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| Green09-13-04, 04:47 PM | Please be gentle. What follows is basically my way of keeping the archetypal aspects of D&D classes while allowing the customization of D20 Modern talent trees. The main gist is allowing for a variety of niches to be expressed within each archetype. Balance between classes at the "standard" level of magic was not really a concern since other design goals took priority. Among them are: Provide a means for each class to fill its niche on autonomously (ie, no "required" magical equipment shopping lists or "required" multiclasses for a basic concept to be mechanically feasible). Have rules reflect flavor and not vice versa. Give a variety of options for players to create and advance characters. Make sure that at least a semblance of the core PHB classes can still be created Provide tools for players and DMs to define the classes of their campaigns that are (relatively) easy to understand and implement. For the time being, I'm not particularly interested in debating the validity of this idea. It's not that I don't want constructive criticism or anything, but I'm more interested in making this idea work than in defending whether or not it should exist. In that vein, anyone who responds can definitely help me by providing ideas for more talent trees for generic and base classes, giving me an idea of what sorts of advanced or prestige classes you would like to see, showing me some archetypes and class concepts I have probably missed, and helping me expand some of the talent trees I already have. In the next couple of posts, I'll give you my ideas for the warrior classes and the spellcasting classes. In general, I took the UA generic classes as the base (instead of rooting them into classes built along the six attributes) and used the base classes as an expansion. The generic classes are only 10 levels, which I hope would be good for multiclass dipping and low-level NPCs. The base classes are 20 levels and are generally for adventurers and important NPCs. I may or may not create advanced or prestige classes. The base classes are organized by their generic type (warrior, expert, spellcaster). Some of the base classes are not yet represented because I am not sure where I would put them right now, or if I even need to make them into base classes at all. So far, I have the warrior and spellcaster done. The expert needs work, especially since my ideas for expert talent trees are slim. Strangely, though, I have the rogue base class pretty much done. The next two posts will show what I have so far. Thanks for your time. |
| Green09-13-04, 05:21 PM | WARRIOR GENERIC CLASS Flavor text as DMG warrior NPC class. The warrior generic class is only a 10-level class. BAB: good HD: d10 Saves: Two good, one poor (player's choice). Alternatively, two good, one medium. The medium base save progression, according to the base saves at the levels, are: +1 (1st & 2nd), +2 (3rd & 4th), +3 (5th thru 7th), +4 (8th & 9th), +5 (10th & 11th), +6 (12th thru 14th), +7 (15th & 16th), +8 (17th & 18th), +9 (19th & 20th). Class Skills: Craft, Profession, plus any 6 skills. Skill Points: 4 + Intelligence modifier (times 4 at 1st level) Weapon and armor proficiency:All simple and martial weapons, light and medium armor, shields (except tower shields). Talents: At 1st, 4th, 7th, and 10th level, choose a talent from one of the talent trees below. Bonus Feats: At 2nd, 5th, and 8th level, choose a bonus feat from the PHB fighter's bonus feat list sans Greater Weapon Focus and Greater Weapon Specialization. Defensive Tactics Talent Tree Defensive Tactics. The attack penalty you sustain while fighting defensively is reduced by 2. Prerequisites: Combat Expertise. Improved Defensive Tactics. You gain a +2 competence bonus to AC (total +6) when fighting defensively. Prerequisites: Defensive Tactics. Advanced Defensive Tactics. When fighting defensively, your bonus to AC increases by half your warrior levels. This bonus supercedes the bonus from Improved Defensive Tactics. Prerequisites: Defensive Tactics. Extreme Effort Talent Tree Extreme Effort. Before making a Strength test or Strength-based skill check, you may add +2 to the attempt. Improved Extreme Effort. Before making a Strength test or Strength-based skill check, you may add double your unenhanced Strength bonus to the attempt. This supercedes the bonus from Extreme Effort. Prerequisites: Extreme Effort. Advanced Extreme Effort. Before making a Strength test or a Strength-based skill check, you may add half your warrior levels to the attempt. This supercedes the bonus from Improved Extreme Effort. Prerequisites: Improved Extreme Effort. Offensive Tactics Talent Tree Examine Opponent. Designate one opponent and observe him for one round. At the end of that round, make an Intelligence check with an insight bonus equal to half your warrior class levels (base DC 15, modified by your target's attempt to Bluff or Intimidate). If successful, you know his overall combat skill (based on BAB and number of feats: novice, seasoned, veteran, or master), his strengths (ie. strong, agile, tough, and/or cunning), and his condition (perfect, scratched and scraped, badly wounded, or near death). Your opponent can deceive you into thinking his is less or more skillful depending upon his Bluff and Intimidate check result. The better your check result, the more information you can determine about your opponent. Exploit Weakness. After using Examine Opponent against your chosen target, you may find a way to gain an advantage by using cunning over speed or brawn. As a move-equivalent action, you may make an Intelligence check and add your warrior levels vs. DC opponent's highest BAB. If the check succeeds, you may add your Intelligence bonus to attack rolls made against that opponent that round. Prerequisite: Examine Opponent. Offensive Tactics. Whenever you make a full attack, you gain a bonus to either to your first attack or to all your damage rolls that round. This bonus is equal to +1 for every 4 warrior levels. Resilient Talent Tree (Acid/Cold/Electrical/Fire/Poison/Sonic) Resistance. Choose a type of damage. Your resistance to this damage type is equal to your Constitution bonus. Improved (Acid/Cold/Electrical/Fire/Poison/Sonic) Resistance. Your resistance to the damage type chosen in Resistance increases to half your warrior level. This supercedes the benefit of Resistance. Prerequisites: Resistance. Spell Resistance. You have SR equal to half your warrior levels. Prerequisites: Resistance. Hardy. When you make a Fortitude save against diseases or spells, you get a bonus equal to half your warrior level. Prerequisites: Great Fortitude. Weapon Mastery Talent Tree Weapon Sense. You gain a competence bonus to using weapons with which you are not proficient equal to +1 per every 2 warrior levels (max +4). Improved Weapon Focus. Choose a weapon for which you have the Weapon Focus feat. When wielding that weapon, you gain a +1 attack bonus for every 2 warrior levels (max +5). Prerequisites: Weapon Focus (weapon chosen). Improved Weapon Specialization. With the weapon you have chosen for Improved Weapon Focus, you get +1 damage for every 2 warrior levels. Prerequisites: Weapon Focus and Weapon Specialization in chosen weapon. Expanded Weapon Focus. The bonuses you receive from the Weapon Focus and Weapon Specialization feats apply to all weapons in that same group. The groups are: axes, basic weapons (club, dagger, quarterstaff), bows, crossbows, flails and chains (light flail, heavy flail), heavy blades (longsword, greatsword, falchion, scimitar, bastard sword (two-handed use)), light blades (dagger, punching dagger, rapier, short sword), maces and clubs (club, light mace, heavy mace, greatclub, quarterstaff, sap, warmace (two-handed use)), picks and hammers (light pick, heavy pick, light hammer, warhammer, scythe, maul (two-handed use)), slings and thrown weapons (dart, sling), spears and lances and polearms (javelin, lance, longspear, shortspear, trident, glaive, guisarme, halberd, and ranseur). Prerequisites: Weapon Focus and Weapon Specialization in one weapon in the group. Exotic Weapon Group Proficiency. The Expanded Weapon focus talent applies to exotic weapons in the group as well. Prerequisites: proficient with an exotic weapons in the weapon group, Expanded Weapon Focus. BERSERKER BASE CLASS Flavor text similar to PHB, except instead of being an uncivilized brute, the berserker is a warrior who channels emotional energy into increasing his natural abilities. Prerequisites: Any two warrior talents from the Extreme Effort, Resilient, and Weapon Mastery talent trees. BAB: good HD: d12 Saves: Fortitude good, Will and Reflex poor. Alternatively: Fortitude or Will good, Will or Fortitude medium, Reflex poor. Class Skills: as PHB barbarian. Skill Points per level: 4 + Intelligence modifier. Talents. At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level in the berserker class, you gain a talent from the talent trees below. Bonus feats. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level in the berserker class, you gain a bonus feat from the following: Athletic, Combat Reflexes, Dodge (Mobility, Spring Attack, Whirlwind Attack), Endurance (Diehard), Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Initiative, Improved Unarmed Strike (Stunning Fist), Iron Will, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Run, Self-Sufficient, Toughness, Track, Weapon Focus (Weapon Specialization) Combat Prowess. Berserkers may add their berserker levels to their warrior class levels for the purpose of using talents in the talent trees they chose as warriors. For warrior talents chosen after taking levels in the berserker class, your berserker levels replace your warrior class levels for the purpose of determining the potency of those talents. Rage Talent Tree Greater Extreme Effort. Before making a Strength or Strength-based skill check, you may add half your berserker levels to the attempt. This stacks with the bonus granted from Advanced Extreme Effort. Prerequisites: Advanced Extreme Effort. Rage. As PHB barbarian ability. You may use Rage a number of times per day equal to half your berserker levels. Greater Rage. As PHB barbarian ability. Prerequisites: Rage. Indomitable Will. As PHB barbarian ability. Prerequisites: Rage. Tireless Rage. As PHB barbarian ability. Prerequisites: Rage. Resistance Talent Tree Advanced Resistance. You may choose one of the talents from the Resilience tree in addition to the ones in this talent tree. Greater Resistance. You may add your berserker levels to your warrior levels for the purpose of using talents from the Resilience tree. Prerequisites: Improved Resistance, Spell Resistance, or Hardy. [b]Purity of Body. As PHB monk ability. Diamond Body. As PHB monk ability. Prerequisites: Poison Resistance. Damage Resistance. You gain DR/magic equal to your Constitution bonus. Prerequisites: Resistance. Damage Resistance II. You gain DR/- equal to your Constitution bonus. Prerequisites: Damage Resistance. Damage Resistance III. You gain DR/- equal to half your berserker level. This supercedes the benefit of Damage Resistance II. Prerequisites: Damage Resistance II. FIGHTER BASE CLASS Flavor text as PHB. Prerequisites: BAB +5 or higher, any two warrior talents from the Defensive Tactics, Offensive Tactics, and Weapon Mastery talent trees. BAB: good HD: d10 Saves: Fortitude or Reflex good, others poor. Alternatively: Any good, any medium, Reflex or Will poor. Class Skills: Craft, Heal, Intimidate, Knowledge (history), Listen, Profession, Ride, Spot Skill Points per level: 4 + Intelligence modifier. Talents. At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level in the fighter class, you gain a talent from the talent trees below. Bonus feats. At 2nd, 4th, 8th, 11th, 14th, 17th, and 20th level in the fighter class, you gain a bonus feat from the PHB fighter bonus feat list. Combat Prowess. Fighters may add their warrior levels to their fighter class levels for the purpose of using talents in the talent trees they chose as warriors. For warrior talents chosen after taking levels in the fighter class, your fighter levels replace your warrior class levels for determining the potency of those talents. Fencing Talent Tree Uncanny Dodge. As PHB ability. Prerequisites: Dodge. Improved Uncanny Dodge. As PHB ability. Prerequisites: Uncanny Dodge. Improved Dodge. You gain a dodge bonus to AC equal to half your fighter levels. Prerequisites: Uncanny Dodge, Mobility. Riposte. When wielding a light melee weapon, you can make up to your Dexterity bonus in extra attacks, but the penalty to all attacks you make when doing so is equal to the number of extra attacks you make. Prerequisites: Combat Reflexes, Dexterity 13+. Precise Strike. When you successfully attack your opponent with a light melee weapon, the number you rolled in excess of your target's AC is added to your damage roll. Using Precise Strike is a full-round action. Prerequisites: Improved Critical (light melee weapon used). Juggernaut Talent Tree Tough. You increase your fighter HD to d12. Prerequisites: Constitution 13+ and Great Fortitude or Toughness. Brawny. You reduce the Armor Check Penalty of any armor worn by 2 (min -0). Prerequisites: Strength 15+. Brawny II. Medium and Heavy armor do not hamper your Speed at all. Prerequisites: Brawny. Crushing Blow. You ignore an object's hardness or a creature's damage resistance equal to your Strength bonus. Devastating Blow. Add your Fighter levels to the save DC of massive damage attacks that you make. Marksman Talent Tree Called Shot. As a full-round action where you aim carefully at a single target, you gain a +1 competence bonus for every 4 fighter levels to your next ranged attack. Using Called Shot provokes an attack of opportunity. Prerequisites: Precise Shot. Expert Shot. Reduce range penalties and your target's cover AC by 2. Prerequisites: Precise Shot. Improved Rapid Shot. Reduce the penalties to using Rapid Shot to -1. Prerequisites: Rapid Shot, Dexterity 15+ Power Shot. With any type of ranged weapon except a crossbow, you may increase the damage die by 1 step. Prerequisites: Weapon Focus (ranged weapon used), Strength 13+ [b]Bull's Eye.[/i] When you hit a target in ranged combat, the number you rolled in excess of your target's AC is added to your damage roll. Using Bull's Eye is a full-round action. Prerequisites: Called Shot. Mounted Warrior Talent Tree (Nothing for this yet, but I think it'd be a worthwhile thing to include for knights who are not paladins). |
| Green09-13-04, 05:51 PM | SPELLCASTER (Flavor text about how magic allows characters to do amazing things blah, blah, blah. Need more inspiration for this part.) Some spellcasters, who call themselves mages, receive their powers from the strength of their own will. Others, who call themselves mystics, gain their powers from their communion with a force or being beyond themselves. When you take this class, you must decide whether you want to be a magician or a mystic. If you choose magician, you use Charisma as your casting attribute; mystics use Wisdom instead. This replaces the divine/arcane distinction described in the PHB. HD: d6 BAB: poor Saves: Will good, Reflex and Fortitude low. Class Skills: Craft (any one skill), Knowledge (arcana), Spellcraft, Use Magic Device, plus any 4 skills. Skill Points per level: 4 + Intelligence modifier (x4 at 1st level). Talents. At 1st, 4th, 7th, 9th, and 10th levels, you gain a talent from the talent trees below, provided you meet the prerequisites. Bonus feat. At 2nd, 5th, and 8th levels, you gain a bonus feat from the following: any metamagic feat, any item creation feat, Augment Summoning, Combat Casting, Eschew Materials, Magical Aptitude, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration. Spellcasting. Spells known and spells per day as UA generic spellcaster. Spontaneous Spellcasting. Both mystics and magicians cast spells spontaneously, requiring no material or verbal components, though they do help in some cases. When spellcasters use material components to cast spells, they gain a competence bonus equal to half their spellcaster levels for the purpose of determining effects of level-dependent variables in spells they cast. This bonus is also added to the save DC of spells they cast when using material and verbal components. This ability only applies to spells you can cast spontaneously. Spells known. Spellcasters have more a more limited number of spells known than their PHB counterparts. However, they gain other abilities in compensation for that. The Gift. The gifts a spellcaster has represent his or her magical "personality." All casters have such an inclination, chosen from the list below. Like any label, it is merely a convenience that helps others (including the spellcasters themselves) understand the mysterious powers they wield. This list is certainly not exhaustive, but they describe the types of abilities most spellcasters tend to wield. Your gift determines the spells you can learn and cast, modified by GM discretion. You should work with your GM to create a spell list specific to your character, although lists for some of the inclinations are provided. As a talent you may choose another gift. Each gift and its associated concepts are given below. Gift of the Air. Wind, electricity, movement. Gift Black Magic. Death, destruction, despair. Cannot be taken with White magical inclination. Gift of the Earth. Earth, stone, metal, gravity, inert matter. Gift of the Fey. Trickery, enchantment, shapeshifting. Gift of the Flame. Fire, heat, light, darkness. Gift of Green Magic (aka gift of the green). Animals plants, living things. Cannot be taken with Black or War magical inclinations. Gift of the Sight. Insight, divination, prophecy. Gift of War. Battle, combat-prowess, physical power. Cannot be taken with Green magical inclination. Gift of the Water. Water, ice, mist, liquids. Gift of White Magic. Healing, preservation, hope. Cannot be taken with Black magical inclination. Celestial Talent Tree This talent tree represents abilities thought to be granted by higher powers. Casters who have talents from the Celestial talent tree are frequently believed to be divine emissaries or descendants of celestials. Prerequisites: Must good and cannot have the gift of black magic. Sense Alignment. You do not use spell slots to cast detect evil or detect good. Instead, you may cast either of these spells a total number of times per day equal to your casting attribute bonus. Sense Alignment II. You may cast detect evil or detect good at will. Prerequisites: Sense Alignment. Holy Aura. As PHB paladin Aura of Good ability. This does not stack with any other aura talents. Celestial valor. You do not have to use spell slots to cast remove fear. Instead, you may cast remove fear a number of times per day equal to your casting attribute bonus. Divine Grace. As PHB paladin ability. Prerequisite: gift of white magic. Smite evil. As PHB paladin ability. You may use this ability once per day. Prerequisites: gift of war. Greater Smite. As PHB paladin ability. You may use this ability a number of times per day equal to your casting attribute bonus. Prerequisites: Smite evil. Supreme Smite. As PHB paladin ability. You can use this ability a number of times per day equal to half your caster level. Prerequisites: Greater Smite. Elemental Talent Tree The elemental talent tree has perhaps the most diverse origins of the casters. Dragons, elementals, djinn, gensai, and even an intense identification with a particular element account for the origins of these casters. Elemental Shape. As the wild shape (medium) talent below, except you turn into an elemental of your favored element. Prerequisites: gift of air, gift of earth, gift of fire, or gift of water. Improved Elemental Shape. As the wild shape (elemental), except you may turn into a Small or Large elemental. Prerequisites: Elemental Shape. Advanced Elemental Shape. As Improved Elemental Shape, but you may be a Tiny or Huge elemental. Prerequisites: Improved Elemental Shape. Resistance (acid, cold, electricity, fire, poison). You gain resistance against this type of damage equal to your casting attribute bonus. Greater Resistance (acid, cold, electricity, fire, poison). Your resistance to the damage type chosen for the Resistance talent increases to half your caster level (max DR 10/energy type). Prerequisites: Resistance. Immunity (acid, cold, electricity, fire, poison). You are immune to this type of damage. Prerequisites: Greater Resistance and gift of air (electricity immunity), gift of earth, gift of fire (fire immunity), or gift of water (cold or acid immunity). (Acid/Cold/Electricity/Fire/Poison) Blast. As a spell-like effect similar to fireball and lightning bolt, you may hurl a line of energy or poison (length is ten times your caster level) that does 1d6 damage per caster level. You may use this ability once per day for every 5 caster levels. Prerequisites: Greater Resistance (type of energy you choose to blast) and either gift of air (electricity blast), gift of earth (poison blast), gift of fire (fire blast), or gift of water (cold blast). You must also be able to cast 3rd-level spells. Improved Blast. You may use Blast a number of times per day equal to your casting attribute modifier. Prerequisites: Blast, able to cast 4th-level spells. Aura of Power. Similar to the paladin's Aura of Good ability, but instead of registering how good your character is, it describes about how powerful he is. The aura's exact effects depends upon the powers you have. An earth mage would have a decidedly different aura from a caster affiliated with fire. In addition, you gain a +1 insight bonus to Intimidate checks for every 3 caster levels you have. This does not stack with any other aura talents. Prerequisites: gift of air, gift of earth, gift of fire, or gift of water. Fey Talent Tree Casters with talents from the Fey talent tree are frequently believed to have been contacted by the fey in some way, or even to be descended from them. In many cases, individuals who possess talents from this talent tree are thought to be changelings. Trickster. You gain a competence bonus to Bluff and Intimidate checks equal to your caster level. Prerequisite: Persuasive or 2+ ranks in Bluff and Intimidate. Resist Nature's Lure. As PHB druid ability. Fey Blood. You gain a +2 bonus to saves against Enchantment, Illusion, and Transmutation spells. Enhanced Fey Blood. You gain DR/cold iron equal to your Constitution modifier. Greater Fey Blood. Your DR/cold iron increases to half your caster level (max DR/10). Prerequisites: Enhanced Fey Blood. Aura of Power. People recognize power when they see it, and they respond accordingly. You gain an +1 insight bonus to Intimidate checks equal to half your caster level. You do, however, find it hard to get people to trust and believe you (penalty to Bluff and Diplomacy checks). This does not stack with any other aura talents. Prerequisites: gift of the fey. Fiendish Talent Tree Sense Alignment. As same talent in Celestial talent tree. Sense Alignment II. As same talent in Celestial talent tree. Unholy Aura. Prerequisites: must be evil. As PHB paladin's aura of good ability, except it registers as an aura of evil. In addition, you may add your spellcaster levels to Intimidate checks. This not stack with any other aura talents. Unholy Resistance. You gain DR/holy equal to your casting attribute bonus. Greater Unholy Resistance. Your DR/holy increases to half your caster level (max DR 10/holy). Smite Good. As Smite Evil described above, but applies to good instead of evil. Prerequisites: must be evil, gift of black magic. Greater Smite. As Smite Evil described above, but applies to good instead of evil. Prerequisites: Smite Good. Supreme Smite. As Supreme Smite described above, but applies to good instead of evil. Prerequisites: Greater Smite. Magical Companion Talent Tree Animal companion. As PHB Druid ability. Prerequisites: one gift. Familiar. As PHB sorcerer ability, but applies to the creature you chose as your animal companion. The same creature that is your animal companion can also be your familiar. Prerequisites: Animal companion. Special companion. Your animal companion becomes a special companion with bonuses and abilities like the PHB paladin's special mount ability. Prerequisite: Animal companion. Wild empathy. As PHB druid ability. Prerequisites: gift of green magic or 5+ ranks in Handle Animal and Knowledge (nature). Seer Talent Tree The abilities of the seer stem from their gift of clarity and insight. While nowhere near as potent as some of their spells, seers often first discover they have the gift of sight through the development of these talents. Awareness. Add Alertness and Skill Focus (Sense Motive) to your list of bonus feats. Prerequisites: gift of sight. Premonition. For a number of times per day equal to your casting attribute bonus, you may add half your caster level as an insight bonus to any save you attempt. You must use this ability before the roll is made. Prerequisites: gift of sight. Improved Premonition. For a number of times per day equal to your casting attribute bonus, you may add half your caster level as an insight bonus to any save or skill check you make. You must decide whether or not to use this ability prior to making the rolls. Prerequisites: Premonition. Advanced Premonition. For a number of times per day equal to your casting attribute bonus, you may add half your caster level as an insight bonus to any save attempt, skill check, or attack roll you make. You must use this ability before the roll is made. Prerequisites: Improved Premonition. Seer's Aura. Because you are so gifted at seeing into the hearts and minds of others, people respond to you as if you already know them, and they find it difficult to lie to you. You gain a +1 insight bonus to Diplomacy, Gather Information, and Sense Motive checks for every 3 caster levels. This does not stack with any other aura talents. Prerequisites: gift of sight. Shapeshifting Talent Tree Changing one's own shape or the forms of others is a staple of stories about spellcasters. The variety of functions a single spellcaster can serve simply by changing her form is a source of wonder and perhaps some envy on the part of ordinary people as well as those spellcasters whose abilities do not lie in physical mutability. Improved Shapeshifting. You gain a bonus to your effective caster level equal to your casting attribute bonus to any spell you cast which alters the form of the target.Prerequisite: the ability to cast spells altering a creature's shape. Wild shape (Medium). As PHB druid ability. You can wild shape once per day for every 4 caster levels. Prerequisites: gift of green magic or the ability to cast spells changing your own shape or the shape of other creatures. Wild shape (Small or Large). As PHB druid ability. Prerequisities: Wild shape (Medium). Wild shape (Tiny or Huge). As PHB druid ability. Prerequisites: Wild shape (Small or Large). Wild shape (Plant). As PHB druid ability. Prerequisites: Wild shape (Small or Large). Wild shape (Elemental). As PHB druid ability. Prerequisites: Wild shape (Small or Large). Sorcerous Enhancement Talent Tree Stories abound of how mystics and magicians enjoy health and youth much longer than mundane members of the same race. Indeed, the promise of immortality and the lure of eternal youth are the goals that mystics and magicians often seek. Yet, for many, such boons are the result of being descended from creatures whose lifespans are several (or many) times longer than the average humanoid. Purity of Body. As PHB monk ability. Divine Health. As PHB paladin ability. Prerequisites: Purity of Body. Unaging. Your character does not suffer the physical debilitation due to natural aging. Prerequisites: Purity of Body. Slowed Decay. You take the physical age effects of the age category one step behind you. Prerequisites: Middle Age. Eternal Youth. Your character regains the physical attributes she had at adulthood. Prerequisites: Unaging, Old Age. Timeless Body. As PHB monk class ability. Prerequisites: Unaging. Deathless. You can only die if you are killed by accident or design. Prerequisites: Timeless body, Divine Health. Spell Mastery Talent Tree Favored Spell. Choose one spell that you know that is half the level of your highest level spell known (minimum 0, maximum 4). You gain a number of bonus slots per day which you can use to cast this spell equal to your casting attribute bonus. Improved Favored Spell. When you use a metamagic feat with the spell you chose for favored spell, you cast it at a spell slot one level lower than described in the PHB. Prerequisites: Favored Spell enhanced with the metamagic feat you want to use. Advanced Favored Spell. You may spontaneously apply metamagic feats to your favored spell. The spell slot cost is the same as described in the PHB, but the metamagic feat you applied to Improved Favored Spell retains the reduced slot cost. Prerequisites: Improved Favored Spell. Expanded Spell Focus. You may use the Spell Focus and Greater Spell Focus feats with cleric domains as well as arcane schools. The bonuses for Spell Focus in domains and schools do not stack. Magic Focus. You use an object (perhaps a gem, an item of clothing, or drugs), situation (nudity, lunar cycles, planetary alignments, or time of day), or state of mind (joy, pain, anger) to help facilitate using your powers. When you include this focus in your spellcasting, you gain a competence bonus to your effective caster level equal to your casting attribute bonus. CLERIC BASE CLASS Flavor text as PHB. What follows are only a few sample talent trees available to the cleric base class. Prerequisites: must be a mystic, Knowledge (religion) 5+ ranks, Expanded Spell Focus, and either Holy Aura, Unholy Aura, or Aura of Power. HD: d4 BAB: poor Saves: Will good, Fortitude and Reflex poor Class Skills: Concentrate, Diplomacy, Heal, Knowledge (all skills taken individually), Profession, Speak Language, Use Magic Device Skill Points per level: 4 + Intelligence modifier Talent. At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level in the cleric class, you may choose their talents from the talent trees below. The list is far from exhaustive. Work with your GM to come up with talent trees that will work for your cleric. Bonus feat. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level in the cleric class, you gain a bonus feat from the following: any metamagic feat, any item creation feat, Augment Summoning, Combat Casting, Eschew Materials, Improved Turning, Magical Aptitude, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration. Avatar Talent Tree Avatars are individuals who spend their lives emulating a deity or upholding a particular ideal. In the eyes of the common folk, they are the mouthpieces of the deities they represent, or sometimes their incarnations. Prerequisites: An avatar must choose a deity or ideal which she attempts to emulate. Divine Resilience. You may add your Charisma bonus to Fortitude and Will saves. Fascinate. As PHB bard ability, Wisdom bonus/day. Prerequisites: Perform (Oratory) 3+ ranks. Divine Speech. You gain Perform (Oratory) as a class skill. When you make a Perform (Oratory) check, you gain an insight bonus equal to half your cleric class levels. Prerequisites: Fascinate. Suggestion. As PHB bard ability, Wisdom bonus/day. Prerequisites: Perform (Oratory) 9+ ranks, Fascinate Mass suggestion. As PHB bard ability, Wisdom bonus/day. Prerequisites: Perform (Oratory) 21+ ranks, Suggestion. Exorcist Talent Tree Exorcists are mystics whose interests and talents lie in the prevension or removal of certain creature types, most often evil outsiders, but they have been known to deal with other types of creatures. Spells known. In addition to the spells granted to you based on your mystical inclination, you also can learn the following spells: (0th)--detect chaos/evil/good/law. (1st)--alarm, hold portal, protection from chaos/evil/good/law. (2nd)--arcane lock. (3rd)--magic circle against chaos/evil/good/law. (4th)--dimensional anchor. (5th)--dismissal. (6th)--repulsion. (7th)--banishment. (8th)--dimensional lock. (9th)--imprisonment, soul bind. Favored Adversary. As PHB ranger's favored enemy ability. Choose a creature type from the following: aberration, elemental, fey, ghosts, outsider (subtype), or undead. You may choose this talent more than once, but each time you do, it applies to a different creature type. If a specific creature falls into more than one category, your bonuses do not stack. You simply use whichever one is higher. You gain a cumulative +2 competence bonus to Bluff, Gather Information, Knowledge, Sense Motive, and Survival checks when using these skills against the creature type. Prerequisites: Knowledge (religion) 5+ ranks and Knowledge (the planes) 5+ ranks or Knowledge (nature) 5+ ranks. Turning. You may turn creatures of the type you chose for your favored adversary as the PHB cleric turns undead. You may not take this talent in conjunction with the rebuke talent.Prerequisites: Favored Adversary. Rebuke. You rebuke creatures of the type you chose for your favored adversary as the PHB cleric rebukes undead. You may not take this talent in conjunction with the turning talent. Prerequisites: Favored Adversary. WIZARD BASE CLASS Flavor text as PHB wizard. What follows are only a few sample talent trees available to the wizard base class. Prerequisites: must be a magician with at 4+ ranks in Knowledge (arcana), 2+ ranks in Spellcraft, the Scribe Scroll feat, and at least one gift from the spellcaster generic class. HD: d4 BAB: poor Saves: Will good, Fortitude and Reflex low. Class Skills: Concentrate, Craft (all skills taken individually), Decipher Script, Knowledge (all skills taken individually), Profession, Speak Language, Spellcraft, Use Magic Device Skill Points per level: 4 + Intelligence modifier Talent. At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level in the wizard class, you may choose their talents from the talent trees below. The list is far from exhaustive. Work with your GM to come up with talent trees that will work for your wizard. Bonus feat. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, you may choose a bonus feat from: any metamagic feat, any item creation feat, Augment Summoning, Combat Casting, Eschew Materials, Magical Aptitude, Spell Focus, Greater Spell Focus, Spell Mastery, Spell Penetration, Greater Spell Penetration. Spellcasting. Wizard spellcasting is based on Intelligence. Wizards must have an Intelligence score of at least 10 + spell level to cast spells of that level. In addition, wizards must have a number of ranks in Spellcraft equal to twice the spell level of the spells they wish to cast in order to learn them (minimum 1 rank for 0th-level spells). All other rules about spellbooks, spells per day, et al are in the PHB. Artificer Talent Tree Imbue item. You may temporarily bestow a mundane object with a spell you can cast. The potency of the spell depends upon your caster level: 1st-4th level wizards may imbue an item with a 1st-level spell; 5th-8th level wizards a 2nd-level spell; 9th-12th level wizards a 3rd-level spell, 13th-16th level wizards a 4th-level spell; and 17th-20th level wizards can imbue items with a 5th-level spell. Prerequisites: Craft (type of object imbued) 7+ ranks Improved Item Creation. Your ability to craft magic items depends more upon your skill at craftsmanship than your abilities as a spellcaster. Any spell you know can be put into a magic item of the appropriate type, provided the general function of the spell and the function of the mundane version of the item are similar. You must purchase item creation feats with bonus feats or character feats as normal, but the spellcaster requirement is waived. Prerequisites: Craft 10+ ranks (type of item you are using this ability on). Effortless Crafting. Making magical items taxes your internal resources less than it would other wizards. The XP costs for crafting magic items is reduced by 10%. Prerequisites: Improved Item Creation, Craft 12+ ranks (item you are crafting). Improved Effortless Crafting. As in Effortless Crafting, but reduce the XP cost by 25%. This replaces the benefit of Effortless Crafting. Prerequisites: Effortless Craft, Craft 15+ ranks (item you are crafting). The Craft Talent Tree Wizards prefer to call their method of spellcasting the Craft because of its emphasis on discipline, dedication, and attention to detail. Although the Craft expresses itself in the words, gestures, and ingredients wizards use to cast their spells, the roots of the Craft lie in complex mathematical and philosophical concepts that are beyond the reach of most ordinary people. Enhanced Gift. Whenever you use material components with spells you initially developed as a magician, you may add your wizard levels to your total caster level. Craft Improvement. Your study and training in the Craft have enhanced your natural spellcasting abilities. You may continue to take talents from the generic spellcaster class as long as you meet the prerequisites. Spellcaster Talent. You may continue to take talents from the spellcaster generic class provided you meet the prerequisites. Sage Talent Tree Trivial knowledge. As PHB bardic knowledge. Prerequisites: 12 ranks spread among at least 4 different Knowledge skills (minimum 2 ranks per skill). Sagely knowledge. You gain Skill Focus (Knowledge) in all knowledges you have ranks in. Prerequisite: 30 ranks distributed across at least 5 knowledges (minimum 4 ranks in each Knowledge), Skill Focus (any Knowledge skill). Research. Given time and access to the right collection of scrolls, maps, and books, you can eventually come to learn something about anything. Provided you have the proper resources, you gain a +1 bonus to Knowledge checks for every full day spent in research (maximum +10). Prerequisites: Decipher Script 4+ ranks, Search 4+ ranks. Improved Research. The bonus for using the Research talent increases to +2 for every full day spent in research (maximum +20). Prerequisites: Research. Advanced Research. As Research, but the bonus is conferred for every hour spent researching. This talent does not apply to Improved Research. Prerequisites: Improved Research. Specialist Talent Tree Prerequisites: You must choose a school or domain in which to specialize, followed by a rival school or domain. The rival school or domain cannot be one based in the gift that already opposes your own. You may still cast spells from your rival school or domain, but you must roll against the chance of arcane spell failure to do so. The likelihood of arcane spell failure depends upon the level of the rival school or domain spell being cast. It starts at 50% for 0th level spells and goes up by 5% for each spell level, up to a 95% arcane spell failure chance for 9th-level spells. Metamagic specialization. You may apply metamagic feats to all spells in your specialty school or domain. Prerequisites: Spell Focus (school or domain), one metamagic feat in at least 4 spells (only one for each level) in the school or domain. Bonus spells per day. With your chosen specialty school or domain, you gain an additional spell per day for each spell level. Increased caster level. With your chosen specialty school or domain, you add your Intelligence or Charisma bonus to your effective caster level. |