D&D: New Classes

Elven Noble - class

During the First Flowering, the Crown Wars, and most of the Founding Times, both the Coronal and his clan heads were supposed to be War-leaders, as well as Judge, Sage, and (minor) initiate in the Art. Although fights between elven kingdoms were rare during the Flowering, Orcs, Dragons, Giants, and other dangers forced any leader to be trained in battle. If this training had a flaw, it was that it did not create an expert, but somebody trained in many different fields.

During the Crown Wars the importance of Warleader became more and more the focus of this training, but during the Founding Times Lore, Law, and Art again were part of the curiculum. This long tradition was broken in Cormanthy where select houses of a Clan led with a seperate WarLeader-Judge and Mage-Sage. Now-a-days only a few Clans follow this ancient custom: some Copper elves in the forest of Thetyr, some Gold elves from lost Illefarn (now living on Evermeet), and some Silver elf Clans scattered around the Sword Coast.

Hit Die: 1d8

Special: This class is a prefered elven class and as such is used identically to the wizard class when computing multi-class xp penalties.

Class Skills: Appraise (Int), Balance (dex), Bluff (Cha) or Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha) or Perform (Cha), Jump, Knowledge (Arcana, Geography, History, Nobility) (Int), Knowledge (Nature) (Int) or Spellcraft (Int), Listen (Wis), Ride (Dex) or Swim (Str), Search (Int), Sense Motive (Wis), Speak Language or Survival (Wis), Spot (Wis), and Tumble (Dex)
Note that several skills are choices, depending on elven sub race and Clan. A bossy Gold elven Clan in deep forests would take Bluff, Intimidate, Knowledge (Nature) and Survival, while a Moon elf near human, gnome, and dwarven settlements would select Craft, Perform, Spellcraft, and Speak Languages.

Skill Points: 6+Int modifier

Class Features

Lvl Attack          Fort Rflx Will Special
 1  +1               +2   +2   +0  Weapon Focus, Politician
 2  +2               +3   +3   +0  Familiar, Magic-1
 3  +3               +3   +3   +1  Lore
 4  +4               +4   +4   +1  Arcane Defense
 5  +5               +4   +4   +1  Magic-2
 6  +6/+1            +5   +5   +2  Bonded Familiar
 7  +7/+2            +5   +5   +2  Movement
 8  +8/+3            +6   +6   +2  Recognise Imposter, Magic-3
 9  +9/+4            +6   +6   +3  Iron Will
10  +10/+5           +7   +7   +3  
11  +11/+6/+1        +7   +7   +3  Magic-4
12  +12/+7/+2        +8   +8   +4
13  +13/+8/+3        +8   +8   +4  Leadership
14  +14/+9/+4        +9   +9   +4  Magic-5
15  +15/+10/+5       +9   +9   +5  
16  +16/+11/+6/+1   +10  +10   +5
17  +17/+12/+7/+2   +10  +10   +5  Arcane Mastery, Magic-6
18  +18/+13/+8/+3   +11  +11   +6
19  +19/+14/+9/+4   +11  +11   +6
20  +20/+15/+10/+5  +12  +12   +6  Magic-7

Politician: either Negotiator or Persuasive

Magic: Mage or Sorcerer caster level +1 (standard exclusion rules),

Familiar: If the character can get a familiar through another class, and she doesn't have a familiar yet, she can instead take an 'Improved Familiar'.
Elven Noble levels stacks with Mage/Sorcerer levels for familiar improvements.

Lore: qv Bardic Lore, modified by Int and class level

Movement: either Mounted Combat or Run or Treetopper


Derived from the Ranger class. It shouldn't be any more powerfull than that. The ranger has 19 skills, 1d8 HD, best BAB, 2 good saves, favorite opponents, favorite fighting style, favorite environment, minor spell power, minor unique capability (track), and evasion on 9th level.

The Noble has slow Wizard/Sorcerer progression (max CL 7), better spell selection, but fewer high(er) level spells.

These skills enhanced the elven senses (Spot, Listen), how to move with speed and grace through the forest (Balance, Jump, Tumble, Swim, Ride), Judging and Ruling (Gather Info, Sense Motive, Diplomacy, Appraise), Sage on applicable fields (Arcana, Geography, History, Nobility, Nature or Spellcraft) and choices to adapt this class to different clans/circumstances.

Path of Nature (Naturalists)

Druids are common in the western lands of Faerun, but they are very rare in Shou and its neighboors. True, shamans follow the path of spirits, Shugenja are close to the five elements, and the Heavenly Emperor has servants taking care of rivers, rice fields, and rain, but to become one of nature, to not listen but be, is a rarity.

A few of those that follow the Path of Enlightenment seek perfection by trying to fit within nature. Once they understand that, is their finding, to understand oneself is only a small step. So when in -551 DR (Kindred Spirits) Dhin Zhou, a Naturalist, found the hidden druidic circle of Jannath in Raumathar, a connection was made. It took almost 250 years, but in -312 DR (Jade Roses) the great-druid Brochlund traveled to Shou to welcome those who wished as brothers. It has to be noted that naturalists take a more 'natural' approach to combat than others on the Path of Enlightenment.

A Naturalist is a variant class of the Druid. The primary focus of a Naturalist is to become a better person, to fully understand why she acts like she does and then pick the right path. Helping and protecting nature and others is a close second, while becoming rich or famous has no priority at all. Naturalists are less 'primitive' than Druids, and focus some more suppleness, balance, and side stepping danger than harnessing 'the beast within'.

GAME RULE INFORMATION

Naturalists have the following game statistics.
   Abilities: Wisdom determines how powerful a spell a naturalist can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a naturalist must have a Wisdom score of 10 + the spell's level. A naturalist gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a naturalist's spell is 10 + the spell's level + the naturalist's Wisdom modifier.
   Alignment: Neutral good, lawful neutral, neutral, or chaotic neutral.
   Hit Die: d6.

Class Skills

The naturalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
   Skill Points: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: Naturalists are proficient with the following weapons: club, dagger, dart, kama, quarterstaff, dao (qv scimitar), sickle, shortspear, sling, sai, spear, and war fan. Naturalists are proficient with light armor (not shields) but are prohibited from wearing any armor or shield which has an armor check penalty. A naturalist who wears prohibited armor or carries a prohibited shield is unable to cast naturalist spells or use any of her supernatural or spelllike class abilities while doing so and for 24 hours thereafter.
   Spells: Like other spellcasters, a naturalist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see PHB Table 1- 1 pg 8). She gains access to two domains (see Spontaneous casting) and their granted powers. A naturalist may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
   Spontaneous Casting: A naturalist can channel stored spell energy into any of her domain spells. She can "lose" a prepared spell in order to cast any domain spell of the same level or lower. For example, a naturalist who has prepared repel vermin (a 4th-level spell) may lose it in order to cast remove disease (a 3rd-level spell of the Compassion domain).
   Chaotic, Evil, Good, and Lawful Spells: A naturalist can't cast spells of an alignment opposed to her own. Bonus Languages: A naturalist's bonus language options include Sylvan. A naturalist also knows Druidic, a secret language known only to druids (and naturalists), which she learns upon becoming a 1stlevel naturalist. Druidic is a free language for a naturalist. Naturalists are forbidden to teach this language to nondruids. Druidic has its own alphabet.
   Seeing the Path: As a naturalist takes her steps on the Path, she becomes more aware of what happens around her, who she is, and her place in nature. She can select one of the following feats: subduing strike, alertness, negotiator, slippery mind, or any exalted feat.
   Woodland Stride (Ex): Starting at 2nd level, a naturalist may move through any sort of mundane undergrowth at her normal speed and without taking damage or suffering any other impairment.
   Trackless Step (Ex): Starting at 3rd level, a naturalist leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.


Level BAB Frt Rfl Wil Special          Spells per day
  1st  +0  +0  +2  +2 Seeing the Path  3 1
  2nd  +1  +0  +3  +3 Woodland stride  3 2
  3rd  +2  +1  +3  +3 Trackless step,  3 2 1
                      Evasion
  4th  +3  +1  +4  +4                  4 3 2
  5th  +3  +1  +4  +4 Still mind       4 3 2 1
  6th  +4  +2  +5  +5                  4 3 3 2
  7th  +5  +2  +5  +5 Purity of body   4 4 3 2 1
  8th  +6  +2  +6  +6                  5 4 3 3 2
  9th  +6  +3  +6  +6 Venom immunity   5 4 4 3 2 1
 10th  +7  +3  +7  +7 Seeing the Path  5 4 4 3 3 2
 11th  +8  +3  +7  +7                  5 5 4 4 3 2 1
 12th  +9  +5  +8  +8                  5 5 4 4 3 3 2
 13th  +9  +4  +8  +8                  6 5 5 4 4 3 2 1
 14th +10  +4  +9  +9                  6 5 5 4 4 3 3 2
 15th +11  +5  +9  +9 Timeless body    6 5 5 5 4 4 3 2 1
 16th +12  +5 +10 +10                  6 6 5 5 4 4 3 3 2
 17th +12  +5 +10 +10                  6 6 5 5 5 4 4 3 2 1
 18th +13  +6 +11 +11                  6 6 6 5 5 4 4 3 3 2
 19th +14  +6 +11 +11 Seeing the Path  7 6 6 5 5 5 4 4 3 2
 20th +15  +6 +12 +12 Perfect self     7 6 6 6 5 5 4 4 3 3

Evasion (Ex): A successful Reflex saving throw against an attack that normally deals half damage on a successful save results instead in no damage. Evasion can be used only when wearing no or light armor. A helpless naturalist does not gain the benefit of evasion.
   Still Mind (Ex): A naturalist of 5th level or higher gains a +2 bonus on saving throws against 'mind affecting' spells and effects, since her meditation and training improve her resistance to such attacks.
   Purity of Body (Ex): At 7th level, a naturalist gains control over her body's immune system. She gains immunity to all diseases except for supernatural and magical diseases.
   Venom Immunity (Ex): At 9th level, a naturalist gains immunity to all poisons.
   Timeless Body (Ex): Upon attaining 15th level, a naturalist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the naturalist still dies of old age when her time is up.
   Perfect Self (Ex): At 20th level, a naturalist has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider. Unlike other outsiders, the naturalist can still be brought back from the dead as if she were a member of her previous creature type.

Example Oriental Deity

Guan-Yin: (NG) Goddess of love, compassion and mercy; the protector of women and children, champion of the unfortunate, guardian of fishermen, and rice goddess. The central mantra of her faith is that giving is more important then receiving, that nobody is lost forever, and that self sacrifice is a virtue.

The 'church' of Guan-Yin doesn't exist as such. She's venerated in most households, and several temples exist, as do wandering mystics, but no central authority is needed (or wanted). Her goodness is so strong that even the infernal planes become better should she go there - she can break a karmic circle if she wants.

Domains: Compassion, Family, Ocean, Plant, Good

Compassion Domain

Granted Power: You gain Nonlethal Substitution as a bonus feat.

  1. Resurgence
  2. Close Wounds
  3. Remove Disease
  4. Panacea
  5. Break Enchantment
  6. Atonement
  7. Fortunate Fate
  8. Restoration, Greater
  9. Miracle