techpriest35
2023-07-03, 12:42 AM
so i was looking through the various books i have as pdfs trying to find interesting base classes
this is what i have (sorry i didnt grab the name of the books i would have to go back through my list)
animal lord (sorcery & steam)
alignment any
hd d10
starting gold 4d4 x10
CLASS SKILLS:animal empathy(cha),balance(dex),climb(dex),craft(int),es cape artist(dex),hide(dex),intimidate(cha),intuit direction(wis),jump(str),knowledge nature(int),listen(wis),move silently(dex),ride(dex),spot(wis),swim(str),tumble (dex),wilderness lore(wis)
skill points at first level (4+int mod) x 4
skill points at each additional level 4+int mod
WEAPON AND ARMOR PROFICIENCY
all simple weapons. no armor no shields
level 1 bab +1 fort +2 ref +2 will +0 TOTEM=at 1st level choose an animal totem from the below list.once selected can not be changed. may select a new ability at 5th and every 4 levels after that.may not select the same ability unless otherwise noted
apes ability list:deceptive intellect +2 skill points may be selected multiple times, master climber +4 competence bonus to climb checks,animal agility +4 competence bonus to tumble checks,quick movement +1 dodge bonus to ac,jungle warrior doubled critical threat range with unarmed attacks
bear ability list:sturdy build +3 hp can be selected multiple times,natural swimmer +4 competence bonus to all swim checks,inner might +1 bonus to fort saves,thick skinned +1 natural armor bonus to ac,great strength +1d6 damage to unarmed melee attacks
boar ability list:acute senses gain scent ability,center of balance +2 competence bonus to trip attacks can be taken multiple times,eye of anger +4 competence bonus to intimidate checks,charge gain improved bull rush feat,ferocity as boar ability see monster manual
cheetah ability list:speed +5ft to speed can be taken multiple times,center of balance +2 competence bonus to trip attacks can be taken multiple times,moving target +1 dodge bonus to armor class,quick reflexes +1 ref saves,trip as the cheetah ability see monster manual
lion ability list:toughness +3 hp can be taken multiple times,ambush +4 competence bonus to hide checks, stalking +4 competence bonus to move silently checks,king of the jungle +4 competence bonus to intimidate checks,pounce as lion see monster manual
wolf ability list: skilled hunter +2 skill points can be taken multiple times,skills +4 competence bonus to wilderness checks,hard target +1 dodge bonus to armor class,pack tactics +4 instead of +2 when flanking,trip as wolf see monster manual
ANIMAL COMPANION
at first level an animal lord gains 1 animal companion with no more than 3 HD
FERAL CHILD HERITAGE FEAT
gain +3 handle animal and +3 intimidate skill checks
MASTER OF THE WILD
at 1st level gain 1/day each round gain +10 competence bonus to a chosen skill. the animal lord can change to any new skill each round only one skill can be affected at a time. lasts for 3+constitution modifier rounds
level 2 bab +2 fort save +3 ref save +3 will save +0 track feat
level 3 bab +3 fort save +3 ref save +3 will save +1 uncanny dodge
level 4 bab +4 fort save +4 ref save +4 will save +1
gain the feat feral athleticism +4 competence bonus to climb and jump checks
level 5 bab +5 fort save +4 ref save +4 will save +1 totem ability
level 6 bab +6/+1 fort save +5 ref save +5 will save +2 uncanny dodge can not be flanked
level 7 bab +7/+2 fort save +5 ref save +5 will save +2 master of the wild 2/day
level 8 bab +8/+3 fort save +6 ref save +6 will save +2 gain feat feral voice make opposed wilderness lore check against listen checks in order to imitate sounds of any small,medium or large animal.
level 9 bab +9/+4 fort save +6 ref save +6 will save +3 totem ability
level 10 bab +10/+5 fort save +7 ref save +7 will save +3
level 11 bab +11/+6/+1 fort save +7 ref save +7 will save +3 uncanny dodge +1 vs traps
level 12 bab +12/+7/+2 fort save +8 ref save +8 will save +4 gain the feral senses feat double the bonus granted by the alertness feat and gain the scent ability
level 13 bab +13/+8/+3 fort save +8 ref save +8 will save +4 totem ability master of the wild 3/day
level 14 bab +14/+9/+4 fort save +9 ref save +9 will save +4
level 15 bab +15/+10/+5 fort save +9 ref save +9 will save +5
level 16 bab +16/+11/+6/+1 fort save +10 ref save +10 will save +5 uncanny dodge +2 vs traps
level 17 bab +17/+12/+7/+2 fort save +10 ref save +10 will save +5 totem ability
level 18 bab +18/+13/+8/+3 fort save +11 ref save +11 will save +6
level 19 bab +19/+14/+9/+4 fort save +11 ref save +11 will save +6 master of the wild 4/day
level 20 bab +20/+15/+10/+5 fort save +12 ref save +12 will save +6 uncanny dodge +3 vs traps
artificer (2 versions one for ebberon one from steam & sorcery)
barbarian (player's handbook)
bard (player's handbook)
basiran dancer (kingdoms of kalimar player's guide)
battle dancer (dragon magazine compendium vol 1)
beguiler (player's handbook 2)
binder (pact magic tome of magic)
brigand (kingdoms of kalimar player's guide)
cleric (player's handbook)
crusader (dragon magazine compendium vol 1 tome of battle book of nine swords)
dragonfire adept (tome of magic)
dragon shaman (player's handbook 2)
druid (player's handbook)
duskblade (player's handbook 2)
favored soul (complete divine/minitures handbook they are the same)
fighter (player's handbook)
gladiator (from the master class set green ronin publishing not sure if different from kingdoms of kalimar player's guide)
hexblade (complete warrior)
incarnate (magic of incarum)
infiltrator (kingdoms of kalimar player's guide)
jester (dragon magazine compendium vol 1)
knight (player's handbook 2)
marshal (minatures handbook)
monk (player's handbook)
musketeer(steam & sorcery from legends and lairs set)
ninja (complete adventurer)
paladin (player's handbook)
ranger (player's handbook)
rogue (player's handbook)
samurai (there are 2 versions 1 in complete warrior and 1 in oriental adventures)
savant (dragon magazine compendium vol 1)
scout (complete adventurer)
sha'ir (dragon magazine compendium vol 1)
shadowcaster (tome of magic)
shaman (oriental adventurers kingdoms of kalimar player's guide idk if they are different)
shugenja (complete divine or oriental adventures they are the same)
sorcerer (player's handbook)
sohei (oriental adventurers)
soulborn (magic of incarnum)
spell thief (complete adventurer)
spellsinger (kingdoms of kalimar player's guide)
spirit shaman (complete divine)
swashbuckler (complete warrior)
swordsage (tome of battle of the nine swords)
totemist (magic of incarnum)
urban druid (dragon magazine compendium vol 1)
warblade (tome of battle book of nine swords)
warlock (complete arcane)
warmage (complete arcane vs encyledpedia arcane -war magic )
witch(master class green ronin publishing)
wizard(player's handbook)
wu jen (oreintal adventures grants +4 initiative vs complete arcane which grants advantage on initiative
sudden action vs watchful spirit. element mastery is different in oriental adventurers only applies once you learn all the spells in one of the 5 element categories saving throw dc increases by +2 and +2 saving throw vs that element loses mastery if wu jen levels up gaining a new level of spells they can cast, in complete adventurer gain ability at 6th level and is always active for that element regardless of if the wu jen knows all the spells of the element caster level +2 and +2 saving throw vs that element)
i feel like i am missing a few awesome classes i know there was a class called pirate but all i can find is the power class not a base class
i know there was a base class probally for ravenloft that was basically a vampire hunter
i skipped the psionic classes as i do not like the mechanics and i skipped any obviously evil class or any class dealing with necromancy
did not count any prestige classes
this is what i have (sorry i didnt grab the name of the books i would have to go back through my list)
animal lord (sorcery & steam)
alignment any
hd d10
starting gold 4d4 x10
CLASS SKILLS:animal empathy(cha),balance(dex),climb(dex),craft(int),es cape artist(dex),hide(dex),intimidate(cha),intuit direction(wis),jump(str),knowledge nature(int),listen(wis),move silently(dex),ride(dex),spot(wis),swim(str),tumble (dex),wilderness lore(wis)
skill points at first level (4+int mod) x 4
skill points at each additional level 4+int mod
WEAPON AND ARMOR PROFICIENCY
all simple weapons. no armor no shields
level 1 bab +1 fort +2 ref +2 will +0 TOTEM=at 1st level choose an animal totem from the below list.once selected can not be changed. may select a new ability at 5th and every 4 levels after that.may not select the same ability unless otherwise noted
apes ability list:deceptive intellect +2 skill points may be selected multiple times, master climber +4 competence bonus to climb checks,animal agility +4 competence bonus to tumble checks,quick movement +1 dodge bonus to ac,jungle warrior doubled critical threat range with unarmed attacks
bear ability list:sturdy build +3 hp can be selected multiple times,natural swimmer +4 competence bonus to all swim checks,inner might +1 bonus to fort saves,thick skinned +1 natural armor bonus to ac,great strength +1d6 damage to unarmed melee attacks
boar ability list:acute senses gain scent ability,center of balance +2 competence bonus to trip attacks can be taken multiple times,eye of anger +4 competence bonus to intimidate checks,charge gain improved bull rush feat,ferocity as boar ability see monster manual
cheetah ability list:speed +5ft to speed can be taken multiple times,center of balance +2 competence bonus to trip attacks can be taken multiple times,moving target +1 dodge bonus to armor class,quick reflexes +1 ref saves,trip as the cheetah ability see monster manual
lion ability list:toughness +3 hp can be taken multiple times,ambush +4 competence bonus to hide checks, stalking +4 competence bonus to move silently checks,king of the jungle +4 competence bonus to intimidate checks,pounce as lion see monster manual
wolf ability list: skilled hunter +2 skill points can be taken multiple times,skills +4 competence bonus to wilderness checks,hard target +1 dodge bonus to armor class,pack tactics +4 instead of +2 when flanking,trip as wolf see monster manual
ANIMAL COMPANION
at first level an animal lord gains 1 animal companion with no more than 3 HD
FERAL CHILD HERITAGE FEAT
gain +3 handle animal and +3 intimidate skill checks
MASTER OF THE WILD
at 1st level gain 1/day each round gain +10 competence bonus to a chosen skill. the animal lord can change to any new skill each round only one skill can be affected at a time. lasts for 3+constitution modifier rounds
level 2 bab +2 fort save +3 ref save +3 will save +0 track feat
level 3 bab +3 fort save +3 ref save +3 will save +1 uncanny dodge
level 4 bab +4 fort save +4 ref save +4 will save +1
gain the feat feral athleticism +4 competence bonus to climb and jump checks
level 5 bab +5 fort save +4 ref save +4 will save +1 totem ability
level 6 bab +6/+1 fort save +5 ref save +5 will save +2 uncanny dodge can not be flanked
level 7 bab +7/+2 fort save +5 ref save +5 will save +2 master of the wild 2/day
level 8 bab +8/+3 fort save +6 ref save +6 will save +2 gain feat feral voice make opposed wilderness lore check against listen checks in order to imitate sounds of any small,medium or large animal.
level 9 bab +9/+4 fort save +6 ref save +6 will save +3 totem ability
level 10 bab +10/+5 fort save +7 ref save +7 will save +3
level 11 bab +11/+6/+1 fort save +7 ref save +7 will save +3 uncanny dodge +1 vs traps
level 12 bab +12/+7/+2 fort save +8 ref save +8 will save +4 gain the feral senses feat double the bonus granted by the alertness feat and gain the scent ability
level 13 bab +13/+8/+3 fort save +8 ref save +8 will save +4 totem ability master of the wild 3/day
level 14 bab +14/+9/+4 fort save +9 ref save +9 will save +4
level 15 bab +15/+10/+5 fort save +9 ref save +9 will save +5
level 16 bab +16/+11/+6/+1 fort save +10 ref save +10 will save +5 uncanny dodge +2 vs traps
level 17 bab +17/+12/+7/+2 fort save +10 ref save +10 will save +5 totem ability
level 18 bab +18/+13/+8/+3 fort save +11 ref save +11 will save +6
level 19 bab +19/+14/+9/+4 fort save +11 ref save +11 will save +6 master of the wild 4/day
level 20 bab +20/+15/+10/+5 fort save +12 ref save +12 will save +6 uncanny dodge +3 vs traps
artificer (2 versions one for ebberon one from steam & sorcery)
barbarian (player's handbook)
bard (player's handbook)
basiran dancer (kingdoms of kalimar player's guide)
battle dancer (dragon magazine compendium vol 1)
beguiler (player's handbook 2)
binder (pact magic tome of magic)
brigand (kingdoms of kalimar player's guide)
cleric (player's handbook)
crusader (dragon magazine compendium vol 1 tome of battle book of nine swords)
dragonfire adept (tome of magic)
dragon shaman (player's handbook 2)
druid (player's handbook)
duskblade (player's handbook 2)
favored soul (complete divine/minitures handbook they are the same)
fighter (player's handbook)
gladiator (from the master class set green ronin publishing not sure if different from kingdoms of kalimar player's guide)
hexblade (complete warrior)
incarnate (magic of incarum)
infiltrator (kingdoms of kalimar player's guide)
jester (dragon magazine compendium vol 1)
knight (player's handbook 2)
marshal (minatures handbook)
monk (player's handbook)
musketeer(steam & sorcery from legends and lairs set)
ninja (complete adventurer)
paladin (player's handbook)
ranger (player's handbook)
rogue (player's handbook)
samurai (there are 2 versions 1 in complete warrior and 1 in oriental adventures)
savant (dragon magazine compendium vol 1)
scout (complete adventurer)
sha'ir (dragon magazine compendium vol 1)
shadowcaster (tome of magic)
shaman (oriental adventurers kingdoms of kalimar player's guide idk if they are different)
shugenja (complete divine or oriental adventures they are the same)
sorcerer (player's handbook)
sohei (oriental adventurers)
soulborn (magic of incarnum)
spell thief (complete adventurer)
spellsinger (kingdoms of kalimar player's guide)
spirit shaman (complete divine)
swashbuckler (complete warrior)
swordsage (tome of battle of the nine swords)
totemist (magic of incarnum)
urban druid (dragon magazine compendium vol 1)
warblade (tome of battle book of nine swords)
warlock (complete arcane)
warmage (complete arcane vs encyledpedia arcane -war magic )
witch(master class green ronin publishing)
wizard(player's handbook)
wu jen (oreintal adventures grants +4 initiative vs complete arcane which grants advantage on initiative
sudden action vs watchful spirit. element mastery is different in oriental adventurers only applies once you learn all the spells in one of the 5 element categories saving throw dc increases by +2 and +2 saving throw vs that element loses mastery if wu jen levels up gaining a new level of spells they can cast, in complete adventurer gain ability at 6th level and is always active for that element regardless of if the wu jen knows all the spells of the element caster level +2 and +2 saving throw vs that element)
i feel like i am missing a few awesome classes i know there was a class called pirate but all i can find is the power class not a base class
i know there was a base class probally for ravenloft that was basically a vampire hunter
i skipped the psionic classes as i do not like the mechanics and i skipped any obviously evil class or any class dealing with necromancy
did not count any prestige classes