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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.AlchemistConsidered 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 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.
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.
SorcererThere 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
Banned SpellsDivine: 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
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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 . |
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