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Mechanics of Mahi

Started by Wensleydale, August 28, 2006, 03:18:28 PM

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Wensleydale

Grr. Don't you just hate it when you have something to put up on the net, but don't want to put it on your flavourful thread until you have a reason to? Well, I do, and therefore I present the mechanics thread!

 Classes: I have seven classes to present to you: the Warrior, Soldier, Fencer, Manipulator, Worldbender, Negotiator and Thief!

Spells: I have quite a few spells to present to you, mostly new illusory and mind-affecting. However, I also have a few transmutation ones.

 Feats: Mostly magical, although a few martial ones are here too.

Skills: My Speak Language skill description.

 Prestige Classes: The Magesmith, Shaman, Blademaster and Bowmaster!

So, with no further ado... let the mechanics begin!






Wensleydale

Classes: Mages

 The Manipulator

 "Let the rulers proclaim themselves and fulfil their petty desires. You are the real power behind the throne." - Manipulator adage.

The Manipulator weaves magic from the air around rather than from inside, allowing him to manipulate thoughts and twist enemies to his will.

Abilities: Charisma and Intelligence are most important to a Manipulator, the first affecting many major skills as well as his hypnotic gaze attack and the second affecting the power of his spellcasting, number of spells he can cast, skill points and most of his other class skills. Dexterity and Constitution help his ability to stay alive in battle, and wisdom affects his will saves. Strength is relatively unimportant.
Alignment: Any.
Hit Die: D6.

Class Skills: The manipulatorâ,¬,,¢s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Speak Language (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at 1st Level: 6 + Int Modifier x4.

Skill Points at each additional level: 6 + Int Modifier.

[class]
[bab=wizard]
[will=good]
[special][1]Hypnotic Gaze (Gaze), Stringpuller[/1][5]Hypnotic Gaze (Hypnotism), Inverted Gaze[/5][10]Hypnotic Gaze (Suggestion), Protected Mind[/10][15]Hypnotic Gaze (Confusion)[/15][20]Hypnotic Gaze (Insanity)[/20][/special]
[special=MP][1]2[/1][2]4[/2][3]6[/3][4]16[/4][5]20[/5][6]36[/6][7]42[/7][8]64[/8][9]72[/9][10]100[/10][11]110[/11][12]144[/12][13]156[/13][14]196[/14][15]210[/15][16]256[/16][17]272[/17][18]324[/18][19]342[/19][20]360[/20]
[/special]
[special=Spells Known][1]3[/1][2]5[/2][3]7[/3][4]9[/4][5]11[/5][6]13[/6][7]15[/7][8]17[/8][9]19[/9][10]21[/10][11]23[/11][12]25[/12][13]27[/13][14]29[/14][15]31[/15][16]33[/16][17]35[/17][18]37[/18][19]39[/19][20]41[/20][/special]
[special=Max. Spell Level][1]1[/1][2]1[/2][3]2[/3][4]2[/4][5]3[/5][6]3[/6][7]4[/7][8]4[/8][9]5[/9][10]5[/10][11]6[/11][12]6[/12][13]7[/13][14]7[/14][15]8[/15][16]8[/16][17]9[/17][18]9[/18][19]9[/19][20]9[/20][/special]
[/class]

Class Features

Weapon and Armour Proficiency: A Manipulator gains proficiency with all simple weapons and no armour or shields.

Spellcasting: A Manipulator casts spells by reaching out and threading the invisible force that is magic, guiding it with a skill that a master weaver has with his thread.
Range: A Manipulator has to be close to cast his spells.
Therefore, any spell a manipulator can cast which normally has a range above 40ft now has a range of 40ft instead, plus 10ft per every four manipulator levels.
Spells per Day: A Manipulator casts spells using Mana Points, or MP. The amount of Mana Points he has depends on his level and his intelligence score (see the Mana Point system for more details). 1st level spells cost 1 point, 2nd level spells 3 points, 3rd level spells 5 points, 4th level spells 7 points, 5th level spells 9 points, 6th level spells 11 points, 7th level spells 13 points, 8th level spells 15 points and 9th level spells 17 points. 0 Level spells can be cast freely a number of times per day equal to 4 + the manipulator's int modifier, after which they cost 1MP. A Manipulator doesn't have to prepare his spells, and can cast them spontaneously.
Spells Known: The number of spells a manipulator knows depends on his level, as shown on the table above. He can also gain bonus spells known for a high intelligence score (see the PHB).
DCs: The DC for a Manipulator's spell is equal to 10 + the spell level + his cha mod.

Hypnotic Gaze (Su): One of the first things a young Manipulator learns is how to lace his gaze with compelling signs and magics. A Manipulator can make a gaze attack at an enemy within 30ft a number of times per day equal to his manipulator level plus his charisma modifier. If the opponent fails a will save (DC 10 + 1/2 manipulator level + cha mod), the gaze can have varying effects (depending on class level). At 1st level, this grants a bonus on Bluff and Persuade checks against the affected creature equal to the Manipulator's class level, and imposes a penalty on Sense Motive checks of the same amount on the creature (on checks against the Manipulator).
E.G.: Amur is a 1st level Manipulator. He uses his gaze against a goblin. The goblin fails his will save and thus takes a -1 penalty on Sense Motive checks against Amur, whilst Amur gains a +1 bonus on Bluff and Persuade checks against the goblin. This effect lasts for 1D6 rounds/2 Manipulator levels (minimum 1D6).
Hypnotism: At 5th level, the Manipulator can choose to have the gaze Fascinate the affected creature. This effect lasts as long as the normal effects of the Gaze.
Suggestion: At 10th level, the Manipulator can add a Suggestion (as the spell) into  his gaze. This lasts for 1D6 hours/2 manipulator levels instead of 2D6 rounds.
Confusion: At 15th level, the Manipulator can Confuse an opponent, as the spell. This lasts for half as long as the standard duration for the Gaze.
Insanity: At 20th level, the Manipulator can cause an opponent to go insane with just a gaze, as the spell. This lasts permanently until cured. Using this ability takes up four uses of the gaze instead of just one.

Stringpuller (Ex): A Manipulator is trained in manipulating others, as the name suggests. He gains a +2 bonus on persuade, diplomacy, bluff and gather information checks.

Languages: Once every 5 levels, and at first level, the Manipulator gains full proficiency in one language which he has access to tutelage for (DM's discretion).

 Inverted Gaze(Su): At 5th level, the Manipulator learns to read the weavings within a brain as well as manipulate them. This grants him a continuous Detect Thoughts ability, as the spell, with a caster level equal to his manipulator level.

Protected Mind: A Manipulator slowly learns how to protect his mind further against his own spells. At level 10 he gains a +4 bonus on will saves against Mind-Affecting and Illusory spells.

Spell List

0:- Daze, Ghost Sound, Prestidigitation, Lullaby, Least Thoughtharm*.

1:- Cause Fear, Charm Person, Colour Spray, Command, Disguise Self, Hypnotism, Sleep, Lesser Confusion, Silent Image, Ventriloquism, Lesser Thoughtharm*.

2:- Touch of Idiocy, Daze Monster, Blur, Mirror Image, Minor Image, Scare, Thoughtharm*.

3:- Deep Slumber, Suggestion, Displacement, Illusory Script, Major Image, Greater Thoughtharm*.

4:- Break Enchantment, Charm Monster, Confusion, Crushing Despair, Fear, Illusory Wall, Phantasmal Killer, Rainbow Pattern, Greatest Thoughtharm*.

5:- Dominate Person, Feeblemind, Mind Fog, Dream, Nightmare, Persistent Image, Programmed Image, Seeming, Symbol of Sleep.

6:- Suggestion (Mass), Symbol of Persuasion, Symbol of Fear, Mislead, Permanency, Permanent Image, Programmed Image, Veil, Shadow Walk, Repulsion.

7:- Sequester, Insanity, Symbol of Stunning, Simulacrum, Project Image.

8:- Mind Blank, Antipathy, Sympathy, Demand, Mass Charm, Scintillating Pattern, Power Word Stun, Symbol of Insanity, Screen, Trap the Soul.

9:- Dominate Monster, Power Word Kill, Wail of the Banshee.

*Spell described below.

 Spells

 Least Thoughtharm
 Manipulation (Mind-Affecting)
 Level: Manipulator 0.
 Components: V
 Casting Time: 1 Standard action
 Range: Touch
 Target: Creature Touched
 Duration: 1 round/level (Max 5 rounds)
 Saving Throw: Will Negates.
 Spell Resistance: Yes.
 MP: -

Your touch makes a creature believe he is damaged. Once the spell ends, the damage goes away.
This spell does 1 point of unreal damage. Once the spell ends, the damage disappears. Conditions such as death or unconsciousness are not healed, but a dying creature stabilises and otherwise it is as if the damage was never caused.

 Lesser Thoughtharm
 Manipulation (Mind-Affecting)
 Level: Manipulator 1.
 MP: 1

This spell functions like  Least Thoughtharm, but it deals 1D8 damage +1 point/caster level (max. 5).

 Thoughtharm
 Manipulation (Mind-Affecting)
 Level: Manipulator 2.
 MP: 3

This spell functions like  Least Thoughtharm, but it deals 2D8 damage +1 point/caster level (max. 10).

 Greater Thoughtharm
 Manipulation (Mind-Affecting)
 Level: Manipulator 3.
 MP: 5

This spell functions like  Least Thoughtharm, but it deals 3D8 damage +1 point/caster level (max. 15).

 Greatest Thoughtharm
 Manipulation (Mind-Affecting)
 Level: Manipulator 4.
 MP: 7

This spell functions like  Least Thoughtharm, but it deals 4D8 damage +1 point/caster level (max. 20).

So-Keher

I don't know what each ability doe syet, but you could add stuff like inspire courage or similar abilities. However, i would be careful not to tread too closely to a bard, even though you have a full-spellcaster. Are they sorta like mesmers?
My Setting:
Tiabela - Linky!

Wensleydale

Actually, that's where I got some of their spell abilities from. :P

They're not exactly mesmers, more like manipulative, behind-the-scenes wizards who control the more powerful members of the realm with spells that confuse and twist their minds.

It's complete now, so take a look.

So-Keher

I love thoughtharm! What happens if they think they are %      "? do they die? For example. A monster has 20 hp. A fighter does 12 dmg. You cast lesser thoughtharm dealing 8 dmg. It is down to "0" hp so doe sit die? that would be cool.
My Setting:
Tiabela - Linky!

Wensleydale

Basically, the spell damages your opponent for the duration, so yes. If I reduce a monster to -5 hp, he'll start dying, and carry on dying, but as it says in the description, he'll stabilise if he doesn't die before the spell ends. If he dies, it's permanent. Obviously.

So-Keher

Oh ok it only lasts fo rthe spell duration, got it. I like.
My Setting:
Tiabela - Linky!

Wensleydale

Worldbender

 "See the wall. Scent the wall. Feel the wall. Draw in its essence, until you are the wall. Now... move." - common Worldbender excercise.

Abilities:
Alignment: Any.
Hit Die: D6.

Class Skills: The class skills of the Worldbender (and the key ability for each skill) are: Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Spellcraft (Int).

Skill Points at 1st Level: 4 + Int Modifier x4.

Skill Points at each additional level: 4 + Int Modifier.

[class]
[bab=wizard]
[will=good]
[special][1]Supernatural Spell, Copyspell, Overchannel, Eschew Materials[/1][2]Magesight[/2][10]Changespell[/10][15]Armoured Mind[/15][20]Greater Armoured Mind[/20][/special]
[special=MP][1]2[/1][2]4[/2][3]6[/3][4]16[/4][5]20[/5][6]36[/6][7]42[/7][8]64[/8][9]72[/9][10]100[/10][11]110[/11][12]144[/12][13]156[/13][14]196[/14][15]210[/15][16]256[/16][17]272[/17][18]324[/18][19]342[/19][20]360[/20]
[/special]
[special=Spells Known][1]2[/1][2]3[/2][3]4[/3][4]5[/4][5]6[/5][6]7[/6][7]8[/7][8]9[/8][9]10[/9][10]12[/10][11]13[/11][12]14[/12][13]15[/13][14]16[/14][15]18[/15][16]19[/16][17]20[/17][18]21[/18][19]22[/19][20]24[/20][/special]
[special=Max. Spell Level][1]1[/1][2]1[/2][3]1[/3][4]2[/4][5]2[/5][6]3[/6][7]3[/7][8]4[/8][9]4[/9][10]5[/10][11]5[/11][12]6[/12][13]6[/13][14]7[/14][15]7[/15][16]8[/16][17]8[/17][18]9[/18][19]9[/19][20]9[/20][/special]
[/class]

 Class Features: All the following are class features of the Worldbender.

 Weapon and Armour Proficiency: A Worldbender gains proficiency with all simple weapons and no armour or shields.

 Spellcasting: A worldbender channels magic through himself. The spells he knows are dictated by his class level, as are his amount of MP (Mana Points) allowing him to cast more spells. He casts his spells spontaneously, and learns them from the Worldbender spell list (Exception: see Copyspell). The DC for a Worldbender's spell is 10 + the level of the spell + his cha mod. Worldbenders have to be close to an opponent to cast a spell, and so all spells that previously had a range of more than 30ft now have a range of 30ft +10 ft per Worldbender level instead.

 Supernatural Spell: 1/day per Worldbender level, a Worldbender can cast a spell as a Supernatural ability by spending double MP on it.

 Copyspell: When a spell is cast within 30ft of a Worldbender, he can make a spellcraft check against a DC of 10 + the spell's level to identify the spell. He can then attempt to learn it any time in the next day. This takes ten mins/spell level of uninterrupted concentration, requiring him to take a spellcraft check against a DC of 15 + the spell level (to learn the spell) and if he succeeds he learns the spell, adding it to his spells known and losing xp = 10/spell level.
Cantrips are so easy to learn that he can do such in a full-round action.

 Bonus Feats: At first level, the Worldbender gains Overchannel and Eschew Materials as bonus feats.

Magesight (Su): At 2nd level, the Worldbender can sense magic in others, granting him a continuous Detect Magic ability.

Changespell (Ex): At 10th level, the Worldbender is so in touch with his spells that he can change their shapes easily. It costs 4MP to change between size groups, and you can change freely within the groups:
1.   15 foot cone OR 10 foot radius cylinder, 40ft high OR 30ft line OR 5, 10, or 15ft radius sphere.
2.   30ft cone OR 20ft radius cylinder, 40ft high OR60ft line OR 20 or 30ft radius sphere.
3.   60ft cone OR 40ft radius cylinder, 40ft high OR 120ft line OR 40 or 80ft radius sphere.
You can also make a touch spell into a 30ft ranged touch spell, and create unaffected areas within your spells (minimum 5ft cube). For instance, Jamsin casts Cloudkill, but creates a 5ft cube around Regdar to save him from its effects.

 Armoured Mind (Ex): At 15th level, a Worldbender gains a +1 inherent bonus on saves against spells of any kind.

 Greater Armoured Mind (Ex): At 20th level, the inherent bonus increases to +2, and the Worldbender gains SR 10 + his cha score -10.

 Worldbender Spells

0:- Mage Hand, Message, Open/Close, Cure Minor Wounds, Inflict Minor Wounds, Light.

1:- Cure Light Wounds, Inflict Light Wounds, Animate Rope, Erase, Feather Fall, Jump, Mage Armour, Obscuring Mist.

2:- Arcane Lock, Fog Cloud, Continual Flame, Alter Self, Darkvision, Gust of Wind, Pyrotechnics, Blindness/Deafness.

3:- Sleet Storm, Stinking Cloud, Haste, Slow, Secret Page, Shrink Item, Water Breathing.

4:- Bestow Curse, Remove Curse, Shout, Solid Fog, Contagion.
 
5:- Cloudkill, Passwall, Telekinesis, Magic Jar, Sending.

6:- Acid Fog, Disintegrate, Flesh to Stone, Stone to Flesh, True Seeing, Undeath to Death, Shield of the Land*.

7:- Instant Summons, Forcecage, Ethereal Jaunt, Control Weather, Transform Landscape*.

8:- Maze, Horrid Wilting, Protection From Spells.

9:- Imprisonment, Freedom, Etherealness, Time Stop, Refuge, Deny Passage*.

 New Spells

6th level:-
Shield of the Land: Alter the land around you to create or negate cover.

7th level:-
Transform Landscape: Alter the very landscape to add or remove difficult terrain.

9th level:-
Deny Passage: Prevent anything leaving or entering the area.

 Shield of the Land
 Worldbending (Earth)
 Level: Worldbender 6.
 Components: V, S.
 Casting Time: Full round action.
 Range: 30ft + 10ft/caster level.
 Area: 20ft radius spread.
 Duration: 1 round/level.
 SR: No.

You can temporarily create or remove natural obstacles that provide cover. With the first use of this spell, an object that provides total cover within the spell's area now provides only cover, and objects that provide cover no longer do so at all.
Alternatively, you can create cover for your allies and yourself. You must be standing on a natural surface, such as earth or unworked stone, to use this effect. Anything that provides cover now provides total cover, and the rest of the area becomes covered in stone outcroppings that provide cover for Medium creatures and smaller. These outcroppings don't give cover against adjacent attacks, don't hinder movement and DO help against reach attacks.

 Transform landscape
 Worldbending (Earth)
 Level: Worldbender 7.
 Components: V, S.
 Casting Time: Full-round action.
 Range: 30ft + 10ft/level.
 Area: 60ft radius spread.
 Duration: 1 round/Worldbender level.

You can temporarily create or remove Difficult Terrain in the affected area. You can cause the natural terrain in the area to crack, split, and run together, making it much more difficult to traverse (but not providing cover or  obscuring line of sight). Alternatively, you can smooth an area down, removing difficult terrain and eliminating all penalties that such terrain would impose. Light Rubble, Dense Rubble, and Undergrowth all count as Difficult Terrain for the purposes of this spell.

 Deny Passage
 Worldbending  
 Level: Worldbender 9
 Components: V, S.
 Casting Time: Full-round action.
 Range: 30ft + 10ft/level.
 Area: 60ft radius spread.
 Duration: 1 round/Worldbender level.

Once you cast this spell, you can forbid creatures from entering or leaving the area. Unless you allow a creature inside or outside the area (an immediate action on your part) it is held at bay just outside as if affected by the Protection from Evil spell (although alignment doesn't matter in this case). Glowing, semitransparent prison bars (colour your choice) prevent the affected creatures from entering or leaving the area and disappear as soon as they stop trying.

Wensleydale

Fencer

 HD: D8.
 Class Skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Dex), Move Silently (Dex), Perform (Cha), Profession (Wis), Tumble (Dex).
 Skill points at 1st level: 2 + Int Mod x4.
 Skill points at each additional level: 2 + Int Mod.

[class]
[bab=fighter]
[ref=good]
[special][1]Lunge +1D6, Acrobatic Charge, Weapon Finesse[/1][2]Lunge +2D6[/2][3]Lunge +3D6[/3][4]Lunge +4D6, Riposte[/4][5]Lunge +5D6[/5][6]Lunge +6D6[/6][7]Lunge +7D6[/7][8]Lunge +8D6[/8][9]Lunge +9D6[/9][10]Lunge +10D6[/10][11]Lunge +11D6[/11][12]Lunge +12D6[/12][13]Lunge +13D6[/13][14]Lunge +14D6[/14][15]Lunge +15D6, Greater Riposte[/15][16]Lunge +16D6[/16][17]Lunge +17D6[/17][18]Lunge +18D6[/18][19]Lunge +19D6[/19][20]Lunge +20D6, Lunge Riposte[/20][/special]
[/class]

 Class Features

 Weapon and Armour Proficiency: A Fencer gains proficiency with all simple and martial weapons, light armour and small shields.

 Lunge (Ex): 1/day/fencer level, you can Lunge at an opponent. Whilst performing a full attack, you may sacrifice one of these attacks to make a Lunge attack at your full base attack bonus. If it hits, this deals extra damage equal to 1D6/fencer level. This extra damage is multiplied on a successful critical hit.

 Weapon Finesse: A Fencer gains Weapon Finesse as a bonus feat at 1st level.

 Acrobatic Charge: A Fencer can charge where others cannot. For instance, he could charge from a dock to a ship, across a common room filled with tables and chairs, or over a wall. He can charge in difficult terrain. However, he may still need to make skill checks, depending on the circumstance.

 Riposte: At 4th level, a Fencer gains the ability to Riposte. Whenever an enemy misses him with a melee attack, the Fencer can make an attack of opportunity as a swift action at his full BAB. This does not count against his attacks of opportunity for the round.

Greater Riposte: At 15th level, a Fencer can make a normal attack of opportunity instead of a Swift attack of opportunity. This still does not count against his attacks of opportunity for the round.

Lunge Riposte: At 20th, a Fencer can forego his normal Attack of Opportunity to make a Lunge Attack with his Riposte. This is a swift action and counts against his attacks of opportunity for the round.

 

Wensleydale

The Warrior

The Warrior is no soldier, but instead a strong and tough fighter from one of the many non-civilised tribes in the Rim and Southern reaches.

HD: D10.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

[class The Warrior]
[bab=fighter]
[fort=good]
[ref=good]
[special][1]Swiftstalk, Track, Camouflage +1, Tracking +1[/1][2]Camouflage +2, Tracking +2[/2][3]Trap Sense +1, Camouflage +3, Tracking +3 [/3][4]Camouflage +4, Tracking +4[/4][5]Camouflage +5, Tracking +5[/5][6]Trap Sense +2, Camouflage +6, Tracking +6[/6][7]Camouflage +7, Tracking +7[/7][8]Camouflage +8, Tracking +8[/8][9]Trap Sense +3, Camouflage +9, Tracking +9[/9][10]Camouflage +10, Tracking +10[/10][11]Camouflage +11, Tracking +11[/11][12]Trap Sense +4, Camouflage +12, Tracking +12[/12][13]Camouflage +13, Tracking +13[/13][14]Camouflage +14, Tracking +14[/14][15]Trap Sense +5, Camouflage +15, Tracking +15[/15][16]Camouflage +16, Tracking +16[/16][17]Camouflage +17, Tracking +17[/17][18]Trap Sense +6, Camouflage +18, Tracking +18[/18][19]Camouflage +19, Tracking +19[/19][20]Camouflage +20, Tracking +20[/20][/special]
[/class]

 Class Features: All the following are class features of the Warrior:

 Weapon and Armour Proficiency: The Warrior gains proficiency with all simple and martial weapons, light armour and small shields.

 Swiftstalk (Ex): A Warrior takes no penalty to Move Silently for moving up to his full speed, and only half penalty for moving more than that.

 Track: A Warrior gains Track as a bonus feat at level one.

 Tracking: A Warrior gains a bonus equal to his Warrior level to the Survival skill for the purposes of Tracking.

 Camouflage: A Warrior gains a bonus equal to his Warrior level to the Hide skill whilst  in woodland surroundings.

 Trap Sense: Starting at 3rd level, a Warrior gains a natural sense that alerts him to traps, granting him a +1 bonus to reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by 1 every four levels thereafter.

Wensleydale

The Soldier

Well trained, the Soldier could be part of an army or a freelance mercenary, or almost anything else...

HD: D12.
Skill Points at 1st: 4 + Int Mod x4.
Skill Points at each additional level: 4 + Int Mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Str), Jump (Str), Profession (Wis), and Swim (Str).

[class]
[bab=fighter]
[fort=good]
[special][1]Bonus Feat[/1][2]Bonus Feat[/2][4]Bonus Feat[/4][6]Bonus Feat[/6][8]Bonus Feat[/8][10]Bonus Feat[/10][12]Defensive Stance 1/day, Bonus Feat[/12][14]Defensive Stance 2/Day, Bonus Feat[/14][16]Defensive Stance 3/day, Bonus Feat[/16][18]Defensive Stance 4/Day, Bonus Feat[/18][20]Defensive Stance 5/Day, Bonus Feat[/20][/special]
[/class]

 Class Features

Weapon and Armour Proficiency: A Soldier gains proficiency with all martial and simple weapons and all armour and shields.

Bonus Feat: At 1st level, and every even numbered level thereafter, a Soldier gains a bonus feat, chosen from the Fighter Bonus Feat list. He must meet the prerequisites for this feat.

Defensive Stance (Ex): When he adopts a defensive stance, a Soldier gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the soldierâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a soldier cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A soldier may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the soldier is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A soldier can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a soldier can only do so during his action.

Wensleydale

The Negotiator

 HD: D6
 Skill Points at 1st level: 8 + int modifier x4.
 Skill Points at each additional level: 8 + int modifier.
 Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

[class The Negotiator]
[bab=rogue]
[will=good]
[special][1]Inspire Courage +1[/1][2]Connections[/2][3]Inspire competence[/3][4]Connections[/4][6]Suggestion, Connections[/6]
[8]Inspire Courage +2, Connections[/8][10]Connections[/10][12]Connections[/12][13]
[/13][14]Inspire Courage +3, Connections[/14][15]Inspire heroics[/15][16]Connections[/16][18]Connections, Mass Suggestion[/18][19][/19][20]Inspire Courage +4, Connections[/20][/special]
[/class]

Class Features: All the following are class features of the Negotiator.

Weapon and Armour Proficiency: A Negotiator gains proficiency with all simple and martial weapons (although he usually disdains to use such violent measures, at least in person). He is proficient with small shields, bucklers and light armour.

Inspire Courage (Ex): A number of times per day equal to half his Negotiator level + his charisma modifier, a Negotiator can inspire courage in allies, bolstering them against fear. To be affected, an ally must be able to hear the Negotiator's powerful speech. The effect lasts for as long as the ally hears the Negotiator speaking and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Negotiator levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Ex): A Negotiator of 3rd level or higher can use his powerful oration skills to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Negotiator. The Negotiator must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Negotiatorâ,¬,,¢s music. Certain uses of this ability are infeasible. The effect lasts for 3D4 rounds after the speech is made. A Negotiator canâ,¬,,¢t inspire competence in himself. Inspire competence is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Inspire Heroics (Ex): A Negotiator of 15th level or higher can use his skills to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Negotiator levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Negotiator must speak and an ally must hear the Negotator speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the negotiator speak and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Suggestion (Ex): By lacing a speech with subliminal messages, a Negotiator can make a  Suggestion as the spell. At 18th level, he can use Mass Suggestion. Suggestion is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Connections (Ex): Every even level, a Negotiator gains Connections. This ability allows him to gain... connections in organisations, courts, cities, etc etc. He can use these abilities to improve his connections in a location which he has already spent one connection on, or to gain connections in completely new locations. Player and DM should work together on this.

Wensleydale

The Thief

 Hit Die: D6
 Skill Points at 1st: 6 + Int Mod x4
 Skill Points at each additional level: 6 + Int Mod.
 Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

 [class]
[bab=cleric]
[ref=good]
[special][1]Natural Aptitude, Trapfinding[/1][2]Evasion[/2][10]Special Ability[/10][13]Special Ability[/13][16]Special Ability[/16][19]Special Ability[/19][/special]
[special Hidden Bonuses][1]+1[/1][2]+2[/2][3]+3[/3][4]+4[/4][5]+5[/5][6]+6[/6][7]+7[/7][8]+8[/8][9]+9[/9][10]+10[/10][11]+11[/11][12]+12[/12][13]+13[/13][14]+14[/14][15]+15[/15][16]+16[/16][17]+17[/17][18]+18[/18][19]+19[/19][20]+20[/20][/special]
[/class]

Class Features: All the following are class features of the Thief.

Weapon and Armour Proficiency: A thief gains proficiency with all simple weapons, plus the longbow, shortbow, sap and shortsword.

Natural Aptitude: A thief gains a +3 bonus on Disguise and Bluff checks.

Hidden: A Thief gains a bonus to hide and move silently equal to her thief level.

Trapfinding: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap 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.
Thieves (and only thieves) 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 thief who beats a trapâ,¬,,¢s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a thief gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A thief 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.
Defensive Roll (Ex): The thief 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 thief can attempt to roll with the damage. To use this ability, the thief 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 rollâ,¬'if she is denied her Dexterity bonus to AC, she canâ,¬,,¢t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thiefâ,¬,,¢s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the thief 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 thiefâ,¬,,¢s attack of opportunity for that round. Even a thief with the Combat Reflexes feat canâ,¬,,¢t use the opportunist ability more than once per round.
Skill Mastery: The thief 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 thief may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the thiefâ,¬,,¢s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A thief may gain a bonus feat in place of a special ability.

CYMRO

QuoteThe Warrior is no soldier, but instead a strong and tough fighter from one of the many non-civilised tribes in the Rim and Southern reaches.

Strong and tough?  Why does he only have a d8?

Wensleydale

Well, he's not ALL that tough. It's either a D8 or a D10... which would you suggest?