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[HOE] d20 Goodness
Here's a couple extra classes for your HOE d20 game..
If you like these two, i've got more on the way..
Witch
Description:Using knowledge found in spellbooks encoded in otherwise mundane
women's books, witches combine material components to create magical
effects. Whether they get their power from the good guys or the bad guys is
still up in the air, as it likely depends on the personality of the witch.
Characteristics:Witches are usually looking for new spellbooks, and as such
may appear to be a librarian. They also spend lots of time scavenging or
buying components for their spells, and at times seem eccentric in the
things they are collecting. Despite common stereotypes, most witches tend
to be more attractive than the usual female.
Background:Witches tend to think of their fellow party members as test
subjects. NPC witches are more likely to remain alone--some by choice,
others not. Even in an age where radioactive priests come to town to teach
the message of the glow, a woman with a cauldron chanting "bubble, bubble,
toil and trouble" is not usually going to be accepted by the townspeople.
Abilities:A high wisdom is important to a witch's spellcasting abilities.
In addition, the "spellcraft" class skill will help it a lot. To get the
strange components for their spells, they could use either a high
"scroungin'" skill or a high Charisma. For times when their arcane powers
fail them, a decent Intelligence or Dexterity will help them think or shoot
their way out of the situation.
Hit Dice:d4
Class Skills:Alchemy, Animal Empathy, Appraise, Bluff, Craft, Decipher
Script, Diplomacy, Drivin', Handle Animal, Hide, Innuendo, Knowledge(any),
Perform, Profession, Ride, Scroungin', Search, Survival, Wilderness Lore
Skill points @ first level:(6+int modifier)x4
Skill points each addnl. Level:6+int modifier
Class Features
Armor and Weapon Proficiency: are proficient with all standard armor and
weapons.
Familiar:At first level, a witch may acquire a familiar, either a cat or a
raven, or something else appropriate. The witch retains a telepathic link
with the familiar at all times.
Incredibly Sexy:At 10th and 20th level, the witch becomes more beautiful.
Her charisma permanently raises two points.
Level Attack Bonus Fort/Ref/Will Special
1 +0 +0/+1/+2 Familiar
2 +1 +1/+2/+2
3 +1 +1/+2/+3
4 +2 +1/+2/+3
5 +2 +2/+3/+4
6 +3 +2/+3/+4
7 +3 +2/+3/+5
8 +4 +3/+4/+5
9 +4 +3/+4/+6
10 +5 +3/+4/+6 Incredibly
sexy
11 +5 +4/+5/+7
12 +6/+1 +4/+5/+7
13 +6/+1 +4/+5/+8
14 +7/+2 +5/+6/+8
15 +7/+2 +5/+6/+9
16 +8/+3 +5/+6/+9
17 +8/+3 +6/+7/+10
18 +9/+4 +6/+7/+10
19 +9/+4 +6/+7/+11
20 +10/+5 +7/+8/+11 Incredibly sexy
Spells:
Level 1:Dancing Lights, Daze, Charm person, Command, Curse Water, Delay
Poison, Calm Animals, Read magic
Level 2:Cause Fear, Hypnotism, Feather Fall, Sleep, Calm Emotions,
Endurance, Shatter, Speak With animals
Level 3:Blindness/Deafness, Negative energy protection, Water Walk, Fly,
Haste, Water Breathing, Slow
Level 4:Discern Lies, Giant Vermin, Neutralize poison, sending, Spell
Immunity, Lesser
Geas
Level 5:Animal trance, Blur, Darkness, Scare, Enthrall, Silence, Tasha's
hideous Laughter, Fire Shield
Level 6:Bestow Curse, Charm Monster, Confusion, Fear, Invisibility sphere,
Remove curse, Scrying
Level 7:Blasphemy, Restoration, word of chaos, Banishment, feeblemind, Power
Word Stun, Phase Door, Delayed blast fireball
Level 8:Dismissal, Dominate person, Modify Memory, Dream, False Vision,
Polymorph any Object, Prismatic Wall
Level 9:Greater Restoration, Regenerate, Greater Dispelling, Energy Drain,
Shapechange, Temporal Stasis
Scroungin' DC for components:Spell Level+10
No spell Slots, but they need to get the components for each specific spell.
Spells' components weigh twice their spell level in ounces.
Sawbones
Description:Walking medlabs, sawbones are people who have dedicated their
postwar lives to healing the sick and wounded. With a party of typical
adventurers, it won't take long for them to shine.
Characteristics:Sawbones are often seen as reclusive and eccentric but
necessary. A town's sawbones may live in a small shack far off from the
center of town, but everyone knows who he is. Some charge a fee for their
services, but usually only enough to cover their own expenses, and most will
not turn down a patient, even if she has no money.
Background:Sawbones who have joined a posse are typically more outgoing than
most, but most still seem shifty, considering their strange look from
wearing some type of surgical mask and having hands covered in syringes.
Abilities:A high Intelligence is a must, as they need the skill points to
put into their Heal Skill. Unless they want to be healing themselves as
well, they also need a good Constitution. A good Strength or Dexterity will
help them defend themselves and their patients.
Hit Dice:d6
Class Skills:Alchemy, Drivin, Heal, Knowledge(any), Listen, Profession,
Scroungin', Search, Spot, Survival
Skill points @ first level:(4+int modifier)x4
Skill points each addnl. Level:4+int modifier
Class Features
Armor and Weapon Proficiency:Sawbones are proficient with all standard armor
and all blunt weapons.
Helping Hands:As a standard touch-melee attack, a sawbones may swipe friend
or foe with up to five(all on the same hand) of his many syringes. Each
hand holds five syringes, and each syringe can hold the equivelant of one
dose of any drug, potion, or poison. Most sawbones put curative medicines
in their offhand to make hitting enemies easier.
Poison Use:At 10th level, a sawbones gains the feat Poison Use. The
sawbones may take another feat in place of poison use.
Resistance:At 2nd level and every other level afterwards, a sawbones gains
an additional +1 to his saves against poisons and drug side-effects. If a
drug's side effect has no save, the sawbones may attempt to resist the
effects with a fort save, the DC determined by the marshall.
Healing:A sawbones may use his Heal skill to heal massive amounts of damage
at later levels. At first level, their heal skill heals a d6 of damage, and
this amount increases by a d6 every third level.
Level Attack Bonus Fort/Ref/Will Special
1 +0 +2/+0/+1 Helping
Hands, Healing 1d6
2 +1 +2/+1/+1
Resistance +1
3 +1 +3/+1/+2
4 +2 +3/+1/+2 Healing
2d6, Resistance +2
5 +2 +4/+2/+2
6 +3 +4/+2/+3 Resistance
+3
7 +3 +5/+2/+3 Healing 3d6
8 +4 +5/+3/+3 Resistance
+4
9 +4 +6/+3/+4
10 +5 +6/+3/+4 Healing
4d6, Resistance +5, Poison Use
11 +5 +7/+4/+4
12 +6/+1 +7/+4/+5 Resistance +6
13 +6/+1 +8/+4/+5 Healing 5d6
14 +7/+2 +8/+5/+5 Resistance +7
15 +7/+2 +9/+5/+6
16 +8/+3 +9/+5/+6 Healing 6d6,
Resistance +8
17 +8/+3 +10/+6/+6
18 +9/+4 +10/+6/+7 Resistance +9
19 +9/+4 +11/+6/+7 Healing 7d6
20 +10/+5 +11/+7/+7 Resistance +10