PersonMan
2010-04-30, 04:29 PM
Note: These classes are being redone here. (http://www.giantitp.com/forums/showthread.php?p=11570144#post11570144)
The Wastelander
Wastelanders are those who have survived the perils of the Desert Ring long enough to gain skills and abilities needed to live for longer amounts of time.
Class Skills
The Wastelander's class skills (and the key ability for each skill) are....
Handle Animal(Cha), Heal(Wis), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis) and Tumble(Dex)
Skills Points at Each Level: 4 + int
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Survival, Toughness, Slay 1/day
2nd|
+1|
+3|
+3|
+0|Track, Evasion, Resilience
3rd|
+2|
+3|
+3|
+1|Damage Pool, Reduce Damage
4th|
+3|
+4|
+4|
+1|Endurance, Endure Elements
5th|
+3|
+4|
+4|
+1|Slay 2/day, Ignore Effects
6th|
+4|
+5|
+5|
+2|Enhanced Senses, Spell Resistance
7th|
+5|
+5|
+5|
+2|Resistance
8th|
+6/+1|
+6|
+6|
+2|Greater Survival
9th|
+6/+1|
+6|
+6|
+3|DR 3/-
10th|
+7/+2|
+7|
+7|
+3|Slay 3/day
11th|
+8/+3|
+7|
+7|
+3|DR 4/-
12th|
+9/+4|
+8|
+8|
+4|Impossible Survival
13th|
+9/+4|
+8|
+8|
+4|DR 5/-
14th|
+10/+5|
+9|
+9|
+4|Supreme Senses
15th|
+11/+6/+1|
+9|
+9|
+5|Slay 4/day, DR 6/-
16th|
+12/+7/+2|
+10|
+10|
+5|Improved Toughness
17th|
+12/+7/+2|
+10|
+10|
+5| DR 7/-
18th|
+13/+8/+3|
+11|
+11|
+6|Improved Evasion
19th|
+14/+9/+4|
+11|
+11|
+6|DR 8/-
20th|
+15/+10/+5|
+12|
+12|
+6|Slay 5/day, Invulnerable Form[/table]
Weapon Proficiencies: The Wastelander gains proficiency with all simple and martial weapons. They are also proficient with light armor, medium armor and shields.
Survival(Ex): At first level a Wastelander gains the ability to force their body back into life even when they are on the brink of death. If a Wastelander is below 0 hit points, if they are able to stabilize they also heal a number of hit points equal to ½ of their Wastelander level.
Toughness(Ex): At first level a Wastelander gains incredible stamina and constitution. They gain 1 extra hit point per level and, if rolling for hit points, cannot receive less than the average roll for their hit die. They also gain a bonus to resisting nonlethal damage(such as from a forced march) equal to twice their Wastelander level. This bonus also applies to Constitution checks to continue running, to hold your breath, etc.
Slay(Ex): At first level a Wastelander gains the ability to down enemies in one strike. Once per day, they can deal far more damage than normal. They gain a bonus to hit and damage equal to 1.5xtheir Wastelander level. This ability can be used an extra time per day every five levels.
Track(Ex): A Wastelander gains the Track feat as a bonus feat at second level.
Evasion(Ex): At 2nd level a Wastelander becomes much more able to dodge attacks, taking no damage from an ability that allows a save for 1/2 damage on a successful save. This ability does not work when the Wastelander is helpless or unconscious.
Resilience(Ex): At 2nd level a Wastelander becomes more able to resist effects. They get Great Fortitude as a bonus feat, and can choose between Lightning Reflexes and Iron Will at level 5, and choose the remaining one at level 7.
Damage Pool(Ex): At 3rd level a Wastelander can heal a certain amount of damage equal to their Wastelander level times their Constitution modifier. Healing damage is a move action. The healing can be split up into any number of heals. A Wastelander's Damage Pool is refilled after a complete rest cycle.
Reduce Damage(Ex): At 3rd level a Wastelander can ignore some damage from attacks. Once per round, when they take damage, they can make a Fortitude save(DC=damage dealt) to ignore an amount of damage equal to their Wastelander level from that attack. This can reduce the amount of damage taken to 0.
Endurance(Ex): At 4th level a Wastelander gains the Endurance feat as a bonus feat.
Endure Elements(Ex): A Wastelander can live comfortably in hot or cold environments, starting at 4th level. The range of comfortable temperatures are from -40 to 120 degrees Fahrenheit.
Ignore Effects(Ex): At 5th level a Wastelander becomes more able to simply ignore the damaging effects of spells or other abilities. Whenever a Wastelander successfully makes a save against a spell or other ability and would take damage or receive any sort of negative effect anyways, they can ignore it.
Enhanced Senses(Ex): At sixth level a Wastelander gains incredible senses. A Wastelander gains a bonus to Listen and Spot equal to ½ of their Wastelander level.
Spell Resistance(Ex): At sixth level a Wastelander gains a small amount of complete resistance to spells. They gain spell resistance equal to 10+their Wastelander level. This resistance can be lowered to allow friendly spells, but only once per round. Lowering spell resistance is a free action.
Resistance(Ex): A Wastelander gains an innate ability to ignore damage from energy attacks. At 7th level they can ignore an amount of damage from one energy type equal to 4+1/2 their Wastelander level. At 14th level they choose another energy type, and gain resistance against it equal to 1/2 of their first choice. At 18th level they choose a third energy type and gain resistance to it equal to 2/3 of their second choice.
Greater Survival(Ex): As a Wastelander has more brushes with death, he becomes more able to resist its clutches. At eight level a Wastelander now makes a Fortitude save (DC 15+HD) to stabilize and heal 2d8+Con mod hit points. However, if he uses this ability a Wastelander cannot also use Survival.
Damage Reduction(Ex): At 9th level a Wastelander gains the ability to simply ignore small amounts of damage. This damage reduction stacks with that from any other source.
Impossible Survival(Ex): At twelfth level a Wastelander eventually gains an impossible ability to come back from the near-dead. Instead of stabilizing normally, a Wastelander can make a DC (20+HD) Fortitude save to instead gain their Wastelander level in hit points, followed by gaining twice their Constitution modifier in temporary hit points. Also, if a Wastelander fails their save against a save-or-die effect, they are instead reduced to -5 hit points and stable.
Supreme Senses(Ex): At 14th level a Wastelander's senses become even sharper, and their bonuses to spot and Listen become 3/4 their Wastelander level.
Improved Toughness(Ex): At 16th level, a Wastelander becomes even more able to take physical punishment. The Wastelander gains 1/2 of their Wastelander level in extra HP(round down) every level, starting at 16th.
Improved Evasion(Ex): As the Rogue special ability, a Wastelander of 18th level or higher takes no damage on a successful Reflex save for 1/2 damage, and takes 1/2 damage even if they fail the save.
Invulnerable Form(Ex): At 20th level, a Wastelander gains the ability to temporarily become nearly indestructible. For a number of rounds per day equal to their Constitution modifier, they can enter their Invulnerable Form. This gives them Fast Healing 10, DR 15/-, +2 spell resistance and a +8 morale bonus to all saves. After using this ability, a Wastelander can take only a single move action for two rounds.
The Wastelander
Wastelanders are those who have survived the perils of the Desert Ring long enough to gain skills and abilities needed to live for longer amounts of time.
Class Skills
The Wastelander's class skills (and the key ability for each skill) are....
Handle Animal(Cha), Heal(Wis), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis) and Tumble(Dex)
Skills Points at Each Level: 4 + int
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Survival, Toughness, Slay 1/day
2nd|
+1|
+3|
+3|
+0|Track, Evasion, Resilience
3rd|
+2|
+3|
+3|
+1|Damage Pool, Reduce Damage
4th|
+3|
+4|
+4|
+1|Endurance, Endure Elements
5th|
+3|
+4|
+4|
+1|Slay 2/day, Ignore Effects
6th|
+4|
+5|
+5|
+2|Enhanced Senses, Spell Resistance
7th|
+5|
+5|
+5|
+2|Resistance
8th|
+6/+1|
+6|
+6|
+2|Greater Survival
9th|
+6/+1|
+6|
+6|
+3|DR 3/-
10th|
+7/+2|
+7|
+7|
+3|Slay 3/day
11th|
+8/+3|
+7|
+7|
+3|DR 4/-
12th|
+9/+4|
+8|
+8|
+4|Impossible Survival
13th|
+9/+4|
+8|
+8|
+4|DR 5/-
14th|
+10/+5|
+9|
+9|
+4|Supreme Senses
15th|
+11/+6/+1|
+9|
+9|
+5|Slay 4/day, DR 6/-
16th|
+12/+7/+2|
+10|
+10|
+5|Improved Toughness
17th|
+12/+7/+2|
+10|
+10|
+5| DR 7/-
18th|
+13/+8/+3|
+11|
+11|
+6|Improved Evasion
19th|
+14/+9/+4|
+11|
+11|
+6|DR 8/-
20th|
+15/+10/+5|
+12|
+12|
+6|Slay 5/day, Invulnerable Form[/table]
Weapon Proficiencies: The Wastelander gains proficiency with all simple and martial weapons. They are also proficient with light armor, medium armor and shields.
Survival(Ex): At first level a Wastelander gains the ability to force their body back into life even when they are on the brink of death. If a Wastelander is below 0 hit points, if they are able to stabilize they also heal a number of hit points equal to ½ of their Wastelander level.
Toughness(Ex): At first level a Wastelander gains incredible stamina and constitution. They gain 1 extra hit point per level and, if rolling for hit points, cannot receive less than the average roll for their hit die. They also gain a bonus to resisting nonlethal damage(such as from a forced march) equal to twice their Wastelander level. This bonus also applies to Constitution checks to continue running, to hold your breath, etc.
Slay(Ex): At first level a Wastelander gains the ability to down enemies in one strike. Once per day, they can deal far more damage than normal. They gain a bonus to hit and damage equal to 1.5xtheir Wastelander level. This ability can be used an extra time per day every five levels.
Track(Ex): A Wastelander gains the Track feat as a bonus feat at second level.
Evasion(Ex): At 2nd level a Wastelander becomes much more able to dodge attacks, taking no damage from an ability that allows a save for 1/2 damage on a successful save. This ability does not work when the Wastelander is helpless or unconscious.
Resilience(Ex): At 2nd level a Wastelander becomes more able to resist effects. They get Great Fortitude as a bonus feat, and can choose between Lightning Reflexes and Iron Will at level 5, and choose the remaining one at level 7.
Damage Pool(Ex): At 3rd level a Wastelander can heal a certain amount of damage equal to their Wastelander level times their Constitution modifier. Healing damage is a move action. The healing can be split up into any number of heals. A Wastelander's Damage Pool is refilled after a complete rest cycle.
Reduce Damage(Ex): At 3rd level a Wastelander can ignore some damage from attacks. Once per round, when they take damage, they can make a Fortitude save(DC=damage dealt) to ignore an amount of damage equal to their Wastelander level from that attack. This can reduce the amount of damage taken to 0.
Endurance(Ex): At 4th level a Wastelander gains the Endurance feat as a bonus feat.
Endure Elements(Ex): A Wastelander can live comfortably in hot or cold environments, starting at 4th level. The range of comfortable temperatures are from -40 to 120 degrees Fahrenheit.
Ignore Effects(Ex): At 5th level a Wastelander becomes more able to simply ignore the damaging effects of spells or other abilities. Whenever a Wastelander successfully makes a save against a spell or other ability and would take damage or receive any sort of negative effect anyways, they can ignore it.
Enhanced Senses(Ex): At sixth level a Wastelander gains incredible senses. A Wastelander gains a bonus to Listen and Spot equal to ½ of their Wastelander level.
Spell Resistance(Ex): At sixth level a Wastelander gains a small amount of complete resistance to spells. They gain spell resistance equal to 10+their Wastelander level. This resistance can be lowered to allow friendly spells, but only once per round. Lowering spell resistance is a free action.
Resistance(Ex): A Wastelander gains an innate ability to ignore damage from energy attacks. At 7th level they can ignore an amount of damage from one energy type equal to 4+1/2 their Wastelander level. At 14th level they choose another energy type, and gain resistance against it equal to 1/2 of their first choice. At 18th level they choose a third energy type and gain resistance to it equal to 2/3 of their second choice.
Greater Survival(Ex): As a Wastelander has more brushes with death, he becomes more able to resist its clutches. At eight level a Wastelander now makes a Fortitude save (DC 15+HD) to stabilize and heal 2d8+Con mod hit points. However, if he uses this ability a Wastelander cannot also use Survival.
Damage Reduction(Ex): At 9th level a Wastelander gains the ability to simply ignore small amounts of damage. This damage reduction stacks with that from any other source.
Impossible Survival(Ex): At twelfth level a Wastelander eventually gains an impossible ability to come back from the near-dead. Instead of stabilizing normally, a Wastelander can make a DC (20+HD) Fortitude save to instead gain their Wastelander level in hit points, followed by gaining twice their Constitution modifier in temporary hit points. Also, if a Wastelander fails their save against a save-or-die effect, they are instead reduced to -5 hit points and stable.
Supreme Senses(Ex): At 14th level a Wastelander's senses become even sharper, and their bonuses to spot and Listen become 3/4 their Wastelander level.
Improved Toughness(Ex): At 16th level, a Wastelander becomes even more able to take physical punishment. The Wastelander gains 1/2 of their Wastelander level in extra HP(round down) every level, starting at 16th.
Improved Evasion(Ex): As the Rogue special ability, a Wastelander of 18th level or higher takes no damage on a successful Reflex save for 1/2 damage, and takes 1/2 damage even if they fail the save.
Invulnerable Form(Ex): At 20th level, a Wastelander gains the ability to temporarily become nearly indestructible. For a number of rounds per day equal to their Constitution modifier, they can enter their Invulnerable Form. This gives them Fast Healing 10, DR 15/-, +2 spell resistance and a +8 morale bonus to all saves. After using this ability, a Wastelander can take only a single move action for two rounds.