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OPTIONAL CLASSES
The
Core Rulebooks present several PC and NPC classes. Further publications
have expanded this list. Below you will find a list of optional classes
most suited for play in Novaria as well as their description on how they fit in.
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Chaos Monk (Dragon #335, pg. 89)
Among the worshippers of Dionysus are monks who have tapped into the Drunken god's madness and debauchery,
exploiting his anarchic energy to better themselves.
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Cloistered Cleric (Unearthed Arcana, pg. 51)
Many clerics do not undergo the rigorous martial training of their deity, focusing rather on prayer, research and
ecclesiastic administration. Cloistered clerics will not be found serving a deity whose main influence is war. In addition to the variations indicated in Unearthed Arcana, cloistered clerics do not
gain proficiency with their deities primary weapon.
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Divine Bard (Unearthed Arcana, pg. 51)
Bards who feel they have a religious calling yet are incapable of leaving their music behind oft times find a way to blend
their two passions into one. Although most commonly found serving patron deities of music, divine bards (hymnists as they are commonly called) may use their music to glorify whatever deity they have
chosen.
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Favored Soul (Complete Divine, pg. 6)
The plethora of deities active in Novaria occasionally leave their mark on an individual, granting that individual with a
personal chanel and patronage of the deity themselves.
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Healer (Miniatures Handbook, pg. 8)
Some churches train a portion of their clergy to focus on the healing arts. These healers take oaths against metal armor and shields. Their prayers focus almost solely on their healing capabilities.
Healers are not trained in the use of their deity's favored weapon unless that weapon is a simple weapon. The healing
class is very common among the Ondonti and it serves as an alternate primary class.
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Hexblade (Complete Warrior, pg. 6)
Hexblades have received the blessings of Hecate, the Olympian goddess of Sorcery, and as such are expected to worship her. They are trained by her priests, whose rituals imbue the Hexblade with arcane power.
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Racial Paragon (Unearthed Arcana, pg. 35)
Racial Paragons serve as exemplars of their kind. They are in tune with who they are, where they are from and their
function within the world around them. They represent what it truly means to be one of their race.
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Scout (Complete Adventurer, pg. 11)
Due to the amount of military conflict in Novaria, Scouts are often integral parts of the military unit.
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Spellthief (Complete Adventurer, pg. 14)
Individuals who receive the proper rites and rituals from the Church of Hermes may become Spellthieves. Though they are not always obliged to honor Hermes, the deity does keep an eye on their doings and the church often sends them on missions on its
behalf.
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Substitution Levels (Various)
Substitution levels allow for a level of substitution of a class that more closely fits in with your race. These are optional and count as a level of the class substituted for.
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Swashbuckler (Complete Warrior, pg. 11)
Swashbucklers can be found a plenty aboard Novaria's many seafaring vessels. Though most often a
class suited for maritime adventures, they are also typically found in urban settings.
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Totem Barbarian (Unearthed Arcana, pg. 48)
The Grugach tribes of the vast Tanglewood Bog each have a totem animal that may instill a Grugach with a
portion of its nature. Of the totems listed in Unearthed Arcana, the Grugach draw inspiration from the Bear, Boar, Lion and Wolf totems.
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Urban Ranger (Unearthed Arcana, pg. 55)
Urban rangers often serve as private investigators and occasionally as unseen vigilant protectors of
their communities.
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Warlock (Complete Arcane, pg. 6)
A Warlock is an individual who has had his soul bound to a chaotic or evil essence. This binding gives
the Warlock powerful magical abilities.
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Warmage (Complete Arcane, pg. 11)
Most Warmages receive their training from the Church of Ares run Citadel Academy in Chelsea. In
response, many churches of Athena train their own Warmages.
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Witch (Dungeon Master's Guide, pg. 175)
The Witch is a divine spellcaster attached to specific deities. Unlike most divine spellcasters, the witch has a limited list of spells from which she may choose. Witches serve either Freya of the Asgardian pantheon or Hecate of the Olympian
pantheon. Those who serve Freya are more often good, while
those who serve Hecate are more often evil.
Alignment:
A witch’s alignment must be within one step of her deity’s (that
is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both).
Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature)(Int), Knowledge (Planes)(Int), Knowledge (Religion)(Int)
Skill Points at 1st Level: (4+Int Modifier)x4
Skill Points at Each Additional Level: 4+Int Modifier
Class Features:
Hit Die: d6
Weapon and Armor Proficiencies: Witches are proficient with staves and daggers. They are not proficient with any sort of armor or shield.
Spells: A witch has a limited spell list, but may cast them spontaneously as a sorcerer. A Witch uses the Druid spell progression chart.
To cast a spell, the Witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the
spell level + the witch's Charisma bonus.
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Level
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Base
Attack Bonus
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Fort
Save
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Ref
Save
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Will
Save
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Special
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--------------------------Spells per Day--------------------------
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0
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1st
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2nd
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3rd
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4th
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5th
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6th
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7th
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8th
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9th
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1st
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+0
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+0
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+0
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+2
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Summon Familiar,
Brew Potion
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3
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1
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2nd
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+1
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+0
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+0
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+3
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Turn Undead +1
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4
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2
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3rd
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+1
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+1
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+1
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+3
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4
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2
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1
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4th
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+2
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+1
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+1
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+4
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Turn Undead +2
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5
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3
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2
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5th
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+2
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+1
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+1
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+4
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Craft Wand
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5
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3
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2
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1
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6th
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+3
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+2
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+2
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+5
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Turn Undead +3
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5
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3
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3
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2
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7th
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+3
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+2
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+2
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+5
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6
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4
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3
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2
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1
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8th
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+4
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+2
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+2
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+6
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Turn Undead +4
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6
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4
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3
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3
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2
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9th
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+4
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+3
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+3
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+6
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6
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4
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4
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3
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2
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1
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10th
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+5
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+3
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+3
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+7
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Craft Staff
Turn Undead +5
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6
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4
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4
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3
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3
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2
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11th
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+5
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+3
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+3
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+7
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6
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5
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4
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4
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3
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2
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1
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12th
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+6/+1
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+4
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+4
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+8
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Turn Undead +6
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6
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5
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4
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4
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3
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3
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2
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13th
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+6/+1
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+4
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+4
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+8
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6
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5
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5
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4
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4
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3
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2
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1
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14th
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+7/+2
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+4
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+4
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+9
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Turn Undead +7
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6
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5
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5
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4
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4
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3
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3
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2
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15th
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+7/+2
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+5
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+5
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+9
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Craft Wondrous Item
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6
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5
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5
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5
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4
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4
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3
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2
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1
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16th
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+8/+3
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+5
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+5
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+10
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Turn Undead +8
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6
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5
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5
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5
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4
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4
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3
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3
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2
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17th
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+8/+3
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+5
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+5
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+10
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6
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5
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5
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5
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5
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4
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4
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3
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2
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1
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18th
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+9/+4
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+6
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+6
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+11
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Turn Undead +9
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6
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5
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5
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5
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5
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4
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4
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3
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3
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2
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19th
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+9/+4
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+6
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+6
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+11
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6
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5
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5
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5
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5
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5
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4
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4
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3
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3
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20th
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+10/+5
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+6
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+6
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+12
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Turn Undead +10
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6
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5
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5
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5
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5
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5
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4
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4
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4
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4
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Familiar: A witch can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical
beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The witch receives a familiar associated with the deity she worships. For Freya, this is a hawk; for Hecate, a cat. As the witch advances in level, her familiar also increases in power.
If the familiar dies or is dismissed by the witch, the witch must attempt a DC 15 Fortitude saving throw. Failure means she loses
200 experience points per witch level; success reduces the loss to one-half that amount. However, a witch’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A
slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy
event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Turn or Rebuke Undead (Su): When a witch reaches 4th level, she gains the supernatural ability to turn or rebuke undead according to her alignment. She may use this ability
a number of times per day equal to 3 + her Charisma modifier. She turns or rebukes undead as a cleric of 1/2 her level.
Witch Spell List:
1)
2)
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5)
6)
7)
8)
9)
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