Updated Dark Sun class notes
Updated Dark Sun class notes.
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nwnds_notes/Classes/Druid.txt
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nwnds_notes/Classes/Druid.txt
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Athas is a world without deities. Powerful sorcerer-kings often masquerade as gods and demigods but, though their powers are great and their worshippers many, they are not true gods. The world does, however, provide sources of magical power. Druids associate themselves with the spirits that inhabit special geographical locations on Athas. Every oasis, rock formation, stretch of desert, and mountain has a spirit that looks over it and protects its use. A druid will ally with a particular spirit, acting as that spirit's earthly counterpart, drawing his magical energy from the spirit in question.
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Druids are independent priests who ally themselves with various spirits of the land. He shares power with the spirit he worships, nurturing and protecting the geographical feature to which the spirit is tied. Virtually every feature of the land on Athas has a druid to protect it, but there is no worldwide organization of druids-they serve independently, living patient, solitary lives of guardianship.
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WARNING: To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. For example, to cast a 4th-level spell, a druid must have a Wisdom of 14.
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- Alignment Restrictions: Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil.
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- Hit Die: d8.
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- Proficiencies: Proficient with druidic weapons, as well as light and medium armor and shields.
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- Skill Points (*4 at 1st level): 4 + Int Modifier.
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- Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored).
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- Ex-Druids: A druid who is no longer neutral cannot gain levels.
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Level BAB Fort Ref Will Special Spells per Day
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0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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1st +0 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy 3 1 - - - - - - - -
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2nd +1 +3 +0 +3 Woodland Stride 4 2 - - - - - - - -
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3rd +2 +3 +1 +3 Trackless Step 4 2 1 - - - - - - -
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4th +3 +4 +1 +4 Resist Nature’s Lure 5 3 2 - - - - - - -
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5th +3 +4 +1 +4 Wild Shape (1/day) 5 3 2 1 - - - - - -
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6th +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2 - - - - - -
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7th +5 +5 +2 +5 Wild Shape (3/day) 6 4 3 2 1 - - - - -
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8th +6/+1 +6 +2 +6 Wild Shape (Large) 6 4 3 3 2 - - - - -
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9th +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2 1 - - - -
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10th +7/+2 +7 +3 +7 Wild Shape (4/day) 6 4 4 3 3 2 - - - -
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11th +8/+3 +7 +3 +7 Wild Shape (Tiny) 6 5 4 4 3 2 1 - - -
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12th +9/+4 +8 +4 +8 Wild Shape (plant) 6 5 4 4 3 3 2 - - -
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13th +9/+4 +8 +4 +8 A Thousand Faces 6 5 5 4 4 3 2 1 - -
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14th +10/+5 +9 +4 +9 Wild Shape (5/day) 6 5 5 4 4 3 3 2 - -
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15th +11/+6/+1 +9 +5 +9 Timeless Body, Wild Shape (Huge) 6 5 5 5 4 4 3 2 1 -
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16th +12/+7/+2 +10 +5 +10 Wild Shape (elemental 1/day) 6 5 5 5 4 4 3 3 2 -
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17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
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18th +13/+8/+3 +11 +6 +11 Wild Shape (6/day, elemental 2/day) 6 5 5 5 5 4 4 3 3 2
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19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
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20th +15/+10/+5 +12 +6 +12 Wild Shape (elemental 3/day, Huge elemental) 6 5 5 5 5 5 4 4 4 4
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nwnds_notes/Classes/Fighter.txt
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nwnds_notes/Classes/Fighter.txt
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On Athas, the fighter is a trained warrior, a soldier skilled in mass warfare. Every society on Athas maintains an army of fighters to protect itself from an attack or to wage wars of plunder and annihilation against its neighbors. Fighters are both the comanders and soldiers in these armies, and at higher levels are experts in both individual and formation combat, leadership, and morale. The desperate populations of Athas are constantly on the lookout for great commanders; warriors who will lead them on campaigns of glory.
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From the small forts in sandy wastes of Athas to the guards of the merchant houses in the city-states, fighters are Athas' most common sight. Whether it is as mercenaries for the sorcerer-kings or as hired guards protecting the wealth of the nobility, fighters can be found everywhere in the Tablelands. Athas' fighters are trained to fight in small groups or huge units. Those that have proven themselves become the commanders in the city-states' armies, commanding hundreds or even thousands of men into war.
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- Hit Die: d10.
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- Proficiencies: All simple and martial weapons, all armor, and shields.
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- Skill Points (*4 at 1st level): 2 + Int Modifier.
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Level Base Att Bonus Fort Ref Will Special
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1st +1 +2 +0 +0 Bonus Feat
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2nd +2 +3 +0 +0 Bonus Feat
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3rd +3 +3 +1 +1
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4th +4 +4 +1 +1 Bomus Feat
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5th +5 +4 +1 +1
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6th +6/+1 +5 +2 +2 Bonus Feat
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7th +7/+2 +5 +2 +2
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8th +8/+3 +6 +2 +2 Bonus Feat
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9th +9/+4 +6 +3 +3
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10th +10/+5 +7 +3 +3 Bonus Feat
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11th +11/+6/+1 +7 +3 +3
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12th +12/+7/+2 +8 +4 +4 Bonus Feat
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13th +13/+8/+3 +8 +4 +4
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14th +14/+9/+4 +9 +4 +4 Bonus Feat
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15th +15/+10/+5 +9 +5 +5
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16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
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17th +17/+12/+7/+2 +10 +5 +5
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18th +18/+13/+8/+3 +11 +5 +6 Bonus Feat
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19th +19/+14/+9/+4 +11 +5 +6
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20th +20/+15/+10/+5 +12 +5 +6 Bonus Feat
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Bonus Feats
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At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from following list. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
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Blind-Fight, Combat Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Shield Bash, Improved Unarmed Strike, Deflect Arrows, Improved Grapple, Stunning Fist, Mounted Combat, Mounted Archery, Trample, Point Blank Shot, Rapid Shot, Manyshot, Improved Rapid Shot, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Rapid Reload, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization
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nwnds_notes/Classes/Ranger-Archery.txt
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nwnds_notes/Classes/Ranger-Archery.txt
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The wastes of Athas are home to fierce and cunning creatures, from the bloodthirsty tembo to the malicious gaj. One of the most cunning and powerful creatures of the wastes is the ranger, a skilled hunter and stalker. He knows his lands as if they were his home (as indeed they are); he knows his prey in deadly detail.
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Rangers are capable in combat, although less so in open melee than the fighter, gladiator, or barbarian. His skills allow him to survive in the wilderness, to find his prey and to avoid detection. The ranger has the ability to gain special knowledge of certain types of creatures or lands. Knowledge of his enemies makes him more capable of finding and defeating those foes. Knowledge of terrain types or of specific favored lands makes it easier for him to live off the land, and makes it easier for him to take advantage of less knowledgeable foes. Rangers eventually learn to use the lesser spirits that inhabit Athas in order to produce spell-like effects. These lesser spirits inhabit small features of the land – rocks, trees, cacti and the like. These spirits are relatively powerless, and cannot manifest themselves. Their awareness is low, and their instincts are of the most primitive sort. The relationship between these lesser spirits and the creatures known as Spirits of the Land is unknown.
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WARNING: To cast a spell, a ranger must have a Wisdom score of 10 + the spell's level. For example, to cast a 3rd-level spell, a ranger must have a Wisdom of 13.
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- Hit Die: d8.
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- Proficiencies: All simple and martial weapons, light and medium armor, and shields.
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- Skill Points (*4 at 1st level): 6 + Int Modifier.
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Spellcasting: Ranger Spells. Divine (Wisdom based, armor-related chance of spell failure is ignored).
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Level Base Att Bonus Fort Ref Will Special Spells per Day
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1st 2nd 3rd 4th
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1st +1 +2 +2 +0 1st Favored Enemy, Track, Wild Empathy - - - -
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2nd +2 +3 +3 +0 Combat Style (Rapid Shot) - - - -
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3rd +3 +3 +3 +1 Endurance - - - -
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4th +4 +4 +4 +1 Animal Companion 0 - - -
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5th +5 +4 +4 +1 2nd Favored Enemy / Terrain 0 - - -
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6th +6/+1 +5 +5 +2 Improved Combat Style (Manyshot) 1 - - -
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7th +7/+2 +5 +5 +2 Woodland Stride 1 - - -
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8th +8/+3 +6 +6 +2 Swift Tracker 1 0 - -
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9th +9/+4 +6 +6 +3 Evasion 1 0 - -
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10th +10/+5 +7 +7 +3 3rd Favored Enemy / Terrain 1 1 - -
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11th +11/+6/+1 +7 +7 +3 Combat Style Mastery (Imp Precise Shot) 1 1 0 -
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12th +12/+7/+2 +8 +8 +4 1 1 1 -
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13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 -
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14th +14/+9/+4 +9 +9 +4 2 1 1 0
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15th +15/+10/+5 +9 +9 +5 4th Favored Enemy / Terrain 2 1 1 1
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16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
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17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight 2 2 2 1
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18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
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19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
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20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy / Terrain 3 3 3 3
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nwnds_notes/Classes/Ranger-TFW.txt
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nwnds_notes/Classes/Ranger-TFW.txt
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The wastes of Athas are home to fierce and cunning creatures, from the bloodthirsty tembo to the malicious gaj. One of the most cunning and powerful creatures of the wastes is the ranger, a skilled hunter and stalker. He knows his lands as if they were his home (as indeed they are); he knows his prey in deadly detail.
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Rangers are capable in combat, although less so in open melee than the fighter, gladiator, or barbarian. His skills allow him to survive in the wilderness, to find his prey and to avoid detection. The ranger has the ability to gain special knowledge of certain types of creatures or lands. Knowledge of his enemies makes him more capable of finding and defeating those foes. Knowledge of terrain types or of specific favored lands makes it easier for him to live off the land, and makes it easier for him to take advantage of less knowledgeable foes. Rangers eventually learn to use the lesser spirits that inhabit Athas in order to produce spell-like effects. These lesser spirits inhabit small features of the land – rocks, trees, cacti and the like. These spirits are relatively powerless, and cannot manifest themselves. Their awareness is low, and their instincts are of the most primitive sort. The relationship between these lesser spirits and the creatures known as Spirits of the Land is unknown.
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WARNING: To cast a spell, a ranger must have a Wisdom score of 10 + the spell's level. For example, to cast a 3rd-level spell, a ranger must have a Wisdom of 13.
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- Hit Die: d8.
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- Proficiencies: All simple and martial weapons, light and medium armor, and shields.
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- Skill Points (*4 at 1st level): 6 + Int Modifier.
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Spellcasting: Ranger Spells. Divine (Wisdom based, armor-related chance of spell failure is ignored).
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Level Base Att Bonus Fort Ref Will Special Spells per Day
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1st 2nd 3rd 4th
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1st +1 +2 +2 +0 1st Favored Enemy, Track, Wild Empathy - - - -
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2nd +2 +3 +3 +0 Combat Style (Two-Weapon Fighting) - - - -
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3rd +3 +3 +3 +1 Endurance - - - -
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4th +4 +4 +4 +1 Animal Companion 0 - - -
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5th +5 +4 +4 +1 2nd Favored Enemy / Terrain 0 - - -
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6th +6/+1 +5 +5 +2 Improved Combat Style (Imp TWF) 1 - - -
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7th +7/+2 +5 +5 +2 Woodland Stride 1 - - -
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8th +8/+3 +6 +6 +2 Swift Tracker 1 0 - -
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9th +9/+4 +6 +6 +3 Evasion 1 0 - -
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10th +10/+5 +7 +7 +3 3rd Favored Enemy / Terrain 1 1 - -
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11th +11/+6/+1 +7 +7 +3 Combat Style Mastery (Greater TWF) 1 1 0 -
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12th +12/+7/+2 +8 +8 +4 1 1 1 -
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13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 -
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14th +14/+9/+4 +9 +9 +4 2 1 1 0
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15th +15/+10/+5 +9 +9 +5 4th Favored Enemy / Terrain 2 1 1 1
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16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
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17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight 2 2 2 1
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18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
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19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
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20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy / Terrain 3 3 3 3
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