Gnorman
2011-10-18, 07:02 AM
The Poet
http://i961.photobucket.com/albums/ae96/Elendil2/37244595.jpg
HD: d8
Class Skills: Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble. Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2
1st|+0|+0|+2|+2|Archetype, Inspiration, Eye of Newt|3|-|-
2nd|+1|+0|+3|+3|Lesser Archetype Power|4|1|-
3rd|+2|+1|+3|+3|Once More Unto the Breach|4|2|-
4th|+3|+1|+4|+4|Moderate Archetype Power|4|3|1
5th|+3|+1|+4|+4|A Charmed Life|4|4|2
6th|+4|+2|+5|+5|Greater Archetype Power, Out of the Jaws of Death|4|4|3[/table]
Proficiencies: The poet is proficient with light armor and shields (except tower shields). He is proficient with simple and martial weapons.
Archetype: At 1st level, the poet chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Inspiration: At 1st level, the poet gains the ability to use bardic music (http://www.d20srd.org/srd/classes/bard.htm#bardicMusic) as a bard of his class level, with the caveat that he does not need to meet the Perform skill requirement to use the abilities. He does not, however, gain the ability to use Countersong. He may use this ability a number of times per day equal to his poet level plus his Charisma modifier.
Eye of Newt: At 1st level, the poet gains a limited ability to cast spells. At 1st level, he chooses two of the five mage classes (Black Mage (http://www.giantitp.com/forums/showthread.php?t=215165), Blue Mage (http://www.giantitp.com/forums/showthread.php?t=215876), Green Mage (http://www.giantitp.com/forums/showthread.php?t=215432), Red Mage (http://www.giantitp.com/forums/showthread.php?t=215306), and White Mage (http://www.giantitp.com/forums/showthread.php?t=215538)), and may use the spell lists of the two he chooses. This choice is permanent. He may not cast spells given by archetypes. These spells are considered arcane, and the poet need not prepare them beforehand - he may spontaneously cast any spell drawn from his two chosen lists. His sole casting stat is Charisma, which dictates both the DC of the spell in question and his bonus spells. To cast a spell, the poet must have a Charisma score equal to 10 + the level of the spell in question. The poet does not suffer from arcane spell failure while wearing light armor or equipped with a shield (except tower shields).
Lesser Archetype Power: At 2nd level, the poet gains the appropriate power for his archetype.
Once More Unto the Breach: At 3rd level, the poet may spend one use of his Inspiration to give all allies (including himself) within 30 feet fast healing 1. This lasts for as long as the poet concentrates, and five rounds after. At 6th level, this ability grants fast healing 2.
Moderate Archetype Power: At 4th level, the poet gains the appropriate power for his archetype.
A Charmed Life: At 5th level, a poet can no longer roll a natural one on anything - if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty, he gains a +2 luck bonus to attack rolls, damage rolls, armor class, saving throws, and skill checks for the next three rounds.
Greater Archetype Power: At 6th level, the poet gains the appropriate power for his archetype.
Out of the Jaws of Death: At 6th level, three times per day, the poet may restore his class level times his Charisma modifier in hit points to any ally within 30 feet who has just dropped below 1 hit point as an immediate action.
Archetypes:
Banshee
http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_88.jpg
Lesser Archetype Power: A banshee becomes immune to silence or deafening (unless somehow desired). A banshee may spend one use of his Inspiration ability to deal sonic damage equal to his Charisma modifier multiplied by his class level to all opponents in a 15 foot radius (centered on himself). A banshee may only spend Inspiration in this way three times per day.
Moderate Archetype Power: A banshee may spend two uses of his Inspiration ability to target one opponent within hearing range. This ability does sonic damage equal to the banshee's Charisma modifier each round and deafens the opponent with no save. This ability lasts as long as the banshee concentrates. If desired, the banshee may instead use this ability against unattended objects - the sonic damage ignores the object's hardness.
Greater Archetype Power: A banshee's lesser archetype power now stuns opponents for one round unless they make a Will save, with the DC equal to 10 + half the banshee's HD + the banshee's Charisma modifier.
Bravado
http://24.media.tumblr.com/tumblr_lqa85gBzKh1r0hx8lo1_500.png
Lesser Archetype Power: A bravado takes no penalties for fighting with two weapons, even if his off-hand weapon isn't light or he does not possess two-weapon fighting. In addition, a bravado may spend one use of his Inspiration ability to give all allies (including himself) within 30 feet a 1d4 bonus on melee damage rolls. The type of this damage is equal to the type of damage that the ally's weapon inflicts. This lasts for as long as the poet concentrates, and five rounds after. This bonus increases to 2d4 at 4th level and 3d4 at 6th level. A bravado may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a bravado is attacked in melee and the attack misses, the bravado may immediately make one melee attack against the opponent who missed - if he is wielding two weapons, he may attack with both. He may now also add his full Strength modifier to his off-hand attacks.
Greater Archetype Power: On a charge, a bravado may make one attack (with both weapons, if applicable) against all opponents who come within their reach on the charge. Each attack is resolved separately.
Doomsinger
http://images.wikia.com/dungeons/images/7/77/Dirgesinger.jpg
Lesser Archetype Power: A doomsinger may spend one use of his Inspiration ability to give all opponents within 30 feet a -1 penalty to all saves. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A doomsinger may only use Inspiration in this way three times per day.
Moderate Archetype Power: A doomsinger's attacks are imbued with the power of death, doing +1d6 negative energy damage. Any ally under the effects of his Inspire Courage ability also gain this benefit. At 6th level, the damage increases to 2d6.
Greater Archetype Power: A doomsinger may spend two uses of his Inspiration ability to reanimate a corpse as a skeleton or a zombie. This ability only functions on corporeal creatures of up to 8 HD with skeletal structures. This ability lasts as long as the doomsinger concentrates, and five rounds after, after which the corpse falls dead, unable to be reanimated. The doomsinger may only animate one corpse at a time.
Skald
http://atlante.unimondo.org/var/unimondo/storage/images/paesi/europa/europa-settentrionale/svezia/popoli/vichingo/578943-1-ita-IT/vichingo_large.jpg
Lesser Archetype Power: A skald gains proficiency with medium armor (and may ignore arcane spell failure while wearing it) and becomes immune to fear. A skald may also spend one use of his Inspiration ability to give all allies within 30 feet a +2 bonus to AC. This bonus lasts as long as the poet concentrates and for five rounds after. This bonus increases to +3 at 4th level and +4 at 6th. A skald may only use Inspiration in this way three times per day.
Moderate Archetype Power: The bonuses given by a skald's inspire courage ability increase by 1, and the bonus given by his inspire competence ability increases to +4.
Greater Archetype Power: A skald may spend two uses of his Inspiration ability to inspire greatness (http://www.d20srd.org/srd/classes/bard.htm#inspireGreatness) as if he were a bard of 9th level. In addition, his inspire courage ability now grants immunity to fear.
Trickster
http://cs11280.vkontakte.ru/u7637620/-6/x_1441edd6.jpg
Lesser Archetype Power: A trickster may spend one use of his Inspiration ability to give all opponents within 30 feet a -1 penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A trickster may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a trickster successfully denies an opponent its Dexterity bonus to armor class by feinting, all his allies adjacent to that opponent may make one free melee attack against it.
Greater Archetype Power: Any opponents affected by a trickster's lesser archetype power must make a Will save each round they are affected or be confused for one round. The DC for this save is equal to 10 + half the trickster's HD + the trickster's Charisma modifier.
http://i961.photobucket.com/albums/ae96/Elendil2/37244595.jpg
HD: d8
Class Skills: Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble. Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2
1st|+0|+0|+2|+2|Archetype, Inspiration, Eye of Newt|3|-|-
2nd|+1|+0|+3|+3|Lesser Archetype Power|4|1|-
3rd|+2|+1|+3|+3|Once More Unto the Breach|4|2|-
4th|+3|+1|+4|+4|Moderate Archetype Power|4|3|1
5th|+3|+1|+4|+4|A Charmed Life|4|4|2
6th|+4|+2|+5|+5|Greater Archetype Power, Out of the Jaws of Death|4|4|3[/table]
Proficiencies: The poet is proficient with light armor and shields (except tower shields). He is proficient with simple and martial weapons.
Archetype: At 1st level, the poet chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Inspiration: At 1st level, the poet gains the ability to use bardic music (http://www.d20srd.org/srd/classes/bard.htm#bardicMusic) as a bard of his class level, with the caveat that he does not need to meet the Perform skill requirement to use the abilities. He does not, however, gain the ability to use Countersong. He may use this ability a number of times per day equal to his poet level plus his Charisma modifier.
Eye of Newt: At 1st level, the poet gains a limited ability to cast spells. At 1st level, he chooses two of the five mage classes (Black Mage (http://www.giantitp.com/forums/showthread.php?t=215165), Blue Mage (http://www.giantitp.com/forums/showthread.php?t=215876), Green Mage (http://www.giantitp.com/forums/showthread.php?t=215432), Red Mage (http://www.giantitp.com/forums/showthread.php?t=215306), and White Mage (http://www.giantitp.com/forums/showthread.php?t=215538)), and may use the spell lists of the two he chooses. This choice is permanent. He may not cast spells given by archetypes. These spells are considered arcane, and the poet need not prepare them beforehand - he may spontaneously cast any spell drawn from his two chosen lists. His sole casting stat is Charisma, which dictates both the DC of the spell in question and his bonus spells. To cast a spell, the poet must have a Charisma score equal to 10 + the level of the spell in question. The poet does not suffer from arcane spell failure while wearing light armor or equipped with a shield (except tower shields).
Lesser Archetype Power: At 2nd level, the poet gains the appropriate power for his archetype.
Once More Unto the Breach: At 3rd level, the poet may spend one use of his Inspiration to give all allies (including himself) within 30 feet fast healing 1. This lasts for as long as the poet concentrates, and five rounds after. At 6th level, this ability grants fast healing 2.
Moderate Archetype Power: At 4th level, the poet gains the appropriate power for his archetype.
A Charmed Life: At 5th level, a poet can no longer roll a natural one on anything - if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty, he gains a +2 luck bonus to attack rolls, damage rolls, armor class, saving throws, and skill checks for the next three rounds.
Greater Archetype Power: At 6th level, the poet gains the appropriate power for his archetype.
Out of the Jaws of Death: At 6th level, three times per day, the poet may restore his class level times his Charisma modifier in hit points to any ally within 30 feet who has just dropped below 1 hit point as an immediate action.
Archetypes:
Banshee
http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_88.jpg
Lesser Archetype Power: A banshee becomes immune to silence or deafening (unless somehow desired). A banshee may spend one use of his Inspiration ability to deal sonic damage equal to his Charisma modifier multiplied by his class level to all opponents in a 15 foot radius (centered on himself). A banshee may only spend Inspiration in this way three times per day.
Moderate Archetype Power: A banshee may spend two uses of his Inspiration ability to target one opponent within hearing range. This ability does sonic damage equal to the banshee's Charisma modifier each round and deafens the opponent with no save. This ability lasts as long as the banshee concentrates. If desired, the banshee may instead use this ability against unattended objects - the sonic damage ignores the object's hardness.
Greater Archetype Power: A banshee's lesser archetype power now stuns opponents for one round unless they make a Will save, with the DC equal to 10 + half the banshee's HD + the banshee's Charisma modifier.
Bravado
http://24.media.tumblr.com/tumblr_lqa85gBzKh1r0hx8lo1_500.png
Lesser Archetype Power: A bravado takes no penalties for fighting with two weapons, even if his off-hand weapon isn't light or he does not possess two-weapon fighting. In addition, a bravado may spend one use of his Inspiration ability to give all allies (including himself) within 30 feet a 1d4 bonus on melee damage rolls. The type of this damage is equal to the type of damage that the ally's weapon inflicts. This lasts for as long as the poet concentrates, and five rounds after. This bonus increases to 2d4 at 4th level and 3d4 at 6th level. A bravado may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a bravado is attacked in melee and the attack misses, the bravado may immediately make one melee attack against the opponent who missed - if he is wielding two weapons, he may attack with both. He may now also add his full Strength modifier to his off-hand attacks.
Greater Archetype Power: On a charge, a bravado may make one attack (with both weapons, if applicable) against all opponents who come within their reach on the charge. Each attack is resolved separately.
Doomsinger
http://images.wikia.com/dungeons/images/7/77/Dirgesinger.jpg
Lesser Archetype Power: A doomsinger may spend one use of his Inspiration ability to give all opponents within 30 feet a -1 penalty to all saves. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A doomsinger may only use Inspiration in this way three times per day.
Moderate Archetype Power: A doomsinger's attacks are imbued with the power of death, doing +1d6 negative energy damage. Any ally under the effects of his Inspire Courage ability also gain this benefit. At 6th level, the damage increases to 2d6.
Greater Archetype Power: A doomsinger may spend two uses of his Inspiration ability to reanimate a corpse as a skeleton or a zombie. This ability only functions on corporeal creatures of up to 8 HD with skeletal structures. This ability lasts as long as the doomsinger concentrates, and five rounds after, after which the corpse falls dead, unable to be reanimated. The doomsinger may only animate one corpse at a time.
Skald
http://atlante.unimondo.org/var/unimondo/storage/images/paesi/europa/europa-settentrionale/svezia/popoli/vichingo/578943-1-ita-IT/vichingo_large.jpg
Lesser Archetype Power: A skald gains proficiency with medium armor (and may ignore arcane spell failure while wearing it) and becomes immune to fear. A skald may also spend one use of his Inspiration ability to give all allies within 30 feet a +2 bonus to AC. This bonus lasts as long as the poet concentrates and for five rounds after. This bonus increases to +3 at 4th level and +4 at 6th. A skald may only use Inspiration in this way three times per day.
Moderate Archetype Power: The bonuses given by a skald's inspire courage ability increase by 1, and the bonus given by his inspire competence ability increases to +4.
Greater Archetype Power: A skald may spend two uses of his Inspiration ability to inspire greatness (http://www.d20srd.org/srd/classes/bard.htm#inspireGreatness) as if he were a bard of 9th level. In addition, his inspire courage ability now grants immunity to fear.
Trickster
http://cs11280.vkontakte.ru/u7637620/-6/x_1441edd6.jpg
Lesser Archetype Power: A trickster may spend one use of his Inspiration ability to give all opponents within 30 feet a -1 penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A trickster may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a trickster successfully denies an opponent its Dexterity bonus to armor class by feinting, all his allies adjacent to that opponent may make one free melee attack against it.
Greater Archetype Power: Any opponents affected by a trickster's lesser archetype power must make a Will save each round they are affected or be confused for one round. The DC for this save is equal to 10 + half the trickster's HD + the trickster's Charisma modifier.