Sarûnia: The Classes


Homebrew and House Rules


THE ROGUE

HIT DIE
D8

ALIGNMENT
Rogues may be of any alignment.

CLASS SKILLS
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 8 + Int modifier

BAB: Medium
Fort: Poor
Ref: Good
Will: Poor

CLASS FEATURES
The following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Martial Aptitude: Rogues gain Martial Aptitude as a bonus feat at 1st level. Additionally, the rogue's effective fighter level is equal to her rogue level.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex): At 1st level, a rogue gains an intuitive sense that alerts her to danger from traps giving her +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These increase by +1 at 3rd level and every odd level thereafter. Trap sense bonuses gained from multiple classes stack.

Bonus Feats: The rogue may select any feat she qualifies for, including combat feats and fighter feats (by virtue of her Martial Aptitude class feature).

Brains Over Brawn (Ex): At 2nd level the rogue uses her Intelligence bonus as a modifier on Strength checks and checks involving skills based on Strength (climb and swim).

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional talent at 4th level and every even level thereafter. A rogue cannot select an individual talent more than once unless otherwise noted.
- Alley Fighting (Ex): This ability allows the rogue to fight in cramped quarters (such as alleyways and narrow dungeon corridors), granting her a +1 competence bonus on all attack rolls as long as she is fighting in an area no wider than her space (5 feet for a small or medium humanoid). Additionally, if the rogue makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the target has total cover). The rogue retains the benefit of cover against her enemy, unless she is fighting another rogue or creature with a similar power.
- Crowdwalk (Ex): The rogue is able to move through crowds with ease, moving as if in an open space. If attempting to move through a square occupied by a hostile creature (such as with an Acrobatics [Tumble] check or overrun attempt), you gain a +4 bonus on any skill check, Strength check or attack roll made to resolve the movement.
- Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
- Favored City (Ex): The rogue selects one settlement of at least small town size or larger that she has visited, the settlement chosen need not be the city that the rogue currently calls home. Within the chosen city, the rogue gains a competence bonus on all Bluff, Diplomacy and Intimidate checks equal to her one-quarter her class level +1 (minimum +1). In addition the rogue gains a +3 morale bonus on all Will saving throws made within her favored city. This talent may be selected more than once, each time it is selected, the rogue gains one additional favored city.
- Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
- Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
- Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list twice per day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
- Minor Magic: A rogue that selects this talent gains Arcane Adept as a bonus feat.
- Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
- Resilient (Ex): Once per day the rogue gains a number of temporary hit points equal to twice her class level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. This talent may be selected more than once, each time it is selected this talent can be one additional time per day.
- Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5 foot step while crawling.
- Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
- Surprise Attack (Ex): During the surprise round, opponents are always considered f lat-footed to a rogue with this ability, even if they have already acted.
- Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
- Weapon Training: A rogue that selects this talent gains Exotic Weapon Proficiency or Martial Weapon Proficiency as a bonus feat.
- Weapon Expertise: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Evasion (Ex): At 3rd level the rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If the rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 8th level the rogue can no longer be flanked. This defense denies the attacker the ability to sneak attack the rogue by flanking her, unless the attacker has at least four more character levels than the rogue does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum character level required to flank the rogue.

Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
- Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
- Information Network (Ex): While within any of your favored cities, it only takes an hour to gather information (rather than a full evening or day). Additionally, When any event occurs within any of the rogue's favored cities that would interest her, she may make a Diplomacy (Gather Information) to learn of the event as a free action; knowledge of the event reaches the rogue's ears in 1d4+1 hours unless the rogue is in an area that cannot be reached by her contacts. The rogue must have at least four favored cities before selecting this advanced talent.
- Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Ref lexes feat can’t use the opportunist ability more than once per round.
- Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may Take 10 even if stress and distractions would normally prevent her from doing so. The rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
- Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Subduing Strike (Ex): At 11th level when the rogue confirms a critical strike against their foe, she can choose to put them to sleep for 1d4 hours or paralyze them for 2D6 rounds. Regardless of the effect chosen, the target receives a Fortitude save (DC 10 + half the rogue's class level + the rogue's Intelligence modifier) to negate the additional effect. Once a creature has been the target of a subduing strike, regardless of whether or not the they succeed or fail it, it is immune to the rogue's subduing strike for 24 hours. Creatures immune to critical hits are also immune to this effect.

Vicious Critical (Ex): At 13th level when the rogue confirms a critical hit against their foe, the attack deals an additional 2 points of Strength or Constitution (rogues' choice) damage to the target. The target is entitled to a Fortitude save (DC 15 + the half rogue's class level + the rogue's Intelligence modifier) to negate the additional effect. Creatures immune to critical hits are also immune to this effect.

At 15th level and every odd level thereafter the rogue's Vicious Critical deals one additional point of ability damage, to a maximum of 4 points of ability damage at 19th level.

Slaying Strike (Ex): At 20th level when the rogue confirms a critical strike against their foe the rogue can choose to outright slay them. The target receives a Fortitude save (DC 20 + half the rogue's class level + the rogue's Intelligence modifier) to negate the effect. Once a creature has been the target of a slaying strike, and succeeds on their save against it succeed or fail it, it is immune to the rogue's subduing strike for 24 hours. Creatures immune to critical hits are also immune to this effect.


BARBARIAN PRESTIGE CLASS

Most people in the civilized lands take much for granted. They have their printing press, a postal network that allows instantaneous delivery from one side of the continent to the other and other magical and technological amenities that make modern life much easier for the layperson. Also, most individuals that attend school have the potential to harness arcane power, even those that wouldn’t do well as pure wizards can harness this energy. Those that can have access to cantrips that can be used so that demeaning tasks can be accomplished without the need of them having them done through physical labor. But most importantly, these people have a governmental system that puts a roof over their heads no matter their station within society.

In the wilderness, there exist those that shirk the pleasantries of the civilized lands and find it quite disgusting. These nomads live in harmony with the land and only take what they need from it to survive. They have no roof over their head; instead they revel at living under the open sky. They are primitive, yes, but they are also stronger for this. They have honed their bodies and their mind to survive and to be able to fight off the terrors that lurk in the shadows. There is nothing scarier than seeing these primitives in combat.

When they do fight they work up a frenzy that makes them quite indomitable combatants. While they are in this frenzy they fight recklessly and without regard for their physical well being. Fortunately for them their ability to frenzy, or rage as the class feature is called, gives them a psychotic insight. This insight provides them with a bonus to their Strength and Constitution scores and gives them a slightly higher resistance to effects that target their will. Until they reach fifteenth level all barbarians suffer a penalty to their armor class due to their reckless actions in combat.

Alignment: Any non-lawful.
HD: D10

REQUIREMENTS
To qualify to become a barbarian the character must fulfill the following criteria:
Skills: Intimidate 5 ranks, Survival 5 ranks
Feat: Alertness, Endurance, Run, Self-Sufficient & Survivalist

CLASS SKILLS
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

BAB: Good
Fort: Good
Ref: Poor
Will: Poor

CLASS FEATURES
All of the following are class features of the barbarian.

Weapon and Armor Proficiency: Barbarians are proficient with all simple weapons, light armor and shields (except tower shields).

Dauntless (Ex): The bonus gained from Endurance increases to +8. In addition the Barbarian gains 2 additional hit points per class level gained.

Rage (Ex): The barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 12 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

The barbarian can end her rage as a free action and is fatigued after raging for a number of rounds equal to 2 times the number of rounds spent in the rage. The barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If the barbarian falls unconscious, her rage immediately ends, placing her in peril.

Survivor (Ex): At 1st and 3rd level the barbarian ranger may select one environment from those shown on the table below. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in the selected environment. Barbarians traveling through their chosen environment leaves no trail and cannot be tracked (though they may leave a trail if he so chooses). In addition, at 3rd level the skill bonus and initiative bonus in any in the terrain chosen at 1st level increases by +2.

Survivor Environments
Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Water (above and below the surface)

Brute Force (Ex): Barbarians harbor an innate distrust of magic, even enchanted equipment. Barbarians make up for their lack of such tools through raw combat ability. Barbarians use the bonus from this ability to their attack and damage rolls. Attacks made by the barbarian ignore damage reduction as if their weapon is enchanted. If the barbarian ever uses any magic item they lose the bonus gained by this ability for 24 hours thereafter.

Resist Magic (Ex): Barbarians hail from pockets of wilderness that have embraced the power and ferocity of nature, rebuking everything that opposes or that wishes to tame it, and magic is no exception. Barbarians have an ingrained hatred for divine and arcane magic in any form; they have honed their minds and bodies to rebuke its effects. Barbarians generally get along with divine casters that are animists, druids and spellsingers, seeing the power that comes from them as the gift of the green.

At 2nd level the barbarian gains a +2 morale bonus to all saves against effects generated by spells, spell-like abilities and magic items. At 4th level, this bonus increases to +3 and the barbarians’ sheer force of will can diminish the consequences of a spell affecting the barbarian. Any time one or more of the barbarian’s allies that is within a 10 foot radius of her and is affected by the same spell or effect as the barbarian, they gain a +3 morale bonus to their own save. The barbarian’s morale bonus increases to +4 at 5th level and continues to increase by +1 for every three two gained thereafter, capping at +8 at 14th level. The bonus the barbarian grants to her companions remains at +3 and never increases. In addition the barbarian also reduces damage inflicted against her from spells by the same bonus she gains against magic effects.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
-Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. The barbarian can select this rage power one additional time, increasing the amount damage dealt as if he gained a size category increase.
-Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 8th level before selecting this rage power.
-Guarded Stance (Ex): The barbarian gains a +1 natural armor bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 5 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
-Damage Reduction (Ex): The barbarian gains damage reduction 1/—. This increase is always active while the barbarian is raging. The barbarian can select this rage power up to 5 times. Its effects stack.
-Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. The barbarian must be at least 4th level before selecting this rage power.
-Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
-Low-Light Vision (Ex): The barbarian’s senses sharpen and she gains low-light vision (x2) while raging. The barbarian can select this rage power up to 3 times; each time increasing the range by +1 (x2 to x3, x3 to x4).
-Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
-Night Vision (Ex): The barbarian’s senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power. The barbarian can select this rage power up to 3 times; each time increasing the range by 30 feet (60 ft becomes 90 ft, 90 ft. becomes 120 ft.)
-No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
-Raging Climber (Ex): When raging, the barbarian adds 5 + her class level as an enhancement bonus on all Climb skill checks.
-Raging Leaper (Ex): When raging, the barbarian adds 5 + her class level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
-Raging Swimmer (Ex): When raging, the barbarian adds 5 + her class level as an enhancement bonus on all Swim skill checks.
-Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
-Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes.
-Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 3 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
- Swift Foot (Ex): The barbarian gains a 10 foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
- Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage.

Greater Rage (Ex): At 5th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Tireless Rage (Ex): At 7th level and higher the barbarian no longer becomes fatigued at the end of her rage.

Eyes of Menace (Su): At 9th level, when the barbarian locks eyes with an opponent, they must make a Will save (DC 15 + the barbarian’s class level) or become frightened. Since this is a supernatural ability, even opponents that are immune to fear effects must make a Will save.

Mighty Rage (Ex): At 11th level the barbarian’s bonuses to Strength and Constitution during her rage each increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Primal Scream (Su): At 13th level, the barbarian can let loose a primal yell that can emulate the roar of any animal that has a CR equal to her class level, which can be heard from five miles away but only affects opponents within 100 foot radius. All such opponents must make a Will save (DC 10 + twice the barbarian's class level) or be stunned for 1D4+1 rounds.

Vicious Rage (Ex): At 15th level the barbarian’s bonuses to Strength and Constitution during her rage each increase to +10, and her morale bonus on Will saves increases to +5. The penalty to her AC is nullified.


A little bump.


Errata: Rogues gain bonus feats at 2nd level and every even level thereafter.

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