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ShadowyFigure
2007-12-23, 07:05 AM
Introducing

A small Project

Useing the matierial of Unearthed Arcana

That Will Be Known As

UA: Class Variant Tableization

Recently I've relised something. That when WoTc put together the book Unearthed Arcana they were very lazy. The one chapter Classes had lots of interesting and good ideas and yet many of them didnt have class table but had notes saying remove blah blah or add blah blah. This small project of mine will fix this. Im going to put every single class variation in the book in its class table with information on all of it special abbilities and any spell casting it may gain.

I hope you enjoy this piece of work and please comment on anything else you think should be added. This Thread is Mainly For Refrence. For those who wish to use the classes but want an easy refrence source.

Enjoy,

Have a Bannana


NEWS


23/12/2007 Project Started. Added Divine Bard and Savage Bard. working on the Barbarian Variants and the Rest of the Bards Ones.

ShadowyFigure
2007-12-23, 07:07 AM
BARBARIAN

Totem Barbarian
Coming Soon

Barbaric Hunter
Coming Soon

ShadowyFigure
2007-12-23, 07:08 AM
BARD

Bardic Sage

Divine Bard

Divine Divine Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+2|
+2|Divine Bardic Music, Divine Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1|2|—|—|—|—|—|—

2nd|
+1|
+0|
+3|
+3||3|0|—|—|—|—|—

3rd|
+2|
+1|
+3|
+3|Inspire Competence|3|1|—|—|—|—|—

4th|
+3|
+1|
+4|
+4||3|2|0|—|—|—|—

5th|
+3|
+1|
+4|
+4||3|3|1|—|—|—|—

6th|
+4|
+2|
+5|
+5|Suggestion|3|3|2|—|—|—|—

7th|
+5|
+2|
+5|
+5||3|3|2|0|—|—|—

8th|
+6/+1|
+2|
+6|
+6|Inspire Courage +2|3|3|3|1|—|—|—

9th|
+6/+1|
+3|
+6|
+6|Inspire Greatness|3|3|3|2|—|—|—

10th|
+7/+2|
+3|
+7|
+7||3|3|3|2|0|—|—

11th|
+8/+3|
+3|
+7|
+7||3|3|3|3|1|—|—

12th|
+9/+4|
+4|
+8|
+8|Song of Freedom|3|3|3|3|2|—|—

13th|
+9/+4|
+4|
+8|
+8||3|3|3|3|2|0|—

14th|
+10/+5|
+4|
+9|
+9|Inspire Courage +3|4|3|3|3|3|1|—

15th|
+11/+6/+1|
+5|
+9|
+9|Inspire Heroics|4|4|3|3|3|2|—

16th|
+12/+7/+2|
+5|
+10|
+10||4|4|4|3|3|2|0

17th|
+12/+7/+2|
+5|
+10|
+10||4|4|4|4|3|3|1

18th|
+13/+8/+3|
+6|
+11|
+11|Mass Suggestion|4|4|4|4|4|3|2

19th|
+14/+9/+4|
+6|
+11|
+11||4|4|4|4|4|4|3

20th|
+15/+10/+5|
+6|
+12|
+12|Inspire Courage +4|4|4|4|4|4|4|4

[/table]

Alignment: Nonlawful
Hit Die: 1d6
Class Skills:
Appraise (Int) ,Balance (Dex) ,Bluff (Cha) ,Climb (Str) ,Concentration (Con) ,Craft (Int) ,Decipher Script (Int) ,Diplomacy (Cha) ,Disguise (Cha) ,Escape Artist (Dex) ,Gather Information (Cha) ,Hide (Dex) ,Jump (Str) ,Knowledge (Int) ,Listen (Wis) ,Move Silently (Dex) ,Perform (Cha) ,Profession (Wis) ,Sense Motive (Wis) ,Sleight of Hand (Dex) ,Spellcraft (Int) ,Swim (Str) ,Tumble (Dex) , and Use Magic Device (Cha) .
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Spells Known
{table=head]Level||0lvl|1st|2nd|3rd|4th|5th|6th
1st|4|—|—|—|—|—|—
2nd|5|2|—|—|—|—|—
3rd|6|3|—|—|—|—|—
4th|6|3|2|—|—|—|—
5th|6|4|3|—|—|—|—
6th|6|4|3|—|—|—|—
7th|6|4|4|2|—|—|—
8th|6|4|4|3|—|—|—
9th|6|4|4|3|—|—|—
10th|6|4|4|4|2|—|—
11th|6|4|4|4|3|—|—
12th|6|4|4|4|3|—|—
13th|6|4|4|4|4|2|—
14th|6|4|4|4|4|3|—
15th|6|4|4|4|4|3|—
16th|6|5|4|4|4|4|2
17th|6|5|5|4|4|4|3
18th|6|5|5|5|4|4|3
19th|6|5|5|5|5|4|4
20th|6|5|5|5|5|5|4
[/table]

Weapon and Armor Proficiency: A Divine Divine Bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Divine Divine Bards are proficient with light armor and shields (except tower shields). A Divine Divine Bard can cast Divine Divine Bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Divine Divine Bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Divine Divine Bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A divine Divine Divine Bard casts divine spells, which are drawn from the Divine Divine Bard spell list. He can cast any spell he knows without preparing it ahead of time. Every Divine Divine Bard spell has a verbal component (singing, reciting, or music).

To learn or cast a spell, a Divine Divine Bard must have a wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Divine Divine Bard’s spell is 10 + the spell level + the Divine Divine Bard’s Charisma modifier.

Like other spellcasters, a Divine Divine Bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Divine Divine Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Divine Divine Bard Spells Known indicates that the Divine Divine Bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The Divine Divine Bard’s selection of spells is extremely limited. A Divine Divine Bard begins play knowing four 0-level spells of your choice. At most new Divine Divine Bard levels, he gains one or more new spells, as indicated on Table: Divine Divine Bard Spells Known. (Unlike spells per day, the number of spells a Divine Divine Bard knows is not affected by his Charisma score; the numbers on Table: Divine Divine Bard Spells Known are fixed.)

A Divine Divine Divine Bard cannot cast a spell of an alignment that doesn't match his. Thus divine Divine Divine Bard cannot cast lawful spells.

Upon reaching 5th level, and at every third Divine Divine Bard level after that (8th, 11th, and so on), a Divine Divine Bard can choose to learn a new spell in place of one he already knows. In effect, the Divine Divine Bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Divine Divine Bard spell the Divine Divine Bard can cast. A Divine Divine Bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a Divine Divine Bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Divine Divine Bardic Knowledge: A Divine Divine Bard may make a special Divine Divine Bardic knowledge check with a bonus equal to his Divine Divine Bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Divine Divine Bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful Divine Divine Bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Divine Divine Bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

{table=head]DC|Type of Knowledge


10|Common,known by at least a substantial minority drinking; common legends of the local population.


20|Uncommon but available, known by only a few people legends.


25|Obscure, known by few, hard to come by.


30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

[/table]

Divine Divine Bardic Music: Once per day per Divine Divine Bard level, a Divine Divine Bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Divine Divine Bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Divine Divine Bard level and a minimum number of ranks in the Perform skill to qualify; if a Divine Divine Bard does not have the required number of ranks in at least one Perform skill, he does not gain the Divine Divine Bardic music ability until he acquires the needed ranks.

Starting a Divine Divine Bardic music effect is a standard action. Some Divine Divine Bardic music abilities require concentration, which means the Divine Divine Bard must take a standard action each round to maintain the ability. Even while using Divine Divine Bardic music that doesn’t require concentration, a Divine Divine Bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Divine Divine Bard has a 20% chance to fail when attempting to use Divine Divine Bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A Divine Divine Bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Divine Divine Bard (including the Divine Divine Bard himself) that is affected by a sonic or language-dependent magical attack may use the Divine Divine Bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Divine Divine Bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Divine Divine Bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A Divine Divine Bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Divine Divine Bard, and able to pay attention to him. The Divine Divine Bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Divine Divine Bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a Divine Divine Bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Divine Divine Bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Divine Divine Bard continues to play and concentrate (up to a maximum of 1 round per Divine Divine Bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Divine Divine Bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A Divine Divine Bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Divine Divine Bard sing. The effect lasts for as long as the ally hears the Divine Divine Bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Divine Divine Bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A Divine Divine Bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Divine Divine Bard. The Divine Divine Bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Divine Divine Bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Divine Divine Bard concentrates, up to a maximum of 2 minutes. A Divine Divine Bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A Divine Divine Bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Divine Divine Bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a Divine Divine Bard’s daily limit on Divine Divine Bardic music performances. A Will saving throw (DC 10 + 1/2 Divine Divine Bard’s level + Divine Divine Bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): A Divine Divine Bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Divine Divine Bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Divine Divine Bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Divine Divine Bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): A Divine Divine Bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Divine Divine Bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Divine Divine Bard can’t use song of freedom on himself.

Inspire Heroics (Su): A Divine Divine Bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Divine Divine Bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Divine Divine Bard must sing and an ally must hear the Divine Divine Bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Divine Divine Bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Divine Divine Bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Divine Divine Bards
A Divine Divine Bard who becomes lawful in alignment cannot progress in levels as a Divine Divine Bard, though he retains all his Divine Divine Bard abilities.

Savage Bard

Savage Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+2|
+0|
+2|Savage Bardic Music, Savage Bardic Knowledge, Countersong, Fascinate, Inspire Courage, Illiteracy +1|2|—|—|—|—|—|—

2nd|
+1|
+3|
+0|
+3||3|0|—|—|—|—|—

3rd|
+2|
+3|
+1|
+3|Inspire Competence|3|1|—|—|—|—|—

4th|
+3|
+4|
+1|
+4||3|2|0|—|—|—|—

5th|
+3|
+4|
+1|
+4||3|3|1|—|—|—|—

6th|
+4|
+5|
+2|
+5|Suggestion|3|3|2|—|—|—|—

7th|
+5|
+5|
+2|
+5||3|3|2|0|—|—|—

8th|
+6/+1|
+6|
+2|
+6|Inspire Courage +2|3|3|3|1|—|—|—

9th|
+6/+1|
+6|
+3|
+6|Inspire Greatness|3|3|3|2|—|—|—

10th|
+7/+2|
+7|
+3|
+7||3|3|3|2|0|—|—

11th|
+8/+3|
+7|
+3|
+7||3|3|3|3|1|—|—

12th|
+9/+4|
+8|
+4|
+8|Song of Freedom|3|3|3|3|2|—|—

13th|
+9/+4|
+8|
+4|
+8||3|3|3|3|2|0|—

14th|
+10/+5|
+9|
+4|
+9|Inspire Courage +3|4|3|3|3|3|1|—

15th|
+11/+6/+1|
+9|
+5|
+9|Inspire Heroics|4|4|3|3|3|2|—

16th|
+12/+7/+2|
+10|
+5|
+10||4|4|4|3|3|2|0

17th|
+12/+7/+2|
+10|
+5|
+10||4|4|4|4|3|3|1

18th|
+13/+8/+3|
+11|
+6|
+11|Mass Suggestion|4|4|4|4|4|3|2

19th|
+14/+9/+4|
+11|
+6|
+11||4|4|4|4|4|4|3

20th|
+15/+10/+5|
+12|
+6|
+12|Inspire Courage +4|4|4|4|4|4|4|4

[/table]

Alignment: Must Be Chaotic
Hit Die: 1d6
Class Skills:
Appraise (Int) ,Balance (Dex) ,Bluff (Cha) ,Climb (Str) ,Concentration (Con) ,Craft (Int),Diplomacy (Cha) ,Disguise (Cha) ,Escape Artist (Dex) ,Gather Information (Cha) ,Hide (Dex) ,Jump (Str) ,Knowledge (Int) ,Listen (Wis) ,Move Silently (Dex) ,Perform (Cha) ,Profession (Wis) ,Sense Motive (Wis) ,Sleight of Hand (Dex) ,Spellcraft (Int) ,Survival (Wis) ,Swim (Str) ,Tumble (Dex) , and Use Magic Device (Cha) .
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Spells Known
{table=head]Level||0lvl|1st|2nd|3rd|4th|5th|6th
1st|4|—|—|—|—|—|—
2nd|5|2|—|—|—|—|—
3rd|6|3|—|—|—|—|—
4th|6|3|2|—|—|—|—
5th|6|4|3|—|—|—|—
6th|6|4|3|—|—|—|—
7th|6|4|4|2|—|—|—
8th|6|4|4|3|—|—|—
9th|6|4|4|3|—|—|—
10th|6|4|4|4|2|—|—
11th|6|4|4|4|3|—|—
12th|6|4|4|4|3|—|—
13th|6|4|4|4|4|2|—
14th|6|4|4|4|4|3|—
15th|6|4|4|4|4|3|—
16th|6|5|4|4|4|4|2
17th|6|5|5|4|4|4|3
18th|6|5|5|5|4|4|3
19th|6|5|5|5|5|4|4
20th|6|5|5|5|5|5|4
[/table]

Weapon and Armor Proficiency: A Savage Bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Savage Bards are proficient with light armor and shields (except tower shields). A Savage Bard can cast Savage Bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Savage Bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Savage Bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A Savage Bard casts arcane spells, which are drawn from the Savage Bard spell list. He can cast any spell he knows without preparing it ahead of time. Every Savage Bard spell has a verbal component (singing, reciting, or music).

To learn or cast a spell, a Savage Bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Savage Bard’s spell is 10 + the spell level + the Savage Bard’s Charisma modifier.

Like other spellcasters, a Savage Bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Savage Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Savage Bard Spells Known indicates that the Savage Bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The Savage Bard’s selection of spells is extremely limited. A Savage Bard begins play knowing four 0-level spells of your choice. At most new Savage Bard levels, he gains one or more new spells, as indicated on Table: Savage Bard Spells Known. (Unlike spells per day, the number of spells a Savage Bard knows is not affected by his Charisma score; the numbers on Table: Savage Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third Savage Bard level after that (8th, 11th, and so on), a Savage Bard can choose to learn a new spell in place of one he already knows. In effect, the Savage Bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Savage Bard spell the Savage Bard can cast. A Savage Bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a Savage Bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Illiteracy: Savage Bards are the only characters who do not automatically know how to read and write. A Savage Bard may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A Savage Bard who gains a level in any other class automatically gains literacy. Any other character who gains a Savage Bard level does not lose the literacy he or she already had.

Savage Bardic Knowledge: A Savage Bard may make a special Savage Bardic knowledge check with a bonus equal to his Savage Bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Savage Bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful Savage Bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Savage Bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

{table=head]DC|Type of Knowledge


10|Common,known by at least a substantial minority drinking; common legends of the local population.


20|Uncommon but available, known by only a few people legends.


25|Obscure, known by few, hard to come by.


30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

[/table]

Savage Bardic Music: Once per day per Savage Bard level, a Savage Bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Savage Bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Savage Bard level and a minimum number of ranks in the Perform skill to qualify; if a Savage Bard does not have the required number of ranks in at least one Perform skill, he does not gain the Savage Bardic music ability until he acquires the needed ranks.

Starting a Savage Bardic music effect is a standard action. Some Savage Bardic music abilities require concentration, which means the Savage Bard must take a standard action each round to maintain the ability. Even while using Savage Bardic music that doesn’t require concentration, a Savage Bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Savage Bard has a 20% chance to fail when attempting to use Savage Bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A Savage Bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Savage Bard (including the Savage Bard himself) that is affected by a sonic or language-dependent magical attack may use the Savage Bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Savage Bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Savage Bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A Savage Bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Savage Bard, and able to pay attention to him. The Savage Bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Savage Bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a Savage Bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Savage Bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Savage Bard continues to play and concentrate (up to a maximum of 1 round per Savage Bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Savage Bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A Savage Bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Savage Bard sing. The effect lasts for as long as the ally hears the Savage Bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Savage Bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A Savage Bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Savage Bard. The Savage Bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Savage Bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Savage Bard concentrates, up to a maximum of 2 minutes. A Savage Bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A Savage Bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Savage Bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a Savage Bard’s daily limit on Savage Bardic music performances. A Will saving throw (DC 10 + 1/2 Savage Bard’s level + Savage Bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): A Savage Bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Savage Bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Savage Bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Savage Bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): A Savage Bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Savage Bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Savage Bard can’t use song of freedom on himself.

Inspire Heroics (Su): A Savage Bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Savage Bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Savage Bard must sing and an ally must hear the Savage Bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Savage Bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Savage Bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Savage Bards
A Savage Bard who becomes lawful in alignment cannot progress in levels as a Savage Bard, though he retains all his Savage Bard abilities.

Druidic Bard

ShadowyFigure
2007-12-23, 07:09 AM
CLERIC

Cloistered Cleric
Coming Soon

Clerical Champion
Coming Soon

ShadowyFigure
2007-12-23, 07:13 AM
DRUID

Druidic Avenger
Coming Soon

Druidic Hunter
Coming Soon

ShadowyFigure
2007-12-23, 07:14 AM
Fighter

Thug
Coming Soon

Cunning Warrior
Coming Soon

ShadowyFigure
2007-12-23, 07:15 AM
Monk

Fighting Style Variants

Toughened Monk

ShadowyFigure
2007-12-23, 07:17 AM
Paladin

Paladin Of Freedom
Coming Soon

Paladin Of Tyranny
Coming Soon

Paladin Of Slaughter
Coming Soon

Witch Hunter
Coming Soon

ShadowyFigure
2007-12-23, 07:18 AM
Ranger

Planar Ranger
Coming Soon

Urban Ranger
Coming Soon

Shaper Ranger
Coming Soon

ShadowyFigure
2007-12-23, 07:19 AM
Rogue

Wilderness Rogue
Coming Soon

Martial Rogue
Coming Soon

ShadowyFigure
2007-12-23, 07:21 AM
Sorcerer

Battle Sorcerer
Coming Soon

reorith
2007-12-23, 12:58 PM
martial rogue

martial rogue
{table=head]level|base attack bonus|fort save|ref save|will save|special

1st|
+0|
+0|
+2|
+0|fighter bonus feat, trapfinding

2nd|
+1|
+0|
+3|
+0|, evasion, fighter bonus feat

3rd|
+2|
+1|
+3|
+1|trap sense +1

4th|
+3|
+1|
+4|
+1|fighter bonus feat, uncanny dodge

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

6th|
+4|
+2|
+5|
+2|fighter bonus feat, trap sense +2

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

8th|
+6/+1|
+2|
+6|
+2|fighter bonus feat, improved uncanny dodge

9th|
+6/+1|
+3|
+6|
+3|trap sense +3

10th|
+7/+2|
+3|
+7|
+3|fighter bonus feat, special ability

11th|
+8/+3|
+3|
+7|
+3|

12th|
+9/+4|
+4|
+8|
+4|fighter bonus feat

13th|
+9/+4|
+4|
+8|
+4|special ability

14th|
+10/+5|
+4|
+9|
+4|fighter bonus feat

15th|
+11/+6/+1|
+5|
+9|
+5|trap sense +5

16th|
+12/+7/+2|
+5|
+10|
+5|fighter bonus feat, special ability

17th|
+12/+7/+2|
+5|
+10|
+5|

18th|
+13/+8/+3|
+6|
+11|
+6|fighter bonus feat, trap sense +6

19th|
+14/+9/+4|
+6|
+11|
+6| special ability

20th|
+15/+10/+5|
+6|
+12|
+6|fighter bonus feat

[/table]

alignment: any
hit die: d6
class skills: the martial rogue’s class skills (and the key ability for each skill) are appraise (int), balance (dex), bluff (cha), climb (str), craft (int), decipher script (int), diplomacy (cha), disable device (int), disguise (cha), escape artist (dex), forgery (int), gather information (cha), hide (dex), intimidate (cha), jump (str), knowledge (local) (int), listen (wis), move silently (dex), open lock (dex), perform (cha), profession (wis), search (int), sense motive (wis), sleight of hand (dex), spot (wis), swim (str), tumble (dex), use magic device (cha), and use rope (dex).
skill points at 1st level: (8 + int modifier) × 4.
skill points at each additional level: 8 + int modifier.
weapon and armor proficiency
rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. rogues are proficient with light armor, but not with shields.

trapfinding
rogues (and only rogues) can use the search skill to locate traps when the task has a difficulty class higher than 20.
finding a nonmagical trap has a dc of at least 20, or higher if it is well hidden. finding a magic trap has a dc of 25 + the level of the spell used to create it.
rogues (and only rogues) can use the disable device skill to disarm magic traps. a magic trap generally has a dc of 25 + the level of the spell used to create it.
a rogue who beats a trap’s dc by 10 or more with a disable device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

fighter bonus feats
blind-fight
combat expertise
improved disarm
improved feint
improved trip
whirlwind attack
combat reflexes
dodge
mobility
spring attack
exotic weapon proficiency
improved critical
improved initiative
improved shield bash
improved unarmed strike
deflect arrows
improved grapple
snatch arrows
stunning fist
mounted combat
mounted archery
ride-by attack
spirited charge
trample
point blank shot
far shot
precise shot
rapid shot
manyshot
shot on the run
improved precise shot
power attack
cleave
great cleave
improved bull rush
improved overrun
improved sunder
quick draw
rapid reload
two-weapon fighting
two-weapon defense
improved two-weapon fighting
greater two-weapon fighting
weapon finesse
weapon focus
weapon specialization
greater weapon focus
greater weapon specialization

evasion (ex)
at 2nd level and higher, a rogue can avoid even magical and unusual 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. evasion can be used only if the rogue is wearing light armor or no armor. a helpless rogue does not gain the benefit of evasion.

trap sense (ex)
at 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on reflex saves made to avoid traps and a +1 dodge bonus to ac against attacks made by traps. these bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
trap sense bonuses gained from multiple classes stack.

uncanny dodge (ex)
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 (if any) even if she is caught flat-footed or struck by an invisible attacker. however, she still loses her dexterity bonus to ac if immobilized.
if a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

improved uncanny dodge (ex)
a rogue of 8th level or higher can no longer be flanked.
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.
if a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
special abilities
on attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

crippling strike (ex)
a rogue with this ability 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.

defensive roll (ex)
the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. to use this ability, the rogue must attempt a reflex saving throw (dc = damage dealt). if the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. she must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her dexterity bonus to ac, she can’t use this ability. since this effect would not normally allow a character to make a reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

improved evasion (ex)
this ability works like evasion, except that while the rogue still takes no damage on a successful reflex saving throw against attacks henceforth she takes only half damage on a failed save. a helpless rogue does not gain the benefit of improved evasion.

opportunist (ex)
once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. this attack counts as the rogue’s attack of opportunity for that round. even a rogue with the combat reflexes feat can’t use the opportunist ability more than once per round.

skill mastery
the rogue becomes so certain in the use of certain 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 intelligence modifier. when making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. a rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

slippery mind (ex)
this ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. if a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same dc. she gets only this one extra chance to succeed on her saving throw.

feat
a rogue may gain a bonus feat in place of a special ability.

CactusAir
2007-12-23, 08:27 PM
hit die: d46


Wow, thats a big hitdie. :smallwink:

ShadowyFigure
2007-12-24, 05:59 AM
he also got it wrong.

Blue_C.
2007-12-24, 07:25 PM
I like the names you apply to the variants.

I look forward to the completion of this project, and offer any help you might desire.

Actually, I have the battle sorcerer (with the animal companion variant tacked on as well) written up for my own use. Would you like it PM'd?