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  1. - Top - End - #31
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    Default Re: Serpents and Sewers - Character Classes

    Pathfinder
    The wilderness is a constant source of danger, and many of those who have to travel are well advised to hire a guide or scout who knows how to survive in the wildness. The Pathfinder is a specialist for the great outside, a well-travel led expert for survival and hunting. The Pathfinder is also a cunning tactician who is used to fight in rough and uneven terrain and can use this to his advantage. The Pathfinder has a broad number of helpful abilities to survive in the wilderness but also in other dangerous environment.
    Typical Pathfinders would include poachers, scouts for military units, guerilla warriors in occupied countries or big game hunters.

    Spoiler
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    Originally, the pathfinder was only the scout, but the name was changed as a reminiscence to Paizo's project of the same name. The pathfinder is not only a wilderness expert and tracker, he is also a very competent tactical fighter and guerilla warrior. The pathfinder does not necessarily fight especially well, but smart, using his environment for tactical advantages and exploiting the weaknesses of his opponents.
    He is also the best early alert system for a party of adnventurers and on higher levels extremely hard to ambush.


    Hit Points at 1st Level: 16+ Con modifier
    Hit Points at Each Additional Level: 3 + Con modifier.

    Class Skills: The pathfinder’s class skills (and the key ability for each skill) are Balance (2xDex), Climb (Str+Dex), Concentration (Con+Wis), Craft (Int+?), Disable Device (Int+Dex), Escape Artist (Str+Dex), Handle Animal (Cha+Wis), Heal (Cha+Wis), Hide (Dex+Con), Intimidate (Str+Cha), Jump (2xStr), Knowledge (dungeoneering) (2xInt), Knowledge (geography) (2xInt), Knowledge (nature) (2xInt), Listen (Con+Wis), Move Silently (Con+Dex), Profession (Wis+?), Ride (Dex+Cha), Search (Int+Wis), Sense Motive (Wis+Cha), Sleight of Hand (Dex+Cha), Speak Language (Int+Cha), Spot (Con+Wis), Survival (Con+Wis), Swim (Str+Con), Tumble (Str+Dex), and Use Rope (Str+Dex).

    Skill Points at 1st Level: (10+ Int modifier) x 4.
    Skill Points at Each Additional Level: 10 + Int modifier.

    Table: The Pathfnder
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |
    +1
    |Terrain advantage, trapfinding, Track

    2nd|
    +1
    |
    +1
    |
    +3
    |
    +3
    |
    +3
    |Uncanny dodge, Endurance

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |
    +2
    |Trackless step

    4th|
    +3
    |
    +2
    |
    +4
    |
    +4
    |
    +2
    |Bonus feat, fast movement +10 ft.

    5th|
    +3
    |
    +2
    |
    +4
    |
    +4
    |
    +3
    |Evasion

    6th|
    +4
    |
    +3
    |
    +5
    |
    +5
    |
    +3
    |Flawless stride, improved uncanny dodge

    7th|
    +5
    |
    +3
    |
    +5
    |
    +5
    |
    +3
    |Assess Opponent

    8th|
    +6/+1
    |
    +4
    |
    +6
    |
    +6
    |
    +4
    |Bonus feat, camouflage

    9th|
    +6/+1
    |
    +4
    |
    +6
    |
    +6
    |
    +4
    |Wilderness enhanced Senses

    10th|
    +7/+2
    |
    +5
    |
    +7
    |
    +7
    |
    +5
    |Blindsense 30 ft.

    11th|
    +8/+3
    |
    +5
    |
    +7
    |
    +7
    |
    +5
    |Fast movement +20 ft., Improved Terrain Advantage

    12th|
    +9/+4
    |
    +6
    |
    +8
    |
    +8
    |
    +6
    |Bonus feat

    13th|
    +9/+4
    |
    +6
    |
    +8
    |
    +8
    |
    +6
    |improved assess opponent

    14th|
    +10/+5
    |
    +7
    |
    +9
    |
    +9
    |
    +6
    |Hide in plain sight

    15th|
    +11/+6/+1
    |
    +7
    |
    +9
    |
    +9
    |
    +7
    |Wolf Pack Tactics

    16th|
    +12/+7/+2
    |
    +8
    |
    +10
    |
    +10
    |
    +7
    |Bonus feat

    17th|
    +12/+7/+2
    |
    +8
    |
    +10
    |
    +10
    |
    +8
    |Blind Sense 60 ft

    18th|
    +13/+8/+3
    |
    +9
    |
    +11
    |
    +11
    |
    +8
    |Free movement

    19th|
    +14/+9/+4
    |
    +9
    |
    +11
    |
    +11
    |
    +9
    |Improved Wolf Pack Tactics

    20th|
    +15/+10/+5
    |
    +10
    |
    +12
    |
    +12
    |
    +9
    |Blindsight 30 ft., bonus feat[/table]

    Class Features
    Weapon and Armor Proficiency: Pathfinders are proficient with all simple weapons and martial weapons. Pathfinders are proficient with light armor, but not with shields.

    Terrain advantage (Ex): When the pathfinder gains a cover bonus to defense due to terrain, this bonus is increased by +1. Likewise, the defense bonus due to terrain of your enemies is reduced by 1.

    Trapfinding (Ex): Pathfinders 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.
    Pathfinders 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 pathfinder 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.

    Track: A pathfinder gains Track as a bonus feat at 1st level.

    Uncanny Dodge (Ex): Starting at 2nd level, a pathfinder 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 immobi-lized.
    If a pathfinder already has uncanny dodge from a different class she automatically gains improved un-canny dodge (see below) instead.

    Endurance: At 2nd level, a Pathfiner gains Endurance as a Bonus Feat.

    Trackless Step (Ex): Starting at 3rd level, a pathfinder leaves no trail in natural surroundings and can-not be tracked. She may choose to leave a trail if so desired.

    Bonus Feats: At 4th level and every four levels thereafter, a pathfinder gains a bonus feat, which must be selected from the following list: Brachiation, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mo-bility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack. He must meet all the prerequisites for the feat.

    Fast Movement (Ex): Starting at 4th level, a pathfinder gains a +10 feet bonus to her speed. At 11th level, this bonus increases to +20 feet.
    A pathfinder loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Evasion (Ex): At 5th level and higher, a pathfinder 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 pathfinder is wearing light armor or no armor. A helpless pathfinder does not gain the benefit of evasion.
    If a pathfinder already has evasion from a different class she automatically gains improved evasion in-stead.

    Flawless Stride (Ex): Starting at 6th level, a pathfinder can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
    This ability does not let her move more quickly through terrain or undergrowth that has been magically manipulated to impede motion or cause damage. A pathfinder loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Improved Uncanny Dodge (Ex): A pathfinder of 6th level or higher can no longer be flanked.
    This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has pathfinder levels.
    If a character already has uncanny dodge (see above) 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.
    Assess Enemy: At 7th level, the pathfinder can use his keen senses to quickly determine the tendencies, tactics and abilities of a monster he faces. As a standard action, a pathfinder may study his opponent to create an appropriate counter tactic. This study requires a successful Spot check (DC = 10 + the monster’s CR). If successful, the pathfinder gains +1 to Attacks, Defenses and Damage against this specific enemy. These benefits last until the end of the encounter. A pathfinder can assess as many enemies as his wisdom modifier.

    Camouflage (Ex): A pathfinder of 8th level or higher can use the Hide skill in any sort of natural ter-rain, even if the terrain doesn’t grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Wilderness Enhanced Senses (Ex): A pathfinder is better attuned to his environment than anybody else. Little escapes his notice, from a small bird in a tree to the goblin ambush party.
    Each round as a free action, the pathfinder can make Spot and Listen Checks to notice hidden enemies and other details detectable with those skills. Outside of combat, he can always take 10 with Listen and Spot.

    Blindsense (Ex): At 10th level, a pathfinder gains the blindsense ability out to 30 feet. She does not need to make a Listen or Spot check to pinpoint the location of a creature within range, provided that she has line of effect to that creature. Any creatures she cannot actually see still have concealment against her and she still has the normal miss chance when attacking them. At 17th level, the reach of a pathfinder’s Blindsense increase to 60 ft.
    Visibility still affects the movement of a pathfinder with blindsense.

    Improved Terrain Advantage (Ex): Starting at 11th level, the additional bonus to defense from Terrain increases to +2. Likewise, the pathfinder may ignore up to two points of defense bonus of his enemies due to terrain.

    Improved Assess Opponent (Ex): Starting at 13th level, a pathfinder doubles his bonus from the Assess Opponent ability.

    Hide in Plain Sight (Ex): While in any sort of natural terrain, a pathfinder of 14th level or higher can use the Hide skill even while being observed. A pathfinder loses this benefit when carrying medium or heavy armor or when carrying a medium or heavy load.

    Wolf Pack Tactics (Ex): Starting at 15th level, a pathfinder gets used to strike in the exactly right mo-ment. While fighting alongside his allies, he can take advantage of the distraction of an enemy from one of his allies. Once per round, if a foe that is threatened by the pathfinder suffers damage from any source, the pathfinder can make an attack of opportunity against him.

    Free Movement (Ex): At 18th level and higher, a pathfinder can slip out of bonds and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A pathfinder loses this benefit when wearing medium or heavy armor or when carry-ing a medium or heavy load.

    Improved Wolf Pack Tactics (Ex): At 19th level, the pathfinder is not limited to only one attack of opportunity due to wolf pack tactics. He can use this ability as often as an enemy he threatens suffers damage from a different source (the iterative attacks of an ally do not provoke additional attacks of op-portunity for the pathfinder, but the attacks of two opponents against the same target enables the path-finder to two attack of opportunities if he threatens the same foe).

    Blindsight (Ex): A 20th level pathfinder gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the pathfinder must have line of effect to a creature or object to discern it.

    Variety: Wilderness Expert
    The Wilderness Expert is a Pathfinder who is much more focused on the wild and share a nigh mystical link to the land that even his colleagues can hardly understand. Their deep knowledge or even empathy for the wild and its denizens borders to the mystical, but they are often less practically oriented than most Pathfinders.
    The Wilderness Expert Pathfinder gains the Druid’s favorite environment trait on 4th, 8th, 12th, 16th and 20th level. They do not gain the Bonus Feats that are normally gained on these levels.

  2. - Top - End - #32
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    Default Re: Serpents and Sewers - Character Classes

    Shapechanger
    There are a few very rare children, which are born with an animal spirit within their souls. In some communities, these children are seen as blessed, in others as cursed, but most certainly do not fit in well in a normal society. This is mainly caused by the constant voice of the beast spirit in their mind and the ability to change their form and become a large and powerful beast. Shapechangers are extraordinary individuals and the spirit they share a body with makes them even stranger from the point of view of a more normal person. They are often associated with druids and it is rumored that the first Shapechangers were created as guardians and servants for a circle of powerful druids.

    Spoiler
    Show
    The shapeshifter is effectively the other side of the druid - the druid is all about spellcasting, but has no shapeshifting ability anymore, the Shapeshifter is all about shapeshifting and has only a verylimited access to spellcasting. The shapeshifter is somewhat of a gimmic character; the whole character class is built around one concept - shapeshifting - and that is mostly the attraction of the class. For those players who always felt that playing a towering beastman or lycanthrope is pure greatness will love the shapeshifter; for those who are not that interested in this concept, this class will be somewhat pointless.
    The shapeshifter is also a very versatile character with a very broad spectrum of abilities he can cover; there are pure brawl and slash shapeshifters as well as tiny spies. It is also one of the most fluff-heavy classes of Serpents and Sewers as it was designed specifically for a very spiritual campaign.


    Hit Points at 1st level: 16 + Con modifier
    Hit points at each additional level: 3 + Con modifier

    Class Skills: Climb (Str+Dex), Concentration (Con+Wis), Craft (Int+?), Handle Animal (Wis+Cha), Heal (Wis+Cha), Hide (Dex+Con), Jump (2xStr), Knowledge (geography) (2xInt), Knowledge (nature) (2xInt), Listen (Con+Wis), Move Silently (Dex+Con), Profession (Wis+?), Ride (Dex+Cha), Search (Int+Wis), Spot (Wis+Con), Survival (Wis+Con), Swim (Str+Con), and Use Rope (Str+Dex).

    Skill Points at 1st Level: (5 + Int modifier) 4.
    Skill Points at Each Additional Level: 5 + Int modifier.
    Spell Points at 1st level: 0
    Spell points at each additional level (starting at level 5): 1 + Wis modifier
    Spell point regeneration (per hour of meditation): 2d10 +Wis modifier

    The Shapeshifter
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +1
    |
    +1
    |Wild Empathy, Shapeshifting, Spirit Vision

    2nd|
    +1
    |
    +1
    |
    +3
    |
    +1
    |
    +1
    |Simple beast feature

    3rd|
    +2
    |
    +2
    |
    +3
    |
    +2
    |
    +2
    |Trackless Step

    4th|
    +3
    |
    +3
    |
    +4
    |
    +2
    |
    +2
    |Simple beast feature

    5th|
    +3
    |
    +3
    |
    +4
    |
    +3
    |
    +3
    |imple beast feature, Whispering Spirit

    6th|
    +4
    |
    +4
    |
    +5
    |
    +3
    |
    +3
    |Woodland Stride

    7th|
    +5
    |
    +5
    |
    +5
    |
    +3
    |
    +3
    |advanced beast feature

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +4
    |
    +4
    |Healing Changes

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +4
    |
    +4
    |advanced beast feature, greater beast form

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +5
    |
    +5
    |Bonus Feat

    11th|
    +8/+3
    |
    +8
    |
    +7
    |
    +7
    |
    +5
    |Language of the Land

    12th|
    +9/+4
    |
    +9
    |
    +8
    |
    +6
    |
    +6
    |advanced beast feature, Spirit precognition

    13th|
    +9/+4
    |
    +9
    |
    +8
    |
    +6
    |
    +6
    |Fast Change

    14th|
    +10/+5
    |
    +10
    |
    +9
    |
    +6
    |
    +6
    |advanced beast feature

    15th|
    +11/+6/+1
    |
    +11
    |
    +9
    |
    +7
    |
    +7
    |advanced energy control

    16th|
    +12/+7/+2
    |
    +12
    |
    +10
    |
    +7
    |
    +7
    |complex beast feature

    17th|
    +12/+7/+2
    |
    +12
    |
    +10
    |
    +10
    |
    +8
    |Fast Healing 2

    18th|
    +13/+8/+3
    |
    +13
    |
    +11
    |
    +8
    |
    +8
    |complex beast feature, Spirit attack

    19th|
    +14/+9/+4
    |
    +14
    |
    +11
    |
    +11
    |
    +9
    |Spirit Form

    20th|
    +15/+10/+5
    |
    +15
    |
    +12
    |
    +12
    |
    +9
    |complex beast feature, Perfect beast form[/table]

    Class Features:
    Weapon and Armor proficiency: The Shapechanger is proficient with all simple weapons. Shapechangers are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume. They are not proficient with any shields or armor.

    Languages: A shapechanger bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    Shapeshifting (Su): A shapechanger can change his form as often as she wants per day, and if she knows more than one form, she can change from one animal to another without problems without re-turning to human form first. There is no time limit how long a shapechanger can spend in any chosen form. Changing form (to beast form or back) is a full round action and doesn’t provoke an attack of opportunity.
    In any form, the shapechanger keeps her Hit Dice, Hit Points, base attack bonus, base defense bonus, base saving throw bonuses, and skills regardless of the given form. The abilities of the shapechanger are adjusted by the assumed animal form. In beast form, the shapeshifters loses her original creature type and counts as a magical creature.
    At first level, the shapechanger can chose a number of simple beast features equal to his Wisdom modi-fier. A shapechanger gains an additional beast feature on every even class level. Additionally, the Shapeshifter’s charisma is reduced by 6 points while all his physical abilities are increased by two points.
    Held, carried and worn gear meld into the animal form and ceases to function. Armor, both mundane and magically enhanced does not grant any bonus anymore. Magical items do not merge with the new body but adapt to the new form and can still be used. It takes a full round action to change shape.
    A shapechanger can not activated magic items or spells in animal form. They can not talk, or use any equipment that would need opposable thumbs. But she gains natural weapons, according to the chosen animal form. This natural weaponry gain an enhancement of of the shapechanger’s class level (round down) and at 4th and any higher level, they are considered as magical attacks.
    The damage dice given are for medium sized shapechangers; small and large shapechangers should adjust the damage.
    Beast Features: At every even level, the Shapeshifter gains additional beast features added to his beast form when she changes the shape. The more powerful the shapeshifter grows, the more powerful the abilities of his beast form get. Starting at level 8, he can choose from the advanced beast feature list and at level 16 and after from the complex beast feature list.

    Wild Empathy (ex): A shapechanger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shapechanger rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result.
    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the shapechanger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an ani-mal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    A shapechanger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

    Spirit Vision (ex): The Senses of the Spirit denizen of the Shapechanger give the host the ability to sense what is real and what is not. The Shapechanger gains a +2 Bonus to resist or disbelieve Illusions.
    Spells: Beginning at 5th level, a shapeshifter gains the ability to cast a small number of divine spells, which are drawn from the Ranger spell list. A Shapeshifter must choose and prepare her spells in ad-vance.
    The Difficulty Class for a saving throw against a Shapeshifter’s spell is the spell level + the Shapeshifter’s Wisdom modifier +1d20.
    Like other spellcasters, a Shapeshifter can cast only a certain number of spells per day, limited by the number of spellpoints. Starting at 5th level, a Shapeshifter gains 1 + Wis modifier spell points per level.
    A Shapeshifter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a domain spell in its place. A Shapeshifter may prepare and cast any spell on the Ranger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
    Through 4th level, a Shapeshifter has no caster level. At 5th level and higher, her caster level is one-half her Shapeshifter class level.
    Basic energy control: At 5th level, a shapeshifter can channel one spell energy point per turn and can keep a total amount of energy under control equal to her wisdom modifier or three, whichever is lower.

    Whispering Spirit (Su): When reaching 6th level, the Shapechanger learns to communicate silently with his spirit within and can use this as a source of knowledge and insight. The Shapechanger gains an en-hancement bonus to Wisdom or a chosen skill check equal to her class levels. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

    Healing Changes (Su): Starting at 9th level, the Shapeshifter can heal her wounds through the change into her beast form. Whenever she assumes the beast form, she regains lost hit points as if you had rested for a night. The otherworldly presence of the spirit within her soul also grants the shapeshifter the fast healing 1 ability. This Bonus increases to Fast Healing 2 at 17th level.

    Greater Beast Form: On 10th level, the shapeshifter’s control over her basi shapeshifter has greatly increased – the Charisma Penalty in Beast Form is reduced to –4, while the Bonus to the Physical abili-ties is increased to +4.
    Language of the Land (ex): Starting at 11th level, the shapechanger can communicate with all spirits and animals without problem.

    Spirit Precognition (Su): At 12th level, the perception of the spirit and the host is almost completely merged, granting the Shapechanger the ability to intuitively ‘feel’ what happens in her environment. This ability grant Blindsense with a reach of 60 feet.

    Fast Change (Ex): A shapechanger of 13th level or higher only needs a move action instead of a full round action to change her shape.
    Advanced Energy Control: At 15th level, a shapeshifter has improved her ability to control her magic abilities a lot better than before. From now on, she can channel two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to her Wisdom modifier +1 up to a – theoretic – maximum of five Spell energy points.

    Spirit Attack (Ex)
    : The spirit within the Shapechanger allows her to strike what they can sense, inde-pendently of the target’s actual physical constitution. All attacks of the Shapeshifter are treated as if the weapon – including the shapeshifter’s natural weapon – has the Ghost touch enchantment.

    Spirit Form (Su): At 19th level, the shapeshifter and the spirit in her have completely merged. Once per day, the shapeshifter can become incorporeal for 3 + Wisdom Modifier rounds.

    Perfect Beast Form: On 20th level, the shapeshifter’s beast form is bare of any weaknesses. She no longer suffers from any Charisma Penalty in Beast form and gains a total Bonus of +6 to all her physical abilities.

    The Shapeshifter's beast features

    Simple Beast Features:
    Spoiler
    Show

    Adaptive Coloring: The shapeshifter gains a +8 bonus to hide while in beast form in a natural environment.

    Climber: While in Beast Form, the shapeshifter gains a climb speed equal to half his move rate (and a bonus of +8 to climb checks, can always take 10 on climb checks and retains their dexterity bonus to defense while climbing). You can take this feature twice, and gain climb speed equal to the shapeshifter’s full speed at the second time.

    Fast Movement: The base movement of the shapeshifter increases by +10’. This feature can be taken multiple times and its effects stack.

    Hold Breath: A shapeshifter in beast form can hold its breath for a number of rounds equal to 4 its Constitution score before he risks drowning.

    Natural Armor: The natural armor of the shapechanger improves by +1. This feature can be taken multiple times and its effects stack.

    Natural Attacks: Bite The beast form gets a natural bite attacks, dealing 1d6 points of slashing damage for a medium creature.

    Natural Attacks: Claws The beast form gets two natural claw attacks, dealing 1d4 points of slashing damage for a medium creature.

    Natural Grapple: The shapechanger grapples as if he was one size category bigger than he really is when he assumes beast form.

    Natural Trip: The shapeshifter trips his enemies as if he was one size category larger than he really is when he assumes beast form.

    Nightvision: In Beastform, the shapeshifter can see as if he had nightvision:

    Physical Prowess: The shapechanger adds +2 to any physical score when entering his beast form. Once this ability is chosen, it can not be changed. This feature can be taken multiple times and its effects stack.

    Powerful Built: The shapchanger’s Beast form is bigger and broader than usual. He gains the powerful built trait. This ability does not change the damage of the beast form’s natural attacks.

    Scent: The shapeshifter gains the scent extraordinary ability when assuming his beast form.

    Size adaptation: small and medium: A small character gains medium size in beast form. Likewise, a medium sized shapechanger changes to small size when he assumes the beast form. This does not influence any ability scores but the damage of the natural attacks.

    Slight Built: The shapeshifters beast form is unusual skinny and small. While in Beastform, the Shapechanger gains the Slight Build trait. This ability does not change the damage of the beast forms natural attacks.

    Swimmer: While in Beast Form, the shapeshifter gains a swim speed equal to half his normal move rate. You can take this feature twice, and gain climb speed equal to the shapeshifter’s full speed at the second time.
    Wild Spell: The shapechanger gains wild spell as a bonus feat.


    Advanced beast features:
    Spoiler
    Show

    Burrow: A shapechanger in beast form gains a burrow speed of 10’.

    Blind Sense: The shapechanger gains a blind sense ability up to 20’ when assuming beast form. This feature can be taken multiple times, and increases the blindsense range by +20’.

    Cheetah Speed: (Requirement: Fast Movement) Once per hour, the shapeshifter in beast form can move up to ten times his normal speed when he makes a charge.

    Gills: The shapechanger’s beast form has gills and allows him to stay in water for an unlimited time span.

    Humanoid Form: The beast form of the shapeshifter walks upright and can use its Arms to use tools and weapons and such like. The shapeshifter’s creature type changes to Monstrous Human and she can use all items and even armor and weapons in this form.

    Improved Natural Weapons (Requirement: Natural Attacks): The damage of all of the Natural Attacks of the shapechanger’s beastform increases by one step.

    Large Size (Requirement: Ability to assume medium size): The beast form of the shapechanger counts as a large creature.

    Poison, killing: (Requirement: Natural Bite Attack): The bite attack of the east form serves as a carrier for a deadly poison. The poison deals 1d2 of consititution damage as initial damage and 1d4 points of constitution damage as secondary damage. The poison’s DC is 10+ half the shapechanger’s class level. The shapeshifter can not gain access to more than one form of poison.

    Poison, paralyzing: (Requirement: Natural Bite Attack): The bite attack of the east form serves as a carrier for a paralyzing poison. The poison deals 1d2 of dexterity damage as initial damage and 1d4 points of dexterity damage as secondary damage. The poison’s DC is 10+ half the shapechanger’s class level. The shapeshifter can not gain access to more than one form of poison.

    Poison, weakening: (Requirement: Natural Bite Attack): The bite attack of the east form serves as a carrier for a weakening poison. The poison deals 1d2 of strength damage as initial damage and 1d4 points of strength damage as secondary damage. The poison’s DC is 10+ half the shapechanger’s class level. The shapeshifter can not gain access to more than one form of poison.

    Pounce: (Requirement: Natural Attacks, fast movement) While in beast form, the shapechanger gains the pounce ability.

    Powerful Charge: The natural attacks of the shapeshifter’s beast form deals 2d6 additional damage when she charges.

    Rake (Requirements: Claws, Natural Grapple): When grappling a foe in beast form, the shapechanger can attack with his natural attacks without penalty.

    Smaller Changes: Instead of one complex change, the shapeshifter can chose three simple beast features and add them to her beast form.

    Tremor sense: Somehow, the Shapeshifter can feel the vibrations of the ground. She gains tremor sense 30’ while in beast form.


    Complex Beast Features
    Spoiler
    Show

    Advanced Changes: Instead of one complex beast feature, the shapeshifter can choose two advanced features.

    Blind Sight: The shapeshifter’s beast form gains the blind sight ability with a reach of 20’. This feature can be taken several times, increasing the creature’s blind sight by 20’.

    Deadly Poison (Requirement: Any poison): The ability damage of the poison increases by one step (1d3 initial damage and 1d6 as follow up damage) and the poison’s Save throw difficulty increases by +2.

    Diminutive Size (Requirement: Ability to assume tiny size): The shapeshifter counts as a diminutive creature after assuming beast form.

    Flight (Requirement: medium or smaller Beast form): The shapeshifter’s beast form grows wings, giving her the ability to fly. She gains a flying speed equal to her movement rate +10’ and a maneuverability that depends on the beast form’s size:
    • Medium: clumsy maneuverability
    • Small: poor maneuverability
    • Tiny: average maneuverability
    • Diminutive: good maneuverability.

    This feature can be taken several times, each times it increases the flying speed by 10’ and improves the maneuverability by one step.

    Greater Natural Weapons (Requirement: Improved Natural Weapons): The natural weapons of the shapeshifter’s beast form increases a step. This stacks with the damage bonus of the advanced Beast Feature improved natural weapons.

    Huge Size (Requirement: Ability to assume large size): The shapeshifter counts as a huge creature in beast form.

    Spit Poison (Requirement: Any poison): Instead of a bite, the shapeshifter can spit her poison to hurt her enemies. Spitting a poison is a ranged touch attack with 10’ range increment and spitting poison is a standard action attack. A natural 20 on the attack roll means that the poison has hit the enemies eyes and blinded him.

    Swallow Whole (Requirement: large Size or bigger, natural bite attack, natural grapple): The shapeshifter gains the swallow whole ability. After swallowing an enemy, the shapeshifter can’t change back to human form without dying horribly for 24 hours.
    Last edited by Satyr; 2009-01-25 at 06:05 AM.

  3. - Top - End - #33
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    Default Re: Serpents and Sewers - Character Classes

    If a paladin "falls from grace", will he still retain his extraordinary abilities and his Arts of War? Paladins of some orders, like Radian Blades, look like they would retain many of their abilities even if they "fell". They'd still lose the most defining features, but they would still work as "blackguards" of a sort.

    There could be one or two more paladin orders. One based around traditional mounted combat (i.e. free Wild Cohort and/or Mounted Combat feats) is missing, most notably. Perhaps the Knight Errant (orderless) should get this. This way a paladin that focuses on mounted combat could progress from Knight Errant to Eagle (if he wants to).

  4. - Top - End - #34
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    Default Re: Serpents and Sewers - Character Classes

    If a paladin "falls from grace", will he still retain his extraordinary abilities and his Arts of War? Paladins of some orders, like Radian Blades, look like they would retain many of their abilities even if they "fell". They'd still lose the most defining features, but they would still work as "blackguards" of a sort.
    The paladin loses only the spellcasting and the supernatural abilities, not the extraordinary abilities like Paragon of Virtue or Mettle.

    There could be one or two more paladin orders. One based around traditional mounted combat (i.e. free Wild Cohort and/or Mounted Combat feats) is missing, most notably.
    There is always more place for more Paladin orders, Man-at-arms way of the warrior, and other lenses. I would add those templates to every single class, if I knew how that would make sense and would give every character a vast palette of choices for a specific development. At the moment, only the Paladin, the Man-at-arms and the wizard have this flexibility, but I think about "favorite crime" lenses for thieves, more specific cults and religions for clerics and battle priests, totems for druids, shapeshifters and perhaps berserkers, and so on.
    The idea of a "horse lord" order of Paladins is a good one, though.

  5. - Top - End - #35
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    biggrin Re: Serpents and Sewers - Character Classes

    dude, this material rocks! Can you make any 4e stuff like this (especially orcs)!
    Fear half-dragon conjoined twin warforged ninja/psychic warrior/truenamer/dread necro 42/42/42/42!!!

    Fear the power of the Ancient Language!
    (Inheritance Series-----^)

  6. - Top - End - #36
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    Default Re: Serpents and Sewers - Character Classes

    I fear that the things we did were mostly based on the opposite concept of D&D 4th edition. 4th edition is motl about very balanced classes snd every player can participate through very flashy and impressive stunts; Serpents and Sewers doesn't care much about balance and is very strongly focused on versimilitude and a gritty, unflashy presentation.
    4th edition works best if you think of the player characters as comic book superheroes in a pseudo-medieval word; Serpents and Sewers characters are intended to be more like the hitorical counterpart.

    I have once tried to make 4th edition houserules with a similar taste; the general opinion was that they weren't worth it. For Orcs, just add the two missing skill bonuses; I would sugest +2 to Intimidate and Endurance.

  7. - Top - End - #37
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    Default Re: Serpents and Sewers - Character Classes

    Sorcerer
    Sorcerers are powerful spellcasters, but their magic is wild and uncontrolled in comparison to the re-search-focused bookworms that call themselves wizards. Sorcerers do not learn magic as much as they use it intuitively. They never get a formal education and generally less versatile than wizards, but with-out the education of the latter they have a more playful access to their spells which seem to grant them a deeper understanding for them.

    Spoiler
    Show
    I really don't like this sorcerer write-up. I have also no idea how it could be improved though, so I just put it in here and hope for creative feedback.
    Perhaps I will eliminate the heritage crap and will introduce specific bloodline or talent lenses, but I have no idea how to do this yet.


    Hit Points at 1st Level: 8 + Con modifier
    Hit Points at each additional Level: 1 + Con Modifier

    Class Skills
    The sorcerer’s class skills (and the key ability for each skill) are Bluff (2xCha), Concentration (Con+Wis), Craft (Int+?), Handle Animal (Wis+Cha), Knowledge (arcana) (2xInt), Knowledge (dungeoneering) (2xInt), Knowledge (nature) (2xInt), Perform (Cha+?), Profession (Wis+?), Speak Lan-guage, Spellcraft (Int+Wis), Survival (Con+Wis), and Use Magic Device (Con+Cha).

    Skill Points at 1st Level: (5 + Int modifier) 4.
    Skill Points at Each Additional Level: 5 + Int modifier.

    Spell Points at 1st Level: 12 + Cha modifier
    Spell Points at each additional level: 5 + Cha modifier
    Spell point regeneration (per full night’s rest): 3d12 + Cha modifier
    Spell acquisition points per level: 8 + Cha modifier

    Table: the Sorcerer
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    +2
    |Eschew Material, Heritage Feat, simple Energy Control

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

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

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

    5th|
    +2
    |
    +2
    |
    +2
    |
    +2
    |
    +4
    |Heritage Feat

    6th|
    +3
    |
    +3
    |
    +2
    |
    +2
    |
    +5
    |advanced Energy Control

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

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

    9th|
    +4
    |
    +4
    |
    +3
    |
    +3
    |
    +6
    |-

    10th|
    +5
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    |Heritage Feat

    11th|
    +5
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    | -

    12th|
    +6/+1
    |
    +6
    |
    +4
    |
    +4
    |
    +8
    |complex energy control

    13th|
    +6/+1
    |
    +6
    |
    +4
    |
    +4
    |
    +8
    |-

    14th|
    +7/+2
    |
    +7
    |
    +4
    |
    +4
    |
    +9
    |-

    15th|
    +7/+2
    |
    +7
    |
    +5
    |
    +5
    |
    +9
    |Heritage Feat

    16th|
    +8/+3
    |
    +8
    |
    +5
    |
    +5
    |
    +10
    | -

    17th|
    +8/+3
    |
    +8
    |
    +5
    |
    +5
    |
    +10
    | -

    18th|
    +9/+3
    |
    +9
    |
    +6
    |
    +6
    |
    +11
    |perfect energy control

    19th|
    +9/+4
    |
    +9
    |
    +6
    |
    +6
    |
    +11
    |-

    20th|
    +10/+5
    |
    +10
    |
    +6
    |
    +6
    |
    +11
    |heritage feat[/table]

    Class Features
    All of the following are class features of the sorcerer.

    Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

    Spells: A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
    The Difficulty Class for a saving throw against a sorcerer’s spell is the spell level + the sorcerer’s Cha-risma modifier +d20.
    A sorcerer starts the game with 12 + Charisma modifier spell points. On each additional level, he gains 5 + Charisma modifier additional spell points. The number of spellpoints limit the of spells per day.
    A sorcerer regains spellpoints as an arcane spellcaster.
    A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing 4 0-level spells and two 1st-level spells of your choice. At each new level, a sorcerer gains a pool of 8 + Cha modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Exam-ple: A sorcerer with Charisma 18 reaching 7th level would gain 12 points to gather new spells – he could learn 4 level 3 spells, 6 level 2 spells or 12 level 1 spells or a combination of this like 3 level-3 spells, two level-1 spells and two new cantrips). These new spells can be common spells chosen from the sor-cerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study for the double costs. A sorcerer can not spare his spell acquisition points to learn more power-ful spells on a higher level.
    Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "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 sorcerer spell the sor-cerer can cast. A sorcerer 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.
    Unlike a wizard or a cleric, a sorcerer doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spellpoints. He does not have to decide ahead of time which spells he’ll cast.

    Basic energy control: At 1st level, a sorcerer can channel one spell energy point per turn and can keep a total equal to his Charisma modifier Energy points under his control, up to a maximum of three points.

    Eschew Materials: The innate magic of the sorcerers makes the use of simpler rituals and spell compo-nents unnecessary. A sorcerer gains Eschew Materials as a bonus feat at 1st

    Hereditary Feat: At 1st, 5th and every five levels after, a sorcerer gains a hereditary or draconic feat as a bonus feat. The sorcerer must fulfill the feat’s requirements.

    Advanced Energy Control: At 6th level, a sorcerer has learned to control the flow of magic energies a lot better than before. From now on, he can channel two spell energy points per turn and therefore in-crease the casting speed of complex spells, and the maximum of energy he can keep under his control increases to Charisma modifier+1 or five, which ever is lower. From now on, the sorcerer also gains an additional spell acquisition point per level (the total number increases to 7 + Cha modifier).

    Complex Energy Control: At 12h level, the sorcerer becomes a true master of the arts of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to Charisma modifier +2 or seven points, whichever is lower. Additionally, the sorcerer also gains an additional spell acquisition point per level (the total number increases to 8 + Cha modifier).

    Perfect energy control: At 18th level, a sorcerer has perfected the arts of magic. He can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. His maximum of spell energy that he can control increases to Charisma mod +3, up to a maximum of 9 apell energy points and the sorcerer also gains an additional spell acquisition point per level as well (the total number increases to 9 + Cha modifier).

  8. - Top - End - #38
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    Default Re: Serpents and Sewers - Character Classes

    This is a really nice setup you have here. And it feels like you made the Shapechanger especially for me. That's sweet of you.

    One question though. You mentioned somewhere that you need a specific background in order to take certain casting classes, but I noticed how you didn't mention the classes whose spell-casting is not their main feature, such as the Shapechanger or the Mage Blade. Would these classes also be under the same restrictions as others?

    EDIT: As a sidenote, I'm wondering why certain classes are not included among any races favored classes?

    EDIT 2: One last thing. Did you mean to give the Shapechanger Advanced Energy Control? I don't see a description for it amidst the other class abilities.
    Last edited by Primal Fury; 2009-01-25 at 03:47 PM.
    My Homebrew



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    Default Re: Serpents and Sewers - Character Classes

    Quote Originally Posted by Primal Fury
    This is a really nice setup you have here. And it feels like you made the Shapechanger especially for me. That's sweet of you.
    I'm glad you liked it. The shapeshifter is one of the better (in terms of quality, not necessarily power) classes in S&S, mostly because of the flexibility. In the temproarily inactive group that developed the whole stuff, we had two of them - a very traditional werewolf and a girl who turned into a giant snake.
    I am also working on a variant of this class, not based on nature spirits but on demon possesion, which will be a lot more aggressive and desperate.

    Quote Originally Posted by Primal Fury
    One question though. You mentioned somewhere that you need a specific background in order to take certain casting classes, but I noticed how you didn't mention the classes whose spell-casting is not their main feature, such as the Shapechanger or the Mage Blade. Would these classes also be under the same restrictions as others?
    All spellcasting classes except the paladin require the Gift character trait. The Paladin is an exception to strengthen his position of the most powerful class in the game (it is helpful to define an upper limit for power as an orientation. For me, that was the Paladin, as I found that this class deserves a bit of epicness and makes the mechanical power up with quite severe roleplaying drawbacks.).

    Quote Originally Posted by Primal Fury
    As a sidenote, I'm wondering why certain classes are not included among any races favored classes?
    That is intentional. The spellcasting classes are not avialable without the Gift. The Gift character trait includes a favorite spellcaster class of the fiting way of magic. Multiclassing between magical classes doesn't work in Serpents and Sewers (as long as I do not have found a way to come up with a solution for the spell points that doesn't require doubled bookkeeping), so it is just not necessary for any species to have a favorite spellcasting class.
    There are other classes who are not among the species' favored classes, but they are somewhat special cases. The adventurer is a favorite class for everyone. Noble and Paladin are designed to be very rare classes, so that they are only available as favorite classes. through fitting character background traits. And the Weapon Master is effectively a more formalised and specialised man-at-arms and counts as one for favorite classes.

    One last thing. Did you mean to give the Shapechanger Advanced Energy Control? I don't see a description for it amidst the other class abilities.
    Yes, they get AEC on 15th level; the description seems to be forgotten. I will add it immediately.

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    Default Re: Serpents and Sewers - Character Classes

    Spell thief
    Not everyone who has the Gift must be a disciplined, honorable person. Magic is power, and power always includes the promise of corruption, and some spellcasters combine this to use their powers for their own advantage –on the costs of others. Spellthieves are thieves, who use their magic for their prowls, but they do not only steal material goods. When magic is power, it becomes more valuable than gold and silver, so what lies closer than steal magic instead?

    Spoiler
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    The spellthief is a hybrid class; as the Mage blade is the crossover between a fighter and an arcane spellcaster, the Spellthief is the combination of a spellcaster and a rogue. It is therefore a very flexible and adaptable class with a very broad range of possibilities, but also with some unique abilities (because without those there would be no point to a hybrid class as you could just multiclass and take both aspects seperately).



    Hit Points at 1st Level: 12 + Con modifier
    Hit Points at Each Additional Level: 2 + Con modifier.

    Class Skills: The spell thief’s class skills (and the key abilities for each skill) are Appraise (Int+Cha), Bluff (2xCha), Concentration (Con+Wis), Craft (Int+?), Decipher Script (Int+Wis), Escape Artist (Str+Dex), Gather Information (2xCha), Hide (Dex+Con), Jump (2xStr), Knowledge (all skills, taken individually) (2xInt), Listen (Con+Wis), Move Silently (Con+Dex), Open Lock (Dex+Int), Profession (Wis+?), Search (Int+Wis), Sleight of Hand (Dex+Cha), Spellcraft (Int+Wis), Spot (Con+Wis), Swim (Str+), Tumble (Dex) and Use Magic Device (Cha).

    Skill Points at 1st Level: (8 + Int modifier) x 4.
    Skill Points at Each Additional Level: 8+ Int modifier.

    Spell Points at 1st Level: 8 + Cha modifier
    Spell points at each additional level: 3 + Cha modifier
    Spell Aquisition points per level: 4 + Charisma modifier
    Spell point regeneration (per full night’s rest): 3d12 + Cha modifier

    Table: The spellthief
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    +2
    |Spells, Sneak attack +1d6, energy drain, basic energy control

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +3
    |
    +3
    |Detect magic, steal energy resistance

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    +3
    |Break Spell

    4th|
    +3
    |
    +2
    |
    +1
    |
    +4
    |
    +4
    |Magic strike

    5th|
    +3
    |
    +2
    |
    +1
    |
    +4
    |
    +4
    |Sneak attack +2d6, spellgrace +1

    6th|
    +4
    |
    +3
    |
    +2
    |
    +5
    |
    +5
    | Absorb spell

    7th|
    +5
    |
    +3
    |
    +2
    |
    +5
    |
    +5
    |Energy drain (touch)

    8th|
    +6/+1
    |
    +4
    |
    +2
    |
    +6
    |
    +6
    |Steal energy resistance (touch)

    9th|
    +6/+1
    |
    +4
    |
    +3
    |
    +6
    |
    +6
    |Arcane sight, sneak attack +3d6

    10th|
    +7/+2
    |
    +5
    |
    +3
    |
    +7
    |
    +7
    |energy drain (items), advanced energy control

    11th|
    +8/+3
    |
    +5
    |
    +3
    |
    +7
    |
    +7
    |spellgrace +2, Break Spell (touch)

    12th|
    +9/+4
    |
    +6
    |
    +4
    |
    +8
    |
    +8
    |Discover spells

    13th|
    +9/+4
    |
    +6
    |
    +4
    |
    +8
    |
    +8
    | Absorb spell (area and effect spells), sneak attack +4d6

    14th|
    +10/+5
    |
    +7
    |
    +4
    |
    +9
    |
    +9
    |Steal energy resistance (ranged)

    15th|
    +11/+6/+1
    |
    +7
    |
    +5
    |
    +9
    |
    +9
    |energy drain (reached)

    16th|
    +12/+7/+2
    |
    +8
    |
    +7
    |
    +10
    |
    +10
    |Steal spell resistance

    17th|
    +12/+7/+2
    |
    +8
    |
    +5
    |
    +10
    |
    +10
    |Sneak attack +5d6, spellgrace +3

    18th|
    +13/+8/+3
    |
    +9
    |
    +6
    |
    +11
    |
    +11
    |Greater arcane sight

    19th|
    +14/+9/+4
    |
    +9
    |
    +6
    |
    +11
    |
    +11
    |Break Spell (ranged)

    20th|
    +15/+10/+5
    |
    +10
    |
    +6
    |
    +12
    |
    +12
    |energy drain (1d10), complex energy control[/table]

    Class Features
    Weapon and Armor Proficiency: A spell thief is proficient with all simple weapons, one chosen mar-tial weapon and with light armor but not with shields.

    Spells: A spell thief has the ability to cast a small number of spells as an arcane spellcaster, which are drawn from the Bard spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. The Difficulty Class for a saving throw against a spell thief’s spell is the spell level + the spell thief’s Charisma modifier + 1d20.
    Like other spellcasters, a spell thief can cast only a certain number of spells of each spell level per day, limited by his spell points. A spell thief gains 6 + Cha modifier spell points at 1st level, and 2 + Intelli-gence modifier each additional level.
    A spell thief begins play knowing only 3 level 0 spells and one single level one spell of the player’s choice. At each new level, a spell thief gains a spell acquisition pool of 4 + Charisma modifier for gain-ing new spells, whereby the cost of every spell is equal to its spell level. (Example: A spell thief with Charisma 16 reaching a new level would gain 6 points to gather new spells – he could learn 2 level 3 spells or 3 level 2 spells or 6 level 1 spells or any combination of this). These new spells can be com-mon spells chosen from the beguiler spell list. A spell thief can not spare his spell acquisition points to learn more powerful spells on a higher level.
    Upon reaching 8th level, and at every spell thief level after that, a spell thief can choose to learn a new spell in place of one he already knows. In effect, the spell thief “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 one level lower than the highest-level spell thief spell the spell thief can cast. A spell thief 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.

    Basic energy control: At 1st level, a spellthief can channel one spell energy point per turn. The total sum of Energy points the spellthief can keep under control is equal to his Charisma modifier or three, whichever is lower.

    Sneak Attack (Ex): If a spell thief can catch an opponent when he is unable to defend himself effec-tively from his attack, he can strike a vital spot for extra damage.
    The spell thief’s attack deals 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 spell thief flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four spell thief levels thereafter. Should the spell 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 30 feet.
    With a sap (blackjack) or an unarmed strike, a spell 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 spell 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 spell 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 spell thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    A spell thief has several abilities (see below) that can only be used when he makes a successful sneak attack, that require him to forgo part of his extra damage. He can only use one of these abilities for each sneak attack he makes, and each ability can be used only once per round. However, even if he attacks an opponent normally immune to critical hits, as long as he fulfils the other requirements of a sneak attack (catching the opponent flat-footed, flanking her, she doesn't have concealment, etc.), he can still uses those abilities. This is like how flaming burst and similar weapons function even against creatures immune to critical hits.

    Energy drain (Su): A spell thief can siphon spell energy (whether spiritual, hereditary or hermetic) away from his target and use it himself. A spell thief who hits an opponent with a successful sneak at-tack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal the same amount of spell points. If the target is willing, a spell thief can steal spell energy with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with. Logically, a spell thief can not steal more than 6 points of spell energy with this ability, but he can store more spell energy this way than his normal spell energy pool. If the current spell energy pool is bigger than the normal maximum, the spell thief loses 1 point of spell energy per round until he has reached his normal maximum.
    At 7th level, the ability to drain spell energy from a caster improves and a spell thief can steal spell en-ergy with a normal touch attack, siphoning 1d6 points of spell energy from the target into the spell thief’s pool.
    At 10th level, a spell thief can drain spell energy from magic items. Doing so gives the spell thief 1d6 points of spell energy and renders the item useless for 24 hours.
    At 15th level, a spell thief can drain spell energy from distant opponents. He can make a ranged touch attack against an opponent within 30 ft. to drain 1d6 points of spell energy from his victim to his own pool. Doing so is a standard action.
    At 20th level, a spell thief increases the amount of stolen spell points to 1d10.

    Detect Magic (Sp): A spell thief of 2nd level or higher can use detect magic at will. His caster level is equal to his class level.

    Steal Energy Resistance (Su): Beginning at 2nd level, a spell thief can siphon off some or all of a tar-get's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spell thief who hits an oppo-nent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 1d10 to an energy type to which his target is resistant (or immune). Simultaneously, the target creature's resistance to that energy type is temporarily reduced by the same amount (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If the target is willing, a spell thief can steal energy resistance with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with.
    If his target has more than one type of resistance to energy, a spell thief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target.
    The resistance a spell thief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires if the remaining duration is less than 1 minute.
    A spell thief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spell thief might use this ability to gain resis-tance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much). However, he can use this ability multiple times, even on the same creature, to renew the duration of his stolen energy resistance.
    At 8th level, a spell thief can steal resistance with a touch attack by using this ability, and at 14th level he can steal resistance to an energy type with a ranged touch attack. A spell thief cannot steal more re-sistance than what the creature has, if it less than these amounts.

    Break Spell (Su): Beginning at 3rd level, a spell thief can disrupt an active spell effect from another creature. A spell thief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead cancels the effect of a single spell affecting the target. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's al-ready using one of his other supernatural stealing abilities with.
    The spell thief can choose which spell he disrupts; otherwise, the DM determines the stolen spell effect randomly. If a spell thief tries to disrupt a spell effect that isn't present, the disrupted spell effect is de-termined randomly among those currently in effect on the target. A spell thief can't disrupt a spell effect if its caster level exceeds his class level + his Intelligence modifier.
    Spells are interrupted for 1 minute per spell thief level (or until the spell effect's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.
    At 11th level, the spell thief can use this ability with a touch attack instead and at 19th level with a ranged touch attack with a range of 30 feet.

    Magic Strike (Su): A spell thief gains Arcane Strike as a bonus feat at 4th level, even if he does not have the normal prerequisites for it. If he already has Arcane Strike, he may instead select another feat, but he must meet all the prerequisites for it, including ability score and base attack minimums. In either case, a spell thief can channel spell energy to activate Arcane Strike, giving him +1 to attack rolls and +1d4 to damage to a single attack for each spent spell energy point.

    Spellgrace (Su): A spell thief of 5th level or higher gains a +1 bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 17th level.

    Absorb Spell (Su): Beginning at 6th level, if a spell thief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spell thief as a target, not effect or area spells (at least until 13th level, see below).
    To absorb a spell that targets him, a spell thief must succeed on a level check (1d20 + spell thief level) against a DC of 10 + the spell's caster level. Failure indicates the spell has its normal effect, even though the spell thief’s save was initially successful. Success means that the spell thief suffers no effect from the spell and gains the spell energy that was used to cast the spell as if he had stolen the spell energy with his energy drain ability.
    If a spell targets the spell thief but only allows a saving throw for a partial effect, if he makes a success-ful save and then succeeds on his level check, he absorbs the spell without suffering even that partial effect. If a spell targets the spell thief but normally does not allow a saving throw, the spell thief is al-lowed to attempt as special save against what the spell's DC would be if it had one (type determined by DM as appropriate, for example, a Reflex save against scorching ray). If he succeeds at the special sav-ing throw he can attempt his level check to absorb the spell without harm, but if he fails either the sav-ing throw or the level check, he suffers the full effect of the spell as normal.
    At 13th level or higher, a spell thief can attempt to absorb even effect or area spells that would affect him.

    Arcane Sight (Su): Beginning at 9th level, a spell thief can discern the location and power of magical auras within sight. This ability duplicates the effect of an arcane sight spell, except that it is always active, though he can suppress it as a free action. At 18th level or higher, a spell thief instead gains the continuous effect of a greater arcane sight spell.

    Advanced Energy Control: At 10th level, a spell thief has learned to control the flow of magic energies a lot better than before. From now on, he can channel two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to 2 + Charisma modifier or five, which ever is lower.

    Arcane Toughness (su): A spell thief can burn spell energy to close his wounds and regain lost hit-points. The spell thief burns 1d6 points of spell energy and for every spellpoint he spends, he regains one hitpoint. This ability works as an immediate action and can be used every d4+1 rounds. If the spell thief would spend more spell energy than his current energy pool, he spends all remaining spell points instead.

    Discover Spells (Ex): A spell thief of 12th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spell thief to better choose which spells to steal on subsequent attacks.
    For example, a 13th-level spell thief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

    Steal Spell Resistance (Su): Beginning at 15th level, a spell thief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spell thief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spell thief also gains spell resistance equal to 5 + his spell thief level (up to a maximum value of the original spell resistance of the target). If the target is willing, a spell thief can steal spell resistance with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with.
    The stolen spell resistance benefits the spell thief for 1 minute and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disap-pears when the effect elapses, if its remaining duration is less than 1 minute.
    A spell thief can steal spell resistance multiple times from the same or different opponents, reducing their spell resistance by an additional 5, and increasing his own by the same amount. For example, a spell thief who uses this ability three times would have spell resistance equal to 15 + his spell thief level. However, he must keep track of each stolen source of spell resistance separately; if he steals spell resistance in three consecutive rounds, he would temporarily have a spell resistance equal to 15 + his spell thief level, but as each source's duration expires, he would be reduced to SR equal to 10 + his level, and then finally SR equal to 5 + his level.

    Complex Energy Control: At 20th level, the spell thief becomes a master of the arts of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to 3 + Charisma modifier or seven, whichever is lower. While Spellthieves have no access to level seven spells, they can use their maximum control with metamagic to empower the spells they know.
    Last edited by Satyr; 2009-01-26 at 06:02 AM.

  11. - Top - End - #41
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    Default Re: Serpents and Sewers - Character Classes

    Thief
    As long as there are riches, there will be people who try to get them, no matter if the means are regarded as honorable or not. The thief is a master of acquisition. He is a burglar, a pickpocket, a con artist, the shadow in a dark alley or the spy in the duke’s court. There are many different thieves, from polite highwaymen to cruel thugs, but they all have one thing in common: They are incredible versatile and equally untrustworthy.

    [spoiler]The thief is the skill-focused, less deadly than the assassin version of the rogue. The thief is stealthy, adaptable, very talented in social situations and also very athletic.
    Through the various special abilities, it is also one of the classes which allow more a specific adaptation to the player's wishes. The two different variants of the class allow for another, more specific adaptations.

    Hit Points at 1st level: 12 + Con modifier
    Hit Points at Each Additional Level: 2 + con modifier

    Class Skills
    The thief’s class skills (and the key ability for each skill) are: Appraise (Int+Cha), Balance (2xDex), Bluff (2xCha), Climb (Str+Dex), Craft (Int+?), Decipher Script (Int+Wis), Diplomacy (Wis+Cha), Dis-able Device (Int+Wis), Disguise (Int+Cha), Escape Artist (Str+Dex), Forgery (Dex+Int), Gather Infor-mation (2xCha), Hide (Dex+Con), Intimidate (Str+Cha), Jump (2xStr), Knowledge (dungeoneering) (2xInt), Knowledge (local) (2xInt), Listen (Wis+Con), Move Silently (Dex+Con), Open Lock (Dex+Int), Perform (Cha+?), Profession (Wis+?), Search (Int+Wis), Sense Motive (Wis+Cha), Sleight of Hand (Dex+Cha), Speak Language (Int+Wis), Spot (Con+Wis), Swim (Str+Con), Tumble (Str+Dex), Use Rope (Str+Dex) and Use Magic Device (Con+Cha).

    Skill Points at 1st Level: (10 + Int modifier) x 4.
    Skill Points at Each Additional Level: 10 + Int modifier.

    Table: The Thief
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +1
    |
    +3
    |
    +1
    |Sneak attack + 1d6, trap finding

    2nd|
    +1
    |
    +1
    |
    +1
    |
    +4
    |
    +1
    |Evasion

    3rd|
    +2
    |
    +2
    |
    +2
    |
    +5
    |
    +2
    |Trap sense+ 1

    4th|
    +3
    |
    +3
    |
    +2
    |
    +5
    |
    +2
    |Sneak Attack + 2d6

    5th|
    +3
    |
    +3
    |
    +3
    |
    +6
    |
    +3
    |Uncanny dodge

    6th|
    +4
    |
    +4
    |
    +3
    |
    +7
    |
    +3
    |Trap sense + 2, improved feint

    7th|
    +5
    |
    +5
    |
    +3
    |
    +7
    |
    +3
    |sneak attack +3d6

    8th|
    +6/+1
    |
    +6
    |
    +4
    |
    +8
    |
    +2
    |Special Ability


    9th|
    +6/+1
    |
    +6
    |
    +4
    |
    +9
    |
    +4
    |Improved uncanny dodge, trap sense + 3

    10th|
    +7/+2
    |
    +7
    |
    +5
    |
    +9
    |
    +5
    |Sneak attack + 4d6

    11th|
    +8/+3
    |
    +8
    |
    +5
    |
    +10
    |
    +5
    |Special Ability

    12th|
    +9/+4
    |
    +9
    |
    +6
    |
    +11
    |
    +6
    |Greater feint, trap sense + 4

    13th|
    +9/+4
    |
    +9
    |
    +6
    |
    +11
    |
    +6
    |sneak attack + 5d6

    14th|
    +10/+5
    |
    +10
    |
    +6
    |
    +12
    |
    +6
    |Special Ability

    15th|
    +11/+6/+1
    |
    +11
    |
    +7
    |
    +12
    |
    +7
    |trap sense + 5

    16th|
    +12/+7/+2
    |
    +12
    |
    +7
    |
    +13
    |
    +7
    |Acrobatics + 4, ghost sight

    17th|
    +12/+7/+2
    |
    +12
    |
    +8
    |
    +14
    |
    +5
    |Sneak attack + 6d6

    18th|
    +13/+8/+3
    |
    +13
    |
    +8
    |
    +15
    |
    +8
    |supreme feint,. trap sense + 6

    19th|
    +14/+9/+4
    |
    +14
    |
    +8
    |
    +15
    |
    +8
    |Sneak attack + 7d6

    20th|
    +15/+10/+5
    |
    +15
    |
    +9
    |
    +16
    |
    +9
    |Special Ability[/table]


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

    Sneak Attack (Ex): If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
    The thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d4 at 1st level, and it increases by 1d6 every three thief levels thereafter up to a maximum of 7d6 at 19th level. Should the thief score a critical hit with a sneak attack, this extra damage is not multi-plied.
    Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She 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.

    Trap finding (Ex): Thieves 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.
    Thieves 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 thief 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.

    Evasion (Ex): At 2nd level and higher, a thief 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 thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.
    If a thief already has evasion from a different class she automatically gains improved evasion instead.

    Trap Sense (Ex): At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giv-ing 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 thief 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 5th level, a thief 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 Defense if immobilized.
    If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

    Improved Feint: A thief gains Improved Feint as a bonus feat at 6th level, even if she does not have the normal prerequisites for it. If she already has Improved Feint, she may instead select another feat, but she must meet all the prerequisites for it, including ability score and base attack minimums.

    Special Abilities: On attaining 8th level, and at every three levels thereafter, a thief gains a special abil-ity of her choice from among the following options.
    Spoiler
    Show

    Adaptability (ex): The thief selects a number of skills up to 2+ the character’s Intelligence modifier (minimum 2). All of these skills must be cross-class skills in which the character already has at least one rank. These skills are now considered to be thief class skills for this character.

    Crippling Strike (Ex): A thief 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.

    Dirty Fighting (ex): The rogue is so skilled at distracting, unnerving, deceiving and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: automatically succeed on a single roll to hit; cause her opponent to fail a single attack roll; make a single attack and then move away from the opponent, treating the square the action starts in as not threatened; or perform a single sneak attack, even while the opponent is not flanked and retains his full Dexterity bonus.

    Defensive Roll (Ex): The thief 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 com-bat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief 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 thief’s evasion ability does not apply to the defensive roll.

    Honed Senses (ex): The rogue notices things that others miss. Once per day, the rogue may choose to use his honed senses on any one of the following rolls: Appraise, Gather Information, Knowledges, Listen, Search, Sense Motive or Spot skill checks, as well as all attempts to save vs. illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed.

    Improved Defensive Roll (ex): This ability is basically similar to defensive roll except that instead of half damage, the thief takes no damage at all. Since all thieves with this ability are required to already have defensive roll, they may now make two defensive rolls per day — one for zero damage and one for half damage.
    Prerequisite: Defensive Roll.

    Improved Evasion (Ex): This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.

    Improved Slippery Mind (ex): If a rogue with improved slippery mind is affected by any enchantment cast by a magic user, whose caster level is less than half the character’s rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the en-chantments of higher level casters.
    Prerequisite: Slippery Mind.

    Inconspicuousness (ex): The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness ability is the rogue’s Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally (unless of course the rogue actually is actively hiding). In addition, any time a magic user wishes to target the rogue with a Divination spell, she must first succeed at a Concentration check, with a DC equal to the rogue’s Intelligence modifier + his ranks in Hide.

    Intuition (ex): Once per session, the player of a rogue character may privately ask the GM a single in-character yes or no question. The GM must answer the question truthfully, and the player may then use this information as an in-character “hunch.” This question cannot pertain to things that are randomly determined (since the GM cannot possibly know the answer in advance), but all other in-character yes or no questions are acceptable. If the question cannot be answered as it is phrased, the player may ask another until an answerable question is found.

    Opportunist (Ex): Once per round, the thief 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 thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

    Roguish Charm (ex): The rogue is very likable, in spite of all evidence to the contrary. Once per day she may choose to perform any one of the following two near-magical effects. First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim’s line of sight for more than a minute. The lie must be believable to a sane person — “the sky is green,” will not work, for example, but “of course I didn’t steal the jewel,” would work on anyone who hadn’t witnessed the incident directly. The lie cannot be longer than a single simple sentence.
    Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not — unless the person is so high in level (or authority) that turning back the guards poses no threat whatsoever. These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters of higher total level than the rogue character’s levels in rogue may make a Will save at a DC of 10 + the rogue’s Charisma modifier + the rogue’s ranks in an appro-priate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue’s attempt to manipulate them. These abilities can never work on the same per-son twice, and the rogue must always be within the target’s line of sight to attempt either ability.

    Search mastery (ex): The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for — especially if he is searching in the wrong room — but it will be interesting in some way. GMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, bits of local gossip (a love note from the lord’s wife to a fellow rogue!), things of no interest to the rogue per-sonally but useful to other members of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but GMs should try to make the ability as interesting and diverse as they possibly can.
    Prerequisite: Search 10+ ranks.

    Skill Mastery: The thief 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 nor-mally prevent her from doing so. A thief may gain this special ability multiple times, selecting addi-tional skills for it to apply to each time.

    Skilled Opportunist (ex): This functions identically to the special ability, opportunist, except that the rogue may use it as many times in a round as she has attacks of opportunity.
    Prerequisite: Opportunist, Combat Reflexes

    Slippery Mind (Ex): This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief 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.
    Strange Luck (ex): The thief is inordinately lucky — most of the time. Once per day, the thief may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Strange luck can be used to confirm a critical hit; but if used as a regular attack roll, it does not create a critical threat. For every three times this ability is used, the GM may choose to turn one of the rogue’s success-ful rolls into a 1. The GM may not use this ability on a natural 20.

    Feat: A thief may gain a bonus feat in place of a special ability.


    Improved Uncanny Dodge (Ex): A thief of 9th level or higher can no longer be flanked.
    This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.
    If a character already has uncanny dodge (see above) 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 thief level required to flank the character.

    Greater Feint: A thief gains Greater Feint as a bonus feat at 13th level, even if she does not have the normal prerequisites for it. If she already has Greater Feint, she may instead select another feat, but she must meet all the prerequisites for it, including ability score and base attack minimums.

    Superior Feint (Ex): Beginning at 19th level, a thief is able to feint as a free action instead of a swift action (see Greater Feint). However, she is still only allowed to make one feint attempt before each at-tack roll.

    Varaint: Thug
    Not all thieves are focused on agility and bluff; some are nothing more than brutes who use sheer violence and fear to achieve their aims. Thug characters lack the finesse for sneak attacks, but gain Arts of War instead; a simple one on 1st, 4th and 7th level, advanced ones on 10th, 13th and 16th level and a complex one on 19th level. A thug is also proficient with all martial weapons, medium armor and shields (except tower shields and gain a stacking +1 professional bonus to Intimidate on 3rd, 6th, 9th, 12th, 15th and 18th level.
    They do not gain the trapfinding and trapsense abilites.

    Variant: Acrobatic Burglar
    Some thieves are more focused on agility and acrobatics than the rest; they do not gain the Trap Finding and Trap Sense ability, but a Climb Speed equal to half their land speed on 1st level and the Assassin's Acrobatics trait on the levels they would normally gain the Trap Sense ability.

  12. - Top - End - #42
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    Default Re: Serpents and Sewers - Character Classes

    I am a big fan of 3.5, and I have homebrewed a ton of stuff for it, so I don't want to play anything else, but I love a LOT of what you have done. +5 adamantine cookies for you.
    Last edited by Harperfan7; 2009-01-27 at 03:37 AM.

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    Default Re: Serpents and Sewers - Character Classes

    All looks interesting from here...

    Just a thought on the Sorcerer as a different approach to other casters...

    [flufftext]The sorcerer is a skilled spellcaster, but lacks the control of other magical schools (all very standard I know) instead not only relying on his/her magic, but locked in a constant struggle for control of it- for fear that one day the magic may instead control the caster.[/flufftext]

    Basically, the way I'd try to implement this would be as a magical analogue to the Barbarian's Rage, with the Mage subordinate to the magic waiting to be cast for a period of time after failing a will save (or equivalent) at the time of casting. During this 'controlled by the magic' period, I'd make spells stronger than normal (without metamagic), but force them to draw upon the Sorcerer's hp to demonstrate the magic drawing on the very life-force of the caster.

    Hope this helps but- if not- at least I tried to give you something more distinctive for the Sorcerer...
    Part of YugiohITP
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    Warning: This post may contain traces of nuts, madness and/or sarcasm, you have been warned.

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    Default Re: Serpents and Sewers - Character Classes

    Quote Originally Posted by Harperfan7
    I am a big fan of 3.5, and I have homebrewed a ton of stuff for it, so I don't want to play anything else, but I love a LOT of what you have done. +5 adamantine cookies for you.
    I would be glad to see your homebrewed stuff. Even when I only borrow some of it for my own write-ups. It is a bit sad, but there is much official material which is just worse than many homebrews, especially of those people who dedicated a lot of time and attention in the development of 'their' rules.


    Quote Originally Posted by Mercenary Pen
    Basically, the way I'd try to implement this would be as a magical analogue to the Barbarian's Rage, with the Mage subordinate to the magic waiting to be cast for a period of time after failing a will save (or equivalent) at the time of casting. During this 'controlled by the magic' period, I'd make spells stronger than normal (without metamagic), but force them to draw upon the Sorcerer's hp to demonstrate the magic drawing on the very life-force of the caster.
    I am not sure if that fits my picture of a sorcerer, but a class like this would be very interesting indeed. I'll brainstorm it and give it a try.

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    Default Re: Serpents and Sewers - Character Classes

    War Mage
    The War mage is a specialized arcane spellcaster whose talents are completely focused on one task: use the magic as a weapon. Warmages are often shunned as ‘magical brutes’ by their more generalist col-leagues and rivals, but others praise their straightforwardness and deadliness in combat.
    In opposite to the Mage Blade, the War Mage is a full spellcaster who does not use his magic in combination with a weapon but as a weapon.

    Spoiler
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    The warmage is a piece of artillery. There is little subtle about the magic of this class - it has a purpose - killing things through magic -and a very straightforward way to achieve it. Thanks to this, the Warmage is probably the easiest playable full spellcaster in Serpents and Sewers, but it is also one of the least flexible ones. A warmage can led things and people explode, that's it. But at least he is very good in letting them explode. And he is a constant source of stunning visiual effects.
    From a mechanical level, the warmage is most similar to the healer, especially because he fills more or less the exact opposite role - both classes are very powerful within their specific niche, but are not that much outside of their special fields.


    Hit Points at 1st Level: 12 + Con Modifier
    Hit Points at each additional level: 2 + Con Modifier

    Class Skills:
    The War Mage’s Class skills and the key ability for each skill are: Concentration (Con+Wis), Craft (Int+?), Diplomacy (Wis+Cha), Heal (Wis+Cha) ,Knowledge (Arcane) (2xInt), Knowledge (War and tactics) (2xInt), Profession (Wis+?) and Spellcraft (Int+Wis).

    Skill Points at 1st Level: (3 + Int modifier) x 4
    Skill Points at every additional level: 3 + Int modifier

    Spell Points at 1st level: 12 + Int modifier
    Spell points at each additional level: 5 + Int modifier
    Spell point regeneration (per night’s rest): 3d12 + Int modifier

    Table: The Warmage
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +1
    |
    +0
    |
    +2
    |basic energy control, Armored Caster +1

    2nd|
    +1
    |
    +1
    |
    +1
    |
    +0
    |
    +3
    |war mage’s edge

    3rd|
    +1
    |
    +1
    |
    +2
    |
    +1
    |
    +3
    | advanced learning

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

    5th|
    +2
    |
    +2
    |
    +3
    |
    +2
    |
    +4
    |Armored Caster +2

    6th|
    +3
    |
    +3
    |
    +3
    |
    +2
    |
    +5
    |advanced energy control

    7th|
    +3
    |
    +3
    |
    +3
    |
    +2
    |
    +5
    |advanced learning

    8th|
    +4
    |
    +4
    |
    +4
    |
    +2
    |
    +6
    |Sudden Empower

    9th|
    +4
    |
    +4
    |
    +4
    |
    +3
    |
    +6
    |Armored Caster +3

    10th|
    +5
    |
    +5
    |
    +5
    |
    +3
    |
    +7
    |Sudden Enlarge

    11th|
    +5
    |
    +5
    |
    +5
    |
    +3
    |
    +7
    |advanced learning

    12th|
    +6/+1
    |
    +6
    |
    +6
    |
    +4
    |
    +8
    |complex Energy control

    13th|
    +6/+1
    |
    +6
    |
    +6
    |
    +4
    |
    +8
    |Armored Caster +4

    14th|
    +7/+2
    |
    +7
    |
    +6
    |
    +4
    |
    +9
    |-

    15th|
    +7/+2
    |
    +7
    |
    +7
    |
    +5
    |
    +9
    |advanced learning

    16th|
    +8/+3
    |
    +8
    |
    +7
    |
    +5
    |
    +10
    |Sudden Widen

    17th|
    +8/+3
    |
    +8
    |
    +8
    |
    +5
    |
    +10
    |Armored Caster +5

    18th|
    +9/+3
    |
    +9
    |
    +8
    |
    +6
    |
    +11
    |perfect energy control

    19th|
    +9/+4
    |
    +9
    |
    +9
    |
    +6
    |
    +11
    |advanced learning

    20th|
    +10/+5
    |
    +10
    |
    +9
    |
    +6
    |
    +11
    |Sudden maximize[/table]

    Class Features:
    Armor and Weapon Proficiency: A War Mage is proficient with all simple weapons, one chosen mar-tial weapon of her choice, light armor and light shields. At 9th level, a war mage becomes proficient with medium armor and all shields except tower shields as well.

    Spells: A Warmage casts arcane spells, which are drawn from the war mage spell list given below. She can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Warmage gains access to a new level of spells, she automatically knows all the spells for that level listed on the Warmage’s spell list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
    To cast a spell, a war mage must have an Intelligence score of 10 + the spell’s level. The war mage must be successful on a Concentration check to successfully cast a spell.
    A Warmage starts the game with 10 + Intelligence modifier spellpoints. On each additional level she gets 4 + Intelligence modifier additional spellpoints. The warmage‘s spellpoints limit the use of spells like usual for spellcasters.
    Unlike a cleric or wizard, a war mage need not prepare his spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up his spells for the day for that spell level or above.

    Basic energy control: At 1st level, a Warmage can channel one spell energy point per turn. The total sum of Energy points the Warmage can keep under control is equal to his Intelligence modifier or three, whichever is lower.

    Armored Caster (ex): A war mage is used to cast spells while wearing armor. At 2nd level, she reduces the armor penalty for spellcasting by one point. The more experienced the war mage gets, the more comfortable she can cast spells while wearing armor. Every 4 levels, the armor penalty for spellcasting is reduced by one. This bonus is only applied if the war mage wears an armor she is proficient with. When wearing a non-proficient armor, she gains no advantage whatsoever from this ability.

    War Mage’s edge (Ex): A War Mage is specialized in dealing damage with her spells. Whenever a war mage casts a spell that deals hit point damage, she may add her Intelligence modifier to the dealt dam-age. The bonus of warmage’s edge is only applied to the spells casted as a war mage, not to spells from other sources like other spellcasting classes, scrolls, wands or rods. A single spell profits only one time from this ability, even if the spell creates more than one projectile or deals damage to separate targets.

    Advanced Learning (Ex): At 3rd, 7th, and every four levels thereafter, a war mage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be chosen from the sorcerer/wizard spell list, and it must be of the evocation school or the school of abjuration. The spell must be no higher than that of the highest-level spell the war mage already knows. Once a new spell is selected, it is forever added to that war mage’s spell list, and can be cast just like any other spell on the war mage’s list.

    Advanced Energy Control: At 6th level, a war mage has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Intelligence modifier +1 or five, whichever is lower.

    Sudden Empower: At 8th level, a war mage gains the Sudden Empower Feat as a bonus feat.

    Sudden Enlarge: On 10th level, Warmage gains Sudden Enlarge as a Bonus Feat.

    Complex Energy Control: At 12h level, the war mage’s control of the energies of magic becomes even stronger. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to her Intelligence modifier +2 but not more than seven.

    Sudden Widen: On 16th level, a war mage gains Sudden Widen as a bonus feat.

    Perfect energy control: At 18th level, a war mage has perfected the arts of destructive magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that he can control increases to Intelligence modifier +3, but not more than nine.

    Sudden maximize: At 20th level, a war mage gains Sudden Maximize as a bonus feat.

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    Default Re: Serpents and Sewers - Character Classes

    Weapon Master
    While the Man-at-arms tries to master numerous weapons and can fight with a very broad range of them, they are the masters of none of them. The weapon master is a perfectionist, who focuses his complete life on mastering the combat with a single weapon. With their weapon of choice, they are among the greatest fighters who ever lived, but without it, they are average at best.
    For the purpose of favorite class, the weapon master is treated as a man-at-arms.

    Spoiler
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    The wepon master is effectively only a little more than a variety of the man-at-arms, but with that many changes that it was much easier and clear to write it up as an own class. That is also the reason why the Weapon Master counts as a MaA for the favorite classes.


    Hit Points at 1st Level: 20 + Con Modifier
    Hit Points at each additional Level: 4 + Con Modifier

    Class Skills
    The Weapon Master’s class skills (and the key ability for each skill) (and the key ability for each skill) are Appraise (Int+Cha), Climb (Str+Dex), Craft (Weaponsmithing), (Str+Int), Craft (Armorsmithing) (Str+Int) Handle Animal (Wis+Cha), Heal (Wis+Cha), Intimidate (Wis+Cha), Jump (2xStr), Knowledge (tactics and war) (2xInt), Knowledge (nobility and royalty) (2xInt), Listen (Con+Wis), Perform (weapon drill) (Dex+Cha), Profession (Wis+?), Ride (Dex+Cha), Spot (Wis+Con), Swim (Str+Con), and Use Rope (Str+Dex).

    Skill Points at 1st Level: (5 + Int modifier) x 4.
    Skill Points at Each Additional Level: 5 + Int modifier.


    Table: The Weapon Master
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +1
    |
    +3
    |
    +1
    |
    +1
    |Chosen Weapon, Weapon Focus

    2nd|
    +2
    |
    +2
    |
    +4
    |
    +1
    |
    +1
    |Bonus feat

    3rd|
    +3
    |
    +3
    |
    +5
    |
    +2
    |
    +2
    |Art of War, Simple

    4th|
    +4
    |
    +4
    |
    +5
    |
    +2
    |
    +2
    |Weapon Specialization

    5th|
    +5
    |
    +5
    |
    +6
    |
    +3
    |
    +3
    |Bonus feat

    6th|
    +6/+1
    |
    +5
    |
    +7
    |
    +3
    |
    +3
    |Insightful Strike +1d6

    7th|
    +7/+2
    |
    +6
    |
    +7
    |
    +3
    |
    +3
    | Art of War, Simple

    8th|
    +8/+3
    |
    +7
    |
    +8
    |
    +4
    |
    +4
    |Improved Critical

    9th|
    +9/+4
    |
    +8
    |
    +9
    |
    +4
    |
    +4
    |Bonus feat

    10th|
    +10/+5
    |
    +9
    |
    +9
    |
    +5
    |
    +5
    |Greater Weapon Focus

    11th|
    +11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |
    +5
    |Art of War, Advanced

    12th|
    +12/+7/+2
    |
    +10
    |
    +11
    |
    +6
    |
    +6
    |Greater Weapon Specialization

    13th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |
    +6
    | Bonus feat
    14th|
    +14/+9/+4
    |
    +12
    |
    +12
    |
    +6
    |
    +6
    | Melee Weapon Mastery

    15th|
    +15/+10/+5
    |
    +13
    |
    +13
    |
    +7
    |
    +7
    | Art of War, advanced

    16th|
    +16/+11/+6/+1
    |
    +14
    |
    +13
    |
    +7
    |
    +7
    |Insightful Strike +2d6

    17th|
    +17/+12/+7/+2
    |
    +15
    |
    +14
    |
    +8
    |
    +8
    |Bonus Feat

    18th|
    +18/+13/+8/+3
    |
    +15
    |
    +15
    |
    +8
    |
    +8
    |Weapon Supremacy

    19th|
    +19/+14/+9/+4
    |
    +16
    |
    +15
    |
    +9
    |
    +9
    | Art of War, Complex

    20th|
    +20/+15/+10/+5
    |
    +17
    |
    +16
    |
    +9
    |
    +9
    | Epic Weapon Focus
    [/table]

    Class Features:
    Weapon and Armor proficiency: The Weapon Master is proficient with all simple and martial weapons and all armor and shields, including tower shields.

    Chosen Weapon: At first Level, the Weapon Master chooses a weapon she is proficient with. This weapon becomes her chosen weapon for the weapon Focus tree. A Weapon Master may never change her favorite weapon, but gains her Intelligence Bonus (if any) added to her Attack bonus when someone tries to disarm her.

    Weapon Focus: On 1st level, the weapon master gains Weapon Focus for her chosen weapon as a bonus feat, granting a Bonus of +1 to Attack Rolls.

    Bonus Feats: At 2nd level, a weapon master 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. These bonus feats must be drawn from the fighter bonus feat list. A Weapon Master must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
    These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Weapon Master is not limited to the list of fighter bonus feats when choosing these feats.

    Art of War: at level 3, and every four level after that, the Weapon Master gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a Weapon Master must possess the prerequisite abilities to take the ability in question.

    Weapon Specialization: A 4th level Weapon Master gains Weapon Specialization for her chosen weapon as a bonus feat, granting a +2 Bonus to damage.

    Insightful Strike: When fighting with her Chosen Weapon, a Weapon Master of 6th level or higher may add 1d6 points of precision damage to her damage rolls. Creatures that are immune to critical hits are also immune to this damage. On 16th level, the damage bonus increases to 2d6.

    Improved Critical: At 8th level, the weapon master gains Improved Critical as bonus feat. The feat must be used with her weapon of choice and doubles the weapon’s threat range.

    Greater Weapon Focus: A 10th level, a Weapon Master gains Greater Weapon Focus for her Chosen Weapon, increasing the total attack bonus to +2.

    Greater Weapon Specialization: A Weapon Master gets Greater Weapon Specialization as a bonus feat at 12th level, increasing the total damage bonus to +4.

    Melee Weapon Mastery: At 14th level, a weapon master’s knowledge grants him the melee weapon mastery feat for the type of damage of her Chosen Weapon.

    Weapon Supremacy: A 18th level Weapon Master is truly a master of her Chosen Weapon and there-fore gains the Weapon Supremacy Feat.

    Epic Weapon Focus: Even though ‘only’ a 20th level character, the final ability of the Weapon Master is an epic Weapon Focus with her Chosen Weapon, granting her a total + 4 Bonus to her attack rolls.

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    Default Re: Serpents and Sewers - Character Classes

    Hmm...

    As far as the sorcerer is concerned, the fluff is quite open-ended. The 3.0 PHB pretty much says nothing more than that the sorcerer is a naturally talented arcanist - they don't need to go through truckloads of training and mental discipline to gain their powers.

    On the other hand, a wizard can attain a greater level of power, but they don't have any intuitive sense of how their powers work - they have to spend years in training in order to cast spells successfully, and I generally read that as meaning that

    An interesting way to convey this might be to give the sorcerer a number of uses of 'spell mastery' - allowing them to do things like re-roll casting rolls/gain a bonus or apply reduced cost metamagic(careful about this, though) This would replace their bonus spell slots, and they would also be able to use this Power to draw upon a small number of exclusive abilities.

    I personally think that part of the allure of the sorcerer is that nobody really understands their origins. Some claim that they are descended from the dragons, but in reality there is no evidence in support of this (funnily enough, I think that the Dragon Disciple prestige class is insane and ban it from all of my campaigns) - the 3.0 PHB even went on to say that the sorcerers who claimed the whole 'blood of the dragons' origin were probably just arrogant.

    I'd like to see abilities that maintain the mystery of their origins, by being appropriate to a whole variety of potential sources - for example, darkvision and (maybe) natural armour. Possibly ask them to expend some uses of Spell Mastery to use these special Powers - this means that they could be conceivably fluffed in a large variety of ways. If a player doesn't like the Mysterious and Unknowable Origins thing, they can just say that they grow scales whenever they tap arcane power to gain a natural armour bonus and so on.

    However, the most crucial aspect of designing the Sorcerer for this variant would be determining how you see the class.

    By the way, handing out +5 Adamantine cookies is hardly a reward - they sound pretty painful actually.
    Last edited by lesser_minion; 2009-02-04 at 03:12 PM.
    Thanks to Serpentine for the half-elf sorceress avatar.

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    Default Re: Serpents and Sewers - Character Classes

    Wizard
    Wizards are educated spellcasters of the arcane powers. Their training is rigorous and strongly focused on research and intellect, and often they are firmer with the theory than with the practical implementa-tion of their powers. With the right preparation and research, wizards are extremely powerful spell-casters, and certainly they are the characters with the strongest focus on practicing magic, but without their preparation they are not nearly as effective.

    Hit Points at 1st Level: 8 + Con modifier
    Hit Points at Each Additional Level: 1 + Con modifier.

    Class Skills
    The wizard’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Diplomacy (Wis+Cha), Heal (Wis+Cha) ,Knowledge (any) (2xInt), Profession (Wis+?) and Spellcraft (Int+Wis).

    Skill Points at 1st Level: (3 + Int modifier) 4.
    Skill Points at Each Additional Level: 3 + Int modifier.

    Spell Points at 1st Level: 10 + Int modifier
    Spell Points at Each Additional Level: 4 + Int modifier.
    Spell point regeneration (per night’s rest): 2d10 + int modifier

    Table: the Wizard
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    +2
    |Scribe Scroll, simple energy control, Specialization

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

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

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

    5th|
    +2
    |
    +2
    |
    +2
    |
    +2
    |
    +4
    |Specialization feature

    6th|
    +3
    |
    +3
    |
    +2
    |
    +2
    |
    +5
    |advanced Energy Control

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

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

    9th|
    +4
    |
    +4
    |
    +3
    |
    +3
    |
    +6
    |-

    10th|
    +5
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    |Specialization feature

    11th|
    +5
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    | -

    12th|
    +6/+1
    |
    +6
    |
    +4
    |
    +4
    |
    +8
    |complex energy control

    13th|
    +6/+1
    |
    +6
    |
    +4
    |
    +4
    |
    +8
    |-

    14th|
    +7/+2
    |
    +7
    |
    +4
    |
    +4
    |
    +9
    |-

    15th|
    +7/+2
    |
    +7
    |
    +5
    |
    +5
    |
    +9
    |Specialization feature

    16th|
    +8/+3
    |
    +8
    |
    +5
    |
    +5
    |
    +10
    | -

    17th|
    +8/+3
    |
    +8
    |
    +5
    |
    +5
    |
    +10
    | -

    18th|
    +9/+3
    |
    +9
    |
    +6
    |
    +6
    |
    +11
    |perfect energy control

    19th|
    +9/+4
    |
    +9
    |
    +6
    |
    +6
    |
    +11
    |-

    20th|
    +10/+5
    |
    +10
    |
    +6
    |
    +6
    |
    +11
    |Specialization feature[/table]

    Class Features

    Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

    Spells: A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
    To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is the spell level + the wiz-ard’s Intelligence modifier + 1d20.
    Unlike a sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While study-ing, the wizard decides which spells to prepare.
    A wizard gets 10 + Intelligence modifier Spell points at first level and 4 + Intelligence modifier spell-points at each additional level. A wizard’s spell casting ability is dependant on his spell points as usual.
    Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
    Basic energy control: At 1st level, a wizard cam channel one spell energy point per turn and can keep a total of her Intelligence modifier Energy points under her control, but not more than three points.
    School Specialization A school is one of eight groupings of spells, each defined by a common theme. A wizard must specialize in one school of magic (see below).
    A wizard gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school and a +2 bonus to Concentration checks to cast a spell from the chosen school.
    Apart from the chosen speciality, she must also give up two other schools of magic, which become her prohibited schools.
    Spells of the prohibited schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
    In addition to the different spells, every wizard also gains a number of additional traits based on his or her specialization. On 5th, 10th and every 5 levels ever after, the wizard gains a specific feature based on the specialized school.

    wizard specialisations
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    Abjurer: The abjurers are the specialists of anti-magic spells and are the wizards with the least depend-ency on magic and the most self-sufficient approach to it. Abjurers gain an additional class skill of choice every time the Specialization Feature is achieved and gain an additional skill point per level (in-cluding 4 skill points at first level).

    Summoner: The Summoner is a specialist for summoning spells and often learns most about the crea-tures they call and control. A summoner gains the augment summoning feat at first level and Survival as a class skill and gain a +2 bonus for every step of the specialization feature for every check of knowl-edge or survival to identify creatures and their traits, starting at 1st level.

    Seer: Seers are divination specialists and are often the most respected arcane spellcasters. Seers gain Search, Spot and Listen as additional class skills and gain a +1 bonus to these skills for every time they gain the specialization feature.

    Enticer: The Enticer is a specialist for Enchantment spells and are often Con-artists, liars and infiltra-tors. These magicians are specialised in the most subtle casting of magic and the rule over the mind of sentient people. Enticers gain Bluff and Sense Motive as additional class skills and ay use the Bluff skill to hide spellcasting gestures and invocations. This works like the disguise spell feat, but it is based on the Bluff skill, not perform. This works for one spell rank for every time the specialization feature is gained.
    Elementalists: Elementalists are Evocation specialists and often the most destructive spellcasters. Ele-mentalists chose one elemental descriptor, such as Fire. Whenever they cast a spell with this descriptor, they gain a +1 bonus to the concentration check for every time they gain the specialization feature. It doesn’t matter if the spell with the descriptor is an evocation spell or not to gain this bonus.

    Illusionists: Illusionists are among the most subtle spellcasters. They gain Move Silently and Hide as additional class skills through this stealthier connotations, and they gain a +1 bonus to perceive and resist illusionary spells for every step of the specialization feature.
    Necromancer: The power over life and death is alluring, and the necromancer is the one who has fallen for this lure. Necromancers. If the Necromancer creates an undead creature through a spell such as ani-mate dead or create undead, he may add an additional bonus hit dice to the created creature for every time he gains the specialisation feature, starting at level 1.

    Blood Mages: Blood mages are Transmutation experts and also most strongest egocentric of all spell-casters. Blood Mages gain a +1 bonus to all concentration checks on all spells they cast on themselves, and only on themselves, even when these spells are no transmutation spells.


    Advanced Energy Control: At 6th level, a wizard has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and therefore in-crease the casting speed of complex spells, and the maximum of energy he can keep under his control increases to Intelligence modifier +1 or five, which ever is lower.

    Complex Energy Control: At 12h level, the wizard becomes a true master of the arts of magic. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + her Intelligence modifier, but the amount of spell points can not exceed seven.
    Perfect energy control: At 18th level, a wizard has perfected the arts of magic. She can control the in-ner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that she can control increases to Intelligence modifier +3, but not more than nine.

    Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
    A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her pro-hibited school or schools, see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks or on arcane scrolls to her own, making this spell available to the wizard. Wizards know no other way to gain new spells apart from this.

  19. - Top - End - #49
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    Default Re: Serpents and Sewers - Character Classes

    Improved Wolf Pack Tactics (Ex): At 19th level, the pathfinder is not limited to only one attack of opportunity due to wolf pack tactics. He can use this ability as often as an enemy he threatens suffers damage from a different source (the iterative attacks of an ally do not provoke additional attacks of op-portunity for the pathfinder, but the attacks of two opponents against the same target enables the path-finder to two attack of opportunities if he threatens the same foe).
    now, I hate to do this, but wouldn't this ability give any pathfinder infinite attacks against one target as long as there is another attacking the target?
    Current Project: Campaign Setting

    My deviantArt.

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: Serpents and Sewers - Character Classes

    Quote Originally Posted by unosarta
    now, I hate to do this, but wouldn't this ability give any pathfinder infinite attacks against one target as long as there is another attacking the target?
    Wolf Pack Tactics and Improved Wolf Pack Tactics do not increase the maximum of attacks of opportunity in total; without combat reflexes, IWPT is actually useless, because you do not have that many attacks of opportunity per turn. Even with Combat Reflexes, the maximum number of AoO's is limmited by the pathfinder's dexterity bonus, and even with a company of archers in the back who all shoot the same target, the pathfinder will probably never get more than six additional attacks through Wolf Pack Tactics.


    There are four new Serpents and Sewers classes in development now - the poor martial artist (thestill not finished monk replacement), the necromancer (a probably self-explanatory arcane spellcaster who concentrates on necromancy), the Shaman (a divine spellcaster with a strong focus on spirit magic and a number of varieties and totems that will make room for more different class varieties than any other class) and the Defender (a warrior-type who focuses on heavy armor, toughness and general invulnerability).
    The Shaman is almost complete and will be uploaded in the next days.

    Yes, Serpents and Sewers gets new stuff.

  21. - Top - End - #51
    Bugbear in the Playground
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    Default Re: Serpents and Sewers - Character Classes

    My question is.... when will you be DMing S&S here at the GitP boards?

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    Default Re: Serpents and Sewers - Character Classes

    I had the idea to run a - completely different - forum-based game a month or so ago. Since the financial situation in my family (my soon-to-be wife is effectively laid off next month) has aggravated since then and I will work much more then than I had before to make sure that we are able to pay for the rent and something to eat, my free time melts away right now, I fear.

    But: Ther is a huge Serpents and Sewers spring update in the development right now, which includes a complete new sets of supernatural powers, around six or so new species and and three (or four, if I ever finish the dreaded Martial Artist) new character classes.

    When the whole "how are we going to pay the rent" issue is solved, I am looking forward to offer a Serpents and Sewers game here on the board, even though I fear that the number of interests is probably not very high.

    Sometimes I am jealous for all the attention other, similar projects get in comparison.

  23. - Top - End - #53
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    Default Re: Serpents and Sewers - Character Classes

    Here's one person behind a "similiar" (vaguely...) project voicing interest in these classes! It's not what I'm personally looking for for my games, but I'm going to be reading through them, because what you've done here interests me, and you may have thought of things I'd never have thought of (Yay inspiration!). If I have critique to offer as I do so, you'll be getting that. The same goes for compliments.

    I'm very glad someone bumped this a little while ago...I would have missed it otherwise. And, although I've only given it a cursory glance, it looks very original and very well done.

    More to come later.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  24. - Top - End - #54
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    Default Re: Serpents and Sewers - Character Classes

    This looks really great, but I have to wonder, what does bdb stand for?

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    Default Re: Serpents and Sewers - Character Classes

    Quote Originally Posted by dragonfan6490
    I have to wonder, what does bdb stand for?
    Basic Defense Bonus. In Serpents and Sewers, Armor grants Damage Reduction, but does not influence the chance to be hit. That depends on the combat skills of the individual combatant, and when a character becomes more experienced, he does not only learn to become a better offensive fighter, he also improves his ability to dodge incoming attacks or parry his foes weapons.

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    Default Re: Serpents and Sewers - Character Classes

    Basic Defense Bonus. In Serpents and Sewers, Armor grants Damage Reduction, but does not influence the chance to be hit. That depends on the combat skills of the individual combatant, and when a character becomes more experienced, he does not only learn to become a better offensive fighter, he also improves his ability to dodge incoming attacks or parry his foes weapons.
    Ok, thanks for clearing that up, it really makes alot of sense that way. I'll have to take a longer look into Serpents and Sewers, it looks really promising.

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    Default Re: Serpents and Sewers - Character Classes

    I'm wondering why the assassin class is not proficient with saps?

  28. - Top - End - #58
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    Default Re: Serpents and Sewers - Character Classes

    good question actually. I'll look into it.

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