Classes

Revisions to Existing Classes


Fractional Base Attack and Save Bonuses

The values in the following table replace the save and base attack progressions for classes published in other sources.
Attacks Base Attack Bonus, Good Base Attack Bonus, Average Base Attack Bonus, Poor -
Saves - - Base Save, Good Base Save, Poor
Skills Base Skill, Expert - Base Skill, Proficient Base Skill, Untrained
Class Level
1 +1 +0.5 +0.5 +0
2 +2 +1.5 +1 +0.5
3 +3 +2 +1.5 +0.5
4 +4 +3 +2 +1
5 +5 +3.5 +2.5 +1
6 +6 +4.5 +3 +1.5
7 +7 +5 +3.5 +1.5
8 +8 +6 +4 +2
9 +9 +6.5 +4.5 +2
10 +10 +7.5 +5 +2.5
11 +11 +8 +5.5 +2.5
12 +12 +9 +6 +3
13 +13 +9.5 +6.5 +3
14 +14 +10.5 +7 +3.5
15 +15 +11 +7.5 +3.5
16 +16 +12 +8 +4
17 +17 +12.5 +8.5 +4
18 +18 +13.5 +9 +4.5
19 +19 +14 +9.5 +4.5
20 +20 +15 +10 +5

Barbarian Special Abilities

Barbarians gain damage reduction 1/— at level 4, damage reduction 2/— at level 7, damage reduction 3/— at level 10, damage reduction 4/— at level 13, damage reduction 5/— at level 16, and damage reduction 6/— at level 19.


Cleric and Druid Domain Spells

Spells granted by a domain in legendspring games may be cast spontaneouosly by a cleric or druid, at the cost of a prepared spell at the level of the domain spell.


Cleric and Druid Spells per Day

Clerics are no longer limited to 1 domain spell per level per day, as such, their standard allotment of spells per day is adjusted as follows. Also, I see no need to grant druids who choose to have an animal companion as their nature bond less spells than druids who choose to select a domain.
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2
2nd 4 3
3rd 4 3 2
4th 4 4 3
5th 4 4 3 2
6th 4 4 4 3
7th 4 5 4 3 2
8th 4 5 4 4 3
9th 4 5 5 4 3 2
10th 4 5 5 4 4 3
11th 4 5 5 5 4 3 2
12th 4 5 5 5 4 4 3
13th 4 5 5 5 5 4 3 2
14th 4 5 5 5 5 4 4 3
15th 4 5 5 5 5 5 4 3 2
16th 4 5 5 5 5 5 4 4 3
17th 4 5 5 5 5 5 5 4 3 2
18th 4 5 5 5 5 5 5 4 4 3
19th 4 5 5 5 5 5 5 5 4 4
20th 4 5 5 5 5 5 5 5 5 5

Cleric Channel Energy Ability

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage in living creatures, or turn (and possibly dispel) or command undead, depending on the type of energy channeled.

A good cleric (or one who worships a good deity) channels positive energy and can choose to turn undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to command undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. Undead receive a Will save in order to negate the effect of being turned or commanded. The DC of these saves is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Undead that fail their save flee the cleric for 1 minute if turned, or fall under the cleric's control if commanded, obeying the cleric's commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each round of a turning attempt to end the effect, and a new saving throw each day of a command attempt. When turning undead, the cleric still rolls the number of d6 granted by their channel energy ability, if the number rolled is greater than the present hit point total of the undead, that undead creature is dispelled.

If channeling energy is used to harm or heal living creatures it will not simultaneously turn or command undead creatures. Likewise, if channeling energy is used to turn or command undead creatures, it will not simultaneously harm or heal living creatures.

A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Rogue Class Features

Sneak Attack:
A rogue making a sneak attack with an off-hand weapon rolls one fewer d6 for sneak attack damage with a successful hit with their off-hand weapon.
Improved Flanking:
At 6th level, a rogue increases the flanking bonus all creatures (including himself) gain threatening any opponent the rogue also threatens. The opponent in question must be threatened by more creatures than just the rogue. The flanking bonus increases by +1 at 6th level, +2 at 11th level, and +3 at 16th level.

Literacy

Wizards, Clerics, and Goliards gain literacy at 1st level. All other classes begin play illiterate, unless they choose to be proficient in the linguistics skill.


New Classes

Battlecaster
Goliard
Transmogrifer


General Campaign Rules

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