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Campaign specific classes

New clases and templates for D20.

 order of the Heralds: As I find the idea of the Bard class pointless and silly, I have utterly eliminated the idea of a singing adventure and replaced them with the more realistic Order of the Heralds. Heralds are mainly messengers, running to and from each point in civilization carrying news, gossip and royal orders. They also act as spies and curious of secret information. Heralds are often asked to undergo secret missions one day and act as a story teller for a local lord the next. Many associate Heralds with the nobility of the land and the High kings of old and are inspired by their presence. Although they can be foppish or roguish or even silly, all heralds try to live up to a higher ideal. It is old wives tales that if you harm a herald you are harming the High King, for are they not his voice.

                Heralds

                Alignment: Any chaotic.

                Hit Die: D8

                Class Skills: Appraise, Balance, Bluff, Concentration, Craft, Climb, Decipher Script, Diplomacy, Disguise, escape Artist, Gather information, Intuit Direction, Knowledge, Listen, Move Silently, Perform- Storytelling, Perform-Singing, Profession Storyteller, Profession-Artist, Profession, Sense Motive, Speak language, Swim, SpellCarft, Wilderness Lore,

                Skill points at First level: (4+ Int Mod) x 4

                Skill points at each additional level: 4+ Int Mod

                Starting package: Simple Weapon proficiency, Light armor proficiency, medium armor proficiency, shield proficiency, Bow proficiency, Medium weapon proficiency

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1

1

0

2

2

Inspire Courage

2

2

0

3

3

Fascinate.

3

3

1

3

3

Knowledge Bonus

4

3

1

4

4

Bonus Feat. Perform Bonus

5

4

1

5

4

Profession Bonus

6

5

2

5

5

Craft Bonus.

7

6/1

2

6

5

 

8

6/1

2

6

6

Bonus Feat

9

7/2

3

7

6

Knowledge Bonus

10

8/3

3

7

7

Profession Bonus

11

9/4

3

8

7

 

12

9/4

4

8

8

Bonus Feat. Craft Bonus

13

10/5

4

9

8

Inspire Competence

14

11/6/1

4

9

9

 

15

12/7/2

5

10

9

Knowledge Bonus

16

12/7/2

5

10

10

Bonus Feat:  Profession Bonus

17

13/8/3

5

11

10

Endurance

18

13/8/3

6

11

11

Craft Bonus: Inspire Greatness

19

20

14/9/4

15/10/5

6

6

12

12

11

12

 

Bonus Feat

Inspire Courage: All within 10 of the Herald are inspired by his presence and receive a +2 bonus to their WILL Saves and a +1 bonus to attack and damage while with his presence. In order to gain these bonuses all must be within 10 of the herald and be able to see him or hear his voice.

Fascinate: **Note**Must have at least 3 ranks in perform to use this ability. The Herald is such a consumet actor and storyteller that he can fascinate the masses with his amazing tales. In order to sue this ability the creatures must be able to see, hear and understand the herald and must be within 90. Neither the bard nor his audience must be distracted (So you cant use it in combat). The Herald makes a Performance check and then the targets get to make a WILL Save at DC (10+Cha Mod + Performance Rank). If the target fails the roll they are fascinated for up to 1 round per level of the Herald. While fascinated the audience are -4 to all skill checks.

Knowledge Bonuses: The Herald recive4s a new Knowledge skill of his choice at rank 4 or +4 to an existing knowledge skill.

Perform Bonus: The Herald receives a +1 to his Perform Skill rank. He gains an additional +1 every other level after this.

Craft Bonus: The Herald gains a new craft skill of his choice at Rank 4 or gains +4 to an existing Craft skill

Profession Bonus: The Herald gains a new Profession skill of his choice at Rank 4 or gains +4 to an existing profession skill rank.

Inspire Competence. All within 15 of the Herald are so inspired by his commanding presences as well as his words and deeds that they will receive a +2 to all their Skill check while in his presence. In order to maintain this bonus all must be within 15 of the herald and be able to see him or at least hear his voice.

Endurance: If he does not already have them, the herald gains the Endurance and Great Fortitude feats for free. These do not count against his feat count.

Inspire Greatness. All within 25 of the Herald are so inspired by his presence that they gain +10 Hit Points. +2 to Hit and damage, +1 to all saving throws and +4 to all skill rolls. In order to maintain this bonus all allies of the Herald must remain within 25 of the Herald and be able to see him or at least hear his voice.

** Note** the Heralds inspire ability does not effect his enemies, nor do they effect him. Only others.

               

The Paladin Template. Paladins are no longer a class. It is a template that can be applied to any other existing class or race. A paladin is not just some guy with a sword fighting for his god. He is the chosen embodiment of his gods ideals and virtues. He represents everything that is good and pure about his god (Or evil and foul for Black paladins). They are not made, they are chosen. Joan of Arc was chosen by god to be his messenger; she did not go to paladin school. This Template can be added to any class or race at any time, and it can be taken away as well. Paladin hood can be granted for life or just for one quest, it is up to the whims of the god in question.

                The Paladin template.

                Alignment: Mostly any Lawful though chaotic paladins are not unheard of.

                Hit Die: As parent class.

                Pre-Requisite: Knowledge-Religion or Faith at rank 5+

                Speed: As per race.

                AC: As per armor/shield/items being used. Gains a +CHA mod to his Ac from the template

                Damage: As per weapon being used but receives a +1 to hit and damage vs. opposite alignment (Good vs. evil/evil vs. good)

                Special Attacks: Smite Evil (good) 1/tpd. You may add your CHA mod to your next roll to hit and youre Level to your damage total.

                Turn (Control) undead. This ability may be used CHA mod +3 times a day. The Paladin may turn (control) undead as a cleric operating at 3 l3v3ls lower then the Paladins current level.

                Special Qualities. Detect Evil intent in a 60 radius at will.

                Lay on hands-Others. The paladin may heal the wounds of others by laying her hands on the wound. Once per day she can heal up to a total of her CHA mod X her level. She may pump these points all in to once wounded individual or divide them amongst several targets. Lay on hands is a standard action.

                Lay on Hands-Self. Once per day the paladin can heal her self up to CHA mod + level hit points.

                Divine Health: A paladin is immune to all disease including magical diseases.

                Aura of courage: A paladin is immune to fear and all within 10 of her gain a +4 to their save vs. fear

                Miracles: Beginning at 5th level and every level after that, the Paladin may gain one Miracle ability or gift from the following list.

·          Special Mount. See page 43 of the players handbook

·          Remove Disease. Once per week the paladin may cure another of any disease, including magical ones.

·          Divine Might: +1 to hit/+1 to damage (Stackable)

·          Divine Shield: +1 to AC (Stackable)

·          True Sight. 1/tpd

·          Dispel Evil 1/tpd

·          Cast Holy Sword 1/tpd (PH page 215)

·          Cast Holy Smite 1/tpd

·          Protection from Evil 10 radius at will

·          Spells: may cast spells as a first level cleric (Stackable. Each time you take it gain one level of cleric spell casting)

·          Extra Turning. See the Cleric feat of the same name

·          Holy Aura 1/tpd

·          Summon Divine Aid: Duplicates the Summon Monster IV spell. 1/tpd

·          Dispel Magic in a 10 radius at will

·          Cast Greater restoration 1/tpd

               

Saves: As per race/class/items. In addition gains a + CHA mod to all saving throws.

                Abilities: As per race/class. Gains +2 to his CHA.

                Skills: as per race/class.

                Feats: as per race/class

                Code of Conduct: The paladin must maintain an alignment that is the same as her god; she must respect the dictates of her god and always act in a good and pure (or evil and foul) manner. She can not knowingly associate with the enemies of her god. If she ever loses faith or breaks the code she can be striped of her paladin hood.

 

The Rangers  This brotherhood is made up of Humans descended from the First men and ½ elves and they serve as the garrison and patrols of Fort bell. Their training is hard and they are very tough and resourceful. While they do not cast Spells as their D20 Players Hand book counterpart. They do have other gifts.

                Rangers

Alignment: Any non evil

                Hit Die: D10

                Class Skills: Animal Empathy, Bluff, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Intimidate, Intuit Direction, Jump, Knowledge-Nature, Listen, Move Silent, Profession herbalist, Profession Cook, Profession-Brewer, Profession-Gamekeeper, Ride, Search, Spot, Swim, Use Rope and Wilderness Lore.

                Skill points at First level: (4+ Int Mod) X 4

                Skill points each additional level: 4+ Int Mod.

                Starting Package: Light armor proficiency. Martial Weapon proficiency (any). Medium Armor Proficiency. Simple Weapon Proficiency. Tracking!

Level

Base Attack Bonus +

Fort Save

Ref Save

Will Save

Special

1

1

2

2

0

Starting Package. Chosen Enemy

2

2

3

3

0

Uncanny dodge(Bonus to AC)

3

3

3

3

1

 

4

4

4

4

1

Bonus Feat. Pass with out Trace

5

4

4

4

1

Chosen Enemy #2: Alertness

6

6/1

5

5

2

Iron Will

7

7/2

5

5

2

Uncanny Dodge (cant be flanked)

8

8/3

6

6

2

Bonus Feat: Great Fortitude

9

9/4

6

6

3

Lightning Reflexes

10

10/5

7

7

3

Chosen Enemy #3. Sneak Attack +2d6

11

11/6/1

7

7

3

Animal Companion

12

12/7/2

8

8

4

Bonus feat

13

13/8/3

8

8

4

Nature Sense

14

14/9/4

9

9

4

Sneak Attack +3d6

15

15/10/5

9

9

4

Chosen Enemy#4

16

16/11/6/1

10

10

5

Bonus Feat

17

17/12/7/2

10

10

5

Shadow Hunter

18

18/13/8/3

11

11

6

Sneak Attack +4d6

19

20

19/14/9/4

20/15/10/5

11

12

11

12

6

6

Damage Reduction of 5

Chosen Enmy#5

Chosen Enemy: This is similar to the existing ranger ability of the same name. Chose race/class/species. You gain +1 to all die rolls when dealing with your chosen species. This Dice bonus goes up by +1 at level 4, 8, 12, 16 and 20.

Uncanny Dodge: This ability is explained in the Players handbook.

Pass with out Trace: Duplicates the druid spell of the same name, the ranger may use this ability at will.

Alertness: the Ranger gains the Alertness feat for free.

Iron Will: The Ranger gains the Iron Will feat for free

Great Fortitude: the ranger gains this feat for free

Lightning Reflexes: the Ranger gains this feat for free. None of these free feats count against the rangers choice of bonus feats.

Sneak Attack: This ability is described in the Players handbook

Animal Companion: Similar to the Druid ability of the same name though it dose not require the casting of any spells.

Nature Sense: Similar to the Druid ability of the same name. The Ranger can innately recognize edible plants and drinkable water in an area. He can identify all Normal animal types s well as being able to recognize Shape changers and Lycanthropes. He gains a +4 to his Wilderness Lore, Knowledge-Nature, Animal Empathy Handle Animal and Ride skill.

Shadow Hunter: As a relentless enemy of the creatures of the Shadow, such as undead. The Ranger now gains a +3 to hit and Damage when fighting undead and is able to strike undead that normally require a magic weapon to be hit.

The Shadow Catcher prestige class

(After atempting to play a Shwdoweve mage and a Penubral lord, I decided to make my own version of this Prestige class as the exsisting ones just don't work for me)

Class Name: Shadow Catcher

Requirements

                Skills: Hide 5 ranks

                Feats:  Silent Spell

                Base Attack Bonus: +1

                Previous Class: Able to cast at least 3rd level Illusions

Hit Die: D4

 

Skill Points per level: 2+ INT mod

Armor and Weapons: Dagger, Club, Quarterstaff, Dart. No armor heavier then leather.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special Abilities

Bonus Feats

0

1

2

3

4

5

6

7

8

9

1

0

0

0

2

Dark Vision. Shadow Friend

 

 3

2

 

 

 

 

 

 

 

 

2

1

0

0

3

Shadow Strength

 

 4

3

2

 

 

 

 

 

 

 

3

1

1

1

3

Summon Shadow

 

 4

3

3

2

 

 

 

 

 

 

4

2

1

1

4

Improved Darkvsion

Bonus Feat

 4

4

3

2

1

 

 

 

 

 

5

2

2

2

4

Shadow Jump

 

 4

4

4

3

2

1

 

 

 

 

6

3

2

2

5

Strong Soul.

 

 4

4

4

4

3

2

1

 

 

 

7

3

3

3

5

Shadow Cast

 

5

5

4

4

3

3

2

1

1

 

8

4

3

3

6

Shadow Step

Bonus Feat

5

5

5

4

4

3

3

2

 

 

9

4

4

4

6

Shadow Home

 

5

5

5

5

5

4

4

3

2

 

10

5

4

4

7

Shadow Forum

 

5

5

5

5

5

5

4

4

3

2

 

Special Abilities:

A: Dark Vision. The character gains Darkvsion up to 60ft as an innate ability. In addition natural light cannot blind them or penalize a Shadow catcher.

B: Shadow Friend The shadow catcher can communicate with creatures from the Shadow Plain and receives a +4 reaction modifier from them. When being attacked by a shadow creature (Shadow, Shadow Mastiff. Etc). He may attempt to Control/Rebuke them as if he had the Rebuke Undead ability as a Cleric of his level. (This ONLY works vs. shadow creatures and not against any other type of undead)

C: Shadow Strength: When using a spell from the Shadow Sub school of illusion (Such as Shadow Conjuration) the Shadow catcher has the ability to infuse the creations with more Shadow energy then normal. These spells are 50% stronger when cast by him as apposed to when a wizard/sorcerer would cast them. For example a normal wizard casts Shadow Conjuration and the creation is only 20% as strong as the real thing. When a shadow catcher casts the same spell the creation is 70% as strong as the real thing.

D: Summon Shadow. The Shadow Catcher can summon a Shadow (See Monster Manual) to act as a companion. This shadow is 100% loyal and friendly to the Shadow Catcher and cannot be turned or controlled by any outside force. The shadow Catcher can summon one shadow companion fore every three levels of Experience she has gained (3,6,9). The shadow companion remains with the shadow catcher for its life until destroyed.

E: Improved Darkvsion.  As above but now the Shadow Catcher can see through even magical darkness and can not be blinded or effected by any type of light no matter how bright

F: Shadow Jump. This ability allows the Shadow catcher to travel harmlessly between shadows in a manner similar to the Dimension Door spell (See Players handbook). The only limitation is that she must jump from one shadow to another. She cans Shadow Jump up to 20 feet per use of this power. The Shadow Catcher cans Shadow Jump once per day per level.

G: Strong Soul. The stuff of shadow has now infused the Shadow Catchers blood and soul, making them much more hardy and resistant to the powers of the undead. The Shadow Catcher now receives a +1 to their WILL and REF save and a +2 to their FORT save. In addition the Shadow Catcher gains a +2 synergy bonus to all their saving throws vs. Energy Drain and Death.

H: Shadow Cast. The Shadow Catcher can now imbue their spells with shadow energy. She can recast any spell she has memorized and already cast once as a shadow version of that spell. Instead of preparing the spell as normal it costs the Shadow catcher One (1) hit point per spell level to Shadow Cast that spell. A Shadow Spell has ½ the statistics of its normal version (range, Area of effect, duration) and the targets receive a +2 bonus to their saving throws vs. the spell.

I: Shadow Step. The Shadow Catcher can now safely enter and exit the plane of shadow. She is not unaware of what is going on in the martial plane while in the shadow realm nor can she be affected by anything on the martial plane. While within the realm of shadow she requires no rest, food or water but she cannot perform any spells or re-memorize them.

When she exits the plane it will be in the same spot where she entered it (Though she could use shadow jump to exit somewhere else). She can remain in the plane of shadow for One day per level.

J: Shadow Home: As above but now the Shadow Catcher can move from place to place while within the Shadow Realm and she can also rest and prepare and cast spells while there. She can remain in the plane of shadows for One day per level.          

K: Shadow Forum. The Shadow Catcher can now transform herself in to a shade or shadow. This transformation takes one full round and she can remain in her shadow forum for One hour per level. While in her shadow forum she is treated as a Shadow (See monster Manuel) and gains all its powers. She is not undead though and has none of the weakness of a shadow nor is she affected by the powers of a cleric.