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D&D 3.5 – 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)

D&D 3.5 – 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.

D&D 3.5 – 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.

D&D 3.5 – 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.

D&D 3.5 – 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.

D&D 3.5 – 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.

D&D 3.5 – Iconic D&D Characters

In my D&D Lite games everyone plays an iconic D&D character. These are the 11 core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class. All of the class descriptions in the players handbook apply with these exceptions:

Weapon  and  Armor  Proficiency:  These are not assigned per class. You start out only proficient with the armor and weapons you own.  You can quickly become proficient with other armor and weapons by using them in combat.

Quest skills: All characters have some experience with these skills: Diplomacy, Hide, Listen, Move Silently, Search, and Spot. Skill check modifiers for these skills will include a bonus equal to your class level.

Class Skills: [These are different from the class skills listed in the players handbook.] Each class has a set of skills they are especially good at. This may reflect special training in that skill. Members of the class receive a +3 class bonus to these skill checks as well as a bonus equal to your class level.

Alignment: Other than clerics whose alignment must match that of their deity and paladins whose alignment is always Lawful Good, your character can be of any non-evil alignment or no alignment at all.

Feats: We aren’t using feats. Each class receives specific abilities (many are identical to feats) presented for each class at each level.

I will be posting the specifics for each individual class seperately.

D&D 3.5 – Eliminating Feats

“In a classic D&D game you might make one choice: dwarf. Then you fill in all the other details if you like. In AD&D, you make two choices: dwarf and fighter. Again, you fill in all the other details. As the game evolved, players gained more choices to help create the character they wanted to play. Second Edition expanded the proficiency system and introduced kits. Third Edition replaced proficiencies with skills and feats, and it added prestige classes. Fourth Edition ditched prestige classes but brought in paragon paths, epic destinies, backgrounds, and themes.” Form: Beyond Class and Race

I have mentioned before that I prefer Third Edition to any of the others. However, I really enjoyed the open-endedness and fun of First edition. To bring back some of the feel of First Edition I have proposed to require only that you select a race and class. All of your player character’s skills and abilities – which improve as you advance in level – are determined based on those first two choices. The one exception is a single additional skill of your choosing that you can add to represent your characters background and the type of character you want to play. This skill will also improve as you advance in level.

Some objections that I hear to removing feats: “Feats are the principle means for customizing my character. Won’t a total lack of build options and feats make all the characters the same? How will I make a character that is unique and matches my vision of the character I want to play?”

My answer to these objections is that the characters that people played in the First and Second editions were as varied as 90% of the characters being played in later editions. You vision of your character and how you actually play that character has more to do with the type of character than any combination of feats and skills. Furthermore, I find that most players tend to choose the same feats all of the time. Rather than attempting to make a character that has a fun story they tend to design characters for maximum combat effectiveness. To eliminate feats and have D&D v3.5 play more like the early versions of the game, I provide each different character class with its own set of special abilities. Many of these abilities are identical to feats. As the character advances in level additional abilities are added. For this to work, you can not play a multiclass character. All characters become iconic D&D characters. These are the eleven core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class.

D&D 3.5 – Replacing Attacks of Opportunity

Wizards of the Coast admits on their website that “Arguments about attacks of opportunity happen frequently.” I seriously considered eliminating them altogether, but that creates problems of its on. For instance, in D&D v3.5 there is nothing other than attacks of opportunity (AoO) that would prevent a hero from walking past a row of armed guards to get to the wizard they are protecting. My proposal to eliminate AoO and to simplify combat is this: Don’t allow anyone to pass through a threatened square. Also, don’t allow anyone to perform non-attack actions within a threatened square. That is too simple, of course, so we will allow you to do any of these things if you make a successful ability check – what I call a “heroic action.” Below is from my Dungeons and Dragons Lite house rules.

There are no Attacks of Opportunity. Ignore all references in the PHB to Attacks of Opportunity and use this rule instead.

Definition of a threatened square: A creature threatens all squares into which it can make an armed melee attack.

In a combat round your character can enter or exit a threatened square, but you must use a heroic action to enter and then exit (pass through) one or more threatened squares. (Refer to my previous Heroic Actions post.)

While within a threatened square the only thing you are allowed to do is attack with a melee weapon you have in your hand. Anything else you may want to attempt will require a successful heroic action check.

WITHIN A THREATENED SQUARE
Some of the things that require a heroic action to accomplish while within a threatened square are:

  • Attack with (or load or prepare to attack with) a ranged weapon, including splash weapons
  • Cast a spell, read a scroll, drink a potion or apply an oil
  • Pick up, retrieve, draw or store an item (including weapons)
  • Deliver a coup de grace
  • Escape from a net or any other entanglement
  • Light a torch or perform any other non-combat activity other than speaking

MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You can attempt the desired action.
FAILURE: You loose your turn.

MOVING THROUGH THREATENED SQUARES (a move action)
As part of your move action, you enter into a threatened square and proceed out the other side. You may want to use this to get past armed guards to reach the magic user they are guarding, or to attack someone armed with a reach weapon.
MODIFIER: Tumble modifier
DC MODIFIER: +5, +2 for each additional opponent after the first one
SUCCESS: You tumble through the threatened squares. Your move rate for your entire move is 1/2 your normal move rate.
OPTIONS: Add +2 to the DC to move at your normal move rate.
FAILURE: Failure results in your move ending inside the first threatened square you enter.

Note regarding reach weapons: When your opponent is using a reach weapon, you must use a heroic action to pass through a threatened square in order to attack him. Otherwise, your move must end when you enter the threatened square.

These rules apply only to squares that are threatened by your opponents. There are no restrictions on your activity within squares that are only threatened by your allies.

D&D 3.5 – Heroic actions

This is an excerpt from my D&D Lite rules. It is a house rule intended to simplify D&D v3.5 special combat rules.

Special attacks become “heroic actions” which are level checks. This one mechanic replaces the rules for: Bull rush, Disarm, Grappling, Overrun, Sunder, Trip and others. It allows for other special attacks and actions as well.

The reasons for this change:
1) To reduce the number of complex rules – making the game easier, faster and more fun. We don’t want to be looking up the rules all of the time. The last thing anyone wants is for someone to not use a special attack because they think that the rule makes it too difficult to use.
2) Combat is not all about running through a series of trained moves like an automaton. A successful warrior seizes every opportunity to give him an advantage and makes use of the environment to give him an edge. Heroic actions can be anything from throwing sand in an opponent’s eyes, swinging on a chandelier or pushing opponents back 10 feet and off a cliff. Any class can attempt a heroic action. Heroic actions do not do damage per se but rather do damage as dependent on environment or impact, so pushing someone over a cliff does damage… as does setting fire to them.

A heroic action check is a level check to which the character will add an ability or skill modifier. The DC is 10 + the creature’s Challenge Level + any additional modifiers that may apply.

To perform a heroic action check:
First name what you intend to do and the effect you want to achieve. The DM will determine and tell you the DC. You then roll 1d20 and add your character level. To this you can add certain modifiers. Examples of possible modifiers are given below. The Difficulty Class (DC) for heroic actions is 10 + the challenge level (CL) of your opponent + modifiers (if any).  If your total matches or exceeds the DC your heroic action succeeds.

The following rules apply to heroic actions:
1.    A heroic action may be a move action, an attack action, or a full round action.
2.    You may only attempt one heroic action per round.
3.    You must declare the heroic action before you roll.
4.    The heroic action must be within the reasonable ability of your character to perform, given the character’s level and the enemy’s size and power.
5.    You can not take 10, or take 20 on a heroic action check
6.    If you roll a natural 1 your attempt fails regardless of any bonuses.
7.    A roll of a natural 20 is always a success.

The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.

DISARM (an attack action)
Disarming attacks include called shots to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, and using the flat of a blade to smack a weapon from an enemy’s hand.
MODIFIER: Dex modifier
DC MODIFIER: the defenders Dex modifier
SUCCESS: Your opponent drops his weapon. The weapon is knocked out of reach (but still within his 5 foot square) so he must move to retrieve it and cannot simultaneously attack on its next round (unless he chooses to fight unarmed or draw a new weapon).
OPTIONS: Add +2 to the DC to knock your opponent’s weapon 5 ft away. To retrieve it, he will have to use his entire next round. Add another +2 for each additional 5 ft.
FAILURE: Your opponent maintains a firm hold on his weapon.

PUSHBACK (an attack action)
Pushbacks include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, any attempt to use brute strength to force-fully move an opponent is considered a pushback. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapel’s stained-glass window, and so on will allow the creature a reflex save.
MODIFIER: Str Modifier
DC MODIFIER: the defenders Str modifier
SUCCESS: The opponent is pushed back a few feet – enough space to open access to a door or staircase the target was defending.
OPTIONS: Add +2 to the DC to push your opponent back 5 ft. Add an additional +2 for each additional 5 ft attempted.
FAILURE: Your actions do not result in moving the opponent from his position.

TRIP OR THROW (an attack action)
Trips and throws include any attempt to knock an enemy off its feet. Whether it’s hooking an enemy’s leg, stabbing a kneecap, knocking an opponent off-balance, sweeping an enemy’s legs, or some other maneuver, these heroic actions allow the warrior to knock an enemy prone, limit his movement, and potentially keep him down.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: The attacker can knock the defender off- balance. The defender is knocked prone and must spend its next move action standing up. Remember that melee attacks against a prone opponent receive a +4 bonus.
OPTIONS: Add +2 to the DC to knock the opponent down and throw him up to 5 feet away so he must spend its next round standing.
FAILURE: The opponent may stumble, but catches himself and doesn’t fall.

SPRING ATTACK (a full round action)
You move  both  before  and  after  the  attack, provided that your total distance  moved  is  not  greater  than your speed and you are attacking with a melee weapon. You may want to run past, swinging your sword as you pass. You may want to fly by (if you are able to fly), or swing past on a rope or chandelier, or jump over. If successful, you move at twice your normal move rate and may use a single melee attack against your foe as you pass.
MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You run or swing past your opponent and deliver one melee attack.
OPTIONS: You can attempt to run past and attack more than one opponent (up to the maximum number of attacks you are allowed in one round) for a +2 to the DC for each additional opponent.
FAILURE: Your move ends in the first square adjacent to your foe. You may still attack but you receive a -4 circumstance penalty on your attack.

GRAPPLE (an attack action)
If you succeed the creature can pull free from the hold, on his turn, with an opposed strength check. While engaged in grapple both you and your opponent lose your Dex bonus to your AC.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: You grab and hold the creature. You do not damage the creature but the only actions he can take until he escapes are to try to pull free. In future rounds, you can release the creature and back away 5 feet with no penalty, or continue the hold from round to round until the creature pulls free.
OPTIONS: Add +2 to the DC to pin your opponent to the floor, or otherwise keep him immobile, or move with him at half of your normal move rate. The creature will get a -4 penalty on opposed strength checks until you release him.
FAILURE: You are pushed back and your opponent suffers no penalties on his next turn.
SPECIAL RULES FOR GRAPPLING LARGER CREATURES:
For an attacker to successfully grapple a creature one or more size categories larger than himself there must be multiple attackers. Until all successful opponents added together have roughly the same size/ mass as he does, the attacked creature doesn’t loose his Dex bonus, and he can make multiple opposed strength checks to remove the attackers as a free action on his turn. The grappled creature makes concentration checks at -2 for each opponent that is currently grappling him.
For grappling a creature with multiple limbs or other strange configuration the DM will decide on whether grappling is even possible, and if it is what the impacts are.