Classes

Basic Classes for LegendSpring

  • Alchemist
  • Barbarian
  • Bard
  • Brawler
  • Cleric
  • Druid
  • Fighter
  • Gemologist
  • Goliard
  • Oracle
  • Paladin
  • Ranger
  • Rogue
  • Sorcerer
  • Witch
  • Wizard

General Class Rules

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

Literacy

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


Favoured Class

When a character chooses their favoured class, they choose what benefit they gain with their favoured class. They may either:

  • Gain 1 extra hp per level they take in their favoured class
  • Gain 1 more expert skill (or 2 more proficient skills) in their favoured class
  • Gain 0.5 extra hp per level they take in their favoured class and gain 1 more proficient skill in their favoured class
  • Gain either 0.5 extra hp per level they take in their favoured class or gain 1 more proficient skill in their favoured class and select a special benefit for their class as detailed below

Alchemist

  • Add one eighth the alchemist's level to the alchemist’s natural armour bonus when using the character’s mutagen.
  • Add one quarter the alchemist's level to the number of bombs per day the alchemist can create.
  • Add one quarter the alchemist's level to bomb damage.
  • Gain fire resistance equal to half the alchemist's level.

Barbarian

  • Rage for 1 more round for every 2 levels per day
  • Increase the fast movement bonus by 5 feet every 10 levels.
  • Add one quarter the barbarian's level to trap sense.

Bard

  • Add half the bard's level to the bard’s total number of bardic performance rounds per day.
  • Add one quarter the bard's level to the bard's bardic knowledge check.
  • Every time the bard gains access to a new level of spell beyond 1st, add one spell known from the wizard’s illusion school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
  • Treat the bard as 1/4 their bard level higher when determining the duration of a suggestion bardic performance.

Brawler

  • The brawler can overcome hardness equal to half their brawler level with their unarmed strike.
  • Choose a class of combat maneuvers. Add half the brawler's level to CMC to resist or avoid those combat maneuvers.
  • Increase the dodge bonus to AC by the Brawler's AC Bonus ability by 1.5 times.

Cleric

  • Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds one quarter the cleric's level to the number of uses per day of that domain power.
  • Add one quarter the cleric's level to the cleric’s channeled energy total when healing or harming creatures.
  • Add one quarter the cleric's level to caster level checks to remove afflictions (curses, diseases, poisons, etc.).
  • Add one quarter the cleric's level to caster level checks made to overcome the spell resistance of outsiders.

Druid

  • Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds one quarter the druid's level to the number of uses per day of that domain power.
  • Add one fifth the druid's level to the druid’s natural armor bonus when using wild shape.
  • Choose an energy type between acid, cold, electricity or fire. Every 2 levels gain energy resistance 1 to this energy type.
  • Your animal companion always has one more proficient skill.
  • Add a quarter your druid level bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

Fighter

  • Choose a class of combat maneuvers. Add half your fighter level to CMC to resist or avoid those combat maneuvers.
  • Choose a combat maneuver. Gain half your fighter level as a bonus to performing that combat maneuver.
  • Add one quarter the fighter's level to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
  • Add +1 per level to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
  • Add half the fighter's level to damage dealt on a charge attack.

Gemologist

Goliard

  • Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the goliard's Wisdom modifier. The goliard adds one quarter the goliard's level to the number of uses per day of that domain power.
  • Add half the goliard's level to the goliard’s total number of bardic performance rounds per day.
  • Add one quarter the goliard's level to the goliard's bardic knowledge check.

Oracle

  • Add one sixth the oracle's level to the oracle’s level for the purpose of determining the effects of one revelation.
  • Every time the oracle gains access to a new level of spell beyond 1st, add one spell known from the wizard’s divination school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
  • Add one quarter of the oracle's level to the oracle's level for the purpose of determining the effects of the oracle’s curse ability.

Paladin

  • Add half your paladin level to concentration checks made to cast paladin spells.
  • Add a quarter your paladin level to the number of hit points healed (or harmed) by your lay on hands ability.
  • Add one half of the paladin level to the paladin’s energy resistance to one kind of energy.

Ranger

  • Your animal companion always has one more proficient skill.
  • Add DR 1/magic to the ranger’s animal companion. At level 4 and every four levels thereafter, the DR/magic increases by +1. If the ranger ever replaces his animal companion, the new companion gains this DR.
  • Add half the ranger level in hit points to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
  • Add half the ranger level to an animal companion’s CMC when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.

Rogue

  • Add half the rogue's level to the rogue’s sneak attack damage rolls during the surprise round or before the target has acted in combat.
  • Add a quarter of the rogue's level to their trap sense bonus.
  • Add a quarter of the rogue's level to their DCM to move defensively.

Sorcerer

  • Select one bloodline power granted at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds a quarter of their sorcerer levels to the number of uses per day of that bloodline power.
  • Choose an energy type. Whenever you cast a spell that deals damage of that energy type, add a quarter of your sorcerer level to that damage.

Witch

  • Every time the witch gains access to a new levelof spell, add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.
  • Your familiar always has one more proficient skill.
  • The witch’s familiar gains resistance 1 against cold, electricity, or fire. Every odd numbered witch level, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces this familiar, the new familiar has these resistances.

Wizard

  • Select one arcane school power granted at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds a quarter of their wizard levels to the number of uses per day of that arcane school power.
  • Add one quarter of the wizard's level to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.

Revisions to Existing Classes

Barbarian

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.


Brawler

Brawler' Slam

Starting at 3rd level, a brawler can make a brawler's slam attack as a full round action. The brawler's slam is an unarmed strike that uses two limbs at the same time. As such, the attack does 1d8 damage and adds 1-1/2 the brawler's strength to damage. The damage increases to 1d10 at 6th level, 2d6 at 9th level, 2d8 at 12th level, 3d6 at 15th level, and 3d8 at 18th level. Starting at 7th level, a brawler can make a brawler's slam attack as a standard action (and can be made multiple times as a full-round action).


Cleric and Druid

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

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.


New Classes

Battlecaster

Gemologist

Goliard

Transmogrifer


General Campaign Rules

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