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Ziegander
2013-01-10, 07:12 PM
The Ragnarok Omnibus
Etchings of the End Times

http://hdwpapers.com/thumbs/ragnarok_online_wallpaper_9-t2.jpg

A game of Ragnarok is played in much the same way as a game of D&D 3.5, with the following rules adjustments:

Ability Scores
All characters start with a 13 in all Ability Scores. Any number of points may be shifted between Ability Scores, but no Ability score can go below 8 or above 18 in this way.

Strength
Strength no longer modifies melee attack rolls.
Strength now modifies all weapon damage rolls (with some exceptions).
Every +1 bonus adds 5ft to land speed.
Every +2 bonus adds 5ft to climb/swim speed.
Every -1 penalty lowers climb/swim speed by 5ft.
Every -2 penalty lowers land speed by 5ft.

Constitution
Constitution now modifies Damage Reduction.
Every +2 bonus grants a 5% chance to turn a critical hit into a normal one (this stacks with other abilities with the same function).

Dexterity
Dexterity no longer modifies Initiative or to AC.
Dexterity now modifies all attack rolls.
Dexterity now modifies all non-magical saving throw DCs (with some exceptions).
Every +2 bonus grants rerolls of lowest weapon damage dice rolls (for example, a character with Dexterity 22 has a +6 bonus from Dexterity. When she sneak attacks with her dagger rolling 1d4 + 3d6 she may reroll any 1s, 2s, or 3s on the damage dice).

Intelligence
Intelligence no longer modifies magic saving throw DCs.
Intelligence now modifies AC in place of Dexterity.
Intelligence now modifies all magic damage rolls.
To prepare or cast an Arcane spell a character must have an Intelligence score at least 10 + the spell's level.

Wisdom
Wisdom no longer modifies magic saving throw DCs.
Wisdom now modifies Initiative.
To prepare or cast a Divine spell a character must have a Wisdom score at least 10 + the spell's level.
Every +1 bonus allows a character to either add an additional square to or exempt a square from any area effect used.
Every +2 bonus grants rerolls of lowest magic damage dice rolls (see Dexterity example above).

Charisma
Charisma now modifies MP, or merit points, each level. Merit points fully recover after 8 hours of rest but do not "heal naturally" like hit points.
Charisma now modifies all magic saving throw DCs (including item effect DCs).

Classes
All characters start as 1st level Novices. After a player has reached the 3rd level in the Novice class he or she may take the 1st level in a Job Class. Job Classes go from levels 1-7, and then there are Prestige Classes that players take after their 7th Job Class level, which go from 1-10.

For example, a 20th level character is a Novice 3/Job 7/Prestige 10. All characters follow this same basic progression as they gain class levels.

The Novice

http://images1.wikia.nocookie.net/__cb20100305090532/pro/images/9/91/Novice.jpg

HD: d6

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+0|Basic Skill, Merit Badge|

2nd|+1|+0|+0|+0|Red Badge of Courage|
+1 Level of Existing Job Features

3rd|+2|+1|+1|+1|Medal of Honor|
+1 Level of Existing Job Features
[/table]

Class Skills (2 + Int mod per level): Climb, Craft, Handle Animal, Jump, Listen, Profession, Ride, Spot, Swim, and Use Rope.

Proficiencies: Simple, one-handed weapons; light armor and shields.

Basic Skill (Ex): Choose one of the following:


Gain a +1 bonus to melee attack and damage rolls, and a +1 bonus to Fortitude saves.
Gain a +1 bonus to ranged attack and damage rolls, and a +1 bonus to Reflex saves.
Gain a +1 bonus to spell saving throw DCs, and a +1 bonus to Will saves. Learn the Sleep spell (cost 1 merit point).


Merit Badge (Ex): You gain 1 merit point, or MP, per Novice level. You may spend 1 merit point to reroll a 20-sided die whenever you roll a 1. You may do this as many times as you wish for any single roll.

Red Badge of Courage (Ex): You may spend 2 merit points as a swift or immediate action to gain immunity to a single instance of any given Fear effect. This will not protect you from further applications of the same Fear effect though it will remove an ongoing Fear effect.

Medal of Honor (Ex): Upon completing your journey as a Novice, you gain the ability to spend 3 merit points as a free action to gain the benefits of the Freedom of Movement spell against any single movement-impairing effect for 1 round.

Job Classes

The Acolyte

http://4.bp.blogspot.com/_SIf9EC60ADM/Ssr0lcp26RI/AAAAAAAAAFg/mxisETtZxcs/s320/acolytert2%5B1%5D.png

HD: d6

{table=head]Level|BAB|Fort|Ref|Will|Special |
Spell Level

1st|+0|+0|+0|+2|Merit Dice (d6), Prayer|
1

2nd|+1|+0|+0|+3|Divine Protection +1|
1

3rd|+1|+1|+1|+3||
2

4th|+2|+1|+1|+4|Divine Protection +2|
2

5th|+2|+1|+1|+4||
3

6th|+3|+2|+2|+5|Divine Protection +3|
3

7th|+3|+2|+2|+5||
4
[/table]

Class Skills (4 + Int mod per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Religion), Listen, and Use Rope.

Proficiencies: Simple, one-handed weapons; light armor and shields.

Merit Dice (Ex): Acolytes roll a d6 Merit Die each time they gain a Job level, adding the result to their MP in addition to any MP gained from a high Charisma modifier.

Prayer (Su): At 1st level, an Acolyte chooses a patron God. This grants him or her the ability to cast divine spells learned from the Acolyte spell list and access to his or her patron Gods domains spells. All Acolytes designate an hour of the day during which they pray to their patron God.

After this hour of prayer, the Acolyte's patron God restores all of the Acolyte's merit points as well as 1 hit point per 5 merit points restored in this way. An Acolyte cannot pray at any other time of the day, except at her designated hour.

Spells (Su): Acolytes cast divine spells that they have learned from the Acolyte Spell list. However, alignment may restrict an Acolyte from casting certain spells opposed to his or her moral or ethical beliefs (see Chaotic, Evil, Good, and Lawful Spells).

An Acolyte begins the job with the knowledge of three 1st level Acolyte spells and learns an additional spell of any level he or she is able to cast at every job level after 1st. An Acolyte may cast any spell he or she knows, or any domain spells he or she has access to, spontaneously, without needing any time to prepare them beforehand.

Casting spells costs merit points, or MP, as given below.

Acolyte Spell List

1ST LEVEL (1 MP) - Bless, Bless Water, Comprehend Languages, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Detect Aberration/Undead/Outsider, Divine Favor, Endure Elements, Obscuring Mist, Magic Weapon, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, and Shield of Faith.

2ND LEVEL (3 MP) - Aid, Augury, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis, Resist Energy, Searing Light, and Spiritual Weapon.

3RD LEVEL (5 MP) - Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Protection from Energy, Remove Blindness/Deafness/Curse/Disease, Water Breathing, Water Walk, and Wind Wall.

4TH LEVEL (7 MP) - Cure Critical Wounds, Dimensional Anchor, Dismissal, Divination, Freedom of Movement, Greater Magic Weapon, Neutralize Poison, Repel Vermin, Restoration, Sending, and Tongues.


Divine Protection (Su): Starting at 2nd level, an Acolyte gains a +1 bonus to AC and Damage Reduction against all Aberrations, Outsiders, and Undead, and a +1 bonus to any saving throw he or she makes against such a creature's ability, effect, or spell. This bonus increases by +1 at every even level thereafter.

The Archer

http://galeria.rune-nifelheim.com/albums/userpics/10004/normal_archer.png

HD: d6

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+2|+0|Merit Dice (d4), Rapid Shot, Vulture's Aim

2nd|+2|+0|+3|+0|Improve Concentration

3rd|+3|+1|+3|+1|Arrow Volley +1

4th|+4|+1|+4|+1|Refined Fletching

5th|+5|+1|+4|+1|Arrow Volley +2

6th|+6|+2|+5|+2|Craft Elemental Arrow

7th|+7|+2|+5|+2|Arrow Volley +3
[/table]

Class Skills (6 + Int mod per level): Climb, Concentration, Craft, Handle Animal, Hide, Jump, Knowledge (Geography), Listen, Profession, Ride, Spot, Swim, and Use Rope.

Proficiencies: Simple, one-handed weapons, plus the Longbow and Shortbow; light armor and shields.

Merit Dice (Ex): Archers roll a d4 Merit Die each time they gain a Job level, adding the result to their MP in addition to any MP gained from a high Charisma modifier.

Rapid Shot (Ex): Whenever a 1st level Archer attacks with a bow, he or she may accept a -2 penalty to that attack roll and make an additional attack with her bow that also suffers a -2 penalty to the attack roll.

Vulture's Aim (Ex): Increase the range increment of any bow the Archer wields by 5ft per point of his or her Intelligence bonus.

Improve Concentration (Ex): Starting at 2nd level, whenever an Archer makes a skill check, he or she may spend 1 merit point to take 10 on that skill check, even if he or she is distracted or under stress. If that skill check is a Listen or Spot check, he or she may spend 2 or 4 more MP to gain a +5 bonus to the check. If the Archer spent 4 more MP, then he or she also perceives creatures through the use of his or her skill check as though they were no silent or invisible (as the case may be).

Arrow Volley (Ex): Starting at 3rd level, an Archer may deal damage to an area of up to one contiguous 5ft square per Job level equal to the damage of a single bow attack + the damage of one extra arrow. Creatures in the area are entitled to a Reflex save for half damage. The entirety of the area must be within the first range increment of the Archer's bow.

Using this ability requires a standard action and the consumption of 1 arrow per 5ft square affected (to a minimum of three 5ft squares and 3 arrows). For every two arrows consumed beyond the initial three increase the area damage by that of one extra arrow.

Refined Fletching (Ex): Whenever an Archer crafts his or her own arrows increase the damage die of those arrows by one step (from 1d6 to 1d8 and so on).

Craft Elemental Arrow (Su): Whenever an Archer crafts his or her own arrows, he or she may permanently invest some of his or her merit points into them to imbue them with elemental properties. To use this ability, for each elemental arrow you wish to create, burn 3 MP and choose Cold, Electricity, or Fire. The crafted arrows become Ice, Shock, or Burning arrows, respectively, and deal damage of that energy type rather than piercing damage. The damage dealt by these arrows is modified both by your Strength and your Intelligence modifiers. Each time you attack with one of these arrows, whether you hit or miss, the arrow is destroyed and you regain the 3 MP used to craft it. If you use the Arrow Volley feature with these arrows, you regain the MP used to craft any arrows consumed.

The Expert

http://imageshack.us/a/img341/5117/merchant0ar1.jpg

HD: d8

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+1|+1|+1|Deep Pockets, Identify, Mammonite +1d8, Merit Dice (d4), Savvy Businessman, Trapfinding

2nd|+1|+1|+1|+1|Tricks of the Trade

3rd|+2|+2|+2|+2|Mammonite +2d8

4th|+3|+2|+2|+2|Skill Mastery

5th|+3|+3|+3|+3|Mammonite +3d8

6th|+4|+3|+3|+3|Jack of all Trades

7th|+5|+3|+3|+3|Mammonite +4d8
[/table]

Class Skills (8 + Int mod per level): All skills.

Proficiencies: All simple weapons; martial, one-handed weapons plus the Longbow and Shortbow; light and medium armors; and shields.

Deep Pockets (Ex): An Expert's carrying capacity is much higher than that of other classes. Increase his or her Light Load by 5 × Job level, Medium Load by 10 × Job level, and Heavy Load by 15 × Job level. This ability does not alter an Expert's max lifting or dragging weights.

Identify (Ex): An Expert may spend 1 merit point and a standard action to replicate the effects of the Identify spell.

Mammonite (Su): An Expert has an odd relationship with money, and is able to exploit that relationship to deal extra damage to his or her foes. He or she may choose to apply this ability to any attack as a free action for 1 merit point causing the attack to deal +1d8 extra damage but at a GP cost equal to the total damage dealt by the attack. The extra damage dealt by this ability increases at every odd Job level after 1st.

Merit Dice (Ex): Experts roll a d4 Merit Die each time they gain a Job level, adding the result to their MP in addition to any MP gained from a high Charisma modifier.

Savvy Businessman (Ex): For every Job level, the Expert receives a 2% discount on all purchased goods and enjoys a 2% markup rate on all goods he or she sells. For example, a 7th level Expert buys goods for 86% of their normal cost and sells at 64% value.

Trapfinding (Ex): Experts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and may use the Disable Device skill to disarm magic traps.

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. Disarming a magic trap generally has a DC of 25 + the level of the spell used to create it.

An Expert 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 his or her party) without disarming it.

Tricks of the Trade (Ex): At 2nd level, an Expert gains 3 + Int modifier (minimum 3) bonus Skill Tricks (see Complete Scoundrel for more details). If the Expert's Intelligence modifier later increases, then the Expert gains additional bonus Skill Tricks as appropriate.

Skill Mastery (Ex): Starting at 4th level, and Expert may take 10 in any skill for which he or she has at least 10 ranks, even if that skill can't normally be tried in that way, or even if he or she is distracted or under stress.

Jack of all Trades (Ex): Starting at 6th level, an Expert may spend 3 MP during an encounter to use any Skill Trick that he or she has already used that encounter.

The Sage

http://images.mmosite.com/photo/2010/02/21/ragnarokonlinea5009.jpg

HD: d4

{table=head]Level|BAB|Fort|Ref|Will|Special |
Spell Level

1st|+0|+0|+0|+2|Lore, Merit Dice (d8), Scribe Scroll|
1

2nd|+1|+0|+0|+3|Knowledge Devotion +1|
1

3rd|+1|+1|+1|+3||
2

4th|+2|+1|+1|+4|Knowledge Devotion +2|
2

5th|+2|+1|+1|+4||
3

6th|+3|+2|+2|+5|Knowledge Devotion +3|
3

7th|+3|+2|+2|+5||
4
[/table]

Class Skills (4 + Int mod per level): Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Speak Language, and Use Magic Device.

Proficiencies: Simple, one-handed weapons; light armor and shields.

Lore (Ex): This ability functions exactly as the Bard's Bardic Knowledge ability found here (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge).

Merit Dice (Ex): Sages roll a d8 Merit Die each time they gain a Job level, adding the result to their MP in addition to any MP gained from a high Charisma modifier.

Scribe Scroll: At 1st level, a Sage gains the Scribe Scroll feat as a bonus feat.

Spells (Su): Sages cast arcane spells that they have learned from the Sage spell list. Unfortunately, a Sage's spells are more complicated than an Acolyte's, and he cannot wear armor or use shields without suffering Arcane Spell Failure chance.

A Sage begins the job with the knowledge of three 1st level Sage spells and learns an additional spell of any level he or she is able to cast at every job level after 1st. A Sage may cast any spell he or she knows spontaneously, without needing any time to prepare them beforehand.

Casting spells costs merit points, or MP, as given below.

Sage Spell List

1ST LEVEL - Alarm, Calm Animals, Cause Fear, Command, Comprehend Languages, Detect Animals/Plants, Detect Secret Doors, Detect Snares/Pits, Disguise Self, Erase, Goodberry, Hypnotism, Identify, Magic Stone, Pass Without Trace, Produce Flame, Shillelagh, Speak with Animals, and Ventriloquism.

2ND LEVEL - Alter Self, Animal Trance, Augury, Charm Person, Delay Poison, Detect Thoughts, Enthrall, Find Traps, Fire Trap, Gentle Repose, Pyrotechnics, Soften Earth and Stone, Whispering Wind, and Zone of Truth.

3RD LEVEL - Arcane Sight, Dispel Magic, Dominate Animal, Explosive Runes, Flame Arrow, Illusory Script, Remove Disease, Secret Page, Sepia Snake Sigil, Snare, Speak with Plants, Spike Growth, Suggestion, and Tongues.

4TH LEVEL - Blight, Charm Monster, Command Plants, Discern Lies, Divination, Minor Creation, Rusting Grasp, Sending, Shout, Spell Immunity, and Spike Stones.


Knowledge Devotion (Ex): Starting at 2nd level, a Sage may make one Knowledge check per round as a free action. Whenever a Sage successfully uses a Knowledge skill to identify a creature he gains a +1 bonus to AC, attack rolls, damage rolls, and saving throws against all such creatures for the duration of the encounter. This bonus increases by +1 for every two Job levels after 2nd.

The Swordsman

http://i3.bebo.com/045/14/large/2008/07/01/10/2249248543a8177880442l.jpg

HD: d10

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+1|+0|Martial Study, Merit Dice (d4), Provoke

2nd|+2|+3|+1|+0|Endure +1

3rd|+3|+3|+2|+1|Martial Study

4th|+4|+4|+2|+1|Endure +2

5th|+5|+4|+3|+1|Martial Study

6th|+6|+5|+3|+2|Endure +3

7th|+7|+5|+3|+2|Martial Study
[/table]

Class Skills (6 + Int mod per level): Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Profession, Ride, Sense Motive, Spot, Swim, Tumble, and Use Rope.

Proficiencies: All simple weapons and martial melee weapons; light, medium, and heavy armors; and shields.

Martial Study: At first level and at every odd level thereafter, a Swordsman gains the Martial Study feat as a bonus feat. He or she may instead take the Martial Stance feat if he or she wishes and if he or she meets the prerequisites for it.

Swordsmen may only use these bonus feats to learn maneuvers and stances from the Diamond Mind, Iron Heart, and Stone Dragon disciplines. A Swordsman may recover his or her maneuvers as a free action at the end of any turn in which he or she used no maneuvers by spending 1d4 MP.

Merit Dice (Ex): Swordsmen roll a d4 Merit Die each time they gain a Job level, adding the result to their MP in addition to any MP gained from a high Charisma modifier.

Provoke (Ex): Any time a Swordsman hits a creature with an attack he may spend 1 MP. If he does, the struck creature must succeed on a Will save (DC 10 + 1/2 character level + the higher of the Swordsman's Dexterity or Charisma modifiers + 1 per 10 damage dealt by the attack) or be forced to spend the rest of the encounter attacking the Swordsman. If the creature fails this save it may only take movement-related and offensive actions on its turns. It may only use movement-related actions to move closer to the Swordsman and must target the Swordsman or include the Swordsman as a target or within the area of any offensive actions it takes.

If the creature succeeds it ignores this effect, unless the Swordsman is 4 or more levels higher than it. In that case, the creature is able to do anything it likes on its turns; however, it may only use offensive actions if they target the Swordsman or include the Swordsman as a target or within their area.

Endure (Ex): Starting at 2nd level, a Swordsman gains a +1 bonus to his or her Damage Reduction (a character with no Damage Reduction gains DR 1/--). This bonus increases by +1 at every even level after 2nd. Furthermore, whenever he or she is hit by a magical attack, the Swordsman may spend a number of MP up to the bonus granted by this ability to reduce the damage dealt by 5 per MP spent in this way.

The Thief

http://images2.wikia.nocookie.net/__cb20090626135052/pro/images/f/f2/Thief.gif

HD: d6

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+0|Double Attack +1d6, Dual-Wield, Merit Dice (d4), Steal, Thieves' Tools, Trapfinding

2nd|+1|+0|+3|+0|Improved Dodge +1

3rd|+2|+1|+3|+1|Double Attack +2d6

4th|+3|+1|+4|+1|Improved Dodge +2

5th|+3|+1|+4|+1|Double Attack +3d6

6th|+4|+2|+5|+2|Improved Dodge +3

7th|+5|+2|+5|+2|Double Attack +4d6
[/table]

Class Skills (8 + Int mod per level): Appraise, Balance, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Ride, Search, Sleight of Hand, Spot, Swim, Tumble, and Use Rope.

Proficiencies: Simple, one-handed weapons; thieves' tools (see below); and light armor and shields.

Double Attack (Ex): For every two times a Thief successfully hits the same creature in one round, as long as each attack dealt at least 1 hit point damage, the Thief deals 1d6 extra damage to that creature. This extra damage increases by 1d6 at every odd level after 1st.

Dual-Wield (Ex): A Thief starts the job with the Two-Weapon Fighting feat as a bonus feat, even if he or she doesn't meet the prerequisites. Furthermore, whenever the Thief wields one of his or her Thieves' Tools (see below) the penalty on that hand for fighting with two weapons is reduced by -2.

Merit Dice (Ex): Thieves roll a d4 Merit Die each time they gain a Job level, adding the result to their MP in addition to any MP gained from a high Charisma modifier.

Steal (Ex): By spending 1 MP, a Thief may take 10 on a Sleight of Hand check made to take something from a creature even if he or she is distracted or under stress. If the Thief does, he or she may then spend any number of MP to gain an equivalent competence bonus to his or her Sleight of Hand check (see Epic Sleight of Hand (http://www.d20srd.org/srd/epic/skills.htm#sleightOfHand)).

Thieves' Tools (Ex): Thieves start the job with a set of masterwork Thieves' Tools. They also consider all light, melee weapons as well as Acid, Crowbars, Hand Crossbows, Rocks, Sand, Shuriken, Slings, Thunderstones, and Whips to be part of their Thieves' Tools (not that they start with masterwork copies of any of these things).

Trapfinding (Ex): Thieves can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and may use the Disable Device skill to disarm magic traps.

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. Disarming 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 his or her party) without disarming it.

Improved Dodge (Ex): Starting at 2nd level, a Thief gains a +1 dodge bonus to AC and Reflex saves, as well as a +1 bonus to Initiative. These bonuses increase by +1 at every even level after 2nd.

Prestige Classes

Alchemist - d8/d8, 5th level spells

Assassin - d8/d8, 5th level spells

Blacksmith - d10/d6, awesome magical crafting

Cleric - d6/d10, 9th level spells

Crusader - d10/d6, 5th level spells?

Knight - d12/d4, more stompy maneuvers

Monk - d8/d8, 5th level spells

Ranger - d10/d6, 5th level spells?

Rogue - d8/d4, ? ? ? ?

Sniper - d8/d4, ? ? ? ?

Warlock - d6/d10, 9th level spells (summons, witchcraft, etc)

Wizard - d4/d12, 9th level spells (high quality archmage style stuff)

Ziegander
2013-01-10, 08:23 PM
Reserved Post #1.

Ziegander
2013-01-10, 08:26 PM
Reserved Post #2.