Playable races and classes

Odin One Eye
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Odin One Eye
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Joined: Mon Dec 01, 2014 4:33 am

Playable races and classes

#1 Post by Odin One Eye »

These races are playable in my campaign and have the the following stat modifiers:

Angel: +1STR/+1INT
Human: Even
Elves: +1DEX/-1CON
Dwarves: +1CON/-1CHA
Halflings: -1STR/+1DEX
Gnomes: +1INT
1/2 Elves: +1DEX
1/2 Orcs: +1STR/+1CON/-2CHA


When rolling up a character roll 4D6 (reroll ones) and place the rolls in any order you want. Also note that starting characters have max Hit Points and Gold at 1st level. If you want to play an Angel or a Bounty Humter let me know and I will work with you to roll one up.

Note: There are NO longer any racial class limitations. So If you want to play a 1/2 Orc Paladin you can! Or if you want to play a Gnome Druid you can as well! Only the 1E Player's Handbook classes and the Barbarian from the Unearthed Arcana are available for this.
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Odin One Eye
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Re: Playable races and classes

#2 Post by Odin One Eye »

Angel Class:

Requirements: Str 13, Wis 13, and Cha 13
Prime Requisite: Not Applicable
Hit Dice: 1d8
Maximum Level: 10th

The gods of are an active force in the world, most often through their divinely gifted worshipers: clerics and paladins. However, in times of great darkness they will send their own celestial servants to enact their will on the mortal plane. These agents are known collectively as angels. They are immortal beings who have come to the physical realm. While their physical form can be slain, they are beings of spirit and when this mortal body is destroyed, the spirit returns to the higher planes of existence. Because they are bound to the limits of living flesh, they possess only a hint of their true celestial power.

Angels are proficient in all weapons, however they will only wear plate armor. This is because of their divine nature they believe lesser
forms of protection are meant to guard the mortal form. They are, however, permitted to use shields. Angels use the Attack Values and Saving Throws of an elf. All angels are Lawful and will never knowingly violate the tenants of their alignment. Because of their inherent divine nature, Angels can never be made to change their alignment, whether by choice or by the effect of any spell or magical item, except possibly the most powerful of artifacts. Finally, angels do not receive bonus experience points for high attributes. Their divine nature defines all of them as equal beings in the service of their divine master.

These divine creatures possess infravision to a range of 60 feet. Their keen senses allow them to detect hidden and secret doors with a roll of 1-2 on a d6. Angels are able to speak common, celestial (the language of the higher plains), and their alignment tongue.

Reaching 9th Level: Upon reaching 9th level an angel may be known as an archangel. He gains the service of a divine host of 2d6 1st level angels. These angels are dedicated to the archangel, but are bound by their divine creator to always act within those purposes. If any of these angels are slain in service to the archangel, they return to the higher planes of existence and do not return.

Bound by Faith: Because they are not truly mortal beings, they have several unique features. Because of their innate dedication to the divine, all angels receive a +4 bonus to all saving throws made to resist mind influencing spells like Charm Person, Cause Fear or abilities that mimic these spells, like as the cry of a harpy. In addition, they receive a +2 bonus to all saving throws made to resist illusion spells like Phantasmal Force, Hallucinatory Terrain and others. Finally, angels are immortal and unchanging. They cannot be
magically aged and are immune to all attempts to change their physical form like Polymorph Others.

Angels are also permanently bound to the divine being whom they serve. They cannot change their alignment and are immune to all
magical attempts to do so, except for possibly very powerful magical artifacts. They will never knowingly wield or use magical items of an evil nature or that draw upon evil energies, but instead it is their duty to destroy them when they are discovered. Any angel who knowingly and willingly commits a chaotic act is stripped of his power and cast down into the lower planes where he may either be destroyed or corrupted into a servant of evil.

Because they are not bound to the material world, angels are limited in the number of magical items they may carry. They may only
carry two magical weapons, one suit of magical armor, a magical shield and four other miscellaneous magical items. Angels do not need
to eat or drink and have no use for creature comforts. As such, they are not permitted to keep more gold pieces or valuable items than what is necessary in their quest. All excess riches must be given away to the church in service of their god or an organization whose tenants are similar to that of their divine master.

Winged: All angels possess great white-feathered wings. These allow them fly at 120' feet at will. However, they can be limited by confined spaces at the discretion of the Labyrinth Lord. Unfortunately, because of their wings, armor must be specially crafted to fit them and costs 25% more than normal.

Holy Aura: Beginning at 3rd level, angels begin to radiate a holy aura. All creatures within 60' of the angel who are lawful in alignment gain the benefits as if they were under the effect of a Bless spell. In addition, the angel's holy aura also repels undead. Any time an undead creature comes within 60' of the angel, that angel may make a Turn Undead check as if they were a cleric of a level equal to their own.

Flaming Sword: At 5th level an angel may enchant any sword they wield. By speaking a single divine word, they blade is consumed by a white-hot holy fire. For the next turn the weapon is enchanted to act as a +5 Sword that radiates light at a 60' radius. This magical light will dispel all darkness, even that created by spells such as Continual Darkness. In addition, for that turn the angel and all of his lawful allies gain the benefit of a Protection from Evil spell. This ability may be used three times per day.

Healing Touch: Angels are more than just divine soldiers. They are also healers. Beginning at 7th level the angel's touch gains healing properties. The angel can heal up to 10 hit points, once per day to any wounded individual. All of this healing does not need to be used with one healing touch and can be separated into several different healing touches, as long as the total in a single day does
not exceed ten points. Instead of healing, the angel may also alleviate other maladies. By expending three points of their daily healing touch the angel may cast Cure Disease or Remove Curse. If they spend five pints of this ability, the may cast Neutralize Poison.
Any unused points may not be carried over from day to day. All unspent points of healing touch are lost at the end of the day.

Voice of the Divine: At 9th level, the angel is able to speak with the near-perfect voice of the divine. All lawful allies within 60' of the angel when he uses this ability gain the benefits of a Heal spell. All adversaries of the angel, undead, demons, and chaotic creatures suffer the effects of a Holy Word spell. This ability may be used once per day.
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Re: Playable races and classes

#3 Post by Odin One Eye »

Bounty Hunter:

Requirements: Str 9, Dex 9, Con 9, Int 9
Prime Requisite: DEX and INT
Hit Dice: 1d6
Maximum Level: 20th

Some call them trackers. Some call them assassins. Some call them thugs. Whatever their title, the Bounty Hunter is a foe to be feared. Part thief, part warrior, these professionals specialize in hunting down the greatest prey: their fellow man. By
combining criminal proficiency and martial skill, a bounty hunter's collection of abilities make them a foe to be feared, for once they have set a target in their sights, they never let go.

Bounty Hunters are proficient in all melee and ranged weapons, but due to their
other skills, they limit their own armor to padded, leather, studded leader. They are not proficient with shields. Because of their narrow focus of thief skills they are able to use Open Locks, Find and Remove Traps, Hide in Shadows, Hear Noise, Disguise and Track while wearing studded leather armor, unlike thieves. Bounty Hunters use the Attack Values and Saving Throw values of a thief of equal level, up to 14th level. Beyond 14th level, these scores do not increase.

Reaching 9th Level: Upon reaching 9th level a Bounty Hunter can build a small personal stronghold in an urban area. This stronghold will draw 2d6 1st level thieves or fighters who will serve as the Bounty Hunter's personal entourage. However, because of the Bounty Hunter's reputation, they no longer have to seek out employers, but instead will have potential clients come to the stronghold seeking their services. Typically 1d4 such contracts will arrive each month.

Subduing Blow: At 1st level the Bounty Hunter gains the ability to deal a subduing
blow. Any successful attack that would normally reduce an opponent to zero hit
points or below and kill them will instead render that foe unconscious for 1d6 turns. The Bounty Hunter may use this ability immediately after an opponent has been reduced to zero hit points or below by an attack, thus giving them time to restrain or bind their query. This ability may only be used on humanoid foes who are not undead or extra-planar in nature.

Interrogate: Bounty Hunters are notorious for being able to draw information out of
unwilling individuals. Through threats, intimidation and sometimes sheer force of
personality, a Bounty Hunter may convince a single target to answer three questions honestly. The target and the Bounty Hunter must speak the same language. The target will not lie or refuse to speak, and will attempt to remain truthful with the Bounty Hunter though their information on the questions may be false based on what they know. If a Bounty Hunter fails using this ability against a target he may not make a second attempt until he gains one level of experience.

Pick Locks: A bounty hunter is skilled in picking locks, but needs lock picks to do so. He can only try to pick a lock one time, and if he fails, he may not try the same lock again until he reaches a higher experience level. The referee might grant an additional try depending on the complexity of the lock.

Find & Remove Traps: A bounty hunter may only try one time to find or remove a trap in an area. Note that these are separate skills, for a bounty hunter must find a trap before he can remove it.

Hide in Shadows: A bounty hunter will always think he is successful in this skill, and
will not know otherwise until others react to his presence. He must remain motionless when hiding.

Move Silently: When successful, others will not hear the movements of a bounty hunter. However, the bounty hunter always thinks he is successful in this skill, and will not know otherwise unless others react to his presence.

Hear Noise: Bounty hunters can attempt to listen for noises, in a cave or hallway, and at a door or other locations but the bounty hunter must be quiet and in a quiet environment. Unlike the other listed abilities, this ability is rolled using 1d6.

Track Humanoid: Familiar with the signs left behind by fleeing prey, Bounty Hunters may use this skill to determine of a humanoid creature has passed through an area recently. On a particularly successful roll, the Bounty Hunter may glean more specific details about their target (at the referee's discretion).

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