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ngilop
2013-11-28, 10:51 PM
Adept



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th


1st
+0
+0
+0
+2
Brew Potion
3
1






2nd
+1
+0
+0
+3
Summon Familiar
3
1






3rd
+1
+1
+1
+3
Blessings of the Ancestors
3
2






4th
+2
+1
+1
+4

3
2
0





5th
+2
+1
+1
+4

3
2
1





6th
+3
+2
+2
+5

4
2
1





7th
+3
+2
+2
+5

4
3
2





8th
+4
+2
+2
+6
Sacred Council
4
3
2
0




9th
+4
+3
+3
+6

4
3
2
1




10th
+5
+3
+3
+7

4
3
2
1




11th
+5
+3
+3
+7

4
3
3
2




12th
+6/+1
+4
+4
+8

4
3
3
2
0



13th
+6/+1
+4
+4
+8

5
3
3
3
1



14th
+7/+2
+4
+4
+9

5
3
3
3
1



15th
+7/+2
+5
+5
+9
Vision Quest
5
4
3
3
2



16th
+8/+3
+5
+5
+10

5
4
3
3
2
0


17th
+8/+3
+5
+5
+10

5
4
3
3
2
1


18th
+9/+4
+6
+6
+11

5
4
3
3
2
1


19th
+9/+4
+6
+6
+11

5
4
4
3
3
2


20th
+10/+5
+6
+6
+12
Spirit Dance
5
4
4
3
3
2


Alignment: Any
Hit Die: 1d6

Class Skills:
The Adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiency
Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.

Spells
An Adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an Adept must choose and prepare his spells in advance. Unlike a cleric, an Adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an Adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Adept’s spell is 10 + the spell level + the Adept’s Wisdom modifier.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an Adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score.

When Table: The Adept indicates that the adept gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Each Adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.

Spell List

0 Level
Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stick, Touch of Fatigue.

1st Level
Bless, Burning Hands, Bussing Bee, Cause Fear, Command, Comprehend Languages, Conviction, Cure Light Wounds, Dead End, Deep Breath, Detect Chaos, Detect Evil, Detect Good, Detect Law, Distract, Endure Elements, Greater Mage Hand, Healthful Rest, Incite, Inhibit, Ironguts, Obscuring Mist, Omen of Peril, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Scent, Sleep, Slow Burn, Summon Undead I, Wall of Smoke.

2nd Level
Aid, Animal Trance, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Cloud of Bewilderment, Close Wound, Cure Moderate Wounds, Cure of Ill Fortune, Darkness, Delay Poison, Delusions of Grandeur, Distracting Ray, Earthen Grasp, Invisibility, Markof the Outcast, Mirror Image, Phantom Foe, Ray of Weakness, Resist Energy, Scorching Ray, See Invisibility, Silence, Sting Ray, Summon Undead II, Sure Footed Stride, Wall of Gloom, Web.

3rd Level
Anarchic Storm, Animate Dead, Axiomatic Storm, Bestow Curse, Bite of the Wererat, Circle Dance, CLoak of Bravery, Contagion, Continual Flame, Corpse Candle, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Enhance Familiar, Fortify Familiar, Glowing Orb, Great Thunderclap, Holy Storm, Lightning Bolt, Mass Aid, Mass Conviction, Miser's Envy, Nauseating Breath, Neutralize Poison, Primal Form, Remove Curse, Remove Disease, Skull Watch, Summon Undead III, Tongues, Unholy Storm.

4th Level
Bite of The Werewolf, Cure Critical Wounds, Defenestrating Sphere, Flame Stride, Minor Creation, Polymorph, Restoration, Scrying, Stoneskin, Stone Sphere, Summon Undead IV, Wall of Fire.

5th Level
Baleful Polymorph, Break Enchantment, Bite of The Wereboar, Commune, Cyclonic Blast, Death Throes, Doomtide, Greater Dispel Magic, Heal, Major Creation, Raise Dead, Rejection, Spirit Wall, Summon Undead V, True Seeing, Viscid Glob, Wall of Stone.


Class Features

Brew Potion The Adept gains brew potion as a bonus feat at 1st level.

Summon Familiar
At 2nd level, an Adept can call a familiar, just as a sorcerer or wizard can.

Blessings of the Ancestors {Su}: At 3rd level an Adept can use this ability. This acts as a mass aid spell, usuable once a day, plus once more for ever 5th level thereafter.

Sacred Council {Ex}: The Adept at 8th level can give an ally a bonus to a skill check equal to the Adept's wisdom modifer for 24 hours.

Vision Quest {Sp}: Once per day, an Adept of 15th level or higher may release his spirit from his body and embark on a spiritual quest for enlightenment and knowledge. After 24 uninterrupted hours of fasting and meditation, treat the Adept as under the effects of astral projection. If desired, the Adept also gains the effect of legend lore with a casting time of 24 hours, regardless of how much information is already known about the subject in question. He uses his Adept level as the caster level for both of these spell-like effects.

Spirit Dance {Su}: At 20th level an Adept can perform a ritual dance to persuade the spirits to augment his magic. Performing a spirit dance requires three minutes of stylized movements and chanting. At the end of this ritual dance the next spells he casts equal to wisdom modifer gain one of the follow benefits. A new benefit may be chosen for each spell.
-Treated as 2 caster levels higher for calculating spell effects.
-May apply one metamagic feat he knows without increasing the spell's level. The Adept cannot use this ability to cast a spell whose modified spell level would exceed the level of the highest-level spell that he can normally cast +1. So, he could maximize a 3rd level spell as that would normally take a 6th level spell slot. But he could not quicken a 3rd level spell as that would normally take a 7th level spell slot.


Aristocrat



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
Wealth


2nd
+1
+0
+0
+3
Etiquette


3rd
+2
+1
+1
+3



4th
+3
+1
+1
+4
Bodyguard


5th
+3
+1
+1
+4



6th
+4
+2
+2
+5



7th
+5
+2
+2
+5



8th
+6/+1
+2
+2
+6
Comeliness


9th
+6/+1
+3
+3
+6



10th
+7/+2
+3
+3
+7



11th
+8/+3
+3
+3
+7



12th
+9/+4
+4
+4
+8
Nobility's Mantle


13th
+9/+4
+4
+4
+8



14th
+10/+5
+4
+4
+9
Rouse/Demoralize


15th
+11/+6/+1
+5
+5
+9



16th
+12/+7/+2
+5
+5
+10
Expert Leadership


17th
+12/+7/+2
+5
+5
+10



18th
+13/+8/+3
+6
+6
+11



19th
+14/+9/+4
+6
+6
+11



20th
+15/+10/+5
+6
+6
+12
Aura of Royalty


Hit Die: 1D8

Class Skills
The aristocrat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), and Survival (Wis).

Skill Points at 1st Level(4 + Int modifier) ×4.
Skill Points at Each Additional Level4 + Int modifier.

Weapon and Armor Proficiency
The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.

Class Features

Wealth: The Aristocrat starts with amazing wealth for a first level character. In addition to his normal starting money and equipment, the Aristrocrat receives 850 additional gold. His starting weapons, armors and sheilds must all be masterwork and he spends 10% more on the rest of his starting equipment as he only buys the best, all standard purchases must also have this 10% extra charge ( rooms for an inn, renting a horse buying a chicken etc). In addition on the first day of every month an Aristocrat can make an income check. He rolls a d20, and adds his Charisma modifer, if it meets or exceed 15 he has acquired an additional 10 gold per Charisma modifier times his Aristrocrat levels.

Etiquette {Ex}: The Aristocrat may attempt to smooth over bad feelings from a social faux pas or vulgar breach of etiquette committed either by himself, his companions or someone he takes pity upon. The Aristocrat cannot undo the mistake but he can erase the social stigma from whoever committed the error. By making a successful Diplomacy check against the offended's Sense Motive modifier, albeit with a -10 penalty. YAn Aristocrat can use the Etiquette ability a number of times per day equal to 1 + his Charisma modifier (minimum one). In addition the Aristocrat gains a +4 competance bonus to Diplomacy checks.
For example, if Timbuu The Fighter accidentally insults the Baron's daughter by mistaking her for the serving wench, the Aristocrat can step in to keep tempers from rising or tarnished pride from causing an over-hasty response by delivering a discourse on the merits of rational thought and forgiveness. If someone is intentionally trying to cause a social incident, make opposed Diplomacy checks with all relevant modifiers..


Bodyguard {Ex}: The Aristocrat gains a bodyguard, who has levels in the NPC Warrior class only, equal to Aristocrat levels -3. This bodyguard is made using the non-elite array (13, 12, 11, 10, 9, 8.). The bodyguard does not count as a cohort for purposes of the leadership feat. In addition, the Bodyguard gains the following abilities
1st- The bodyguard gives the Aristocrat a +2 bonus to AC as long as they are adjacent
4th-The bodyguard can take a blow intended for the Aristocrat, able to take half the damage dealt, like with the SHield Other spell.
6th- When making attacks of opportunity triggered by movement, the bodyguard may chose to halt his opponent rather than inflict damage
9th- Uncanny dodge
11th- Grants cover to the Aristocrat if he stands between the Aristocrat and an oppoenent.
14th- The bodyguard continues to fight normally after being reduced to -10 or fewer Hit Points, for a number of rounds equal to his Constitution modifier. Combat works normally. Any damage he receives during this time simply pushes him deeper into the negatives (making it harder for him to be healed back to stable health). If he is healed above -10 before his time runs out, nothing happens. Otherwise, the bodyguard collapses in a lifeless heap as soon as the duration runs out.
17th- Improved Uncanny dodge, the bodyguard becomes immune to charm and compulsion abilities and effects.

Comeliness {Ex}: The Aristocrat takes great pride in his appearance and is naturally well dressed and groomed. He receive a +2 circumstance bonus to all Charisma-based skill checks in situations where appearance might be important, this increases by 1 every 6th level afterwards.

Nobility's Mantle {Ex}: Allies (including the Arisocrat himself) gain a +1 bonus to Saves and AC.

Rouse/Demoralize {Ex}: Once per encounter for a number of rounds equal to 2 plus the Aristocrat's Charisma modifier he can use this ability. Rouse gives allies a +2 morale bonus to all rolls, while if he instead uses demoralize; oppoents within 30 feet are shaken, this counts as a terror effect. The save is Will DC 10 +1/2 Arisocrat level + charisma modifier.

Expert Leadership {Ex}: An Aristocrat's leadership score counts as 2 higher. The Aristocrat still needs to get the Leadership feat.

Aura of Royalty {Ex}: Allies within 20 feet of the Arisocrat gains a +2 bonus to saves vs fear effects, a +1 bonus to saves vs charms and compulsion effets, and a +1 morale bonus to attacks. These bonuses do not work if the Aristocrat is panicked, unconsious, paralyzed, or dead.

Commoner


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0



2nd
+1
+0
+0
+0
Skill Focus


3rd
+1
+1
+1
+1



4th
+2
+1
+1
+1



5th
+2
+1
+1
+1



6th
+3
+2
+2
+2



7th
+3
+2
+2
+2



8th
+4
+2
+2
+2



9th
+4
+3
+3
+3
Expert's Focus


10th
+5
+3
+3
+3



11th
+5
+3
+3
+3



12th
+6
+4
+4
+4



13th
+6
+4
+4
+4



14th
+7
+4
+4
+4
Expert's Guiding Hand


15th
+7
+5
+5
+5



16th
+8
+5
+5
+5



17th
+8
+5
+5
+5



18th
+9
+6
+6
+6



19th
+9
+6
+6
+6



20th
+10
+6
+6
+6
Master of The Trade


Hit Die: 1D6

Class Skills
The commoner’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex). Plus any 2 chosen by the player.

Skill Points at 1st Level (2 + Int modifier) × 4.
Skill Points at Each Additional Level 2 + Int modifier.

Weapon and Armor Proficiency

The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.

Class Features

Skill Focus {Ex}: A Commoner gaisn Skill Focus as a bonus feat for one skill in his skill list.

Expert's Focus {Ex}: The Commoner recieves a competence bonus equal to half his Commoner levels in his selected skill focus.

Expert's Guiding Hand {Ex}: A commoner who uses the Aid Another action gives a +4 bonus instead of the normal plus 2. If the Aid Another is for a skill check in the Commoner's Skill Focus the target instead recives the Commoner's Expert Focus bonus.

Master of The Trade {Ex}: Once per day as a free action a Commoner can choose make the roll for a skill check for the Skill he selected as his Skill Focus at 2nd level to be a 20 instead of what the dice actually reads. In addition In his sleected skill focus the time it takes to take 10 or take 20 is halved


Holy/Unholy Knight


Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Smite Evil/Good 1/day, Aura of Good/Evil, Detect Evil/Good


2nd
+2
+3
+0
+0
Lay on Hands/Harm Touch


3rd
+3
+3
+1
+1
Aura of Courage, Divine Health


4th
+4
+4
+1
+1
Turn/Control Undead


5th
+5
+4
+1
+1
Smite Evil/Good 2/day, Special Mount


6th
+6/+1
+5
+2
+2
Remove/Cause Disease 1/week


7th
+7/+2
+5
+2
+2



8th
+8/+3
+6
+2
+2
Divine Grace


9th
+9/+4
+6
+3
+3
Remove/Cause Disease 2/week


10th
+10/+5
+7
+3
+3
Smite Evil/Good 3/day


11th
+11/+6/+1
+7
+3
+3



12th
+12/+7/+2
+8
+4
+4
Remove/Cause Disease 3/week


13th
+13/+8/+3
+8
+4
+4



14th
+14/+9/+4
+9
+4
+4



15th
+15/+10/+5
+9
+5
+5
Remove/Cause Disease 4/week, Smite Evil/Good 4/day


16th
+16/+11/+6/+1
+10
+5
+5



17th
+17/+12/+7/+2
+10
+5
+5



18th
+18/+13/+8/+3
+11
+6
+6
Remove/Cause Disease 5/week


19th
+19/+14/+9/+4
+11
+6
+6



20th
+20/+15/+10/+5
+12
+6
+6
Smite Evil/Good 5/day, Holy/Unholy Warrior



Alignment: Any Good/Any Evil
Hit Die: 1D10

Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: Holy/Unholy Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Class Features

Aura of Good/Evil {Ex}: The power of a Holy/Unholy Knight’s aura of good/evil (see the detect good spell) is equal to her Holy/Unholy Knight level.

Detect Evil/Good {Sp}: At will, a Holy/Unholy Knight can use detect evil/Good, as the spell.

Smite Evil/Good {Su}: Once per day, a Holy/Unholy Knight may attempt to smite evil/good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Holy/Unholy Knight level. If the Holy/Unholy Knight accidentally smites a creature that is not evil/good, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the Holy/Unholy Knight may smite evil/good one additional time per day, as indicated on Table: The Holy/Unholy Knight, to a maximum of five times per day at 20th level.

Lay on Hands/Harm Touch {Su}: Beginning at 2nd level, a Holy Knight with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A Holy Knight may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Holy Knight can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Holy Knight decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

An Unholy Knight with a Charisma score of 12 or higher can cause wounds by touch. Each day she can deal a total of damage equal to her Unholy Knight level x her Charisma bonus, Using harm touch requires a successful melee touch attack and doesn’t provoke an attack of opportunity. An Unholy Knight may choose to divide this damage among multiple recipients, and she doesn’t have to use it all at once. Using harm touch is a standard action.

Alternatively, a, Unholy Knight can use any or all of this power to heal undead creatures. The Holy Knight decides how many of her daily allotment of points to use as healing after successfully touching an undead creature.

Aura of Courage {Su}: Beginning at 3rd level, a Holy/Unholy Knight is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Holy/Unholy Knight is conscious, but not if she is unconscious or dead.

Divine Health {Ex}: At 3rd level, a Holy/Unholy Knight gains a bonus to all saves against disease spells, abilities,a nd effects equal to her class level.

Turn/control Undead {Su}: When a Holy/Unholy Knight reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns or controls undead as a cleric of three levels lower would.

Special Mount {Sp}: Upon reaching 5th level, a Holy/Unholy Knight gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil, or good (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a Holy/Unholy Knight may magically call her mount from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Holy/Unholy Knight’s class level. The mount immediately appears adjacent to the Holy/Unholy Knight and remains for 2 hours per Holy/Unholy Knight level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Holy/Unholy Knight may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Holy/Unholy Knight’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Holy/Unholy Knight may not summon another mount for thirty days or until she gains a Holy/Unholy Knight level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Holy/Unholy Knight takes a –1 penalty on attack and weapon damage rolls.

Remove/Cause Disease {Sp}: At 6th level, a Holy/Unholy Knight can produce a remove/Cause disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Divine Grace {Su}: At 8th level, a Holy/Unholy Knight gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Holy/Unholy Warrior {Su}: At 20th level a Holy/Unholy Knigh becomes a conduit for the power of her faith. Her DR increases to 10/evil or 10/good. Her weapons as well as any allies weapons within 10 feet become good/evil in regards to overcoming damage reduction.

Associates: While she may adventure with characters of any good or neutral alignment, a Holy Knight will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Holy Knight may accept only henchmen, followers, or cohorts who are good. An Unholy Knight might adventure with characters of any good or neutral alignment she will never knowing associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A Holy Knight may accept only henchmen, followers, or cohorts who are evil



THE HOLY/UNHOLY KNIGHT'S MOUNT

The Holy/Unholy Knight ’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium Holy/Unholy Knight is a heavy warhorse, and the standard mount for a Small Holy/Unholy Knight is a warpony. Another kind of mount, such as a riding dog (for a halfling Holy/Unholy Knight ) or a Large shark (for a Holy/Unholy Knight in an aquatic campaign) may be allowed as well. A Holy/Unholy Knight ’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).



Holy/Unholy Knight Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special


5th–7th
+2
+4
+1
6
Empathic link, improved evasion, share saving throws


8th–10th
+4
+6
+2
7
Improved speed


11th–14th
+6
+8
+3
8
Command creatures of its kind


15th–20th
+8
+10
+4
9
Spell resistance



Holy/Unholy Knight ’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Empathic Link {Su}: The Holy/Unholy Knight has an empathic link with her mount out to a distance of up to 1 mile. The Holy/Unholy Knight cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the Holy/Unholy Knight has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion {Ex}: When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Holy/Unholy Knight ’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed {Ex}: The mount’s speed increases by 10 feet.

Command {Sp}: Once per day per two Holy/Unholy Knight levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Holy/Unholy Knight ’s level + Holy/Unholy Knight ’s Cha modifier) to negate the effect.

Spell Resistance {Ex}: A mount’s spell resistance equals its master’s Holy/Unholy Knight level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Hunter


Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
1st Favored Enemy, Track, Wild Empathy


2nd
+2
+3
+3
+0
Combat Style


3rd
+3
+3
+3
+1
Endurance


4th
+4
+4
+4
+1
Animal Companion


5th
+5
+4
+4
+1
2nd Favored Enemy


6th
+6/+1
+5
+5
+2
Improved Combat Style


7th
+7/+2
+5
+5
+2
Woodland Stride


8th
+8/+3
+6
+6
+2
Swift Tracker


9th
+9/+4
+6
+6
+3
Quarry


10th
+10/+5
+7
+7
+3
3rd Favored Enemy


11th
+11/+6/+1
+7
+7
+3
Combat Style Mastery


12th
+12/+7/+2
+8
+8
+4



13th
+13/+8/+3
+8
+8
+4
Camouflage


14th
+14/+9/+4
+9
+9
+4
Evasion


15th
+15/+10/+5
+9
+9
+5
4th Favored Enemy


16th
+16/+11/+6/+1
+10
+10
+5



17th
+17/+12/+7/+2
+10
+10
+5
Hide in Plain Sight


18th
+18/+13/+8/+3
+11
+11
+6



19th
+19/+14/+9/+4
+11
+11
+6



20th
+20/+15/+10/+5
+12
+12
+6
5th Favored Enemy, Master Hunter


Alignment: Any
Hit Die: 1d8

Class Skills:
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str),and Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: A Hunter is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Class Features

Favored Enemy {Ex}: At 1st level, a Hunter may select a type of creature from among those given on Table: Hunter Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Hunter may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the Hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

Hunter Favored Enemies


Type (Subtype)
Type (Subtype)
Type (Subtype)
Type (Subtype)


Aberration
Humanoid (dwarf)
Humanoid (reptilian)
Outsider (fire)


Animal
Humanoid (elf)
Magical beast
Outsider (good)


Construct
Humanoid (goblinoid)
Monstrous humanoid
Outsider (lawful)


Dragon
Humanoid (gnoll)
Ooze
Outsider (native)


Elemental
Humanoid (gnome)
Outsider (air)
Outsider (water)


Fey
Humanoid (halfling)
Outsider (chaotic)
Plant


Giant
Humanoid (human)
Outsider (earth)
Undead


Humanoid (aquatic)
Humanoid (orc)
Outsider (evil)
Vermin



Track: A Hunter gains Track as a bonus feat.

Wild Empathy {Ex}: A Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Hunter rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Hunter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The Hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style {Ex}: At 2nd level, a Hunter must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the Hunter selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the Hunter selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the Hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A Hunter gains Endurance as a bonus feat at 3rd level.

Animal Companion {Ex}: At 4th level, a Hunter gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Hunter on his adventures as appropriate for its kind.

This ability functions like the Ranger ability of the same name, except that the Hunter’s effective Ranger level is one-half his Hunter level. A Hunter may select from the alternative lists of animal companions just as a Ranger can, though again his effective Ranger level is half his Hunter level. Like a Ranger, a Hunter cannot select an alternative animal if the choice would reduce his effective Ranger level below 1st.

Improved Combat Style {Ex}: At 6th level, a Hunter’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the Hunter selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the Hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride {Ex}: Starting at 7th level, a Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker {Ex}: Beginning at 8th level, a Hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Quarry {Ex}: At 9th level a Hunter can as a move action designated one creature to be his quarry. His attacks deal an addition 1d6 damage against his Quarry target.

Combat Style Mastery {Ex}: At 11th level, a Hunter’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the Hunter selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the Hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage {Ex}: A Hunter of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Evasion {Ex}: At 14th level, a Hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Hunter is wearing light armor or no armor. A helpless Hunter does not gain the benefit of evasion.

Hide in Plain Sight {Ex}: While in any sort of natural terrain, a Hunter of 17th level or higher can use the Hide skill even while being observed.

Master Hunter {Ex}: At 20th level a Hunter can always move at full speed while using Survival to follow tracks without penalty. He can, as a full-round action, make a single attack against anenemy at his full attack bonus. If the attack hits, the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Hunter's level + the Hunter's Wisdom modifier. If the save is successful the target takes 1d6 points of damage per Hunter level instead

ngilop
2013-11-30, 05:18 PM
Warrior


Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Bonus Feat, Strong Back


2nd
+2
+3
+0
+0
Bonus Feat


3rd
+3
+3
+1
+1
Combat Maneuvers


4th
+4
+4
+1
+1
Bonus Feat


5th
+5
+4
+1
+1



6th
+6/+1
+5
+2
+2
Bonus Feat


7th
+7/+2
+5
+2
+2
Athletic


8th
+8/+3
+6
+2
+2
Bonus Feat


9th
+9/+4
+6
+3
+3



10th
+10/+5
+7
+3
+3
Bonus Feat, Rapid Attack


11th
+11/+6/+1
+7
+3
+3



12th
+12/+7/+2
+8
+4
+4
Bonus Feat


13th
+13/+8/+3
+8
+4
+4
Uncanny Dodge


14th
+14/+9/+4
+9
+4
+4
Bonus Feat


15th
+15/+10/+5
+9
+5
+5



16th
+16/+11/+6/+1
+10
+5
+5
Bonus Feat


17th
+17/+12/+7/+2
+10
+5
+5
Defy Death


18th
+18/+13/+8/+3
+11
+6
+6
Bonus Feat


19th
+19/+14/+9/+4
+11
+6
+6



20th
+20/+15/+10/+5
+12
+6
+6
Bonus Feat, Battle Surge


Alignment: Any
Hit Die: 1D10

Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (tactics) (Int), Listen (Wis), Jump (Str), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: A Warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Class Features

Bonus Feats: At 1st level, a Warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Warrior gains an additional bonus feat at 2nd level and every two fWarrior levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Warrior is not limited to the list of fighter bonus feats when choosing these feats. A Warrior counts as a fighter of his level for the purpose of qualifying for feats, such as weapon specialization.

Strong Back {Ex}: A Warrior counts his Strength score as 2 higher, but only in regards to his carrying capacity.

Combat Maneuvers {Ex}: A Warrior gains a +2 bonus to all opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. THis bonus increases by 1 at 8th, 13th and again at 18th level.

Atheltic {Ex}: A Warrior gains a +3 bonus to all STR and DEX based skill checks, This increases to +5 at level 12 and +7 at level 17.

Rapid Attack {Ex}: A Warrior gains a +2 bonus to initiative and his first successful attack in an encounter deals and addition 1d8 damage, of the same type his weapon would deal. This extra damage is multiplied on a critical hit.

Uncanny Dodge {Ex}: A Warrior retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Defy Death {Ex}: Once per day whenever the Warrior is reduced to 0 or fewer hit points from weapon damage, he can instead reduce the damage to put him at 1 hit point.

Battle Surge {Ex}: Once per encounter a Warrior gains 1 extra full round action.



Ok, so Im just looking for some feedback here

I don't want these classes to be attractive to players over the actual base classes.

I am aiming for the 'tier' 4 realm but of course 5 is all right.

If you noticed

yes teh holy/unholy knight is the PhB Paladin with more limited spell access and some abiltiies delayed.. while the hunter is the PhB Ranger with the same change up

Of Course the Warrior is the PhB Fighter with some added abilities and more skills.

I gave them all abilities and at least semi-cool capstones (well cept for the commoner) becuase, well sometimes My players want to be the under dog and these classes are by no means useless.. just requires some more thought.

nonsi
2013-12-02, 04:06 PM
What's the point with the commoner?
It's no match for any class in the world on any parameter.

ngilop
2013-12-02, 05:24 PM
thats the exact point.


The Commoner represents the everyman out there in the wrodl.. its supposed to be the bar everything is measured against.

So when you are thinking " oh no a Balor' you not thinking form 'hey im a level 19 wizard' you suppoed to be in the lvl 19 commoner mindset.

Yes I know that D&D messed up with a lot of thing ( well really the only thing they messed up on was making anythng with spells too good)

Not everybody in the world has or needs a class.. that is where the commoner comes in again. I guess you cna say 'whats the point with the commoner' with standard D&D too

or since you want to go down that road whats the point with any class besides the Artificer, Archivist, Cleric, Druid, Erudite, or Wizard?

Passive Pete
2013-12-02, 05:39 PM
Just a little tip:

I would say any NPC that's powerful enough to be a "Holy Warrior" is powerful enough to have a few levels in paladin. That's almost exactly what "Holy Warrior" is. A paladin.

I can kinda understand hunter, though. . . almost a weaker type of ranger. I might make it a litter less powerful though. Like maybe remove Combat Style and spells. The common trapper would not be educated in the ways of dual-wielding swords or casting spells.

Otherwise I like this a lot! :smallsmile:

ngilop
2013-12-02, 05:52 PM
Yeah that is basically what the Hunter is the PhB Ranger with less spell acceess ( hence the spells known) with some pushed back abilities or weaker ones from my version of the ranger * for insrance quarry is gotten at 9th level and never improves and combat styles only gives bonus feast unlike the ranger who gets actual abilities

The Holy Knight and Unholy Knight are bascally weaker versions of the PhB Paladin ( with an evil twist in the case of the Unholy) again lower spell accesses and delayed abilities.
The version of Paladin I use is a great deal more powerful ( well i techncially have 2 divine warrior classes) gets a more powerful mount, better class abilities and a much better capstone. Oh and smite evil is imporved as well.

zlefin
2013-12-02, 05:59 PM
Commoner doesn't really make sense to me; if you're buffing the other NPC classes you should buff commoner too; commoners, realistically speaking, aren't THAT weak. make their abilities less useful for combat is fine though.

JoshuaZ
2013-12-02, 08:41 PM
Hunter and Warrior seem to be close variants of fighter and ranger. What classes are you intending to be the PC equivalents? Also, what are your goals here?

ngilop
2013-12-02, 10:26 PM
Yeah that is basically what the NPC classes are.
Warrior = PhB fighter with more skill points more skills and a few decent class abilities
Holy/Unholy Knight = PhB Paladin with limited spell access divine grace bumped back a few levels and a capstone that is like a souped up 14th level ?? (i cannot remember) ability paladins get
Hunter = PhB Ranger with a semi allright capstone limited spell access and one ranger ability at a later level that never increases ( quarry)

I am debating on whether I want to put my ranger up on GiTP because im getting sick of people just dropping one liners that have ZERo to do with my thread or with any critiques, feedbacks or suggestions for improvement.

Its beyond rude and hurtful when peopel pop in my thread and say
"So this is a Witch without healing, without 9th level casting, and instead getting full BAB and a companion?"

or


Always good to see Hexblade stuff!

what I am looking at for these classes is " are they decent enough to be mook classes? Are they representive of the names? Can they work if somebody say.. wants to play a low powered game"

Palanan
2013-12-02, 10:38 PM
Just a brief comment on the Aristocrat: although it may need some polishing, it looks like it's off to a good start, and much better than the standard DMG version. Enough class features to be interesting and believable, without going overboard.

Please note the eighth-level class feature should be spelled "Comeliness," and there are a couple typos in the text.

Also, on Etiquette: the basic idea is great--using one's good breeding to cover for a less refined companion--but I'm a little fuzzy on the exact mechanics. What is "social stigma" in this context, and what does the successful Diplomacy check accomplish in terms of mechanics?

Grod_The_Giant
2013-12-02, 11:05 PM
I like the idea, and a lot of the execution. And I'm rather amused that upgraded Fighters and Paladins are only fit to be NPC classes. However... apart from convention, I see no point in having them be more than, oh, 5 levels long. More than that, and I feel like an individual starts being important enough to have levels in a "real" class, you know? So I guess the question is, "do you think there would be enough high-level NPCs with NPC-class levels to make things like the Adept's spirit quest ability significant?"

...and I have to agree that the Holy Warrior and Huntsman are too much. Not necessarily from a power point-of-view, but they're too complex to make good NPC classes. Too many choices, too many moving parts, and they definitely don't need casting as good as the Adept's. For the former, I might cut it down to Smite, Lay on Hands, and Turn/Rebuke Undead. Maybe the mount, too. The latter can have his skill points, tracking abilities, and Favored Enemy. That should be more than enough.

Where's the Expert?

ngilop
2013-12-04, 04:56 PM
There got rid of the spelsl for teh Holy/Unholy Knight and the Hunter.

I ignore teh expert.. that class never really made any sense to me.. commoners should be decent at what they do and maybe capable in 1 or 2 things outside of their field of expertise. WHich is why for teh Commoner i gave them a set skill list and then 2 open skills
> you wanna talk to teh old sage who is the local expert on the battle of Simlithn, well theres the commoner who is level 3 and took Know: local and Know: history as his 2 free slots. of course he also has craft: soap as well he needs some kind of steady income.

And yes I 100% feel the way WoTC screwed over the paladin, Ranger, and Fighter in 3rd made them subtsnatially weaker than they were.. let alone while incressing the powers for the spell casting classes ( at least the poor Rouge got a bit of love)

When an NPC classes named the Adept is just as good as the suppposed PC classes.. something is worng and to quote teh DMG
"If you've created a variant class with sneaking and subterfuge capabilities better than the rogue or a combat-oriented class more adept at combat than the fighter, you have gone astray" And then you relaize "hey WoTC you made 4 classes better at fighting that the fighter in the PhB.. let alone the half dozen or more since..."

yeah to me that screams NPC class teh poor PhB fighter was supposed to be the
"questing Knight, conquering overlord, king's champion, elite foot soldier, hardened mercanry, bandit king.... Stalwart defenders, cruel marauders, and gutsy adventurers"

I would not be so upset about how the completely screwed the pooch if when they released the ToB they said in a pre-word "hey D7D fans.. we know we dropped the ball with the Fighter, paladin and rogue.. SO consider these classes are fixes and this book sub-subtitled "Fighters, Paladins, and Rogues: REDUX"

ngilop
2013-12-08, 06:32 PM
Clearified the strong back ability for warriors

though I am thinking of making NpC only feats that allow the hunter and holy/unholy to pick up a handful of spells..

like zero level and first level spells.. maybe even second level?

Grod_The_Giant
2013-12-08, 11:07 PM
though I am thinking of making NpC only feats that allow the hunter and holy/unholy to pick up a handful of spells...
Be careful. It's one thing to make intentionally weak-but-flavorful options like the Gleaner (http://www.giantitp.com/articles/gk7uKJeF296jRcx1NJw.html); making something that would be useful and restricting it to NPCs is one of those things that starts people screaming about verisimilitude and double standards.

ngilop
2013-12-09, 10:13 PM
scratch that idea then, LOL

Grod_The_Giant
2013-12-09, 10:57 PM
scratch that idea then, LOL
Or just offer it to PCs as well.

nonsi
2013-12-10, 05:54 AM
Or just offer it to PCs as well.

I did (http://www.giantitp.com/forums/showpost.php?p=13458089)

ngilop
2013-12-10, 09:26 PM
Ok, Just am looking to see if you think these classes are 'tier' 4 or lower.

im really only worried about the Adept and Aristocrat being borderline 'tier' 3 due to my additions of class abilities.


also.. does my Warrior ( or as Grod said upgraded Fighter :smallsmile: ) work as a very easy Fighter Fix? I know the abilities are a bit.. low key but would you think that the majority of DMs in the world would say " yeah i'll allow that Fighter"

These are teh classes the Players are supposed to be compared against, so remember that they are indeed suppose to be weaker and are a cheap and easy way to upgrade some monsters the PCs might face without putting them on equal terms.

'oh whats that now the Orc war cheif is an Unholy Knight 8 /Eye of Grummsh 4' see pretty cool.. you upgraded the orc to make him somewhat of a challenge.. and get some unexpected neato things ( smite good) but he is no where near as powerful if instead he took a full on PC class

I think of all these NPC classes Adept and Arsitocrat would be the easiest to be able to keep up with PCs.. I have to admit I think i outdid myself with the Aristrocrat :)

Zweisteine
2013-12-10, 10:05 PM
These look interesting, but, as has been mentioned, they seem a bit too close to the PH classes.

I could see them as people who couldn't get full of proper training. but that seems to be of limited practical use.


And I don't have time to finish my post. Darn.

ngilop
2013-12-10, 11:39 PM
basically yeah that what they are the stripped down version of the Paladin and Ranger and an upgraded PhB Fighter.

I imagined the unholy Knight and Holy Knight as more what youc ould call 'dedicated faithful warriors' and especially with Grod's suggesstion of losing spellcasting (brilliant) The hunter IS the outdoorsman maybe a loner.. deals with animals. the hardned mountaineer. of course these men have dedicated their lives to killing a certain X, maybe the frontiersman's first love was killed by kobolds in a raid.. Favored enemy kobolds and such

The Holy/Unholy Knight is basically in the case of the holy Knight. the guy who failed the paladin state bar, to sum it up. They are dedicated and oathbound to theri deity but they just fell short of the self conditioning that would let them be full on paladins.

The warrior is the profressional soldier or towns guardsman or the elite bodyguards of a powerful and wealthy individual (politically powerful not D&D powerful) They have military training and usually are to be found living dangerous lives.. they don't really have any experience agaisnt say.. a Beholder or a fiend. The fighter (that i am in the process of working on) is more suited to adventuring hero and fighter fo mythical beasts and so he gets actual abilities to help him overcome those situation

I guess the best way to put the Warrior Vs the Fighter is thusly
The Warrior is mundane, able to do what youd think a typical human would be capable of While the Fighter is Extraordinary. often performing feats that one would consider impossible in the realm of real world physics and physical limitations (barring silly things like how as long as you ar enot in lava you don't take the 20d6 dmg a round,, but not liek that 20d6 is a lot anyways)

ngilop
2014-01-27, 09:29 PM
WOO!!

Ok actually stopped being lazy and included the Adept Table.. debating on if i should increase the spell list with a couple spell form SPell Compendium for each level.

JoshuaZ
2014-01-27, 11:00 PM
Adept bonus for Sacred Council should probably be an insight bonus. This will help prevent or reduce some of the more obvious abuse issues and thematically makes sense.

The Dragon
2014-01-28, 08:12 AM
What classes are supposed to be PC classes in the world where you use these?

If the answer is 'rogue, ranger, barbarian, paladin and fighter' you've made these too strong to the point that there's no meaningful difference between using these and giving NPCs PC class levels.

If the answer is 'crusader, swordsage, warblade, duskblade, beguiler and factotum' then these are very fitting.

It all depends on context, really.

But if NPC classes are as strong as PC classes, why have them at all?

Also, you seem awfully hostile for someone seeking feedback.

ngilop
2014-01-28, 07:12 PM
I am still working on an effective Fighter re-work. its taking a lot longer than I originally planned.

But yes, its more correctly the 2nd answer.

I apologize if i come acros as hostile. I admit that i was partaking of aggressive behaboir but that was in my mind at least completely directed to WoTC and their extreme lack of foresight. I did not mean for any of that to come across over to other posters.



I am worried that dding a few thematically appropiate spells from the Spell Compendium is going to be pushing the adept up a bit high on the 'tier' list But I think as long as I stay away from the obvious game changers that should be allright.


Also.. skill Focus.. woudl slapping it as a bonus feat for a 2nd level commoner be allright?

Grod_The_Giant
2014-01-28, 07:32 PM
I am worried that dding a few thematically appropiate spells from the Spell Compendium is going to be pushing the adept up a bit high on the 'tier' list But I think as long as I stay away from the obvious game changers that should be allright.

Also.. skill Focus.. woudl slapping it as a bonus feat for a 2nd level commoner be allright?
Both should be fine. The Adept is T4 because of its slow progression, not because its list is bad. And Skill Focus makes plenty of sense for a commoner, especially since it seems to be the new Expert (what with the whole "2 class skills of your choice" bit)

ngilop
2014-01-28, 09:55 PM
Ok added 59 new spells to the adept added a bit tot eh Aristocrats' wealth ability ( not sure if the math is good or not)

and gave the commoner some class features