This action might not be possible to undo. Are you sure you want to continue?
Click on the word bookmark to open the panel and click on those bookmarks named there, to jump through the text? ;o) My regards, Andrè M. Pietroschek. Unearthed Arcana based 3 class solution for AMP under open game license (read below) The variety of class options available to characters can seem overwhelming. Though that variety can lead to interesting and exciting combinations, a game master who desires to run a simpler campaign (while still allowing for character variety) can use these "generic" character classes in place of the standard character classes. The three generic classes here - warrior, expert, and Spellcrafter - cover the common roles of a group of adventurers. (Despite sharing names with NPC classes, the warrior and expert presented here are very different from those classes.) But despite these classes' basic approaches to character building, each one allows a wide variety of archetypes through the selection of skills and feats. If you use these generic classes, you shouldn't also use the standard character classes (or variants of those classes). You can still include prestige classes, if you wish to add that level of complexity to your game, but you may have to tweak some prestige class prerequisites that include class features not available to these classes. SAVING THROWS Each generic class has one or two good saves and one or two poor saves. At 1st level, the character designates which saves are good or poor. If the character later gains a level in a different class, he designates which saves are good or poor for that class. For example, Daniel is creating a 1st-level warrior, a class with one good save and two poor saves. He wants to create a swashbuckling-type character, so he designates his good save as Reflex and his poor saves as Fortitude and Will. Later, Daniel's warrior gains a level of expert, a class with two good saves and one poor save. He wants to keep his Reflex save high, so he designates that as a good save. He also decides that he wants his character to become better at resisting enchantments, so he designates Will as his other good save, and Fortitude is left as his poor save.
Each generic class has a specific number of class skills, as given in the class description. When a character takes his first level in a generic class, he chooses which skills to designate as class skills. Once these are selected, the character can't change his choice of class skills (though if he gains a level in another class, he can choose different skills as class skills for that class). For example, a warrior has six class skills, plus Craft. Daniel wants to play an agile, crafty warrior who uses his high Dexterity and Charisma scores to good effect. At 1st level, the character designates his class skills as Bluff (Cha), Craft (Int), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), and Tumble (Dex). When Daniel's warrior gains a 1st level of expert as class with ten (CHANGED) class skills plus Craft and Profession, he must choose a new set of class skills. Daniel wants his character to be able to continue purchasing the same skills as class skills, so he starts by designating all the skills he chose for his warrior as class skills. Since his character has taken up life as a thief and second story artist, he adds Balance (Dex), Climb (Str), Disable Device (Int), Listen (Wis), and Open Lock (Dex) to his list of class skills. Result: A martial rogue with dire deficiency in sense motive, search & spot!
BONUS FEATS (available for all classes) Each class gains bonus feats at 1st level, and additional bonus feats at specific levels throughout the character's career. Each time the character gains a bonus feat, he may select any feat for which he meets the prerequisites. For the purposes of these classes, the following class features can be selected in place of bonus feats (unless noted, each may only be selected once) prerequisites must be fulfilled. Evasion (Ex): As the monk or rogue ability. Prerequisite: Base Reflex save +3. Familiar: As the sorcerer ability. Use Spellcrafter level to determine familiar's abilities. Prerequisite: ability to cast arcane spells. Favoured Enemy (Ex): As the ranger ability. May be selected more than once; each additional selection improves any one favoured enemy bonus (including the one just selected) by 2. Greater Sneak Attack (Ex): Add +4d6 to your sneak attack damage. Prerequisites: Hide 18 ranks, Move Silently 18 ranks, sneak attack, improved sneak attack. Improved Evasion (Ex): As the monk ability. Prerequisites: Base Reflex save +7, evasion. Improved Sneak Attack (Ex): Add +3d6 to your sneak attack damage. Prerequisites: Hide 11 ranks, Move Silently 11 ranks, sneak attack. Smite Evil (Su): As the paladin ability, once per day, plus one additional daily use per five character levels. Prerequisite: good alignment. Sneak Attack (Ex): As the rogue ability, but +2d6 on damage rolls. Prerequisites: Hide 4 ranks, Move Silently 4 ranks. BRAG: Seduce vampire Turn undead (Su): As the cleric ability. Prerequisite: ability to cast divine spells. mistress is the better feat! Trap Sense (Ex): Combines the rogue class features trap sense and trapfinding. Prerequisite: Search 4 ranks. Uncanny Dodge (Ex): Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character. Wild Empathy (Ex): As the druid ability. Prerequisite: Handle Animal 4 ranks.
Warriors can alternately chose freely from FIGHTER BONUS FEATS or barbarian class feats of equal or lower level, suiting one choice of those mentioned here in red in addition! Experts can alternately pick either from rogue, ranger or bard feats of equal or lower class level, cunning one choice of those mentioned here in red in addition! Spellcrafters can alternately pick either from wizard, cleric or druid feats of equal or lower class level, proper one choice of those mentioned here in red in addition!
The expert can be a jack-of-all-trades or a master of a limited area of expertise. Based on his selection of skills and feats, he can focus on diplomatic matters, stealth, combat, wilderness survival, thievery, or any of a number of critical tasks. At first glance, the expert appears similar to the rogue; it shares that class's combat ability, wide range of class skills, and tendency toward simple weapons, finesse and light armour. Unlike a rogue, however, the expert has no special class features, but instead defines his or her speciality by the humble selection of bonus feats. Hit Die: d6. Base Save Bonuses: Two good saves and one poor save. Class Skills: Choose any ten skills as class skills, plus Craft and Profession. Skill Points: 6 + Int modifier (or four times this number at 1st level). Weapon and Armour Proficiency: All simple weapons, one martial or exotic weapon of choice; light armour Bonus Feats: The expert gets five bonus feats at 1st level, another at 2nd level, one at 4th level, and another one at every fourth class level thereafter (8th, 12th, and so on).
Whether arcane or divine, the Spellcrafter has an array of magical effects at her beck and call. Depending on her choice of spells, she can be a healer or an enchanter, a necromancer or a trickster. The Spellcrafter most closely resembles the sorcerer, though he or she has fewer spells per day than that class. In exchange, she gains a number of bonus feats that she can use to improve her magical aptitude, increase her survivability, heighten her combat skills, or achieve any of a wide variety of other individual goals. Hit Die: d4. (This screams for the toughness feat straight at 1st level!) Base Save Bonuses: One good save and two poor saves. Class Skills: Choose any four skills as class skills, plus Craft, Knowledge (all), and Profession. Skill Points: 2 + Int modifier (or four times this number at 1st level). Weapon and Armour Proficiency: One simple weapon; no armour Bonus Feats: The Spellcrafter gets three bonus feats at 1st level, one at 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on). Spellcasting: A Spellcrafter learns and casts spells as a sorcerer. She may select her spells known from the cleric, druid, and sorcerer/wizard spell lists. A Spellcrafter must choose at 1st level whether to be an arcane Spellcrafter or a divine Spellcrafter. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane Spellcrafter may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's saving throws. A divine Spellcrafter must use Wisdom to determine the highest-level spell she can learn or cast, and the DC of her spell's saving throws.
The warrior is the basic combatant of the trio of generic classes. He has the fighter's hit points, combat prowess, bonus feats, and weapon selection. Unlike the fighter, the warrior can choose a different array of class skills, can designate any one of his saves as a good save, and can select his bonus feats from the entire list of feats available. Also, if he wants to be proficient in heavy armour, he or she must take the Armour Proficiency (heavy) feat. Hit Die: d10. Base Save Bonuses: One good save and two poor saves. Class Skills: Choose any six skills as class skills, plus Craft. Skill Points: 2 + Int modifier (or four times this number at 1st level). Weapon and Armour Proficiency: All simple and all martial or exotic weapons; light and medium armour; shields (but not tower shields). Bonus Feats: A warrior gets three bonus feats at 1st level, one at 2nd level, and another one at every second class level (4th, 6th, and so on). Check prerequisites, INT 13 may help.
MULTICLASS GENERIC CHARACTERS
With only three classes to choose from (four if you count arcane Spellcrafters and divine Spellcrafters as separate classes), multiclassing in this variant system offers a more personalized way of combinations than in the standard game. Thus, you can cap your character without experience penalty: A warrior can level to 20th level, alternately a warrior/spellcrafter or warrior/expert could level to 10th level in both classes, henceforth 20th level or 10th / 10th level for a mixture of your choice. If you wish to retain the "favoured class" element of the standard game, treat any race whose favoured class is barbarian, fighter, monk, or paladin as having warrior as its favoured class. A race whose favoured class is bard, ranger, or rogue has expert as its favoured class. A race that has cleric or druid as its favoured class treats divine Spellcrafter as favoured, while a race with a favoured class of sorcerer or wizard treats arcane Spellcrafter as its favoured class. Multiclassing: A spellcrafter can multiclass between arcane Spellcrafter and divine (that includes druidic spell list instead of cleric spell list alternately) Spellcrafter. Prestige Classes: Usually not needed (wrong direction). Backgrounds, reputation, sanity and taint will come very handy though. Honour is appreciated by warriors and swashbucklers, too. Clarification: A Spellcrafter may use spells from all spell lists, happy mixture! This means, if an arcane Spellcrafter wants to know, in example restoration, he or she just needs enough spells known of that level to select & define this as one of the spells in the repertoire! Jolly. Divine spellcrafters can cast divine or druid spells while wearing armour (purchase armour proficiency feats, that's one way to use my bonus feats placed), arcane spellcrafters can't! For their mental pre-set arcane approach limits them to robes or penalty! They can cast all those spells known in robes, still quite a bonus? Domains: If you as a game guide like those domains, or connect them with a specific story, why not? Sacrifice a bonus feat to purchase domain access for each: Divine spellcrafters have two domains and arcane spellcrafters may then choose two proper ones. Proper to the lack of faith which is one point to distinguish between arcane and divine. Leadership & Cohorts: One reason for my approaches here is, that those NPCs can be classed just like players. They will be some levels lower, yet this is intended part of the game. Most NPCs will usually be experts with profession skill, knowledge and craft before they select adventurers skills and feats. Playing members of a wizard tower who research an ancient spell or quest as team for a rare spell component makes sense to certain friends of the arcane. Lieutenants: Those are the NPCs who help to fund, train and equip cohorts, especially in your absence. Their start-loyalty is based on factors, like those I mentioned in my own “Leadership for D&D.pdf” which is available (as far as it was early 2007) at www.birthright.net in a bundle or at my account at www.esnips.com ? Keeping them loyal and well-paid as giving them precious magic items has key reasons: They are usually the figure you play when the character dies & they can kill you to usurp your throne, treasure, relic, guild or cult just as well. Loyalty is even more precious for evil and chaotic characters, for there it is very rare.
The monk, the nun & the Kensai (as concepts)
These concepts show, how close you can come to an ideal, even in absence of the original. It's my own contemplation, henceforth these notes & hints:
For my adventure the race is set, including feats improved initiative & self-sufficient. While monk AC bonus & martial arts damage are lacking here, you have armour, no need to raise wisdom to 18, strength bonus to damage and there are alternatives. Ki damage missing? Enchanted gauntlets/gloves +1 compensate it! Nunchaku/Kama +1 ?
A warrior going koong foo should combine several feats (as soon as available & meeting prerequisites). At 1st level we could surely need improved unarmed combat. Kensai would weapon focus his sword (katana or No-Dachi). Later improved critical & weapon specialisation. Now we could add combat reflexes or dirty fighting (damage bonus 1d4 with no penalty) & weapon finesse (which I allow to cleave). Alternately we have two feats left to take power attack and cleave straight at level one (?). 2nd level allows us to obtain the crucial combat expertise (especially when you go stubborn without armour. HINT: Get an enchanted robe, be it with mage armour or ghost armour in it). On 4th level we get this Evasion feat from the list in this text, or take dodge or mobility. Mostly depending on the choice of brute martial arts or finesse styles. Flurry of blows from the monk list makes sense, some self-healing is always a good option. Resistance to mundane disease in a world where contagion is a newbie spell? That magic resistance and becoming a magical creature would be monk feats to mourn about being not available. The necessary stats of strength 16, dexterity 16 and intelligence 13 are possible. Even more as I allow to spend points. Cute we need no wisdom here? Check prerequisites for your career! If you decided for an expert, you may just need some levels more to purchase all the feats (due certain prerequisites), especially for you start with two more at 1st level. As spellcrafter this little excursion only shows that as a multiclass warrior/spellcrafter or expert/spellcrafter (restricted to 10th level in each class) it needs more levels, yet is possible. Spellcrafter benefit in this mixture is: take the use magic device skill. It allows to bypass restrictions of spells, scrolls and items. This means: Capped to 10th level in both classes, the crucial scrolls you need (greater restoration, healing circle, regeneration, combat spells) are not completely lost. Nonetheless, feats like eschew materials, scribe scroll (money-mill) and still spell are certainly worthy! For both, pure spellcrafter & mixed classes. Personally I would (just a guess) prefer pure spellcrafters (Shukenja & Miko). Feats like weapon finesse, combat expertise and perhaps dodge or, even better, evasion to improve survival chances. I could still call my characters mini-blade a Tanto and enjoy it. The combination of power attack and combat expertise may suck (dire penalty), may be compensated by armour though. A brute could do: [1d2(fist) + 3 (str)+5(power attack) =9 or 10 damage] easily and finesse could easily reach: [1d2 (fist) + 2 (str) + 1d4 = 4 to 8 damage]. ☺
License - Legal Information Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, character names (including those used in the names of spells or items), places, Red Wizard of Thay, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License. More information on the Open Game License can be found at www.opengamingfoundation.org www.wizards.com/d20 . The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or or
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document v3.5 HTML compilation Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen. Added to Copyright Notice on demand of this license: In May 2007 I, Andrè Michael Pietroschek, re-wrote with intent of publishing, the included description of SRD Unearthed arcana warrior, expert & spellcaster (here re-named spellcrafter) as player-classes for D&D (Dungeons & Dragons pen & paper Roleplaying Game) straight from “The Revised (v3.5) System Reference Document” by D20 Systems (as far as the download was named). I further mention in quite obvious text and colour that neither Wizards of the Coast nor D20 are in any form responsible for my publishings and I clearly mentioned, that I am not a member of their team or staff. Andrè M. Pietroschek, Germany, May 2007 END OF LICENSE Notice please: That license does not in any form allow to violate my own copyright or steal my mental property. Simplified: The license only deals with what my own approach is based upon, stealing my own files or ideas and pasting this license in won't make it legal! Try firstname.lastname@example.org or email@example.com to receive contact information or answer, as soon, as I receive your email. Spam and such might influence the degree of patience needed.
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue listening from where you left off, or restart the preview.