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Requires the use of the

Dungeons & Dragons®


Player’s Handbook
Fantasy Player’s Companion
Core Class Variants

Introduction
While the classes presented in the entries for one or more of the following top-
Player’s Handbook are suitable for almost ics. If an entry does not appear, use the
any fantasy campaign imaginable, many material for the class as presented in the
players and DMs enjoy using customized Player’s Handbook.
classes that are designed for purposes far Alignment: Changes to the class’s
more specific than, for example, the stan- alignment restrictions.
dard cleric. It is for the use of those players Hit Die: Changes to the class’s Hit Die.
and DMs that this PDF has been written. Base Attack Bonus: If the class uses a
With your DM’s permission, you can different base attack bonus, this entry gives
use any one of these variant classes in place the column to use (good, average, or poor).
of the standard class of the same name. Base Save Bonuses: If the class has a
Depending on the campaign world, variant different mix of good and poor saves, this
classes may exist side by side with standard entry gives the appropriate column for each
classes, or they may replace standard class- save.
es entirely. The variant classes included in
Class Skills: Additions or subtractions
this PDF expand upon the selection avail-
from the class skill list, and/or changes to
able in the original source for this open
the number of skill points gained per level.
game content concept.
Class Features: Changes, additions, or
This PDF presents eleven variant ver-
subtractions to the class’s special features,
sions of the character classes in the Player’s
including spellcasting.
Handbook. Each fully detailed variant has

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Open Game Content sionally in the roleplaying game industry


All of the text of this PDF is presented since 1995. In that time he has worked for
as open game content. While this means such companies as Atlas Games, Privateer
absolutely nothing to your campaign it does Press, and Steve Jackson Games. Today
give other publishers permission to use this Philip spends his days at home running
material as long as they follow the open Ronin Arts, writing and designing new
game license (see the end of this PDF). games, and reading whatever books interest
him at the time. To learn more about Philip
About The Author Reed – and Ronin Arts – please visit
Philip Reed has been working profes- www.creationcrash.com.

the variants
BARBARIAN VARIANT:
DESTROYER OF MAGIC
In some barbarian cultures, magic is an Fear of Magic: The destroyer of
evil, terrible force that must be destroyed at magic’s fear and distrust of magic is so
all costs. Such barbarians feel ill at ease great that they will not use any magic item
around magic and practitioners of magic, or take a level in any spellcasting class.
finding it difficult to remain with such indi- This deep fear of magic is so great that a
viduals for any length of time. In their eyes, destroyer of magic, when damaged by any
magic and those who use magic are evil and spell or magic weapon, must make a Will
must be destroyed – the actions and align- save (DC 10 + damage suffered) or suffer
ment of the practitioner of magic do little to an additional 1d4 points of damage.
change this extreme viewpoint. Rage (Ex): A destroyer of magic’s rage
Destroyers of magic can, over time, ability follows the normal progression of a
learn to cope with magic though they will standard barbarian but, when combating a
always distrust magic and those who use it. spellcaster or one armed with a magical
Base Save Bonuses: The weapon or armor, the rage enhance-
destroyer of magic has Good ment values are increased by an
Will saves, but poor additional +2 and the rage lasts a
Fortitude and Reflex number of rounds equal to 4 +
saves. the character’s (improved)
Constitution modifier.
Class Features Damage Reduction (Ex):
The destroyer of magic Destroyer’s of magic do not pos-
has all of the standard barbarian sess this ability.
class features, except as noted Destruction of Magic (Ex):
below. At seventh level, the destroyer of
magic gains the ability to destroy

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magic items excluding artifacts. For pur- item – it is completely eliminated and can
poses of this ability magic items are never be repaired. An item must be targeted
assumed to have 10 hit points +1/500 gp of and the damage must be inflicted in one
value (round up). A destroyer of magic that round – damage from an earlier round or
inflicts enough damage in a single attack to attack does not carry over.
surpass an item’s “hit points” destroys that

BARD VARIANT:
MYSTIC MUSICIAN
The mystic musician relies more heavi- wizards. Use the wizard spells per day –
ly on musical instruments than standard and rate of spell acquisition – as detailed in
bards. Spending more time in training with the Player’s Handbook.
their instruments, and less time in the other The casting time of all spells cast by
pursuits most bards enjoy during their mystic musician are increased to 5 standard
younger years, the mystic musician is a less rounds during which time the mystic musi-
skilled fighter than a standard bard. They cian must be playing the spell on his
make up for this lack of martial training favored instrument (see below).
with their improved arcane abilities. Favored Instrument: At 1st level, the
Hit Die: The mystic musician uses a d4 mystic musician selects one type of instru-
for his Hit Die (and has hit points at 1st ment as his favored instrument. All spell-
level equal to 4 + Con modifier). casting and bardic music uses performed by
Base Attack Bonus: The mystic musi- a mystic musician must be orchestrated
cian’s lack of combat experience and train- through the playing of this favored instru-
ing means that he uses the poor base attack ment. Without the instrument the mystic
bonus. musician cannot cast spells or use his
bardic music ability.
Class Features The mystic musician gains a +4 circum-
The mystic musician has all of the stan- stance bonus to any Perform checks made
dard bard class features, except as noted with his favored instrument. This bonus
below. stacks with one other circumstance bonus
Weapon and Armor Proficiency: of the mystic musician’s choice.
Mystic musicians are proficient with the Signature Instrument: At 5th level the
club, dagger, heavy crossbow, light cross- mystic musician selects a specific instru-
bow, and quarterstaff, but not with any type ment as his signature instrument. This must
of armor or shield. Armor of any type inter- be of the same type as his favored instru-
feres with the mystic musician’s playing of ment and, while it must be of masterwork
musical instruments, which can cause his quality, it cannot be a magically enhanced
spells. instrument.
Spellcasting: Mystic musicians, spend- The save DC – and damage – of a spell
ing more time focusing on arcane study cast through the use of the mystic musi-
than other bards, learn and cast spells fol- cian’s signature instrument is increased by
lowing the progression usually limited to 5.

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SIGNATURE INSTRUMENT SPECIAL ABILITIES


The following list of instruments – and suggested special abilities for each one when
selected as a signature instrument – is a small sample intended to be expanded by the DM
and players. These are only a very few of the types on instruments available to the mystic
musician.

Flute
This long, lightweight wind instrument is very portable and an excellent choice for an
adventuring mystic musician.
Note of Detection: As a free action, once per day, the mystic musician may play a single
note on the flute. This note instantly casts detect magic as a spellcaster of the mystic musi-
cian’s class level.
Light, Harmonious Journey: The mystic musician may play his flute as he and his com-
panions journey overland. The group moves at a forced march rate but is not tired by the
effort (no chance of nonlethal damage and no need for Constitution checks).

Harmonica
An ideal signature weapon, the harmonica is very small and slips into a pocket.
Friendly Tune: Once per day the mystic musician may play this short tune for two min-
utes. The song calms those within hearing of the mystic musician – their attitude shifts one
step in the musician’s favor.
Greater Courage: At 6th level, the morale bonus of the mystic musician’s bardic knowl-
edge ability, inspire courage, is increased by +1.

Lute
This string instrument is popular with mystic musicians because of its small size and the
availability of new strings. The lute is a very common instrument.
Greater Courage: The morale bonus of the mystic musician’s bardic knowledge ability,
inspire courage, is increased by +1.
Lullaby: At 6th level, once per day, the mystic musician may cast sleep as a standard
action as if he were a 10th level arcane spellcaster. At 12th level the number of HD of crea-
tures affected by the lullaby ability is increased to 6 and then to 8 at 18th level.

A signature instrument grants the mystic points per mystic musician level; success
musician special abilities See the box for a reduces this cost to one-half. A mystic musi-
listing of suggested instruments and special cian’s experience total may never be reduced
abilities. below 0 by loss or destruction of a signature
If the signature instrument is lost or instrument.
destroyed the mystic musician must attempt a A lost or destroyed signature instrument is
Fortitude saving throw (DC 15). If the save replaced when the character gains his next
fails the mystic musician loses 100 experience level as a mystic musician.

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CLERIC VARIANT:
TEMPLE DEFENDER
This warrior priest has studied his entire level equal to 10 + Con modifier).
life and, if only he had been more diligent
in his training and less tempted by impure Class Features
thought, would have become a paladin. The temple defender has all of the stan-
Temple defenders are powerful, deeply reli- dard cleric class features, except as noted
gious guards who attempt to redeem them- below.
selves for some past mistake that they feel Weapon and Armor Proficiency:
has cost them their chance at greatness. Temple defenders are proficient with all
A temple defender is, after serving his simple and martial weapons, with all types
god for some time, released into the world of armor (heavy, medium, and light), and
and charged with the task of defending all with all shields.
temples and worshippers of the god from Temple defenders may also select their
harm. A temple defender is a wanderer, deity’s favored weapon as per the rules
always moving from place to place and included in the Player’s Handbook.
always spurred on by his past misdeeds and Bonus Feats: At 1st level, a temple
mistakes. defender gets a bonus feat selected from the
Alignment: Temple defenders may fighter bonus feat list in the Player’s
never be of any lawful alignment. Handbook. The temple defender gains a
Hit Die: The temple defender uses a d10 second bonus feat at 2nd level and then one
for his Hit Die (and has hit points at 1st more every two levels after that.

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Protect Followers (Su): At 1st level, the his temple defender level.
temple defender gains a +4 divine bonus to Lay on Hands (Su): At 5th level the tem-
all saving throws, attack rolls, and damage ple defender gains a variant of the paladin’s
rolls made as long as he is in the midst of pro- lay on hands special ability. A temple defend-
tecting followers of his god. er with a Wisdom score of 12 or higher can
Spellcasting: A temple defender pro- heal the wounds of others by touch. Each day
gresses in spellcasting abilities at a slower he can heal a total number of hit points equal
rate than normal clerics. The temple defend- to his temple defender level x his Wisdom
er does not gain access to spells until he bonus. The temple defender may not heal
reaches second level and from then on casts himself with this ability.
divine spells as if he were a cleric of one-half

DRUID VARIANT:
KEEPER OF THE SEED
The keeper of the seed is the last surviv- surviving the terrible conflict that killed his
ing member of his druidic circle. A terrible brothers and escaping the massacre, has
evil, either a marauding band of goblins, an proven himself a survivor. In all instances in
evil wizard, or some other terrible force, which the keeper of the seed is reduced to 0
destroyed the grove the keeper of the seed hit points or fewer he may make a Will sav-
once defended. In the massacre, the keeper of ing throw (DC 25) and on a successful check
the seed’s fellow druids were slaughtered. he is at 1 hit point and has discovered a
As the battle drew to a close, the keeper of means of escape (within reason – DM’s judg-
the seed was entrusted with a locket within ment is required).
which was an enchanted seed. It is now the The Seed (Su): The locket and seed the
keeper of the seed’s responsibility to not only keeper carries are bound to his life force. If
bring the villains to justice but to also achieve the keeper is slain before the seed is within
enough power to protect a new grove that is the ground for two full years, the seed is com-
to be grown from the enchanted seed that he pletely destroyed and worthless. If the seed is
carries. destroyed, or the result of its planting and
Hit Die: The keeper of the seed uses a growth is destroyed, the keeper must make a
d10 for his Hit Die (and has hit points at 1st Will save (DC 30) or be instantly killed. On a
level equal to 10 + Con modifier). successful check the keeper of the seed
immediately loses one-half of his experience
Class Features points and may advance no further as a keep-
The keeper of the seed has all of the stan- er of the seed or a druid.
dard druid class features, except as noted The Growth (Su): Once planted and
below. grown, the growth grants the keeper of the
Animal Companion (Ex): The keeper of seed strength. For each full year the growth is
the seed does not get an animal companion healthy and unharmed, the keeper of the seed
until he has planted the enchanted seed and gains a permanent +1 bonus to any one attrib-
protected the growth for one full year. ute of his choice and 1,000 bonus experience
Survivor (Ex): The keeper of the seed, by points.

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FIGHTER VARIANT:
ROYAL GUARD
The royal guard is a trained soldier as Class Features
skilled in diplomacy and manners as he is The royal guard has all of the standard
combat. Royal guards wear lighter armors fighter class features, except as noted
and, frequently, wear leather or no armor so below.
that they may blend in amongst the nobles
Bonus Feats: A royal guard doesn’t
and servants of the court.
gain the normal fighter bonus feat at 1st
Class Skills: Add Diplomacy, level. Starting at 2nd level, the royal guard
Knowledge (nobility and royalty), Perform gains bonus feats like a standard fighter.
(any), and Sense Motive to the royal Also, add Negotiator to the list of fighter
guard’s list of class skills. Eliminate Handle bonus feats available to the royal guard.
Animal from the royal guard’s list of class
Watchful Guard (Ex): The royal guard
skills.
is trained to watch for assassins and gains a
The royal guard gains skill points per +2 bonus on all Spot and Listen checks.
level equal to 4 + Int modifier (and has this Additionally, a rogue’s sneak attack special
number x4 at 1st level). ability may not be attempted on a target
within 5 ft. + 2 ft./level of the royal guard.

MONK VARIANT:
POSSESSED
The possessed monk is tied to the spirit Bonus Feats: The possessed monk does
of a once-great monk – a long-dead ances- not gain bonus feats.
tor. The possessed monk is guided by the Susceptibility to Turn and Rebuke
spirit and, in the heat of battle, is totally Undead (Su): As one possessed, the pos-
consumed by his ancestor. A possessed sessed monk can be harmed by the turn and
monk is distant and has a difficult time rebuke undead special ability of clerics
making friends. The possessed monk feels (and others with those abilities). If targeted
uncomfortable around good-aligned char- with either turn or rebuke undead the pos-
acters and paladins and is often mistaken to sessed monk must make a Will save (DC 15
be an evil entity. + level of the cleric) or suffer two points of
Hit Die: The possessed monk uses a d6 damage per level of the cleric. On a suc-
for his Hit Die (and has hit points at 1st cessful save the possessed monk is stunned
level equal to 6 + Con modifier). for 1d4 rounds.
A possessed monk is immune to further
Class Features turn or rebuke attempts by that cleric for a
The possessed monk has all of the stan- period of 24 hours. Attempts by other cler-
dard monk class features, except as noted ics affect the monk as described above.
below.

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Possession (Su): All of the possessed Unnatural Aura (Su): At 9th level, the
monk’s powers and abilities stem from the possessed monk’s true form becomes more
spirit which possesses him. As the pos- apparent. Wild and domesticated animals
sessed monk earns levels he also, at times can sense the presence of the possessed
and in addition to the standard monk abili- monk at a distance of 20 feet and will not
ties, gains powerful new abilities from the willingly approach nearer than that. Wild
spirit which possesses him. and domesticated animals within 20 feet of
Ghostly Scream (Su): A possessed monk the possessed monk become panicked and
of 3rd level or higher can, once per day, remain panicked as long as they are within
unleash a sonic attack that affects all char- that range.
acters and creatures of 4 HD or less. Those Ghost Strike (Su): A possessed monk, at
within a 100-ft. radius of the possessed 12th level, causes 1 point of Charisma drain
monk must succeed a Will saving throw each time it hits with a touch attack. On
(DC 10 + the possessed monk’s level) or each such attack, it gains 2 temporary hit
become panicked for a number of rounds points. At Charisma 0, a creature dies.
equal to the possessed monk’s level. This is Greater Ghostly Scream (Su): Starting
a sonic, mind-affecting fear attack. Whether at 15th level, the possessed monk’s ghostly
or not the save is successful, an affected scream may be used twice per day and
character or creature is immune to this abil- affects those with 8 of fewer HD.
ity for 24 hours. Negative Energy Strike (Su): At 20th
Frightful Presence (Su): Starting at 6th level, once per day, the possessed monk
level, once per day, a possessed monk may automatically deals one negative level on a
reveal his spirit form. Characters and crea- successful touch attack. The Fortitude save
tures within 40 feet and with less HD than is remove a negative level has a DC of 22.
the possessed monk must succeed on a Will The save DC is Charisma-based. For each
save (DC 25) or become panicked for 2d4 such negative level bestowed, the possessed
rounds. monk gains 5 temporary hit points.

PALADIN VARIANT:
HOLY PROTECTOR
The holy protector, a paladin even more equal to 12 + Con modifier).
righteous and just than the normal paladin, Base Save Bonuses: The holy protector
strives to become one with his god. The holy has Good Will saves, but poor Fortitude and
protector, by proving his worth, is charged Reflex saves.
with divine energy bestowed directly upon
him by his chosen deity. Class Features
Holy protectors are quite rare and fre- The holy protector has all of the standard
quently hunted by blackguards, paladins of paladin class features, except as noted below.
slaughter, paladins of tyranny, and other Lay on Hands (Su): The holy protector’s
agents of evil. lay on hands ability is identical to that of a
Hit Die: The holy protector uses a d12 for normal paladin except that it may only be
his Hit Die (and has hit points at 1st level used on others and never on himself.

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Aura of Courage (Su): Identical to the from his alignment is, the holy protector’s
paladin’s aura of courage ability except the punishment is far worse. If a holy protector
hold protector gains this ability at 1st level. ever willingly commits an evil act, or strays
Divine Touched (Su): The holy protec- in any way from his alignment, he immedi-
tor bears the mark of his god on his fore- ately loses one-half of his experience points
head, placed there directly by his god. and is stripped of all of his class abilities.
Beginning at 2nd level, once per day, the Additionally, the mark of his god becomes
holy protector may summon divine power a blackened patch of skin that cannot be
directly from his god, gaining bonuses removed through any means of power less
identical to that of a barbarian’s rage ability than a deity.
for a number of rounds equal to 4 + the holy A holy protector may never fully redeem
protector’s Charisma modifier. himself and can, at best, become a normal
Strict Code of Conduct: As strict as the paladin.
normal paladin’s punishment for straying

RANGER VARIANT:
STALKER
The stalker is a hunter of humanoids, simple and martial weapons, with all types
skilled at tracking his prey across unex- of armor (heavy, medium, and light), and
plored lands and through the most densely with all shields.
packed of cities. The stalker relies upon his Animal Companion: Stalkers do not
skills, experience, and contacts to find and have animal companions.
capture those wanted by legal or illegal Urban Tracking: In addition to the
groups and agencies. Track feat, the stalker also gains the Urban
Stalkers are also sometimes refered to as Tracking feat at 1st level (see box).
bounty hunters. Favored Enemy: The stalker does not
Hit Die: The holy protector uses a d10 have a favored enemy.
for his Hit Die (and has hit points at 1st Contacts: If the variant contact rules are
level equal to 10 + Con modifier). being used (see Fantasy Player’s
Class Skills: Add Diplomacy, Gather Companion: Contacts), the stalker gains
Information, Intimidate, Knowledge contacts at the same rate as the bard (one
(local), Search, and Sense Motive to the contact every even level). If the DM is not
class skill list. using the variant contact rules the stalker
The stalker gains skill points per level gains a +4 unnamed bonus to all Gather
equal to 8 + Int modifier (and has this num- Information checks made in a large town
ber x4 at 1st level). (or larger) community.
Urban Stride (Ex): Starting at 8th
Class Features level, the stalker’s speed in an urban envi-
The stalker has all of the standard ranger ronment is increased by 5 feet.
class features, except as noted below. Camouflage (Ex): The stalker may use
Weapon and Armor Proficiency: this ability as detailed in the Player’s
Temple defenders are proficient with all Handbook and in any urban environment.

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Hide in Plain Sight (Ex): The stalker Player’s Handbook and in any urban envi-
may use this ability as detailed in the ronment.

Urban Tracking [General]


You can track down the location of missing persons or wanted individuals within
communities.
Benefit: To find the trail of an individual or to follow it for 1 hour requires a
Gather Information check. You must make another Gather Information check every
hour of the search, as well as each time the trail becomes difficult to follow, such as
when it moves to a different area of town.
The DC of the check, and the number of checks required to track down your quar-
ry, depends on the community size and the conditions:

Community Size DC Checks Required


Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2

Conditions DC Modifier
Every three creatures in the group being sought -1
Every 24 hours party has been missing/sought +1
Tracked party “lies low” +5
Tracked party matches community’s primary racial demographic +2
Tracked party does not match community’s
primary or secondary racial demographic -2

You can cut the time between Gather Information checks in half (to 30 minutes per
check rather than 1 hour), but you take a –5 penalty on the check.

If you fail a Gather Information check, you can retry after 1 hour of questioning.
The DM should roll the number of checks required secretly, so that the player does-
n’t know exactly how long the task will require.
Normal: A character without this feat can use Gather Information to find out
information about a particular individual, but each check takes 1d4+1 hours and
doesn’t allow effective trailing.
Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the
Gather Information check to use this feat.

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ROGUE VARIANT:
THIEF
The thief is a rogue who uses his skills to Class Features
steal materials belonging to others. Thieves The thief has all of the standard rogue
are criminals, always trying to stay one step class features, except as noted below.
ahead of the law and struggling to survive in
Weapon and Armor Proficiency: The
the cutthroat world of the criminal under-
thief is proficient with all simple weapons
world.
and light armor. The thief is not proficient
The thief is at home in a large city though with shields.
they often find themselves forced to lie low
Sneak Attack: The thief, while skilled at
in smaller areas. Many a thief has taken a job
sneak attacks, is less proficient at the tactic
with a merchant caravan or joined an adven-
than normal rogues. The damage of a thief’s
turing party in an attempt to escape capture.
sneak attack is 1d4 at 1st level and increases
Alignment: Any non-lawful. by 1d4 every two levels after the first.
Hit Die: The thief uses a d8 for his Hit Trapfinding: The thief does not have this
Die (and has hit points at 1st level equal to 8 ability.
+ Con modifier).
Trap Sense: The thief does not have this
Class Skills: Eliminate Tumble and any ability.
two of the following: Balance, Climb, Craft,
Contacts: If the variant contact rules are
Escape Artist, Forgery, Intimidate, Jump,
being used (see Fantasy Player’s
Perform, Profession, and Use Magic Device.
Companion: Contacts), the thief gains con-

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tacts at the same rate as the bard (one con- Criminal Accomplice: Starting at 6th
tact every even level). If the DM is not level, if the thief so wishes, he can locate a
using the variant contact rules the thief fellow thief to assist him in a job. This NPC
gains a +4 unnamed bonus to all Gather thief will always be of a level equal to one-
Information checks made in a large town half the player character’s thief level. There
(or larger) community. is a 3% chance/1,000 gp of loot that the
Fence: The thief, connected with the accomplice will turn on the PC thief. If a
criminal underworld, can find a buyer for PC thief makes a successful Sense Motive
stolen goods within a number of hours check (DC 10 + the level of the NPC thief)
dependent upon the size of the community he can reduce this % chance to 1%/1,000
he is attempting to sell the item in. Finding gp.
a buyer requires a Gather Information A criminal accomplice is an NPC that
check (see the table below for the DC). sticks around for one job only. Once the job
is completed he goes on with his life. The
Hours accomplice will not do anything that may
Community Size DC Required get himself killed but he will do almost any-
thing in his power to ensure that the job
Thorp, hamlet, or village 30 4d10
succeeds. An NPC accomplice expects one-
Small or large town 25 2d10
half of whatever loot is stolen and could
Small or large city 20 1d10 become an enemy if treated unfairly or bul-
Metropolis 15 1d4 lied by the PC.
There is a 1% chance that a criminal
Note: Particularly mean DMs will roll accomplice, after a successful burglary, will
this check for the thief character. A failed become a bonus contact for the PC (if the
check may result in the thief finding a variant contact rules are being used).
“buyer” who is actually an agent of the law.
The life of a thief is a dangerous one.

SORCERER VARIANT:
DEFORMIMANCER
The deformimancer augments his magi- Class Features
cal powers through self-mutilation. By The deformimancer has all of the stan-
injuring himself, the deformimancer’s dard sorcerer class features, except as noted
spells are more powerful. A deformimancer below.
is covered in numerous scars – evidence of
Familiar: Deformimancers do not have
his masochistic methods of sorcery.
familiars.
Alignment: Any non-lawful.
Frightening Appearance: The scarifi-
Hit Die: The deformimancer uses a d6 cation and self-mutilation of the deformi-
for his Hit Die (and has hit points at 1st mancer grants him a +4 circumstance bonus
level equal to 6 + Con modifier). on all Intimidate checks.
Class Skills: Add Intimidate to the
deformimancer’s list of class skills.

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Deformimancy: The deformimancer days have passed. If the check fails the sev-
casts spells like any other sorcerer though ered part may never be returned, not even
they have the ability to increase the power through magic or if the deformimancer is
of their spells by causing themselves harm. resurrected.
As a deformimancer increases in level his Self-Mutilation: Starting at 10th level,
spell-enhancing self-mutilation options the deformimancer may inflict damage on
expand. himself with a dagger or knife – of any
Scarification: Beginning at 1st level, a amount he chooses up to the maximum that
deformimancer may spend a full round to can be caused by the weapon. Each point of
cut himself with a knife or dagger. For damage increases the effective level of the
every point of damage inflicted by the cut – caster by one for any one spell cast within
the player may select the amount of damage the next 24 hours. The caster’s effective
up to the maximum possible with the level may not be increased by more than 6
weapon – the DC to save against a spell cast for the casting of any one spell. The dam-
by you within two rounds of the scarifica- age sustained due to this self-mutilation is
tion is increased by 2. permanent.
Minor Self-Mutilation: At 5th level, the Major Self-Mutilation: Beginning at
deformimancer may choose to sever a fin- 15th level, the deformimancer may sacri-
ger, toe, ear, or his nose. The severed body fice a limb by taking four full rounds to cut
part may then be used as a spell component the limb from his body with a knife or dag-
in the casting of any spell that causes dam- ger. Severing the limb boosts the deformi-
age, though it must be used within 30 min- mancer’s spellcasting abilities for 24 hours
utes of being cut from the caster’s body. – the caster’s effective caster level is
The damage of the spell is increases by 6d6 increased by +4 for that time. The sacri-
and, if the deformimancer succeeds a ficed limb cannot be restored through any
Spellcraft check (DC 20 + level of the spell means less than resurrection.
cast), the body part will regrow after 2d4

WIZARD VARIANT:
MILITANT MAGE
The militant mage is an arcane spell- wizard class features, except as noted
caster skilled in the art of combat. By sacri- below.
ficing spellcasting ability the militant mage Weapon and Armor Proficiency:
greatly improves his combat proficiency. Militant mages are proficient with all sim-
Hit Die: The militant mage uses a d6 for ple and martial weapons. The militant mage
his Hit Die (and has hit points at 1st level is proficient with light and medium armor
equal to 6 + Con modifier). and shields (except tower shields).
Class Skills: Add Intimidate to the mil- Due to their training, militant mages
itant mage’s list of class skills. may cast spells that require a somatic com-
ponent while wearing light or medium
Class Features armor without suffering the normal arcane
The militant mage has all of the standard spell failure chance.

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Fantasy Player’s Companion
Core Class Variants

Bonus Feats: At 1st level, a militant Spellcasting: A militant mage progress-


mage gets a bonus feat selected from either es in spellcasting abilities at a slower rate
the fighter bonus feat list in the Player’s than normal wizards. The militant mage
Handbook or a metamagic feat or Spell does not gain access to spells until he
Mastery. The militant mage gains a second reaches second level and from then on casts
bonus feat at 3rd level and then one more arcane spells as if he were a wizard of one-
every three levels after that (6th, 9th, 12th, half his militant mage level.
15th, and 18th).
Familiar: Militant mages do not have
familiars.
OPEN GAME LICENSE Version 1.0a to the Open Game License by the not to indicate compatibility or co-adapt- provision shall be reformed only to the
Contributor (g) "Use", "Used" or "Using" ability with any Trademark or Registered extent necessary to make it enforceable.
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2000 Wizards of the Coast, Inc Derivative Material of Open Game expressly licensed in another, independent Open Game License v 1.0 Copyright
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the copyright and/or trademark owners 2. The License: This License applies to Content does not constitute a challenge to ContactsCopyright © 2004 Philip Reed,
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other computer languages), potation, mod- a notice to any Open Game Content that Identity. Authors Jonathan Tweet, Monte Cook,
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and means any work covered by this with the exact terms of this License to Use, include a copy of this License with every The Game Mechanics.
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depictions, likenesses, formats, poses, con- Tome of Horrors II Copyright 2004,
cepts, themes and graphic, photographic 6.Notice of License Copyright: You must 12 Inability to Comply: If it is impossible Necromancer Games, Inc.; Author Scott
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mark, sign, motto, designs that are used by expressly licensed in another, independent Variants copyright 2004 Philip Reed.
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