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Kharne Sunar
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Lonely Hunter

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PostPosted: Thu Feb 12, 2009 2:41 pm


This thread will have the different levels of classes that are not in the Basic PHB. Once this thread is done with these classes will be able to to chosen for characters.
PostPosted: Thu Feb 12, 2009 6:11 pm


Ninja


Level | BAB | Fort | Ref | Will | AC | Special
1 | 0 | 0 | 2 | 0 | 0 | Ki power, Sudden strike 1d6, trapfinding
2 | 1 | 0 | 3 | 0 | 0 | Ghost step (invisible)
3 | 2 | 1 | 3 | 1 | 0 | S. S. 2d6, poison use
4 | 3 | 1 | 4 | 1 | 0 | Great leap
5 | 3 | 1 | 4 | 1 | 1 | S. S. 3d6
6 | 4 | 2 | 5 | 2 | 1 | Acrobatics+2, Ki dodge
7 | 5 | 2 | 5 | 2 | 1 | S. S. 4d6, Speed climb
8 | 6 | 2 | 6 | 2 | 1 | Ghost strike
9 | 6 | 3 | 6 | 3 | 1 | S. S. 5d6, imp. poison use
10 | 7 | 3 | 7 | 3 | 2 | Ghost step (ethereal)
11 | 8 | 3 | 7 | 3 | 2 | S. S. 6d6
12 | 9 | 4 | 8 | 4 | 2 | A.+4, Evasion
13 | 9 | 4 | 8 | 4 | 2 | S. S. 7d6
14 | 10 | 4 | 9 | 4 | 2 | Ghost Mind
15 | 11 | 5 | 9 | 5 | 3 | S. S. 8d6
16 | 12 | 5 | 10 | 5 | 3 | Ghost Sight
17 | 12 | 5 | 10 | 5 | 3 | S. S. 9d6
18 | 13 | 6 | 11 | 6 | 3 | A.+6, greater Ki dodge
19 | 14 | 6 | 11 | 6 | 3 | S. S. 10d6
20 | 15 | 6 | 12 | 6 | 4 | Ghost Walk

Weapon and armor Proficiency: All simple weapons plus the hand crossbow, kama, kukri, nunhaku, sai, shortbow, short sword, shuriken, and siangham. No armors or shields.

AC Bonus: When unarmored a Ninja adds their Wisdom bonus (if any) to their armor class. Also, at every 5th level an additional 1 is added to their armor class. These bonuses apply even when flat-footed yet not when immobilized or helpless.

Ki power: A ninja has the ability to channel his/her ki to manifest special powers of stealth and mobility. They have uses equal to half their class level (min 1) plus their Wisdom bonus (if any). They can only be used when unarmored. So long as the Ki pool isn't empty, at least one use remaining, the ninja gets +2 to will saves. The ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk.

Sudden Strike: If a ninja can catch an opponent flat-footed he/she can deal extra damage based on his/her amount of sudden strike dice. It cannot be used when flanking unless the target is also flat-footed. It can be done from up to 30 feet away. Creatures immune to critical hits are immune to Sudden Strike. It cannot be used at all to deal nonlethal damage.

Trapfinding: Like a Rogue, Ninjas can use the search skill to find traps with a DC higher than 20. They can also use Disable Device to bypass mundane traps or disarm magical traps. See the rogue feature for more detail.

Ghost Step: Starting at 2nd level a ninja can spend a daily use of ki power to become invisible for a round. Using this is a swift action that doesn't provoke attacks of opportunity. At 10th level the ninja instead becomes Ethereal.

Poison use: A ninja no longer risks poisoning him/herself when applying poison to a weapon upon attaining 3rd level. At 9th level it becomes a move action to apply poison.

Great leap: At 4th level and higher, a Ninja makes all jump checks as if running and as if he/she had the Run feat, allowing long jumps without a running start and granting a +4 to the check. It only applies if the ninja is unarmored.

Acrobatics: At every 6th level (6, 12, 18, etc.) a ninja gains a +2 bonus to climb, jump, and tumble checks. each individual bonus stacks with the previous ones.

Ki dodge: At 6th level and higher, a ninja gains the ability to give all attacks toward him/her to have a 20% chance to miss for a round due to concealment. See invisibility has no effect on it, but true seeing negates the miss chance. At 18th level it improves to 50% (total concealment)

Speed climb: At 7th level a ninja gains the ability to scramble up or down walls and slopes with great speed. The ninja can climb at his/her speed as a move action with no penalty, although he/she must start and end the round on a flat surface. If the ninja doesn't, he/she falls and takes the appropriate falling damage. Only one free hand is needed for this ability but the ninja must not have armor on.

Ghost Strike: Upon attaining 8th level a ninja may spend a daily use of his/her ki power to treat his/her weapon as Ghost Touch for one attack.

Evasion: Starting at 12th level, a ninja may avoid all damage from certain types of attacks with a successful reflex save. A ninja can only use this ability when wearing no armor.

Ghost Mind: Starting at 14th level, a ninja gains spell resistance specifically against the scrying subschool of spells. To detect or see a ninja with such a spell must make a caster level check with a DC of 20+ the ninja's class level. For spells that are scanning the area without targeting the ninja directly, a failed check means the ninja just isn't seen. Attempts of those that target the ninja directly fail completely if the check fails.

Ghost sight: At 16th level and up a ninja can see invisible and ethereal creatures as if they were not so.

Ghost walk: At 20th level the ninja gains the ability to use 2 uses of his/her ki power to cast ethereal jaunt at a caster level of the ninja's class levels.

Kharne Sunar
Captain

Lonely Hunter

9,100 Points
  • Signature Look 250
  • Perfect Attendance 400
  • Forum Sophomore 300

Kharne Sunar
Captain

Lonely Hunter

9,100 Points
  • Signature Look 250
  • Perfect Attendance 400
  • Forum Sophomore 300
PostPosted: Fri Feb 13, 2009 8:34 am


Scout


Level | BAB | Fort | Ref | Will | Special
1 | 0 | 0 | 2 | 0 | Skirmish (1d6), Trapfinding
2 | 1 | 0 | 3 | 0 | Battle Fort.+1, uncanny dodge
3 | 2 | 1 | 3 | 1 | Fast movement 10 ft., S. (1d6, +1 AC), Trackless step
4 | 3 | 1 | 4 | 1 | Bonus feat
5 | 3 | 1 | 4 | 1 | Evasion, S. (2d6,+1 AC)
6 | 4 | 2 | 5 | 2 | Flawless stride
7 | 5 | 2 | 5 | 2 | S. (2d6, +2 AC)
8 | 6 | 2 | 6 | 2 | Camouflage, Bonus Feat
9 | 6 | 3 | 6 | 3 | S. (3d6, +2 AC)
10 | 7 | 3 | 7 | 3 | Blindsense 30ft.
11 | 8 | 3 | 7 | 3 | Battle Fort.+2, F. M. 20 ft., S. (3d6, +3 AC)
12 | 9 | 4 | 8 | 4 | Bonus Feat
13 | 9 | 4 | 8 | 4 | S. (4d6, +3 AC)
14 | 10 | 4 | 9 | 4 | Hide in plain sight
15 | 11 | 5 | 9 | 5 | S. (4d6, +4 AC)
16 | 12 | 5 | 10 | 5 | Bonus Feat
17 | 12 | 5 | 10 | 5 | S. (5d6, +4 AC)
18 | 13 | 6 | 11 | 6 | Free Movement
19 | 14 | 6 | 11 | 6 | S. (5d6, +5 AC)
20 | 15 | 6 | 12 | 6 | Battle Fort.+3, Blindsight 30 ft., Bonus Feat

Weapon and armor Proficiency: All simple weapons plus the handaxe, throwing axe, shortbow, short sword. Light armors but no shields.

Skirmish: When a Scout moves at least 10 feet in a round he/she gains extra damage during his/her turn. Starting at 3rd level a Scout also gains a competence bonus to his/her Armor Class.

Trapfinding: Like a Rogue, Scouts can use the search skill to find traps with a DC higher than 20. They can also use Disable Device to bypass mundane traps or disarm magical traps. See the rogue feature for more detail.

Battle Fort.: Starting at 2nd level A Scout gains a +1 competence bonus to Fortitude saves and Initiative checks. At 11th and 20th level it increases by 1. It only applys when wearing light or no armor.

Uncanny Dodge: A Scout becomes unable to be caught Flat-footed upon reaching 2nd level. For more detail see the Barbarian or Rogue class feature

Fast Movement: At 3rd level a scout gains a +10 enhancement bonus to his/her base land speed. At 11th level it increases to +20 ft.

Trackless Step: Starting at 3rd level, a scout cannot be tracked in natural surroundings. See the Druid class feature for more detail.

Bonus Feats: At every 4th level (4,8,12,16,20), a scout gains a bonus feat chosen from the following list. Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Dodge, Endurance, Far Shot, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. A few feats not in the basic book as well (I will make a thread with those feats). Those feats are; Brachiation, Danger Sense, Hear the Unseen, Improved Swimming, and Quick Reconnoiter. The scout must meet the prerequisites for the bonus feat.

Evasion: At 5th level a scout may avoid all damage from certain types of attacks with a successful reflex save.

Flawless Stride: Upon attaining 6th level a scout may move through ground terrain that slows movement at his/her normal speed without taking damage or other impairment. Magically hindering terrain does still slow the scout. A scout can only use this ability when wearing light or no armor.

Camouflage: Starting at 8th level, a scout may hide in any natural terrain, but only when wearing light or no armor. See the Ranger class feature for more detail

Blindsense: Starting at 10th level, a scout gains the blindsense ability out to 30 feet. It functions as described in the monster abilities.

Hide in Plain Sight: At 14th level and up a scout can use the hide skill in natural terrain even when being observed. The scout can only use it while wearing light or no armor. See the Ranger class feature for more detail.

Free Movement: At 18th level the scout becomes effectively under the effect of freedom of movement at all times. The ability is lost if the scout wears anything other than light or no armor.

Blindsight: At 20th level a scout gains the blindsight ability out to 30 feet. His/her senses become so acute that he/she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kind kinds of concealment are irrelevant, though the scout must have a line of effect to a creature or object to discern it.
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