Editing Norrathians: Class Changes

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Some of the information concerning the classes in the EQrpg PHB needs to be clarified or corrected.
 
Some of the information concerning the classes in the EQrpg PHB needs to be clarified or corrected.
 
All pet classes (beastlord, enchanter, hexblade, magician, necromancer, shadow knight) should review the [[Norrathians: Additional Information Concerning Pets|pet information]] page.
 
 
 
'''A Note on Skills'''
 
 
Class skill lists are altered somewhat, because of Knowledge skills, mainly.  Please refer to [[Norrathians: Knowledge class skills|this list]] for the full information on what your class's Knowledge skills are.
 
 
 
  
 
=Bards=
 
=Bards=
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''Abbreviated: Brd''
  
 
'''Class Alteration:''' Bards do not need to spend 1 mana every round in which they perform a song.
 
'''Class Alteration:''' Bards do not need to spend 1 mana every round in which they perform a song.
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''Dwarves may also become bards.''
 
''Dwarves may also become bards.''
  
A dwarven bard is called a ''plang'', or as a group, ''planks''. Please see [[Norrathians: Planks|this page]] for more information.
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Dwarves have never been fond of frivolity and celebration, preferring to keep their minds to their work and their pleasures. This normally serious dwarven demeanor is only ever broken with liberal spirits, and here is where the dwarven bards began.  Some say that any dwarf on his fourth mug of ale is a bard.  A saying goes, “A dwarf can’t carry a tune or keep a beat, but in just one song he’ll drink his weight in mead!”  
  
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Not known for being boisterous, fun-loving drinkers, dwarves nevertheless have a long tradition of drinking songs.  Sea-going dwarves, who make up some of Norrath’s most reliable mariners, also boast a large repertoire of sea shanties.  The more refined bards of elvish and human cultures find dwarven songs to be rustic, uncultured, and bucolic (much like the whole of dwarven society).  However, this hasn’t stopped some unconventional dwarves from establishing for themselves a bards’ guild in a large tavern in the coastal region of the Butcherblock Mountains. 
  
=Beastlord=
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A dwarven bard is called a “plang”, or as a group, “planks.”  Because most dwarves have the musical capacity of a trout, they prefer to sing only when drunk, and their songs are best appreciated when likewise tipsy.  Indeed, the only sober dwarven bards are the silent ones.  Some of their songs tend to be belted out loudly and without any attempt at singing, but only the most delicate situation isn’t brightened up by their attempts at music.  Some dwarven songs are somber, heartfelt numbers, usually about forlorn love or tragic battles.
  
Beastlord starting gold was omitted from the EQrpg PHBIt should be 2d4x10.   
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The guildhouse of the dwarven bards is in a remote coastal tavern just north of the Butcherblock docks.  They welcome anyone from any walk of life who’s willing to pay, as long as they leave their weapons at the door and don’t use too much arcane magic.  Once they even had an iksar visit the tavern.  When it arrived the room fell silent until one of the planks walked up to it, looked it up and down as if to size it up, climbed onto a barstool, and dumped a mug of ale on it’s headHe then flapped an arm across it’s shoulders and sang a song about the iksar’s visit to mark the occasionAfter the thoroughly drunk iksar left the tavern, three dwarven paladins skinned it alive, but it died happy.
  
Beastlords gain the Wild Empathy ability at level 1, and they have a +5 bonus to these checksThis is identical to the d20 druid’s ability by the same name.
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The Kaladim Church of Brell openly dislikes the bard’s guild and their coastal tavern.  But, in an attempt to force the tavern out of business they effectively signed a truce when they said, “No one from the Church of Brell will ever set foot in this tavern again!”  The planks and their regular patrons couldn’t be happier.  It’s not that they don’t like clerics and paladins; they just don’t like killjoys.  On the whole, the bards rarely involve themselves in Kaladim’s church matters, but many worship Brell or BristlebaneAmong the planks, the worship of Veeshan and the evil gods is strictly forbidden.
  
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The planks are a working-class group of dwarves.  They all have “day jobs”, though usually this involves their skill in music somehow.  Many of the dwarven bards work the tavern as brewers.  There are also a number of miner and mariner planks who bring their song with them to the jobsite, livening the spirits of their comrades and ensuring safety for those nearby.  All dwarven bards maintain some type of profession in this manner, and few planks consider entertaining, or being an entertainer, as real, honest work.
  
=Druid=
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The spirits brewed in the tavern are widely known as the best in the world.  Thieves’ guilds from every part of Norrath compete for rights to smuggle the ales and wines to distant taverns, which allows the bard’s guild to remain free from theft. 
  
Druids gain the Wild Empathy ability at level 1This is identical to the d20 druid’s ability by the same name.
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The tavern employs an old, battle-scarred ogre named Gukkub as a bouncer.  Out of all the applicants for the job, he was the only one who combined extreme brute force with a total inability to enjoy himselfThat, and he is content to be paid in ale.
  
  
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'''Class Alteration:''' The enchanter greater enchantment Dire Charm may be taken multiple times with each additional selection allowing an extra use in a 24-hour period. It does not allow for multiple dire charmed pets.
 
'''Class Alteration:''' The enchanter greater enchantment Dire Charm may be taken multiple times with each additional selection allowing an extra use in a 24-hour period. It does not allow for multiple dire charmed pets.
 
Also, Diplomacy is a class skill for enchanters.
 
  
  
=Hexblade=
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=Hexblades=
  
 
The [[Norrathians: Hexblade class|hexblade]] is a new hybrid class that combines fighting skill with spells similar to those in the enchanter’s repertoire.  Hexblades keep themselves as unknown as possible, and few are even aware of the existence of the group.  Generally they are neutral and rarely outright evil, performing their duties in service to the influential goals of the Hexblade Order, which usually benefit society in some way or another.   
 
The [[Norrathians: Hexblade class|hexblade]] is a new hybrid class that combines fighting skill with spells similar to those in the enchanter’s repertoire.  Hexblades keep themselves as unknown as possible, and few are even aware of the existence of the group.  Generally they are neutral and rarely outright evil, performing their duties in service to the influential goals of the Hexblade Order, which usually benefit society in some way or another.   
 
 
=Ranger=
 
 
Rangers gain the Wild Empathy ability at level 1.  This is identical to the d20 druid’s ability by the same name.
 
  
  
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At 9th level the monk gets Double Attack so the delay of her unarmed attacks goes down to Very Quick (Delay 3) and she qualifies to purchase the Improved Two Weapon Fighting feat, so all hell breaks loose when the monk gets in melee range and is able to make a full round attack: Strikes at +7, +4, +1, round kick at +7, Dual Wield strike at +2, Improved Two Weapon Fighting strike at -3. The monk's opponents will be wishing they could feign death!
 
At 9th level the monk gets Double Attack so the delay of her unarmed attacks goes down to Very Quick (Delay 3) and she qualifies to purchase the Improved Two Weapon Fighting feat, so all hell breaks loose when the monk gets in melee range and is able to make a full round attack: Strikes at +7, +4, +1, round kick at +7, Dual Wield strike at +2, Improved Two Weapon Fighting strike at -3. The monk's opponents will be wishing they could feign death!
 
 
=Necromancer and Shadow Knight=
 
 
Necromancers and shadow knights gain the Undead Empathy ability at level 1.  This is similar to the d20 druid’s Wild Empathy ability, except that it applies only to undead creatures of any Intelligence score.  The Undead Empathy ability also allows a character to use the Taunt skill on all undead creatures.
 
 
Necromancers gain a +5 bonus on all Undead Empathy checks.
 
  
  
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Back to [[Norrathians:Setting Details|Setting Details]]
 
 
 
[[EQrpg: Norrathians]]
 
[[EQrpg: Norrathians]]

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