PDA

View Full Version : Revised NPC Classes (3.5e) [PEACH]



Milo v3
2013-01-20, 07:45 AM
Aristocrat
Aristocrats are nobles of society, taught to rule over the lesser beings they lack any sufficient skills towards anything but diplomacy.

Role: Aristocrats often simply lead others to do their biding.

Alignment: Aristocrats can be from any alignment, but lawful individuals are more common.

Hit Die: d8

Class Skills
The Aristocrat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility) (Int), Perception (Wis), and Ride (Dex).

Skill Points per Level: (6 + Int modifier)

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

1st|
+0|
+0|
+2|
+0|Extra Contacts

2nd|
+1|
+0|
+3|
+0|

3rd|
+2|
+1|
+3|
+1|Favoured

4th|
+3|
+1|
+4|
+1|

5th|
+3|
+1|
+4|
+1|

6th|
+4|
+2|
+5|
+2|Leadership

7th|
+5|
+2|
+5|
+2|

8th|
+6/+1|
+2|
+6|
+2|

9th|
+6/+1|
+3|
+6|
+3|Landlord

10th|
+7/+2|
+3|
+7|
+3|True Leader

[/table]

The following are the class features of the Aristocrat.

Weapon and Armor Proficiency: Aristocrats are proficient with all simple, two martial weapons of their choice, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Extra Contacts: Aristocrats gain Extra Contacts (Cityscape) as a Bonus Feat.

Favoured: Aristocrats of 3rd level gain Favored (Cityscape) as a Bonus Feat.

Leadership: This ability functions as the Feat of the same name.

Landlord: After attaining 9th level, Aristocrats gain Landlord (Stronghold Builders Guide) as a Bonus Feat.

True Leader (Ex): An Aristocrat of 10th level gains a +5 bonus to their Leadership score.

Doctor
Doctors are physicians of society, taught to heal the sick and examine the dead. But because of this focus towards mundane healing, Doctors lack any other forms of skill. Depending on the society, a Doctor need not be a scientist, and could be any other form of healer (such as a herbalist).

Role: Given time Doctors can heal people faster than most, but are restricted to mundane methods.

Alignment: Doctors can be from any alignment, but good individuals are more common.

Hit Die: d4

Class Skills
The Doctor's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nature) (Int), and Profession (Wis).

Skill Points per Level: (4 + Int modifier)

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

1st|
+0|
+2|
+0|
+0|Fast Care

2nd|
+1|
+3|
+0|
+0|

3rd|
+1|
+3|
+1|
+1|Efficient Kit

4th|
+2|
+4|
+1|
+1|

5th|
+2|
+4|
+1|
+1|

6th|
+3|
+5|
+2|
+2|Grafting, Harvest Material

7th|
+3|
+5|
+2|
+2|

8th|
+4|
+6|
+2|
+2|

9th|
+4|
+6|
+3|
+3|Instant Aid

10th|
+5|
+7|
+3|
+3|Master's Kit

[/table]

The following are the class features of the Doctor.

Weapon and Armor Proficiency: Doctors are proficient with three simple weapons of his choice, doctors aren't proficient with any form of armour or shields.

Fast Care (Ex): Once per week, the Doctor can use the Long-Term Care option of the Heal Skill with the patient recieving only one hour of rest.

Efficient Kit (Ex): Each time a Doctor of 3rd level uses a Healer's Kit, it only counts as half of one use.

Grafting (Ex): Once you've harvested a piece of a monster as described below, a 6th level Doctor can attach it to a living being. The target must be a willing or helpless animal or humanoid for the duration of the procedure in order to perform the graft. The procedure requires 1d3 hours + 1/2 hour. You can attach a graft to yourself, but you must make a DC 20 Constitution check to endure operating on your own body. If you fail this skill check the time for the operation is wasted but your material is not.

You only have access to level 1 grafts. Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to 1 + their Constitution modifier (minimum 1). If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are destroyed, and all benefits they confer are lost.

A Doctor can remove a graft at a later point, either to replace it with a mundane body part (treated as a level 0 graft) or to make way for a different graft. This may or may not impose a penalty (see the Graft Rejection section of the Xenoalchemist thread).

Performing grafting requires access to basic medical equipment (which might include things like bandages, knives, and so on at the player's discretion).

Harvest Material (Ex): A trained Doctor of 6th level you can quickly identify, catalogue and remove for future use the pieces of creatures which make them so dangerous. Harvesting remains requires two minutes of work with a helpless creature or recently dead (within one hour) corpse. It requires two skill checks.

First, you must make a Knowledge check relating to the monster's type. The relevant Knowledge skill required is described under the uses of Knowledge, but since that's kind of obscure I'll just list them here for you. It's worth noting that if you don't know what type the monster was you can simply attempt a broad Knowledge check and the DM will choose the appropriate skill for you.

{table=head]Knowledge Skill|Monster Types
Knowledge (arcana)|Constructs, dragons, magical beasts
Knowledge (dungeoneering)|Aberrations, oozes
Knowledge (local)|Humanoids
Knowledge (nature)|Animals, fey, giants, monstrous humanoids, plants, vermin
Knowledge (religion)|Undead
Knowledge (the Planes)|Outsiders, elementals[/table]

The DC for the Knowledge check is equal to 10 + the monster's HD. You can always attempt these checks, even untrained thanks to your broad training in general monstrous physiology.

If the Knowledge check is successful, the DM shall describe to you the pieces available for harvest. In general, this consists of informing you about supernatural and extraordinary abilities, breath weapons, natural weapons, movement modes, and so on. This might seem a little vague, but you can always request particular information about an aspect of the monster. If there is a piece of the monster you wish to harvest for one of your grafts, you can move on to the second skill check. You can only harvest material if it's appropriate for a graft you currently have access to.

Once you decide which piece of the monster you want (each graft has a particular requirement in the original monster and you can harvest one graft's worth of material from any given monster) you make a Heal check at the same DC. If successful you manage to procure the material needed for the chosen graft. The material is usable for about three days. If it's not used before then it begins to go rancid and becomes unusable unless you store it in a freezing environment (time spent in such a state effectively pauses the time limit).

If the Heal check is unsuccessful you cannot try again to harvest that material from the monster, but you can attempt additional pieces that you find useful. If you successfuly harvest one, however, the rest of the monster becomes contaminated and unusable.

You can store as many of these monster pieces as you want, but the DM should decide on their weight and the space required to store them based on the monster they came from.

Instant Aid (Ex): After reaching 9th level, the Doctor may use the Treat Deadly Wounds option of the Heal Skill as a Standard action, and First Aid as a free action.

Master's Kit (Ex): A Doctor of 10th level is so skilled that he doesn't damage his tools. This means whenever he normally would expend one or more uses of a Healer's Kit, it expends zero uses.

Expert
Experts are professionals in their field. But because of this focus towards a singular skill, Expert lack any other forms of skill.

Role: An Expert's role is determined by his focused skills.

Alignment: Experts can be from any alignment.

Hit Die: d6

Class Skills
The Expert may select any five skills to be their Class Skills.

Skill Points per Level: (6 + Int modifier)

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

1st|
+0|
+0|
+0|
+2|Expert Focus

2nd|
+1|
+0|
+0|
+3|

3rd|
+1|
+1|
+1|
+3|Perfect Assistant

4th|
+2|
+1|
+1|
+4|

5th|
+2|
+1|
+1|
+4|

6th|
+3|
+2|
+2|
+5|Tool Master

7th|
+3|
+2|
+2|
+5|

8th|
+4|
+2|
+2|
+6|

9th|
+4|
+3|
+3|
+6|Practiced Skills

10th|
+5|
+3|
+3|
+7|Master in the Field

[/table]

The following are the class features of the Expert.

Weapon and Armor Proficiency: Experts are proficient with three simple weapons of his choice, experts aren't proficient with any form of armour or shields.

Expert Focus (Ex): An Expert gains a bonus to all his class skills from the Expert class, equal to double his class level.

Perfect Assistant (Ex): When an Expert of 3rd level uses Aid Another, the bonus granted is equal to his class level instead of +2.

Tool Master (Ex): At 6th level, the competence bonus gained from masterwork tools increases by half your Expert level.

Practiced Skills (Ex): Upon reaching 9th level, the minimum result for a dice roll of the Expert's Class Skills is 10.

Master in the Field (Ex): An expert of 10th level Taking 20 on a skill check takes the same amount of time as a single use of the skill.

Mages
Mages are individuals who are able to tap into magical power from their environment.

Role: A Mage's role is dependent on his known arcana.

Alignment: Mages can be from any alignment.

Hit Die: d4

Class Skills
The Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points per Level: (2 + Int modifier)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known

1st|
+0|
+0|
+0|
+2|Bloodline, Arcana (Least)|2

2nd|
+1|
+0|
+0|
+3| |3

3rd|
+1|
+1|
+1|
+3|Eldritch Blast|3

4th|
+2|
+1|
+1|
+4| |4

5th|
+2|
+1|
+1|
+4| |5

6th|
+3|
+2|
+2|
+5|Arcana (Lesser)|5

7th|
+3|
+2|
+2|
+5| |6

8th|
+4|
+2|
+2|
+6| |7

9th|
+4|
+3|
+3|
+6|Imbue Item|7

10th|
+5|
+3|
+3|
+7|Arcane Access|8

[/table]

The following are the class features of the Mage.

Weapon and Armor Proficiency: Mages are proficient with three simple weapons. They are proficient with light armor but not with shields.

Because the somatic components required for invocations are relatively simple, a mage can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, a mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Arcana: This ability functions as the Warlock's Invocation ability.

Bloodline: Mages can tap into minor magic through their blood. Thus each Mage gains a Bloodline of Minor strength. If the Mage already possess a Bloodline, that bloodline increases in strength instead of gaining a new bloodline. A Mage doesn't need to take Bloodline levels.

Eldritch Blast (Su): Upon reaching 3rd level, a Mage can expend a standard action to launch a bolt of magical energy. This is a ranged touch attack with a range of 100 ft. + 10 ft./Mage level. An Eldritch Blast deals 1d6 points of damage per level. The form of damage it deals can be changed and chosen as a full-round action with the following options: acid, cold, electricity, fire and sonic.

Imbue Item (Su): This functions as the ability of the same name from Complete Arcane.

Arcane Access (Sp): A Mage of 10th level gains the ability to cast level zero spells from the Bard and Sorcerer spell lists as spell-like abilities at will, with a caster level of 10.

Monk
Monks are individuals who pray for their spells but lack the proper training to become adventurers.

Role: A Monk's role is dependent on his known spells.

Alignment: Monks can be from any alignment.

Hit Die: d4

Class Skills
The Monk's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points per Level: (2 + Int modifier)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Levels Available

1st|
+0|
+0|
+0|
+2|Domains|1

2nd|
+1|
+0|
+0|
+3| |1

3rd|
+1|
+1|
+1|
+3|Divine Strike|1

4th|
+2|
+1|
+1|
+4| |2

5th|
+2|
+1|
+1|
+4| |2

6th|
+3|
+2|
+2|
+5|Bestow Guidance|2

7th|
+3|
+2|
+2|
+5| |3

8th|
+4|
+2|
+2|
+6| |3

9th|
+4|
+3|
+3|
+6|True Master of Scripture|3

10th|
+5|
+3|
+3|
+7|Divine Wisdom|4

[/table]

The following are the class features of the Monk.

Weapon and Armor Proficiency: Monks are proficient with three simple weapons. They are proficient with light armor but not with shields.

Domains: A monk casts divine spells, which are drawn from three domains of his choice.

To cast a spell, a monk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a monk's spell is 10 + the spell level + the monk’s Wisdom modifier.

Unlike other spellcasters, a Monk can cast an unlimited number of spells per day. Monks pray for their spells, this increases their casting time to 1 Round. If the casting time is already 1 round or above 1 round, the casting time is increased by 1 round.

Divine Strike (Su): Upon reaching 3rd level, a Monk can expend a full-round action to call down a bolt of divine energy. This is a ranged touch attack with a range of 100 ft. + 10 ft./Monk level. An Eldritch Blast deals 1d10 points of damage per level. The form of damage it deals is chosen when used and has the following options: acid, cold, electricity, fire and sonic.

Bestow Guidance (Sp): A monk’s duty is to spread the teachings of his lord, and through his power, guidance can be granted upon them. A Monk of 6th level or above can expend a standard action to grant a willing adjacent creature a +1 insight bonus to a single Attack Roll, Saving Throw or Skill check. Which roll this grants bonus to be chosen when the ability is used. The bonus lasts 1 hour or until expended. This can be used a number of times per day equal to 1 + your Wisdom Modifier.

True Master of Scripture (Sp): Upon attaining 9th level, a Monk can cast Amanuensis, Comprehend Languages, Erase, and Read Magic as Spell-Like Abilities at-will. The caster level for this ability is equal to double to your monk level. In addition the monk gains Scribe Scroll as a bonus feat.

Divine Wisdom (Ex): After reaching 10th level, the Monk is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.

Shaman
Shaman are strange individuals who possess a powerful bond to the wilds. They appear to be spellcasters, but their abilities are actually non-magical.

Role: Shaman are skilled healers and in combat they can call animals to their aid.

Alignment: Shaman can be from any alignment.

Hit Die: d6

Class Skills
The Shamans class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Nature) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points per Level: (2 + Int modifier)

Shaman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3

1st|
+0|
+0|
+0|
+2|Natural Power|3|1|-|-

2nd|
+1|
+0|
+0|
+3| |3|1|-|-

3rd|
+1|
+1|
+1|
+3|Animal Companion|3|2|-|-

4th|
+2|
+1|
+1|
+4| |3|2|0|-

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

6th|
+3|
+2|
+2|
+5|Hunters Sense|3|2|1|-

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

8th|
+4|
+2|
+2|
+6| |3|3|2|0

9th|
+4|
+3|
+3|
+6|Survivor's Strength|3|3|2|1

10th|
+5|
+3|
+3|
+7|Projection|3|3|2|1

[/table]

The following are the class features of the Shaman.

Weapon and Armor Proficiency: Shamn are proficient with three simple weapons. They are proficient with light armor but not with shields.

Natural Power (Ex): A Shaman casts divine spells, which are drawn from the shaman spell list.

To prepare or cast a spell, the Shaman must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the shaman’s Intelligence modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high Intelligence score.

A Shaman prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A shaman may prepare and cast any spell on the shaman spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

The spells of a Shaman are extraordinary in nature and are not magical. This means they don't detect as magic, cannot be dispelled, bypass spell resistance, etc.

Animal Companion (Ex): A Shaman of 3rd level 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 are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the shaman on his adventures as appropriate for its kind.

A 3rd-level shaman’s companion is completely typical for its kind except as noted below. As a shaman advances in level, the animal’s power increases as shown on the table. If a shaman releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

Hunters Sense (Ex): Upon reaching 6th level, the Shaman gains low-light vision, scent, and the Track feat as a Bonus Feat.

Survivor's Strength (Ex): A 9th level Shaman can enter a rage that functions like that of a Barbarian, with a single exception. The Shaman can cast spells from the Shaman Spell List while in this rage.

Projection (Sp): At 10th level, the Shaman can pass through the ether with relative ease. This allows the shaman to see ethereal creatures as if they were on the material plane, and allows the shaman to enter a mediative trance.

If the shaman remains in this trance for at least a week, he may cast Etherealnessas a spell-like ability. This has a caster level equal to your Shaman level.

Shaman's Animal Companion

A shaman’s animal companion is different from a normal animal of its kind in many ways. A shaman’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

[B]Class Level|Bonus HD|Bonus Tricks|Special
3rd-4th|+0|1|Link, Share Spells
5th-8th|+2|2|Evasion
9th-10th|+4|3|Devotion


Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s shaman level.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a shaman of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the Shaman might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The shaman selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A Shaman can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The shaman gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the shaman’s option, she may have any spell (but not any spell-like ability) she casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the shaman before the duration expires.

Additionally, the Shaman may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on himself. A shaman and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Shaman Spell List

Level 0: Cure Minor Wounds, Detect Poison, Guidance, Know Direction, Mending, Read Magic
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Snares and Pits, Hide from Animals, Pass Without a Trace, Speak with Animals
Level 2: Animal Messenger, Animal Trance, Delay Poison, Summon Swarm
Level 3: Contagion, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Neutralize Poison, Plant Growth, Poison, Remove Disease

Thief
Thieves are stealthy and sly, able to steal through a large degree of methods.

Role: Thief possess many skills, and are able to disarm traps.

Alignment: Thieves can be from any alignment, but neutral individuals are more common.

Hit Die: d6

Class Skills
The Thieves's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Stealth (Dex)

Skill Points per Level: (8 + Int modifier)

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

1st|
+0|
+0|
+2|
+0|Trapfinding

2nd|
+1|
+0|
+3|
+0|

3rd|
+2|
+1|
+3|
+1|Thief Trick

4th|
+3|
+1|
+4|
+1|

5th|
+3|
+1|
+4|
+1|

6th|
+4|
+2|
+5|
+2|Evasion, Thief Trick

7th|
+5|
+2|
+5|
+2|

8th|
+6/+1|
+2|
+6|
+2|

9th|
+6/+1|
+3|
+6|
+3|Trap Sense, Thief Trick

10th|
+7/+2|
+3|
+7|
+3|Sneak Attack +3d8

[/table]

The following are the class features of the Thief.

Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Thieves are proficient with light armor, but not with shields.

Trapfinding (Ex): A Thief adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A thief can use Disable Device to disarm magic traps.

Thief Trick: As a thief gains experience, he learns a number of talents that aid him and confound his foes. Starting at 3rd level, a thief gains one rogue talent. He gains an additional thief trick for every 3 levels of thief attained after 3rd level. A thief cannot select an individual talent more than once.

Evasion (Ex): At 6th level and higher, a thief can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.

Trap Sense (Ex): At 9th level, a thief gains an intuitive sense that alerts his to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Sneak Attack: If a Thief of 10th level can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The thief’s attack deals 3d8 points extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 100 ft.

With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A thief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Thief Tricks
Fast Stealth (Ex): This ability allows a thief to move at full speed using the Stealth skill without penalty.

Ledge Walker (Ex): This ability allows a thief to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a thief with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Quick Disable (Ex): It takes a thief with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Rogue Crawl (Ex): While prone, a thief with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.


Warrior
Warriors are able combatants, though lack the finesse and skill of true fighters.

Role: Warriors are combatants who can fight on the front line.

Alignment: Warriors can be from any alignment.

Hit Die: d10

Class Skills
The Warrior's class skills (and the key ability for each skill) are Arcobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha)(Str), Ride (Dex), Swim (Str).

Skill Points per Level: (2 + Int modifier)

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

1st|
+1|
+2|
+0|
+0|Bonus Feat

2nd|
+2|
+3|
+0|
+0|

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

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

5th|
+5|
+4|
+1|
+1|

6th|
+6/+1|
+5|
+2|
+2|Bonus Feat

7th|
+7/+2|
+5|
+2|
+2|

8th|
+8/+3|
+6|
+2|
+2|

9th|
+9/+4|
+6|
+3|
+3|Bonus Feat

10th|
+10/+5|
+7|
+3|
+3|Bonus Feat

[/table]

The following are the class features of the Warrior.

Weapon and Armor Proficiency: A warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feat: At 1st level, a warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character. The fighter gains an additional bonus feat at 3rd level and every three warrior levels thereafter. These bonus feats must be drawn from the feats noted as combat feats. A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Milo v3
2013-01-20, 07:50 AM
In the morning I'm going to place the final two NPC classes, Thief and Warrior. Until then, any PEACHs for this?

Sgt. Cookie
2013-01-20, 08:49 AM
Looks good. Though I have to ask, why only 10 levels?

Also, Mage. Holy bleep. You could use that as a PC class. Comfortably.

Morbalus
2013-01-20, 11:31 AM
I VERY much like the doctor, its going into m game as of right now.

Sharman is a bit odd; i get the fluff but if what they do is actually non magical, but are they doing mundane spells? How does that work with SR or magic immunity and stuff? Or am I thinking too far into it?

Milo v3
2013-01-20, 06:01 PM
Looks good. Though I have to ask, why only 10 levels?
I wanted to create differentiation from Base Classes and Prestige Classes in my campaign setting, and NPC classes are meant to be for rather low-level characters. Adding these two together, I decided to put a level cap on NPC classes.


Also, Mage. Holy bleep. You could use that as a PC class. Comfortably.
Yeah, I probably shouldn't have made it more powerful than the class it's based on. I'll nerf it a bit.


I VERY much like the doctor, its going into m game as of right now.

Sharman is a bit odd; i get the fluff but if what they do is actually non magical, but are they doing mundane spells? How does that work with SR or magic immunity and stuff? Or am I thinking too far into it?
It's detailed in the Natural Power section:

The spells of a Shaman are extraordinary in nature and are not magical. This means they don't detect as magic, cannot be dispelled, bypass spell resistance, etc.

ArkenBrony
2013-01-20, 06:17 PM
i like these a lot, they are actually given enough flavor that i could see a party playing as these

Arcanist
2013-01-20, 08:17 PM
It hurts how much better then the Monk the Monk is... (lolwut?)

Milo v3
2013-01-20, 09:03 PM
i like these a lot, they are actually given enough flavor that i could see a party playing as these
Thanks.


It hurts how much better then the Monk the Monk is... (lolwut?)
Luckily monks have been completely removed and replaced by Fighters in my campaign.

Morbalus
2013-01-21, 12:25 PM
Ok so taking that into account, how are they non magically summoning an animal into being and having it disappear seconds later? Or am I just worrying too much about fluff getting in the way of game mechanics?

Milo v3
2013-01-21, 05:30 PM
Ok so taking that into account, how are they non magically summoning an animal into being and having it disappear seconds later? Or am I just worrying too much about fluff getting in the way of game mechanics?

I was thinking they call it in, though they shouldn't be able to do that in jail cells. I'll remove it.