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Shattered World Classes

The classes presented in the Core Rulebook and the prestige classes in the are all allowable PC classes, unless otherwise noted. Anything nonstandard has to come from here, otherwise it is not allowable.

Several of the standard fantasy d20 classes are modified or adapted in some way in Syseria. Some classes have variants that are changed in some way. Also, some classes have certain responsibilities on Syseria that is different from their typical counterparts. The characters of Syseria are all unique in their own ways, a paladin from Shin-Xiao will be vastly different to a paladin from The Dwarven Empire.

Barbarians

While not mechanically different, barbarians are a bloody, savage society, and any PC barbarian not subscribing to their philosophy will find a dangerous mortal enemy in the barbarian tribes. They follow Brognor, god of murder and chaos. Any barbarian who does not follow this god is hunted down mercilessly.

In game mechanics, barbarians function 100% identically to those described in the PHB.

Clerics

Quite simply, the quote-unquote “generic” clerics of the player’s handbook just don’t exist. All clerics must follow a god. These gods grant certain powers that alter the cleric’s class features, and depending on which god a cleric follows, his class features might change altogether, including having no ability over undead, usage of bladed weapons and bows, armor restrictions, certain special magical abilities, and any other number of alterations to the class.

Druids

There are no “generic” clerics or druids on Syseria, they must all follow gods and their behavior and class features can mutate slightly or drastically depending on which god they choose.

Monks

Monks and other typically oriental characters such as samurai, ninja, sohei and wu-jen are restricted to begin their journey in eastern lands of Shin-Xiao, but it’s normal for travels to take them abroad via portal, ship, or transoceanic monorail.

Rangers

The normal Ranger as laid out in the Players Handbook is not a Syserian ranger. These characters are referred to as “Hunter.”

A ranger is a good-hearted woodsman, an outdoorsman, and an overall do-gooder.

2nd Edition rangers are available in addition to 3rd Edition Rangers. 2nd Edition rangers must be good aligned and gain the Animal Empathy ability as well as an animal companion/familiar. Upon reaching 9th level, 2nd Edition rangers gain animal followers.

Paladins

Not all gods patronize paladins, but all paladins have a god that they loyally and faithfully serve. The gods that patronize paladins are listed in the Syserian pantheon, under each individual god’s listing.

A paladin is not restricted to a lawful good alignment, rather to a chivalric code. Although only paladins who are knights or cavaliers have “real” chivalric codes to follow, all paladins have some sort of code of conduct, whether it be called chivalry, honor, or whatever. These differ from patron to patron. Paladins are much like clerics in this regard, but their class features change less drastically.

Paladins are restricted to 10 total magic items as follows: one suit of magical armor, one magical shield, three magical weapons, five other magical items. Also, paladins must tithe 10% of all wealth they earn over the course of adventuring. This tithe can go to any cause or organization the paladin deems worthy to receive it. There is no such thing as a “generic” paladins in any game I run, they must all follow gods and their behavior and class features can mutate slightly or drastically depending on which deity they choose.

Sorcerers

This class is not available to good and/or lawful beings. Sorcery is the classic “quicker, easier, more seductive” path of magic, and sorcerers are always at odds with wizards and society at large. In general they tend to be loners, outcasts even, often lawless men with no regard for morals or life.

Sorcerers and wizards are going to find themselves at odds with each other, as sorcery is the classic “quicker, easier, more seductive” dark path, and classic wizardry takes hard work and an orderly mindset to master. Sorcerers have a tendency to be chaotic and/or evil while wizards tend to be lawful and/or good.

Wizards

This class is not available to chaotic beings. Discipline, critical thought, intuition, deduction, and wisdom do not mix well with chaos. The wizard is the wise advisor to the king, the stalwart commander of an army, the keeper of esoteric knowledge in remote towers, and the explorer of distant realms in alternate dimensions. These are only a few of the roles of wizards. Adventuring is only the beginning of their career.

Wizards generally despise sorcerers. They see them as charlatans, hacks, no-goods, imbeciles, and fools. They believe their lack of arcane knowledge will ultimately lead to their demise. They frequently point out that their ability generally lies only in their power to destroy; sorcerers generally do not bother to use divining, constructive, or transportation magic.

All Others

Bards, rogues, and fighters function 100% typically as defined in the PFCR.

There are several instances in this manuscript where classes are grouped together in 4 broad categories: warriors, wizards, priests, and rogues. These categories are identical to what they were in 2nd edition, but for those of you who are unfamiliar, the warrior group contains the fighter, barbarian, ranger, and paladin classes. The wizard group contains the wizard and sorcerer classes. The rogue group contains the rogue and bard classes. And finally the priest group contains the cleric, druid, and monk classes. The rule of thumb for determining which group applies to your class if you are not already sure is by looking at their hit die: a d10 or d12 is probably a warrior, d8 is probably a priest or  a rogue and d6 is probably a wizard.

Racial Character Classes

A Racial Character Class (RCC) is a special class that is available to only one race, or, moreover, it is simultaneously a race and a class. They are so specialized that no other race can even attempt to become one (of course imitations are certainly possible) and they are specifically designed to exploit the individual races’ strong points and try to downplay or eliminate the weak points.

Most RCC’s allow no multiclassing, but there are a few exceptions (if the RCC can multiclass, it is listed in the description). Nobody can ever multiclass into an RCC—they must start there.

RCC’s cannot take skill sets by my house rules as they are too busy training in their profession.

Bronzetail R.C.C.

Dwarf Only

Hit die: d10

During The Dark Times, in a period lost to the annals of its confused history, there is a legend of a race of dwarves who allied themselves with a bronze dragon named Vexstirn Qul’Sting. Through a magical process, their blood was mixed with Vexstirn’s, and these dwarves became part bronze dragon. Vexstirn led them in a highly successful campaign against the marauding hordes of evil creatures that saturated the planet at that time. Vexstirn had lordship over the lands in and around the Anvil Mountains. He put a mithal over this part of the world making any Bronzetails able to carry on an undiluted bloodline should they decide to reproduce with a normal dwarf woman. The hordes of demons and fell creatures that dared to venture there were systematically slain by the canny and stalwart Bronzetails. For centuries during the Dark Times this area of the world was secure.

At some point, a powerful sorcerer took notice of this, the evil Dorngoth. With his magic, he began creating evil dragons: Reds, Greens, Blacks, and Blues. He marched an army of goblins and ogres through the west edge of the Anvil mountains. Vexstirn reacted, organizing an army with the Bronzetails as the captains and commanders. Dorngoth and his dragon armies were routed and scattered but not wiped out. This left the bronzetails and Vexstirn weakened. The dwarf tribe from which the Bronzetails originated were forced to abandon their keep and their silver mines.

In their weakened state, a roving band of evil oni seeking to restore their honour managed to steal Vexstirn’s brood of eggs and slay Vexstirn himself.

The remaining Bronzetails began to fall like dominos. Realizing they had no hope of continuing the fight, they fled deep within the mountains. Humiliated, shamed, and dishonored, they sought to kill themselves by getting into impossible fights with powerful evil beings. And make no mistake, many died.

But some survived.

And those who made it became among the most powerful dwarven warriors in the world. They cared nothing for their own safety, and had no qualms about fighting anything that was evil, powerful and peon alike. As time passed, those who had survived to this point decided that they were “cursed” with invincibility. They reproduced, and though rare, Bronzetails exist to this day. The mithal was never removed; the bloodline remains pure.

Bronzetails are fierce fighters who have lost their honor. For a dwarf, this is worse than death, so as far as a Bronzetail is concerned, he is already dead.

Adventurers: Bronzetails are adaptable and can work alone or with an adventuring party. Their only motivation is to destroy evil, they care nothing for their own lives. They do not necessarily impose their reckless attitude on others, and, being good aligned, will generally regard non-evil lives as worthy of preserving. They never operate as mercenaries, will not hire out their services, and swear allegiance to no liege but the spirit of Vexstirn.

As fighters, they are fierce. They also have some psychic ability. Their function in a party is invariably as a warrior, but with their psychic ability they can expect hatred and discrimination from the population at large. They are perpetually fish out of water unless they are locked in a battle to the death.

Characteristics: A Bronzetail is a fearsome fighter, aggressive, thick headed, and armed with psychic abilities. Their fall from grace has made them suicidal and reckless, making them even more dangerous. They sometimes suffer from psychoses. These can range from megalomania to suicidal tendencies to masochism to paranoid schizophrenia. Quite often, Bronzetails have an obsessive compulsive habit of some kind. They rarely suffer from chronic narcissism or sadism.

They have thick, sometimes scaly skin, with the occasional metallic sheen. They also sport a small stubby tail coming out of their tailbone. It has no biolological function, but this is where they get their names. They have no wings or innate flying ability.

Alignment: Bronzetails are good, but reckless. They can only be Neutral Good or Chaotic Good.

Abilities: Strength is highly important to Bronzetails, and all should have a strength of no less than 14. Dexterity is also highly recommended, as Bronzetails are unwilling to wear armor. Obviously a Bronzetail’s attitude and philosophy towards life implicitly precludes a high wisdom score.

Alignment: Neutral Good or Chaotic Good.

Hit Die: d10.

Class Skills: Climb (Str), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Profession (wis), Ride (Dex), Perception (Wis), Swim (Str), Acrobatics (Dex)

Class skill points at 1st Level: (2 + Int modifier) x 4.

Skill points at Each Additional Level: 2 + Int modifier.

Class Features: TBD

Weapon and Armor Proficiency: Bronzetails are proficient in all weapons. They are not willing to wear armor, and never bother to learn how. Not only is a Bronzetail not proficient in armor use, it is not allowable for a player to attempt to take a feat to facilitate armor use.

At 1st level, Bronzetails gain the ability to breathe lightning as per bronze dragons. Damage starts at 1d6 and increases as they gain levels. The lightning goes in a straight line, starting at the Bronzetail, and is 60’ long. They can use their breath weapon once every three rounds; otherwise there is no limitation.

At 1st level, Bronzetails gain the ability to speak Draconic as an absolutely free bonus language. This is in addition to any languages purchased with skill points and any bonus languages for intelligence.

Every time a Bronzetail can increase an ability score (4th, 8th, 12th, 16th, and 20th level) they also gain a +1 bonus to their Armor Class for their naturally scaly skin.

Bronzetails may take as a standard feat Deep Impact, Rapid Metabolism, Scribe Tatoo, or Speed of Thought as detailed in the Psionics Handbook.

CatBurglar R.C.C.

Halfling only

Hit die: d6

This character is the epitome of halfling deftness, cleverness, trickery, and most of, thieving skills. A CatBurglar must be chaotic.

Adventurers: CatBurglars are the greatest larcenists in the world. That is what they do best, and as a result are widely despised both by commonfolk and by the various theives’ guilds (jealousy). They do not organize into guilds, as ego typically gets in the way of them cooperating.

At 3rd level, CatBurglars gain the casing ability. This is the ability to establish the worth and quantities of valuables contained in a structure or room. When successfully cased, the DM hands the player a map of the location, and a detailed list of the worth and location of any jewelry, magic items, and valuables that are housed in the establishment the halfling has cased.

Burglars are thieves and money grubbers first, adventurers second. When Burglars go for a period longer than 3 months without stealing their level x 500gp of valuables, they begin to gain experience at a 20% experience penalty. At 6 months, they gain experience at a 30% penalty. At 1 year, they gain experience at a 40% penalty, and the penalties do not worsen beyond that.

Champion Adeptus R.C.C.

Human only

Hit die: d12

This character is the epitome of human ambition and chivalry. These are the bold knights that ride bravely into glorious battle and die for the good of the kingdom. They favor competition above all else, to the point of combat to the death if necessary, particularly so with mass-battle.

Champion Adepti make excellent multiclass Paladins, and any character that is a Champion Adeptus can alternate their advancement in both classes back & forth freely, although their weapon of choice has a restriction in this situation (see class features). When taking levels of paladin, they get a d12 hit die instead of d10. Otherwise the paladin class functions normally. Of course Champion Adepti wishing to partake in this benefit must meet the alignment and ethos restrictions of a paladin.

Adventurers: As adventurers, these characters will always make the other characters’ days more interesting at best, unbearable at worst. Champions believe themselves to be the pinnacle of what mankind can achieve, and being the prodigies that they are feel they should naturally be the leaders of the group, even if the rest of the group thinks otherwise.

They have much in common with paladins, and look at them with some amount of grudging respect. It comes to the learned as no surprise that there are sects of paladinhood that fight more frequently with Champion Adepti than they do with evil. In these instances (which are not common mind you), fierce rivalries erupt as both ideologies are strict, and their differences are irreconcilable.

Class Features: At 1st level, Champion Adepti can choose a weapon of choice. It can be either longsword, lance, mace, or flail (not dire), but nothing else. This is the preferred weapon and they gain either a free Weapon Focus or Weapon Finesse feat in regards to this weapon. Furthermore, they gain a +1 bonus for every attack they have with the weapon of choice, and can hit creatures that require a +1 to hit with the preferred weapon. For purposes of overcoming damage reduction, the weapon of choice bonus is added to the weapon’s magical bonus (if any), and if the damage reduction is still not overcome, then their basic preferred weapon bonus is subtracted from the target’s damage reduction. When a Champion chooses to take levels in Paladin, his weapon of choice bonus ceases where it is, never again able to increase regardless of further levels gained as a Champion. Once a weapon of choice is chosen, they can never change their mind.

Upon reaching 3rd level, any fear-causing effects are completely negated by a Champion’s haughty do or die attitude. This extends for a 10’ radius to the Champion’s allies. Mind-affecting effects have a 90% chance of being negated.

Through their hours upon hours of rigorous training, Champion Adepti can increase Dexterity, Constitution, or Strength (their choice) by one point every 5th class level, as long as the ability has no magical enhancement bonus. They can increase an ability of their choice at every 4th character level just as any other character can. When a Champion chooses to take levels of Paladin, this special ability ceases where it is, regardless of later levels gained as a Champion.

Excellent skill with horses; free mounted combat feat at 4th level plus ability to determine value of any horse.

Starting at 5th level, Champions never enter the Dying/Bleeding to death state as defined in the PHB pg. 129. Instead they are always disabled and stable, regardless of how many negative hit points they have, until they are dead. They still lose 1 hp for taking any action in the disabled state.

Upon reaching 7th Level, Champions who chose to take a Dexterity bonus at 5th level can vault up to 10’ into their mount’s saddle as a completely free action. They gain a free Spring attack feat. Characters who have trained their constitution gain a free Toughness feat and a free Great Fortitude feat. Those who trained their strength gain a point of charisma, plus a free Power Attack feat, or if they already have it they can choose any one of Cleave, Improved Bull Rush, Sunder, or Great Cleave feats, again for free. Only champions who have not yet multiclassed into paladins gain this ability.

Because of their amazing will to live and compete, Champion Adepti have an innate refusal to die in any situation other than combat, including but not limited to disease damage, poisonings, traps, starvation, damage caused by nature, and so on. In any such situation where logic does not dictate otherwise as determined by the DM, they get a Fortitude save at base DC 18 to not die—this is only after any saving throw the situation would normally call for, if any, is failed. This second saving throw only applies to non-combat damaging effects that would normally kill. If the second saving throw is made, they still take the damage, but instant death is averted. If the damage causes them to drop below 0 hit points, their current hit points become 1. If there are other non-deadly but detrimental effects, the normal saving throw is all that can be rolled. Examples of possible situations where logic dictates otherwise are falls from extreme heights, crushes by a 14,000 ton slab of solid steel, or submersions in lava or acid for any length of time. This is not a supernatural ability.

Champion Adepti are haughty and arrogant, and must be roleplayed as such. Most of the details of this aspect of their personalities are up to the player, with one major exception: A Champion Adeptus’ armor is a proud uniform, as much a badge of station as protection, and they judge themselves and each other by what armor they wear. They have a rigid armor hierarchy that dictates what armor they prefer. Preference for armor must be: 1st: Full Plate, 2nd: Half Plate, 3rd: Breastplate, 4th: Chainmail, 5th: Scale Mail, 6th: Banded Mail. Any time a suit of armor is found that is a higher rank than what the Champion Adeptus currently wears, he must drop his suit and re-equip himself with the new suit, even if, with magical bonuses, his armor class is worsened by the re-equip—even if the new suit of armor is CURSED! When distributing party treasure in such a situation, the Champion will insist that he get the higher suit of armor that was procured, even at the expense of other more beneficial items. They prefer decorative, extravagant armor bedecked with jewels, but this does not affect the hierarchy listed above, i.e. they will not take jeweled Breastplate over plain Half Plate. The Champion will make effort to keep his armor as clean, undamaged, and generally pretty as possible.

Champions insist on close combat as opposed to ranged combat. They can never use ranged weapons, and will make effort to get into up close and personal combat as soon as they possibly can. Their ethos does not require them to impose this belief on their companions.

Looter R.C.C.

Dwarf Only

Hit die: d8

Looters are dwarves with a burning desire to gather treasure.

Adventurers: The Looter will work with an adventuring party, but his motives are often questionable. Personal gain is definitely the underlying desire for a Looter.

They have much in common with rogues as stated previously, but do not necessarily fill a rogue function in a party. A Looter will gladly adventure and loot treasure (obviously), but will not necessarily scout, spy, or try to gather information, unless it leads them to treasure. Their element is a dungeon or ruin, as opposed to a town or urban center as a typical rogue. As a matter of fact, he may even keep his rogue skills a secret via “scouting” ahead and disarming traps while not in the party’s line of sight.

Characteristics: Looters are not quite as highly skilled as rogues, but comparable. They are a little better at general fighting then rogues, but do not have the ability to hit where it hurts or sneak attack. They do not gain the ability to “fake it” and cast spells from scrolls or use magical items outside of their class.

Their sixth sense differs from normal rogues too. Instead of gaining the ability to intuitively avoid danger, they instead gain the ability to smell gold and eventually magical treasure.

Alignment: Looters are greedy, and will generally have little regard towards morality and ethics. They must be non-lawful and will tend toward chaotic. Morally they can be any alignment, but in general will tend toward neutrality.

Abilities: Dexterity is just as important to Looters as rogues, as is intelligence for skill points. Strength, however, is another area where the Looter differs from the rogue. They often get into fights, and without the ability to sneak attack, they need to hit hard and make it count.

Alignment: Any non-lawful.

Hit Die: d8.

Class Skills: Appraise (Int), Climb (Str), Craft (Int), Concentration (Con), Disable Device (Int), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Class skill points at 1st Level: (6 + Int modifier) x 4.

Skill points at Each Additional Level: 6 + Int modifier.

Class Features: Weapon and Armor Proficiency: The Looter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. Note that armor check penalties for armor heavier than leather apply to several skills.

At 1st level, Looters can smell gold. This ability does not confer the ability to determine the direction or path to get to the gold, they merely know it’s nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 60’ of the gold to smell it. Less gold will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell it if there are fewer than 100 gp or the equivalent value. They cannot smell copper, silver, electrum, or any other precious metals. If the gold is stored in a completely airtight container, they cannot smell it.

At 2nd level, Looters can Appraise items with almost zero chance of failure. Most gems, art items, tapestries, and other such valuables can be appraised with no DC roll unless determined appropriate by the DM. Items that are alien, rare/unique, unusual, exotic, or unfamiliar will still require the normal DC roll, but with a +2 circumstance bonus.

Upon reaching 3rd level, Looters can smell platinum. This ability does not confer the ability to determine the direction or path to get to the platinum, they merely know it’s nearby. In a dungeon or indoor setting, they must be on the same floor or level. Less platinum will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell it if there are fewer than 100 pp or the equivalent value. They must be 60’ of the platinum to smell it. If the platinum is stored in a completely airtight container, they cannot smell it.

At 4th level, Looters gain the Uncanny Lore ability. Once per week, they may inspect a magic item and detect its powers. This functions as the identify spell. They get an additional use of this ability at every 4 levels.

Upon reaching 5th level, Looters can smell gems. This ability does not confer the ability to determine the direction or path to get to the gems, they merely know it’s nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 60’ of the gems to smell them. Fewer gems will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell them if there are fewer than 50 gems or a good amount of raw stone. They can smell any precious stone or mineral whose per-ounce value exceeds that of gold. If the gems are stored in a completely airtight container, they cannot smell them.

Upon reaching 7th level, Looters can smell magical items. This ability does not confer the ability to determine the direction or path to get to the magic, they merely know it’s nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 60’ of the magic to smell it. Weaker magic results in fainter smells, stronger results in more pungent odors. They cannot smell any disposable magic items, such as scrolls, potions, or other one-use magic items. They cannot smell a spell being cast or a magical being’s presence. If the magic is stored in a completely airtight container, they cannot smell it. They can use this as an innate detect magic by picking the item up and smelling it closely, excepting for potions and scrolls, and other one-use magic items. A Looter can differentiate between all the valuables he can smell.

Upon reaching 9th level, Looters gold sense increases to a 120’ radius.

Upon reaching 10th level, Looters gain the special Opportunist ability. Once per round, the Looter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Looter’s attack of opportunity for that round. Even a Looter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Upon reaching 11th level, Looters platinum sense increases to a 120’ radius.

Upon reaching 12th level, Looters gain Skill Mastery. The Looter selects a number of skills equal to 3+ his intelligence modifier. When making a skill check with one of these skills, the looter may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions. When he gets to this point, his Appraise skill gains 4 ranks for free—even if these 4 ranks push it over the maximum. From this point on, he may keep it over the maximum by continuing to add ranks as per normal to the skill. In other words, if he went up to 19 ranks at level 12, he can continue to 20 ranks at level 13, and so on.

Upon reaching 13th level, Looters gem/precious mineral sense increases to a 120’ radius.

Upon reaching 15th level, Looters magic sense increases to a 120’ radius.

Spellslinger R.C.C.

Human only

Hit die: d6

Humans are especially ambitious and pragmatic about their magic use. The most extreme of these cases are spellslingers: humans who have traded off their longevity and often sanity for the ability to perform unparalleled feats of magic use.

A spellslinger can never multiclass, not even into a prestige class.

Spellslingers can alter preexisting spells on the fly, at the cost of a spell slot 1 level higher than the normal price of the spell for every aspect altered. They can make minor changes to damage types, area of effects, durations, ranges, and so on at will. For example, if they know an opponent could not be damaged by fire, they could change a fireball into an acid ball or a sonic ball. They could change magic missiles into ice missiles or electric missiles, or turn an acid cloud into a wall of acid.

At 7th level, a Spellslinger who has the quicken spell feat can cast two spells per round, at a spell slot cost of 1 level higher than what the normal price of whatever spells they are slinging.

At 14th level, a Spellslinger who has the Quicken Spell feat can cast three spells per round, a spell slot cost of 1 level higher than what the normal price of whatever spells they are slinging.

As with all spellcasters, at 15th level the effects of the magical energies coursing through their veins accelerates their aging. But with Spellslingers, the effects are worse: instead of every year aging them their level, they suffer double their level in years aged.

The Spellslinger is too committed to the study of magic to gain any more than one attack. Any wizardly attack bonuses past the first are ignored.

Spellslingers have a chance that they will gain insanities (psychoses). This chance goes cumulatively higher whenever they advance in power or intelligence: Every time they gain a level, there is a cumulative 2% chance that they will gain a psychosis. Every time they gain a point of intelligence, there is a cumulative 5% chance they will gain a psychosis. At 7th and 14th level, when they gain a spell per round, there is a cumulative 6% chance they will gain a psychosis. They must roll percentile to find out if they gain a psychosis every time their level or intelligence goes up, twice if they are gaining a level and ability point (the level comes first, the intelligence), and twice if they gain a level and a spell per round (level first, spell per round second).

Disciple of the Tiger’s Way R.C.C.

Tiger Hybrid Only

Hit die: d10

These characters are the special clan of tiger hybrids which travel around the world with their ongoing missions of ridding the world of rakshasae and convincing the world that they are entirely different than the evil race of the tiger-spirit thugs.

They originate in the eastern realms, and usually start there, but as stated previously are known to travel anywhere in the world.

Adventurers: They are the classic adventurers, outcasts, loners, but generally noble and decent. They often are compelled by the plights of the innocent and weak.

Skill Points: 2+Int Mod (x4 1st Level)

Class Features:

Monk unarmed strike (PHB pg. 39)

Monk stunning attack (PHB pg. 39)

Favored Enemy: Rakshasae (only) as per Rangers.

Fighter feats. Disciples of the Way of the Tiger gain bonus feats as a fighter. Also! They can choose to trade any fighter feat for a Martial Arts Maneuver out of a category they’ve already specifically received a maneuver from.

Martial Arts Special Maneuvers. See below.

At level 15, monk purity of body is attained (PHB pg. 40)

At level 17, monk diamond body is attained (PHB pg. 40)

Principal Maneuvers

Kick

Circle kick: The attacker builds up power by dramatically spinning one full circle before landing his kick. If successful, the kick does one more die of normal unarmed damage. If unsuccessful, the attacker loses his next attack he is normally allowed as he tries to recover his balance.

Flying kick: This spectacular kick requires at least 5 feet of running space. The character leaps high into the air and leads with a powerful kick to the head (or head-height for larger than medium-sized creatures). If the kick connects, the character does 3 more dice of normal unarmed damage. If unsuccessful, the character falls to the ground adjacent to the intended target and is prone for one round. He loses all remaining attacks for that round.

Backward kick: This seemingly innocuous kick is extremely difficult to master. The character attempts a normal attack at any creature directly behind him, either kicking his foot over and behind his own head or lashing out straight backward. He does not have to turn around and face his attacker. The kick does normal damage, but a failed attempt has no ill effects.

Strike

Iron Fist: Through various toughening exercises, the character has hardened his hands so much that they feel like steel. The character does an additional die of unarmed damage on each attack, if the principal body part used is the hands. If the principal body part is not the hands, the character does an additional die of unarmed damage for one attack.

Crushing Blow: The character is able to shatter or break hard objects with a blow of his hand. This includes wood, ceramics, and masonry but not metal. The character can break ½” of wood or 1/4” of brittle stone per level. The DM can modify this based on the shape, hardness, and age of the object. If used against a living target, the character causes normal damage plus points equal to his level. The Crushing Blow requires great concentration and is the only action the character can do in a round regardless of the number of attacks normally allowed. In all cases a normal to hit roll must be made. The DM must determine the number needed to hit a stationary object (based on its hardness). If the die roll is failed and the character is striking a hard object (such as a stone), he has seriously hurt his hand. He suffers damage equal to what he would do on a normal attack and the hand is unusable until 24 hours have passed and curative measures have been taking (Heal skill or magic).

Tiger Claw: Through physical exercise and concentration, the character can summon immense crushing strength into his hand. On a successful to hit roll he can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause an additional 3d10 points of unarmed damage on an attack. This requires great concentration and is the only action the character can take during the round.

Lock Maneuvers

Lock

Locking is the art of gripping an opponent in such a way that prevents him or her from acting—twisting an arm so the joint is locked, applying pressure to choke off breathing and blood flow, etc.

Choke Hold: This teaches the character the correct way of applying pressure to render an opponent unconscious. When using a choke hold, no attacks can be made in the next round as the attacker is entirely occupied in gripping and holding his opponent. If a successful to hit roll is made, the choke has been applied. Once applied, the hold must be maintained until the end of the next melee round (during which the character can take no other action). The victim can attempt to escape by making a successful opposed grapple check, modified by a -2 on the die roll. The escape attempt can be tried as many times as the victim has attacks. If the character fails to escape, he falls unconscious at the end of the round. He remains unconscious for 1d3 rounds.

Locking Block: This action can be attempted instead of a normal attack. It can be used against other unarmed fighters or melee weapon attacks. A normal to hit roll is made. If successful, the character has trapped his opponent’s weapon, arm, or leg in a scissors arm-lock and it cannot be used to make attacks. In addition, so long as the victim is so trapped the character can make attacks (using the feet only) with a +4 on his attack roll. The victim can break the lock by expending an attack and making a normal to hit roll for success. The locking block does not cause damage.

When used against an unarmed fighter, an unsuccessful locking block causes no penalty other than the fact that the attack has been lost and no damage is done. However, when used against a weapon, an unsuccessful locking block results in the character taking damage from the weapon. In attempting to make the block, the character has only managed to get himself hit by the weapon.

Incapacitator: By gripping the opponent and twisting the joints, the character can render one limb or finger useless for 24 hours and cause double normal damage. The effects of incapacitating a limb are 3d6 points of damage, plus if an arm is incapacitated, the character can still fight, but cannot use a two handed weapon or a weapon and a shield. The chances of successfully casting spells with somatic components is reduced by 25%. If a leg is incapacitated, movement is reduced to ¼ normal. Fortitude saves are allowed. An unsuccessful attack, whether from a failed to hit or a successful saving throw, has no effect on the attacker on than a wasted attack and the lack of damage done. This maneuver is particularly useful to prevent opponents from escaping or making attacks.

Movement Maneuvers

Movements

This method relies on the training of the character in the control and positioning of his own body—his posture, stance, and reflexes. From it students learn the importance of speed, sudden changes of direction, and footwork. It is seldom very offensive, but when combined with other styles creates a dangerous and deadly fighter.

Feint: A feint is a trick where the character begins an attack in one direction and at the last minute changes it to another direction. When done successfully, the opponent is out of position to the new attack and cannot defend as effectively against it. A feint requires one melee attack to execute. A normal to hit roll is made and if successful the character’s next attack gains a +2 on the chance to hit. The feint itself does no damage. If unsuccessful, the character suffers no penalty on than the loss of the attack.

Prone Fighting: Prepared for any circumstance, the character is able to fight effectively even when lying on the ground. This special maneuver is constant—it applies any time the character is knocked from his feet. The only limitation is that the character can perform no other special maneuver (except instant Stand) when prone.

Immovability: By carefully positioning his feet and learning to tense and relax various muscles, the character can avoid being knocked, lifted, or thrown off his feet. Any time these would occur, the character is automatically allowed a fortitude save. If the save is successful, the character remains where he is.

Missile Deflection: Relying on the speed of his reflexes and the nimbleness of his footwork, the character is sometimes able to avoid non-magical missile attacks (including magical arrows and bolts). This ability is constant although the character must be aware of the attack. The character is allowed a reflex saving throw against each attack. If the save is successful, the character has dodged the missile; if not, the missile hits normally.

Leap: The character is able to perform extraordinary feats of spring and leaping by channeling his inner power, mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and three feet forward plus one foot for each level of the character. He can also flip in mid-air to automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind and execute an attack from the rear with his next melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for each level of the character. The character must have at least 10 feet of running space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the ground upon landing.

Speed: The character has developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how his body controls its movements. The character gains twice the normal amount of melee attacks he is normally allowed (both with the martial arts and normal combat) and moves at double the normal combat movement rate (only). The increase in movement rate does not apply to normal movement nor can the movement speed be maintained for more than five rounds. This special maneuver is difficult and tiring. It can only be done once per day and can only be maintained for five rounds. At the end of this time, the character must rest for 1-3 rounds.

Slow Resistance: Having developed his body and disciplined his mind, the character is automatically immune to slow effects.

Throw Maneuvers

Throws

Fall: The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter he suffers only ½ the normal amount of damage from any fall.

Instant Stand: After learning to fall, the student learns how to gain his feet quickly either by rolling up to a standing position or using an acrobatic jump. Normally one round is required for a character to gain his feet, but a character knowing this maneuver can regain his feet automatically instead of making an attack. He may do other actions in the round if he has attacks available.

Hurl: This type of throw relies a great deal on strength and less on leverage. The character can attempt to pick up an opponent and throw him to the ground 1d4 feet away. The victim suffers double damage from the throw. Characters with Immovability can resist this maneuver. A successful to hit roll must be made for the Hurl to work. If the roll is failed, the character loses all remaining attacks for the round and automatically loses initiative for the next round.

Great Throw: Using leverage and his opponent’s momentum, the character is able to throw his enemy a great distance. A normal to hit roll must be made. If the victim is stationary, the character can throw him one foot per level. If the victim is charging the character, the distance thrown is six feet plus one foot per level. The victim suffers triple normal damage from the throw. If the to hit roll is unsuccessful, the opponent has countered the move and the character has been knocked off his feet, automatically losing initiative the next round.

Master Maneuvers

Maneuvers

These are the greatest martial arts maneuvers a disciple can achieve. They represent the most intense mastery, the purest mindset, the greatest oneness or wholeness that can be achieved in mortal life. To master these requires intense concentration, years of preparation and training, and a completely unclouded mind.

Distance Death: This is the ultimate skill and requires great practice and concentration. To learn it, the character must practice at a pool of water, driving his finger at it without touching it. As he does so, he concentrates on his own power, trying to extend it from his finger. When he can hear the echo of his thrust rebound from the water, he has mastered the maneuver.

Distance Death requires great concentration and is the only action the character can perform that round. It has a range of one foot per level of the character. With it the character can choose to apply the effects of pain, stunning, or paralyzing damage on the attack. If pain is chosen, the victim is not allowed a saving throw; for stunning the saving throw is -2 on the die roll. In all cases a normal to hit roll must be made.

Levitation: This is perhaps the rarest of all the martial arts maneuvers, since it requires the utmost of concentration and mental discipline. Daily the character practices at making his body feel lighter, using his mental power to negate his own weight. Finally, the character succeeds in overcoming all his weight. At this point he can levitate. This maneuver requires on turn of concentration before it can be done. Thereafter the character can move up, down, or sideways at five feet per round per 5 character levels. He can take no actions while levitating and if his concentration is broken, he falls to the ground. Upon completion of the levitation, the character must rest for one round before doing any other action.

Tiger Frenzy: In this stunning flurry of attacks, the character unleashes all his power in an awe-inspiring assault. He must spend one round preparing for this maneuver during which he can take no other action. On the next round, the Disciple releases each of his attacks plus one, all automatically hitting, and deals double maximum damage with each blow. The drawback is, the character is too lost in his frenzy to direct the assault toward anything specific; he has the choice of either one target or multiple targets. If he chooses multiple targets, the targets are randomized in some way that is deemed appropriate by the DM, not excluding allies. After this flurry is released, he must rest for one round.

Tinkerer R.C.C.

Gnome Only

Hit die: d6

The Tinkerer is a gnomish genius. He is an expert engineer, and a creative inventor. His skills are prized and renowned, and his designs are valuable and sought after. Their traps are near impossible to detect and disable. Mighty rivers miles wide, huge mountains, and fetid, water-gagged swamps are no match for gnomish ingenuity. Their war machines are the greatest in the world. They can conquer the land, sea, and sky, one nut, bolt, plank, and beam at a time. When a Tinkerer puts pen to paper, shit happens.

Tinkerers are good with tools and designing mechanisms.

Adventurers: Tinkerers function well in adventuring parties. This is particularly true when a party’s magic supply is low or they’ve encountered an obstacle for which they have no magic. The Tinkerer’s ability with tools and devices allows him the ability to detect and remove traps, to find secret doors, and to open locks. His knowledge of engineering allows him to design sturdy bridges which last centuries, paved roads, seige engines, and to evaluate the structural integrity of an underground mine.

Characteristics: Tinkerers are highly skilled and in some ways are comparable to rogues, but have more in common with wizards. Their knowledge is great; their intelligence, near genius; and their grasp of physics is difficult to rival.

Alignment: Because of the nature of physics and mechanics, a Tinkerer cannot have a chaotic mind. His morality tends towards good as all gnomes do.

Abilities: Intelligence by far is the most important ability for Tinkerers, which cannot be less than 15. Gnomes will not train those with 14 intelligence or less as Tinkerers. Also important is Wisdom and Dexterity for manipulation of intricate tools and mechanisms.

Alignment: Any non-chaotic.

Hit Die: d6.

Class Skills: Appraise (Int), Climb (Str), Craft (Int), Concentration (Con), Disable Device (Int), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Class skill points at 1st Level: (8 + Int modifier) x 4.

Skill points at Each Additional Level: 8 + Int modifier.

Class Features: TBD

Weapon and Armor Proficiency: TBD

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