Eslin
2013-05-03, 12:22 PM
Looking for critiques on the various class changes and special attacks especially - you guys are pretty good at spotting flaws.
General stuff
Check out the d20srd (http://www.d20srd.org/index.htm) for more information about D&D
Any class that grants 2+ int skill points per level and does not cast spells modified by intelligence now instead gains 4+ skill points per level.
All characters are treated as having the weapon finesse feat.
If you would gain a bonus feat from a class, race or template that you already have you may instead take any feat for which you qualify. This does not apply for feats you are allowed to choose from a list (3 or more) of specific feats - you can not take dodge as a fighter bonus feat if you already have it in order to take any feat.
For effects such as the ranger's favoured enemy and bane weapons, humanoids count as one group.
Power attack may be used on any ranged weapon that adds your strength modifier to damage, and effects that increase power attack damage are additive, not multiplicative.
Racial substitution levels may be taken for a race not your own. If you take a racial substitution level, you cannot take a racial substitution level for any other race, even if it is your own (changelings are an exception to this rule).
Turn/rebuke undead may be taken as a feat, though you only gain uses equal to your charisma modifier.
Any time you would gain a feat from a class, race or template, you may swap it out for any feat that is stated to count as the first for the purpose of pre-requisites - for instance, if you would be given the dodge feat from your class, you can instead take the expeditious dodge feat.
Any non touch attack that beats the target's armour class by twenty or more is automatically a critical hit.
Base attack bonus for a class is either low (0.5 per level), medium (.75 per level) or high (1 per level). This means taking a level in two different medium BAB classes would give you a base attack bonus of 1.5 rather than 0.
For any base class, you may give up a level of spellcasting advancement in exchange for full BAB, HD one size larger and a good fortitude and will save. Completely abandoning spellcasting for a class grants you one bonus feat for every four levels.
The mind blank and freedom of movement spells (and racial traits, class abilities, items and other methods that provide similar benefits) grant a +10 on saves or opposed checks rather than blanket immunity and make the character immune to failing on a one.
All spontaneous spellcasters whose spells per day progression is similar to that of the sorcerer gains 2 spells per day of a certain spell level the class level before they would get 3 spells per day of that spell level. Thus a sorcerer would have 2 level 2 spells per day at level 3, 2 level 3 spells per day at level 5, etc. If the character does not know any spells of that level yet he is treated as knowing 1 spell of that level.
Diplomacy and intimidate now work like they do here (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2).
Any character may create magical items without the relevant feats - to create an item without a feat, they must meet all other prerequisites and have ranks equal to the caster level of the item being created in the relevant skill. These skills are:
Craft (armoursmithing) - armour
Craft (weaponsmithing) - weapons
Craft (alchemy) - potions
Craft (magical trinkets) - rings, wondrous items
Craft (woodworking) - rods, wands, staves
Decipher script - scrolls
No feats, items or class abilities that help item creation can be used in conjunction with the creation of a certain item if skills are being used to craft it - for such advanced uses, you have to use the relevant feat. The relevant item creation feats are also necessary for the creation of custom magical items.
New special ability, available to all characters:
Parry
A character may, at the end of her turn, choose to sacrifice the ability to make attacks of opportunity in order to parry the attacks directed at her. She is still treated as threatening nearby squares for purposes of flanking.
A character can choose to parry a melee or ranged weapon attack directed at her that she is aware of by making an attack roll at her highest base attack bonus. You may then use the result as your AC against the incoming attack, as long as it is not directed at your touch armour class. A character cannot parry under conditions in which she would not be able to make an attack of opportunity and can parry as many times as she could make an an attack of opportunity, though until the start of her next round each parry attempt after the first takes a successive -2 penalty.
Character creation
Any race is allowed, a list of more common races can be found here (http://www.giantitp.com/forums/showpost.php?p=15171339&postcount=5)
Character stats are based on character tier (tier system (http://brilliantgameologists.com/boards/index.php?topic=5293)) and level adjustment.
Any 3.5 legal source accepted, no infinite loops/exploits, dragon magazine stuff needs DM approval.
Every character gets a free background feat, as detailed below
Flaws and traits are allowed, up to two of each.
Each character starts with 38 points to buy stats and all abilities start at 8, pay listed cost for ability score improvements. Paladins, monks and certain other classes recieve a higher point buy, talk to me if you're planning to create one.
Ability:Cost (cost must total up to 38)
9:1
10:2
11:3
12:4
13:5
14:7
15:9
16:12
17:15
18:19
True dragons have a LA of 0.
Background feats
These are bonus feats taken at level one and have no prerequisites, and each character can only have one. The skills mentioned become class skills for every class that character takes.
Altered perspective
Others can't seem to see your reasoning, but it's always been obvious to you that your strength, your dexterity or maybe your charisma is the source of your bonus spells.
For one of your spellcasting classes, you can determine your bonus spells per day with an ability score of your choice. Your choice of spellcasting class and ability score cannot be changed.
Class skills: Any two class skills that use the ability score that modifies your spells per day.
Armsmaster
Whether you have trained exhaustively in their use or possess a natural talent for equipment use, you are a master of innumerable weapons and armour
You are automatically proficient with every type of weapon, armour and shield.
Class skills: Balance, craft, jump, tumble.
Burglar
A life of crime, a fascination with mechanisms or an eye for small detail means you are able to break and enter with ease
You automatically gain skill ranks in the disable device, open lock and search skills equal to your character level+3 and gain the trapfinding class feature.
Class skills: Hide, move silently, use rope.
Dual wielder
Ambidextrous, well trained or a master of weapon synergy, you find it nearly as easy to attack with two weapons as with one.
By choosing to take a -2 penalty on all attacks until the start of your next round before your first attack, you may designate a primary and a secondary weapon. The secondary weapon, typically wielded in your other hand, temporarily gains the same magical properties as the primary weapon (if applicable to that weapon type) and any time you make an attack with the primary weapon you may make an attack with the secondary weapon at the same attack bonus, though you may only apply half your strength modifier to damage. If the secondary weapon is not light, the penalty increases to -4. This does not apply to maneuvers, and cannot be used in conjunction with two-weapon fighting.
Class skills: Balance, sleight of hand, tumble.
Esoteric learning
You go out of your way to learn the basics of unusual sources of power
You gain a free feat at first level, fourth level and every four levels thereafter. These feats must be chosen from the following list: martial study, martial stance, bind vestige, improved bind vestige, practiced binder, bonus essentia, shape soulmeld, open least/lesser/greater chakra, draconic aura, double draconic aura, any truename feat. Your effective binder, initiator, truespeak, or meldshaper level is always half your ECL (rounded up) if you have taken a feat related to it from the above list, even if you gain levels in a related class.
This wide versatility comes at the cost of focus however, and you can never cast spells above level six or manifest powers that require 13 or more power points.
Class skills: Concentration, truespeak, any two.
Forceful personality
Most people with such sense of self use their skills to influence others or direct supernatural abilities - maybe you do too, but you've mastered a few unusual uses in any case.
Once per round, you can use your bluff to feint or your intimidate to demoralise as a free action, though if you fail your opponent may do the same as a free action at the beginning of his next turn. You may substitute your base attack bonus for your skill ranks in bluff or intimidate while doing so.
Class skills: Iaijutsu focus, use magic device, use psionic device.
Harsh training
You have spent a huge amount of time vigorously training your mind and body to perfection, but unfortunately picked a really stupid direction for that training.
You gain dodge, toughness, endurance and run as bonus feats, which cannot be retrained or swapped out in any way.
Class skills: Appraise, climb, decipher script, disguise, forgery, psicraft, sleight of hand, truespeak, use rope.
Infiltrator
Maybe you were a thief, a bounty hunter or just have a natural gift for blending in, but you're almost impossible to find if someone's looking for you.
You can choose to register as any result you want to abilities such as detect evil or detect incarnum. In addition you are undetectable by divination effects that do not target you specifically, and are treated as being under the effect of a permanent nondetection spell (CL equal to your ECL) when specifically targeted by effects that the nondetection spell would counter.
Class skills: Disguise, forgery, gather information, hide.
Jack of all trades
You've lived a long time, had a wide range of training or are just naturally gifted, and can do anything you put your mind to.
Every skill is considered trained for you, and you are considered to have skill ranks equal to half your character level (rounded up) in any skill you have no ranks in, though you gain no synergy bonuses unless you have invested actual skill points.
No bonus class skills.
Magical dilettante
Whether by training, knack or a lot of time around other arcanists, you've learned a few spells over the years.
You can know and can cast a limited number arcane spells in the same way a sorcerer does and have an arcane caster level equal to half your character level rounded up. The DC for saves against your spells is 10 + your charisma modifier and you must have a high enough charisma modifier to learn and cast a spell, but you gain no bonus spells per day from having a high charisma score.
At level one, you can knowledge of one first level spell and can cast it once per day. Every four levels thereafter you gain knowledge of a spell of one level higher, and every eight levels after you gain knowledge of a spell you can cast it once more per day.
Class skills: Concentration, knowledge: arcana and spellcraft.
Martial talent
You've taken a less violent route in life, but you nonetheless retain a surprising amount of combat skill.
All classes you take count as having at least medium base attack bonus progression. You are also proficient in one martial or exotic weapon of your choice.
Perceptive
You always keep a sharp eye on the rest of the world, never letting details about the people around you or your surroundings escape you.
You reduce the miss chance against a foe granted by concealment or total concealment by 20% when making a melee or ranged physical attack.
Class skills: Listen, sense motive, spot.
Powerful build
Whether by luck, magic or unusual ancestry you're much larger than the average member of your race.
The character's space and reach remain the same, but she is treated as one size larger whenever this would be beneficial (such as when wielding weapons, grappling or determining whether a creature can swallow her whole).
Class skills: Climb, jump, swim.
Psychic potential
Whether through exposure to psionic energy, natural talent, a childhood in an environment with many practicising psions or focused study later in life, you have a rudimentary ability with psionics.
You can know and can manifest a limited number psionic powers in the same way a psion does and have an manifester level equal to half your character level rounded up. The DC for saves against your powers is 10 + your intelligence modifier and you must have a high enough intelligence modifier to learn and manifest, but you gain no bonus power points from having a high intelligence score.
At level one, you gain knowledge of one first level power, and every four levels thereafter you gain knowledge of a power of one level higher. You gain a power point reserve equal to your character level +2.
Class skills: Concentration, knowledge: psionics and psicraft.
Religious aptitude
Through religious training, insight or natural attunement to the ways of your deity or philosophy, your faith enables you to cast a few orisons.
You can know and can cast a limited number divine spells in the same way a cleric does and have a divine caster level equal to half your character level rounded up. The DC for saves against your spells is 10 + your wisdom modifier and you must have a high enough wisdom modifier to learn and cast a spell, but you gain no bonus spells per day from having a high wisdom score.
At level one, you gain the ability to cast one first level spell from the cleric spell list each day, which requires an hour of meditation to prepare. Every four levels thereafter you gain the ability to cast another spell per day of one level higher.
Class skills: Concentration, knowledge: religion and spellcraft.
Saddleborn
Part of a culture or tradition based around riding, trained from birth or naturally gifted, you have incomparable skill at riding animals.
You can temporarily improve any animal you ride, teaching it three tricks as a free action as you mount it. If the animal has less hit dice than you it temporarily gains enough hit dice to equal yours, and gains a +1 bonus to strength, constitution, dexterity and natural armour for every two hit dice gained in this manner. These bonuses last until one round after you dismount, can only be applied to one animal at a time and cannot be applied for another 24 hours if an animal you are mounted on dies.
Class skills: Handle animal, knowledge: nature, ride.
Skilled
No matter what stage of life you're at, you constantly pick up new skills.
Regardless of any other factor (such as low intelligence), you always gain no less than five skill points to spend as normal when you gain a level(x4 at first level). This obviously provides no benefit if you are already gaining four or more skill points once your class, intelligence modifier and any relevant racial bonuses or feats are taken into account.
Class skills: Any three.
Slight build
A pint sized powerhouse, for some reason you're much smaller than the average member of your race.
The character's space and reach remain the same, but he is treated as one size smaller whenever this would be beneficial (such as when determining space he can squeeze into, his size based equipment costs or determining an escape artist check).
Class skills: Escape artist, sleight of hand, tumble.
Sneaky
You're good at getting into and out of places unseen, whatever your goals may be.
You are not automatically detected by means such as blindsense or mindsight, but creatures with senses that would otherwise automatically detect you get a +5 bonus on checks to detect you per sense that would normally do so automatically.
Class skills: Hide, move silently, open lock.
Social creature
You're naturally good with others, no matter what road you take down life.
You can take ten on any charisma based skill apart from use magic device, no matter the circumstance.
Class skills: Bluff, diplomacy, gather information, intimidate.
Traveller
Whether you've been swept from place to place, explored, adventured or went where the work was, you've been practically everywhere and nothing can slow you down
You are treated as always being under the effect of the freedom of movement spell (though it cannot be dispelled), except for the purposes of grappling.
Class skills: Knowledge: geography, knowledge: local, knowledge: the planes, survival.
Unlocked power
Whether by manifesting power from unusual ancestry, magically experimenting on yourself or being naturally in tune with a certain type of viewpoint, you gradually gain a measure of unusual physical or mental power.
At level one, choose the fey heritage, fiendish heritage, willing deformity, devil-touched or draconic heritage feat. These feats have no prerequisites and no effect on your alignment, though others may treat you with suspicion or hostility based on your choice. At level four and every four levels thereafter you are granted a bonus feat, which must have the feat you took at level one listed as a pre-requisite.
Class skills: knowledge: religion, knowledge: the planes, heal.
Well rounded
Whether careful to correct your flaws or perhaps just really crap at everything, your flaws and strengths run together.
Your lowest ability score increases by two and your second and third lowest ability scores increase by one each.
Class skills: Any two skills that use the ability score you increased by two.
Wild at heart
Whether you grew up in the wild, studied it later in life or have a natural affinity for certain environments, you're always at home away from civilisation.
You gain the favoured environment ability (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm)as a ranger of your ECL.
Class skills: Handle animal, knowledge: nature, survival.
Religion
Due to their race's loss of overall power Corellon Larathian, Garl Glittergold, Gruumsh, Moradin and Yondalla are all intermediate deities, not greater ones.
Deities listed here (http://dungeons.wikia.com/wiki/DnDWiki:List_of_deities)
Zarus, god of humanity
(Greater god, lawful evil)
Portfolio: Humanity, domination, perfection.
Domains: Competition, Destiny, Domination, Magic, Strength, War.
Rumoured to be the first human, Zarus' star has recently risen along with that of humanity. Hated by many other gods, he is beset on all sides by deities trying to reduce his power or destroy him, but has thus far held fast, thanks in part to the constant stream of monuments, temples, sacrifices and devotions given to him by his subjects.
Haephax, god of progress
(Lesser god, lawful neutral)
Portfolio: Invention, education, building.
Domains: Artifice, Craft, Creation, Knowledge, Mind, Metal.
Former mortal elevated to godhood by Zarus after her creations and drive to adapt magical spells and items to new purposes greatly increased humanity's power.
General stuff
Check out the d20srd (http://www.d20srd.org/index.htm) for more information about D&D
Any class that grants 2+ int skill points per level and does not cast spells modified by intelligence now instead gains 4+ skill points per level.
All characters are treated as having the weapon finesse feat.
If you would gain a bonus feat from a class, race or template that you already have you may instead take any feat for which you qualify. This does not apply for feats you are allowed to choose from a list (3 or more) of specific feats - you can not take dodge as a fighter bonus feat if you already have it in order to take any feat.
For effects such as the ranger's favoured enemy and bane weapons, humanoids count as one group.
Power attack may be used on any ranged weapon that adds your strength modifier to damage, and effects that increase power attack damage are additive, not multiplicative.
Racial substitution levels may be taken for a race not your own. If you take a racial substitution level, you cannot take a racial substitution level for any other race, even if it is your own (changelings are an exception to this rule).
Turn/rebuke undead may be taken as a feat, though you only gain uses equal to your charisma modifier.
Any time you would gain a feat from a class, race or template, you may swap it out for any feat that is stated to count as the first for the purpose of pre-requisites - for instance, if you would be given the dodge feat from your class, you can instead take the expeditious dodge feat.
Any non touch attack that beats the target's armour class by twenty or more is automatically a critical hit.
Base attack bonus for a class is either low (0.5 per level), medium (.75 per level) or high (1 per level). This means taking a level in two different medium BAB classes would give you a base attack bonus of 1.5 rather than 0.
For any base class, you may give up a level of spellcasting advancement in exchange for full BAB, HD one size larger and a good fortitude and will save. Completely abandoning spellcasting for a class grants you one bonus feat for every four levels.
The mind blank and freedom of movement spells (and racial traits, class abilities, items and other methods that provide similar benefits) grant a +10 on saves or opposed checks rather than blanket immunity and make the character immune to failing on a one.
All spontaneous spellcasters whose spells per day progression is similar to that of the sorcerer gains 2 spells per day of a certain spell level the class level before they would get 3 spells per day of that spell level. Thus a sorcerer would have 2 level 2 spells per day at level 3, 2 level 3 spells per day at level 5, etc. If the character does not know any spells of that level yet he is treated as knowing 1 spell of that level.
Diplomacy and intimidate now work like they do here (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2).
Any character may create magical items without the relevant feats - to create an item without a feat, they must meet all other prerequisites and have ranks equal to the caster level of the item being created in the relevant skill. These skills are:
Craft (armoursmithing) - armour
Craft (weaponsmithing) - weapons
Craft (alchemy) - potions
Craft (magical trinkets) - rings, wondrous items
Craft (woodworking) - rods, wands, staves
Decipher script - scrolls
No feats, items or class abilities that help item creation can be used in conjunction with the creation of a certain item if skills are being used to craft it - for such advanced uses, you have to use the relevant feat. The relevant item creation feats are also necessary for the creation of custom magical items.
New special ability, available to all characters:
Parry
A character may, at the end of her turn, choose to sacrifice the ability to make attacks of opportunity in order to parry the attacks directed at her. She is still treated as threatening nearby squares for purposes of flanking.
A character can choose to parry a melee or ranged weapon attack directed at her that she is aware of by making an attack roll at her highest base attack bonus. You may then use the result as your AC against the incoming attack, as long as it is not directed at your touch armour class. A character cannot parry under conditions in which she would not be able to make an attack of opportunity and can parry as many times as she could make an an attack of opportunity, though until the start of her next round each parry attempt after the first takes a successive -2 penalty.
Character creation
Any race is allowed, a list of more common races can be found here (http://www.giantitp.com/forums/showpost.php?p=15171339&postcount=5)
Character stats are based on character tier (tier system (http://brilliantgameologists.com/boards/index.php?topic=5293)) and level adjustment.
Any 3.5 legal source accepted, no infinite loops/exploits, dragon magazine stuff needs DM approval.
Every character gets a free background feat, as detailed below
Flaws and traits are allowed, up to two of each.
Each character starts with 38 points to buy stats and all abilities start at 8, pay listed cost for ability score improvements. Paladins, monks and certain other classes recieve a higher point buy, talk to me if you're planning to create one.
Ability:Cost (cost must total up to 38)
9:1
10:2
11:3
12:4
13:5
14:7
15:9
16:12
17:15
18:19
True dragons have a LA of 0.
Background feats
These are bonus feats taken at level one and have no prerequisites, and each character can only have one. The skills mentioned become class skills for every class that character takes.
Altered perspective
Others can't seem to see your reasoning, but it's always been obvious to you that your strength, your dexterity or maybe your charisma is the source of your bonus spells.
For one of your spellcasting classes, you can determine your bonus spells per day with an ability score of your choice. Your choice of spellcasting class and ability score cannot be changed.
Class skills: Any two class skills that use the ability score that modifies your spells per day.
Armsmaster
Whether you have trained exhaustively in their use or possess a natural talent for equipment use, you are a master of innumerable weapons and armour
You are automatically proficient with every type of weapon, armour and shield.
Class skills: Balance, craft, jump, tumble.
Burglar
A life of crime, a fascination with mechanisms or an eye for small detail means you are able to break and enter with ease
You automatically gain skill ranks in the disable device, open lock and search skills equal to your character level+3 and gain the trapfinding class feature.
Class skills: Hide, move silently, use rope.
Dual wielder
Ambidextrous, well trained or a master of weapon synergy, you find it nearly as easy to attack with two weapons as with one.
By choosing to take a -2 penalty on all attacks until the start of your next round before your first attack, you may designate a primary and a secondary weapon. The secondary weapon, typically wielded in your other hand, temporarily gains the same magical properties as the primary weapon (if applicable to that weapon type) and any time you make an attack with the primary weapon you may make an attack with the secondary weapon at the same attack bonus, though you may only apply half your strength modifier to damage. If the secondary weapon is not light, the penalty increases to -4. This does not apply to maneuvers, and cannot be used in conjunction with two-weapon fighting.
Class skills: Balance, sleight of hand, tumble.
Esoteric learning
You go out of your way to learn the basics of unusual sources of power
You gain a free feat at first level, fourth level and every four levels thereafter. These feats must be chosen from the following list: martial study, martial stance, bind vestige, improved bind vestige, practiced binder, bonus essentia, shape soulmeld, open least/lesser/greater chakra, draconic aura, double draconic aura, any truename feat. Your effective binder, initiator, truespeak, or meldshaper level is always half your ECL (rounded up) if you have taken a feat related to it from the above list, even if you gain levels in a related class.
This wide versatility comes at the cost of focus however, and you can never cast spells above level six or manifest powers that require 13 or more power points.
Class skills: Concentration, truespeak, any two.
Forceful personality
Most people with such sense of self use their skills to influence others or direct supernatural abilities - maybe you do too, but you've mastered a few unusual uses in any case.
Once per round, you can use your bluff to feint or your intimidate to demoralise as a free action, though if you fail your opponent may do the same as a free action at the beginning of his next turn. You may substitute your base attack bonus for your skill ranks in bluff or intimidate while doing so.
Class skills: Iaijutsu focus, use magic device, use psionic device.
Harsh training
You have spent a huge amount of time vigorously training your mind and body to perfection, but unfortunately picked a really stupid direction for that training.
You gain dodge, toughness, endurance and run as bonus feats, which cannot be retrained or swapped out in any way.
Class skills: Appraise, climb, decipher script, disguise, forgery, psicraft, sleight of hand, truespeak, use rope.
Infiltrator
Maybe you were a thief, a bounty hunter or just have a natural gift for blending in, but you're almost impossible to find if someone's looking for you.
You can choose to register as any result you want to abilities such as detect evil or detect incarnum. In addition you are undetectable by divination effects that do not target you specifically, and are treated as being under the effect of a permanent nondetection spell (CL equal to your ECL) when specifically targeted by effects that the nondetection spell would counter.
Class skills: Disguise, forgery, gather information, hide.
Jack of all trades
You've lived a long time, had a wide range of training or are just naturally gifted, and can do anything you put your mind to.
Every skill is considered trained for you, and you are considered to have skill ranks equal to half your character level (rounded up) in any skill you have no ranks in, though you gain no synergy bonuses unless you have invested actual skill points.
No bonus class skills.
Magical dilettante
Whether by training, knack or a lot of time around other arcanists, you've learned a few spells over the years.
You can know and can cast a limited number arcane spells in the same way a sorcerer does and have an arcane caster level equal to half your character level rounded up. The DC for saves against your spells is 10 + your charisma modifier and you must have a high enough charisma modifier to learn and cast a spell, but you gain no bonus spells per day from having a high charisma score.
At level one, you can knowledge of one first level spell and can cast it once per day. Every four levels thereafter you gain knowledge of a spell of one level higher, and every eight levels after you gain knowledge of a spell you can cast it once more per day.
Class skills: Concentration, knowledge: arcana and spellcraft.
Martial talent
You've taken a less violent route in life, but you nonetheless retain a surprising amount of combat skill.
All classes you take count as having at least medium base attack bonus progression. You are also proficient in one martial or exotic weapon of your choice.
Perceptive
You always keep a sharp eye on the rest of the world, never letting details about the people around you or your surroundings escape you.
You reduce the miss chance against a foe granted by concealment or total concealment by 20% when making a melee or ranged physical attack.
Class skills: Listen, sense motive, spot.
Powerful build
Whether by luck, magic or unusual ancestry you're much larger than the average member of your race.
The character's space and reach remain the same, but she is treated as one size larger whenever this would be beneficial (such as when wielding weapons, grappling or determining whether a creature can swallow her whole).
Class skills: Climb, jump, swim.
Psychic potential
Whether through exposure to psionic energy, natural talent, a childhood in an environment with many practicising psions or focused study later in life, you have a rudimentary ability with psionics.
You can know and can manifest a limited number psionic powers in the same way a psion does and have an manifester level equal to half your character level rounded up. The DC for saves against your powers is 10 + your intelligence modifier and you must have a high enough intelligence modifier to learn and manifest, but you gain no bonus power points from having a high intelligence score.
At level one, you gain knowledge of one first level power, and every four levels thereafter you gain knowledge of a power of one level higher. You gain a power point reserve equal to your character level +2.
Class skills: Concentration, knowledge: psionics and psicraft.
Religious aptitude
Through religious training, insight or natural attunement to the ways of your deity or philosophy, your faith enables you to cast a few orisons.
You can know and can cast a limited number divine spells in the same way a cleric does and have a divine caster level equal to half your character level rounded up. The DC for saves against your spells is 10 + your wisdom modifier and you must have a high enough wisdom modifier to learn and cast a spell, but you gain no bonus spells per day from having a high wisdom score.
At level one, you gain the ability to cast one first level spell from the cleric spell list each day, which requires an hour of meditation to prepare. Every four levels thereafter you gain the ability to cast another spell per day of one level higher.
Class skills: Concentration, knowledge: religion and spellcraft.
Saddleborn
Part of a culture or tradition based around riding, trained from birth or naturally gifted, you have incomparable skill at riding animals.
You can temporarily improve any animal you ride, teaching it three tricks as a free action as you mount it. If the animal has less hit dice than you it temporarily gains enough hit dice to equal yours, and gains a +1 bonus to strength, constitution, dexterity and natural armour for every two hit dice gained in this manner. These bonuses last until one round after you dismount, can only be applied to one animal at a time and cannot be applied for another 24 hours if an animal you are mounted on dies.
Class skills: Handle animal, knowledge: nature, ride.
Skilled
No matter what stage of life you're at, you constantly pick up new skills.
Regardless of any other factor (such as low intelligence), you always gain no less than five skill points to spend as normal when you gain a level(x4 at first level). This obviously provides no benefit if you are already gaining four or more skill points once your class, intelligence modifier and any relevant racial bonuses or feats are taken into account.
Class skills: Any three.
Slight build
A pint sized powerhouse, for some reason you're much smaller than the average member of your race.
The character's space and reach remain the same, but he is treated as one size smaller whenever this would be beneficial (such as when determining space he can squeeze into, his size based equipment costs or determining an escape artist check).
Class skills: Escape artist, sleight of hand, tumble.
Sneaky
You're good at getting into and out of places unseen, whatever your goals may be.
You are not automatically detected by means such as blindsense or mindsight, but creatures with senses that would otherwise automatically detect you get a +5 bonus on checks to detect you per sense that would normally do so automatically.
Class skills: Hide, move silently, open lock.
Social creature
You're naturally good with others, no matter what road you take down life.
You can take ten on any charisma based skill apart from use magic device, no matter the circumstance.
Class skills: Bluff, diplomacy, gather information, intimidate.
Traveller
Whether you've been swept from place to place, explored, adventured or went where the work was, you've been practically everywhere and nothing can slow you down
You are treated as always being under the effect of the freedom of movement spell (though it cannot be dispelled), except for the purposes of grappling.
Class skills: Knowledge: geography, knowledge: local, knowledge: the planes, survival.
Unlocked power
Whether by manifesting power from unusual ancestry, magically experimenting on yourself or being naturally in tune with a certain type of viewpoint, you gradually gain a measure of unusual physical or mental power.
At level one, choose the fey heritage, fiendish heritage, willing deformity, devil-touched or draconic heritage feat. These feats have no prerequisites and no effect on your alignment, though others may treat you with suspicion or hostility based on your choice. At level four and every four levels thereafter you are granted a bonus feat, which must have the feat you took at level one listed as a pre-requisite.
Class skills: knowledge: religion, knowledge: the planes, heal.
Well rounded
Whether careful to correct your flaws or perhaps just really crap at everything, your flaws and strengths run together.
Your lowest ability score increases by two and your second and third lowest ability scores increase by one each.
Class skills: Any two skills that use the ability score you increased by two.
Wild at heart
Whether you grew up in the wild, studied it later in life or have a natural affinity for certain environments, you're always at home away from civilisation.
You gain the favoured environment ability (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm)as a ranger of your ECL.
Class skills: Handle animal, knowledge: nature, survival.
Religion
Due to their race's loss of overall power Corellon Larathian, Garl Glittergold, Gruumsh, Moradin and Yondalla are all intermediate deities, not greater ones.
Deities listed here (http://dungeons.wikia.com/wiki/DnDWiki:List_of_deities)
Zarus, god of humanity
(Greater god, lawful evil)
Portfolio: Humanity, domination, perfection.
Domains: Competition, Destiny, Domination, Magic, Strength, War.
Rumoured to be the first human, Zarus' star has recently risen along with that of humanity. Hated by many other gods, he is beset on all sides by deities trying to reduce his power or destroy him, but has thus far held fast, thanks in part to the constant stream of monuments, temples, sacrifices and devotions given to him by his subjects.
Haephax, god of progress
(Lesser god, lawful neutral)
Portfolio: Invention, education, building.
Domains: Artifice, Craft, Creation, Knowledge, Mind, Metal.
Former mortal elevated to godhood by Zarus after her creations and drive to adapt magical spells and items to new purposes greatly increased humanity's power.