Author Topic: [3.5] New NPC classes (including ToB, Psionics and Incarnum)  (Read 1685 times)

Offline Prime32

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Some new NPC classes. I tried to follow a different philosophy from the DMG ones, so that they can use the same kinds of abilities as PCs of equal level, just not as well. Part of this was so that you could limit cohorts to NPC classes only and still get something interesting.


The sage's abilities are limited, but there's a good chance that he'll know more about his specialty than a PC of equal level (moreso than an expert), or be able to divine information they cannot. Hence the PCs actually have a reason to consult one.

The other classes can be used to help learn their respective rulesets, perhaps gestalted with a PC class.
« Last Edit: November 12, 2011, 07:51:53 PM by Prime32 »

Offline Prime32

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SAGE

Like wizards and bards, sages are devoted to the pursuit of knowledge. Unlike members of these classes, they have little practical experience.

HD: d4
BAB: Poor
Saves: Fort poor, Ref poor, Will good

Class Skills (2+Int): Concentration, Craft, Decipher Script, Forgery, Knowledge (all skills, taken individually), Martial Lore, Perform, Profession, Speak Language, Spellcraft, Truespeech.
If you are not using magic/psionics transparency, add Psicraft to the sage's skill list.


1    Knowledge power (0th), Lore
2    Skill bonus +1
3    Knowledge power (1st)
4    Skill bonus +2, Spell power +1
5    Knowledge power (2nd)
6    Skill bonus +3
7    Knowledge power (3rd)
8    Skill bonus +4, Spell power +2
9    Knowledge power (4th)
10   Skill bonus +5
11   Knowledge power (5th)
12   Skill bonus +6, Spell power +3
13   Knowledge power (6th)
14   Skill bonus +7
15   Knowledge power (7th)
16   Skill bonus +8, Spell power +4
17   Knowledge power (8th)
18   Skill bonus +9
19   Knowledge power (9th)
20   Skill bonus +10, Spell power +5


Weapon and Armor Proficiency: The sage is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Lore (Ex): Thanks to long hours of study, a sage has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the sage's class level in place of the bard level.

Knowledge Power (Sp): At 1st level a sage learns one 0th-level divination spell which he can use as a spell-like ability with a caster level equal to his class level (save DC = 10 + half his class level + his Int modifier). Unlike most spell-like abilities, he must pay any XP and/or GP costs as normal. At every odd level thereafter the sage learns another spell of one level higher. A sage has a number of "insight points" per day equal to his class level; using a Knowledge Power expends IP equal to the level of the spell +1.

Spell Power: At every 4th level, the caster level of the sage's Knowledge Powers increases by 1 (eg. a 20th-level sage would have CL25).

Skill Bonus (Ex): The sage chooses one skill and receives an insight bonus on checks made with that skill equal to half his class level.


New Feats

Extra Knowledge [General]
Prerequisite: Knowledge Power
Benefit: You gain 1 additional Knowledge Power of any level you can cast.
Special: You may select this feat multiple times; its effects stack. Each time you select another knowledge power of a level you can cast.
« Last Edit: November 12, 2011, 07:50:25 PM by Prime32 »

Offline Prime32

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SOLDIER

Soldiers pad out the rank and file of armies. They have specialised training which sets them apart from warriors, but lack the talent or experience to become true martial adepts.

HD: d8
BAB: Average
Saves: Fort good, Ref poor, Will poor

Class Skills (2+Int): Climb, Intimidate, Jump, Martial Lore, Ride, Swim.
A soldier also adds the associated skill of their chosen discipline.


1    Maneuvers (1 known)
2    -
3    Stances (1 known)
4    Maneuvers (2 known)
5    -
6    -
7    -
8    Maneuvers (3 known)
9    -
10   -
11   Stances (2 known)
12   Maneuvers (4 known)
13   -
14   -
15   -
16   Maneuvers (5 known)
17   -
18   -
19   Stances (3 known)
20   Maneuvers (6 known)


Weapon and Armor Proficiency: The soldier is proficient in the use of all simple and martial weapons, light and medium armor, and all shields.

School Focus: A soldier's training is less general than most martial adepts. He chooses one discipline at 1st level and adds its associated skill to his class skills. All maneuvers he learns as a result of his soldier levels must be from the chosen school, but ignore prerequisites based on his number of maneuvers known. (maneuvers he learns from other classes or the Martial Study feat are unaffected)

Multiclassing Note: An NPC may multiclass the soldier class with itself, as long as he chooses a different school each time. (eg. Iron Heart Soldier 1/Desert Wind Soldier 2)

Maneuvers/Stances: A soldier begins his career with knowledge of one martial maneuver from his chosen discipline. He learns one additional maneuver for every four class levels, but they must be selected from his chosen school. At 3rd level and every 8th level thereafter, he learns one stance from his chosen school. He may change all of his maneuvers and stances known whenever he gains a character level, as long as his new choices are within his chosen school.

A soldier does not ready or expend his maneuvers; he may use any maneuver he knows at will.
« Last Edit: November 12, 2011, 07:32:01 PM by Prime32 »

Offline Prime32

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AWAKENED

An Awakened is a person with minor psionic potential that was forcibly awakened in some manner. Members of this class are commonly found among former illithid slaves, though it is unclear if the mind slayers deliberately granted them their abilities or they are simply the result of prolonged exposure to psychic energy.

Awakened should be considered equivalent to Adepts for the purposes of attracting followers.

HD: d6
BAB: Poor
Saves: Fort poor, Ref poor, Will good

Class Skills (4+Int): Autohypnosis, Bluff, Climb, Concentration, Craft, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (local), Knowledge (psionics), Listen, Profession, Psicraft, Ride, Sense Motive, Spot, Swim, Tumble, Use Rope


1    Detect psionics, Dream points, Wild Talent
2    Psionics
3    Rapid focus (standard)
4    Oversurge +1
5    -
6    Detect psionics (rapid)
7    -
8    Oversurge +2
9    Rapid focus (move)
10   Detect psionics (sphere)
11   -
12   Oversurge +3
13   -
14   Detect psionics (instant)
15   Rapid focus (swift)
16   Oversurge +4
17   -
18   Detect psionics (expanded)
19   -
20   Oversurge +5


Weapon and Armor Proficiency: The awakened is proficient in the use of simple weapons, but not with armour or shields.

Detect Psionics (Ps): An awakened can use detect psionics as a psi-like ability at will (manifester level equals his character level). At 6th level he immediately gains information as if he had spent 1 round concentrating (skipping to round 2). At 10th level the area of this ability becomes a 60ft sphere centred on him. At 14th level he immediately gains full information as if he had spent 2 rounds concentrating. At 18th level the range of this ability doubles to 120ft.

Dream Points: At the end of every round in which he maintains his psionic focus, an Awakened gains 1 "dream point", up to a maximum of his class level. An Awakened may expend dream points in place of power points when manifesting a power. However, they are not power points and thus he may not transfer them to others (eg. by the bestow power power) or store them in items.

Wild Talent: An awakened gains Wild Talent as a bonus feat.

Psionics: Starting at 2nd level an awakened gains the ability to manifest psionic powers as a wilder of his class level, but does not gain any power points with which to do so (apart from that granted by the Wild Talent feat); single-classed awakened are thus reliant on their pool of dream points. The awakened selects one mantle, which determines his powers known. He also gains the granted ability of the chosen mantle.

Oversurge: An awakened may expend their psionic focus to increase the manifester level of one of their powers by +1 per four class levels (round down) as it is manifested. This functions as the wilder's wild surge ability, except that it does not threaten enervation.

Rapid Focus: At 3rd level an awakened may attempt to gain psionic focus as a standard action. This counts as the Psionic Meditation feat for the purposes of prerequisites. At 9th level he may do this as a move action, and at 15th level he may do this as a swift action.
« Last Edit: November 12, 2011, 07:31:39 PM by Prime32 »

Offline Prime32

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Reserved for Incarnum NPC class
« Last Edit: November 12, 2011, 07:31:19 PM by Prime32 »

Offline Prime32

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Reserved just in case