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===Class Specific Skills=== Each PC can take one Class Skill every other level, beginning at 2nd level. Elves can choose from either the Fighter or Magic-User list. Dwarves and Vowed choose from the Fighter list. Halflings choose from either the Fighter or Thief lists. Kuan Amelatu choose from either the Fighter or Mage lists. '''Fighter''' *''Berserker Rage'' - +2 to attack, +2 penalty to AC. Immune to fear. Must continue to fight until all enemies have fled the battlefield *''Combat Maneuvers'' - Gain access to special maneuvers. Size of opponent may warrant additional penalties on rolls **Disarm - make an attack roll at -2 to hit. If successful, opponent is disarmed **Force Back - make an attack roll at -2 to hit. If successful, opponent is pushed 1d6+4 feet back. Colliding with wall or obstacle means opponent is prone **Knock Down - make an attack roll at -2 to hit. If successful, opponent is prone **Overrun - make an attack roll at -2 to hit. If successful, may move past opponent without suffering a retreat penalty **Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis. If failed, opponent's weapon or shield is sundered. Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus *''Fencer'' - The player may apply his DEX bonus to melee attacks instead of STR *''Fighting Style'' - Gain a bonus related to the favored style. Even if this skill is taken multiple times, only one style can be used at any given time. **Polearm - +1 to initiative **One-handed weapon - +1 to hit **Two-handed weapon - +1 to damage **Ranged weapon - +1 to hit **Weapon and shield - +1 to AC *''Shou Slayer'' - the PC's training gives him a +1 to hit against all Shou *''Weapon Specialization'' - If a player chooses to specialize in a certain type of weapon, all attack rolls that are natural 20s cause double damage. Weapon types include: polearms, axes, swords & daggers, blunt weapons, ranged weapons '''Cleric''' *''Divine Blessing'' - +2 to all saves *''Divine Health'' - immune to all forms of disease *''Laying of Hands'' - once per day, the PC can cure 2 hp of damage per experience level *''Secrets of the Faith'' - the PC can cast spells not normally available to them (e.g. Makerite Theurgy spells) *''Sensing Evil'' - The PC gains the ability to Detect Evil, as the spell. Each attempt takes one turn *''Weapon Training'' - The PC can choose one weapon type not normally available to clerics and become proficient in its use '''Thief''' *''Arcane Dabbling'' - The PC can attempt to use magic items normally limited to mages **At level 1, the PC can attempt to read magic scrolls with a 50% chance of success **At level 5, the PC can attempt to read scrolls or use wands with a 70% chance of success **At level 9, the PC can attempt to use all mage-specific magic items with an 85% chance of success *''Cat Burglary'' - The PC can attempt to balance on thin ledges or tight ropes with a successful Climb Walls roll. At level 5, makes Climb Walls rolls with Advantage *''Disguise'' - The PC can change their appearance and manners to assume the identity of another person. 50% chance of success at level 1, 70% at level 5, 85% at level 9 *''Eavesdropping'' - +1 to Hear Noise rolls *''Lockpicking'' - The PC has extra lockpicking training **At level 1, the PC can make a second attempt at picking the same lock **At level 5, the PC gains +15% to Pick Locks rolls **At level 9, the PC gains Advantage when picking locks *''Skulking'' - The PC has extra Hide in Shadows and Move Silently training **At level 1, the PC gains +15% to Hide in Shadows and Move Silently rolls **At level 5, the PC knows when a Hide in Shadows roll has failed **At level 9, the PC knows when a Move Silently roll has failed '''Mage''' *''Cantrip'' - Gain the ability to cast cantrips from [http://5e.d20srd.org/srd/spellLists/wizardSpells.htm this list]. Note that all damage rolls are house ruled to be d4 *''Combat Casting'' - If the caster is successfully attacked before casting a spell: **At level 1, has a 25% chance of not losing the spell from memory **At level 5, has a 35% chance of not losing the spell from memory **At level 9, has a 50% chance of not losing the spell from memory *''Elementalism'' - The PC specializes in spells of a certain element (air, earth, fire, water) **At level 1, spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target **At level 5, the PCβs Magic Missiles can be considered to be of this element **At level 9, elementals summoned from this element gain +1 hp per Hit Die *''Familiar'' - The PC gains a familiar, as per [https://5thsrd.org/spellcasting/spells/find_familiar/ this spell]. If the familiar dies, the PC cannot summon another one for one month. It takes one turn to summon a new Familiar. *''Magic Item Sage'' - The PC has knowledge of magic items and magical research **At level 1, can identify common magic items 50% of the time **At level 5, can identify common magic items 70% of the time **At level 9, can identify common magic items 85% of the time, reduces chance of failure when creating magic items to 10% *''Mystic Aura'' - +2 to reaction rolls if casting magic
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