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Big Boss
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue May 02, 2023 11:29 pm

The Blessed (Prestige Class)

ones chosen by faith to carry out miracles or to grant boons according to their beliefs. The opposite class of The Occultist, rather than seeking dark deities, they seek guidance through holiness and theology. They have a cause to believe in, be it a faith, a religion, or a simple system of beliefs to which they are divinely commited to. Faith can move mountains, and work other miracles, and the Blessed are the instrument through which these wonders manifest.

Prerequisites:
Base Attack Bonus +2
Knowledge (Theology and Philosophy) 6 ranks
Listen 6 ranks
Sense Motive 6 ranks

- Hit Die: d8.
- Skill Points (Int Modifier * 4 at 1st level): 5 + Int Modifier.

Class Skills: Concentration (Con), Craft (structural, visual arts, writing) (Int), Persuade (Cha), Knowledge (behavioral sciences, earth and life sciences, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Cha), and Treat Injury (Wis).

Talents (Level granted):  Divine Spellcasting (1-40), Turn Undead (2), Combat Casting (5), Maximize Spell (10)
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:44 pm

The Martial Artist (Prestige Class)

A student of one or more martial arts disciplines. To her these represent more than self-defense  or combat expertise. The training involves a profound philosophy that teaches restraint and humility. The Martial Artist works to master her mind as well as body, attuning both to work in harmony through the techniques she has learned.

Prerequisites:
Base Attack Bonus +3
Jump 3 ranks
Feat: Improved Unarmed Strike
Feat: Circle Kick (note: requires 15 Dexterity)

- Hit Die: d8.
- Skill Points (Int Modifier * 4 at 1st level): 3 + Int Modifier.

Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), and Tumble (Dex).

Talents (Level granted):  Living Weapon +2 (1), Flying Kick (2),
Living Weapon +4 (4), Iron Fist 1 (5), Flurry of Blows (7), Living Weapon +6 ( 8 ), Iron Fist 2 (10)
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:42 pm

The Acrobat (Prestige Class)

While the common rogue is a thief, con-man, and scout extraordinaire, the acrobat is a highly trained specialist in the art of feats of dexterity and acrobatics. As an adventurer, they are masters of negotiating difficult terrain and situations with flair and panache. Masters of athletics and gymnastics, they hone their art to a level that seems to be magical to the uninitiated. Most use these skills to gain the easy score or poorly defended hoard, but some take up the life of an adventurer as a chance to test their purely mortals skills against the world full of magic and supernatural creatures.

Prerequisites:
Base Attack Bonus +2
Hide 6 ranks
Move Silently 6 ranks

- Hit Die: d8.
- Skill Points (Int Modifier * 4 at 1st level): 7 + Int Modifier.

Class Skills: Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Talents (Level granted):  Sweep (1), Improvised Implements (2),
Improved Evasion (4), Skill Mastery (5), Improvised Weapon Damage (7), Improved Sweep ( 8 ), Without a Trace (10)


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:41 pm

The Bodyguard (Prestige Class)

Makes security his specialty. He knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. He might be part private detective, part hired muscle. He might serve as a driver or another personal aide, in addition to being ready at all times to offer protection to the client he watches out for.

Prerequisites:
Base Attack Bonus +2
Concentrate 6 ranks
Intimidate 6 ranks
Feat: Personal Firearms Proficiency

- Hit Die: d12.
- Skill Points (Int Modifier * 4 at 1st level): 3 + Int Modifier.

Class Skills: Concentration (Con), Disguise (Cha), Drive (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, streetwise) (Int), Listen (Wis), Parry (Dex) Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).

Talents (Level granted):  Harm's Way (1), Combat Sense +1 (2),
Improved Initiative (4), Improved Charge (5), Defensive Strike (7), Combat Sense +2 ( 8 ), Blanket Protection (10)


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:39 pm

Dragonborn (Prestige Class)

It is rumored that the magical powers of sorcerers and bards is somehow connected to the presence of dragon blood in their family tree. Dragonborn are awakened sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their infernal blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage.

- Hit Die: Special (see below)
- Proficiencies: A red dragon disciple does not gain any additional weapon or armor proficiencies.
- Skill Points: 2+ Int Modifier.

REQUIREMENTS:

Class: Sorcerer or Bard
Skills: 8 Ranks in Lore

ABILITIES:

Level
1: Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1.
Hit Dice Increase (d6) - The character rolls d6 for hit points. This change is not retroactive.
2: Draconic Ability Scores -  Strength +2.
3: Breath Weapon I - The character can breathe a cone of fire, dealing 2d10 points of damage to each opponent caught in the flames.
4: Hit Dice Increase (d8) - The character rolls d8 for hit points. This change is not retroactive.
Draconic Ability Scores -  Strength +2.
5: Draconic Armor  - The character's skin becomes even harder, raising his/her natural armor class to +2.
6: Hit Dice Increase (d10)  - The character rolls d10 for hit points.  This change is not retroactive.
7: Breath Weapon II - The character's breath weapon damage potential increases to 4d10 points of damage.
Draconic Ability Scores - Constitution  +2.
8: Draconic Armor - The character's natural armor class increases to +3.
9: Wings  - The character grows red dragon wings.
Draconic Ability Scores - Intelligence +2.
10: Draconic Armor  - +4 Natural Armor.
Darkvision - The character gains a dragon's ability to see in the dark.
Immunity to sleep, paralysis, fire.
Draconic Ability Scores - Strength +4, Charisma +2.
Breath Weapon III - The character does 6d10 points of damage with his breath weapon.


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:37 pm

The Soldier (Prestige Class)

Is a trained warrior, as good with a gun as he is with a knife or some other melee weapon. Some Soldiers come out of formal military training or law enforcement programs. Others acquire theirs on the field of battle. They might be a dedicated idealist or a profit-seeking mercenary, a hired gun or a highly skilled adventurer. In all cases the musketeer learns how to defeat his enemies, to complete his missions, and ultimately, to survive.

Prerequisites:
Base Attack Bonus +3
Knowledge (Tactics) 6 ranks
Feat: Personal Firearms Proficiency

- Hit Die: d10.
- Skill Points (Int Modifier * 4 at 1st level): 5 + Int Modifier.
In addition to normal feats, Military feats include Weapon Specialization, Improved Critical, and Epic Weapon Specialization (epic levels not required for the latter)

Class Skills: Intimidate (Cha), Knowledge (current events, history,tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Spot (Wis), )

Talents (Level granted): Military Feat (1), Military Feat (2), Tactical Aid (4), Military Feat (5), Alertness (7), Military Feat (8 ), Military Feat
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:36 pm

The Personality (Prestige Class)

Is in the public's eye day by day. A high-profile community leader or politician, a famous novelist or a self-help guru. The Personality is recognizable, has some amount of fame and a following, and often has the reputation or wealth (or illusion thereof) to go along with the spotlight. The trick is that the Personality uses their fame to advance another career.

Prerequisites:
Diplomacy 6 ranks
Perform 6 ranks
Feat: Renown

- Hit Die: d6.
- Skill Points (Int Modifier * 4 at 1st level): 6 + Int Modifier.

Class Skills: Bluff (Cha), Craft (visual arts) (Int), Craft (writing) (Int), Diplomacy (Cha), Knowledge (art, behavioral sciences, business, civics, current events, popular culture) (Int), Perform (Cha), and Profession (Wis).

Talents (Level granted): Unlimited Access (1), Bonus Class Skill (2), Royalty (4), Winning Smile (5), Bonus Class Skill (7), Royalty (8 ), Compelling Performance
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:31 pm

Field Medic (Prestige Class)

Spends most of her time away from the laboratory, performing hands on research and working in the field as either an expert on a single topic or a multitude. An adventurous archaeologist, or oceanographer, they are always ready to brave extremes in pursuit of knowledge.

Prerequisites:
Craft (chemical) 6 ranks
Knowledge (physical sciences) 6 ranks
Research 6 ranks

- Hit Die: d8.
- Skill Points (Int Modifier * 4 at 1st level): 7 + Int Modifier.

Class Skills: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher Script (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (behavioral sciences, earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Research (Int), and Search (Int).

Talents (Level granted):  Smart Defense (1), Scientific Improvisation (2), Skill Mastery (4), Minor Breakthrough ( 5 ), Smart Survival (7), Smart Weapon ( 8 ), Major Breakthrough
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:30 pm

The Technologist (Prestige Class)

Combines natural genius with expert training to become a master of technology and technological devices. Sometimes the Technologist seems to be more comfortable around machines than around people, but she knows how to get those machines to perform beyond their specifications. The Techie might be a n expert, an engineer capable of miraculous inventions, or a top-notch mechanic who can modify and overhaul with the best of them, but always knows how to get that extra performance edge when it's needed.

Prerequisites:
Computer Use 6 ranks
Craft (electronic) or (mechanical) 6 ranks
Disable Device 6 ranks

- Hit Die: d6.
- Skill Points (Int Modifier * 4 at 1st level): 7 + Int Modifier.

Class Skills: Computer Use (Int), Craft (electronic, mechanical), Disable Device (Int), Knowledge (behavioral sciences,technology (Int), Navigate (Int), Profession (Wis), Repair (Int), Research (Int), and Spot (Wis).

Talents (Level granted):  Jury-Rig (1), Extreme Machine (2), Build Robot ( 4 ), Mastercraft (5), Improved Jury-Rig (7), Mastercraft ( 8 ), Mastercraft


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:29 pm

The Gunslinger (Prestige Class)

Knows everything there is to know about handguns of all types. He trains his mind and body to work in concert with his handguns. His pistols become an extension of him. The Gunslinger can be a mercenary or a modern day knight, defending the weak with a pair of blazing pistols instead of a sword and shield.

Prerequisites:
Base Attack Bonus +2
Sleight of Hand 6 ranks
Tumble 6 ranks
Feat: Personal Firearms Proficiency

- Hit Die: d10.
- Skill Points (Int Modifier * 4 at 1st level): 5 + Int Modifier.
- In addition to normal feats, Gun feats include Improved Critical

Class Skills: Bluff (Cha), Escape Artist (Dex), Gamble (Wis), Intimidate (Cha), Knowledge (current events) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Talents (Level granted):  Point Blank Shot (1), Gun Feat (2),
Defensive Position (4), Lightning Shot (5), Sharpshooting (7), Gun Feat (8 ), Gun Feat

Gun Feats:
Quick Draw,and Shot on the Run.


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:28 pm

The Investigator (Prestige Class)

Might be an intrepid reporter, a journalist, a private detective or a detective with a law enforcement agency. One might prefer to expend brain power and intuition instead of muscle on the case at hand, while another won't mind wading into a firefight while solving a crime. But in all cases she uses wisdom and deduction, as well as a lot of hard work, to get to the solution of whatever mystery comes before her.

Prerequisites:
Base Attack Bonus +2
Investigate 6 ranks
Listen 6 ranks
Sense Motive 6 ranks

- Hit Die: d6.
- Skill Points (Int Modifier * 4 at 1st level): 6 + Int Modifier.

Class Skills: Bluff (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioral sciences, current events) (Int), Listen (Wis), Profession (Wis), Research (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).

Talents (Level granted):  Profile (1), Contact (2), Non-lethal Force(4), Discern Lie (7), Sixth Sense


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:14 pm

Necromancer (Prestige Class)

Necromancy is the choice for those who persue the art of Mystcraft. Those who really want to master the deathless arts almost always pursue divine means.

- Proficiencies: A pale master does not gain any additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Arcane Spellcasting: Level 3 or higher.
Alignment: Any non good


ABILITIES:

Level
1: Bone Skin I - Add +2 to AC. This increases by another +2 for every four levels of Pale Master.
2: Animate Dead - Once per day spell-like ability.
3: Darkvision - Gain Darkvision ability.
4: Summon Undead - Twice per day spell-like ability summons an undead creature.
5: Deathless Vigor - +3 Hit Points per level
6: Undead Graft I - Gains undead arm that twice per day can paralyze.
7: Tough as Bone - Immune to hold, paralyze, and stunning.
8: Undead Graft II - Paralyze touch can be used three times a day.
9: Summon Greater Undead - Once per day spell-like ability summons a powerful undead.
10: Deathless Mastery - Immune to critical hits.
Deathless Master Touch - Touch of the undead arm instantly kills (DC 17).

BONUS SPELLS

Upon reaching level 1, 3, 5, 7, and 9 the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer or wizard). He does not learn any new spells through this ability, however.
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:14 pm

Templar (Prestige Class)

Templars are Holy warriors who dedicate themselves to the clerical cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts. Templars are the patron of paladins and an unswerving enemy of corruption and evil.

- Hit Die: d10.
- Proficiencies: All simple and martial weapons, light and medium armor, and shields.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Base Attack Bonus: +7
Feats: Weapon Focus in a melee weapon.
Alignment: Any non evil

ABILITIES:

Level
1: Lay on Hands - Can heal damage equal to class level multiplied by their Charisma modifier, deals damage to undead creatures
2: Sacred Defense - +1 to all saving throws.
3: Smite Evil - Once per day may add Charisma bonus to attack roll and do +1 point of damage per level of Templar and Paladin.
4: Sacred Defense - +2 to all saving throws.
5: Divine Wrath - Once per day +3 to attack, damage and saving throws and Damage Reduction +1/5 for a number of rounds equal to Charisma bonus.
6: Sacred Defense - +3 to all saving throws.
8: Sacred Defense - +4 to all saving throws.
10: Sacred Defense - +5 to all saving throws.

Templars receive a bonus feat every second level.
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:13 pm

Physician (Normal Class)

Physicians are common throughout Midland for their Wisdom and knowledge in herbology or medicine. A typical Pharmacist, Healer, or Medicus (Doctors) are usually the sterotype here, but many great cities have taken up schools dedicated to this class. Taking a level in this class demonstrates a focus on willpower, common sense, perception, and intuition. Sense of self and devotion of purpose, as well as keen senses and a greater ability to analyse information combine to define a Physician. Many become Field Medics, or find solice in Religious orders becoming Paladins.

- Hit Die: d6.
- Skill Points (*4 at 1st level): 5 + Int Modifier.

Class Skills: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Treat Injury (Wis).

Talents (Level granted): Empathy (1), Healing Knack (3), Skill Focus (5), Aware (7), Intuition (9)

Suggested Advanced Classes: Field Medic


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:12 pm

Pugilist (Normal Class)

Despite the advent of firearms and dueling, there  are still those who thrive on the rush of adrenaline and the crack of knuckle on bone. In the ring, without the crutches of weapons and armor, none is more deadly than the pugilist. Outside the ring,  he wears his bruises and scars as badges of honor. The pugilist knows how and where to strike hard to bring pain to his foe.
- Alignment Restrictions: Any lawful.
- Hit Die: d8.
- Proficiencies: Proficient with monk weapons.
- Skill Points (*4 at 1st level): 4 + Int Modifier.
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:11 pm

Clydsman (Normal Class)

In a world where everything in that “collective  machine” hurtles toward advancement at an ever  rapid  pace,  there are those who are the gears, and those whose job it  is to get caught up in the gears and not get crushed in the doing. These are the so-called airship mules or drifters, the bottom feeders, hooligans—the “clydes” that society has to offer—not always because they hail from such circles, but because they are the only ones willing to risk life and limb to  take  on  the  dangerous  jobs;  to  traverse  locales  others  fear or deem impractical to tread, just to get the job done.

- Hit Die: d8.
- Skill Points (*4 at 1st level): 5 + Int Modifier.

Class Skills: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), and Tumble (Dex).

Talents (Level granted):  Evasion (1), Uncanny Dodge 1 (3), Uncanny Dodge 2 (5), Defensive Roll (7), Increased Speed (9)

Suggested Advanced Classes: Investigator


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:11 pm

Civil Bedlamite (Normal Class)

Once a common citizen, the civil bedlamite was an unremarkable and  inconsequential cog in a greater machine. Unknown to theyre coworkers, neighbors, and family, theyre a powder keg ready to explode at the right trigger. The civil bedlamite has succumbed to barbarism. theyre rage is  not  fuelled  by tribal warrior traditions, but  the  result  of  work  stress,  grief,  or  mental  upheaval  that  has  turned  the  character  into  an  outcast  and  rebel. Perhaps  a shell-shocked soldier, a backyard brawler, a teenage thrill seeker, an overworked postal drone, or a mercury-poisoned haberdasher. Whatever the genesis, civil  bedlamites now delight in motorized violence and  gunplay. Unlike barbarians, they have no Rage Feats and instead have an urban/suburban skill set. Civil bedlamites intuitively use firearms and vehicles, and are alert, nimble pilots.

- Hit Die: d8.
- Skill Points (*4 at 1st level): 3 + Int Modifier.

Class Skills: Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Repair (Int), and Swim (Str).

Talents (Level granted):  Melee Smash (1), Improved Melee Smash (3), Advanced Melee Smash (5), Extreme Effort (7), Improved Extreme Effort (9)

Suggested Advanced Classes: Soldier


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeTue Jun 08, 2021 7:11 pm

Street Fighter (Normal Class)

Street Fighters use their Constitution score to best advantage.  They might be built like a Tank or possess a great amount of endurance.  They can take a lot of physical punishment, rarely get sick, and are often hard to move. All Tough

- Hit Die: d10.
- Skill Points (Int Modifier * 4 at 1st level): 3 + Int Modifier.

Class Skills: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).

Talents (Level granted):  Remain Conscious (1), Second Wind (3), DR1 (5), DR2 (7), DR3 (9)

Suggested Advanced Classes: Weapon Master, Body Guard


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PostSubject: Re: All Classes   All  Classes I_icon_minitimeWed Apr 10, 2019 5:42 am

Tinker (Normal Class)

Tinker classes use their Intelligence score to the best advantage.  Taking a level in this class demonstrates educational training in an academic or technical subject.  Learning and reasoning powers combine to define the Smart hero.  A smart hero might be brainy or bookish.  He might possess uncunny reasoning skills or the ability to puzzle his way out of any situation.

- Hit Die: d6.
- Skill Points (*4 at 1st level): 9 + Int Modifier.

Class Skills: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and  Philosophy) (Int), Navigate (Int), Profession (Wis), Repair (Int), Research (Int), and Search (Int).

Talents (Level granted):  Linguist (1), Trick (3), Exploit Weakness (5), Plan (7), Savant (9)

Suggested Advanced Classes: Technologist
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PostSubject: Re: All Classes   All  Classes I_icon_minitimeMon Jan 21, 2019 3:33 am

Occultists (Normal Class) - Created by Grymlorde

Occultists are seemingly ordinary people who discover secrets mortals were not meant to know. They may be members of a secret cult to a forbidden entity, a member of a magical lodge conducting dangerous experiments, or an inquisitor who knows that “the truth is out there.” In all cases, Occultists are highly skilled professionals who could master any skill and may even learn incantations.

An incantation is a magical feat that the Occultist has memorized, understood, learned, and can cast as many times per day as he wills. An Occultist may learn as many incantations as he has feats to spend, provided that he meets the prerequisites (see below).

WARNING: To learn and cast an incantation, an Occultist must have a Charisma, Intelligence, and Wisdom score of 10 + the spell’s level and ranks in the Lore and Spellcraft skills equal to 3+ (2 × spell level) or 4 ranks for cantrips and orisons. For example, to learn and cast a 9th-level incantation, an Occultist must have a Charisma, Intelligence, and Wisdom of 19 each as well as 21 ranks in the Lore and Spellcraft skills.

- Hit Die: d4.
- Proficiencies: Proficient with wizard weapons. Occults are not initially proficient with armor or shields.
- Skill Points (× 8 at 1st level): 8 + Int Modifier.
- Spellcasting: Feat-based. Armor check penalties do not apply.


Last edited by Big Boss on Tue Jun 08, 2021 7:37 pm; edited 4 times in total
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PostSubject: All Classes   All  Classes I_icon_minitimeSun Jan 20, 2019 7:36 pm

Chaplain (Non-Combatant Class)

Chaplains use Charisma to their best advantage.  Taking a level in this class demonstrates a facility for connecting with others, influencing their actions, and improving your ability to win their support through debate, compromise, or seduction.  Personal magnetism, applied interation techniques, and a touch of charm combine to define them. A Charismatic hero might be charming or engaging, strikingly handsome, or possessed of great personal magnetism.

- Hit Die: d6.
- Skill Points (*4 at 1st level): 7 + Int Modifier.

Class Skills: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (Cha), Profession (Wis), and Taunt (Cha).

Talents (Level granted):  Coordinate (1), Inspiration (3), Greater Inspiration (5), Charm (7), Fast Talk (9)

Suggested Advanced Classes: Negotiator or Personality


Last edited by Big Boss on Fri May 27, 2022 8:07 pm; edited 16 times in total
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