Tuesday, May 21, 2019

Campaign Design - Base Classes: Beguiler

Beguiler
(adapted from The Player's Handbook II)

Käälapsi see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn friends into foes, and even end wars. Beguilers have reputations as rakes, thieves, spies, and puppet masters, but they see themselves as diplomats, peacemakers, and even heroes.

Abilities: You need high Intelligence to get the most out of your spells and skills. A high Charisma helps you be more convincing in your deceptions, while a high Dexterity helps you with sneaky tasks you are likely to pursue. Don't neglect Constitution, although you have the same Hit Dice as a rogue, your Constitution score influences your ability to cast defensively and thus how well you can use your surprise casting class feature.

Race: Snake-Blooded (Käälapsi or Yuan-ti).
Alignment: Any.

Hit Die: d6.
Luck Die: d6.

Class Skills
  • Skill List: The beguiler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Any)(all skills taken individually) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (6 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 6 + Intelligence modifier.
Class Features
All of the following are the class features of the beguiler:
  • Base Attack Bonus: Poor. A beguiler gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A beguiler gains +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Poor. A beguiler gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A beguiler gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and shortsword. Beguilers are proficient with light armor, but not with shields.

  • Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature as you increase in level.

    To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a beguiler's spells is 10 + the spell's level + the beguiler's Intelligence modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily allotment is given on the table below. In addition, you receive bonus spells for a high Intelligence score.

    A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not used up your spells per day for that spell level.

  • Armored Mage (Ex): Normally armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure so long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

  • Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    Beguilers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    A beguiler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not).

    At 8th level, you gain a +2 bonus on rolls to overcome the spell resistance of any affected target.

    At 14th level, the bonus to your spell's save DC increases to +2.

    At 20th level, you become able to automatically overcome the spell resistance of any affected target.

  • Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it had one) to Armor Class for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

    At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

  • Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be an arcane spell of the enchantment or illusion school and of a level no higher than the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 7th, 11th, 15th, and 19th level.

  • Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.

  • Still Spell: At 10th level, you gain Still Spell as a bonus feat.
Beguiler
                                            Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Armored Mage, Trapfinding
5
3
-
-
-
-
-
-
-
-
2nd
Cloaked Casting (+1 DC), Surprise Casting
6
4
-
-
-
-
-
-
-
-
3rd
Advanced Learning
6
5
-
-
-
-
-
-
-
-
4th
-
6
6
3
-
-
-
-
-
-
-
5th
Silent Spell
6
6
4
-
-
-
-
-
-
-
6th
Surprise Casting (move action)
6
6
5
3
-
-
-
-
-
-
7th
Advanced Learning
6
6
6
4
-
-
-
-
-
-
8th
Cloaked Casting (+2 to overcome SR)
6
6
6
5
3
-
-
-
-
-
9th
-
6
6
6
6
4
-
-
-
-
-
10th
Still Spell
6
6
6
6
5
3
-
-
-
-
11th
Advanced Learning
6
6
6
6
6
4
-
-
-
-
12th
-
6
6
6
6
6
5
3
-
-
-
13th
-
6
6
6
6
6
6
4
-
-
-
14th
Cloaked Casting (+2 DC)
6
6
6
6
6
6
5
3
-
-
15th
Advanced Learning
6
6
6
6
6
6
6
4
-
-
16th
-
6
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
6
4
-
18th
-
6
6
6
6
6
6
6
6
5
3
19th
Advanced Learning
6
6
6
6
6
6
6
6
6
4
20th
Cloaked Casting (overcomes SR)
6
6
6
6
6
6
6
6
6
6

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Monday, May 20, 2019

Campaign Design - Bloodlines: Vampire

Vampire
(adapted from Unearthed Arcana)

The Hallitsijainen lord Verijuoma rules Kreikka, and vampires are her most favored servants. In her realm, those who wish to curry favor and advance their position often enter into unions with the blood-drinking undead. Outside of Verijuoma's domains, a vampire's power of persuasion has led more than one weak-willed humanoid into its deadly clutch of intimacy. Though is seems impossible that any child could result from such a union, tales of humanoids possessing some of the vampire's physical and mental prowess abound. These pale, haunted creatures are inevitably cloaked in mystery and deception, for even good-aligned descendants of vampires fer retribution from those mistaking them for the undead.

Vampire Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Climb checks
2nd
-+2 on Climb checksSkill Augmentation (Hide and Move Silently)
3rd
--Strength +1
4th
+2 on Climb checksSkill Augmentation (Hide and Move Silently)Cold resistance 5 (Ex)
5th
--Vampire affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Search checks
8th
Skill Augmentation (Hide and Move Silently)Cold resistance 5 (Ex)Electricity resistance 5 (Ex)
9th
--Charisma +1
10th
-Vampire affinity +21Lightning Reflexes
11th
--Vampire affinity +41
12th
Strength +1+1 to natural armorSkill Augmentation (Listen and Spot)
13th
--+2 on Sense Motive checks
14th
-+2 on Search checksImproved Initiative
15th
--Dexterity +1
16th
Cold resistance 5 (Ex)Electricity resistance 5 (Ex)Suggestion, once per day (Sp)
17th
--Vampire affinity +61
18th
-Charisma +1+1 to natural armor
19th
--+2 on Bluff checks
20th
Vampire affinity +21Lightning ReflexesDamage reduction 5/silver
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with vampires.

Exclusive Class: Vampire-Blooded individuals must replace their racial exclusive class with the Mind Weaver class.

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Sunday, May 19, 2019

Campaign Design - Bloodlines: White Sûl-Blooded

White Sûl-Blooded
(adapted from Unearthed Arcana)

Some arctic tribes have managed to bargain with nearby members of Gorsiaur's brood, trading food and occasional sacrifices for protection from their enemies. These alliances can result in dragon-blooded descendants who tend to mimic the single-minded ferocity of their forbears.

White Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
White Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Swim checks
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
18th
Constitution +1
20th
White Sûl affinity +21Icewalking, once per day (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with white dragons and other creatures descended from white dragons, including others with this bloodline.
2 If you gain cold resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 As spider climb, but the surface must be icy.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. White Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select white dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A White Sûl-Blooded dragon shaman must choose the White Sûl Totem.

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Campaign Design - Bloodlines: Silver Sûl-Blooded

Silver Sûl-Blooded
(adapted from Unearthed Arcana)

Odhrean was perhaps the most likely of all dragons to have taken humanoid companions, and thus this is the most common dragon bloodline. Characters of the silver dragon bloodline tend to be regal and statuesque.

Silver Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Sense Motive checks
2nd
-+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
5th
--Silver Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Perform checks
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
9th
--Constitution +1
10th
-Silver Sûl affinity +21Alter self, once per day (Sp)
11th
--Silver Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Bluff checks
14th
-+2 on Perform checksPower Attack
15th
--Charisma +1
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Silver Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Jump checks
20th
Silver Sûl affinity +21Alter self, once per day (Sp)Immunity to Cold (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with silver dragons and other creatures descended from silver dragons, including others with this bloodline..
2 If you gain cold resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 30-foot cone of cold, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Silver Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select silver dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Silver Sûl-Blooded dragon shaman must choose the Silver Sûl Totem.

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Campaign Design - Bloodlines: Red Sûl-Blooded

Red Sûl-Blooded
(adapted from Unearthed Arcana)

Though Hraegnscaga doesn't enjoy friendly relationships with humanoids, some of his brood has occasionally spawned bloodlines among such creatures. Such descendants exhibit extraordinary powers beyond those of their people. A character with a red dragon bloodline is usually covetous and vain, and may smell faintly of smoke.

Red Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Bluff checks
2nd
-+2 on Bluff checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
5th
--Red Sûl affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Intimidate checks
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
9th
--Constitution +1
10th
-Red Sûl affinity +21Locate object, once per day (Sp)
11th
--Red Sûl affinity +41
12th
Strength +1+1 to natural armor+1 to natural armor
13th
--+2 on Appraise checks
14th
-+2 on Intimidate checksPower Attack
15th
--Charisma +1
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Red Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Jump checks
20th
Red Sûl affinity +21Locate object, once per day (Sp)Immunity to fire (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with gold dragons and other creatures descended from gold dragons, including others with this bloodline..
2 If you gain fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 30-foot cone of fire, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Red Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select red dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Red Sûl-Blooded dragon shaman must choose the Red Sûl Totem.

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Campaign Design - Bloodlines: Green Sûl-Blooded

Green Sûl-Blooded
(adapted from Unearthed Arcana)

In certain rare instances, those of Druaglish's brood have been known to take control of (rather than simply devour) small enclaves of forest-dwelling humanoids. Some of those humanoids later give birth to half-dragon offspring, creating bloodlines that last centuries. descendants of green dragons are often voracious and belligerent, picking fights with little or no provocation.

Green Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Move Silently checks
4th
+2 on Move Silently checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Acid resistance 5 (Ex)2
10th
Green Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Bluff checks
16th
Acid resistance 5 (Ex)2Acid resistance 10 (Ex)2
18th
Constitution +1
20th
Green Sûl affinity +21Water Breathing (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with green dragons and other creatures descended from green dragons, including others with this bloodline.
2 If you gain acid resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow acid resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 You can breathe underwater indefinitely and can freely use special abilities while submerged.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Green Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select green dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Green Sûl-Blooded dragon shaman must choose the Green Sûl Totem.

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Campaign Design - Bloodlines: Gold Sûl-Blooded

Gold Sûl-Blooded
(adapted from Unearthed Arcana)

In ages past, Siodhachan would occasionally take more than a passing interest in mortals. Thanks to his ability to polymorph, some of these dalliances left a lasting reminder of his presence in the form of a half-dragon child. Even many generations later this sûlic blood can manifest in the form of bloodline traits. Descendants of the gold dragon line tend to get along well with other good-aligned creatures, displaying uncommon grace and courtesy.

Gold Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Sense Motive checks
2nd
-+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)Fire resistance 5 (Ex)3
5th
--Gold Sûl affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Heal checks
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)3Fire resistance 10 (Ex)3
9th
--Constitution +1
10th
-Gold Sûl affinity +21Water breathing (Ex)2
11th
--Gold Sûl affinity +41
12th
Strength +1+1 to natural armor+1 to natural armor
13th
--+2 on Swim checks
14th
-+2 on Heal checksPower Attack
15th
--Intelligence +1
16th
Fire resistance 5 (Ex)3Fire resistance 10 (Ex)3Breath weapon (Ex)4
17th
--Gold Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Jump checks
20th
Gold Sûl affinity +21Water breathing (Ex)2Immunity to fire (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with gold dragons and other creatures descended from gold dragons, including others with this bloodline..
2 You can breathe underwater indefinitely and can freely use special abilities while submerged.
3 If you gain fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
4 30-foot cone of fire, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Gold Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select gold dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Gold Sûl-Blooded dragon shaman must choose the Gold Sûl Totem.

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