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Thread: D&D without Magic

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    Halfling in the Playground
     
    MonkGuy

    Join Date
    Feb 2010

    Default Re: D&D without Magic

    -Barbarian-

    One with Fury (Ex): The Barbarian is so in tune with his emotions that he is in total control while raging. At level 20, a barbarian loses his armor penalty and inability to do certain actions while raging.


    -Fighter-


    Master of Arms (Ex): The Fighter's prowess with arms astounds everyone who comes in contact with his fighting styles. At level 20, the Fighter gains the ability to use his highest bonus with each attack in a full attack.


    -Monk-


    Winds of the Storm (Ex): The Monk's unarmed strikes move so fast that they are likened to the wind, even in their reach. A Monk of level 4 or higher can make the first unarmed attack in a flurry from an additional 5 feet away. If this attack connects, he may move to a square adjacent to the target as a free action that provokes no attacks of opportunity.

    Fill the Gap (Ex): A monk's amazing martial skill never comes into play if he is vanquished at a range, so the monks have developed a special technique to cover massive expanses to reach the target. A level 12 monk may make a Jump check with a DC equal to the distance between him and his target divided by five. If he makes it, the monk makes a rushing leap at the target, landing square in front of them, and can make an attack at his highest bonus.

    Force of the Storm (Ex): The Monk's unarmed fury can not only take on the appearance of a storm, but also the elements. A monk of level 13 or higher can choose to have his attacks during a flurry deal an additional 1d6 of either Electric or Frost damage on a successful hit.

    Pressure Point Strike (Ex)
    : Monks are known for their amazing combat feats, and their anatomical knowledge isn't to shabby. If a monk of level 15 or higher makes a called shot, the target must make a fortitude save or be affected by a condition based on the part struck. (DC = 10 + 1/2 Monk Level + Wisdom Modifier)

    Swift Movement (Ex): The Monk's martial prowess is tested very much in combat. The Monk may add his Dexterity modifier as an insight bonus to AC.

    Speed of Sound (Ex): The Monk moves so fast that he is rarely even seen by his opponents. A monk of level 20 or higher may make an additional move action at the end of every round, and may make an additional 2 attacks during a flurry of blows.


    -Bard-


    Drown Out (Ex)
    : Any Bard knows that a silence is of great advantage, so denying a concentrating opponent may be the difference between life and death. A bard may spend a use of bardic music to play loud enough to drown out all other noise in a 30 foot radius. All other bardic music fails and concentrating characters must make an additional check after every turn. (DC = d20 + 1/2 Bard Level + Perform (Instrument)

    Serenade of Song (Su): With a jig and a toot, people find the need to sing. A bard with 2 or more ranks in perform may expend a use of bardic music to make everyone within 30 feet the bard must sing unless a Will save is made. (DC = d20 + 1/2 Bard Level + Perform (Instrument)

    Elegy of Amnesia (Su): Music is an art that affects the mind, and Bard's can unlock the hidden potential. A bard with 5 or more ranks in perform can expend a use of bardic music to make everyone in a 30 foot area forget what happened for 1d4 rounds for every other bard level unless they make a save. (DC = d20 +1/2 Bard Level + Perform (Instrument)

    Sonata of Deep Slumber (Sp): The Bard can play a song that puts even the most vigilant guards to sleep. A bard with 8 ranks or more in perform can expend a use of bardic music to mimic the effects of Mass Sleep. (DC = d20 + 1/2 Bard Level + Perform (Instrument)

    Bolero of Bravery (Su): The songs of the Bard inspire bravery and courage. A bard with 11 or more ranks in perform can expend a use of bardic music to remove fear effects from all allies within 30 feet.

    Minuet of the Marching (Sp): The tempo of a practiced Bard can keep a party up to speed. A bard with a perform rank of 14 may expend a use of bardic music to mimic the effects of Longstrider cast upon all allies within 30 feet. Caster level is equal to perform ranks. For every other rank past 14, you may add 5 feet to the bonus movement speed.

    Soliloquy of Storms (Sp): The Bards' music can take on some supernatural effects, controlling the skies themselves. A bard with 17 ranks in perform can expend 2 uses of bardic music to mimic the effects of Control Weather to make a Thunderstorm, regardless of season, and to call a bolt of lighting down on an enemy of choice, mimicking Call Lighting. (DC for Lightning = 10 + Bard Level + Charisma)

    Requiem for Eternal Silence (Sp): The Bard's music can call on the power of silence eternal, striking dead the listeners. A bard with 20 ranks in perform can expend 4 uses of bardic music to play a Requim for Eternal Silence, mimicking the effects of Wail of the Banshee. (DC = d20 + 1/2 Bard Level + Perform (Instrument)

    Master Musician (Ex): A Bard of your skill has become renown. At level 20, a bard gains an additional 5 uses of bardic music, and gets a +4 Circumstance bonus to Charisma.


    -Devout-


    Devout Follower: A Devout must follow the tenets laid down by his order, or be stripped of all abilities until amends are made.

    Rebuker of the Heretics (Su): A Devout has great power vested to them by their Patron Saint or Deity, causing non-believers to flee from him. A Devout gains rebuke attempts equal to his Devout Levels x Charisma/Wisdom modifier (Whichever is higher). By spending one rebuke attempt, a Devout can cause undead to flee or outright destroy them. By spending 2 rebuke attempts, a Devout can either silence a heretic or cause them to outright flee. (Use the same turn formula as with undead, only instead of fleeing, they are silenced, and instead of being destroyed, they turn and flee.)

    Hands of Divine Energy (Su): When a Devout's allies are in trouble, a Devout can focus negative or positive energy into his hands, and discharge it on his next touch. A Devout may spend up to his Devout level in rebuke attempts. If he does, the next creature he touches is charged with 1d4 positive or negative energy. This increases to 1d6 per attempt at level 4, 1d8 at level 8, 1d10 at level 12, 1d12 at level 16, and 1d20 at 20.

    Holy Words (Sp): You have the holy authority from your god to give blessings, and you are known as the bane of heretics. At level 3, a Devout may expend 2 rebuke attempts to put mimic the effects of Bless or Bane.

    Divine Shield (Su): When the Devout's friends are attacked, the devout can call for divine protection to allies. At level 5, a Devout may give a target a +1 Sacred bonus to AC by expending 3 rebuke attempts. This bous increases by 1 for every 5 levels in Devout after 5.


    Earthen Influence (Sp): A Devout of level 7 may discharge your negative or positive energy to the earth, mimicking the effects of Consecrate (Positive) or Desecrate (Negative). The effects lasts two rounds per dice of energy and effect an area of an additional 5 feet around the Devout for each die discharged.

    Night and Day (Sp)
    : The Devout may conjure the darkness or light. A Devout of level 9 or higher can spend 5 rebuke attempts to mimic the effects of Deeper Darkness and Daylight.

    The Firmament and the Waters (Sp): A Devout become conduits for their deity's power. A Devout of level 11 or higher may expend 7 rebuke attempts to mimic the effects of Water Walk or Air Walk.

    Martyrdom (Su): When the Devout has drawn all he can from his deities grace, he can start to expend his own life force to heal his allies or devastate his foes. At level 13, a Devout can spend hit points or constitution at a rate of 3 hp or 1 constitution point for one rebuke attempt.

    Divine Conduit (Sp): The path of the Devout is rewarded by divine favor. At level 20, a Devout my expend 50 rebuke attempts to produce a True Resurrection, but doing this exhausts a Devout and he must rest before using any more rebuke attempts for any reason.


    -Druid-

    Fast Movement (Ex): A Druid gains a +10ft speed boost on land. This is the same as the barbarian ability of the same name.

    Slow Fall (Ex): The Druid gains the ability to slow her falls as long as she is near blooming trees or in reach of a solid surface. At level one, the Druid may treat a fall as though it was 5 feet shorter. This ability increases by 5 feet at levels 3, 5, 7, 9, 11, 13, 15, and 17.

    Aspects of Nature (Ex): A Druid is known for his connection to the beasts and their style of furious combat. At level 5, a Druid chooses one aspect, and may use it once a day. An aspect lasts for one round for each druid level.

    At levels 6, 7, 10, 14, 18, and 20, a Druid gains an additional use of his aspect a day. At levels 8 and 11 a Druid gains an additional aspect style to add to your usable aspects. At levels 12 and 16 these aspects improve, granting more abilities.


    Acute Sense (Ex): The Druid is a master of his senses. A druid of level 15 gains Blindfight as a bonus feat, and can see ethereal creatures.

    Mettle (Ex): The Druid is a master of survival and that entails actually surviving. A Druid of level 19 or higher gains the Mettle ability. This works as the Knight ability of the same name.


    One with the Wild (Ex)
    : The Druid is not only at home in the wild, but at her best. At level 20, as long as the druid is 30ft from civilization, the druid can continually manifest an aspect.


    -Crusader-

    Unwavering Devotion: A Crusader must be completely dedicated to his cause, and neutrality doesn't cut it. A Crusader can't be an alignment of Neutral.

    Lion's Heart (Ex): The Crusader's stalwart belief is rewarded by fearless devotion. A Crusader of level 3 or higher is immune to fear, and may make a roar 5 times a day, removing fear effects from allies within 30 feet.

    Holy Weapon (Su): A Crusader is a zealous believer, and is given tools to enforce his god's will. At levels 4, 8, 11, and 14 the Crusader's weapon is improved.

    {table]Alignment | Level 4 Benefit | Level 8 Benefit | Level 11 Benefit | Level 14 Benefit

    Lawful Good | Holy | Axiomatic | Evil Outsider Bane | Chaotic Outsider Bane
    Chaotic Good | Holy | Anarchic | Evil Outsider Bane | Lawful Outsider Bane
    Lawful Evil | Unholy | Axiomatic | Good Outsider Bane | Chaotic Outsider Bane
    Chaotic Evil | Unholy | Anarchic | Good Outsider Bane | Lawful Outsider Bane
    [/table]

    Smite Heretics (Su): This works just as Smite Evil, only it can only be used on targets who don't share an alignment with the Crusader and don't follow the same deity.

    Rebuke the Unworthy (Su): A Crusader has great devotion to their Patron Saint or Deity, causing non-believers to flee from him. A Crusader gains rebuke attempts equal to his Crusader Levels x Charisma/Wisdom modifier (Whichever is higher). By spending 1 rebuke attempt, a Crusader can either silence a heretic or cause them to outright flee. (Use the same turn formula as with undead, only instead of fleeing, they are silenced, and instead of being destroyed, they turn and flee.)

    Holy Warrior (Su): A Crusader is vested with great power by his god, and is expected to use it for his god's glory. A Crusader of level 20 or higher gains +5 sacred bonus to AC, Attack rolls, Damage rolls, and saves. The Crusader also gains The ability to summon an angel (Good) or Demon (Evil) to fight with him once a day. The outsider stays for up to ten rounds. In exchange, a Crusader must go on a quest every season, relayed to him by the local church or a field agent.


    -Ranger-

    Hunter's Strike (Ex): The Ranger is a resourceful combatant, especially in the wilderness. A Ranger gains either Skirmishing (1d6) or Sneak attack (1d6). These effects increase by one die at level 8, 11, and 14. In addition, they only apply in the wilderness.


    -Rogue-


    Hide in Plain Sight (Ex): A rogue of level 20 may attempt to hide while being observed.
    Last edited by Morth; 2010-02-16 at 04:01 PM.