Classes

Special House Rules Concerning Classes

SRD on Variant Classes

The following class variants are available to players:

Bard

Bardic Sage (Unearthed Arcana p.49)

Divine Bard (Unearthed Arcana p.50)

Barbarian

Barbarians are only available upon GM approval

Cleric

Clerics in Fogdown are only able to spontaneously cast from their domain list. That is, they may drop a spell of a certain level, and a corresponding spell of equal or lower level from one of their domains is cast. If healing is chosen as a domain, the spell spontaneously cast do one d-type more in healing up to d12

Cloistered Cleric (Unearthed Arcana p.50)

Druid

Urban Druid (Dragon Magazine #317)

Fighter

Thug (Unearthed Arcana p.51) bq. Other – Gain: Rogue Sneak Attack, Loose: Bonus feats

Paladin

Paladin of Freedom (Unearthed Arcana p.53): Available only to paladins of Lliira

Paladin of Slaughter (Unearthed Arcana p.53): Available only to paladins of Tempus, Talos, Gruumsh, Maglubiyet, and Hruggek

Paladin of Tyranny (Unearthed Arcana p.53): Available only to paladins of Bane

Ranger

Urban Ranger (Unearthed Arcana p.55)

Rogue

If a player chooses to play a standard rogue, she must use the standard point buy system for determining stats. If she would rather roll, she may choose one of the three variants rogues: Roof-runner, Cutter, and Informant (see below).

Sorcerer

Battle Sorcerer (Unearthed Arcana p.56): Available only to player whose background includes the Department of Arcane Investigation and Prevention on Fogdown.


Piece Man (Informant)

Hit dice: d6

Class Skills: (18) Sleight of Hand (Dex), Tumble (Dex), Appraise (Int), Decipher Script (Int), Knowledge (local), Knowledge (any two¹) (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Perform (Cha), Use Magic Device (Cha), Craft (Int), Forgery (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis)

¹The Piece man may choose any 2, but one must be local. These three then become class skills. They may not be reselected upon leveling

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Int modifier.

Table: Piece Man (Informant)
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Scathing Wit, Gift of Wit +1
2nd +1 +0 +0 +3 Bonus Social Feat
3rd +2 +1 +1 +3 Taunt
4th +3 +1 +1 +4 Bonus Social Feat
5th +3 +1 +1 +4 –-
6th +4 +2 +2 +5 Bonus Social Feat, Gift of Wit +2
7th +5 +2 +2 +5 Undermine
8th +6/+1 +2 +2 +6 Bonus Social Feat
9th +6/+1 +3 +3 +6 Sneak attack +1d6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7 Special Social Ability
12th +9/+4 +4 +4 +8 Gift of Wit +3
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9 Special Social Ability
15th +11/+6/+1 +5 +5 +9 Sneak attack +2d6
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10 Special Social Ability
18th +13/+8/+3 +6 +6 +11 Gift of Wit +4
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Sneak attack +3d6, Special Social Ability

Scathing Wit: With a quick verbal attack the Informant is able to catch an opponent off guard effecting their ability to perform. As a full round action, an Informant may insult a humaniod that she shares a language with, within 30ft. The Informant and humaniod make opposed intimation checks. If the Informant wins, the target suffers a -1 morale penalty to attack, damage, skills, abilities checks and saves for the Informant’s charisma, in rounds.

Taunt: With a lewd gesture and fain, an Informant is able to enrage an opponent so they are more reckless in combat. As a free action, an Informant makes a Bluff check versus an opponents, that shares a language, Sense Motive. If the Informant wins the target suffers moral penalties: -2 attack, -2 AC, +1 damage, until next round.

Undermine: Unleashing a full arsenal of dirty details, quips and insults, an Informant is able to crush the spirits of opponents. As a full round action once per day, an Informant makes a Bluff check vs an opponent’s Sense Motive (and whom shares a language). If successful, his target, and his allies, suffer morale penalties of: -4 skill checks, -4 initiative for an Informant’s charisma in rounds.

Gift of Wit: The Informant may choose to add this number to any Charisma based skills, professions that require charisma and sense motive. These bonuses do not stack, but replace each other.

Bonus Social Feat: When an Informant receives this ability, she may choose to take any one feat from the following list. An Informant must choose a new feat each time the ability is awarded. The bonus feats are as follows: Deceitful, Diligent, Investigator, Negotiator and Persuasive.

Special Social Ability: An informant when awarded this ability may choose one of the following:

Feat: An informant may choose to take a bonus feat of any type instead of a special ability.

Skill Mastery: An informant chooses 3 + her intelligence modifier skills. From now on, an Informant may take a 10 on these skills even when she may not normally do so. This ability may be taken more than once, but must select new skills each time.

Slippery Mind (Ex): If at any time an Informant is affect by a magical effect that she has failed her saving throw for, she may make another save 1 round later. She only gets one extra chance to succeed.

Mind Fog (Sp): Once per tenday an Informant may use Mind Fog as the spell cast by a sorcerer of her level. This is a spell like ability.

Discern Lies (Sp): 3 times per tenday an Informant may use Discern Lies as the spell, as a spell-like ability, as a sorcerer of her level.

Tongues (Sp): An Informant that selects this ability allows her to have use the spell Tongues as if it where permanently cast on her. The spell acts a spell cast by a sorcerer of her level of informant. An informant may suppress this ability as a free-action. This is a supernatural ability.

Note: all other skills in the Rogue list are treated as cross-class.

Note: Informants are not bound by race for choosing bonus languages.

Rounder (Roof runner)

Hit dice: d6

Class Skills: (16) Balance (Dex), Hide (Dex), Open Lock (Dex), Use Rope (Dex), Tumble (Dex), Move Silently (Dex), Disable Device (Int), Knowledge (local) (Int), Search (Int), Use Magic Device (Cha), Climb (Str), Jump (Str), Swim (Str),Listen (Wis), Spot (Wis)

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: Rounder (Roof runner)
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, Trapfinding
2nd +1 +0 +3 +0 Roof running
3rd +2 +1 +3 +1 Trap sense +1
4th +3 +1 +4 +1 Fast Climb, Sneak attack +2d6
5th +3 +1 +4 +1
6th +4 +2 +5 +2 Extended Leap, Trap sense +2
7th +5 +2 +5 +2 Sneak attack +3d6
8th +6/+1 +2 +6 +2 Without Sound
9th +6/+1 +3 +6 +3 Trap sense +3
10th +7/+2 +3 +7 +3 Special Ability¸ Sneak attack +4d6
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Trap sense +4
13th +9/+4 +4 +8 +4 Special Ability, Sneak attack +5d6
14th +10/+5 +4 +9 +4 —-
15th +11/+6/+1 +5 +9 +5 Trap sense +5
16th +12/+7/+2 +5 +10 +5 Special Ability, Sneak attack +6d6
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Trap sense +6
19th +14/+9/+4 +6 +11 +6 Special Ability, Sneak attack +7d6
20th +15/+10/+5 +6 +12 +6 —-

Roofrunning: A roofrunner with this ability may move at their full movement across roof tops (balance checks 14 or less) and leap across gaps that have a DC less then 10 without a jump check (presuming there is a 20ft running start, if there isn’t normal penalties apply).

Fast Climb: A roofrunner with this ability may climb half his speed as a move equivalent action or full speed as a full action. NOTE: The roofrunner still looses his dexterity bonus for climbing and suffers normal attack penalties.

Extended Leap: A roofrunner, while jumping requires 10 less feet when long jumping and the check is not doubled. Furthermore, checks are treated as being 5 less for every 4 levels. So, -5 at 6th, -10 at 8th, -15 at 12th and -20 at 16th and finally -25 at 20th.

Without Sound: A roofrunner suffers no penalty while moving full speed while moving silently. NOTE: Penalties still apply to Hiding.

Special Ability: A roofrunner that receives a special ability must choose from the following list:

Feat: A roofrunner may choose at feat instead of a special ability.

Skill Mastery: A roofrunner chooses 3 + her intelligence modifier skills. From now on, an roofrunner may take a 10 on these skills even when she may not normally do so. This ability may be taken more than once, but must select new skills each time.

Silent as the Grave (Ex): Not only does the roofrunner not suffer penalty to hide or move silently while moving full speed, all attacks by the roofrunner can only be heard with a listen DC equal to a move silently check of the roofrunner. Only one check is made per combat. A roofrunner may strike loudly at anytime.

Always a Way (Ex): Once per tenday, a roofrunner may glide through a window (or opening) above the 1st floor (with a successful jump check if applicable) with out any penalty regardless of barriers on the window (such as shutters, locks, bars. Magical restrictions still apply). After going through the window (or opening) the roofrunner may make a move silently check -10 to remain unheard.

Home on the Roofs (Ex): The roofrunner is so acquainted with the roofs that a roofrunner, always knows where he is at if he is on the roofs and can loose anyone on the ground as long as he can move faster then them, in 3 rounds.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Cutter (Cut Purse)

Hit dice: d6

Class Skills: (20) Escape Artist (Dex), Hide (Dex), Sleight of Hand (Dex), Tumble (Dex), Use Rope (Dex), Move Silently (Dex), Appraise (Int), Knowledge (local) (Int), Search (Int), Bluff (Cha), Disguise (Cha), Intimidate (Cha), Sense Motive (Wis), Use Magic Device (Cha), Climb (Str), Listen (Wis), Swim (Str), Profession (Wis), Spot (Wis), Gather Information (Cha), (Urban) Survival (Wis)

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Int modifier.

Table: Cutter (Cut Purse)
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, Deft Hands
2nd +1 +0 +3 +0 Thief’s Cunning, Quick Count
3rd +2 +1 +3 +1 Sneak attack +2d6, Bribe +1
4th +3 +1 +4 +1 Shadow
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Bribe +1
9th +6/+1 +3 +6 +3 Sneak attack +5d6
10th +7/+2 +3 +7 +3 Special ability
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Bribe +1
13th +9/+4 +4 +8 +4 Sneak attack +7d6, special ability
14th +10/+5 +4 +9 +4 —-
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Special ability
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Bribe +1
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6, special ability
20th +15/+10/+5 +6 +12 +6 —-

Thief’s Cunning: Starting at level 2, a Cutter has, from experience and a little natural skill, learned to find the lame sheep in the crowd or better yet, find the slow rich merchant in a mass of people. Once per day per level of cutter, the Cut purse can stand in a crowd and focus on the people around. After 30 seconds (5 rounds) he can make an (Urban) Survival check DC15. If the cutter succeeds she will know who has the most valuables on them in a 30ft +5ft per/lvl of cutter radius circle (up to 60ft). This ability eliminates the random amount of wealth that can be lifted from a person and changes the value to a treasure equal to 1/4 (rounded up) the level in cutter (no equip, or mundane).

Quick Count (sp): This ability allows the cutter to access their loot better. If a cutter focuses on a bag containing coins, in 30 secs (5 rounds) they know the exact amount of each type of the coins. It can also add a +5 to appraise checks on art and gems.

Shadow: As the track but for the urban druid.

Bribe: Some thieves get in trouble and others learn how to get out. This ability shows that a thief can get out of a though spot with a little help from her pockets. These abilities stack. So at level 18, a cutter has 4 bribes. A cutter can redeem these to entice the guards to think their way. Using a bribe requires paying 1d10 + cutter level x 100 gold. This allows a cutter to literally get away with murder. Here are some examples: Getting let go after being caught for stealing, having a murder overlooked, getting some classified info from the guards, smuggling a difficult thing into the city (such as a caravan of slaves, a small dragon, a few shipments of poison and or drugs, etc.). Expending more then one at a time increases the power of the bribe.

Special ability: Choose one of the following:

Feat: A rogue may gain a bonus feat in place of a special ability.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

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

Silencing Strike (Ex): When a cutter makes an attack on an opponent that is denied their dex bonus, a cutter may use a silencing strike. The strike makes it so the victim can not yell, scream, or cast spells that have verbal components. This does not stop spell like abilities, or extraordinary abilities, but does stop supernatural abilities.

Classes

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