Difference between revisions of "User:The-Marksman/Sandbox2"

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==Outlaw==
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==Raider==
[[File:Outlaw.jpg|thumb|300 px|]]
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[[File:Raider.jpg|thumb|300 px|]]
 
X
 
X
  
===Making a Outlaw===
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===Making a Raider===
  
Outlaws have the following game statistics.
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Raiders have the following game statistics.
  
 
'''Abilities:''' Charisma
 
'''Abilities:''' Charisma
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{| class="zebra d20"
 
{| class="zebra d20"
 
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<div>{{Anchor|Table: Outlaw}}</div>
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<div>{{Anchor|Table: Raider}}</div>
 
Hit Die: d6
 
Hit Die: d6
 
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====Class Features====
 
====Class Features====
  
All of the following are [[SRD:Class|class]] features of the Outlaw.
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All of the following are [[SRD:Class|class]] features of the Raider.
  
'''Weapon and Armor Proficiency:''' Outlaws are proficient with all [[SRD:Simple Weapon Proficiency|simple]] weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Outlaws are also proficient with all [[SRD:Armor Proficiency (Light)|light]] armors, but not with any [[SRD:Shield Proficiency|shields]].
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'''Weapon and Armor Proficiency:''' Raiders are proficient with all [[SRD:Simple Weapon Proficiency|simple]] weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all [[SRD:Armor Proficiency (Light)|light]] armors, but not with any [[SRD:Shield Proficiency|shields]].
  
'''{{Anchor|Trapfinding}}:''' Outlaws can use the Search skill to locate [[SRD:Traps|traps]] when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Outlaws can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Outlaw who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
+
'''{{Anchor|Trapfinding}}:''' Raiders can use the Search skill to locate [[SRD:Traps|traps]] when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Raiders can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Raider who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
  
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Outlaw can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Outlaw is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Outlaw does not gain the benefit of evasion.
+
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Raider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Raider is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Raider does not gain the benefit of evasion.
  
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Outlaw gains an intuitive sense that alerts him to danger from [[SRD:Traps|traps]], giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Outlaw reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
+
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Raider gains an intuitive sense that alerts him to danger from [[SRD:Traps|traps]], giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
  
'''{{Anchor|Spells}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Begining at 4th level, a Outlaw gains the ability to cast a number of arcane spells from the Outlaw spell list (see below). When a Outlaw gains access to a new level of spells, he automatically knows all of the spells for that level on the Outlaw spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Outlaws spell list is the same as his spells known list.  
+
'''{{Anchor|Spells}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.  
  
To cast a spell, a Outlaw must have an Intelligence score of at least 10 + the spell's level, so a Outlaw with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Outlaw's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Outlaw), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Outlaw's spell list appears below.  
+
To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.  
  
 
1st&mdash; [[SRD:Alarm|Alarm]], [[SRD:Cause Fear|Cause Fear]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Detect Secret Doors|Detect Secret Doors]], [[SRD:Disguise Self|Disguise Self]], [[SRD:Expeditious Retreat|Expeditious Retreat]], [[SRD:Feather Fall|Feather Fall]], [[SRD:Identify|Identify]], [[SRD:Light|Light]], [[SRD:Mount|Mount]], [[SRD:Magic Aura|Magic Aura]], [[SRD:Obscure Object|Obscure Object]], [[SRD:Obscuring Mist|Obscuring Mist]], [[SRD:Pass without Trace|Pass without Trace]], [[SRD:Sleep|Sleep]], [[SRD:Touch of Fatigue|Touch of Fatigue]], [[SRD:True Strike|True Strike]], [[SRD:Undetectable Alignment|Undetectable Alignment]].
 
1st&mdash; [[SRD:Alarm|Alarm]], [[SRD:Cause Fear|Cause Fear]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Detect Secret Doors|Detect Secret Doors]], [[SRD:Disguise Self|Disguise Self]], [[SRD:Expeditious Retreat|Expeditious Retreat]], [[SRD:Feather Fall|Feather Fall]], [[SRD:Identify|Identify]], [[SRD:Light|Light]], [[SRD:Mount|Mount]], [[SRD:Magic Aura|Magic Aura]], [[SRD:Obscure Object|Obscure Object]], [[SRD:Obscuring Mist|Obscuring Mist]], [[SRD:Pass without Trace|Pass without Trace]], [[SRD:Sleep|Sleep]], [[SRD:Touch of Fatigue|Touch of Fatigue]], [[SRD:True Strike|True Strike]], [[SRD:Undetectable Alignment|Undetectable Alignment]].
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4th&mdash; [[SRD:Cloudkill|Cloudkill]], [[SRD:Death Ward|Death Ward]], [[SRD:Detect Scrying|Detect Scrying]], [[SRD:Discern Lies|Discern Lies]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Freedom of Movement|Freedom Of Movement]], [[SRD:Hold Monster|Hold Monster]], [[SRD:Greater Invisibility|Greater Invisibility]], [[SRD:Illusory Wall|Illusory Wall]], [[SRD:Locate Creature|Locate Creature]], [[SRD:Mass Suggestion|Mass Suggestion]], [[SRD:Mislead|Mislead]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Passwall|Passwall]], [[SRD:Phantasmal Killer|Phantasmal Killer]], [[SRD:Rainbow Pattern|Rainbow Pattern]], [[SRD:Slay Living|Slay Living]], [[SRD:Solid Fog|Solid Fog]], [[SRD:Waves of Fatigue|Waves of Fatigue]], [[SRD:Zone of Silence|Zone of Silence]].
 
4th&mdash; [[SRD:Cloudkill|Cloudkill]], [[SRD:Death Ward|Death Ward]], [[SRD:Detect Scrying|Detect Scrying]], [[SRD:Discern Lies|Discern Lies]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Freedom of Movement|Freedom Of Movement]], [[SRD:Hold Monster|Hold Monster]], [[SRD:Greater Invisibility|Greater Invisibility]], [[SRD:Illusory Wall|Illusory Wall]], [[SRD:Locate Creature|Locate Creature]], [[SRD:Mass Suggestion|Mass Suggestion]], [[SRD:Mislead|Mislead]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Passwall|Passwall]], [[SRD:Phantasmal Killer|Phantasmal Killer]], [[SRD:Rainbow Pattern|Rainbow Pattern]], [[SRD:Slay Living|Slay Living]], [[SRD:Solid Fog|Solid Fog]], [[SRD:Waves of Fatigue|Waves of Fatigue]], [[SRD:Zone of Silence|Zone of Silence]].
  
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Outlaw can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Outlaw already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.  
+
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Raider can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Raider already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.  
  
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Outlaw gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Outlaw still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Outlaw does not gain the benefit of improved evasion.
+
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Raider gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Raider still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Raider does not gain the benefit of improved evasion.
  
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Outlaw becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Outlaw may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
+
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.

Revision as of 02:59, 16 June 2019

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Date Created: June 2019
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XXX 20 1

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Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil

Raider

Raider.jpg

X

Making a Raider

Raiders have the following game statistics.

Abilities: Charisma

Race: Any

Alignment: Any.

Starting Age: Complex.

Table: Raider

Hit Die: d6

Level Base
Att ack Bonus
Saving Throws Special Skirmish
Dmg/AC
Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Ki Power, Trapfinding, Skirmish +1d6/+0
2nd +1 +0 +3 +3 Ghost Step (Invisible), Evasion
3rd +2 +1 +3 +3 Augury, Trap Sense +1, Darkvision +1d6/+1
4th +3 +1 +4 +4 Armored Mage, Summon Familiar 0
5th +3 +1 +4 +4 Ki Dodge, Uncanny Dodge +2d6/+1 1
6th +4 +2 +5 +5 Ghost Sight, Trap Sense +2 1
7th +5 +2 +5 +5 Improved Evasion +2d6/+2 1
8th +6/+1 +2 +6 +6 Ghost Strike, Imp. Uncanny Dodge 1 0
9th +6/+1 +3 +6 +6 Passwall, Trap Sense +3 +3d6/+2 2 1
10th +7/+2 +3 +7 +7 Ghost Step (Ethereal), Skill Mastery 2 1
11th +8/+3 +3 +7 +7 Blindsense 30 ft +3d6/+3 2 1 0
12th +9/+4 +4 +8 +8 Find the Path, Trap Sense +4 2 2 1
13th +9/+4 +4 +8 +8 Phasedoor +4d6/+3 3 2 1
14th +10/+5 +4 +9 +9 Ghost Mind 3 2 2 0
15th +11/+6/+1 +5 +9 +9 Trap Sense +5 +4d6/+4 3 3 2 1
16th +12/+7/+2 +5 +10 +10 X 3 3 3 2
17th +12/+7/+2 +5 +10 +10 Greater Ki Dodge +5d6/+4 4 3 3 2
18th +13/+8/+3 +6 +11 +11 Trap Sense +6 4 4 3 3
19th +14/+9/+4 +6 +11 +11 Blindsight 30 ft +5d6/+5 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Ghost Walk 4 4 4 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int) Listen (Wis) Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex),

Class Features

All of the following are class features of the Raider.

Weapon and Armor Proficiency: Raiders are proficient with all simple weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all light armors, but not with any shields.

Trapfinding: Raiders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Raiders can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Raider who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Evasion (Ex): At 2nd level and higher, a Raider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and Improved Evasion can be used only if the Raider is wearing light armor or no armor. A helpless Raider does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a Raider gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.

Spells (Sp): Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.

To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.

1st— Alarm, Cause Fear, Delay Poison, Detect Magic, Detect Poison, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Identify, Light, Mount, Magic Aura, Obscure Object, Obscuring Mist, Pass without Trace, Sleep, Touch of Fatigue, True Strike, Undetectable Alignment.

2nd— Alter Self, Arcane Lock, Blur, Darkness, Darkvision, Death Knell, Detect Thoughts, Find Traps, Hold Person, Knock, Locate Object, Misdirection, Ray of Exhaustion, Remove Paralysis, Scare, See Invisibility, Silence, Snare, Spider Climb, Suggestion.

3rd— Arcane Sight, Bestow Curse, Blink, Clairaudience/Clairvoyance, Contagion, Crushing Despair, Deep Slumber, Displacement, Fear, Geas Lesser, Glibness, Haste, Neutralize Poison, Nondetection, Poison, Sepia Snake Sigil, Scrying, Sculpt Sound, Slow, Water Breathing.

4th— Cloudkill, Death Ward, Detect Scrying, Discern Lies, Dispel Magic, Freedom Of Movement, Hold Monster, Greater Invisibility, Illusory Wall, Locate Creature, Mass Suggestion, Mislead, Modify Memory, Passwall, Phantasmal Killer, Rainbow Pattern, Slay Living, Solid Fog, Waves of Fatigue, Zone of Silence.

Uncanny Dodge (Ex): Starting at 4th level, a Raider can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Raider already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.

Improved Evasion (Ex): At 9th level a Raider gains Improved Evasion. This ability works like evasion, except that while the Raider still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Raider does not gain the benefit of improved evasion.

Skill Mastery (Ex): At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.