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Iconic Rogue

Thinking of playing a Rogue? Here is an excellent article regarding the pros and cons of playing a Rogue: Rogues  with Class By Skip Williams.

Here is the information for playing an iconic Rogue character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d6

Class Skills: Climb, Decipher Script, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Use Magic Device

Class Knowledge: Local

Special abilities:
The following are the special abilities available to Rogues. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Deceitful: You get a +2 bonus on all Disguise checks and Forgery checks.
Sneak Attack: +1d6 damage when flanking target. (ref. PHB)
Trapfinding: Can use search to find traps with DC20 or higher and can use Disable Device to disarm magic traps. Beat a traps DC by 10 or more to bypass it without disarming it.
2nd Level
Evasion:  Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save.
3rd Level
Deft Hands: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
Sneak Attack: Like Sneak Attack above, but now you get +2d6 damage
Trap Sense: +1 on Ref saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Uncanny Dodge: Retain Dexterity bonus to AC (if any) even if flat-footed or struck by an invisible attacker.
5th Level
Sneak Attack: Like Sneak Attack above, but now you get +3d6 damage
6th Level
Diligent: You get a +2 bonus on all Appraise checks and Decipher Script checks.
Trap Sense: Like Trap Sense above, but your bonuses become +2.
7th Level
Sneak Attack: Like Sneak Attack above, but now you get +4d6 damage
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Improved Uncanny Dodge: Can no longer be flanked, unless by another rogue at least 4 levels higher.
9th Level
Improved Initiative: You get a +4 bonus on initiative checks.
Sneak Attack: Like Sneak Attack above, but now you get +5d6 damage
Trap Sense: Like Trap Sense above, but your bonuses become +3.
10th Level
Special  Ability (Crippling Strike): Sneak attack deals an additional 2 points Strength damage.
11th Level
Sneak Attack: Like Sneak Attack above, but now you get +6d6 damage
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Nimble Fingers: You get a +2 bonus on all Disable Device checks and Open Lock checks.
Trap Sense: Like Trap Sense above, but your bonuses become +4.
13th Level
Sneak Attack: Like Sneak Attack above, but now you get +7d6 damage
Special  Ability (Improved Evasion): Like Evasion above, but now you also take only half damage on a failed save.
14th Level
No special abilities added at this level.
15th Level
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. You may throw weapons at your full normal rate of attacks (much like a character with a bow).
Sneak Attack: Like Sneak Attack above, but now you get +8d6 damage
Trap Sense: Like Trap Sense above, but your bonuses become +5.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Special  Ability (Defensive Roll): Once a day, when damage from combat would reduce you to 0 or fewer HP, you can attempt to roll with the damage to get half damage. (ref. PHB)
17th Level
Sneak Attack: Like Sneak Attack above, but now you get +9d6 damage
18th Level
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks.
Trap Sense: Like Trap Sense above, but your bonuses become +6.
19th Level
Sneak Attack: Like Sneak Attack above, but now you get +10d6 damage
Special  Ability (Slippery Mind): ref PHB
20th Level
Ability Score Adjustment: Add 1 to any ability score.

Iconic Ranger

Thinking of playing a Ranger? Here is an excellent article regarding the pros and cons of playing a Ranger: Rangers with Class By Skip Williams.

Here is the information for playing an iconic Ranger character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d8

Class Skills: Climb, Handle  Animal, Move Silently, Track, Search, Spot and Survival

Class Knowledge: Geography

Special abilities: The following are the special abilities available to Rangers.  The abilities are listed under the level that they are acquired. By the time your character reaches second level he must specialize in one of two different combat styles.  He can choose between the archery combat style and the two-weapon combat style. As indicated in the table below – some of the special abilities he receives as he advances in level will depend on the combat style he pursues. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Skill Focus (Survival): You get a +3 bonus on all Survival checks.
Favored Enemy: Select a type of creature from Table 3–14: Ranger Favored Enemies. You get a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against creatures of this type, and a +2 bonus on weapon damage
Wild  Empathy:  Can improve the attitude of an animal with a successful Cha check.
2nd Level
Combat Style: Select one of two combat styles to pursue: archery or two-weapon combat. You lose all benefits of your combat style when wearing medium or heavy armor.
Rapid Shot:  [If you are pursuing the archery combat style] You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
-or-
Two-Weapon Fighting: [If you are pursuing the two-weapon combat style] Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
3rd Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist damage, Constitution checks made to continue running, Constitution checks made to avoid damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid damage from starvation or thirst, Fortitude saves made to avoid damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Point Blank Shot: [If you are pursuing the archery combat style] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
-or-
Two-Weapon Defense: [If you are pursuing the two-weapon combat style] When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Animal Companion: (ref PHB)
Spells: You gain the ability to cast a small number of divine spells (ref PHB)
5th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.
6th Level
Far Shot: [If you are pursuing the archery combat style] When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.
-or-
Animal Affinity:  [If you are pursuing the two-weapon combat style] You get a +2 bonus on all Handle Animal checks and Ride checks.
Manyshot:  [If you are pursuing the archery combat style] As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special –  Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
-or-
Improved TwoWeapon Fighting: [If you are pursuing the two-weapon combat style] In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.
7th Level
Woodland Stride: Can move through any normal undergrowth at normal speed and without taking damage.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Swift Tracker: Can move at normal speed while following tracks without the normal –5 penalty. Take only a –10 penalty when moving at up to twice normal speed while tracking.
9th Level
Precise Shot: [If you are pursuing the archery combat style] You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
-or-
Lightning Reflexes:  [If you are pursuing the two-weapon combat style] You get a +2 bonus on all Reflex saving throws.
Evasion:  Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save, only if wearing light or no armor.
10th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.
11th Level
Improved Precise Shot: [If you are pursuing the archery combat style] Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
-or-
Greater TwoWeapon Fighting: [If you are pursuing the two-weapon combat style] You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Skill Focus (Hide): You get a +3 bonus on all Hide checks.
13th Level
Camouflage: Can use the Hide skill in any sort of natural terrain.
14th Level
No special abilities added at this level.
15th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.
Skill Focus (Listen): You get a +3 bonus on all Listen checks.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
17th Level
Hide in Plain Sight: Can use the Hide skill even while being observed – while in any natural terrain
18th Level
Skill Focus (Spot): You get a +3 bonus on all Spot checks.
19th Level
No special abilities added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.

D&D 3.5 – Skyships

D&D Skyships

Cover Image for D&D Skyships

D&D Skyships is a supplement to third edition Dungeons & Dragons set in a universe of ships that fly between the worlds and of battles in the air and in space. What you will not find here is a setting with descriptions of new worlds to explore, monsters to defeat and new races defined. You will not find any new feats and very few new magical spells and magical items. There are also no maps or ship plans.

What you will find here is a basic set of rules compatible with Dungeons & Dragons v3.5 that will provide a foundation for taking your D&D adventures into space.

These rules are based roughly on Spelljammer.

Differences between the Skyship system and the Spelljammer system

The skyship system uses some of the best features of Spelljammer and discards or replaces others.

Crystal Spheres and Phlogiston

The original Spelljammer system had “Crystal Spheres” that in turn bobbed about in a substance called Phlogiston, or the Flow. The Crystal Spheres allowed each different AD&D product line to exist in its own sphere, and the Flow allowed for travel between them. The skyship system eliminates all of this and instead uses “planetary systems” and introduces “interstellar teleport” as a way to travel between them.

Gravity planes

In the original Spelljammer system, every object exerted its own gravity, but only objects of a certain size exerted enough force for a gravity plane to develop. Spherical objects attracted objects towards their surfaces uniformly. Objects with a more irregular shape developed a gravitational plane. This plane worked in both directions so that it was possible, for instance, to walk on the bottom of a ship. The skyship system drops this concept and substitutes a simpler one as explained in the “Gravity” section below. Basically, only very large (planet sized) objects have enough gravity to make any difference and the magical device that controls the ship (the helm) also magically creates gravity on board the ship.

Objects dragging air

The Speljaming idea was that all objects would drag air with them whenever they leave an air envelope. A typical human, for example, would drag enough fresh air with him to breathe for 2-20 turns. After that time ran out the air turned foul for a period of time and then became deadly and unbreathable. Larger objects (such as Spelljammers) would drag larger amounts of air that would stay fresh longer. The skyship system abandons this concept entirely. The magical devices that propel the skyships also create breathable air. A PC that leaves an air envelope doesn’t die instantly (refer to the “Vacuum Exposure” section below) but will not last long unaided.

The Spelljammer Helm

The Spelljammer system used a magical devise called a helm. It was a throne like chair and the mage that controlled it was required to be seated on it to control the ship. When he did so, he lost all of his spells. It effectively removed one PC from all rollplaying activity other than controlling the ship. The skyship system also uses a magical helm. It can be controlled by anyone that can cast magical spells. After the helm is activated the pilot is free to move around the ship. He doesn’t loose his spells and can attempt to cast spells while continuing to control the skyship. The pilot can even leave the ship and travel a short distance away without losing all control. Spelljammer had other types of helms as well. The skyship system has only one type of helm, although it isn’t required to be in the form of a chair. There is no reason other helm types couldn’t be added to your campaign if you choose to do so. Simply use the modifications made here as a guide.

Basic Concepts for D&D Skyships

Skyships

Sailing ships are fitted with magical devices that give them the ability to fly through space. These ships are often called skyships. Some races on some worlds have been building skyships for a very long time. Many create them specifically as flying vessels. Some of these are designed to land on land rather than water. Some are designed to never land at all.

Helms

With few exceptions, vehicles capable of interplanetary travel are powered by a powerful magical device known as a magical helm. This magical item can be any shape or size. It is sometimes incorporated into the ship’s wheel. The only requirement is that it must be bolted securely to the ship’s deck. It is most usually created in the form of a large throne like chair.  The helm not only allows the magic user that activated it to control the vessel’s direction and velocity, but also provides an envelope of breathable air at a comfortable temperature and creates an artificial gravity that allows everyone on board to move about on the ship as they would if it were on the water.

Air

A helm maintains breathable air at a comfortable temperature that extends 300 feet in all directions centered on the helm itself. This air provides forward pressure on the sails as if the ship were sailing in a moderate wind. This allows a crew of experienced sailors to maneuver the ship as needed. Without sailors manning the sails the ship can only move forward or turn in a very wide arc.

Beyond the bubble of air created by the helm lies the vacuum of space. Most planets have breathable air surrounding them out to 32,000 feet (about 6 miles).

Gravity

A helm creates a magical gravity similar to normal gravity on the Earth. This magical effect extends to the edge of the air bubble (300 feet). This magical gravity pulls down in relation to the orientation of the ship. Anyone falling overboard will fall as they would on the Earth until they reach the edge of the air bubble. Ten feet beyond the edge of the magical bubble they will stop falling and simply hover there weightless in the vacuum of space (refer to vacuum exposure below). This will be true for anything dropped. If the ship is moving, anything that falls overboard will simply be left behind once it has left the ships gravity bubble. Anything thrown or fired from the ship will behave normally, as it would on the Earth, until it reaches the edge of the magic bubble. It will then continue in a straight line at its current speed forever, unless it hits something or enters another source of gravity.

If two or more ships get close enough to each other that their gravity bubbles touch, they will automatically orient themselves so that “down” on all ships is in the same direction. If a ship enters the gravity of a planet, it will orient itself with that planet’s natural gravity. This alignment of gravity fields occurs almost instantly with no adverse effects to anyone aboard the ship.

All planets, even small ones or large asteroids, have natural gravity. The effects of a planet’s gravity extend 32,000 feet above its surface. All planets have gravity roughly equivalent to that experienced on the Earth regardless of the size or mass of the planet. Not all planets are ball shaped. Some may be disk shaped. Others may be in the shape of a cube. Regardless of the shape of the planet, natural gravity (in this fictional universe) always pulls down toward each of the primary surfaces. This will be toward the center of spherical planets, or towards each of the major flat surfaces of a planet with flat sides.

Pilots

It requires someone with magical abilities to control a helm. A player character must be proficient with magic and capable of casting magical spells. The person that controls the helm is called the pilot.  The more powerful the pilot, the faster he can fly the skyship. Player characters are considered to have a pilot level equal to the highest level spell they can cast. For instance, a 5th level Wizard or 5th level Cleric or an 11th level Paladin can each cast 3rd level spells, so they would each be a 3rd level pilot.

Activating a Helm

It requires a minimum of a level 1 pilot (as defined above) to activate a helm. The helm must be securely bolted to a skyship that is in reasonably good shape. If the helm is currently inactive it takes one hour to activate it. This is called powering up. During this time the pilot must remain in physical contact with the helm and maintain full concentration. The air and gravity bubble expands slowly out from the helm at a rate of 5 feet per minute until it reaches a radius of 300 feet. At this time it becomes fully activated. The pilot can not use the helm to move the ship until it is fully activated. Once activated, as long as the pilot is on the skyship he can control the ship with no need to keep in physical contact with the helm. A pilot may disengage from the helm at will at any time. A helm doesn’t loose all of its power the moment it is disengaged. As soon as it is disengaged it stops moving and floats in place. It then takes an hour before it becomes fully inactive. During this time, the air and gravitational bubble grows smaller at a rate of 5 feet per minute until, after one hour, it completely collapses and the helm again becomes inactive. Any pilot can re-activate a helm while it is in the process of powering down. The new pilot must remain in contact with the helm and maintain concentration while it powers up. It must power up for the same amount of time as it has been powering down.

A helm deactivates and begins powering down if the pilot is reduced to 0 or fewer hit points.

If the pilot becomes unconscious or for some other reason is unable to provide the minimum concentration required to control the ship, it will continue at its current speed and direction.

Another qualified pilot can take over control of the ship by simply placing his hand on the helm while the existing pilot disengages. Pilots can not be removed from control of their ship against their will as long as they are in physical contact with the helm. If the existing pilot is not in contact with the helm and refuses or is unable to disengage, the prospective new pilot can gain control of the helm by maintaining contact with the helm and wining an opposed Willpower check against the current pilot.

Piloting the Skyship

The pilot is the individual steering the vessel and controls the general direction and speed of the skyship. He directs the ship’s general motion (fine maneuvering is provided by sails, rigging, and crew).

The pilot in a sense merges with the ship, he feels as if he is personally flying through space, and can perceive the world around the ship as if he were flying just above the ships highest mast. The pilot perceives damage to the ship as white flashes of pain, but takes no actual, personal damage in most cases. Sometimes, however, the pain is intense enough to cause unconsciousness; this is called “pilot shock” and is usually a result of a critical hit.

In many ways, piloting a vessel is instinctual, because the pilot feels he “merges” with the vessel he can generally control the vessel as easily as walking. The ship handling crew control all of the finer aspects of maneuver.

While flying the pilot retains his normal senses and can hold a conversation with those nearby. In general, piloting is no more difficult then walking so that anything a person can reasonably be expected to concentrate on while walking can be done while flying. This includes casting spells. Because it does require a bit of concentration to maintain control of the skyship, any spell he attempts requires a (DC 10) concentration check. A skyship always flies smoothly, so other spell casters do not require a concentration check due to the ship’s motion.

If a pilot leaves a skyhip that he is controlling it will stop moving and float in space at that location. He will not be able to make the ship move while he is off of it. He will regain full control once he returns. If the pilot travels more than six miles away from the ship the helm will disengage as described above.

Voyages often require several days or months of continuous travel aboard the skyship. The pilot requires 8 hours of rest or sleep each day. During this time and during the time he spends preparing his spells, praying, studying his spell books, meditating, etc. he can not control the ship. During those times the ship will continue at the same speed and direction he last set.

Vacuum Exposure

Beings exposed to the airless cold of space are not immediately doomed. Contrary to popular belief, characters exposed to vacuum do not immediately freeze or explode, and their blood does not boil in their veins. While space is very cold, heat does not transfer away from a body that quickly.

A character exposed to the vacuum of space can hold his breath for 2 rounds per point of Constitution. After this period of time, you must make a DC 10 Constitution check in order to continue holding your breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When you fail one of these Constitution checks, you begin to suffocate. In the first round, you fall unconscious (0 hit points). In the following round, you drop to -1 hit points and are dying. In the third round, your character suffocates.

In addition to the lack of air, you must also deal with the extreme cold which deals 1d6 points of lethal damage per minute (10 rounds), no save. At the end of each minute you must also make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.

Characters (in this fictional universe) are not affected by radiation in any way. Whether this is because there is no radiation, or living beings are immune to it is left to your imagination.

Languages

Almost everyone on all planets can speak common. Also Elves speak Elvin, Dwarves speak Dwarven, etc. Sages have many theories to explain this, but the truth is that no one really knows why creatures on different planets would evolve to speak the same languages. Those who travel between the planets are just happy that they do.

Download the Skyship rules here (free): Skyships

Iconic Paladin

Thinking of playing a Paladin? Here is an excellent article regarding the pros and cons of playing a Paladin: Paladins with Class By Skip Williams.

Here is the information for playing an iconic Paladin character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d10

Class Skills: Ride, Heal

Class Knowledge: Nobility and royalty

Deity: Heironeous (recommended)

Alignment: must be Lawful Good

Code of Conduct: A paladin loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: A paladin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code.

[Paladins “detect evil” becomes “detect unholy”.  (Refer to  Turn Unholy ) This means that they can detect un-dead, demons, and devils. Some Paladins may be able to detect other kinds of creatures as well if they are defined in their faith’s holy scriptures as unholy. This means that a Paladin can not detect someone who has an evil alignment, evil thoughts, of is simply an all-around evil dude unless he is defined as unholy to his faith in his faith’s holy writings.]

Special abilities:

The following are the special abilities available to Paladins. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Toughness: You gain +3 hit points.
Aura: same as for a Cleric
Detect Unholy: Can use detect unholy, as the spell, once per day.
Smite Unholy: Can attempt to smite unholy with one normal melee attack, once per day. Add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per paladin level.
2nd Level
Divine Grace: Bonus equal to your Charisma bonus (if any) on all saving throws.
Lay on Hands: Can heal wounds, or deal damage to unholy, by touch. (ref. PHB)
3rd Level
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Divine Health : You gain immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Turn Unholy: Can turn unholy. You may use this ability a number of times per day equal to 3 + your Charisma modifier. You turn unholy as a cleric of three levels lower would.
Spells: You can cast spells. You cast spells on the Paladin spell list. Refer to the cleric for information on preparing and casting spells. You cast spells as a cleric, but you don’t get domain spells and you don’t get to lose a prepared spell to spontaneously cast a cure spell in its place. Your caster level is one-half of your paladin level.
5th Level
Smite Unholy 2: Like smite unholy above, but now you can do it 2 times per day.
Special Mount: You gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against the unholy. This mount is usually a heavy warhorse. (ref. PHB)
6th Level
Negotiator: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
Remove Disease: Can produce a remove disease effect, as the spell, once per week.
7th Level
No special abilities added at this level.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
9th Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
Remove Disease 2: Like remove disease above, but now you can do it 2 times per week.
10th Level
Smite Unholy 3: Like smite unholy above, but now you can do it 3 times per day.
11th Level
No special abilities added at this level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Leadership: Having this ability enables the character to attract loyal companions and devoted followers, subordinates who assist him. See the table in the PHB for what sort of cohort and how many followers the character can recruit.
Remove Disease 3: Like remove disease above, but now you can do it 3 times per week.
13th Level
No special abilities added at this level.
14th Level
No special abilities added at this level.
15th Level
Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls you make using the selected weapon.
Smite Unholy 4: Like smite unholy above, but now you can do it 4 times per day.
Remove Disease 4: Like remove disease above, but now you can do it 4 times per week.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
17th Level
No special abilities added at this level.
18th Level
Greater Weapon Specialization: You gain an additional +2 bonus on all damage rolls you make using the selected weapon.
Remove Disease 5: Like remove disease above, but now you can do it 5 times per week.
19th Level
No special abilities added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Smite Unholy 5: Like smite unholy above, but now you can do it 5 times per day.

Iconic Monk

Thinking of playing a Monk? Here is an excellent article regarding the pros and cons of playing a Monk: Monks with Class By Skip Williams.

Here is the information for playing an iconic Monk character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d8

Class Skills: Balance, Climb, Jump, Tumble

Class Knowledge: Religion

Special abilities:

The following are the special abilities available to Monks. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.  You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Improved Grapple: You also gain a +4 bonus on all grapple checks.
Improved Unarmed Strike: You are considered to be armed even when unarmed —that is, you are not required to attempt a heroic action to attack an armed opponent when you attack them while unarmed.
AC Bonus: When unarmored and unencumbered, add your Wisdom bonus (if any) to your AC
Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. (ref PHB)
2nd Level
Combat Reflexes: Add +2 to your dexterity bonus when attempting heroic actions.
Evasion:  Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save.
3rd Level
Acrobatic: You get a +2 bonus on all Balance checks and Escape Artist checks.
Fast Movement: When not wearing armor, your speed is increased (refer to table for speed).
Still Mind: +2 bonus on saving throws against spells and effects from the school of enchantment.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Ki Strike: Unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Slow Fall: When within arm’s reach of a wall you can use it to slow your descent. Take damage as if the fall were 20 feet shorter than it actually is.
5th Level
AC Bonus: you gain +1 bonus to your AC
Purity of Body: You gain immunity to all diseases except for supernatural and magical.
6th Level
Improved Trip: You gain a +4 bonus on your Strength check when attempting a heroic action to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 30 feet shorter.
7th Level
Wholeness of Body: Can heal a number of hit points of damage equal to twice your current level each day, and can spread this healing out among several uses.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 40 feet shorter.
9th Level
Deflect Arrows: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Improved Evasion: Like evasion above, but now you take only half damage on a failed save.
10th Level
AC Bonus: Your AC bonus is increased by 1 (becoming +2 now).
Ki Strike: Unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 50 feet shorter
11th Level
Diamond Body: Gain immunity to poisons of all kinds.
Flurry of Blows: Like Flurry of Blows above, but now you get a second extra attack at your full base attack bonus.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Snatch Arrows: When using the Deflect Arrows ability you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this ability.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 60 feet shorter
Abundant Step: Can slip magically between spaces, as if using the spell dimension door, once per day. Your caster level for this effect is one-half your monk level (rounded down).
13th Level
Diamond Soul: Spell resistance equal to your current monk level + 10.
14th Level
Slow Fall: Like slow fall above, but you now take damage as if the fall were 70 feet shorter
15th Level
Stunning Fist: You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
AC Bonus: your AC bonus is increased by 1 (+3 now)
Quivering Palm: Can set up vibrations within the body of another creature that can thereafter be fatal if you so desire, once a week. (ref PHB)
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Ki Strike: Unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 80 feet shorter
17th Level
Timeless Body: No penalties to ability scores for aging and cannot be magically aged.
Tongue of the Sun and Moon: Can speak with any living creature.
18th Level
Iron Will: You get a +2 bonus on all Will saving throws.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 90 feet shorter
19th Level
Empty Body: Can assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
AC Bonus: AC bonus is increased by 1 (+4 now)
Slow Fall: Like slow fall above, but you now can fall any distance without harm as long as you are within arms reach of a wall.
Perfect Self: Treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. (ref PHB)

Iconic Fighter

Thinking of playing a Fighter? Here is an excellent article regarding the pros and cons of playing a Fighter: Fighters with ClassBy Skip Williams.

Here is the information for playing an iconic Fighter character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d10

Class Skills: Climb, Jump

Class Knowledge: Dungeoneering

Special abilities:

The following are the special abilities available to fighters. The abilities are listed under the level that they are acquired.

1st Level
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
2nd Level
Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
3rd Level
Improved Feint: You can make a Bluff check to feint in combat as a move action rather than a standard action.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon.
5th Level
No special abilities added at this level.
6th Level
Mobility: You get a +4 dodge bonus to heroic actions attempting to pass through a threatened square.
Improved Critical: When using the weapon you selected, your threat range is doubled.
7th Level
No special abilities added at this level.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls you make using the selected weapon.
9th Level
Spring Attack: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. No heroic action is required to do this.
10th Level
Whirlwind Attack: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by other spells, or abilities.
11th Level
No special abilities added at this level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. The penalty on attacks and bonus on damage apply until your next turn.
Greater Weapon Specialization: You gain an additional +2 bonus on all damage rolls you make using the selected weapon.
13th Level
No special abilities added at this level.
14th Level
Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
15th Level
Great Cleave: This ability works like Cleave, except that there is no limit to the number of times you can use it per round.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.  You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
17th Level
No special abilities added at this level.
18th Level
Improved Overrun or Bull Rush: When you attempt to use a heroic action to overrun or bull rush an opponent, you gain a +4 bonus on your Strength check to knock down or push back your opponent.
19th Level
No special abilities added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Improved Sunder: You gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Iconic Druid

Thinking of playing a Druid? Here is an excellent article regarding the pros and cons of playing a Druid: Druids with Class By Skip Williams.

Here is the information for playing an iconic Druid character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d8

Class Skills: Handle Animal (Cha), Heal (Wis), Listen (Wis), Spot (Wis)

Class Knowledge: Nature

Spells: A druid casts spells drawn from the druid spell list. However, he can’t cast spells that contain the “Evil” descriptor.

Druid Spells Explained

As a Druid, to cast a spell you have to prepare it. The druid must choose 1 hour of the day, in which he will have to meditate, in order to have his God grant him the spells. Unlike wizards, it doesn’t matter if he has slept or not. This is when he chooses which spells he can cast that day.

To cast a spell, the druid needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had a Wisdom of 16 he could cast no higher than 6th level spells.

The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the druid’s Wis modifier. For example, if a 5th level druid with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell.

Druids, know every spell on the druid spell list, of the maximum level of spells they can cast.

A druid also may get more spells according to his Wisdom, refer to Table 1–1: Ability Modifiers And Bonus Spells. For example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.

To prepare your spells:

Simply choose your 0, 1st, 2nd, 3rd etc. level spells depending on your druid’s level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis is 16, you can select 1 additional 1st, 2nd and 3rd level spell.

Note: there is no need to choose any summon nature’s ally spells. That’s because you can transform any prepared spell into a summon nature’s ally spell of the same level. This is called Spontaneous Casting. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).

Special abilities:

The following are the special abilities available to druids. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Skill Focus (Handle Animal): You get a +3 bonus on all Handle Animal checks
Animal  Companion: (refer PHB)
Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: Can improve the attitude of an animal. (refer PHB)
2nd Level
Woodland Stride: (ref PHB)
3rd Level
Skill Focus (Survival): You get a +3 bonus on all Survival checks
Trackless Step: Leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Resist Nature’s Lure: +4 bonus on saving throws against the spell-like abilities of fey.
5th Level
Wild Shape (1/day): Can turn yourself into any Small or Medium animal and back again once per day. (ref PHB)
6th Level
Wild Shape (2/day): Like Wild Shape above, but now you can do this 2 times per day.
Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This does not permit you the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
7th Level
Wild Shape (3/day): Like Wild Shape above, but now you can do this 3 times per day.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Wild Shape (Large): Like Wild Shape above, but now you can also change into a Large animal.
9th Level
Venom Immunity: Immune to all poisons.
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks.
10th Level
Wild Shape (4/day): Like Wild Shape above, but now you can do this 4 times per day.
11th Level
Wild Shape (Tiny): Like Wild Shape above, but now you can also change into a Tiny animal.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Acrobatic: You get a +2 bonus on all Jump checks and Tumble checks.
Wild Shape (Plant): Like Wild Shape above, but now you can also change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
13th Level
A Thousand Faces: (ref PHB).
14th Level
Wild Shape (5/day): Like Wild Shape above, but now you can do this 5 times per day.
15th Level
Timeless Body: No ability score penalties for aging and cannot be magically aged.
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.
Wild Shape (Huge): Like Wild Shape above, but now you can also change into a Huge animal.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Wild Shape (Elemental 1/day): (ref PHB).
17th Level
You get no additional abilities at this level.
18th Level
Wild Shape (6/day elemental 2/day): Like Wild Shape above, but now you can do a normal change 6 times per day and change to an elemental 2 times per day.
Athletic: You get a +2 bonus on all Climb checks and Swim checks.
19th Level
You get no additional abilities at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.

Wild Shape (Elemental 3/day, Huge elemental): Like Wild Shape above, but now you can change into an elemental 3 times a day and it can be a huge elemental.

Iconic Cleric

Thinking of playing a Cleric? Here is an excellent article regarding the pros and cons of playing a Cleric:  Clerics with Class  By Skip Williams.

Here is the information for playing an iconic Cleric character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d8

Class Skills: Diplomacy (Cha) Heal (Wis) and Knowledge (Religion)

Deity: A cleric devotes his life to serving one particular deity. The deity for your cleric depends on his race as indicated on the following table.

Race Deity
Dwarf Moradin(LG)
Elf Corellon Larethian (CG)
Gnome Garl Glittergold (NG)
Half-elf Corellon Larethian (NG)
Halfling Yondalla(LG)
Human Pelor(NG)
Half-orc Pelor(NG)

Alignment: Your cleric’s alignment should be the same as his Deity’s alignment.

Spells: A cleric casts spells drawn from the cleric spell list. However, he can’t cast spells that contain the “Evil” descriptor.

Domain Spells: When you select a Deity, you also select two of that Deity’s Domains. For each of the two domains you are granted one special power. Also, for each of the two domains, you get one domain spell for each spell level.

If you chose choose Strength and Healing as your domains, your domain powers and spells are listed here:

Strength Domain

Granted  Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

 Strength Domain Spells

1

Enlarge Person

Humanoid creature doubles in size.

2

Bull’s Strength

Subject gains +4 to Str for 1 min./level.

3

Magic Vestment

Armor or shield gains +1 enhancement per four levels.

4

Spell Immunity

Subject is immune to one spell per four levels.

5

Righteous Might

Your size increases, and you gain combat bonuses.

6

Stoneskin

Ignore 10 points of damage per attack.

7

Bigby’s Grasping Hand

Large hand provides cover, pushes, or grapples.

8

Bigby’s Clenched Fist

 Large hand provides cover, pushes,  or attacks your foes.

9

Bigby’s Crushing Hand

Large hand provides cover, pushes, or crushes your foes.

Healing Domain

Granted Power: You cast healing spells at +1 caster level.

Healing Domain Spells

1

Cure Light Wounds

Cures 1d8 damage +1/level (max +5).

2

Cure Moderate Wounds

Cures 2d8 damage +1/level (max +10).

3

Cure Serious Wounds

Cures 3d8 damage +1/level (max +15).

4

Cure Critical Wounds

Cures 4d8 damage +1/level (max +20).

5

Cure  Light Wounds, Mass

Cures 1d8 damage +1/level (max +25) for many creatures.

6

Heal

Cures 10 points/level of damage, all diseases and mental conditions.

7

Regenerate

Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).

8

Cure Critical Wounds, Mass

Cures 4d8 damage +1/level (max +40) for many creatures.

9

Heal, Mass

 As heal, but with several subjects.

Cleric Spells Explained

As a Cleric, to cast a spell you have to prepare it. The Cleric must choose 1 hour of the day, in which he will have to pray, in order to have his God grant him the spells. For Clerics of Pelor, this will normally be at sunrise. Unlike wizards, it doesn’t matter if he has slept or not. This is when he chooses which spells he can cast that day.

To cast a spell, the cleric needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had a Wisdom of 16 he could cast no higher than 6th level spells.

The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the Cleric’s Wis modifier. For example, if a 5th level Cleric with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell.

Clerics, know every spell on the Cleric spell list, of the maximum level of spells they can cast.

A Cleric has 2 kinds of spells. The spells he gets from his class, and his Domain spells. For example, a level 5 Cleric gets 5 spells of 0 level, 3+1 spells of first level, 2+1 of second ,1+1 of third (1 is the normal spells, and +1 the domain). He also may get more spells according to his Wisdom, refer to Table 1–1: Ability Modifiers And Bonus Spells. For example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.

To prepare your spells:

1) Choose your 0 level spells.

2) Choose your 1st, 2nd, 3rd etc. level spells depending on your cleric’s level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis is 16, you can select 1 additional 1st, 2nd and  3rd level spell.

3) Choose your domain spells (1 for each spell level). You have 2 domain spells to choose from for each level, but you can only choose one.

Note: there is no need to choose any non-domain healing spells. That’s because you can transform any non-domain spell into a healing spell of the same level. This is called Spontaneous Casting.

Special abilities:

The following are the special abilities available to clerics. The abilities are listed under the level that they are acquired.

1st Level
Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Aura: A cleric has a particularly powerful aura that identifies him as a devotee of his particular deity.  Certain magical spells can detect this aura.
Turn Unholy: [was Turn or Rebuke Undead] By boldly presenting his holy symbol and uttering holy words, a cleric can turn away or destroy the enemies of his faith. A cleric can attempt to turn away un-dead, demons, and devils. They can do this a number of times a day equal to 3 + their Cha modifier.
2nd Level
No additional abilities are added at this level.
3rd Level
Skill Focus (Heal): You get a +3 bonus on all Heal checks
4th Level
Ability Score Adjustment: Add 1 to any ability score.
5th Level
No additional abilities are added at this level.
6th Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
7th Level
No additional abilities are added at this level.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
9th Level
Alertness: You get a +2 bonus on all Listen checks and Spot checks.
10th Level
No additional abilities are added at this level.
11th Level
No additional abilities are added at this level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Investigator: You get a +2 bonus on all Gather Information checks and Search checks.
13th Level
No additional abilities are added at this level.
14th Level
No additional abilities are added at this level.
15th Level
Skill Focus (Use Magic Device): You get a +3 bonus on all Use Magic Device checks
16th Level
Ability Score Adjustment: Add 1 to any ability score.
17th Level
No additional abilities are added at this level.
18th Level
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.
19th Level
No additional abilities are added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.

Iconic Bard

Thinking of playing a Bard? Here is an excellent article regarding the pros and cons of playing a Bard: Bards with Class By Skip Williams.

Here is the information for playing an iconic Bard character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d6

Class Skills: Bluff, Diplomacy, Disguise, Perform, Tumble, Use Magic Device

Class Knowledge: History

Spells: A bard casts spells which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). A high Cha sore will grant you additional spells per day.

Bardic music: Once per day per bard level, a bard can use his song to produce magical effects on those around him (usually including himself, if desired). The creatures affected must be able to see and hear him, and he must be able to see them. The target of the effect will normally be required to hear the music for at least one full found for the effect to take place. He must maintain his concentration to maintain the effect. The specific effects he can achieve depend on his level and are explained below.

Special abilities: The following are the special abilities available to bards. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
Bardic knowledge: Add +2 class bonus to Knowledge (history) checks
Bardic music – Countersong: (ref PHB)
Bardic music – Fascinate: (ref PHB)
Bardic music – Inspire courage: (ref PHB)
2nd Level
No additional abilities are added at this leve.
3rd Level
Skill Focus (Spellcraft): You get a +3 bonus on all Spellcraft checks
Bardic music – Inspire competence: (ref PHB)
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music – Fascinate 2: Like Fascinate, above, but you can now fascinate up to 2 creatures.
5th Level
Replace Spell: Can “loose” a single 0-level spell in exchange for a different 0-level spell.
6th Level
Alertness: You get a +2 bonus on all Listen checks and Spot Checks.
Bardic music – Suggestion: (ref PHB)
7th Level
Bardic music – Fascinate 3: Like Fascinate, above, but you can now fascinate up to 3 creatures.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music – Inspire courage 2: Like inspire courage above, but your ally’s now get +2 bonuses.
Replace Spell: Upon reaching 8th level, you can “loose” a single 0-level spell or 1st-level spell in exchange for a different spell of the same level.
9th Level
Skill Focus (Use Magic Device): You get a +3 bonus on all Use Magic Device checks
Bardic music – Inspire Greatness: (ref PHB)
10th Level
Bardic music – Fascinate 4: Like Fascinate, above, but you can now fascinate up to 4 creatures.
11th Level
Replace Spell: Can “loose” a single 0, 1st or 2nd  level spell in exchange for a different spell of the same level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks
Bardic music – Song of Freedom: (ref PHB)
13th Level
Bardic music – Fascinate 5: Like Fascinate, above, but you can now fascinate up to 5 creatures.
14th Level
Bardic music – Inspire Courage 3: Like inspire courage above, but your ally’s now get +3 bonuses.
Replace Spell: Upon reaching 14th level, you can “loose” a single 0, 1st, 2nd or 3rd level spell in exchange for a different spell of the same level.
15th Level
Improved Initiative: You get a +4 bonus on initiative checks.
Bardic music – Inspire Heroics: (ref PHB)
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music -Fascinate 6: Like Fascinate, above, but you can now fascinate up to 5 creatures.
17th Level
Replace Spell: Can “loose” a single 0, 1st, 2nd, 3rd or 4th level spell in exchange for a different spell of the same level.
18th Level
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Bardic music -Inspire Heroics 2: Like Inspire Heroics, above, but you can now affect 2 allies.
Bardic music -Mass Suggestion: Like Suggestion, above, but you can affect any number of creatures that you have already fascinated (see above).
19th Level
Bardic music -Fascinate 7: Like Fascinate, above, but you can now fascinate up to 7 creatures.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music -Inspire Courage 4: Like inspire courage above, but your ally’s now get +4 bonuses.
Replace Spell: Can “loose” a single 0, 1st, 2nd, 3rd ,4th or 5th level spell in exchange for a different spell of the same level.

Iconic Barbarian

Thinking of playing a Barbarian? Here is an excellent article regarding  the pros and cons of playing a barbarian: Barbarians with Class   By Skip Williams.

Here is the information for playing an iconic Barbarian character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d12

Class Skills: Climb, Intimidate, Jump, Swim

Class Knowledge: Geography

Illiteracy: Barbarians are not illiterate unless the player wants to play them that way.

Alignment: Barbarians are not required to be of a non-lawful alignment. Any alignment, or no alignment, is okay.

Special abilities: The following are the special abilities available to barbarians. The abilities are listed under the level that they are acquired.

1st Level
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Fast Movement: Add +10 to speed (except when wearing heavy armor or caring a heavy load).
Rage 1/day: once a day, temporarily gain a +4 STR bonus, a +4 CON bonus, and a +2 morale bonus on Will saves, but take a –2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) CON modifier. At the end of the rage, he loses the rage modifiers and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
2nd Level
Uncanny Dodge: Retain Dexterity bonus to AC (if any) when flat-footed.
3rd Level
Athletic: You get a +2 bonus on all Climb checks and Swim checks.
Trap sense: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 2/day: Rage as above, but you can now rage up to 2 times per day.
5th Level
Improved uncanny dodge: Can not be flanked.
6th Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Trap sense +2: As above but +2 to Reflex saves and AC vs. traps.
7th Level
Damage reduction -1: Subtract 1 from damage received from a weapon or a natural attack.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 3/day: Rage as above, but you can now rage up to 3 times per day.
9th Level
Diehard: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
Trap sense +3: As above but +3 to Reflex saves and AC vs. traps.
10th Level
Damage reduction -2: As above but -2 to damage.
11th Level
Greater rage: As Rage above but STR and CON bonus becomes +6, and Will saves bonus becomes +3. The penalty to AC remains at -2.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Rage 4/day: Greater rage as above, but you can now rage up to 4 times per day.
Trap sense +4: As above but +4 to Reflex saves and AC vs. traps.
13th Level
Damage reduction -3: As above but -3 to damage.
14th Level
Indomitable will: While in a rage, +4 bonus on Will saves to resist enchantment spells.
15th Level
Persuasive: You get a +2 bonus on all Bluff checks and Intimidate checks.
Trap sense +5: As above but +5 to Reflex saves and AC vs. traps.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Damage reduction -4: As above but -4 to damage.
Rage 5/day: Greater rage as above, but you can now rage up to 5 times per day.
17th Level
Tireless rage: No longer become fatigued at the end of a rage.
18th Level
Toughness: You gain +3 hit points.
Trap sense +6: As above but +5 to Reflex saves and AC vs. traps.
19th Level
Damage reduction -5: As above but -5 to damage.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Mighty Rage: As Rage above but STR and CON bonus becomes +8, and Will saves bonus becomes +5. The penalty to AC remains at -2.
Rage 6/day: Mighty rage as above, but can now rage up to 6 times per day.