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Neo Europa - Character Classes.

Posted by ArchivistFor group 0
Archivist
GM, 26 posts
Sat 5 May 2012
at 20:17
  • msg #1

Neo Europa - Character Classes

Character Advancement Table

Character
Level
Experience
Needed
Alt. Exp.
Needed
Hit
Points
Earned Level
Bonus
1/2-650-6501/2 Max+2 starting
character points
100MaxNone
21 3001 300Max+1 Ability
33 3003 300Half+1+1 Ability
46 0007 000Half+1+1 Trait
510 00015 000Third
(round up)
+1 Ability
619 00023 000Third
(round up)
+1 Ability
735 00035 000Third
(round up)
None
851 00051 000Third
(round up)
None
975 00075 000Third
(round up)
None


Character Level is limited to level 9

'Normal' Class level advancement is limited to level 5

Class levels 6 and 7 class features may be obtained at the expense of two character levels.




Base Attack Bonus

Fractional BAB will be tracked.  Add up the BAB from all of the character's classses and round fraction down.

When the BAB rating gets to +6, the character gets a second attack per core rules.




Save Throws

A 'good' save throw will add + 1/2 per level
A 'poor' save throw will add + 1/3 per level

The Character may select one of their character classes for a level one 'bonus'.
Any save throw rated as 'good' gain an additional +2 to the save throw.



This message was last edited by the GM at 17:13, Sat 03 Oct 2015.
Archivist
GM, 27 posts
Sat 5 May 2012
at 20:48
  • msg #2

Character Classes

Alchemist
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Good + 1/2 per level
Will = Poor + 1/3 per level

Hit Points 8 / 5 / 3

Base Starting Gold 105 gp

APG Rules are accepted.

UM Archetypes allowed, Chirurgeon and Mindchemist




Barbarian
BAB +1 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Poor + 1/3 per level

Hit Points 12 / 7 / 4

Base Starting Gold 105 gp

Core Rules are accepted.

APG Archetypes allowed, Hurler (Germanic) and Invulnerable Rager (Nordic)




Bard
BAB +.75 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Good + 1/2 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 105 gp

Core Rules - Bards are known as Spell Singers and only Perform (Sing) is allowed.

APG Archetypes allowed, Magicians and Sandman

UM Archetypes allowed, Animal Speaker




Cavalier - Not a valid player character class




Cleric
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 140 gp

Core Rules are accepted.

APG Rules - (Only) Clerics may select one subdomain to replace a normal domain.

UM Archetypes allowed, Cloistered Cleric




Druid
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 70 gp

Core Rules - Animal Companions are not allowed.  Druids select a cleric sphere for their Nature Bond.

APG Archetypes allowed, None

UM Archetypes allowed, Storm Druid




Fighter
BAB +1 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Poor + 1/3 per level

Hit Points 10 / 6 / 4

Base Starting Gold 175 gp

Core Rules are accepted.

APG Archetypes allowed, Archer, Crossbowman, Mobile Fighter, Shielded Fighter, 2 Handed Fighter, Two Weapon Warrior, and Weapon Master.




Inquisitor
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 140 gp

APG Rules are accepted.




Magus
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 140 gp

UM Rules are accepted




Monk
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Good + 1/2 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 35 gp

Core Rules are accepted

APG Archetypes allowed, Monk of the Four Winds and Weapon Adept




Oracle
BAB +.75 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 105 gp

APG Rules are accepted.




Paladin
BAB +1 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 10 / 6 / 4

Base Starting Gold 175 gp

Core Rules are accepted.

APG Archetypes allowed, Hospitaler, Sacred Servant and Warrior of the Holy Light




Ranger
BAB +1 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Good + 1/2 per level
Will = Poor + 1/3 per level

Hit Points 10 / 6 / 4

Base Starting Gold 175 gp

Core Rules are accepted.

APG Archetypes allowed, Guide, Shapeshifter, and Skirmisher
APG optional weapon styles allowed, crossbow, natural weapons, weapon/shield and two handed weapon




Rogue
BAB +.75 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Good + 1/2 per level
Will = Poor + 1/3 per level

Hit Points 8 / 5 / 3

Base Starting Gold 140 gp

Core Rules are accepted.

APG Archetypes allowed, Acrobat, Poisoner, Scout, Sniper, Spy, and Swashbuckler




Sorcerer
BAB +.5 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 6 / 4 / 2

Base Starting Gold 70 gp

Core Rules - Bloodlines allowed (Arcane, Celestial, Destined, Elemnetal, Fey, and Undead)

APG Rules - Bloodlines allowed (Shadow, Verdant, Stormborn, and Star Soul)




Summoner - Not a valid player character class




Witch
BAB +.5 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 6 / 4 / 2

Base Starting Gold 105 gp

APG Rules are accepted




Wizard
BAB +.5 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 6 / 4 / 2

Base Starting Gold 70 gp

Core Rules - Specialty Schools allowed (Divination, Enchantment, Evocation, Necromancy)

APG Rules - Specialty Schools allowed (Elemental Arcane Schools - Earth, Air, Fire, and Water)
This message was last edited by the GM at 02:52, Sun 06 May 2012.
Archivist
GM, 28 posts
Sat 5 May 2012
at 22:25
  • msg #3

Non-Standard Character Classes

Avatar
BAB +.75 per level

Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 140 gp



The Avatar is a devout student of Theology.  The study of the divine Pantheon has widened their appreciation for the various aspects and spheres of influences of each divinity.

Alignment:  Any  {may affect availability of domains}
Weapon and Armor Proficiency
Proficient with Light armor (no shield)
Proficient with Club, Heavy Mace, Light Mace, Quarterstaff and Sling.
Class Skills:  Appraise, Craft, Diplomacy, Heal, Knowledge (all), Linguistics, Profession, Sense Motive, and Spellcraft.
Skills per level 4+Int modifier

Spells per Day
LevelOrison1st2nd3rd4th
1 2 0+1 - - -
2 2 0+2 - - -
3 3 1+2 0+1 - -
4 3 1+3 0+2 - -
5 4 1+3 1+2 0+1 -
6 4 1+3 1+3 0+2 -
7 4 1+4 1+3 1+2 0+1


Versatile Channeler, at 3rd Level may Channel Positive and Negative Energy both at 2 levels lower effectiveness. {1 + Charisma Modifier/Day}

Domain Spheres 'Known' = 2 + Class Level + 'Ranks' of ks:Religion
Domain Spheres 'Active' = 2 + Number of 1st Level Domain spells per day (Domain spell selection limited to Active Domains)

Domains selected evenly from all divinities.  (You must have one domain from each divinity before you may select a second domain from the same divinity.)


Medium
BAB +.75

Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 8 / 5 / 3

Base Starting Gold 70 gp




The Medium is an arcane caster that has made the study of the planes, and the outsiders that wander them their lifes work.  This study has led the medium to forming a close bond with outsiders known as 'Spirits' which are capable of possessing the Medium's body, fusing their essence and sharing their abilities with the Medium.

Class skills ~ (As summoner)
Class Features
Weapon and Armor Proficiency ~ (As summoner)
Spells ~ (As summoner)
Cantrips ~ (As summoner)
Planar Knowledge ~ A medium may make unskilled check for ks: Planes and adds half his class level to the roll.

Spirit Possession
The Medium allows the essence of a powerful outsider, known as the Spirit, to possess their body, melding the two life forces together.  The Spirit will appear as a physical manifestation, appearing around the medium as a translucent image.  The shared body of the Medium while fused, perceives through the Spirits's senses, and speaks through the Spirit's voice.

While possessed, adds half the lower modifer bonus to the higher modifier bonus for Str and Dex, and add the Spirit's Physical (Temp Hit points) durability but always maintain his own mental scores (Int, Wis and Cha).  The Medium gains the Spirits's Temporary Hit points.  When these hit points reach 0 the Spirit is dispeled and sent back to it's home plane (per Eidolon rules).

The medium gains the Spirit's base attack, armor, natural armor bonus, and modifiers to ability score.  The medium also gains access to any of the Spirit's special abilities and Evolutions.  The medium is still limited to the Spirit's maximum number of natural attacks.

The medium possession by the Spirit is a standard action, and maintains the possession with the Spirit as a free action.  The Medium may fuse with the Spirit for a number of rounds each day equal to 4 + his Charisma modifier.  At each level after 1st, they gain 2 additional lrounds each day.

(Based on the Bardic Performance ability for game balance)

Fused Link
When ever the Spirit's temporary hitpoints would be reduced to zero, the medium may, as a free action sacrafice his own hit points to prevent the Spirit from being banished and sent back to it's home plane.

Shielded Meld
At 4th level, whenever the medium is possessed by their Spirit, he gains +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.


--------------------------------------------------------------------------------

Medium
Level
Spirit
HD (HP)
BABFort and
Will save
Ref saveArmor BonusStr/Dex BonusSkills/Feats/EvolutionsSpecial Abilities
11(+ 5)+1+2+0+0+04 ~ 1 ~ 1Dark Vision
Prof. All Martial Weapons
22(+10)+2+3+0+2+18 ~ 1 ~ 2Evasion
33(+14)+3+3+1+2+112 ~ 2 ~ 3
43(+14)+3+3+1+2+112 ~ 2 ~ 5
54(+18)+4+4+1+4+216 ~ 2 ~ 6
65(+21)+5+4+1+4+220 ~ 3 ~ 7
76(+24)+6+5+2+6+324 ~ 3 ~ 8




A Neodolon is similiar to an Biped Eidolon, except as noted...
d8 instead of d10 for Hit Dice (5 hit points a level, plus Con bonus)
Base Attack ~ As Eidolon
Save throws as Biped Eidolon
No Skills or Feats
Armor as Eidolon
Str/Dex Bonus as Eidolon (each +1 = +2 to ability score bonus)
Evolution Poll as Eidolon
Max Attacks as Eidolon
Lowlight Vision, instead of Darkvision
Unarmed Attack (d3) or Weapon
Free Evolutions are limbs (arms), limbs (legs), Weapon Training (All Simple)
Ability Scores Bonus Str +6 (max 16)/ Dex +2 (max 12)/ Con +3 (max 13)


--------------------------------------------------------------------------------


The Neodolon counts as a Eidolon for the purposes of Feats.

The Medium may also select
Extra Possession, allowing the medium to be possesed for 6 additional rounds per day

Lingering Possession, the effects of the neodolon lingers for 2 rounds after you end the possession.



Mentalist  (Sorcerer Archetype)
BAB +.5 per level

Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level

Hit Points 6 / 4 / 2

Base Starting Gold 70 gp

Class Skill ~ Perception

Bonus Spells
Hypnotism (3rd), Detect Thoughts (5th), Suggestion (7th)

Bonus Feats
Combat Casting, Improved Counter Spell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus  , Spell Focus,  Still Spell

Extra Psionic Attack {Allows Psi attack to drain a mental ability}
Extra Psionic Pool  {Increase Psionic Pool by 2}


Psionic Pool (Su):  At 1st level, the Mentalist gains a reservoir of mental energy that he can draw upon to engage in Mental Combat.  This Psionic pool has a number of points equal to their Half Mentalist level (minimum 1) + Cha. modifier.  The Psionic pool refreshes once per day after a night of rest.  Psionic Pool replaces Bloodline.

Mental Combat
Casting Time 1 standard action
Components None
Range close (25' +5'/2 levels)
Effect One of the target's mental abilities is inflicted with mental damage.
Duration instantaneous
Saving Throw Willpower for half damage; Spell Resistance no.

Base Damage per Psi point = 1/2 Mentalist Level (min. 1) + Mentalist Charisma Modifier.
Max. Psi point expended per attack = Charisma Modifier (min. 1)

Actual Damage = (Base Damage x Psi Points Expended) - Target mental modifier

(DC) of save throw = 10 + 1/2 Mentalist Level + Mentalist Charisma Modifier

Target is allowed a Will Power save throw to reduce the damage by 1/2.


ie.  Maximum damage a 3rd Level Mentalist with a +3 Charisma modifier is attacking a Wizards Intelligence with +3 Int Modifier.


Base Damage = 1 + 3 per Psi point
Max Psi allowed for attack = 3

Actual Damage = (4 x 3) -3 = 9 points of Intelligence damage

Wizard is allowed a Will Power Save (DC 14) to reduce the damage by half to four damage.

After 24 hours, the Wizard is allowed another Will Power Save to remove the damage inflicted (If the roll is failed, the effects linger)





Psionic Combat

Int Modifer  = Defense mod.   {Dex equivelant}
Wis Modifier = Defense mod.   {Dex equivelant}
Cha Modifier = Attack/Damage mod.    {Str equivelant}

+ 1/2 Target HD/Level Defense mod.
+ 1 Attack mod. per Sorc Level.
This message was last edited by the GM at 19:17, Tue 13 Mar 2018.
Archivist
GM, 108 posts
Tue 20 Nov 2012
at 22:06
  • msg #4

Re: Non-Standard Character Classes

For various reasons, Animal Companions are NOT in use in the campaign.  Classes that use them, for the most part are encouraged to take non-animal companion options.

Druids, may take one of the listed domains, per the Core Rules.

Paladins, may Bond with their weapon, per the Core Rules.

Rangers, may Bond with thier companions (the party), per the Core Rules.

Wizards, may Bond with an Arcane Focus, per the Core Rules.

Witches and Wizards may take a familiar, though they will not engage in combat, and are limited to non-combat roles.

Summoners are not in use, the closest that you will come to a Summoner are the campaign class 'Mediums'


Mounts and Pets are allowed, and are purchased normally.  Characters who desire to take such pets with them on adventures should select 'Family Pet' as a character trait.  Pets are normally trained for a function.  The character is allowed to make Handle Animal checks (even if they dont have the skill) {DC 10} to get the pet to perform the 'Trick' they have been trained to perform.

Trait: Family Pet:
The character owns a beloved family pet that has been with the character for a long time.  They are familiar with the care, feeding, and handling of the pet.

With the Game Master's permission, the character may bring their family pet along on adventures.  The character starts the game with a pet or mount valued at 250sp, and considers Handle Animal as a class skill.



Dogs have no default training:
Dog ('Small') ~ (Int 2) Small Animal
move 40'
AC 13 (+1 Dex, +1 Natural, +1 Size)
Save F+4,R+3,W+1
Hit Points 6 (d8+2)
Melee Bite +2(d4+1)
Acrobatics +1 (+9 Jumping), Perception +8, Survival +1 (+5 Scent Tracking)
Base Cost 250 sp
+ 60sp per Hit Point above 6 (max. of 10 Hit points ~ 490 sp)
- 20sp per Hit Point below 6 (min. of  3 Hit Points ~ 190 sp)
+2gp Life Style Tax Maintenance Cost


Dog ('Riding') ~ (Int 2) Medium Animal
Move 40'
AC 13 (+2 Dex, +1 Natural)
Save F+5,R+5,W+1
Hit Points 13 (2d8+4)
Melee Bite +3 (d6+3 plus trip)
Acrobatics +6 (+14 Jumping), Perception 8, Survival +1 (+5 Scent Tracking)
Base Cost 1500sp
+200sp per Hit Point above 13 (max. of 20 Hit points ~ 2900gp)
- 50sp per Hit Point below 13 (min. of  6 Hit points ~ 1150gp)
+ 5gp Life Style Tax Maintenance Cost


Donkey/Mule/Pony are default trained for Heavy Labor:
Horse (Pony) - (Int 2) Medium (docile) Animal
Move 40'
AC 11 (+1 Dex)
Save F+5,R+4,W+0
Hit Points 13 (2d8+4)
Melee (2) Hooves -3 (d3)
Feats (Endurance and Run) Perception 5
Base Cost 300 sp
+45sp per Hit Point above 13 (max. of 20 Hit points ~ 615sp)
-10sp per Hit Point below 13 (min. of  6 Hit points ~ 230sp)
+ 5gp Life Style Tax Maintenance Cost



Horses are default trained for 'Riding':
Horse (Riding) - (Int 2) Large (docile) Animal
Move 50'
AC 11 (+2 Dex, -1 Size)
Save F+6,R+5,W+1
Hit Points 15 (2d8+6)
Melee (2) Hooves -2 (d4+1)
Feats (Endurance and Run) Perception 6
Base Cost 750 sp
+120sp per Hit Point above 15 (max. of 22 Hit points ~ 1590sp)
- 25sp per Hit Point below 15 (min. of  8 Hit points ~  525sp)
+10gp Life Style Tax Maintenance Cost


Horse (Heavy) - (Int 2) Large (docile) Animal
Move 50'
AC 13 (+2 Dex, +2 Natural Armor, -1 Size)
Save F+8,R+7,W+3
Hit Points 17 (2d6+10)
Melee Bite -2 (d4), (2) Hooves -2 (d6+1)
Feats (Endurance and Run) Perception 8
Base Cost 2000 sp
+400sp per Hit Point above 17 (max. of 22 Hit points ~ 4000sp)
-100sp per Hit Point below 17 (min. of 12 Hit points ~ 1500sp)
+15gp Life Style Tax Maintenance Cost


Eagles have no default training:
Eagle ('Small') ~ (Int 2) Small Animal
move 10', fly 80'
AC 14 (+2 Dex, +1 Natural, +1 Size)
Save F+3,R+4,W+2
Hit Points 5 (d8+1)
Melee Bite +3(d4), (2) Talons +3(d4)
Feats (Weapon Finesse), Fly +8, Perception +10
Base Cost 1500 sp
+200sp per Hit Point above 5 (max. of 9 Hit points ~ 2300 sp)
-200sp per Hit Point below 5 (min. of 2 Hit Points ~  900 sp)
+2gp Life Style Tax Maintenance Cost



Training Cost
50% Base Cost of Pet to Train for Combat   (DC 20) 6 Weeks
35% Base Cost of Pet to Train for Fighting (DC 20) 3 Weeks
40% Base Cost of Pet to Train for Guarding (DC 20) 4 Weeks
15% Base Cost of Pet to Train for Heavy Lab(DC 15) 2 Weeks
50% Base Cost of Pet to Train for Hunting  (DC 20) 6 Weeks
25% Base Cost of Pet to Train for Perform  (DC 15) 5 Weeks
20% Base Cost of Pet to Train for Riding   (DC 15) 3 Weeks
x2 Training cost for Exotic Animals (like Eagles).

Pet animals will only attack Humanoids, Monstrous Humanoids, Giants, or other animals.
This message was last edited by the GM at 22:38, Tue 20 Nov 2012.
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