Raistlin1040
2007-05-29, 09:20 PM
The adventurers hid behind the rocks, hoping the dragon wouldn't find them. They could hear him following them, and could only imagine what he's do with them when he found them. "I'm done hiding!" Yelled the warrior dressed in green. "You're crazy!" yelled his teamates. "Am I?" He pulled out an ocarina, played a few notes and stepped out to face the dragon. The dragon roared, and began to shoot a flame at the man. He smirked and waved his hand in front of himself. A faint blue light covered him, and the fire glanced off him. He drew his sword, dropped to the ground, and rolled past the dragon. The dragon looked confused. Suddenly he dropped to the ground, the hero's blade imbedded in his skull.
((Yes this is a class based on Link from the Legend of Zelda. Bear with me.))
Initiate of the Green Tunic
From the lavish castle towns, to the lush green jungles, to the frozen tundras, Initiates of the Green Tunic are brave, determined, and pure. They live only to protect those that they love or feel in dept to. They will easily throw away their life to save a friend or family member. Bards sing of their deeds, fighters train to learn their techniques, and rogues admire their speed and heads for initiative.
Adventures: Initiates are often drawn to the adventuring lifestyle by the promises of skill and wisdom. They are enchanted by those more powerful than they, and aspire to learn all they can.
Characteristics: Initiates are good warriors, but mix up their fighting prowess with a few magical abilities and techniques that make them unique. While a fighter may win in a straight fight, an initiate is quicker and has magic at his disposal.
Alignment: Initiates cannot be evil. While they can be selfish, stern, and mean-spirited, they do not desire harm to anyone that wants peace or is good at heart.
Religion: While not known for their piety, they often worship Kord, Heinroneus, or other gods that favor martial strength and goodwill. They also at least respect the three ancient godesses, if not worshipping them directly.
Background: Initiates come from as diverse backgrounds as fighters. Some are from prestigious military families, other are the children of nobles. Others still may have been street rats or Altar boys/girls. Their background matters little as long as they devote themselves to their principles.
Races: Humans, with their ambitious nature and elves with their magic skills make good Initiates. Half-elves can also be good at it. Halfling Initiates, while rare, aren't unheard of. Gnomes, Dwarves, and Half-orcs seldom become Initiates.
Other Classes: Initiates get along fairly well with fighters, rogues, and bard. Paladins dislike them, often considering them not truly pure. Wizards are often a bit suspicious, wondering how a fighter can get such magics. Sorcerers, monks, and druids are indifferent. Barbarians don't often understand them, and rangers don't care either way, often only caring that they are a good addition to a team. Clerics can find common ground if their dieties are friends, but otherwise are indifferent.
Role: While not a tank, Initiates are good fighters and with the magics and abilities they command can be formidable ranged warriors or be great 2nd melee warrior. They are also good at filling the "5th slot".
Game Information
Abilities: Strength is important if the Initiate is a melee warrior. Dexterity is useful because with less hit points than a fighter, higher AC is useful. Constitution is useful for more hit points. Charisma is also good to have as it fuels many of the Initiates magic abilities.
Alignment: Any non-evil
Hit Die: D8
Class Skills (And the Key ability for each skill) Balance (Dex), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st level: (4+INT modifier)X4
Skill Points at each additional level 4+Int modifier
Class Features
All the following are class features of the Initiate of the Green Tunic.
Weapon and Armor Proficiancies: The Initiate gets proficiancy with all simple weapons and the longsword, bastard sword(1-handed), longbow, shortbow, and warhammer. He also gets proficiancy with light armor, medium armor, and shields (Excluding tower shields.)
Tumbling Master: An Initiate takes no armor check penalty when wearing light armor or using shields. Normal penalties apply when wearing medium armor.
Ocarina Songs: At first level, and every 4 levels after (5th, 9th, 13th, 17th), an Initiate can learn one song on his ocarina. The number of times he may use his songs is equal to his charisma modifier. For instance, Marque is a 9th level initiate, and knows three songs. He has a Charisma of 18. He can use 4 songs per day. He does not need to prepare which songs he wants to play. Playing a song correctly requires a DC 15 perform check and takes up a move action. All effects and summoned creatures last for 1 round+level of Initiate up to 16 rounds at 15th level.
Bolero of Fire: This song gives you and one ally of your choice Fire Resistance 10. Alternitavly, you may summon a Fire Elemental with HD equal to your class level +1.
Serenade of Water: This song gives you and a number of allies equal to your charisma modifier water-breathing and a +15 on all swim checks. Alternitavly, you may summon a water elemental with HD equal to your class level +1
Minuet of Forests: This song gives you a +30 movement bonus. This is land speed only, and is not affected by armor or race.
Saria's song: This song allows you to establish a connection with one ally. That ally and you both get a bonus to hit equal to your charima bonus, and you can both converse telepathicly if you share a language.
Nocturne of Shadow: This song causes one enemy of your choice to get a -1 to hit and also allows one ally of your choice (Can't be you) to benefit from an Invisibility spell.
Requiem of Spirit: This spell allows a number of allies equal to your charisma modifier to function as if their weapons had the Ghost Touch enchantment.
Song of the Storm: This song calls fog, that gives all allies partial concealment and causes rain that puts out any non-magical fire.
Song of Time: This song allows one ally of your choice to get an extra standard action on their next turn.
Epona's song: This song calls a Light Warhorse (Or Pony, depending on size) to your side instantly.
Earth God’ Lyric: This song bestows all allies with unnatural stability and fortitude, giving them a bonus to resist all Bull Rush, Overrun, and Trip attempts equal to your charisma bonus. Alternatively you may summon an Earth Elemental with Hit Dice equal to your class level +1.
Wind God’s Aria: This song endows allies with the tranquility and inner peace of a serene breeze, giving them a bonus on all Concentration checks equal to your charisma bonus. Alternatively you may summon an Air Elemental with Hit Dice equal to your class level +1.
Triforce of Courage: At 3rd level, you become immune to fear. All allies in a 10foot radius get a +5 to resist fear effects.
Triforce of Wisdom: At 4th level you benefit from the Iron Will feat, even if you don't meet the prerequisites.
Kokiri Sword: At 5th level you gain Weapon Focus (Longsword) as a bonus feat even if you don't meet the prerequisites.
Path of the Hero: At 7th level, you may choose a path. The first path is Hero of Twilight. The Hero of Twilight gains the ability to turn into a Werewolf for a number of rounds equal to twice his initiate level. The Hero of Time gains the ability to "turn back time" to allow a reroll on a dice. He can use this a number of times equal to his Charisma modifier He may only use this once per roll. The Hero of the Minish gains the ability to reduce his size by one size catergory for a number of rounds equal to three times his charima modifier per day.
Triforce of Power: At 9th level, the Initiate gains a permanant +2 to his or her strength.
Gift of the Goddess: At 10th level, the Initiate is becoming a favorite of the three Goddesses. He may use three Spell-like abilities pertaining to the goddesses. He may use each spell-like ability 1/day. The caster level is equal to one half your Initiate level.
Naryu's Love: This spell-like ability allows you to cast Mage Armor on yourself, the only difference being that it gives you a deflection bonus, not an armor bonus. It lasts for a number of rounds equal to your Initiate level.
Din's Fire: This spell-like ability allows you to engulf your body in fire. It doesn't hurt you or damage your equipment. Any enemy that hits you from 5 feet or less away takes 1d8 fire damage. If you are hit with a natural weapon like a fist or claw, the damage is increased to 2d8. Each round, at the beginning of your turn, anyone within 5 feet of you take 1d6 fire damage. This lasts a number of rounds equal to your initate level.
Farore's Wind: This spell-like ability lets you cast Lighting Bolt, the only difference being that it deals non-elemental damage and all creatures hit must make a DC 20 STR check or be blown back 5 feet.
Master Sword: At 12th level you gain Weapon Specialization with the Longsword, even if you don't meat the prerequisites.
Increased Gift of the Goddess: At 13th level, you may use each spell-like from Gift of the Goddess 2/day, instead of 1/day.
Improved Critical (Longsword): At 15th level, An Initiate gains Improved Critical (Longsword) as a bonus feat, even if he doesn't meet the prerequisets.
Bestow Elements: At 16th level, an initiate gains the ability to add 1d8 damage to any weapon. The types available are Fire, Cold, Electricity, and Holy. Ranged weapons bestow this ability on their ammunition. This ability lasts for (Initiate level)+(Charisma Mod) rounds per day. This ability increases to 2d8 at 19th level.
Hookshot: At 17th level, an Initiate can spend 5,000 gold pieces to have a Hookshot crafted. A Hookshot only works for the Initiate for who it was crafted. It is capable of extending 45 feet, pulling objects less than or equal to twice the Initiates weight back to him, granting a +20 to climb checks made with it, and attacking enemies. If used as a weapon, it requiers a ranged touch attack to succeed, and deals 1d10 damage. It also gains a +2 to trip attacks used with it. It can be upgraded to a Longshot with 10,000 more gold pieces. The Longshot functions the same, except it can extend 90 feet.
Master of the Triforce: At 20th level, an Initiate has completely mastered all aspects of the Triforce. A number of rounds per day equal to his Charisma mod he may call upon the Triforce to grant him power. He gains DR 10/-, Spell Resistance 20+CHA Mod, and gains 15 temporary hit points.
((Don't know how to make a table)) BAB: As Fighter. Saves: Fort, Ref good. Will bad.
Work in progress.
((Yes this is a class based on Link from the Legend of Zelda. Bear with me.))
Initiate of the Green Tunic
From the lavish castle towns, to the lush green jungles, to the frozen tundras, Initiates of the Green Tunic are brave, determined, and pure. They live only to protect those that they love or feel in dept to. They will easily throw away their life to save a friend or family member. Bards sing of their deeds, fighters train to learn their techniques, and rogues admire their speed and heads for initiative.
Adventures: Initiates are often drawn to the adventuring lifestyle by the promises of skill and wisdom. They are enchanted by those more powerful than they, and aspire to learn all they can.
Characteristics: Initiates are good warriors, but mix up their fighting prowess with a few magical abilities and techniques that make them unique. While a fighter may win in a straight fight, an initiate is quicker and has magic at his disposal.
Alignment: Initiates cannot be evil. While they can be selfish, stern, and mean-spirited, they do not desire harm to anyone that wants peace or is good at heart.
Religion: While not known for their piety, they often worship Kord, Heinroneus, or other gods that favor martial strength and goodwill. They also at least respect the three ancient godesses, if not worshipping them directly.
Background: Initiates come from as diverse backgrounds as fighters. Some are from prestigious military families, other are the children of nobles. Others still may have been street rats or Altar boys/girls. Their background matters little as long as they devote themselves to their principles.
Races: Humans, with their ambitious nature and elves with their magic skills make good Initiates. Half-elves can also be good at it. Halfling Initiates, while rare, aren't unheard of. Gnomes, Dwarves, and Half-orcs seldom become Initiates.
Other Classes: Initiates get along fairly well with fighters, rogues, and bard. Paladins dislike them, often considering them not truly pure. Wizards are often a bit suspicious, wondering how a fighter can get such magics. Sorcerers, monks, and druids are indifferent. Barbarians don't often understand them, and rangers don't care either way, often only caring that they are a good addition to a team. Clerics can find common ground if their dieties are friends, but otherwise are indifferent.
Role: While not a tank, Initiates are good fighters and with the magics and abilities they command can be formidable ranged warriors or be great 2nd melee warrior. They are also good at filling the "5th slot".
Game Information
Abilities: Strength is important if the Initiate is a melee warrior. Dexterity is useful because with less hit points than a fighter, higher AC is useful. Constitution is useful for more hit points. Charisma is also good to have as it fuels many of the Initiates magic abilities.
Alignment: Any non-evil
Hit Die: D8
Class Skills (And the Key ability for each skill) Balance (Dex), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st level: (4+INT modifier)X4
Skill Points at each additional level 4+Int modifier
Class Features
All the following are class features of the Initiate of the Green Tunic.
Weapon and Armor Proficiancies: The Initiate gets proficiancy with all simple weapons and the longsword, bastard sword(1-handed), longbow, shortbow, and warhammer. He also gets proficiancy with light armor, medium armor, and shields (Excluding tower shields.)
Tumbling Master: An Initiate takes no armor check penalty when wearing light armor or using shields. Normal penalties apply when wearing medium armor.
Ocarina Songs: At first level, and every 4 levels after (5th, 9th, 13th, 17th), an Initiate can learn one song on his ocarina. The number of times he may use his songs is equal to his charisma modifier. For instance, Marque is a 9th level initiate, and knows three songs. He has a Charisma of 18. He can use 4 songs per day. He does not need to prepare which songs he wants to play. Playing a song correctly requires a DC 15 perform check and takes up a move action. All effects and summoned creatures last for 1 round+level of Initiate up to 16 rounds at 15th level.
Bolero of Fire: This song gives you and one ally of your choice Fire Resistance 10. Alternitavly, you may summon a Fire Elemental with HD equal to your class level +1.
Serenade of Water: This song gives you and a number of allies equal to your charisma modifier water-breathing and a +15 on all swim checks. Alternitavly, you may summon a water elemental with HD equal to your class level +1
Minuet of Forests: This song gives you a +30 movement bonus. This is land speed only, and is not affected by armor or race.
Saria's song: This song allows you to establish a connection with one ally. That ally and you both get a bonus to hit equal to your charima bonus, and you can both converse telepathicly if you share a language.
Nocturne of Shadow: This song causes one enemy of your choice to get a -1 to hit and also allows one ally of your choice (Can't be you) to benefit from an Invisibility spell.
Requiem of Spirit: This spell allows a number of allies equal to your charisma modifier to function as if their weapons had the Ghost Touch enchantment.
Song of the Storm: This song calls fog, that gives all allies partial concealment and causes rain that puts out any non-magical fire.
Song of Time: This song allows one ally of your choice to get an extra standard action on their next turn.
Epona's song: This song calls a Light Warhorse (Or Pony, depending on size) to your side instantly.
Earth God’ Lyric: This song bestows all allies with unnatural stability and fortitude, giving them a bonus to resist all Bull Rush, Overrun, and Trip attempts equal to your charisma bonus. Alternatively you may summon an Earth Elemental with Hit Dice equal to your class level +1.
Wind God’s Aria: This song endows allies with the tranquility and inner peace of a serene breeze, giving them a bonus on all Concentration checks equal to your charisma bonus. Alternatively you may summon an Air Elemental with Hit Dice equal to your class level +1.
Triforce of Courage: At 3rd level, you become immune to fear. All allies in a 10foot radius get a +5 to resist fear effects.
Triforce of Wisdom: At 4th level you benefit from the Iron Will feat, even if you don't meet the prerequisites.
Kokiri Sword: At 5th level you gain Weapon Focus (Longsword) as a bonus feat even if you don't meet the prerequisites.
Path of the Hero: At 7th level, you may choose a path. The first path is Hero of Twilight. The Hero of Twilight gains the ability to turn into a Werewolf for a number of rounds equal to twice his initiate level. The Hero of Time gains the ability to "turn back time" to allow a reroll on a dice. He can use this a number of times equal to his Charisma modifier He may only use this once per roll. The Hero of the Minish gains the ability to reduce his size by one size catergory for a number of rounds equal to three times his charima modifier per day.
Triforce of Power: At 9th level, the Initiate gains a permanant +2 to his or her strength.
Gift of the Goddess: At 10th level, the Initiate is becoming a favorite of the three Goddesses. He may use three Spell-like abilities pertaining to the goddesses. He may use each spell-like ability 1/day. The caster level is equal to one half your Initiate level.
Naryu's Love: This spell-like ability allows you to cast Mage Armor on yourself, the only difference being that it gives you a deflection bonus, not an armor bonus. It lasts for a number of rounds equal to your Initiate level.
Din's Fire: This spell-like ability allows you to engulf your body in fire. It doesn't hurt you or damage your equipment. Any enemy that hits you from 5 feet or less away takes 1d8 fire damage. If you are hit with a natural weapon like a fist or claw, the damage is increased to 2d8. Each round, at the beginning of your turn, anyone within 5 feet of you take 1d6 fire damage. This lasts a number of rounds equal to your initate level.
Farore's Wind: This spell-like ability lets you cast Lighting Bolt, the only difference being that it deals non-elemental damage and all creatures hit must make a DC 20 STR check or be blown back 5 feet.
Master Sword: At 12th level you gain Weapon Specialization with the Longsword, even if you don't meat the prerequisites.
Increased Gift of the Goddess: At 13th level, you may use each spell-like from Gift of the Goddess 2/day, instead of 1/day.
Improved Critical (Longsword): At 15th level, An Initiate gains Improved Critical (Longsword) as a bonus feat, even if he doesn't meet the prerequisets.
Bestow Elements: At 16th level, an initiate gains the ability to add 1d8 damage to any weapon. The types available are Fire, Cold, Electricity, and Holy. Ranged weapons bestow this ability on their ammunition. This ability lasts for (Initiate level)+(Charisma Mod) rounds per day. This ability increases to 2d8 at 19th level.
Hookshot: At 17th level, an Initiate can spend 5,000 gold pieces to have a Hookshot crafted. A Hookshot only works for the Initiate for who it was crafted. It is capable of extending 45 feet, pulling objects less than or equal to twice the Initiates weight back to him, granting a +20 to climb checks made with it, and attacking enemies. If used as a weapon, it requiers a ranged touch attack to succeed, and deals 1d10 damage. It also gains a +2 to trip attacks used with it. It can be upgraded to a Longshot with 10,000 more gold pieces. The Longshot functions the same, except it can extend 90 feet.
Master of the Triforce: At 20th level, an Initiate has completely mastered all aspects of the Triforce. A number of rounds per day equal to his Charisma mod he may call upon the Triforce to grant him power. He gains DR 10/-, Spell Resistance 20+CHA Mod, and gains 15 temporary hit points.
((Don't know how to make a table)) BAB: As Fighter. Saves: Fort, Ref good. Will bad.
Work in progress.