Andurin:Classes

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Navigation: Andurin

Basically, if you don't see a class in this list, then it's not allowed.

Contents

[edit] Base Classes

[edit] D&D

[edit] Barbarian

As Per D&D 3.5 PHB

[edit] Bard

As Per D&D 3.5 PHB

[edit] Beguiler

As Per the D&D 3.5 PHBII

[edit] Cleric

As Per D&D 3.5 PHB

[edit] Druid

As Per D&D 3.5 PHB

[edit] Fighter

As Per D&D 3.5 PHB

[edit] Hexblade

As Per Complete Warrior

[edit] Monk

As Per D&D 3.5 PHB

[edit] Paladin

As Per D&D 3.5 PHB

[edit] Ranger

As Per D&D 3.5 PHB

[edit] Rogue

As Per D&D 3.5 PHB

[edit] Samurai

As per Complete Warrior

[edit] Scout

As per Complete Adventurer

[edit] Shugenja

As per Complete Divine

[edit] Sorcerer

As Per D&D 3.5 PHB

[edit] Spellthief

As per Complete Adventurer

[edit] Spirit Shaman

As per Complete Divine

[edit] Swashbuckler

As Per Complete Warrior

[edit] Truenamer

Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the world by learning the truenames of as many of its components as possible. A truenamer learns new truenames as he progresses in level, which he can use as utterances to manipulate the world around him. All truenamers know the basic words of Truespeak that allow them to describe creatures, items and locations that they encounter, so the new words they learn enable them to alter those creatures in specific ways.

[edit] Warmage

As per Complete Arcane

[edit] Wizard

As Per D&D 3.5 PHB

[edit] Wu Jen

As per Complete Arcane

[edit] WoT (Wheel of Time)

[edit] Algai'd'siswai

As per the WoT Source Book

[edit] Armsman

As per the WoT Source Book

[edit] Initiate

[edit] Wanderer

As per the WoT Source Book

[edit] Wilder

[edit] Woodsman

As per the WoT Source Book


[edit] Arabian Adventures

[edit] Askar

Alignment: Any

Hit Die: d10

Social Level: 1st level askari begin at SL 2

1st Level Starting Funds: 5d4 x 3 gp


[edit] Class Skills

The Askar's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Gambling) (Wis) and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) x 4.

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


[edit] Class Features

Weapon and Armor Proficiency: An Askar is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, an Askar 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 Askar 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 the feats noted as Fighter bonus feats. An Askar must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. An Askar is not limited to the list of fighter bonus feats when choosing these feats.


[edit] Barber

[edit] Beggar-thief

[edit] Cleric of the Faith Ethical, Cleric of the Faith Moral and Cleric of the Faith Pragmatic

Base Attack Bonus: As Cleric

Saving Throws: As Cleric

Alignment: Any (usually that of the deity or Aspect)

Hit Die: d8


[edit] Class Skills

Cleric (of the Faith Ethical, Faith Moral or Faith Pragmatic) class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Religion) (Int), Profession (Wis), Scry (Int) and Spellcraft (Int).

Ethoists (Faith Ethical) and Moralists (Faith Moral) gain Diplomacy as a class skill.

Skill Point at 1st Level: (2 + Int modifier) ×4.

Skill Points after 1st: 2 + Int modifier.

Domains and Class Skills: As described in Player’s Handbook.

Weapon and Armor Proficiency: Clerics are proficient in all simple weapons and all forms of armor and shields. Armor check penalties apply for all armor heavier than leather. Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment. For every AC a character has above +3 due to armor/shields, the character suffers a -1 penalty to attack rolls, skill checks and ability checks.

Spells: As a Cleric

Deity, Domains and Domain Spells: As a Cleric

Spontaneous Casting: As a Cleric

Alignment Spells: As described under Clerics

Turn or Rebuke Undead: As a Cleric

Extra Turning: As a Cleric

Bonus Languages: As described under Cleric

Granted Powers: As a Cleric.


[edit] Corsair

Base Attack Bonus: As Fighter

Saving Throws: As Fighter

Alignment: Any

Hit Die: d10


[edit] Class Skills

A corsair's class skills are Climb (Str), Profession (Sailor) (Int), Intuit Direction (Wis), Jump (Str), Use Rope (Dex), Swim (Str), Knowledge (Sea) (Int), Listen (Wis), Spot (Wis), Bluff (Cha), Appraise (Int), Disguise (Cha), Balance (Dex), Tumble (Dex), Escape Artist (Dex), Search (Wis), Gather Information (Cha) and Forgery (Dex).

Skill Point at 1st Level: (4 + Int modifier) ×4

Skill Points after 1st: 4 + Int modifier.

Weapon and Armor Proficiency: Corsairs are proficient in all simple and martial weapons and light armor. Armor check penalties apply for all armor heavier than leather. Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment. For every AC a character has above +3 due to armor/shields, the character suffers a -1 penalty to attack rolls, skill checks and ability checks.

Two-Weapon Fighting: A corsair wearing light or no armor can fight as if they had the feats Two-Weapon Combat and Ambidexterity. This only works with two weapons. The corsair invokes all normal penalties if using a double weapon. A corsair who has an attack bonus of +9 or better may take Improved Two-Weapon Fighting without the pre-requisites, as long as he only wears light or no armor.

Bonus Feat: The Corsair gains bonus feats as a fighter.

[edit] Desert Rider

[edit] Elemental Mage

[edit] Faris

[edit] Ghul Lord

[edit] Hakima

[edit] Kahin

[edit] Mercenary Barbarian

[edit] Mystic

[edit] Rawun

[edit] Saher

[edit] Sa'luk

[edit] Sha'ir

[edit] Oriental Adventures

[edit] Bushi

[edit] Kensai

[edit] Monk

[edit] Samurai

[edit] Shugenja

[edit] Sohei

[edit] Wu Jen

[edit] Yakuza

[edit] Andurin Specific

[edit] Witch

[edit] Prestige Classes

[edit] D&D

[edit] Arcane Archer

[edit] Arcane Trickster

[edit] Archmage

Requires a minimum social level of 6, and character must have taken the Test. The Test will be RPed out.

[edit] Duelist

[edit] Dwarven Defender

[edit] Eldritch Knight

Character must have taken the Test. The Test will be RPed out.

[edit] Hierophant

[edit] Loremaster

Character must have taken the Test. The Test will be RPed out.

[edit] Mystic Theurge

Character must have taken the Test. The Test will be RPed out.

[edit] Shadowdancer

[edit] Thaumaturgist

Character must have taken the Test. The Test will be RPed out.

[edit] Andurin Specific

[edit] Adept of the Circle

[edit] Blademaster

[edit] Blind Master

[edit] Champion of Order

[edit] Citadel Wizard

[edit] Hammer of Natan-Ahb

[edit] Knight of Diamonds

[edit] Scion of Vivec

[edit] Ulu taari Berserker

[edit] WoT (Wheel of Time)

[edit] Aes Sedai

[edit] Asha'man

[edit] Windfinder

[edit] Wise One

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