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The vast majority of classes will stand as they are and are cut-pasted from the d20 SRD. Some will have minor tweaks, which players are not required to use. Others, like the Wizard and Cleric have had a major overhaul. Optional changes will be noted.
Probably better called berserkers, Barbarians typically come from the shamanic cultures of men. A few come from more civilized cultures where personal prowess is considered more important than discipline in warfare. Very rarely does a totemic animal spontaneously attach itself to one not of those cultures.
While anyone can eventually work themselves up into a frenzy, especially with pharmacological assistance, Barbarians have learned to summon their rage in an instant. In order to do so, they form a strong bond with an animal totem known for aggression and savagery. The most common totems are bear, wolf and panther, but badger, warthog and ape are not unheard of.
A shaman or druid usually introduces the Barbarian to his totem and helps form the lasting bond. In addition, most new Barbarians have a pelt from their totem animal they wear to help them channel the animal spirit. By the time the Barbarian has attained his first level in the class, he no longer needs the hide, but most keep them to show their allegiance or strike fear into their enemies.
Some Barbarians channel demons to achieve their goals. They risk becoming tainted by these unclean spirits. See the entry about demon channelers below.
- Spell Points: Barbarians receive 1/2 Charisma +1/level Spell Points.
- Hit Points: Constitution + 4 points/level.
- (changed) Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
- (optional) A Barbarian may use Strength instead of Charisma for Intimidate as per the Skills house rules.
- Skill Points: (4 + Int modifier)×4 plus 4 + Int modifier points/level.
- Proficiencies: A Barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
- Fast Movement (Ex): A Barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
- (changed) (optional) Illiteracy: Barbarians do not automatically know how to read and write. Barbarians may spend 2 skill points to gain the ability to read and write all languages they are able to speak. A barbarian who gains a level in any other class automatically gains literacy.
- Rage (Ex): A Barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
- A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
- (optional) Rage as a Supernatural Ability: Instead of using the Rage ability a number of times a day, a Barbarian may spend Spell Points instead. Each use costs 4 Spell Points but functions in all other ways as detailed above.
- (optional) If a Barbarian is using the Spell Point option for Rage, he may burn Wisdom as per the Magic rules.
- Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
- Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
- Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
- Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
- Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
- Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
- Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
- Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
- (optional) Demonic Channelers: Barbarians who have demonic totem spirits gain no real advantage over their animal linked counterparts. It is far easier for someone not of the animist type religions to find a demon spirit, however.
- Barbarians who have demonic totems gain an evil Aura at first level, much as a Cleric who worships an evil deity does.
- In addition, at 6th level they become supernatural creatures with an alignment of Chaotic Evil.
An alternate, campaign-specific definition/title for the Bard would be Dilettante: well-to-do folks with lots of time on their hands and access to libraries and tutors. This definition works better for the specific campaign I run, but could also work as a class for nobles and sages.
- Spell Points: Bards receive Charisma + 1/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- Hit Points: Constitution + 1 point/level.
- Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
- Skill Points: (6 + Int modifier)×4 plus 6 + Int modifier points/level.
- Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast Bard spells while wearing light armor without incurring the normal spell failure chance. However, a Bard wearing medium or heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component (most do). A multi-class Bard still incurs the normal spell failure chance for arcane spells received from other classes.
- (change) Spells: Bards cast spells drawn from the Bard spell list. They can cast any spell they know without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Bard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the Bard’s Wisdom modifier.
- A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated in the Player's Handbook.
- At 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
- Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
- A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
- DC Type of Knowledge
- 10 Common, known by at least a substantial minority of the local population.
- 20 Uncommon but available, known by only a few people legends.
- 25 Obscure, known by few, hard to come by.
- 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
- Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
- Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
- Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
- Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
- To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
- Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
- Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
- Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
- The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
- Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
- Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
- Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
- Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
- Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
- Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
- Spell Points: Clerics receive Charisma + 2/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
- Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.
- (changed) Skill Points: (4 + Int modifier)×4 plus 4 + Int modifier points/level.
- Proficiencies: Clerics are proficient with all simple weapons, light armor and shields. A bard can cast Bard spells while wearing light armor without incurring the normal spell failure chance. However, a Bard wearing medium or heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component (most do). A multi-class Bard still incurs the normal spell failure chance for arcane spells received from other classes.
- Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
- Spells: Clerics cast spells drawn from the cleric spell list. However, their deities alignment may restrict them from casting certain spells.
- To prepare or cast a spell, a cleric must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cleric’s spell is 10 + the cleric’s Wisdom modifier.
- Clerics may prepare a number of spells equal to their daily spell allotment is given in the Player's Handbook. In addition, he receives bonus spells per day if he has a high Intelligence score. A cleric may also prepare one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.
- Clerics must spend 1 hour each day in quiet contemplation or supplication to change their daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
- The Cleric’s deity influences what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his deity's alignment matches that domain.
- Each domain gives the cleric access to a domain spell at each spell level he can prepare, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
- With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot.
- A Cleric of a good deity can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. They may cast Cure spells up to the highest level cleric spell they know. A Cleric of an evil deity may cast Inflict spells up to the highest level Cleric spell they know. A cleric whose deity is neither good nor evil can cast either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.
- Clerics can’t cast spells of an alignment opposed to their deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
- Turn or Rebuke Undead (Su): Any cleric has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
- A cleric who worships a good deity can turn or destroy undead creatures. A cleric who worships an evil deity instead rebukes or commands such creatures. A cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
- A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
- Druids receive Charisma + 2/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- Druids are proficient with light armor and shields, but are prohibited from wearing metal armor. They can cast spells on the Druid list while wearing light armor without incurring the normal spell failure chance. Druids wearing medium or heavy armor or using a shield incur a chance of spell failure if the spell in question has a somatic component (most do).
- Druids may cast any spell on the Druid list, but they must prepare their spells beforehand. They may prepare a number of spells per day as listed in the Player's Handbook. High Intelligence may allow them to prepare more. They may spontaneously cast Summon Nature's Ally spells.
- A Druids may cast any spell they have prepared any number of times a day so long as they spend the proper amount of Spell Points.
- Fighters receive 1/2 Charisma + 1/level Spell Points.
- (optional) May use Strength instead of Charisma for Intimidate as per the Skills house rules.
- (optional) May use Constitution instead of Wisdom for Will Saves.
- Monks receive 1/2 Charisma + 1/level Spell Points.
- Paladins receive 1/2 Charisma + 1/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- Aura (Ex) At 5th level, A Paladin of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
- (optional) Instead of using the Paladin's Smite ability a number of times a day, they may spend Spell Points instead. Each use costs 4 Spell Points and and functions in all other ways as detailed in the Player's Handbook.
- (optional) If a Paladin is using the Spell Point option for Smite, he may burn Wisdom as per the Magic rules.
- Rangers receive 1/2 Charisma + 1/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- Rogues receive 1/2 Charisma + 1/level Spell Points.
- Sorcerers receive Charisma + 3/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- Wizards receive Charisma + 2/level Spell Points. They spend these points to casts spells as detailed in the Magic section.
- May burn