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== Base Classes ==
 
== Base Classes ==
 
'''Multiclass Restrictions''' - Monk/Druid is not allowed to be created due to the power of the build and Monks are almost incomprehensible to Druids: their devotion to abstract ideals make them almost completely alien to the natural world.
 
  
 
=== Barbarian ===
 
=== Barbarian ===
[[File:DBEPpoU - Imgur.png|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Mechanical Changes
 
; Mechanical Changes
* Class skill points changed to 5 per level
+
: None<br><br>
* Tumble has been added as a Barbarian Class Skill
 
* Number of Rages per day has been increased by 1
 
* Barbarian Damage Reduction now granted at levels 6, 9th, 12th, and 15th instead of as normal.
 
 
 
<br>
 
  
 
; Special Details
 
; Special Details
 
: None.
 
: None.
<br>
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<br><br>
 
 
 
=== Bard ===
 
=== Bard ===
[[File:Bard.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Special Details
 
; Special Details
: None.<br>
+
: None.<br><br>
  
 
=== Cleric ===
 
=== Cleric ===
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Alignment Restrictions
 
; Alignment Restrictions
: Special, see below.<br><br>
+
: None.<br><br>
  
 
; Mechanical Changes
 
; Mechanical Changes
: Cleric's alignment and domain choices are now restricted to their choice of deity (Written in during character creation, or by talking to a certain npc before entering the story). For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axis of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. See "Cleric Domains" for a full list of valid deities and their associated alignments and domains. 
+
: None<br><br>
 
 
<br>
 
  
 
; Special Details
 
; Special Details
 +
: '''Divine Worshipper''': Must select a [[Deities|god]] in order to be able to channel energy for spellcasting.<br><br>
  
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. <br><br>
 
  
 
=== Druid ===
 
=== Druid ===
[[File:7lwjnJc - Imgur.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Special Details
 
; Special Details
 
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.<br><br>
 
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.<br><br>
 +
  
 
=== Fighter ===
 
=== Fighter ===
[[File:22kOwb8 - Imgur.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Mechanical Changes
 
; Mechanical Changes
* Second wind power granted at 1st level, 1/day special ability to recover (Fighterlevel * CON) HP to self. <br>
+
: None<br><br>
  
 
; Special Details
 
; Special Details
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=== Monk ===
 
=== Monk ===
[[File:UGyRSw2 - Imgur.png|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Mechanical Changes
 
; Mechanical Changes
* Class skill points changed to 5 per level
+
: None<br><br>
* Spot, Search, and Taunt added as class skills.
 
* Changed to d10 HD
 
<br>
 
  
 
; Special Details
 
; Special Details
 
: None.<br><br>
 
: None.<br><br>
 +
 +
=== Paladin ===
 +
----
 +
; Description
 +
: Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.<br><br>
 +
 +
; Alignment Restrictions
 +
: Lawful Good.<br><br>
 +
 +
; Mechanical Changes
 +
: None<br><br>
 +
 +
; Special Details
 +
: '''Application Class''': Lawful Good crusaders are rare in the setting of Netheril and as such are under application only.
 +
: '''Divine Worshipper''': Must select a [[Deities|god]] in order to be able to channel energy for spellcasting.
 +
: '''Detect Evil:''' This ability is currently disabled.<br><br>
  
 
=== Ranger ===
 
=== Ranger ===
[[File:SkvA3Np - Imgur.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Mechanical Changes
 
; Mechanical Changes
* Rangers now gain Evasion at level 12
+
: None<br><br>
* Class skill points  changed to 6 per level
 
* Added spells to class spell list:
 
** Bull's Strength as a 2nd level spell
 
** Endurance as a 2nd level spell
 
** Charm Person or Animal as a 2nd level spell
 
** Dominate Animal as a 3rd level spell
 
** Greater Magic Weapon as a 4th level spell
 
** Negative Energy Protection as a 4th level spell
 
 
 
<br>
 
  
 
; Special Details
 
; Special Details
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=== Rogue ===
 
=== Rogue ===
[[File:ACKsAwG - Imgur.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Mechanical Changes
 
; Mechanical Changes
: Evasion moved to level 4, Uncanny dodge 1 moved to level 2. <br>
+
: None<br><br>
  
 
; Special Details
 
; Special Details
 
: None.<br><br>
 
: None.<br><br>
 +
  
 
=== Sorcerers ===
 
=== Sorcerers ===
[[File:AHHXvkf - Imgur.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  
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; Mechanical Changes
 
; Mechanical Changes
* Changed to d6 HD '''(Currently d4, being looked at)'''
+
: None.<br><br>
* Base attack bonus changed to "3/4ths" Progression, same as bard.
 
* Wizard Bonus feats at levels 5, 10, 15, 20. a handful of martial feats can be selected using these bonus feats.  
 
** Bonus Feats Include:
 
*** Level 5+: Brew Potion, Craft Wand, Scribe Scroll, Spell Focuses (Cannot take Greater Spell Focus w/ these feats), Two Weapon Fighting, Weapon Proficiency (Martial or Exotic)
 
*** Level 10+: Same as above, Quicken Spell Metamagic
 
 
 
<br>
 
  
 
; Special Details
 
; Special Details
 
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey.  
 
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey.  
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.
+
: '''Awakened Bloodlines:''' For awakened bloodlines, the amount of exotic-blood in heavily diluted, half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.
+
: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.<br><br>
<br><br>
 
  
 
=== Wizard ===
 
=== Wizard ===
[[File:Wizard.jpg|right|220px]]
 
 
----
 
----
 
; Description  
 
; Description  

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