Classes (Blashyyrk)

Many of the classes here are almost exactly the same as their WOTC counterparts, some are exactly the same apart from a few additions from the system(like adding a dodge progression). Some of them have simply been adjusted slightly to fit into E6, while others are more heavily modified. However the class special abilities may easily be replaced with the standard ones without much hassle.

Available classes

Warrior

Fighter
Barbarian
Knight
Expert

Rogue
Ranger
Bard
Adept

Cleric
Druid
Mage

Follow this link to SRD classes

Class-based Defense

All classes now gain dodge and parry progressions. Dodge is dexterity based and applies to all ranged and touch attacks, and is limited by armour's max dexterity bonus with the exception of dodge bonuses from other sources which aren't limited by armour. Parry is strength based and is not limited by armour. Shields add to parry, with the exception against ranged attacks where they add to dodge instead.

Table: Progressions

LevelGoodMediumPoor
1100
2210
3321
4431
5532
6642

Fighter/Knight/Paladin: Medium dodge, good parry.

Barbarian: Good dodge, poor parry

Ranger/Rogue/Bard: Medium dodge, medium parry

Cleric/Wizard/Sorcerer: Poor dodge, poor parry

Proficiencies

In additional to weapon, armour and shield proficiencies, some classes also grant two weapon combat. This means the ranger taking two-weapon combat style gains two weapon defense in it's place. More at feats.
Classes granting two weapon combat: Fighter, ranger, barbarian.

Classes

HD: d10
Skill points: 4

Table: Fighter

LevelAttackDefenseSavesSpecial
MeleeMagicDodgeParryFortRefWill
1+1+0+0+1+2+0+0Fighter bonus feat, background +1
2+2+0+1+2+3+0+0Fighter bonus feat
3+3+0+2+3+3+1+1Armour training, background +2
4+4+1+3+4+4+1+1Fighter bonus feat
5+5+1+3+5+4+1+1Weapon training, background +3
6+6/+1+1+4+6+5+2+2Fighter bonus feat

Background: Each fighter has a background that grants a +1 bonus to certain skills. As the table shows, at 3rd and 5th levels this bonus increases. Furthermore, these skills are always class skills for the fighter. At the DM's option, the player may make their own list of 3 skills, however 2 of these skills must already be on the fighter's skill list.

Mercenary: Survival, heal, diplomacy
Soldier: Spot, listen, heal
Knight: Diplomacy, knowlege (nobility and royalty), ride

Armour training:As pathfinder ability found .
Weapon training: As pathfinder ability found .

HD: d12
Skill points: 6

Table: Barbarian

LevelAttackDefenseSavesSpecial
MeleeMagicDodgeParryFortRefWill
1+1+0+1+0+2+0+0Rage 1/day
2+2+0+2+0+3+0+0Uncanny dodge
3+3+0+3+1+3+1+1Trap sense +1, fast movement +10ft
4+4+1+4+1+4+1+1Rage 2/day
5+5+1+5+2+4+1+1Improved uncanny dodge
6+6/+1+1+6+2+5+2+2Trap sense +2, rage 3/day
HD: d10
Skill points: 4

Table: Knight

LevelAttackDefenseSavesSpecial
MeleeMagicDodgeParryFortRefWill
1+1+0+0+1+2+0+0Knight's code, knight's challenge,
challenge: fighting +1, born to the saddle
2+2+0+1+2+3+0+0Shield block, mounted combat
3+3+0+2+3+3+1+1Furious charge +1
4+4+1+3+4+4+1+1Armour mastery, challenge: test of mettle
5+5+1+3+5+4+1+1Challenge: fighting +2
6+6/+1+1+4+6+5+2+2Furious charge +2

These class abilities are explained in PHB2. The weapon and armour proficiencies are also the same as PHB2.

HD: d6
Skill points: 10

Table: Rogue

LevelAttackDefenseSavesSpecial
MeleeMagicDodgeParryFortRefWill
1+1+0+0+0+2+0+0Sneak attack +1d6, Trap finding
2+2+0+1+1+3+0+0Evasion
3+3+1+2+2+3+1+1Sneak attack 2d6, trap sense +1
4+4+1+3+3+4+1+1Uncanny dodge
5+5+2+3+3+4+1+1Sneak attack 3d6
6+6/+1+2+4+4+5+2+2Trap sense +2, special ability
HD: d10
Skill points: 6

Table: Ranger

LevelAttackDefenseSavesSpecial
MeleeMagicDodgeParryFortRefWill
1+1+0+0+0+2+2+0Track, favoured environment +2
2+2+0+1+1+3+3+0Combat style, woodland stride
3+3+1+2+2+3+3+1Endurace, trackless step
4+4+1+3+3+4+4+1Improved combat style
5+5+2+3+3+4+4+1Favoured environment +4, second environment+2
6+6/+1+2+4+4+5+5+2Diehard

Favoured environment: Information is found in this link.

HD: d6
Skill points: 8

Table: Bard

LevelAttackDefenseSavesSpecialSpell pointsSpells Known
MeleeMagicDodgeParryFortRefWill012
1+0+1+0+0+0+2+2Bardic music, bardic knowledge,
counter song, fascinate
inspire courage +1
04--
2+1+2+1+1+0+3+30521-
3+2+3+2+2+1+3+3Inspire competance163-
4+3+4+3+3+1+4+456321
5+3+5+3+3+1+4+4Inspire courage +26643
6+4+6+4+4+2+5+5Suggestion9643
  1. Provided the bard has the charisma score for a bonus spell of this level
HD: d6
Skill points: 6

Table: Cleric

LevelAttackDefenseSavesSpecialSpell pointsPrepared spells
MeleeMagicDodgeParryFortRefWill0123
1+0+1+0+0+0+0+2Aura, turn/rebuke undead, domains231--
2+0+2+0+0+0+0+3Dark lore +2342--
3+1+3+1+1+1+1+3Divine grace5421-
4+1+4+1+1+1+1+4Dark lore +48532-
5+2+5+2+2+1+1+4Divine aura125321
6+2+6+2+2+2+2+5Still mind, dark lore +6175322

Dark lore: A bonus to knowlege checks to identify undead and outsiders.
Divine grace: As the paladin ability.
Divine aura: As the paladin ability.
Still Mind: Starting at 4th level, gain a +2 bonus on saving throws against spells and effects from the school of enchantment, due to rigorous focus and intense mental discipline.

HD: d6
Skill points: 4

Table: Druid

LevelAttackDefenseSavesSpecialSpell pointsPrepared spells
MeleeMagicDodgeParryFortRefWill0123
1+0+1+0+0+0+0+2Shapeshift, nature sense, wild empathy231--
2+0+2+0+0+0+0+3Woodland stride342--
3+1+3+1+1+1+1+3Trackless step5421-
4+1+4+1+1+1+1+4Resist nature's lure8532-
5+2+5+2+2+1+1+4Extra form125321
6+2+6+2+2+2+2+5Extra form175322

Shapeshift: As the alternate class feature found in PHB2, however without any forms other than predator form. You do however gain mobility at 4th level while in predator form, as usual.
Extra form: Choose either aerial form or ferocious slayer form as found in PHB2. If a feat is ordinarily available to that form at a level you cannot get to, it becomes available to select as a bonus feat. If you do not match the prerequisites for a feat, then you may only use it in the form you purchased it from ie flyby attack would only be useable in aerial form.

HD: d4
Skill points: 4

Table: Mage

LevelAttackDefenseSavesSpecialSpell pointsSpells Known
MeleeMagicDodgeParryFortRefWill0123
1+0+1+0+0+0+0+2Escew materials, magic domain342+1--
2+0+2+0+0+0+0+3combat casting552+1--
3+1+3+1+1+1+1+3Familiar853+11+1-
4+1+4+1+1+1+1+4metamagic feat1263+12+1-
5+2+5+2+2+1+1+4Bonus domain1664+12+11+1
6+2+6+2+2+2+2+5metamagic feat2275+13+12+1

The Mage’s primary abilities are Charisma (force of will and personality) and Intelligence (ability to control and wield magical forces). Unlike the sorcerer, Mages do not automatically get the Summon Familiar ability. A Mage can know and cast a spell as long as her/his Charisma score is at least equal to the spell’s level +10. The mage, however, gets bonus known spells based upon her/his Intelligence score. The known spells for a Mage are the same as for a sorcerer(however, please note the bonus spells for each sphere of magic the Mage has a domain in).

Magic sphere: At first level the mage chooses one of earth, air, water, or fire as a sphere which is the same as the cleric domain of the same name. The mage gains the domain spells as bonus spells and can use the domain powers as a cleric of the mage's level. Fire and earth domains are only available to male mages, air and water are only available to female mages.
A mage drawing most of his spells from earth is known as a terrene.
A mage drawing most of his spells from fire is known as a warlock.
A mage drawing most of her spells from air is known as a seer.
A mage drawing most of her spells from water is known as a brujah.

Bonus domain:
A mage of earth or water spheres gains the wood sphere as a bonus sphere. The Mage may select one of the following domains; ANIMAL, HEALING, KNOWLEDGE or PLANT.
A mage of fire or air spheres gains the spirit sphere as a bonus sphere. The Mage may select one of the following domains; CHAOS, EVIL, GOOD or LAW. Any character that is not true neutral must select a domain that matches at least one aspect of their alignment(i.e.: A Lawful Good Mage must select either Law or Good).

Mage feats:
SHADOW [METAMAGIC]
Prerequisite: Either the Spirit or Wood Sphere
Granted Ability/Spell Listing: The Mage may select one of the following domains: DEATH, DESTRUCTION, LUCK, TRAVEL or TRICKERY.

Mage Spell list-Incomplete-

Mages can cast the following arcane spells.

0-Level Mage spells
Air
Daze: Humanoid creature of 4 HD or less loses next action.
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Earth
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
Fire
Dancing Lights: Creates torches or other lights.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Water
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or object.
Purify Food and Drink: Purifi es 1 cu. ft./level of food or water.
All
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
1st-Level Mage spells
Air
Detect Snares and Pits: Reveals natural or primitive traps.
Disguise Self: Changes your appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Earth
Magic Stone: Three stones gain +1 on attack, deal 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Pass Without Trace: One subject/level leaves no track.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Fire
Burning Hands: 1d4/level fi re damage (max 5d4).
Cause Fear: One creature of 5 HD or less fl ees for 1d4 rounds.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Hypnotism: Fascinates 2d4 HD worth of creatures.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Water
Speak with Animals: You can communicate with animals.
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage +1/level(max +5).
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
All
Endure Elements: Exist comfortably in hot or cold environments.
2nd-Level Mage Spells
Air
Detect Thoughts: Allows “listening” to surface thoughts.
Levitate: Subject moves up and down at yourdirection.
Minor Image: As silent image, plus some sound.
Silence: Negates sound in 15 ft. radius
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Earth
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./ level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Glitterdust: Blinds creatures, outlines invisible creatures.
Fire
Cat’s Grace: Subject gains +4 to Dex for 1 min./ level.
Flame Blade: Touch attack deals 1d8+2/two levels damage.
Flaming Sphere: Creates rolling ball of fi re, 2d6 damage, lasts 1 round/level.
Heat Metal: Make metal so hot it damages those who touch it.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Water
Fog Cloud: Fog obscures vision.
Cure Moderate Wounds: Cures 2d8 damage +1 level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Locate Object: Senses direction toward object(specifi c or type).
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
All
Resist Energy: Ignores 10 (or more) points of damage/attack from specifi ed energy type.
3rd-Level Mage spells
Air
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Refl ex saves.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Major Image: As silent image, plus sound, smell and thermal effects.
Wind Wall: Defl ects arrows, smaller creatures, and gases.
Earth
Greater Magic Weapon: +1/four levels (max +5).
Meld Into Stone: You and your gear merge with stone.
Plant Growth: Grows vegetation, improves crops.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Stone Shape: Sculpts stone into any shape.
Fire
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Daylight: 60-ft. radius of bright light.
Wings*: Your arms become flaming wings; you can fly or burn things.
Keen Edge: Doubles normal weapon’s threat range.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Water
Cure Serious Wounds: Cures 3d8 damage +1/level(max +15).
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
All
Dispel Magic: Cancels spells and magical effects.
Glyph of WardingM: Inscription harms those who pass it.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Summon Nature’s Ally III (Small Elemental Only): Calls extraplanar creature to fight for you.

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gollark: ?????
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