Editing Tyche's Favourites/New Classes

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*Also at ninth level, the diplomat gains the ability to perceive intentions: The diplomat always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the diplomat's WIS are immune to this power (and the diplomat will know they are immune).
 
*Also at ninth level, the diplomat gains the ability to perceive intentions: The diplomat always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the diplomat's WIS are immune to this power (and the diplomat will know they are immune).
 
*At 12th level, the diplomat gains Leadership.
 
*At 12th level, the diplomat gains Leadership.
 
  
 
''Proficiency list'': Acrobatics, Art, Bargaining, Bribery, Combat Trickery (disarm), Eavesdropping, Fighting Style, Gambling, Healing, Knowledge, Language, Lip Reading, Performance, Precise Shooting, Profession (advocate, merchant), Riding, Running, Seafaring, Skirmishing, Swashbuckling, Theology, Weapon Finesse, Weapon Focus.
 
''Proficiency list'': Acrobatics, Art, Bargaining, Bribery, Combat Trickery (disarm), Eavesdropping, Fighting Style, Gambling, Healing, Knowledge, Language, Lip Reading, Performance, Precise Shooting, Profession (advocate, merchant), Riding, Running, Seafaring, Skirmishing, Swashbuckling, Theology, Weapon Finesse, Weapon Focus.
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(based upon the Bard)
 
(based upon the Bard)
  
Experts are scholars, philosophers, artisans and craftsmen, skilled people who make a living from their mastery of a trade or their knowledge. They also include criminals, grifters and those who make a living by relieving other people of their money
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Experts are scholars, philosophers, artisans and craftsmen, skilled people who make a living from their mastery of a trade or their knowledge.
  
*Prime Requisite: INT.
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Prime Requisite: INT.<br>
*Requirements: None.
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Requirements: None.<br>
*Hit Dice: 1d6.
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Hit Dice: 1d6.<br>
*Maximum Level: 14.
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Maximum Level: 14.<br>
  
 
Experts advance in attack throws and saving throws as a thief, by two points every four levels of experience, but advance in Proficiencies as a  Fighter. At first level, experts hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight with any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, but may use shields.
 
Experts advance in attack throws and saving throws as a thief, by two points every four levels of experience, but advance in Proficiencies as a  Fighter. At first level, experts hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight with any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, but may use shields.
All experts are literage and well-versed in a particular area of knowledge or crafting. They may choose any one of Art, Craft, Engineering, Healing, Knowledge, Performance or Profession to represent this area of expertise, which begins at two ranks. Alternatively, they may choose any two of Climbing, Disable Device and Pick Pockets. Experts begin with one additional Class Proficiency.  
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All experts are literage and well-versed in a particular area of knowledge or crafting. They may choose any one of Art, Craft, Engineering, Healing, Knowledge, Performance or Profession to represent this area of expertise, which begins at two ranks. Experts begin with one additional Class Proficiency and two additional General Proficiencies. More scholarly types may choose to trade their Hit Dice down to 1d4 and their attack throws to that of a mage for an additional Class and General Proficiency.
 
 
More scholarly types may choose to trade their Hit Dice down to 1d4 and their attack throws to that of a mage for an additional Class and General Proficiency. They may trade off their use of shields for a General Proficiency.
 
  
 
When hiring specialists, experts treat the market class of the city as one better (Class I markets remain Class I).
 
When hiring specialists, experts treat the market class of the city as one better (Class I markets remain Class I).
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Upon reaching 9th level, an expert can build an academy or workshop (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mercenaries and 1d6 experts of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for mercenaries.
 
Upon reaching 9th level, an expert can build an academy or workshop (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mercenaries and 1d6 experts of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for mercenaries.
  
 
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''Proficiency list'': Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Craft, Diplomacy, Engineering, Healing, Knowledge, Language, Manual of Arms, Military Strategy, Naturalism, Navigation, Performance, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Survival, Tracking, Trapping, Wakefulness.
''Proficiency list'': Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Bribery, Climbing, Craft, Diplomacy, Disable Device, Engineering, Healing, Knowledge, Land Surveying, Language, Manual of Arms, Military Strategy, Naturalism, Navigation, Performance, Pick Pockets, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Wakefulness.
 
  
  
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*At 11th level, warlords gain the last choice from Diplomacy, Intimidate, and Seduction.
 
*At 11th level, warlords gain the last choice from Diplomacy, Intimidate, and Seduction.
 
*At 13th level, warlords are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it.
 
*At 13th level, warlords are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it.
 
  
 
''Proficiency list'': Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Healing, Intimidation, Land Surveying, Leadership, Manual of Arms, Military Strategy, Performance (Rhetoric), Precise Shooting, Riding, Running, Seafaring, Siege Engineering, Skirmishing, Survival, Wakefulness, Weapon Finesse, Weapon Focus
 
''Proficiency list'': Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Healing, Intimidation, Land Surveying, Leadership, Manual of Arms, Military Strategy, Performance (Rhetoric), Precise Shooting, Riding, Running, Seafaring, Siege Engineering, Skirmishing, Survival, Wakefulness, Weapon Finesse, Weapon Focus
  
  
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[[Tyche's_Favourites |Back to main page]]

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