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Woodwoes

Classes: Elf Redux (Ranger, Mage, and Thief)

Aug 20th, 2017
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  1. Class Category - Elf Ranger
  2. Hit Dice: 1 BP [d6] [500 XP]
  3. Fighting: 2 BP [1000 XP]
  4. Attack Throws: +2 per 3 Levels
  5. Weapon Selection: Narrow [+ 2 CusP] [+300 XP]
  6. Armor Selection: Narrow [+3 CusP] [+450 XP]
  7. Fighting
  8. Styles: Two-Handed Melee & Two Weapons [+1 CusP] [+150 XP]
  9. Damage Bonus: +1 per 3 Levels
  10. Cleaves: 1 per Level
  11.  
  12. Weapon Choices: Bows/Crossbows/Firearms; Daggers/Swords
  13.  
  14. Thievery: 0 BP
  15. Divine: 0 BP
  16. Arcane: 1 BP [625 XP]
  17. Prime Requisites: WIS
  18. Saving Throw Progression: Divine
  19. 1 Hit Point per Level after 9th
  20.  
  21. XP Requirements for each level:
  22. 2nd - 3,025 XP
  23. 3rd - 6,050 XP
  24. 4th - 12,100 XP
  25. 5th - 24,200 XP
  26. 6th - 48,400 XP
  27. 7th - 96,800 XP
  28. 8th - 193,600 XP
  29. 9th - 293,600 XP
  30. 10th - 393,600 XP
  31. etc.
  32.  
  33. Total CusP: 6
  34. CusP:
  35. -Keen Eyes
  36. -Difficult To Spot
  37. -Tracker
  38. -Precise Shooting
  39. -Accuracy
  40. -Weapon Focus [Missles]
  41. -Spell Storing [Range Added]
  42.  
  43.  
  44. Starting Equipment:
  45. 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
  46.  
  47.  
  48.  
  49.  
  50. Elf Mage plays exactly the same as standard mage but with added bonuses:
  51.  
  52. The custom class has the
  53. spellcasting abilities of a mage with a spell progression with 50%
  54. more spells. A 3rd level mage has 2 1st and 1 2nd level spells; when
  55. this custom class is 3rd level, it will have (2 x 1.5 = 3) 3 1st level
  56. spells and (1 x 1.5 =1.5, rounded up to 2) 2 2nd level spell.
  57.  
  58. XP Requirements for each level:
  59. 2nd - 2700 XP
  60. 3rd - 5400 XP
  61. 4th - 10800 XP
  62. 5th - 21600 XP
  63. 6th - 43200 XP
  64. 7th - 85000 XP
  65. 8th - 170000 XP
  66. 9th - 370000 XP
  67. 10th - 570000 XP
  68. etc.
  69.  
  70. Battle Magic: The character gains a +1 initiative bonus when
  71. casting spells. He is considered 2 class levels higher than his
  72. actual level of experience for purposes of dispelling magic or
  73. penetrating a target’s magic resistance.
  74.  
  75. Collegiate Wizardry (G): The character has received formal
  76. magical education from a wizard’s school. He can automatically
  77. identify arcane symbols, spell signatures, trappings, and grimoires
  78. of his own order, and can recognize those of other orders or
  79. traditions with a proficiency throw of 11+. Rare or esoteric
  80. traditions may be harder to recognize (Judge’s discretion). A
  81. character may select this proficiency additional times.
  82.  
  83. Keen Eyes: All elves detect hidden and secret doors
  84. with a proficiency throw of 8+ on 1d20 when actively
  85. searching, or 14+ on casual inspection.
  86.  
  87. Forbidden Spells: The character adds four spells to his class
  88. spell list. This is effectively the Apostasy proficiency, selected as
  89. a custom power. [Warlock]
  90.  
  91. Arcane Striking: When the character successfully strikes a
  92. target with a melee attack, he can expend one of his daily spell
  93. slots to increase damage. Damage is increased by 1d6 per level
  94. of the spell slot expended. This custom power counts as 1 power
  95. at Arcane Value 1-2 and 2 powers at Arcane Value 3-4. [Zaharan
  96. Ruinguard]
  97.  
  98.  
  99. Spell Storing: When the character casts a spell that would
  100. normally target a creature, he may instead cast it into his melee
  101. weapon, where it remains stored until discharged. The effect will
  102. discharge onto the next creature the character strikes with the
  103. weapon, resulting in both melee damage and the normal effects
  104. of the spell. The character may only store one spell at a time,
  105. and the spell will discharge harmlessly if not used in 1 turn, if
  106. the weapon is sundered, or if the character loses his grip on the
  107. weapon
  108.  
  109.  
  110.  
  111. Elf Thief plays exactly the same as standard thief but with added bonuses:
  112.  
  113. XP Requirements for each level:
  114. 2nd - 1500 XP
  115. 3rd - 3000 XP
  116. 4th - 6000 XP
  117. 5th - 12000 XP
  118. 6th - 24000 XP
  119. 7th - 48000 XP
  120. 8th - 96000 XP
  121. 9th - 196000 XP
  122. 10th - 296000 XP
  123. etc.
  124.  
  125. Alertness: The character gains a +4 bonus on any proficiency
  126. throws to hear noises and detect secret doors. With a proficiency
  127. throw of 18+ he can notice secret doors with just casual
  128. observation. He gains a +1 bonus to avoid surprise.
  129.  
  130. Acrobatics: The character is trained to jump, tumble,
  131. somersault, and free-run around obstacles. The character gains
  132. +2 to saving throws where agility would help avoid the situation,
  133. such as tilting floors and pit traps. In lieu of moving during a
  134. round, the character may attempt a proficiency throw of 20+
  135. to tumble behind an opponent in melee. The proficiency throw
  136. required for the tumble is reduced by 1 per level of experience
  137. the character possesses. If successful, the character is behind hisopponent. The opponent can now be attacked with a +2 bonus
  138. to the attack throw, and gains no benefit from his shield. Thieves
  139. and others eligible to backstab an opponent gain their usual +4
  140. on the attack throw and bonus to damage. Characters with an
  141. encumbrance of 6 stone or more may not tumble. Note that
  142. elven nightblades automatically begin play with this ability as
  143. part of their class.
  144.  
  145. Keen Eyes: All elves detect hidden and secret doors
  146. with a proficiency throw of 8+ on 1d20 when actively
  147. searching, or 14+ on casual inspection.
  148.  
  149. Swashbuckling: The character gains a +1 bonus to Armor Class
  150. if wearing leather armor or less and able to move freely. At level
  151. 7, this bonus increases to +2, and at level 13 the bonus increases
  152. to +3.
  153.  
  154. Weapon Finesse: When attacking with one-handed melee
  155. weapons, the character may use his Dexterity modifier instead
  156. of his Strength modifier on his attack throw.
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