lunar2
2013-10-11, 04:18 PM
these are for my homebrew setting Torus (http://www.giantitp.com/forums/showthread.php?t=307651).
i'm going a completely different direction with barbarian, obviously. i'm going for wildman instead of berserker. btw, anyone have any ideas for those 3 dead levels? i suppose i could plug one of them with improved mettle, but that weakens the capstone, which i'm not entirely satisfied with anyway. all in all, i'm really not sure i like barbarian, but let's see what the playground thinks.
the other non casting classes will be tweaks of their existing counterparts (beastmaster will be expanded from the PRC of the same name) as will beguiler and warmage. varius and summoner are the transmutation/necromancy and conjuration/divination counterparts to beguiler's enchantment/illusion and warmage's evocation/abjuration. i've got more details on them in an older thread that i will port over to this one.
i'm aiming for T4 mundanes and T3 casters.
Barbarian
barbarians are denizens of the untamed wilderness between the great cities. they rely on primitive weapons that can be crafted and maintained without modern tools. they are expert trackers and survivors, capable of dealing with even the most extreme conditions.
HD: D12
Class Skills:Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points: 4+ Int (x4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|fast movement, weapon familiarity
2nd|+2|+3|+0|+3|At home in the wild
3rd|+3|+3|+1|+3|Hide of beasts
4th|+4|+4|+1|+4|Ferocity
5th|+5|+4|+1|+4| Move like an animal
6th|+6/+1|+5|+2|+5|Hide of beasts,
7th|+7/+2|+5|+2|+5|fast movement
8th|+8/+3|+6|+2|+6|weapon familiarity
9th|+9/+4|+6|+3|+6|Hide of beasts
10th|+10/+5|+7|+3|+7| Mettle
11th|+11/+6/+1|+7|+3|+7|Pounce
12th|+12/+7/+2|+8|+4|+8|Hide of beasts
13th|+13/+8/+3|+8|+4|+8|fast movement
14th|+14/+9/+4|+9|+4|+9|Camouflage
15th|+15/+10/+5|+9|+5|+9|Hide of beasts
16th|+16/+11/+6/+1|+10|+5|+10|Improved Mettle
17th|+17/+12/+7/+2|+10|+5|+10|Hide in plain sight
18th|+18/+13/+8/+3|+11|+6|+11|Hide of beasts
19th|+19/+14/+9/+4|+11|+6|+11|fast movement
20th|+20/+15/+10/+5|+12|+6|+12|One with nature
[/table]
Weapon and armor proficiency: barbarians are proficient with daggers, clubs, short spears, long spears, spears, slings, throwing axes, hand axes, battle axes, great axes, great clubs, long bows, composite longbows, short bows, and composite short bows. they are proficient with light and medium armor, but not with shields.
Weapon familiarity: a barbarian is familiar with the traditional weapons of the wild. at first level, a barbarian gains the weapon focus feat with all the weapons she is proficient with because of this class. at eighth level, she gains the improved critical feat with all these weapons.
Fast movement: barbarians know that to survive in the wild, sometimes you have to run. at first level, seventh level, 13th level, and 19th level, a barbarian improves her base speed in each of her movement modes by 10 feet.
At home in the wild (Ex): a barbarian of second level or higher is always at home, no matter where she is. she gains the benefit of the endure elements spell.
Hide of beasts (Ex): at third level, and every 3rd level after, a barbarian gains a +1 natural armor bonus to armor class, or her existing natural armor bonus increases by 1, as her skin becomes as thick and resilient as an animal's hide.
Ferocity (Ex): beginning at 4th level, a barbarian has become so in touch with her ferocious inner beast that she can continue to fight without penalty even while disabled or dying.
Move like an animal (Ex): a barbarian of 5th level or higher has learned to imitate the animals around her. she gains a swim speed and a climb speed, both equal to 1/3 her land speed (round down). if she already has a swim speed or climb speed from another source, use the better speed.
Mettle (Ex): at 10th level and higher, whenever a barbarian would be subject to a lesser effect on a successful fortitude or will saving throw, she instead negates the effect entirely.
Pounce (Ex): whenever an 11th level or higher barbarian charges, she can make a full attack at the end of that charge.
Camouflage (Ex): A barbarian of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved mettle (Ex): A barbarian of 16th level or higher takes only the lesser effect on a failed fortitude or will save that allows a lesser effect on a successful save (such as any effect that has a listing of fortitude partial or will half). this is in addition to the effects of mettle.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a barbarian of 17th level or higher can use the Hide skill even while being observed.
One with nature (Ex): a 20th level barbarian is so attuned to nature she literally becomes part of it. her type changes to magical beast, and she gains a set of 2 primary claw attacks (1d8) and a secondary bite attack (1d6.). she also gains an additional +2 natural armor, +20 feet to all movement modes, and gains one special attack from the barbarian's favored animal (a bear's improved grab, a wolf's trip, etc.).
beast master
HD: D10
The beastmaster’s class skills (and the key ability foreach skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|animal companion
2nd|
+2|
+3|
+3|
+0|alertness
3rd|
+3|
+3|
+3|
+1|speak with animal companion
4th|
+4|
+4|
+4|
+1|extra animal companion (-3)
5th|
+5|
+4|
+4|
+1|low light vision
6th|
+6/1|
+5|
+5|
+2|
7th|
+7/2|
+5|
+5|
+2|tamer of beasts (vermin)
8th|
+8/3|
+6|
+6|
+2|
9th|
+9/4|
+6|
+6|
+3|speak with animal companion's kind
10th|
+10/5|
+7|
+7|
+3|extra animal companion (-6)
11th|
+11/6/1|
+7|
+7|
+3|
12th|
+12/7/2|
+8|
+8|
+4|
13th|
+13/8/3|
+8|
+8|
+8| Tamer of beasts (magical beasts)
14th|
+14/9/4|
+9|
+9|
+4|
15th|
+15/10/5|
+9|
+9|
+5|
16th|
+16/11/6/1|
+10|
+10|
+5|extra animal companion (-9)
17th|
+17/12/7/2|
+10|
+10|
+5| speak with animals
18th|
+18/13/8/3|
+11|
+11|
+6|
19th|
+19/14/9/4|
+11|
+11|
+6|
20th|
+20/15/10/5|
+12|
+12|
+6|Tamer of beasts (dragon)[/table]
Animal Companion (Ex): A beastmaster gains the service of a loyal animal companion. See the druid class feature, pages 35–36 of the Player’s Handbook. Treat the beastmaster as a druid whose level is equal to the
beastmaster’s class level. A beastmaster can select one of the animals available to a 1st-level druid. As a beastmaster gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid’s animal companion does. Use the beastmaster’s class level to determine the animal companion’s special abilities.
Alertness: bonus feat.
Speak with animal companion (Ex): beginning at 3rd level, a beast master can speak with her animal companions, as the speak with animals spell.
Extra animal companion (Ex): at each indicated level, a beastmaster can select an additional animal companion. this extra companion is treated as though the beastmaster's class level were lower than it actually is, as indicated.
Low-Light Vision (Ex): At 5th level, a beastmaster gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision from another source (such as her race), her low-light vision improves, allowing her to see three times as far as a human in conditions of
shadowy illumination.
Speak with animal companion's kind (Ex): a beast master of 9th level or higher can speak with any animal of the same kind as one of her animal companions.
Speak with animals (Ex): a beast master of 17th level or higher can speak with any animal, as the speak with animals spell.
Tamer of beasts: at 7th, 13, and 20th levels, the beastmaster gains the ability to tame beasts of different types, as noted in the table. these beasts gain benefits of an animal companion of the same base CR as themselves so a blink dog (CR2) gains the same benefits as an ape. if no animal has the same CR as the beast, then look to the next higher CR.
beguiler
HD: D4
Class Skills (4 + Int modifier per level, ×4 at 1st level): Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|cloaked casting (+1 DC)
2nd|+1|+0|+0|+3| Surprise casting
3rd|+1|+1|+1|+3| Eclectic Learning
4th|+2|+1|+1|+4|
5th|+2|+1|+1|+4|Silent Spell
6th|+3|+2|+2|+5| Surprise casting (move action)
7th|+3|+2|+2|+5| Eclectic Learning
8th|+4|+2|+2|+6| Cloaked Casting (+2 SR)
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|still spell
11th|+5|+3|+3|+7|eclectic learning
12th|+6/+1|+4|+4|+8|
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|cloaked casting (+2 DC)
15th|+7/+2|+5|+5|+9| eclectic learning
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|
19th|+9/+4|+6|+6|+11|eclectic learning
20th|+10/+5|+6|+6|+12|Cloaked casting (overcomes SR)
[/table]
Weapon and Armor Proficiency: Beguilers are proficient
with all simple weapons. beguilers are not proficient with any armor or shields.
Spells: A beguiler casts arcane spells, which are drawn from the enchantment, illusion, and universal schools of magic. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler’s spell list. You can cast any spell you know without preparing it ahead of time.
Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your eclectic learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a
saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Cha modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells for a high Charisma score (PH 8).A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Cloaked Casting (Ex): A beguiler’s spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 14th level, the bonus to your spell’s save DC increases
to +2. At 20th level, you become able to automatically overcome
the spell resistance of any affected target.
Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next spell you cast. The spell must be cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.
Eclectic Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 7th, 11th, 15th, and 19th level.
Silent Spell: At 5th level, you gain Silent Spell as a
bonus feat.
Still Spell: At 10th level, you gain Still Spell as a bonus
feat.
fighter
HD: D10
Class Skills: climb, craft, handle animal, intimidate, jump, knowledge (history), listen, profession, ride, sense motive, spot, swim
Skill Points: 4+Int (x4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|bonus feat, Minor aura
2nd|+2|+3|+0|+3|bonus feat, Major aura
3rd|+3|+3|+1|+3|Veteran's Lore
4th|+4|+4|+1|+4|bonus feat
5th|+5|+4|+1|+4|bonus feat
6th|+6/+1|+5|+2|+5|Uncanny dodge
7th|+7/+2|+5|+2|+5|bonus feat
8th|+8/+3|+6|+2|+6|bonus feat
9th|+9/+4|+6|+3|+6|Mettle
10th|+10/+5|+7|+3|+7|bonus feat
11th|+11/+6/+1|+7|+3|+7|bonus feat
12th|+12/+7/+2|+8|+4|+8|Improved uncanny dodge
13th|+13/+8/+3|+8|+4|+8|bonus feat
14th|+14/+9/+4|+9|+4|+9|bonus feat
15th|+15/+10/+5|+9|+5|+9|Rapid attack
16th|+16/+11/+6/+1|+10|+5|+10|bonus feat
17th|+17/+12/+7/+2|+10|+5|+10|bonus feat
18th|+18/+13/+8/+3|+11|+6|+11|Extra swift action
19th|+19/+14/+9/+4|+11|+6|+11|bonus feat
20th|+20/+15/+10/+5|+12|+6|+12|bonus feat
[/table]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and all indicated levels afterwards. These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, excluding ability score and skill rank minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Auras: as marshal.
Veteran's lore: veteran fighters have fought a variety of creatures in their time, and have passed around stories of many more. a fighter of 3rd level or higher can make a special veteran's lore check to identify a creature she is fighting in place of the relevant knowledge check. to make this check, she rolls 1d20, and adds her class level and the highest of her Int, Wis, or Cha bonuses to the result. The DC and results of this check are the same as for the relevant knowledge check. you can't retry this check on a specific creature
Uncanny dodge: as rogue
mettle: as barbarian
improved uncanny dodge: as rogue
Rapid attack: a fighter of 15th level or higher can make a full attack as a standard action.
Extra swift action: a fighter of 18th level or higher can take an extra swift or immediate action each round.
rogue
a D8 HD, a full BAB, and an extra special ability choice at 20th is all the rogue needs. also, i'm changing trap sense from a bonus to AC and saves to a bonus on search and disable device checks related to traps.
summoner
HD D4
Class skills: as wizard
skill points/level: 2+int (X4 at first level)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Elemental companion (small)
2nd|+1|+0|+0|+3|Watchful spirit
3rd|+1|+1|+1|+3|
4th|+2|+1|+1|+4|Elemental companion (medium)
5th|+2|+1|+1|+4|View the spirit world
6th|+3|+2|+2|+5|
7th|+3|+2|+2|+5|
8th|+4|+2|+2|+6|
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Elemental Companion (Large)
11th|+5|+3|+3|+7|
12th|+6/+1|+4|+4|+8|
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|
15th|+7/+2|+5|+5|+9|
16th|+8/+3|+5|+5|+10|Elemental Companion (Huge)
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|
Weapon and armor proficiencies: simple weapons, no armor, no shields.
Spellcasting: as beguiler (see above), but drawn from the conjuration, divination, and universal schools of magic.
Elemental Companion (Su):You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal
companion, with the exception of Multiattack. At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/—. At 16th level, you can choose for your elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for you elemental to remain at its current size, it instead gains an
additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/—.
Watchful Spirit (Ex): Once per day, a 2nd level summoner can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls.
View the spirit world (Su):Once per day at 5th level and higher, you can peer into the spirit world for a number of rounds equal to one-half your Summoner level (rounded down). While doing so, you gain darkvision out to 60 feet, can see invisible creatures, and gain a +2 bonus on Search and Spot checks. This is a supernatural ability.
varius
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2| Charnel Touch
2nd|+1|+0|+0|+3|
3rd|+1|+1|+1|+3|
4th|+2|+1|+1|+4|
5th|+2|+1|+1|+4|
6th|+3|+2|+2|+5|Scabrous touch 1/day
7th|+3|+2|+2|+5|
8th|+4|+2|+2|+6|Venomous blood (save bonus)
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|
11th|+5|+3|+3|+7|Scabrous touch 2/day
12th|+6/+1|+4|+4|+8|
13th|+6/+1|+4|+4|+8|Venomous blood (poisoned blood)
14th|+7/+2|+4|+4|+9|
15th|+7/+2|+5|+5|+9|
16th|+8/+3|+5|+5|+10|Scabrous touch 3/day
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11| Venomous blood (poisoned hands)
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|[/table]
Charnel Touch (Su): Negative energy flows through a varius’ body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A varius can use the
spectral hand spell to deliver this attack from a distance.
Scabrous Touch (Su): Starting at 6th level, once per day a variu can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (see page 213 of the Player’s Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects
of the disease depends on the disease inflicted; see page 292 of the Dungeon
Master’s Guide for details. Activating this class feature is a swift action. The effect lasts until the varius makes a successful charnel touch attack. The spectral hand spell enables a varius to deliver a scabrous touch attack from a distance. A varius can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.
Venomous blood: At 8th level, a varius gains a +5 bonus on saves against
poison. At 13th level, her blood becomes poisonous. Any creature that damages her with a bite attack, or that swallows her whole, is exposed to this poison (contact; Fort DC 10 + 1/2 varius level + Cha modifier; 1d3 Str/1d3 Str). she is immune to her own poisonous blood. At 18th level, she can bring the poison of her blood to the surface of her hand and apply it to a held weapon or to her next touch or ray spell. It requires a move action to manifest and apply the poison, and she can do so three times per day. In
this more concentrated form, initial and secondary damage are 1d6 Strength each. The poison lasts until she makes an attack with the weapon or spell or until the start of her next turn, whichever comes first.
warmage
change warmage edge to be charisma based. change advanced learning to eclectic learning.
i'm going a completely different direction with barbarian, obviously. i'm going for wildman instead of berserker. btw, anyone have any ideas for those 3 dead levels? i suppose i could plug one of them with improved mettle, but that weakens the capstone, which i'm not entirely satisfied with anyway. all in all, i'm really not sure i like barbarian, but let's see what the playground thinks.
the other non casting classes will be tweaks of their existing counterparts (beastmaster will be expanded from the PRC of the same name) as will beguiler and warmage. varius and summoner are the transmutation/necromancy and conjuration/divination counterparts to beguiler's enchantment/illusion and warmage's evocation/abjuration. i've got more details on them in an older thread that i will port over to this one.
i'm aiming for T4 mundanes and T3 casters.
Barbarian
barbarians are denizens of the untamed wilderness between the great cities. they rely on primitive weapons that can be crafted and maintained without modern tools. they are expert trackers and survivors, capable of dealing with even the most extreme conditions.
HD: D12
Class Skills:Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points: 4+ Int (x4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|fast movement, weapon familiarity
2nd|+2|+3|+0|+3|At home in the wild
3rd|+3|+3|+1|+3|Hide of beasts
4th|+4|+4|+1|+4|Ferocity
5th|+5|+4|+1|+4| Move like an animal
6th|+6/+1|+5|+2|+5|Hide of beasts,
7th|+7/+2|+5|+2|+5|fast movement
8th|+8/+3|+6|+2|+6|weapon familiarity
9th|+9/+4|+6|+3|+6|Hide of beasts
10th|+10/+5|+7|+3|+7| Mettle
11th|+11/+6/+1|+7|+3|+7|Pounce
12th|+12/+7/+2|+8|+4|+8|Hide of beasts
13th|+13/+8/+3|+8|+4|+8|fast movement
14th|+14/+9/+4|+9|+4|+9|Camouflage
15th|+15/+10/+5|+9|+5|+9|Hide of beasts
16th|+16/+11/+6/+1|+10|+5|+10|Improved Mettle
17th|+17/+12/+7/+2|+10|+5|+10|Hide in plain sight
18th|+18/+13/+8/+3|+11|+6|+11|Hide of beasts
19th|+19/+14/+9/+4|+11|+6|+11|fast movement
20th|+20/+15/+10/+5|+12|+6|+12|One with nature
[/table]
Weapon and armor proficiency: barbarians are proficient with daggers, clubs, short spears, long spears, spears, slings, throwing axes, hand axes, battle axes, great axes, great clubs, long bows, composite longbows, short bows, and composite short bows. they are proficient with light and medium armor, but not with shields.
Weapon familiarity: a barbarian is familiar with the traditional weapons of the wild. at first level, a barbarian gains the weapon focus feat with all the weapons she is proficient with because of this class. at eighth level, she gains the improved critical feat with all these weapons.
Fast movement: barbarians know that to survive in the wild, sometimes you have to run. at first level, seventh level, 13th level, and 19th level, a barbarian improves her base speed in each of her movement modes by 10 feet.
At home in the wild (Ex): a barbarian of second level or higher is always at home, no matter where she is. she gains the benefit of the endure elements spell.
Hide of beasts (Ex): at third level, and every 3rd level after, a barbarian gains a +1 natural armor bonus to armor class, or her existing natural armor bonus increases by 1, as her skin becomes as thick and resilient as an animal's hide.
Ferocity (Ex): beginning at 4th level, a barbarian has become so in touch with her ferocious inner beast that she can continue to fight without penalty even while disabled or dying.
Move like an animal (Ex): a barbarian of 5th level or higher has learned to imitate the animals around her. she gains a swim speed and a climb speed, both equal to 1/3 her land speed (round down). if she already has a swim speed or climb speed from another source, use the better speed.
Mettle (Ex): at 10th level and higher, whenever a barbarian would be subject to a lesser effect on a successful fortitude or will saving throw, she instead negates the effect entirely.
Pounce (Ex): whenever an 11th level or higher barbarian charges, she can make a full attack at the end of that charge.
Camouflage (Ex): A barbarian of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved mettle (Ex): A barbarian of 16th level or higher takes only the lesser effect on a failed fortitude or will save that allows a lesser effect on a successful save (such as any effect that has a listing of fortitude partial or will half). this is in addition to the effects of mettle.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a barbarian of 17th level or higher can use the Hide skill even while being observed.
One with nature (Ex): a 20th level barbarian is so attuned to nature she literally becomes part of it. her type changes to magical beast, and she gains a set of 2 primary claw attacks (1d8) and a secondary bite attack (1d6.). she also gains an additional +2 natural armor, +20 feet to all movement modes, and gains one special attack from the barbarian's favored animal (a bear's improved grab, a wolf's trip, etc.).
beast master
HD: D10
The beastmaster’s class skills (and the key ability foreach skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|animal companion
2nd|
+2|
+3|
+3|
+0|alertness
3rd|
+3|
+3|
+3|
+1|speak with animal companion
4th|
+4|
+4|
+4|
+1|extra animal companion (-3)
5th|
+5|
+4|
+4|
+1|low light vision
6th|
+6/1|
+5|
+5|
+2|
7th|
+7/2|
+5|
+5|
+2|tamer of beasts (vermin)
8th|
+8/3|
+6|
+6|
+2|
9th|
+9/4|
+6|
+6|
+3|speak with animal companion's kind
10th|
+10/5|
+7|
+7|
+3|extra animal companion (-6)
11th|
+11/6/1|
+7|
+7|
+3|
12th|
+12/7/2|
+8|
+8|
+4|
13th|
+13/8/3|
+8|
+8|
+8| Tamer of beasts (magical beasts)
14th|
+14/9/4|
+9|
+9|
+4|
15th|
+15/10/5|
+9|
+9|
+5|
16th|
+16/11/6/1|
+10|
+10|
+5|extra animal companion (-9)
17th|
+17/12/7/2|
+10|
+10|
+5| speak with animals
18th|
+18/13/8/3|
+11|
+11|
+6|
19th|
+19/14/9/4|
+11|
+11|
+6|
20th|
+20/15/10/5|
+12|
+12|
+6|Tamer of beasts (dragon)[/table]
Animal Companion (Ex): A beastmaster gains the service of a loyal animal companion. See the druid class feature, pages 35–36 of the Player’s Handbook. Treat the beastmaster as a druid whose level is equal to the
beastmaster’s class level. A beastmaster can select one of the animals available to a 1st-level druid. As a beastmaster gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid’s animal companion does. Use the beastmaster’s class level to determine the animal companion’s special abilities.
Alertness: bonus feat.
Speak with animal companion (Ex): beginning at 3rd level, a beast master can speak with her animal companions, as the speak with animals spell.
Extra animal companion (Ex): at each indicated level, a beastmaster can select an additional animal companion. this extra companion is treated as though the beastmaster's class level were lower than it actually is, as indicated.
Low-Light Vision (Ex): At 5th level, a beastmaster gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision from another source (such as her race), her low-light vision improves, allowing her to see three times as far as a human in conditions of
shadowy illumination.
Speak with animal companion's kind (Ex): a beast master of 9th level or higher can speak with any animal of the same kind as one of her animal companions.
Speak with animals (Ex): a beast master of 17th level or higher can speak with any animal, as the speak with animals spell.
Tamer of beasts: at 7th, 13, and 20th levels, the beastmaster gains the ability to tame beasts of different types, as noted in the table. these beasts gain benefits of an animal companion of the same base CR as themselves so a blink dog (CR2) gains the same benefits as an ape. if no animal has the same CR as the beast, then look to the next higher CR.
beguiler
HD: D4
Class Skills (4 + Int modifier per level, ×4 at 1st level): Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|cloaked casting (+1 DC)
2nd|+1|+0|+0|+3| Surprise casting
3rd|+1|+1|+1|+3| Eclectic Learning
4th|+2|+1|+1|+4|
5th|+2|+1|+1|+4|Silent Spell
6th|+3|+2|+2|+5| Surprise casting (move action)
7th|+3|+2|+2|+5| Eclectic Learning
8th|+4|+2|+2|+6| Cloaked Casting (+2 SR)
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|still spell
11th|+5|+3|+3|+7|eclectic learning
12th|+6/+1|+4|+4|+8|
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|cloaked casting (+2 DC)
15th|+7/+2|+5|+5|+9| eclectic learning
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|
19th|+9/+4|+6|+6|+11|eclectic learning
20th|+10/+5|+6|+6|+12|Cloaked casting (overcomes SR)
[/table]
Weapon and Armor Proficiency: Beguilers are proficient
with all simple weapons. beguilers are not proficient with any armor or shields.
Spells: A beguiler casts arcane spells, which are drawn from the enchantment, illusion, and universal schools of magic. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler’s spell list. You can cast any spell you know without preparing it ahead of time.
Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your eclectic learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a
saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Cha modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells for a high Charisma score (PH 8).A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Cloaked Casting (Ex): A beguiler’s spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 14th level, the bonus to your spell’s save DC increases
to +2. At 20th level, you become able to automatically overcome
the spell resistance of any affected target.
Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next spell you cast. The spell must be cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.
Eclectic Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 7th, 11th, 15th, and 19th level.
Silent Spell: At 5th level, you gain Silent Spell as a
bonus feat.
Still Spell: At 10th level, you gain Still Spell as a bonus
feat.
fighter
HD: D10
Class Skills: climb, craft, handle animal, intimidate, jump, knowledge (history), listen, profession, ride, sense motive, spot, swim
Skill Points: 4+Int (x4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|bonus feat, Minor aura
2nd|+2|+3|+0|+3|bonus feat, Major aura
3rd|+3|+3|+1|+3|Veteran's Lore
4th|+4|+4|+1|+4|bonus feat
5th|+5|+4|+1|+4|bonus feat
6th|+6/+1|+5|+2|+5|Uncanny dodge
7th|+7/+2|+5|+2|+5|bonus feat
8th|+8/+3|+6|+2|+6|bonus feat
9th|+9/+4|+6|+3|+6|Mettle
10th|+10/+5|+7|+3|+7|bonus feat
11th|+11/+6/+1|+7|+3|+7|bonus feat
12th|+12/+7/+2|+8|+4|+8|Improved uncanny dodge
13th|+13/+8/+3|+8|+4|+8|bonus feat
14th|+14/+9/+4|+9|+4|+9|bonus feat
15th|+15/+10/+5|+9|+5|+9|Rapid attack
16th|+16/+11/+6/+1|+10|+5|+10|bonus feat
17th|+17/+12/+7/+2|+10|+5|+10|bonus feat
18th|+18/+13/+8/+3|+11|+6|+11|Extra swift action
19th|+19/+14/+9/+4|+11|+6|+11|bonus feat
20th|+20/+15/+10/+5|+12|+6|+12|bonus feat
[/table]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and all indicated levels afterwards. These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, excluding ability score and skill rank minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Auras: as marshal.
Veteran's lore: veteran fighters have fought a variety of creatures in their time, and have passed around stories of many more. a fighter of 3rd level or higher can make a special veteran's lore check to identify a creature she is fighting in place of the relevant knowledge check. to make this check, she rolls 1d20, and adds her class level and the highest of her Int, Wis, or Cha bonuses to the result. The DC and results of this check are the same as for the relevant knowledge check. you can't retry this check on a specific creature
Uncanny dodge: as rogue
mettle: as barbarian
improved uncanny dodge: as rogue
Rapid attack: a fighter of 15th level or higher can make a full attack as a standard action.
Extra swift action: a fighter of 18th level or higher can take an extra swift or immediate action each round.
rogue
a D8 HD, a full BAB, and an extra special ability choice at 20th is all the rogue needs. also, i'm changing trap sense from a bonus to AC and saves to a bonus on search and disable device checks related to traps.
summoner
HD D4
Class skills: as wizard
skill points/level: 2+int (X4 at first level)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Elemental companion (small)
2nd|+1|+0|+0|+3|Watchful spirit
3rd|+1|+1|+1|+3|
4th|+2|+1|+1|+4|Elemental companion (medium)
5th|+2|+1|+1|+4|View the spirit world
6th|+3|+2|+2|+5|
7th|+3|+2|+2|+5|
8th|+4|+2|+2|+6|
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Elemental Companion (Large)
11th|+5|+3|+3|+7|
12th|+6/+1|+4|+4|+8|
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|
15th|+7/+2|+5|+5|+9|
16th|+8/+3|+5|+5|+10|Elemental Companion (Huge)
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|
Weapon and armor proficiencies: simple weapons, no armor, no shields.
Spellcasting: as beguiler (see above), but drawn from the conjuration, divination, and universal schools of magic.
Elemental Companion (Su):You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal
companion, with the exception of Multiattack. At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/—. At 16th level, you can choose for your elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for you elemental to remain at its current size, it instead gains an
additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/—.
Watchful Spirit (Ex): Once per day, a 2nd level summoner can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls.
View the spirit world (Su):Once per day at 5th level and higher, you can peer into the spirit world for a number of rounds equal to one-half your Summoner level (rounded down). While doing so, you gain darkvision out to 60 feet, can see invisible creatures, and gain a +2 bonus on Search and Spot checks. This is a supernatural ability.
varius
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2| Charnel Touch
2nd|+1|+0|+0|+3|
3rd|+1|+1|+1|+3|
4th|+2|+1|+1|+4|
5th|+2|+1|+1|+4|
6th|+3|+2|+2|+5|Scabrous touch 1/day
7th|+3|+2|+2|+5|
8th|+4|+2|+2|+6|Venomous blood (save bonus)
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|
11th|+5|+3|+3|+7|Scabrous touch 2/day
12th|+6/+1|+4|+4|+8|
13th|+6/+1|+4|+4|+8|Venomous blood (poisoned blood)
14th|+7/+2|+4|+4|+9|
15th|+7/+2|+5|+5|+9|
16th|+8/+3|+5|+5|+10|Scabrous touch 3/day
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11| Venomous blood (poisoned hands)
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|[/table]
Charnel Touch (Su): Negative energy flows through a varius’ body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A varius can use the
spectral hand spell to deliver this attack from a distance.
Scabrous Touch (Su): Starting at 6th level, once per day a variu can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (see page 213 of the Player’s Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects
of the disease depends on the disease inflicted; see page 292 of the Dungeon
Master’s Guide for details. Activating this class feature is a swift action. The effect lasts until the varius makes a successful charnel touch attack. The spectral hand spell enables a varius to deliver a scabrous touch attack from a distance. A varius can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.
Venomous blood: At 8th level, a varius gains a +5 bonus on saves against
poison. At 13th level, her blood becomes poisonous. Any creature that damages her with a bite attack, or that swallows her whole, is exposed to this poison (contact; Fort DC 10 + 1/2 varius level + Cha modifier; 1d3 Str/1d3 Str). she is immune to her own poisonous blood. At 18th level, she can bring the poison of her blood to the surface of her hand and apply it to a held weapon or to her next touch or ray spell. It requires a move action to manifest and apply the poison, and she can do so three times per day. In
this more concentrated form, initial and secondary damage are 1d6 Strength each. The poison lasts until she makes an attack with the weapon or spell or until the start of her next turn, whichever comes first.
warmage
change warmage edge to be charisma based. change advanced learning to eclectic learning.