Tuesday, July 29, 2014

Classes Overview

Each class listing has a number of parts.

BaB (Base Attack Bonus)
This number is added to all attacks the character makes.  An attack roll is generally d20 + Base Attack Bonus + Strength or Dexterity Modifier + Any Miscellaneous Bonuses.  A class either has Full, x3/4, or Half BaB.  To determine your characters Base Attack for his level, check the chart below.

Saves
Each character has 3 Saving Throws; Fortitude, Reflex, and Willpower.  A saving throw is generally d20 + Base Save + Ability Score Modifier (Constitution for Fortitude, Dexterity for Reflex, or Wisdom for Willpower) + Any Miscellaneous Bonuses.  Each class defines each of the three saves as either Good, or Poor.  To determine your character's Base Saves for his level, check the chart below.




BaB
Saves
Level Full x3/4 Half
Good Poor
1st 1 0 0
2 0
2nd 2 1 1
3 0
3rd 3 2 1
3 1
4th 4 3 2
4 1
5th 5 3 2
4 1
6th 6* 4 3
5 2
7th 7 5 3
5 2
8th 8 6* 4
6 2
9th 9 6 4
6 3
10th 10 7 5
7 3
11th 11* 8 5
7 3
12th 12 9 6*
8 4
13th 13 9 6
8 4
14th 14 10 7
9 4
15th 15 11* 7
9 5
16th 16* 12 8
10 5
17th 17 12 8
10 5
18th 18 13 9
11 6
19th 19 14 9
11 6
20th 20 15 10
12 6
21st 21* 15 10
12 7
22nd 22 16* 11*
13 7
23rd 23 17 11
13 7
24th 24 18 12
14 8
25th 25 18 12
14 8
26th 26 19 13
15 8
27th 27 20 13
15 9
28th 28 21* 14
16 9
29th 29 21 14
16 9
30th 30 22 15
17 10

*Once a character's BaB hits +6, he gains an additional attack whenever he makes an attack action. He gains a second additional attack upon reaching +11, a third at +16, and a fourth at +21.



Class Features by Level
This list what class features the character gains at each level of advancement.  See "Class Features" for details on these features.

HP/Level
This is the number of Hit Points the character receives at first level and each level thereafter.  It is a set number modified by the character's Constitution.

Class Skills and Skill Points
This is a list of the character's class skills as well as how many skill points the character receives each level above 1st.  This will be  a set number modified by the character's Intelligence.  The character receives four times this number of skill points at 1st level.

Starting Feats
This is a list of all the feats a character of this class begins with for free. He does not need to meet any prerequisites for these feats and they do not count against his starting number.

Free Feat Trees
Some classes receive entire feat trees for free such as the Paladin who gets the Weapon and Shield Fighting tree.  This means that a character of this class automatically gains any feats in this tree which he meets the level requirements for.  For example, a Paladin receives Weapon and Shield Fighting as a free feat at 1st level, Improved at 6th, Greater at 11th, and so on.  Only levels gained in the class which has the free feat tree counts towards this prerequisite.

Spellcasting
This will indicate whether or not the character is a caster as well as whether the character is a full or half caster. and what ability the character's spellcasting is based on.

Class Features
This section will list the details of the class features and how they function.

Free Feats
Some classes receive feats for free at certain levels.  For example, the Fighter receives Endurance as a free feat at 3rd.  A character never needs to meet the prerequisite to gain any feat which his class grants him for free.

Bonus Feats
Some classes, such as the Fighter and Monk receive their choice of a bonus feat at various levels.  The class will indicate which feats may be chosen as a bonus feat, but the character must meet the prerequisite of the chosen feat as normal.

Class-Specific Feats
Most classes have class specific feats that only their class may take, usually because the feats require the character to have certain class features.  Sometimes these feats are free, sometimes they may be chosen as bonus feats, and sometimes they may only be selected as one of the character's normally allotted feats.





Multiclassing
A character does not need to remain the same class for his entire career.  He may elect to expand his areas of expertise in exchange for less specialization in any one area.  Whenever a character levels up, he may choose to advance a class he already has levels in, or add a new class beginning it at level 1.  All BaB, Base Saves, HP, Class Features, Feats, and Skill Points stack together for the character, but certain restrictions apply.
  • If a character's highest base class level is more than 3x his lowest base class level, he receives an ECL of +1.  This increases by an additional +1 if the class level becomes 6x his lowest and increases again every 3x.
For example, A Fighter 1/Mage4 has an ECL of +1, A Fighter 1/Mage 7 has an ECL of +2, a Fighter 1/Mage 10 has an ECL of +3, etc.
  • For each additional base class that is less than 1/3rd of the character's highest, the ECL increases by +1.
For example, A Fighter 1/Rogue 1/Mage 4 has an ECL of +2
  • A GM may waive these ECLs under the understanding that the player is going to continue advancing his lowest base class.
For example, A Mage 12 decides to add a level of Fighter.  Since the player has agreed to continue advancing only his Fighter levels to a minimum of 4, The GM decides not to impose the ECL penalty
  • A character must finish a Prestige Class before beginning another or his ECL increases by +1 for each unfinished prestige class.
For example, a Rogue 10/Assassin 2/Shadowdancer 3 has an ECL of +1

Friday, June 6, 2014

2. Races

Humans
  • Size: Medium
  • Speed: 30
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Starting Language: Common

Dwarves
  • Ability Scores: +2 Constitution, -2 Charisma.
  • Size: Medium
  • Speed: 25
  • Darkvision
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf can use the Perception skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus to Combat Maneuver checks and defense.
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Languages: Common and Dwarven

Elves
  • Ability Scores: +2 Dexterity, -2 Constitution.
  • Size: Medium
  • Speed: 30
  • Darkvision
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Weapon Expertise: Elves never suffer a non-proficiency penalty for using a longsword, rapier, longbow, or shortbow. In addition, Elves receive a +1 racial bonus to attack and damage with any of these weapons.
  • +2 racial bonus on Perception checks.
  • Languages: Common and Elven 

Halflings
  • Ability Scores: +2 Dexterity, -2 Strength.
  • Size: Small
  • Speed: 25
  • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Languages: Common and Halfling



Uncommon Races

Aasimar
  • Ability Scores: +2 Wisdom, +2 Charisma.
  • Size: Medium
  • Speed: 30
  • Darkvision
  • +2 racial bonus on Perception checks
  • Daylight: 1/day, caster level equal to character level
  • Resistance to Electricity
  • Automatic Languages: Common, Celestial

Gnomes
  • Ability Scores: +2 Constitution, -2 Strength.
  • Size: Small
  • Speed: 25
  • Darkvision
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with an Intelligence score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Int modifier + spell level.

Half-Elves
  • Ability Scores: +2 Dexterity
  • Size: Medium
  • Speed: 30
  • Darkvision
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • +2 racial bonus on Perception, Diplomacy, and Gather Information checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Languages: Common and Elven

Half-Orcs
  • Ability Scores: +2 Strength, -2 Intelligence, -2 Charisma
  • Size Medium
  • Speed: 30
  • Darkvision
  • Orc Blood: For all effects related to race, a half-orc is considered an orc.
  • Languages: Common and Orc

Tieflings
  • Ability Scores: +2 Dexterity, +2 Intelligence, -2 Charisma.
  • Size: Medium
  • Speed 30
  • Darkvision
  • +2 racial bonus on Bluff and Stealth checks
  • Darkness: 1/day, caster level equal to character level
  • Resistance to Fire
  • Languages: Common, Infernal 



Level Adjuster Races
Drow Elves
Weapon Proficiency is replaced with - Weapon Expertise: Drow Elves never suffer a non-proficiency penalty for using a hand crossbow, rapier, or short sword. In addition, Drow Elves receive a +1 racial bonus to attack and damage with any of these weapons.
Level Adjuster reduced to +1



Minotaurs
Not required to take levels in Monstrous Humanoid
Level Adjuster increased to +4



Ogres
Not required to take levels in Giant
Level Adjuster increased to +4



Ogre Mages
Not required to take levels in Giant
Level Adjuster +7



Rakshasa
+2 Strength, +4 Dexterity, +6 Constitution, +6 Intelligence, +2 Wisdom, +2 Charisma.
Not required to take levels in Outsider
Adjustment - Spells: A rakshasa character casts spells as a mage of a level equal to its character level up to 7. If the character takes additional levels of mage, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar if it has one.
Level Adjuster +7

Wednesday, May 14, 2014

Blackguard




Level
Base Attack
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Aura of Evil, Detect Good, Smite Good 1/day, Poison Use
2nd
+2
+3
+0
+0
Dark Blessing
3rd
+3
+3
+1
+1
Aura of Despair, Divine Health, Smite Good 2/day, Sneak Attack +1d6
4th
+4
+4
+1
+1
Command Undead, Bonded Weapon (+1) 1/day
5th
+5
+4
+1
+1
Bonus Feat, Smite Good 3/day
6th
+6/+1
+5
+2
+2
Remove Disease 1/day, Sneak Attack +2d6
7th
+7/+2
+5
+2
+2
Smite Good 4/day
8th
+8/+3
+6
+2
+2
Bonded Weapon (+2) 2/day
9th
+9/+4
+6
+3
+3
Smite Good 5/day, Sneak Attack +3d6
10th
+10/+5
+7
+3
+3

11th
+11/+6/+1
+7
+3
+3
Smite Good 6/day
12th
+12/+7/+2
+8
+4
+4
Remove Disease 2/day, Bonded Weapon (+3) 3/day, Sneak Attack +4d6
13th
+13/+8/+3
+8
+4
+4
Smite Good 7/day
14th
+14/+9/+4
+9
+4
+4

15th
+15/+10/+5
+9
+5
+5
Smite Good 8/day, Sneak Attack +5d6
16th
+16/+11/+6/+1
+10
+5
+5
Bonded Weapon (+4) 4/day
17th
+17/+12/+7/+2
+10
+5
+5
Smite Good 9/day
18th
+18/+13/+8/+3
+11
+6
+6
Remove Disease 3/day, Sneak Attack +6d6
19th
+19/+14/+9/+4
+11
+6
+6
Smite Good 10/day
20th
+20/+15/+10/+5
+12
+6
+6
Bonded Weapon (+5) 5/day
21st
+21/+16/+11/+6
+12
+7
+7
Smite Good 11/day, Sneak Attack +7d6
22nd
+22/+17/+12/+7
+13
+7
+7

23rd
+23/+18/+13/+8
+13
+7
+7
Smite Good 12/day
24th
+24/+19/+14/+9
+14
+8
+8
Remove Disease 4/day, Bonded Weapon (+6) 6/day, Sneak Attack +8d6
25th
+25/+20/+15/+10
+14
+8
+8
Smite Good 13/day
26th
+26/+21/+16/+11
+15
+8
+8

27th
+27/+22/+17/+12
+15
+9
+9
Smite Good 14/day, Sneak Attack +9d6
28th
+28/+23/+18/+13
+16
+9
+9
Bonded Weapon (+7) 7/day
29th
+29/+24/+19/+14
+16
+9
+9
Smite Good 15/day
30th
+30/+25/+20/+15
+17
+10
+10
Remove Disease 5/day, Sneak Attack +10d6



HP/Level: 10 + Constitution Modifier

Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (religion), Knowledge (tactics), Profession, Ride
Skill Points: 2 + Intelligence Modifier

Starting Feats
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Shield Proficiency
Weapon Proficiency: Martial
Weapon Proficiency: Simple

Spells: Blackguards are half casters that use Wisdom as their casting attribute.


Class Features
     Aura of Evil (Ex): A blackguard radiates an aura of evilequal to her blackguard level.

     Detect Good (Sp): At will, a blackguard can use detect good, as the spell.

     Smite Good (Su): Once per round, as a free action and before any attack rolls are made, a blackguard may attempt to smite good. She adds her Wisdom bonus (if any) to her attack rolls and deals 1 extra point of damage per blackguard level. These bonuses apply to all attacks she makes on her turn, the round the ability is used.  If the blackguard accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.
     A blackguard may use Smite Good 1/day at first level and an additional time every two levels thereafter.

     Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

     Dark Blessing (Su): At 2nd level, a blackguard gains a bonus equal to her Charisma bonus (if any) on all saving throws.

     Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.    

     Sneak Attack: Beginning at 3rd level, if a blackguard 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 blackguard’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 blackguard flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three blackguard levels thereafter. Should the blackguard 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 blackguard 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.
     The blackguard must be able to see the target well enough to pick out a vital spot.  A blackguard cannot sneak attack while striking a creature with concealment.

     Command Undead (Su): When a blackguard reaches 4th level, she gains the supernatural ability to rebuke undead. She may use this ability a number of times per day equal to 3 + her Wisdom modifier. She rebukes undead as a cleric of three levels lower would.

     Bonded Weapon: At 4th level, a Blackguard forms a special bond with his deity that comes in the form of an enhanced melee weapon.   As a standard action, the Blackguard may call upon the aid of an infernal spirit to imbue his weapon causing it to shed light as a torch and gain an enhancement bonus.  This bonus begins at +1 and increases by 1 every four levels thereafter.
     This bonus may be applied to the weapon as a normal enhancement bonus (stacking with any current bonus up to +5) or added as any of the following abilities; Flaming, Keen, Vicious, Anarchic, Flaming Burst, Unholy, Wounding, Speed, Vorpal.  If a weapon is not magical, it must gain at least a +1 bonus before it gains a magical ability.
     This effect lasts for one encounter.  The Blackguard may use this ability 1/day at 4th level and gains an additional use every 4 levels thereafter.

     Bonus Feat:  At 5th level, the Blackguard receives a bonus feat of her choice.

     Remove Disease (Sp): At 6th level, a blackguard can produce a remove disease effect, as the spell, once per day. She can use this ability one additional time per day for every six levels thereafter.



Class Specific Feats
Extra Smite Good
     Prerequisite: Blackguard Level 1
     Benefit: You can smite good an additional two times per day.
     Special: You may take this feat multiple times.  It's effects stack.

Fiendish Servant
     Prerequisite: Blackguard Level 5
     Benefit: You gain a fiendish servant.  This can be a fiendish bat, cat, dire rat, horse, pony, raven, or toad.  It gains the same benefits that your special mount would if you were a paladin of equal level.