turned Undead flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
Rebuke Undead: Rebuked undead cower as if in awe (giving any attack rolls against them a +2 bonus).
Command Undead: A commanded undead is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time the cleric may command any number of undead whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures to command new ones.
Destroy Undead: If you have twice as many levels as the undead have hit dice, you may destroy any that you would normally turn.

SPELLS
Level 0:
Acid Splash
Disrupt Undead
Inflict Minor Wounds
Touch of Fatigue

Level 1:
Chill Touch
Detect Undead
Inflict Light Wounds
Ray of Enfeeblement

Level 2:
Command Undead
Deathknell
Desecrate
Inflict Moderate Wounds

Level 3:
Animate Dead
Contagion
Inflict Serious Wounds
Speak with Dead

Level 4:
Bestow Curse
Death Ward
Inflict Critical Wounds
Poison

Level 5:
Cloudkill
Mass Inflict Light Wounds
Slay Living
Symbol of Pain

Level 6:
Circle of Death
Create Undead
Harm
Mass Inflict Moderate Wounds

Level 7:
Destruction
Finger of Death
Mass Inflict Serious Wounds
Symbol of Weakness

Level 8:
Create Greater Undead
Mass Inflict Critical Wounds
Symbol of Death
Symbol of Insanity

Level 9:
Implosion
Miracle
Soul Bind
Wail of the Banshee

Drakevarg
2009-08-06, 04:55 PM
If you're dead-set on just listing what you gain, then make all of the Sneak Attack listings give +1d6, and don't list the extra attacks in the table, as they're a function of your base attack bonus.

I think I read in one of the books (SOMEWHERE, I can't remember. Lotsa rules in there.) that when multiclassing, you don't get bonus attacks DIRECTLY from your base attack bonus. For example, if you had a lvl 5 fighter and cross classed to barbarian, your +1 attack bonus from the first barbarian level wouldn't qualify you for a second attack, even though being a lvl 6 fighter would give you +6/+1, you'd only get +6 since 1st lvl barbarians aren't eligible for a second attack...

Not sure if that made sense.

But as for the sneak attack listings, I'll fix that.

Drakevarg
2009-08-06, 05:13 PM
I probably should've posted this first, shouldn't I have?

ARTRES CAMPAIGN SETTING

AVAILABLE RACES:
Human
Elf
Orc
Half-Elf
Half-Orc

AVAILABLE CLASSES:
Cleric
Fighter
Rogue
Wizard

DIETIES:
Athena (LG)
Gaia (NG)
Zeus (LN)
Posiedon (CN)
Apollo (CN)
Atlas (LN)
Hades (NE)
Ares (CE)

PRESTIGE CLASSES:
Crusader of Athena
Warlord of Ares
The Houndmaster
Blood Knight (http://www.giantitp.com/forums/showthread.php?t=120761)

NPC CLASSES:
Warrior
Commoner
Expert

LORE:
The Fallen Six- Since time immemorial, the isle of Artres had been plagued by the Demon Lord Kathalras. His hellish shadow twisted the land, the island warping itself to fit the image of his lair, Felholme. And so it was, demons corrupting the land so thoroughly that there was more of their kind on the isle than mortals. The few that survived were used not as slaves, but as playthings, to be raped or beaten for the amusement of the demons.

Finally, six came forward to stang against Kathalras. Powerful protectors of good, they united their powers to seal Lord Kathalras and his foul hordes within Felholme for all time. But the evil that was Kathalras could not be undone. He corrupted his would-be captors, and though he was sealed within his throne, his influence would live on through the very ones who sought to end it.

Corrupted as they were, the six were weakened from their struggles against the Demon Lord. And so they scattered to the far corners of Artres, only to be heard of in whispers. In the centuries that have passed, the mortal races have recovered and reclaimed their home, the Fallen Six passing into memory and legend. Only the twisted scar that is the seat of Felholme gives any material proof that these events ever came to pass.

The Gods- In the beginning, there were the four elements: Zeus, the God of the Sky; Posiedon, the God of the Sea; Atlas, the God of the Earth; and Apollo, God of the Sun. These four beings waged perpetual war, their divine might carving the land, constantly reshaping it in their primal fury. Then, one day Apollo looked down upon their battlefield and cried, "STOP! Behold!" And the other Gods beheld. There at their feet was a beautiful island, churned up from their mad conflict. So taken aback by the beauty of the world they had forged, they agreed to cease their petty squabbles lest their creation be destroyed.

With the world no longer a constantly shifting maelstrom, it was safe for Life to flourish. And it did, in the form of Gaia. At her touch, the forests spread and claimed much of the land, and beasts emerged to taste of their fruit. Some, however, tasted of each other, and from their hunger was spawned Hades. Hades cherished the souls held within every living being, and made an arrangement with Gaia; whenever one of her creations perished, he would take their soul for safekeeping, while she took the body to build more life.

Life and Death were not the only things spawned from the calm left by the Elemental Gods. Their perpetual war could not simply end without so much as a ripple. Left behind were Athena and Ares, the War Gods. The two squabbled constantly over why war existed. Ares claimed that war existed to weed out the weak from the strong, while Athena insisted war existed to protect. So, they made a wager; they would create a race of mortals, whom would show by example who was right. Taking one of Gaia's creations, the blessed it with greater awareness, so that it may know of wants and needs beyond food and shelter.

Their squabbling was present even in this blessing, though. From Ares' will was spawned the Orcs, beings who valued strength over compassion. Athena's will forged the opposite: Elves, whom were more interested in reasoning than acting. Their unity of purpose, however, still spawned Humans; with no bias one way or the other, they seemed best fit to answer their question.

Drakevarg
2009-08-06, 05:56 PM
Gaia spell list is up. Cleric powers are basically just Druids.

I hate typing up those bloody tables. They take FOREVAR.

Drakevarg
2009-08-06, 06:43 PM
Since the posts are already depressingly long, the spell lists for Zeus, Apollo, Athena and Ares will be in a seperate post (this one.)

ZEUS SPELL LIST
General Domains: Travel, Teleportation, Air, Electricity

CLERIC POWERS
Turn Air: A Cleric of Zeus may turn air creatures (such as air elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable air creature first, and can't effect air creatures more than 60 feet way or have total cover relative to you. For a Turn Air check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful air creature you can turn. On a given turning attempt, you can turn no air creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Air Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the air creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of air creatures you can turn. You may skip over already turned air creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned air creature. These are; turn, rebuke, command, or destroy.
Turn Air: Turned air creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
Rebuke Air: Rebuked air creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Command Air: A commanded air creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded air creature. At any one time the cleric may command any number of air creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded air creature or creatures to command new ones.
Destroy Air: If you have twice as many levels as the air creatures have hit dice, you may destroy any that you would normally turn.

Lesser Turn Earth: A Cleric of Zeus may turn earth creatures (such as earth elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable earth creature first, and can't effect earth creatures more than 60 feet way or have total cover relative to you. For a Turn Earth check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful earth creature you can turn. On a given turning attempt, you can turn no earth creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Earth Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the earth creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of earth creatures you can turn. You may skip over already turned earth creatures that are still within range, so that you do not waste your turning capacity on them. Once a earth creature is successfully under your influence, you may either turn or destroy them.
Turn Earth: Turned earth creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked earth creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Destroy Earth: If you have twice as many levels as the earth creatures have hit dice, you may destroy any that you would normally turn.

SPELLS
Level 0:
Daze
Ghost Sound
Know Direction
Message

Level 1:
Expedious Retreat
Feather Fall
Obscuring Mist
Shocking Grasp

Level 2:
Fog Cloud
Gust of Wind
Invisability
Wind Wall

Level 3:
Blink
Call Lightning
Lightning Bolt
Summon Monster III*

Level 4:
Air Walk
Dimension Door
Lesser Planar Ally*
Summon Monster IV*

Level 5:
Call Lightning Storm
Teleport
Plane Shift*
Summon Monster V*

Level 6:
Acid Fog
Chain Lightning
Planar Ally*
Summon Monster VI*

Level 7:
Control Weather
Summon Monster VII*
Greater Teleport
Wind Walk

Level 8:
Dimensional Lock
Greater Planar Ally*
Summon Monster VIII*
Whirlwind

Level 9:
Elemental Swarm*
Gate
Miracle
Summon Monster IX*

*Cast as an air spell only.

ATLAS SPELL LIST
General Domains: Earth, Paralysis

CLERIC POWERS
Turn Earth: A Cleric of Atlas may turn earth creatures (such as earth elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable earth creature first, and can't effect earth creatures more than 60 feet way or have total cover relative to you. For a Turn Earth check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful earth creature you can turn. On a given turning attempt, you can turn no earth creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Earth Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the earth creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of earth creatures you can turn. You may skip over already turned earth creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned earth creature. These are; turn, rebuke, command, or destroy.
Turn Earth: Turned earth creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
Rebuke Earth: Rebuked earth creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Command Earth: A commanded earth creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded earth creature. At any one time the cleric may command any number of earth creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded earth creature or creatures to command new ones.
Destroy Earth: If you have twice as many levels as the earth creatures have hit dice, you may destroy any that you would normally turn.

Lesser Turn Air: A Cleric of Atlas may turn air creatures (such as air elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable air creature first, and can't effect air creatures more than 60 feet way or have total cover relative to you. For a Turn Air check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful air creature you can turn. On a given turning attempt, you can turn no air creatures whose HD exceeded your turn check result.

{table=head]Turning Check Result|Most Powerful Air Creature Affected


0 or Lower|
Cleric's Level - 4|


1 - 3|
Cleric's Level - 3|


4 - 6|
Cleric's Level - 2|


7 - 9|
Cleric's Level - 1|


10 - 12|
Cleric's Level|


13 - 15|
Cleric's Level + 1|


16 - 18|
Cleric's Level + 2|


19 - 21|
Cleric's Level + 3|


22 or Higher|
Cleric's Level + 4[/table]

If your Turning Check is high enough to turn at least some of the air creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of air creatures you can turn. You may skip over already turned air creatures that are still within range, so that you do not waste your turning capacity on them. Once a air creature is successfully under your influence, you may either turn or destroy them.
Turn Air: Turned air creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked air creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
Destroy Air: If you have twice as many levels as the air creatures have hit dice, you may destroy any that you would normally turn.

SPELLS
Level 0:
Guidance
Mending
Open/Close
Resistance

Level 1:
Hold Portal
Magic Stone
Pass without Trace
Tenser's Floating Disc

Level 2:
Arcane Lock
Hold Person
Shatter
Soften Earth and Stone

Level 3:
Meld into Stone
Slow
Summon Monster III*
Stone Shape

Level 4:
Lesser Planar Ally*
Spike Stones
Summon Monster IV*
Stoneskin

Level 5:
Passwall
Plane Shift*
Summon Monster V*
Wall of Stone

Level 6:
Flesh to Stone
Planar Ally*
Summon Monster VI*
Stone to Flesh

Level 7:
Phase Door
Summon Monster VII*
Statue
Wall of Iron

Level 8:
Earthquake
Iron Body
Greater Planar Ally*
Summon Monster VIII*

Level 9:
Elemental Swarm*
Mass Hold Monster
Miracle
Summon Monster IX*

*Cast as an earth spell only.

ARES SPELL LIST
General Domains: Evil, Offensive Warfare

CLERIC POWERS
Smite Good: Once per day, a Cleric of Ares may attempt to smite good with one normal melee attack. He adds his Charisma bonus to his attack roll and deals one extra damage per cleric level. If the cleric accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, the cleric may smite good one additional time per day.
Blade of Ares: Upon becoming a Cleric of Ares, the cleric chooses one martial weapon. From then on he is proficient in the use of that weapon, as well as getting the Weapon Focus feat for that weapon.

SPELLS
Level 0:
Guidance
Resistance
Virtue
Flare

Level 1:
Detect Good
Magic Weapon
Divine Favor
Summon Monster I*

Level 2:
Desecrate
Heroism
Rage
Summon Monster II*

Level 3:
Good Hope
Greater Magic Weapon
Keen Edge
Summon Monster III*

Level 4:
Divine Power
Freedom of Movement
Lesser Planar Ally*
Summon Monster IV*

Level 5:
Dispel Good
Unhallow
Plane Shift*
Summon Monster V*

Level 6:
Blade Barrier
Greater Heroism
Planar Ally*
Summon Monster VI*

Level 7:
Blasphemy
Ethreal Jaunt
Mordenkainen's Sword
Summon Monster VII*

Level 8:
Iron Body
Greater Planar Ally*
Summon Monster VIII*
Unholy Aura

Level 9:
Foresight
Miracle
Shapechange
Summon Monster IX*

*Cast as an evil spell only.

ATHENA SPELL LIST

CLERIC POWERS
Smite Evil: Once per day, a Cleric of Athena may attempt to smite good with one normal melee attack. He adds his Charisma bonus to his attack roll and deals one extra damage per cleric level. If the cleric accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, the cleric may smite evil one additional time per day.
Blade of Athena: Upon becoming a Cleric of Athena, the cleric chooses one martial weapon. From then on he is proficient in the use of that weapon, as well as getting the Weapon Focus feat for that weapon.

SPELLS
Level 0:
Flare
Resistance
Guidance
Virtue

Level 1:
Detect Evil
Mage Armor
Sanctuary
Summon Monster I*

Level 2:
Barkskin
Blur
Consecrate
Summon Monster II*

Level 3:
Displacement
Magic Vestment
Summon Monster III*
Wind Wall

Level 4:
Dispel Evil
Lesser Planar Ally*
Summon Monster IV*
Stoneskin

Level 5:
Hallow
Plane Shift*
Summon Monster V*
Wall of Force

Level 6:
Blade Barrier
Planar Ally*
Repulsion
Summon Monster VI*

Level 7:
Ethreal Jaunt
Holy Word
Summon Monster VII*
Statue

Level 8:
Holy Aura
Iron Body
Greater Planar Ally*
Summon Monster VIII*

Level 9:
Foresight
Miracle
Shapechange
Summon Monster IX*

*Cast as a good spell only.

Siosilvar
2009-08-06, 06:51 PM
Bonus attacks are always derived directly from your BAB. If you have a BAB of +12, you get three attacks at +12/+7/+5. You are, however, limited to a maximum of 4 attacks from your BAB (if you manage to get a BAB of 21 or more).

Drakevarg
2009-08-06, 06:56 PM
Bonus attacks are always derived directly from your BAB. If you have a BAB of +12, you get three attacks at +12/+7/+5. You are, however, limited to a maximum of 4 attacks from your BAB (if you manage to get a BAB of 21 or more).

Very well, I shall edit it.

Just looked it up myself. You are correct, sir.

Drakevarg
2009-08-06, 07:07 PM
And now for the NPC Classes... also known as the "Took-An-Underpowered-Class-Because-I'm-A-Glutton-For-Punishment" Classes.

>_>

<_<

Believe it or not, I'm normally quite witty.

Anyway, I don't really NEED to put these up, but I need something to post in order to buy time before I have to write the wizard class, Ares and Athena spell lists, and races... oh, and then the prestige classes, and then the actual quests...

Ah, the life of a DM... a wasted one!

COMMONER

GAME RULE INFORMATION
Abilities: A commoner is ill-suited for any task that requires exceptional abilities; as such any attribute suits him as well as any other.
Hit Dice: d4
Skill Points Per Level: 2 + Int Modifier

Class Features:
Weapon and Armor Proficiencies: A commoner is proficient with all simple weapons. He is not proficient with any armor or shields.

The Commoner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
--|
--|
--|
--|--

2nd|
--|
--|
--|
--|--

3rd|
+1|
+1|
+1|
+1|--

4th|
--|
--|
--|
--|--

5th|
--|
--|
--|
--|--

6th|
+1|
+1|
+1|
+1|--

7th|
--|
--|
--|
--|--

8th|
--|
--|
--|
--|--

9th|
+1|
+1|
+1|
+1|--

10th|
--|
--|
--|
--|--

11th|
--|
--|
--|
--|--

12th|
+1|
+1|
+1|
+1|--

13th|
--|
--|
--|
--|--

14th|
--|
--|
--|
--|--

15th|
+1|
+1|
+1|
+1|--

16th|
--|
--|
--|
--|--

17th|
--|
--|
--|
--|--

18th|
+1|
+1|
+1|
+1|--

19th|
--|
--|
--|
--|--

20th|
--|
--|
--|
--|--[/table]

EXPERT
Actually has potential as a PC class, on account of obcene ammounts of skill points.

GAME RULE INFORMATION
Abilities: The expert's nessicary attributes depend on his skills of choice; there is no standard attribute recommended for experts.
Hit Dice: d6
Skill Points Per Level: 12 + Int Modifier

Class Features:
Weapon and Armor Proficiencies: An expert is proficient with all simple weapons. He is proficient with light armor, but not with shields.

The Expert
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
--|
--|
--|
+1|--

2nd|
+1|
--|
--|
--|--

3rd|
--|
+1|
+1|
+1|--

4th|
+1|
--|
--|
--|--

5th|
--|
--|
--|
+1|--

6th|
+1|
+1|
+1|
--|--

7th|
--|
--|
--|
+1|--

8th|
+1|
--|
--|
--|--

9th|
--|
+1|
+1|
+1|--

10th|
+1|
--|
--|
--|--

11th|
--|
--|
--|
+1|--

12th|
+1|
+1|
+1|
--|--

13th|
--|
--|
--|
+1|--

14th|
+1|
--|
--|
--|--

15th|
--|
+1|
+1|
+1|--

16th|
+1|
--|
--|
--|--

17th|
--|
--|
--|
+1|--

18th|
+1|
+1|
+1|
--|--

19th|
--|
--|
--|
+1|--

20th|
+1|
--|
--|
--|--[/table]

WARRIOR
:belkar: : "...fighter-without-bonus-feats."

GAME RULE INFORMATION
Abilities: Strength, Constitution and Dexterity are the virtues of a warrior, enabling him to deal damage and take it, or avoid it in the first place.
Hit Dice: d10
Skill Points Per Level: 2 + Int Modifier

Class Features:
Weapon and Armor Proficiencies: A warrior is proficient with all simple and martial weapons, with light, medium and heavy armors, and with all types of shields.

The Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+1|
--|
--|--

2nd|
+1|
--|
--|
--|--

3rd|
+1|
+1|
+1|
+1|--

4th|
+1|
--|
--|
--|--

5th|
+1|
+1|
--|
--|--

6th|
+1|
--|
+1|
+1|--

7th|
+1|
+1|
--|
--|--

8th|
+1|
--|
--|
--|--

9th|
+1|
+1|
+1|
+1|--

10th|
+1|
--|
--|
--|--

11th|
+1|
+1|
--|
--|--

12th|
+1|
--|
+1|
+1|--

13th|
+1|
+1|
--|
--|--

14th|
+1|
--|
--|
--|--

15th|
+1|
+1|
+1|
+1|--

16th|
+1|
--|
--|
--|--

17th|
+1|
+1|
--|
--|--

18th|
+1|
--|
+1|
+1|--

19th|
+1|
+1|
--|
--|--

20th|
+1|
--|
--|
--|--[/table]

Drakevarg
2009-08-06, 08:21 PM
Alrighty then, wizard's finally up. Anyone care to critique my almost certaintly broken system? (Whilst I work on the remaining two spell lists...)

EDIT: Ares Spell List is up. Actually kinda underpowered, I think.

EDIT2: Athena Spell List is done. That's it for now.

Drakevarg
2009-08-07, 09:41 AM
Added the PEACH header, which I'm glad I finally learned about.

Seriously, I need help with this, especially with the spell lists/cleric powers.