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#11
Classes / Gunslinger (Prestige Class)
Last post by Bynw - 22 May 2019, 11:21:05
GUNSLINGER

(An extrapolation of the character classes presented in the book "Sidewinder: Recoiled" by Dog House Rules and Citizen Games. This version using the material from said book is by Robert Allsbrook for the Teara Adan Game.)


The law of the land comes in the form of a pistol more often than a badge or noble title.
Those who know the proper way to use one typically rule the day. Because he holds the power of life and death in his hands, exercised with the slightest whim, the Gunslinger is one of the most feared individuals in the land. Possessing lightning quickness and deadly accuracy with a six-shooter, a Gunslinger practices his craft and builds a deadly reputation that will precede him no matter where he may go.


Requirements:
To qualify as a Gunslinger, a character must fulfill the following criteria.

Base Attack Bonus: +4.
Skill: Sleight of Hand 6 ranks.
Feats: Personal Firearms Proficiency, Quickdraw.
----------------------------------------------------
*Personal Firearms Proficiency
The character is trained in the use of personal firearms.
Benefit: The character can fire any personal firearm without suffering the -4 non-proficiency penalty.

Normal: Characters without this feat suffer a -4 penalty on attack rolls made with personal firearms.
----------------------------------------------------

Game Rule Information:

Hit Die: d10

Class Skills:

The Gunslinger's class skills (and the key ability for each skill) are: Balance (Dex), Escape Artist (Dex), Intimidate (Cha),Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis)Korvin, Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).

Class Features:

The following features pertain to the Gunslinger advanced class.

Greased Lightning:
Starting at 1st level, the Gunslinger becomes lightning quick in drawing his hoglegs. He or she gains a bonus to all initiative checks equal to one-half his Gunslinger level, rounded down, with a minimum of +1.

Weapon Focus:
At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Gunslinger must choose a specific personal firearm that is Medium-size or smaller. If the character already possesses the Weapon Focus feat or class feature, she must choose a different weapon than the one already selected. The Gunslinger adds +1 to all attack rolls made using the selected personal firearm.

Bonus Feats(#1):
At 3rd, 6th, and 9th level, the Gunslinger gains a bonus feat. The bonus feat must be selected from the following list, and the Gunslinger must meet all of the prerequisites of the feat to select it.

Advanced Two-Weapon Fighting
Blaze of Glory
Combat Loading
Dead Aim
Dodge
Double Tap
Far Shot
Gunplay
Hammer Down
Improved Initiative
Improved Two-Weapon Fighting
Precise Shot
Quick Reload
Shot on the Run
Sidewinder
Skip Shot
Slip Hammer
Two-Weapon Fighting

Close Combat Shot:
At 4th level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

Lightning Shot:
Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one additional ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and every other attack made in the round incur a -2 penalty. Since attacking more than once in a round requires that a character use a full-attack action, using Lightning Shot is a full-round action. The Gunslinger cannot take more than a 5-foot step and use Lightning Shot in the same round.

Steel-Eyed:
Any Gunslinger worth his salt has a certain aura surrounding him; people just know he's one bad hombre. At 7th level, the Gunslinger adds his Reputation bonus to Intimidate checks made during a Showdown(#2).


Greater Weapon Focus:
At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with a single firearm for which he possesses the Weapon Focus feat or class feature. The Gunslinger must apply the Greater Weapon Focus to a single firearm even if he has Weapon Focus with more than one firearm. This bonus stacks with the bonus gained from Weapon Focus.

Bullseye
At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Greater Weapon Focus, that the Gunslinger's attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.


Table - The Gunslinger
Level BAB Fort Ref Will Features
1st +0 +0 +1 +1 Greased lightning
2nd +1 +0 +2 +2 Weapon focus
3rd +2 +1 +2 +2 Bonus feat
4th +3 +1 +2 +2 Close combat shot
5th +3 +1 +3 +3 Lightning shot
6th +4 +2 +3 +3 Bonus feat
7th +5 +2 +4 +4 Steel-eyed
8th +6 +2 +4 +4 Greater weapon focus
9th +6 +3 +4 +4 Bonus feat
10th +7 +3 +5 +5 Bullseye






NOTES:

#1) FEATS:

--Advanced Two-Weapon Fighting
The character has mastered the art of attacking with two weapons. Iffin' the right hand don't git ya, the left one will.

Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.

Benefit: A character may make a third attack with an off-hand weapon, albeit at a -10 penalty.


--Blaze of Glory
The character is skilled at delivering a massive barrage of pistol fire while on the move.

Prerequisites: Dexterity 15, Dodge, Mobility, Point Blank Shot, Shot on the Run, Two-Weapon Fighting.

Benefit: When wielding a pistol in each hand, the character may make one attack with each weapon as a single attack action. The character suffers a –4 penalty on each attack roll in addition to the normal penalties suffered for attacking with two weapons.

Normal: Attacking with two weapons is a full attack and requires a full-round action.

Special: This feat can be used only once per round as part of an attack action and not as part of a full-round action.


--Combat Loading
The character is cool under pressure when reloading a firearm.

Prerequisites: Quick Reload, base attack bonus +1

Benefit: When loading a firearm in combat, the character no longer provokes an attack of opportunity. Furthermore, if the character is forced to make a Concentration check while loading due to distractions or duress, the character receives a +4 bonus on that Concentration check.


--Dead Aim
The character has learned the patience required to line up a long shot for deadly accuracy.

Prerequisites: Wisdom 13, Far Shot.

Benefit: Before making a ranged attack, a character may take a full-round action to line up a shot. This grants the character a +2 circumstance bonus on the next attack roll. Once a character begins aiming, the character cannot move, even to take a 5-foot step, until after his next attack, or the benefit of the feat is lost. Likewise, if the character's concentration is disrupted or the character is attacked before his next action, the character loses the benefit of aiming.

--Dodge
The character has a natural adeptness at avoiding attacks.

Prerequisite: Dexterity 13.

Benefit: During the character's action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent the next round.

Special: Any condition that causes the character to lose his Dexterity bonus to Defense also makes the character lose any dodge bonuses. In addition, unlike most other bonus types, dodge bonuses stack.


--Double Tap
The character can quickly fire off two shots in a single attack.

Prerequisites: Dexterity 13, Point Blank Shot.

Benefit: When using a double-action revolver with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character suffers a -2 penalty on this attack, but deals +1 die of damage with a successful hit. For example, a pistol that normally inflicted 2d6 damage on a successful attack would inflict 3d6 when utilizing the Double Tap feat.

Special: This feat can be used only with double-action revolvers (and for time-travelers with semi-automatic firearms).


--Far Shot
The character has an exceptional talent at coaxing extra distance from a ranged weapon.

Benefit: When the character uses a firearm or archaic ranged weapon, the range increment of the weapon increases by one-half (multiply by 1.5). When the character throws a weapon that is meant to be thrown (such as an acid flask or a throwing axe), the weapon's range increment is doubled.


--Gunplay
The character is truly skilled in fancy displays with firearms.

Prerequisite: Sleight of Hand 4 ranks.

Benefit: The character can use the Sleight of Hand skill to attempt fancy tricks with hoglegs and longarms.

Gunplay Tricks and DC

DC Trick
-------------------------------------
10 Pistol Spin
15 Quick Holster
15 Rifle Spin
20 Road Agent Spin (1 pistol)
25 Road Agent Spin (2 pistols)
25 Border Shift

*Pistol Spin (DC 10): As a move equivalent action, the character can holster his pistol with a spinning flourish. Under the right circumstances, the Judge may grant the gunfighter that successfully performs this maneuver a +2 circumstance bonus on Intimidate checks (see the Intimidate skill).

*Quick Holster (DC 15): As a free action, a character may attempt to holster a firearm without provoking an attack of opportunity. A successful DC 15 Sleight of Hand check is required. The size of the weapon provides a modifier to this check. Use the Sleight of Hand size modifiers listed in the Table Concealing Weapons and Objects.

Concealing Weapons and Objects
ConditionSleight of Hand Modifier
Size of weapon or object
Fine +12
Diminutive +8
Tiny +4
Small +0
Medium-size -4
Large-8
Huge or larger cannot conceal
Clothing is tight or small -4
Clothing is especially loose or bulky +2
Clothing is specifically modified for +2
concealing object
Weapon is carried in concealed carry +4
holster
Weapon can be drawn normally -2
Weapon can be drawn as free action -4
with Quick Draw feat

If the Sleight of Hand check fails,
the character fails to successfully holster the weapon. If
the check fails by 5 or more, the character drops the
weapon.
With a successful DC 20 Sleight of Hand check, the
character can combine a Quick Holster with a Pistol Spin
maneuver. If the maneuver succeeds, (and if the Judge
allows), increase the circumstance bonus on Intimidate
checks to +3.

*Rifle Spin (DC 15): Cocking a lever-action rifle is
normally a free action that requires the use of two hands.
With the maneuver known as a Rifle Spin, a character
can attempt to cock a lever-action rifle as a free action
with only one hand. A Rifle Spin requires a DC 15 Sleight
of Hand skill check. If the character fails, a new round is
not chambered but the character may retry a Rifle Spin
without penalty. However, if the skill check fails by more
than 5, the character drops the rifle.


*Road Agent Spin (DC 20 or 25): This is a favorite
maneuver among the black-hat-wearing crowd. The
character holds his pistol or pistols out butt-first, as
though surrendering to his opponent. Then, assuming
his Sleight of Hand check is successful, he quickly spins
and flips the smokewagons, turning them on his
opponent as a free action. The character can immediately
make a Bluff check with a +4 circumstance modifier
(opposed by his opponent's Sense Motive skill); if he wins
the contest, the opponent is surprised and caught flatfooted.
Of course, if the character fails the initial Sleight
of Hand check, he is left with his guns tangled up in his
fingers looking mighty foolish. If he fails the Sleight of
Hand check by 5, he drops one gun; if he fails by 10 or
more, he drops both guns (if spinning both guns).

*Border Shift (DC 25): This maneuver is a favorite
among cowpokes who carry two guns but do not fight
two-fisted. To use this maneuver, the character must
have both guns drawn, one in each hand. When the
primary weapon runs out of ammunition, a character
can attempt, as a free action, a Sleight of Hand skill
check to make a Border Shift. A Border Shift consists of
tossing the two guns from hand to hand, moving the fully
loaded pistol to the shooting hand and the empty one to
the off hand. The character can continue firing in that
round without pause, up to his full number of attacks.
If he fails the roll, the swap takes place, but the
character spends the rest of the turn bobbling for his
pistols. The character cannot make any further attacks,
nor can the character spend a move action. The only
action available is a 5-foot step, provided the character
has not previously moved in the round. Should the
Sleight of Hand check fail by 5 or more, the character
bobbles for his pistols, loses all subsequent actions
(except perhaps for a 5-foot step), and drops both
weapons.


--Hammer Down
As a single attack action, the character can hold down
the trigger of a single-action revolver while rapidly
fanning the hammer with his palm, emptying the revolver
for one devastating attack.

Prerequisites: Dexterity 13, Point Blank Shot, Slip
Hammer, base attack bonus +6.

Benefit: When using a single-action revolver with at
least five bullets loaded, the character may fire five
bullets as a full attack against a single target. The
character suffers a -4 penalty on this attack, but deals +2
dice of damage with a successful hit. For example, a
weapon that normally deals 2d6 points of damage does
4d6 instead.

Special: In order to use this feat, the character must
have both hands free and must be firing a single-action
revolver.


--Improved Initiative
The character has preternatural instincts and reacts
in combat quicker than the average person.

Benefit: The character receives a +4 circumstance
bonus on initiative checks.


--Improved Two-Weapon Fighting
The character is highly trained at two-weapon
combat. The character has become so skilled at fighting
with both hands that he or she may even use disparate
types of weapons. As an example, the character could use
a bowie knife or cavalry saber (melee weapons) in one
hand while still firing a revolver or pepperbox (ranged
weapons) with the other.

Prerequisites: Dexterity 13, Two-Weapon Fighting,
base attack bonus +6.

Benefit: The character receives a second attack with
an off-hand weapon, albeit at a -5 penalty. In addition,
this feat now allows a character to treat both ranged
weapons and melee weapons the same for purposes of
two-weapon fighting.

Normal: Without this feat, a character can make only a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).


--Precise Shot
The character knows how to precisely line up shots against a target involved in melee or surrounded by a crowd of people.

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the usual -4 penalty.

Normal: A character takes a -4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.


--Quick Reload
The character has become so skilled at reloading firearms that it has now become almost second nature.

Prerequisite: Base attack bonus +1.

Benefit: The character can reload his firearm in half the normal time.


--Shot on the Run
The character is exceptionally trained in the "move and fire" skirmish tactic.

Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility.

Benefit: When using an attack action with a ranged weapon, a character can move both before and after the attack, provided that the total distance covered doesn't exceed the character's speed. Moving in this way doesn't provoke an attack of opportunity from the defender.

Special: The character may still provoke attacks of opportunity from opponents other than the defender.

--Sidewinder
The character is adept at dodging attacks from ranged weapons.

Prerequisites: Dexterity 13+, Dodge.

Benefit: The character receives a +1 dodge bonus to Defense when being attacked by ranged weapons.

Special: Any condition that causes the character to lose his Dexterity bonus to Defense also makes the character lose any dodge bonuses. In addition, unlike most other bonus types, dodge bonuses stack.

--Skip Shot
The character knows how to make trick shots, bouncing the bullets around cover.

Prerequisites: Point Blank Shot, Precise Shot.

Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a cobbled street or a stone wall), and a target is within 10 feet of that surface, the character may ignore any cover between the character and the target. However, the character suffers a -2 penalty on the attack roll, and the character's attack deals -1 die of damage.

Special: The surface doesn't have to be perfectly smooth and level; a brick wall or an iron-bound barrel will suffice. A character cannot attempt a skip shot against a target under full-cover.


--Slip Hammer
The character can make two quick shots as a single attack action by thumbing the hammer of a single-action revolver while holding the trigger down.

Prerequisites: Dexterity 13, Point Blank Shot, base attack bonus +1.

Benefit: When using a single-action revolver with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character suffers a -2 penalty on this attack, but deals +1 die of damage with a successful hit. For example, a weapon that normally deals 2d6 points of damage does 3d6 instead.

Special: The character must have both hands free and be using a single-action revolver to fire in this fashion.


--Two-Weapon Fighting
The character has training in fighting with two weapons simultaneously, one in each hand. The character can use the second weapon to make one extra attack each round.

Prerequisite: Dexterity 13.

Benefit: The character's penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.

Two-Weapon Fighting Penalties
Circumstances Primary Off
Hand Hand
Normal penalties -6 -10
Off-hand weapon is light -4 -8
Two-Weapon Fighting feat -4 -4
Off-hand weapon is light and -2 -2
Two-Weapon Fighting feat

Special: The weapons used must be of the same type (i.e. either melee or ranged); the character cannot mix the types.




#2) SHOWDOWN

Two steely-eyed hombres staring each other down at 60 paces on Main Street at high noon - the classic Western showdown. A showdown is more than simply drawing a sidearm and firing; your gunfighter's courage must also be taken into account.

No showdown starts without a test of wills. The gunfighters stand and stare at each other, trying to frighten, distract, or otherwise unnerve their opponent. This attempt to impress and size-up the opponent is simulated by an opposed Intimidate check occurring before the fast-draw round that initiates combat. Each participant makes an Intimidate check, and once the bullets start flying, the loser suffers a -2 penalty to the upcoming initiative check. If a participant loses by five or more, the penalty is increased to -4. Remember that an Intimidate check can be performed untrained; thus, any cowpoke can participate in a showdown.

If more than two gunfighters face off, all participants must make Intimidate checks. Each gunfighter compares his or her check with the Intimidate checks of all opponents. If a gunfighter's check is less than any opponent's Intimidate check, then the gunfighter receives a -2 penalty to Initiative. If the gunfighter's Intimidate check loses to any opposing check by five or more, the penalty increases to -4.

Combatants in a showdown are prepared for combat and aware of their opponents. Each gunfighter is considered to have a readied action that triggers on either a mutually agreed event (e.g. the ringing of the mission bell) or perhaps on an implicitly understood occurrence (e.g. whenever someone draws). As with all readied actions, the player must fully describe to the Judge what that action will be. For example, in a shootout involving multiple cowpokes on both sides, each fighter must specify at whom he will fire once the fight begins.
#12
Classes / Inspector (Prestige Class)
Last post by Bynw - 22 May 2019, 11:09:53
#13
Classes / Anadari Mystics (Core Class)
Last post by Bynw - 22 May 2019, 11:08:59
Anadari Mystic
Sacred Keepers of Ancient Lore and Wisdom
(formerly known as the Celestial Knights in previous editons)

Mysterious and ancient, the Anadari harken back to Teara Adan's history while being some of the most powerful warriors of the Old Era.  Through years of training, the Anadari combine physical and mental disciplines into an awe-inspiring whole.  They can extract knowledge from a subject's mind as easily as some would draw a dagger against his throat.  Most of what is know about them can be found only in whispered rumors, leaving much more shrouded in mystery.  In an army or individually, the Anadari are welcome allies or formidable adversaries.

Hit Dice: d8

Class Skills:  All skills are class skills for the Anadari Mystic.

Skill Points @ 1st Level:
6 + Int Modifier x4
Skill Points @ each additional level:
6 + Int Modifier












































LEVEL BASE
ATTACK
FORT REF WILL SPECIAL DEFENSE
1st +0 +2 +1 +2 Bonus Feat
 Skill Memory +2
+3
2nd +1 +3 +2 +3 Bonus Feat +4
3rd +2 +3 +2 +3 Collective Memory
 Battle Mind
+4
4th +3 +4 +2 +4 Bonus Feat +4
5th +3 +4 +3 +4 Skill Emphasis +5
6th +4 +5 +3 +5 Increased Star Sword Damage +1d8 +5
7th +5 +5 +4 +5 Anadari Knight +6
8th +6 +6 +4 +6 Bonus Feat +6
9th +6 +6 +4 +6 Skill Memory +4 +6
10th +7 +7 +5 +7 Bonus Feat +7
11th +8 +7 +5 +7 Bonus Feat +7
12th +9 +8 +6 +8 Increased Star Sword Damage +1d8 +8
13th +9 +8 +6 +8 Bonus Feat +8
14th +10 +9 +6 +9 Feat Memory +8
15th +11 +9 +7 +9 Skill Emphasis +9
16th +12 +10 +7 +10 Bonus Feat +9
17th +12 +10 +8 +10 Skill Memory +6 +10
18th +13 +11 +8 +11 Increased Star Sword Damage +1d8 +10
19th +14 +11 +8 +11 Bonus Feat +10
20th +15 +12 +9 +12 Spell Memory +11

CLASS FEATURES

Starting Feats:  All Anadari begin with the following feats:  Psionic Ability, Exotic Weapon Proficiency - Star Sword.

Weapon and Armor Proficiency:  The Anadari is skilled in all simple and martial weapons and in light and medium armors, but no shields.

The Anadari are not limited in the amount of Valor obtainable.  Furthermore they are able to channel a greater bonus die pool when using Valor.  Although this comes at a price.  They must choose to call upon Light or Darkness when spending Valor.  Calling upon Darkness, grants at lower levels a larger bonus die pool, but always draws Taint.

An Anadari who is  "dark" always calls upon Darkness when spending Valor.

















LEVEL LIGHT DARKNESS
1st-3rd +1d6 +2d6
4th-6th +2d6 +3d6
7th-9th +3d6 +4d6
10th-12th +4d6 +4d6
13th-15th +5d6 +4d6
16th-18th +6d6 +5d6
19th-20th +7d6 +5d6

Bonus Feat:  May be selected from any feat category that the character meets the prerequisites for, the Anadari do favor Psionic Feats.

Skill Memory:  An Anadari can reach into the Akasa and gain insight on a particular skill.  Even one that the character does not know and/or cannot be used untrained.  The Anadari can make a skill check in the next round with the indicated bonus.  An Anadari can use this ability 1/day per every 2 levels of Anadari class.

Collective Memory:  An Anadari can reach into and tap the memory of the Akasa - a vast storehouse of knowledge - and make a special check using his level and Int Modifier to see if he is aware of relevant information on a given person, place, thing or idea.  This takes 10 minutes and is usable once per day per class level.

Battle Mind:  The Anadari can use add his Wisdom bonus as a dodge bonus to his AC.

Skill Emphasis:  The Anadari may pick any skill he knows and gain a permanent +3 inherent bonus to skill checks.

Increased Star Sword Damage:  The Anadari's Star Sword damage increase by the given amount (all bonus damage stacks.)

Anadari Knight:  Reaching 7th level, the apprentice mystic becomes of full Anadari Knight.  And gains a bonus feat from the following list:
Akasic Master, Akasic Mind, Anadari Defense, Anadari Speed, Anadari Mind, Blade Lock, Energy Shield, Mental Fortitude, Psychic Speed, Star Sword Defense, Weapon Focus (Star Sword)

Feat Memory:  An Anadari can reach into the Akasa and use an ability normally gained as a general feat.  The Anadari must meet the prerequisites for the feat.  After a full round of concentration, the Anadari can use the new found ability for 1 round per class level.  This ability can only be used 1 time per day.

Spell Memory:  Using the Akasa, the Anadari is able to cast any spell from 0 to 5th level, once per day.  The Anadari uses his class level as the caster level and Intelligence as the key ability.  His Intelligence score must be 10+ the spell's level in order to cast it.  No material components are required.

The path of the Anadari Mystic is a sacred calling, akin to that of a cleric or paladin.  And one that is difficult to tread.  It takes those with the deepest commitment and the most serious mind.  And thus if an Anadari ever multi-classes or otherwise takes a level in any other class, they can never again gain a level in the Anadari Mystic.

Anadari are capable of "turning" other Anadari using the standard turning rules.  But only Light Anadari can turn those that follow the path of darkness and are tainted.  And those that are followers of the dark tradition and tainted can turn those on the Light paths.
#14
Classes / Einarian Bloodguard (Prestige ...
Last post by Bynw - 22 May 2019, 11:08:04


Download in PDF format for Printing


LINKS ARE OLD AN NO LONGER FUNCTION HOPE TO HAVE THEM UPDATED AT SOME POINT
#15
Classes / Lillianrill (Prestige Class)
Last post by Bynw - 22 May 2019, 11:04:19
The Lillianrill, the wood-lore masters of Kaec.

Hit Dice:  d6

REQUIREMENTS:
To qualify to become a Lillianrill, a character must fulfill all the following criteria.
Spellcasting:
Ability Score:
Skills:
Feats:
Special:

CLASS SKILLS:

Skill Points: 4 + Int Mod per level.

CLASS FEATURES:
Weapon and Armor Proficiency:























LevelBABFortRefWillSpecial
1st+0+2+0Speak with Plants
Blue Fire
2nd+1+0+3+0Entagle
3rd+1+1+3+1Barkskin
4th+2+1+4+1Plant Growth
5th+2+1+4+1Control Plants
6th+3+2+5+2Wall of Thorns
7th+3+2+5+2Repel Wood
8th+4+2+6+2Changestaff
9th+4+3+6+3Command Plants
10th+5+3+7+3Shambler


[/color]
#16
Classes / Rhadhamaerl (Prestige Class)
Last post by Bynw - 22 May 2019, 11:03:31
The Rhadhamaerl, the stone-lore masters of Kaec.

Hit Dice:  d6

REQUIREMENTS:
To qualify to become a Rhadhamaerl, a character must fulfill all the following criteria.
Spellcasting:
Ability Score:
Skills:
Feats:
Special:

CLASS SKILLS:

Skill Points: 4 + Int Mod per level.

CLASS FEATURES:
Weapon and Armor Proficiency:























LevelBABFortRefWillSpecial
1st+0+2+0+0Stone Speak
2nd+1+3+0+0Magic Stone
3rd+1+3+1+1Soften Earth and Stone
4th+2+4+1+1Stone Shape
5th+2+4+1+1Spike Stones
6th+3+5+2+2Wall of Stone
7th+3+5+2+2Stone Skin
8th+4+6+2+2Earth Quake
9th+4+6+3+3Iron Body
10th+5+7+3+3Elemental Swarm


[/color]

#17
Classes / Urban Ranger (Core Class Optio...
Last post by Bynw - 22 May 2019, 11:02:46
Urban Ranger

The urban ranger stalks the treacherous streets of the city, relying on his knowledge of the alleyways and underworld contacts to keep him alive.

Class Skills:  Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger's class list.  Add Gather Information, Knowledge (local), and Sense Motive to the class skills list.

CLASS FEATURES
The urban ranger has all the standard ranger class features, except as noted below.

Animal Companion:  An urban ranger cannot have an animal larger than Medium as his animal companion.

Urban Tracking:  An urban ranger does not gain the Track feat at 1st level.  Instead, he gains the Urban Tracking feat which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community.

Wild Empathy:  An urban ranger adds only one-half his class level to wild empathy checks, reflecting his limited connection with the natural world.

Favored Enemy:  At the GM's discretion, an urban ranger may select an organization instead of a creature type as his favored enemy.  For example, a character might select a particular thieve's guild, merchant house, or even the city guard.  The favored enemy bonuss would apply to all members of the choosen organization, regardless of their creature type or subtype.

Spellcasting:  The urban ranger's spell list is different from the standard ranger list.  The following spells are eliminated from the urban ranger's spell list:  animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.
In exchange, the urban ranger adds the following spells to his class spell list:  1st - comprehend languages, detect chaos/good/evil/law, detect secret doors, message;  2nd - detect thoughts, knock, locate object, eagle's splendor;  3rd - discern lies, invisibility, speak with dead, tongues;  4th - dimensional anchor, locate creature, Mordenkainen's faithful hound, true seeing.

Woodland Stride:  An urban ranger does not gain this ability.

Swift Tracker (Ex):  Beginning at 8th level, an urban ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.

Camouflage:  An urban ranger does not gain this ability.

Hide in Plain Sight (Ex):  An urban ranger can use this ability in any area, whether natural terrain or not.

#18
Classes / The Paladin (Prestige Class)
Last post by Bynw - 22 May 2019, 11:02:10
The paladin has been moved from a core class to a prestige class in the Teara Adan campaigns.
#19
Classes / The Arkhonn (Prestige Class)
Last post by Bynw - 22 May 2019, 10:59:55
The Arkhonn are said to be neither race nor class but a messure of each.  Refined and enhanced by centuries of esteemed traditional arts of warfare and personal combat.  Only one quote survives the legends themselves:

"There is no such masterful art to death, than that which is Arkhonn."
#20
Classes / The Spectral Magicians (Presti...
Last post by Bynw - 22 May 2019, 10:59:20
A Regional Prestige Class of the Kingdom of Adan

This ancient order of wizards holds great influence and power in the Kingdom of Adan and even beyond in places where Adanac holds influence as well.

Since only the noble class is allowed training in the arcane arts, these wizards are all from the Kingdom's Peerage. And many hold positions of great authority in the temporal matters of Adanac by themselves.

Spectral Magicians are ranked by colors, each representing an established school of magic or some particular group.

The highest is the Gold Magician. Only members of the Royal Family may hold this rank in the Order. And then only the current reigning monarch. All others are Initiates of the Gold Magicians. If the monarch is not a wizard himself then he holds the Rank and Title of the 1st Initiate Gold Magician. In this event the senior member of the other colors holds the highest rank in practice.

The other colors are Ranked by the wizards ability, noble status and other factors. The colors themselves and their associated schools are as follows:













Wizard SpecialistAssociated Color
Standard WizardWhite Magician
Abjurer Specialist WizardRed Magician
Transmuter Specialist WizardOrange Magician
Conjurer Specialist WizardYellow Magician
Enchanter Specialist WizardGreen Magician
Illusionist Specialist WizardBlue Magician
Invoker Specialist WizardIndigo Magician
Diviner Specialist WizardViolet Magician
Necromancer Specialist WizardBlack Magician

The other schools of magic are either unknown are not considered to be true schools by the Spectral Magicians and are not included in the hierarchy. And are usually just considered to be standard mages or held in contempt.

Within the Order there are various spells that are taught to the initiates as they move up in rank that are not available outside of the Order of Spectral Magicians. These speciality spells are available to all members of the Spectral Magicians, even if the come from a specialists opposition school.

The Spectral Magicians is a secretive order. Their identities are hidden from the general public. This is done as to not cause fear amongst the populace that is sometimes ignorant of the ways of magic and for the safety of the Wizard. Spectral Magicians can be identified, howerver by their formal robes. Long and flowing with removable hoods like great inquisitors. These robes have a dominate color, the color that represents the Wizards school, and the other colors are mixed in on the robe is a rainbow pattern at some point.

Those that are highly skilled in the arts of Aura reading may be able to detect a Spectral Magician as ones initiation into the Order is an ordeal that is never forgotten and lasting beyond mortal death.




Hit Dice:  d6

REQUIREMENTS:
To qualify to become a Spectral Magician, a character must fulfill all the following criteria.
Spellcasting: Ablity to cast arcane spells as a Wizard
Ability Score: Intelligence 19+
Skills: 7 ranks each of Concentration, Spellcraft and Knowledge(arcana)
Feats: Combat Casting and Spell Mastery
Social: A member of the Peerage of Adan
Special: Must take and live by the Code of the Spectral Magicians.

CLASS SKILLS:
Concentration (Con), Craft (Int), Knowledge(all) (Int), Profession (Wis), Ride (Dex), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Chr)

Skill Points: 4 + Int Mod per level.

CLASS FEATURES:
Weapon and Armor Proficiency: Spectral Magicians are proficient in Simple and Martial Weapons and in Light and Medium Armor.  Note that armor check penalties and spell failure apply as normal.























LevelBABFortRefWillSpecial*
1st+0+0+0+2Noble Rank-Baronet
+1 Level to Wizard Class
2nd+1+0+0+3+1 Level to Wizard Class
3rd+2+1+1+3+1 Level to Wizard Class
4th+3+1+1+4Noble Rank-Baron
+1 Level to Wizard Class
5th+3+1+1+4Character may choose 1 cantrip
that has been memorized with
Spell Mastery and may now cast it at will
6th+4+2+2+5+1 Level to Wizard Class
7th+5+2+2+5Noble Rank-Viscount
+1 Level to Wizard Class
8th+6/+1+2+2+6+1 Level to Wizard Class
9th+6/+1+3+3+6Noble Rank-Earl
+1 Level to Wizard Class
10th+7/+2+3+3+7Character may choose 1 1st level spell
that has been memorized with
Spell Mastery and may now cast it at will

* - Note, A Spectral Magician's class level may never be greater than his Wizard Level, this does not included the virtual bonus received by this prestige class.