Rennard
2010-09-30, 01:50 AM
Greetings to one and all.
I am finally sitting down and putting together my homebrewed d20/OGL campaign setting. I have been working on this concept for some time, but it is only in the last few years that I acually began to write it all down. Originally, it was supposed to be an Iron Age D&D setting, but at some point, it became much more - it became an entirely new OGL game, covered in so many rewrites and fixes that it no longer resembled the original in any way.
I have these boards to than for that.
I research things in my spare time (the curse of being both a historian and a geek), and as I read these boards, the infinite possibilities of the D20 system opened up to me, and I began to apply them in the hopes of creating a single, all-singing, all dancing, iron age world.
Thank you. Even if you hate what I've come up with, the ride has been worth it. :)
OK, first things first - I'm going to try and cite all the individual sources for this work, but if I have missed someone, let me know. I don't want to take credit for someone else's creativity, I just want to apply it creatively.
Secondly, my mission: I was hoping to create a world that would appeal to the average player as a real alternative to generic play. One of the nice things about the d20 engine is its ability to encompass any concept, and yet most people play in a rather generic setting, unaware of the POWER the mechanics have. The game should feel different, and should have a flavor that moves through the setting and the mechanics, each one reinforcing each other to create a mood.
Blood And Iron
Setting Overview - More to Come
The primary continent is known as Galadran, and the basic land mass is essentially Australia with a land bridge into Antarctica. In the center of the continent is the Sea of Grass, similar to the great plains of America. The southern land bridge is known as Skeggi, and is a combination of tundra and sheets of ice, depending on how close to the pole you get. Moving counterclockwise from the northern border Skeggi and going around the continent, you have the Sword Lands (directly adjacent), a region similar to Dark Ages Germainia, then The Free Cities (similar to the Greek city-states of the Hellenistic period), then the tropical jungles of Ket, which no human has tamed in a thousand years (think ancient snake-worshippers and Aztec ruins), and finally in the southwest region are the last remnants of the Valusarian Empire (similar to ancient Rome). Encapsulating the Sea of Grass are the Borderlands, a region of petty princelings and ever-shifting power struggles constantly under threat from pictish raids (think pre-unification Italy combined with the American westward expansion, except it heads toward the center of the continent from all sides inward, instead of one direction.
Races
Each of these races should be balaced around an LA of +1.
Laconians
Created by the gods out of hydra's teeth to aid the great hero Laconis. Inspired by Achilles and the Myrmidons (from the movie Troy, not the actual Illiad).
• +2 Constitution, –2 Wisdom: Laconians are hardy and difficult to kill, but they are also rash and headstrong by nature.
• Medium size.
• Laconian base land speed is 30 feet.
• Low-Light Vision: A Laconians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Laconians receive a +6 to their Jump skill checks when unarmored and carrying a light load or less.
• Leap Attack: Laconians have the ability to make a leap attack on a non-adjacent foe that is within 30 ft. This attack is a standard action, but using it ends the player's turn for that round. The player must make a Jump check of DC 15 to use this ability. The Laconian must be able to see the target, and the leap attack action causes the Laconian to make a single leap that puts him adjacent to the target. This attack leaves the target flat-footed and does not grant an attack of opportunity to the target. If the Laconian is wearing medium or heavier armor or bearing a Medium load or heavier, she cannot Leap Attack. After the leap attack, the Laconian is flat-footed until her next initiative segment.
• Pack Tactics: When fighting within 30’ of another laconian, a laconian gains a +2 Morale bonus on all her attack rolls and +4 Morale bonus on saving throws against fear and fear effects.
• Laconians take only a –1 penalty to Strength and Dexterity when fatigued (instead of the usual –2 penalty) and only take a –4 penalty to Strength and Dexterity when exhausted (instead of the usual –6 penalty). In addition, the rest time needed to recover from either state is cut in half.
• +4 racial bonus on saving throws against fear effects. Laconians are innately resistant to the emotion of fear.
The Ironblooded
Inspired by Gregor Cleglane, the Mountain that Rides, from A Song of Ice and Fire by George R. R. Martin - and by the Assyrian Goliath.
• +4 Str, -2 Dex, +2 Cha
• Medium Size
• Ironblood base movement is 30’. They may move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Ironbloods gain a +2 Racial bonus on Sense Motives checks.
• Powerful Build: An ironblood is treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.
• Mighty Thews: treats standing long jumps and high jumps as if there was a running start and may make an accelerated climb without penalty.
Beornlings
Stong Age Vikings - it doesn't get any better than this.
Parts of this class were stolen from the d20r dwarf by Fax Celestis
• +2 Str, +2 Dex, +2Con, -2 Int, -2 Wis, -2 Cha
• Medium Size
• The Beornling base movement is 30’.
• Darkvision 60’
• Beornlings get a +4 Racial bonus on Hide checks in snow/ice
• Snowsight: A beornling’s vision is never obscured by snow.
• Superstitious: A beornling suffers a -4 to all his attack rolls when using a weapon made with any kind of metal.
• Eye of the Storm (Su): A beornling may produce a 20’ Cone from his/her left eye that does 2d6 Cold damage (Ref., DC is Constitution-based). This ability is useable every 1d4 rounds.
• Natural Talent: A beornling has a small pool of reserve energy they may tap into daily. A beornling has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities:
Crushing Blow: A beornling can activate this ability as a standard action. As part of this ability, he makes an attack roll at his full base attack bonus. This attack deals normal damage, but automatically overcomes any damage reduction his foe may have.
Defensive Training: A beornling can activate this ability as an immediate action to gain a +2 racial bonus to his next saving throw this round.
Stolid:A beornling can activate this ability as a move action to gain damage reduction equal to his Constitution modifier for one round. This damage reduction is overcome by silver weapons.
Picts
Great Plains Comanchees mixed with Mongols - the ultimate horse barbarians.
Parts of this class were stolen from the d20r minotaur by fax Celestis.
• +2 Dex, -2 Int. Picts are quick and agile, but are superstitious and slow to learn new things.
• Medium Size
• 30’ Movement
• +8 Racial bonus on Move Silently and Hide checks. This ability is lost if the pict is wearing Medium armor or heavier or is carrying a Medium load or heavier. The pict retains the Move Silently bonus even on horseback, provide that the animal is moving no more than 30’ in a round.
• +4 racial bonus to Handle animal checks when used on horses.
• Superstitious: A pict suffers a -4 to all his attack rolls when using a weapon made with any kind of metal.
• Trackless: any Survival check used to track a pict has its DC increased by 10.
• Peerless Ambush: A pict may move at full speed and run without taking a penalty on Hide checks.
• Natural Talent: A pict has a small pool of reserve energy they may tap into daily. A pict has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities:
Born Tracker: A pict may activate this ability as an immediate action to attempt recover a trail he has lost in the last round.
Powerful Charge: A pict may activate this ability as an immediate action when charging. He takes an additional -2 penalty to his AC this round, but if his attack lands he deals an additional 1d8 plus Strength modifier damage.
War Cry: A pict may activate this ability as a standard action. All allies within 30' receive a +1 morale bonus to attack rolls for a number of rounds equal to the pict's Wisdom modifier. This bonus increases by 1 every four levels (to +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th). This is a sonic morale effect.
Elf
This elf is based more on the Norse myths than on Tolkien, and I've tried to let that show through in the write-up. Parts of this class were stolen from the d20r halfling by Fax Celestis.
-2 Wisdom, +2 Charisma
Medium size.
An elf's base land speed is 30 feet.
Fey Resistance: An elf has DR 1/Cold Iron or Steel. This DR improves by one for every four Hit Dice the elf has (to DR 2/Cold Iron or Steel at 4th level, DR 3/Cold Iron or Steel at 8th level, DR 4/Cold Iron or Steel at 12th level, DR 5/Cold Iron or Steel at 16th level, and DR 6/Cold Iron or Steel at 20th level).
The Riddle of Steel: Elves lose one point of Constitution every round they wield weapons or wear armor of iron or steel, or are otherwise in contact with a comparable amount of iron or steel. The Constitution loss is temporary ability damage and is restored at a rate of 1 per day. The elf suffers no Constitution loss from being damaged by iron or steel weapons.
Fearless: The horrors of Arcadia have left the elves remarkably stoic in the face of fear. They receive a +2 morale bonus versus fear effects.
Keen Senses: Elves receive a +2 racial bonus on Awareness checks.
Everwaking: Elves do not sleep: rather, they enter a trance to rest.
Sharpshooter: Partially due to their keen senses, elves receive a +1 racial bonus on all attack rolls made with ranged weapons.
Scent: An elf has a strong sense of smell. Elves have the Scent ability out to 30'.
Darkvision usable out to 120'.
Woodland Stride: an elf may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. An elf who gains this ability from a class feature instead gains a +2 bonus on any check or save required against such magically manipulated areas.
Natural Talent: An elf has a small pool of reserve energy from their natural luck they may tap into daily. An elf has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action:
Burst of Speed: +10' insight bonus to land speed for a number of rounds equal to his Dexterity modifier.
Lucky Dodge: an elf can spend a charge to activate this ability to force an opponent that has just attacked them in melee to reroll their attack roll and use the new result. This reroll must be used after the die result is seen but before the total result of the effect has occured.
Lucky Streak: +1 luck bonus to saving throws for a number of rounds equal to your Charisma. This bonus increases by +1 for each five levels they possess (to +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th).
Icatians
Last remnents of the Valusarian bloodline, these men were the builders and shapers of the old age. Parts of this class were stolen from the d20r human and the d20r kobold by Fax Celestis.
•Medium size
•An icatian's base land speed is 30 feet.
•Improvisation: A icatian has a small pool of improvisational ability they may tap into daily. A icatian has one charge per three class levels, minimum one. A charge may be spent to gain a circumstance bonus on the Icatian's next skill check equal to half their Hit Dice (round down, minimum +1).
•Quick Learner: Icatians receive a bonus feat at first level. They must meet all the prerequisites as normal for this feat.
•Trap Sense: Icatians haven an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 each five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
•Tinker: Icatians enjoy tinkering with mechanics, traps or otherwise. As such, they receive a +2 racial bonus on Craft (Trapsmithing) and one other Craft skill chosen at character creation.
Classes
The purpose of the classes was to use the ones I thought were the most evocative fluffwise, or the most mechanically interesting.
Fighter: From Realms of Chaos (http://www.giantitp.com/forums/showthread.php?t=140278)
Barbarian: From unosarta (http://www.giantitp.com/forums/showthread.php?t=168774)
Warrior: A variant on Fax Celestis’ ToB Fighter fix. I envision a number of fighting schools, each one offering a different combination of disciplines that the warrior chooses at character creation.
Magus and Adept: From Kellus (http://www.giantitp.com/forums/showthread.php?t=90961). The Truenamer is the Magus, and the Lexeme is an Adept.
Karda: The Limit Dragoon (http://www.giantitp.com/forums/showthread.php?t=168962), from M-Bark.
The Sanguinor: A slightly renamed version of Schylerwalker’sSanguimancer (http://www.giantitp.com/forums/showthread.php?t=167125).
Centurion: The knight (http://www.giantitp.com/forums/showthread.php?t=163667) from ajadea
Hexblade: Lord Gareth’s version (http://www.giantitp.com/forums/showthread.php?t=166653)
Monk: I’m sorry, I don’t have a link to this one. It is the ToB-inspired Bene Gesserit (complete with Weirding Way discipline). I unfortunately kept the data, but neglected to save the link. If someone could help out here, I would much appreciate.
Druid: the d20r druid (http://wiki.faxcelestis.net/index.php?title=D20r:Druid) by Fax Celestis
Bravo: The Rogue (http://wiki.faxcelestis.net/index.php?title=Tome_of_Battle_Core_Class_Update)f rom Fax Celestis’ Rogue fix.
Exile: The Wyldwood Knight (http://www.giantitp.com/forums/showthread.php?t=169545)by Zados
Balseraph: The Viper blood soldier (http://www.giantitp.com/forums/showthread.php?t=157158) by zenanarchist
The Noble and the Siren: Taken from the Conan RPG wholesale (the siren is a renamed seductress in order to make it more gender-neutral). I’m not sure if I can post them here (they are OGL, but the book says that “advancement of character levels” is not. Not sure if they’re talking about the mechanic for leveling or multi-classing, or what) they are largely social classes – the noble uses his position and rank to influence people, and can coordinate tasks, and the siren uses his…ahem….charm to get his way. They are mostly RP classes, but were too fun not to include.
I am finally sitting down and putting together my homebrewed d20/OGL campaign setting. I have been working on this concept for some time, but it is only in the last few years that I acually began to write it all down. Originally, it was supposed to be an Iron Age D&D setting, but at some point, it became much more - it became an entirely new OGL game, covered in so many rewrites and fixes that it no longer resembled the original in any way.
I have these boards to than for that.
I research things in my spare time (the curse of being both a historian and a geek), and as I read these boards, the infinite possibilities of the D20 system opened up to me, and I began to apply them in the hopes of creating a single, all-singing, all dancing, iron age world.
Thank you. Even if you hate what I've come up with, the ride has been worth it. :)
OK, first things first - I'm going to try and cite all the individual sources for this work, but if I have missed someone, let me know. I don't want to take credit for someone else's creativity, I just want to apply it creatively.
Secondly, my mission: I was hoping to create a world that would appeal to the average player as a real alternative to generic play. One of the nice things about the d20 engine is its ability to encompass any concept, and yet most people play in a rather generic setting, unaware of the POWER the mechanics have. The game should feel different, and should have a flavor that moves through the setting and the mechanics, each one reinforcing each other to create a mood.
Blood And Iron
Setting Overview - More to Come
The primary continent is known as Galadran, and the basic land mass is essentially Australia with a land bridge into Antarctica. In the center of the continent is the Sea of Grass, similar to the great plains of America. The southern land bridge is known as Skeggi, and is a combination of tundra and sheets of ice, depending on how close to the pole you get. Moving counterclockwise from the northern border Skeggi and going around the continent, you have the Sword Lands (directly adjacent), a region similar to Dark Ages Germainia, then The Free Cities (similar to the Greek city-states of the Hellenistic period), then the tropical jungles of Ket, which no human has tamed in a thousand years (think ancient snake-worshippers and Aztec ruins), and finally in the southwest region are the last remnants of the Valusarian Empire (similar to ancient Rome). Encapsulating the Sea of Grass are the Borderlands, a region of petty princelings and ever-shifting power struggles constantly under threat from pictish raids (think pre-unification Italy combined with the American westward expansion, except it heads toward the center of the continent from all sides inward, instead of one direction.
Races
Each of these races should be balaced around an LA of +1.
Laconians
Created by the gods out of hydra's teeth to aid the great hero Laconis. Inspired by Achilles and the Myrmidons (from the movie Troy, not the actual Illiad).
• +2 Constitution, –2 Wisdom: Laconians are hardy and difficult to kill, but they are also rash and headstrong by nature.
• Medium size.
• Laconian base land speed is 30 feet.
• Low-Light Vision: A Laconians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Laconians receive a +6 to their Jump skill checks when unarmored and carrying a light load or less.
• Leap Attack: Laconians have the ability to make a leap attack on a non-adjacent foe that is within 30 ft. This attack is a standard action, but using it ends the player's turn for that round. The player must make a Jump check of DC 15 to use this ability. The Laconian must be able to see the target, and the leap attack action causes the Laconian to make a single leap that puts him adjacent to the target. This attack leaves the target flat-footed and does not grant an attack of opportunity to the target. If the Laconian is wearing medium or heavier armor or bearing a Medium load or heavier, she cannot Leap Attack. After the leap attack, the Laconian is flat-footed until her next initiative segment.
• Pack Tactics: When fighting within 30’ of another laconian, a laconian gains a +2 Morale bonus on all her attack rolls and +4 Morale bonus on saving throws against fear and fear effects.
• Laconians take only a –1 penalty to Strength and Dexterity when fatigued (instead of the usual –2 penalty) and only take a –4 penalty to Strength and Dexterity when exhausted (instead of the usual –6 penalty). In addition, the rest time needed to recover from either state is cut in half.
• +4 racial bonus on saving throws against fear effects. Laconians are innately resistant to the emotion of fear.
The Ironblooded
Inspired by Gregor Cleglane, the Mountain that Rides, from A Song of Ice and Fire by George R. R. Martin - and by the Assyrian Goliath.
• +4 Str, -2 Dex, +2 Cha
• Medium Size
• Ironblood base movement is 30’. They may move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Ironbloods gain a +2 Racial bonus on Sense Motives checks.
• Powerful Build: An ironblood is treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.
• Mighty Thews: treats standing long jumps and high jumps as if there was a running start and may make an accelerated climb without penalty.
Beornlings
Stong Age Vikings - it doesn't get any better than this.
Parts of this class were stolen from the d20r dwarf by Fax Celestis
• +2 Str, +2 Dex, +2Con, -2 Int, -2 Wis, -2 Cha
• Medium Size
• The Beornling base movement is 30’.
• Darkvision 60’
• Beornlings get a +4 Racial bonus on Hide checks in snow/ice
• Snowsight: A beornling’s vision is never obscured by snow.
• Superstitious: A beornling suffers a -4 to all his attack rolls when using a weapon made with any kind of metal.
• Eye of the Storm (Su): A beornling may produce a 20’ Cone from his/her left eye that does 2d6 Cold damage (Ref., DC is Constitution-based). This ability is useable every 1d4 rounds.
• Natural Talent: A beornling has a small pool of reserve energy they may tap into daily. A beornling has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities:
Crushing Blow: A beornling can activate this ability as a standard action. As part of this ability, he makes an attack roll at his full base attack bonus. This attack deals normal damage, but automatically overcomes any damage reduction his foe may have.
Defensive Training: A beornling can activate this ability as an immediate action to gain a +2 racial bonus to his next saving throw this round.
Stolid:A beornling can activate this ability as a move action to gain damage reduction equal to his Constitution modifier for one round. This damage reduction is overcome by silver weapons.
Picts
Great Plains Comanchees mixed with Mongols - the ultimate horse barbarians.
Parts of this class were stolen from the d20r minotaur by fax Celestis.
• +2 Dex, -2 Int. Picts are quick and agile, but are superstitious and slow to learn new things.
• Medium Size
• 30’ Movement
• +8 Racial bonus on Move Silently and Hide checks. This ability is lost if the pict is wearing Medium armor or heavier or is carrying a Medium load or heavier. The pict retains the Move Silently bonus even on horseback, provide that the animal is moving no more than 30’ in a round.
• +4 racial bonus to Handle animal checks when used on horses.
• Superstitious: A pict suffers a -4 to all his attack rolls when using a weapon made with any kind of metal.
• Trackless: any Survival check used to track a pict has its DC increased by 10.
• Peerless Ambush: A pict may move at full speed and run without taking a penalty on Hide checks.
• Natural Talent: A pict has a small pool of reserve energy they may tap into daily. A pict has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities:
Born Tracker: A pict may activate this ability as an immediate action to attempt recover a trail he has lost in the last round.
Powerful Charge: A pict may activate this ability as an immediate action when charging. He takes an additional -2 penalty to his AC this round, but if his attack lands he deals an additional 1d8 plus Strength modifier damage.
War Cry: A pict may activate this ability as a standard action. All allies within 30' receive a +1 morale bonus to attack rolls for a number of rounds equal to the pict's Wisdom modifier. This bonus increases by 1 every four levels (to +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th). This is a sonic morale effect.
Elf
This elf is based more on the Norse myths than on Tolkien, and I've tried to let that show through in the write-up. Parts of this class were stolen from the d20r halfling by Fax Celestis.
-2 Wisdom, +2 Charisma
Medium size.
An elf's base land speed is 30 feet.
Fey Resistance: An elf has DR 1/Cold Iron or Steel. This DR improves by one for every four Hit Dice the elf has (to DR 2/Cold Iron or Steel at 4th level, DR 3/Cold Iron or Steel at 8th level, DR 4/Cold Iron or Steel at 12th level, DR 5/Cold Iron or Steel at 16th level, and DR 6/Cold Iron or Steel at 20th level).
The Riddle of Steel: Elves lose one point of Constitution every round they wield weapons or wear armor of iron or steel, or are otherwise in contact with a comparable amount of iron or steel. The Constitution loss is temporary ability damage and is restored at a rate of 1 per day. The elf suffers no Constitution loss from being damaged by iron or steel weapons.
Fearless: The horrors of Arcadia have left the elves remarkably stoic in the face of fear. They receive a +2 morale bonus versus fear effects.
Keen Senses: Elves receive a +2 racial bonus on Awareness checks.
Everwaking: Elves do not sleep: rather, they enter a trance to rest.
Sharpshooter: Partially due to their keen senses, elves receive a +1 racial bonus on all attack rolls made with ranged weapons.
Scent: An elf has a strong sense of smell. Elves have the Scent ability out to 30'.
Darkvision usable out to 120'.
Woodland Stride: an elf may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. An elf who gains this ability from a class feature instead gains a +2 bonus on any check or save required against such magically manipulated areas.
Natural Talent: An elf has a small pool of reserve energy from their natural luck they may tap into daily. An elf has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action:
Burst of Speed: +10' insight bonus to land speed for a number of rounds equal to his Dexterity modifier.
Lucky Dodge: an elf can spend a charge to activate this ability to force an opponent that has just attacked them in melee to reroll their attack roll and use the new result. This reroll must be used after the die result is seen but before the total result of the effect has occured.
Lucky Streak: +1 luck bonus to saving throws for a number of rounds equal to your Charisma. This bonus increases by +1 for each five levels they possess (to +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th).
Icatians
Last remnents of the Valusarian bloodline, these men were the builders and shapers of the old age. Parts of this class were stolen from the d20r human and the d20r kobold by Fax Celestis.
•Medium size
•An icatian's base land speed is 30 feet.
•Improvisation: A icatian has a small pool of improvisational ability they may tap into daily. A icatian has one charge per three class levels, minimum one. A charge may be spent to gain a circumstance bonus on the Icatian's next skill check equal to half their Hit Dice (round down, minimum +1).
•Quick Learner: Icatians receive a bonus feat at first level. They must meet all the prerequisites as normal for this feat.
•Trap Sense: Icatians haven an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 each five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
•Tinker: Icatians enjoy tinkering with mechanics, traps or otherwise. As such, they receive a +2 racial bonus on Craft (Trapsmithing) and one other Craft skill chosen at character creation.
Classes
The purpose of the classes was to use the ones I thought were the most evocative fluffwise, or the most mechanically interesting.
Fighter: From Realms of Chaos (http://www.giantitp.com/forums/showthread.php?t=140278)
Barbarian: From unosarta (http://www.giantitp.com/forums/showthread.php?t=168774)
Warrior: A variant on Fax Celestis’ ToB Fighter fix. I envision a number of fighting schools, each one offering a different combination of disciplines that the warrior chooses at character creation.
Magus and Adept: From Kellus (http://www.giantitp.com/forums/showthread.php?t=90961). The Truenamer is the Magus, and the Lexeme is an Adept.
Karda: The Limit Dragoon (http://www.giantitp.com/forums/showthread.php?t=168962), from M-Bark.
The Sanguinor: A slightly renamed version of Schylerwalker’sSanguimancer (http://www.giantitp.com/forums/showthread.php?t=167125).
Centurion: The knight (http://www.giantitp.com/forums/showthread.php?t=163667) from ajadea
Hexblade: Lord Gareth’s version (http://www.giantitp.com/forums/showthread.php?t=166653)
Monk: I’m sorry, I don’t have a link to this one. It is the ToB-inspired Bene Gesserit (complete with Weirding Way discipline). I unfortunately kept the data, but neglected to save the link. If someone could help out here, I would much appreciate.
Druid: the d20r druid (http://wiki.faxcelestis.net/index.php?title=D20r:Druid) by Fax Celestis
Bravo: The Rogue (http://wiki.faxcelestis.net/index.php?title=Tome_of_Battle_Core_Class_Update)f rom Fax Celestis’ Rogue fix.
Exile: The Wyldwood Knight (http://www.giantitp.com/forums/showthread.php?t=169545)by Zados
Balseraph: The Viper blood soldier (http://www.giantitp.com/forums/showthread.php?t=157158) by zenanarchist
The Noble and the Siren: Taken from the Conan RPG wholesale (the siren is a renamed seductress in order to make it more gender-neutral). I’m not sure if I can post them here (they are OGL, but the book says that “advancement of character levels” is not. Not sure if they’re talking about the mechanic for leveling or multi-classing, or what) they are largely social classes – the noble uses his position and rank to influence people, and can coordinate tasks, and the siren uses his…ahem….charm to get his way. They are mostly RP classes, but were too fun not to include.