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Most classes in this campaign have been at least altered. Some have been replaced altogether. The character creation page lists what classes are available for play. Rules on new classes are listed below. Any class which gives profficiency with martial weapons excludes weapons not found in West End, such as Scimitar, Falchion, Lance and Whip. Profficiency with Heavier than scale armor is also not immediately available, however any character wishing to wear heavier armor that finds some can be trained over the course of a week to wear it profficiently as long as their class grants heavy armor profficiency. Any feats not listed in the PHB relating to armor or weapons should be cleared with the DM first. Likewise, a spellcasters entire spell list should be cleared with the Dm first. See the bottom of the page for banned spells. Spell creation is encouraged however. Paladins and Rangers should use the non-magic alternatives listed in unearthed arcana.

Alchemist

Considered mystical and magical, the arts of the high sciences are strange to those who are not familiar with them. Mathmatics and physics are the alchemists weapons, along with chemistry and patience. "The attributes without mirror the powers within"(Secret of the sixth magic, by Lyndon Hardy, preface). By unlocking these powers, the alchemist puts the power of nature at his command.
Adventures: While most alchemists stay in their laboratory, some realize that there may be more for them out in the world, and they do not have the patience to let others bring back what they feel might yeild results. These alchemists join parties to search out new discoveries.
Alignment: Harnessing the power of nature and science, so an Alchemist must be Lawful, but neither good, evil or neutrality affects his ability to do his job.
Background: An alchemist almost always comes from intelligent parents who are also secure in their financial stability. It takes a supportive network of encouragement, finances and genetics to bring this rare breed to life and keep them working
Hit dice: 1d6

Cass Skills:Appraise, Concentration, Craft, Decipher Script, Listen, Knowlege(Arcana, Engineering, Geology, Nature, Science), Proffession, Slieght of hand, Spellcraft
Skill points at 1st level: (6 + Int modifier) X2
Skill points at each additional level: 6 + Int Modifier

Weapon and Armor Profficiencies: Alchemists are profficient with all simple weapons, as well as the light pick and light hammer. They are profficient with light armor and shields. Note for any armor heavier than light armor the Alchemist stands a chance for spell failure.

Spells: Working with magic, the Alchemist becomes familiar with a few simple spells to help them along. He casts spells from the wizard spell list, but he must prepare them ahead of time as a wizard would. An Alchemist recieves bonus spells based on his intelligence score. An Alchemist creates a spellbooks like a wizard does starting at level 2. The difficulty class against an Alchemist's spells is 10 + the spell level + the Alchemists Intelligence modifier.
To learn to cast a spell, an Alchemist must have an Intelligence score of at least 10 + the spell level (Int 10 for 0 cantrips).

Spellbook: An Alchemist must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorder in his spellbook. When an Alchemist gains 2nd level, they create a spellbook containing 6 0-level spells plus three 1st level spells of their choice. At each new alchemist level the Alchemist gains two new spells of any spell level or levels that the Alchemist can cast from their spellbook (see example page 57 AD&D 3.5 ed. PHB).

Spell Use: Use the bard spells list for spells known and spells per day, though the spells should be chosen from the Wizard/sorceror spell list.
Scientific Knowledge: The Alchemist tends to pick up stray bits of knowledge from research, anchient tomes, and discourse with other Alchemists and wizards. Anytime an Alchemist desires to know anything about metals, chemicals, ore, dust, or other science related fields he may make a special Scientific knowledge check with a bonus equal to his Alchemist level + his Intelligence modifier (If the Alchemist has 5 or more ranks in Craft(Alchemy), he gains a +2 bonus on this check.). This functions like a Bardic knowledge check, but in the fields mentioned. This can be used to identify potions with a DC 20 check.
Skill Focus: The alchemist gets skill focus in any craft skill as a bonus feat. This skill must have been used at least a few times prior to gaining this ability (example a weaponsmith who has never touched a brick cannot gain skill focus(stonemasonry).
Poison Use: As the assassin ability, however good and neutral Alchemists cannot create or use deadly poison, only debilitating poison. Any Poison which causes constitution damage that is created or used is considered an evil act in this society(game). Refer to the DMG for poison rules, creation, etc.
Brew potion: as the feat
Skilled Analysis: The Alchemist may take 10 on any craft(alchemy) check even while distraced. If used while combat is going on, it is a standard action that does not incur attacks of opportunity.
Superior Alloy: After this ability is gained, treat the creation of any weapon, armor or other metal item as if the alchemist was creating a masterwork item. If the checks are successful, the alchemist has created a masterwork item, but without the added cost.
Scribe Scroll: The Alchemist gains the Scribe scroll feat as a bonus feat
Master alloy: Treat any metal weapon, armor or other item the Alchemist creates as a masterpiece item. If the check is successful, the alchemist creates the item as a masterpeice without the cost. See the Wheel of time book for rules on masterwork items.
Brew Greater Potion: As brew potion but the potion can hold up to a 5th level spell.
Major: The Alcemist of 11th level must choose a course of major study. This Major must be chosen, can only be chosen once and can not be changed. The Alchemist recieves a +2 focus bonus to any Craft, knowledge, or proffession(scientist, alchemist, other with dm approval)check related to his Major. No more ranks can be taken in craft, knowledge, or proffession checks related to other Majors (though the old ranks still apply. Majors include;
Biology(human): The study of the physiology and psychology, both current and developmental, of Humans, Dwarves, Elves, and all other humanoids.
Engineering(mechanical): The study of devices, gadgets and mechanisms. Ranks in Craft(alchemy) may still be taken.
Engineering(Sturctural): The study of buildings, arches, walls and other forms of construction. Ranks in Craft(alchemy) may still be taken.
Chemistry: The study of metals, fluids, substances, and other chemical mixings. Ranks of craft(weapons) or Craft(armor) may still be taken.
Botany: The study of trees, vines, shrubs, herbs and other plants.
Physics: The study of motion, countermotion, inertia and gravity.
Breakthrough: You have made an accidental breakthrough relating to your major.
Biology: You have discovered a combination of protiens and liquids that when injested with food provide a +1 enhancement bonus to Strength, constitution, or dexterity for a period of 24 hours. You can make this substance as often as desired, but it takes 5 minutes per portion and costs 1 gp per portion.
Engineering(mechanical): You have discovered a clever mechanism that adds functionality to a weapon you are profficient with. This can only be included in newly forged weapons but adds an ability worth a +1 bonus to the weapon (including a +1 bonus if desired). It costs 200 gp(plus the costs of the weapon) to make the weapon in this manner and takes 8 hours, but can be done as often as able. This is a permanent modifier, and while nonmagical, stacks with everything.
Engineering(Sturctural): Your knowledge of structure allows you to build or oversee the building of walls which had an extra 5 points of hardness and 10 extra hit points. It costs 10 extra gp per 10 foot section and takes 1 hour longer, but is permanent.
Chemistry: You develop an acid which deals 5 points of damage per round for 3 rounds, and ignores the hardness of objects. While the acid only costs 5 gp per batch, specially made glass jars to hold it cost 10gp each.
Botany: You have developed a strain of one plant that is twice as fruitful. Any field which recieves the seed of your plant will be twice as fruitful. This process costs nothing, but each field can recieve this benefit only once (though it lasts until the field is destroyed).
Physics: Your knowledge of impact and interia allow you to design a weapon for yourself which does an extra 1d6 points of damage. This must be a blunt or ranged weapon, but this damage stacks with everything. Double the costs of the weapon.

Sorcerer

There are no known Sorcerers. It is theorized, however, that the growing use of magic will imbed itself in the heritage of the society. It may be possible that a person could be born with the ability to manipulate things around him through magic without ever learning how they learned to do magic. Such a person would probably be limited in ability, but the depths of their power might continue to grow until they can hold no more. [If a sorcerer is made, the following changes should be made: 1. They should obey the Banned/ altered spell list. 2. They should replace the 'summon familiar ability'. They should instead take the silent spell and Eschew material components as feat-like abilities that do not increase the spells level. They should remove 'knowledge(arcana)' and 'spellcraft' from their class skill list, and replace them with 'perform' and 'knowledge(local)'. They may take ranks at the normal cross class cost in Knowledge(arcana) and spellcraft anytime after 1st level. ]

Cleric(True)

This class is similar to the standard cleric from the PHB. The only difference is the True cleric cannot turn undead, and does not need to memorize which spells to cast. This reflects the characters dependance on divine favor to do what is needed at the time. In this world "oh, I would neutralize your poison, but I forgot to arrange with my god to let me do that this morning" does not fly. A cleric is expected to perform whatever miracle they need in any given situation. Because of this, the cleric does not gain access to any domains or domain powers.

Cleric (Charleton)

The Charleton cleric emulates a true clerics abilities without the ability to channel divine might. A Charleton gains bonus spells based on Intelligence, and though his spells are chosen from the Cleric spell list, those spells are cast as if they were arcane spells. The Charleton does not get access to any domains. Since these spells are easier to cast than most wizard spells, the character gains no arcane spell failure chance for wearing light armor. Medium or heavy armor still incur an arcane spell failure chance as listed in the phb. A Charleton's spells must be memorized each morning. The Charleton also has access to the Enchantment school from the wizard/sorceror spell list.

Hp, attack bonus, saves: As cleric

class skills: A charleton may take the following skills as class skills; Bluff, concentration, craft, diplomacy, gather information, heal, listen, knowledge(arcana, nature), perform, profession, scry, and spellcraft. (notice knowledge religion is cross class... They can still learn about religion, but it is as hard for them as for any other person). Skill points at first level: (4 + int modifier)X4 Skill points at every other level: 4 + int modifier

Weapon profficiencies: Charleton's are profficient with all simple weapons. Additionally, the Charleton is profficient with one of the following weapons: hammer(light), Flail(light), warhammer, or flail(heavy). The Charleton is profficient with all light armors.

 

Cleric of Kinden

The Cleric of the new god Kinden is unique. These characters are exactly like a Charleton Cleric, however their spells are cast just like a true cleric. They cast their spells Spontaniously like a True Cleric, but they do gain access to the Knowledge domain listed in the PHB. They can still cast spells from the Enchantment school on the wizard and sorceror spell list, but these spells must be memorized in the morning. Enchantment spells DO take up the clerics spell slots for the day if chosen.

Ranger (variant, non magic)

I am using an alteration of the varient ranger rules found in Complete Warrior.. Here are the changes

Spellcasting: Rangers in West End do not cast spells
Fast Movement(ex): at 6th level, the ranger gains fast movement, increasing his/her base land speed by 10 feet when in no armor or light armor, and not carrying a medium or heavy load. (The varient rules say it also works in medium armor with a medium load, but I don't think that's quite fair).
Scent(ex): At 11th level the ranger gains the scent ability as an Extraordinary ability. According to the monster manual, a character with scent can detect creatures within' 30 feet by smell. This is modified by environmental factors. The exact location is not revealed unless the character takes a partial action to pinpoint the originator of the smell. This reveals the direction of the creature. A creature within' 5 feet can be located exactly. A character with scent can also track by scent with a wisdom check. Since rangers have the track feet, this ability will be at +4.
Nature's warrior (ex): At 8th level, and again at 14th level, the ranger gains certain advantages against humanoid opponents in a certain environment. At 8th level the ranger chooses an environment from this list; Forest, Grassland, Mountains, plains, or Desert. The ranger must have spent at least a year in this terrain. From then on, the ranger can add their dexterity bonus to thier attack bonus, in addition to their strength against humanoid opponents. At 14th level the ranger can choose a second terrain that they have spent at least 6 months in.
Freedom of movement(spell-like): At 16th level, the ranger can use an effect similar to the Freedom of Movement spell on themselves once per day. This is as if the spell was cast by a caster of half the ranger's level, but involves no verbal, somatic or material components, and is a standard action.

Banned Spells

Divine: any spell with the evil descriptor, any spells involving undead, Augury, curse water, desecrate, contaigon, speak with dead, Undeath to Death, commune(Clerics of Kinden may cast Commune and Augury)
arcane: any spell with the evil descriptor, any spells involving undead, any necromancy spells, any shadow spells, ;
Astral Projection, Banishment, Blink, Contact other plane, Dimension door, Dimentional anchor, Disrupt Undead, Ethereal jaunt, Etherealness, Gate, Halt Undead, Leomond's secret chest(this spell could be altered to work), Leomund's Secure Shelter, Leomund's Tiny Hut, Maze, Mordenkainen's magnificent mansion, Phase Door, Plane shift, Rope Trick, Trap the soul, Undeath to Death,

Furthermore, the following spells have been altered:
  • Summon Monster spells CANNOT be used to summon the following; Celestial Badger, Celestial Dire Badger, Fiendish Dire Weasel, Dretch, Fiendish Wolverine, Shadow Mastiff, Fiendish Dire Wolverine, Avoral, Slaadi, Vrock, Leonal, Bebilith, Hezrou
  • Summon Nature's Ally spells Cannot be used to summon the following: Dire Rat, Dire Badger, Wolverine, Dire weasel, Dire Wolverine, Nixie, Pixie, Grig
  • The following cannot be summoned unless the caster has ever seen or read about one (knowledge check result of 20): Any Aquatic, Any Outer Planar, Wolves, Boars, Crocodiles, Tigers, Dinosaurs
  • The Following spells are now classified as Enchantment(compulsion)[Mind-affecting]; Bestow Curse, Cause Fear, Doom, Fear(fear), Mark of Justice, Scare (fear), Symbol of Fear
  • The Following spells are now considered Transmutation; Blindness/Deafness, Gentle Repose, Ray of Enfeeblement, Ray of Exhaustion
  • The following spells (and their Mass varieties)are now considered Transmutation [Good or Evil descriptor]; Cure minor wounds, Cure light wounds, Cure moderate wounds, Cure serious wounds, Cure Critical wounds, Harm, Heal, Heal Mount, Inflict minor wounds, Inflict light wounds, Inflict moderate wounds, Inflict serious wounds, Inflict critical wounds, Vampiric Touch
  • The following spells are now considered Conjuration(Creation); Clone
  • The following spells are now considered Evocation; Destruction, False life(now called Boon of Health), Spectral Hand,
  • The Following spells are now called "Tavians [spellname]"; all Bigby spells, Tensor's Floating Disk, Mordenkainen's Lucabration, Melf's Acid Arrow, Rary's Pnuemonic Enhancer, Tensor's Transformation
  • The following spells are now called "Mark's [spellname]"; Rary's Telepathic Bond, Tasha's Hideous Laughter,
  • Create Food and Water now has an added spell component; 1 lb of edible food and 1/2 a glass of drinkable liquid
  • Website created and maintained by Sean manear. All references to dungeons and dragons or related games is done so with The SRD in mind.
    Optional Rules found here are modifications to the SRD as allowed under the Wizards of the Coast Open Gaming Lisence .