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- Class Category - Elf Ranger
- Hit Dice: 1 BP [d6] [500 XP]
- Fighting: 2 BP [1000 XP]
- Attack Throws: +2 per 3 Levels
- Weapon Selection: Narrow [+ 2 CusP] [+300 XP]
- Armor Selection: Narrow [+3 CusP] [+450 XP]
- Fighting
- Styles: Two-Handed Melee & Two Weapons [+1 CusP] [+150 XP]
- Damage Bonus: +1 per 3 Levels
- Cleaves: 1 per Level
- Weapon Choices: Bows/Crossbows/Firearms; Daggers/Swords
- Thievery: 0 BP
- Divine: 0 BP
- Arcane: 1 BP [625 XP]
- Prime Requisites: WIS
- Saving Throw Progression: Divine
- 1 Hit Point per Level after 9th
- XP Requirements for each level:
- 2nd - 3,025 XP
- 3rd - 6,050 XP
- 4th - 12,100 XP
- 5th - 24,200 XP
- 6th - 48,400 XP
- 7th - 96,800 XP
- 8th - 193,600 XP
- 9th - 293,600 XP
- 10th - 393,600 XP
- etc.
- Total CusP: 6
- CusP:
- -Keen Eyes
- -Difficult To Spot
- -Tracker
- -Precise Shooting
- -Accuracy
- -Weapon Focus [Missles]
- -Spell Storing [Range Added]
- Starting Equipment:
- Elvish Hinterland Jacket, Earth Toned Trousers, Fingerless Leather Gloves, Utility Belt w/ Ammo Pouch & Sheath, Hunting Trousse, Elvish Boots, Empty Hinterland Spellbook, Longbow w/ Quiver [20 Arrows], Waterskin, 1 weeks Iron Rations
- Elf Mage plays exactly the same as standard mage but with added bonuses:
- The custom class has the
- spellcasting abilities of a mage with a spell progression with 50%
- more spells. A 3rd level mage has 2 1st and 1 2nd level spells; when
- this custom class is 3rd level, it will have (2 x 1.5 = 3) 3 1st level
- spells and (1 x 1.5 =1.5, rounded up to 2) 2 2nd level spell.
- XP Requirements for each level:
- 2nd - 2700 XP
- 3rd - 5400 XP
- 4th - 10800 XP
- 5th - 21600 XP
- 6th - 43200 XP
- 7th - 85000 XP
- 8th - 170000 XP
- 9th - 370000 XP
- 10th - 570000 XP
- etc.
- Battle Magic: The character gains a +1 initiative bonus when
- casting spells. He is considered 2 class levels higher than his
- actual level of experience for purposes of dispelling magic or
- penetrating a target’s magic resistance.
- Collegiate Wizardry (G): The character has received formal
- magical education from a wizard’s school. He can automatically
- identify arcane symbols, spell signatures, trappings, and grimoires
- of his own order, and can recognize those of other orders or
- traditions with a proficiency throw of 11+. Rare or esoteric
- traditions may be harder to recognize (Judge’s discretion). A
- character may select this proficiency additional times.
- Keen Eyes: All elves detect hidden and secret doors
- with a proficiency throw of 8+ on 1d20 when actively
- searching, or 14+ on casual inspection.
- Forbidden Spells: The character adds four spells to his class
- spell list. This is effectively the Apostasy proficiency, selected as
- a custom power. [Warlock]
- Arcane Striking: When the character successfully strikes a
- target with a melee attack, he can expend one of his daily spell
- slots to increase damage. Damage is increased by 1d6 per level
- of the spell slot expended. This custom power counts as 1 power
- at Arcane Value 1-2 and 2 powers at Arcane Value 3-4. [Zaharan
- Ruinguard]
- Spell Storing: When the character casts a spell that would
- normally target a creature, he may instead cast it into his melee
- weapon, where it remains stored until discharged. The effect will
- discharge onto the next creature the character strikes with the
- weapon, resulting in both melee damage and the normal effects
- of the spell. The character may only store one spell at a time,
- and the spell will discharge harmlessly if not used in 1 turn, if
- the weapon is sundered, or if the character loses his grip on the
- weapon
- Elf Thief plays exactly the same as standard thief but with added bonuses:
- XP Requirements for each level:
- 2nd - 1500 XP
- 3rd - 3000 XP
- 4th - 6000 XP
- 5th - 12000 XP
- 6th - 24000 XP
- 7th - 48000 XP
- 8th - 96000 XP
- 9th - 196000 XP
- 10th - 296000 XP
- etc.
- Alertness: The character gains a +4 bonus on any proficiency
- throws to hear noises and detect secret doors. With a proficiency
- throw of 18+ he can notice secret doors with just casual
- observation. He gains a +1 bonus to avoid surprise.
- Acrobatics: The character is trained to jump, tumble,
- somersault, and free-run around obstacles. The character gains
- +2 to saving throws where agility would help avoid the situation,
- such as tilting floors and pit traps. In lieu of moving during a
- round, the character may attempt a proficiency throw of 20+
- to tumble behind an opponent in melee. The proficiency throw
- required for the tumble is reduced by 1 per level of experience
- the character possesses. If successful, the character is behind hisopponent. The opponent can now be attacked with a +2 bonus
- to the attack throw, and gains no benefit from his shield. Thieves
- and others eligible to backstab an opponent gain their usual +4
- on the attack throw and bonus to damage. Characters with an
- encumbrance of 6 stone or more may not tumble. Note that
- elven nightblades automatically begin play with this ability as
- part of their class.
- Keen Eyes: All elves detect hidden and secret doors
- with a proficiency throw of 8+ on 1d20 when actively
- searching, or 14+ on casual inspection.
- Swashbuckling: The character gains a +1 bonus to Armor Class
- if wearing leather armor or less and able to move freely. At level
- 7, this bonus increases to +2, and at level 13 the bonus increases
- to +3.
- Weapon Finesse: When attacking with one-handed melee
- weapons, the character may use his Dexterity modifier instead
- of his Strength modifier on his attack throw.
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