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Classes

There are a few new classes in RoA: the Battle Sorcerer, the Crusader, the Desert Knife Fighter (or "Dervish"), and the Urban Ranger (or "Detective").


Battle Sorcerer


Learned in both the mystic arts of Fey and in the cold steel of combat, the battle sorcerer blends the best of both worlds. Sacrificing some spell power, the battle sorcerer makes up for it with mobility in armor and combat prowess that the more focused mystics simply don't have.

Gameplay Information:
Battle Sorcerers have the following gameplay information.

Alignment: Any.
Base Attack Bonus Progression: As Rogue.
Hit Die: d8.
Saving Throws: Good Fortitude and Will.

Abilities: Strength is important for a battle sorcerer in combat. Charisma determines not only her spells per day, but the DC of the saving throws for those spells. To cast a spell, a battle sorcerer must have a Charisma score of 10+the spell's level.

Class Skills: The class skills for a battle sorcerer (and the key ability modifier for each one) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int mod) x4.
Skill Points at Each Additional Level: 2 + Int mod.

Class Abilities:

The following are class abilities for the Battle Sorcerer.

Weapon And Armor Proficiency: The battle sorcerer is proficient with all simple weapons, as well as one light or one-handed martial weapon of her choosing. She is also proficient with light armor. Unlike normal sorcerers, the battle sorcerer does not suffer any Arcane Spell Failure chance while in light armor. Medium armor, heavy armor, and shields still carry arcane spell failure chance.

Spells: Battle sorcerers cast spells spontaneously the same way a regular sorcerer does. To cast a spell, she must have a Charisma score of 10+the spell's level. The DC of saving throws for her spells is 10+the level of the spell+Cha modifier. Battle sorcerers know fewer spells and gain fewer Spell Points than a normal sorcerer, as shown on the table in Magic.

Familiar: Unlike regular sorcerers, the battle sorcerer cannot gain the service of a familiar until 2nd level.


Crusader


Unlike the paladins of Acadecia, who usually hold positions of power among churches and church-sanctioned armies, the crusaders roam the world searching for evils to destroy in the name of their deity, and while they may or may not favor local law, they are always willing to defend those who cannot defend themselves.

Gameplay Information:
Crusaders have the following gameplay information.

Alignment: Any Good. (Must match patron deity's.)
Base Attack Bonus Progression: As Fighter.
Hit Die: d10.
Saving Throws: Good Fortitude.

Abilities:
Strength is important for combat. A good wisdom helps the crusader's spells later on. Charisma helps with some class skills as well as many of her special abilities, and Dexterity can help her Armor Class.

Class Skills:
The Class Skills for the crusader (and the key ability score modifier for each one) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int mod) x 4.
Skill Points at Each Additional Level: 4 + Int mod.

Class Abilities:
The following are class abilities of the crusader.

Weapon and armor proficiency: The crusader is proficient with all light, medium, and heavy armor, and with shields, including the tower shield. She is proficient in all simple and martial weapons.

Aura of Good: All crusaders have an aura of good about them. The strength of the aura depends on their current crusader level.

Smite Evil: As the paladin's ability. A crusader may smite evil once per day at 1st level. At 5th level, and every five levels thereafter, the crusader may use this ability one additional time per day.

Divine Grace: Starting at 2nd level, the crusader may add her Charisma bonus to all saving throws.

Aura of Courage: The crusader gains this ability, identical to the paladin's aura of courage, at 3rd level.

Weapon Focus: At 4th level, a crusader gains the Weapon Focus feat with her deity's favored weapon for free.

Special Mount: This ability is identical to the paladin's. A crusader gains a special mount at 5th level.

Spellcasting: Starting at 4th level, a crusader may cast a small amount of divine spells. In order to cast a spell, she must have a Wisdom score of 10 + the level of the spell. The saving throw DC for her spells is 10 + the spell level + her Wisdom modifier. Her spell list is identical to the paladin's. Her number of Spell Points per day is shown on the list in the Magic section.

Searing Light: A crusader of 6th level or higher can use searing light, as the spell, as a Supernatural ability once per week. This ability functions exactly as the spell, except there is no limit to damage dice, and it only affects evil or undead creatures. Living, non-evil creatures are unaffected. The save DC for this ability is Charisma based. For every three levels beyond 6th (at 9th, 12th, 15th, and 18th) the crusader may use this ability an additional time per week.

Weapon Specialization: At 12th level, a crusader gains Weapon Specialization with her deity's favored weapon for free.


Desert Knife Fighter


((Yes, Laura, there is still a "dervish" PrC. We'll just haveta rename it. "Master Dervish" maybe? :p))

Battling amongst the dunes of the Gon Desert, or amidst the swirling sandstorms of the Endless Waste, desert knife fighters are nonetheless deadly whatever terrain they decide to fight on. Using lighter weapons with a precision and ease that their opponents fail to comprehend, these "dervishes" live up to their name.

Gameplay Information:
Dervishes have the following gameplay information.

Alignment: Any.
Base Attack Bonus Progression: As Fighter.
Hit Die: d10.
Saving Throws: Good Reflex.

Class Skills:
The dervish's class skills (and the key ability modifier for each one) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Knowledge (Dungeoneering) (Int), Move Silently (Dex), Ride (Dex), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (2 + Int mod) x 4.
Skill Points at Each Additional Level: 2 + Int mod.

Class Abilities:
The following are class abilities for the Dervish.

Weapon and armor proficiency: The dervish is proficient in all simple weapons, as well as the kukri, short sword, and sai. He is proficent in light armor and shields (but not tower shields).

Balanced Two-Weapon Fighting: A dervish fighting with two weapons uses his full Strength bonus for both weapons, even the weapon in his off-hand.

A dervish gains bonus feats as a fighter, and chooses from the same list of bonus feats.

Weapon Specialization: A dervish may take Weapon Specialization with the dagger, katar, spiked gauntlet, kukri, short sword, or sai at 2nd level, provided he meets the prerequisites.

Feat Sacrifice: Upon reaching 4th level, a dervish may sacrifice any two consecutive feats to gain one of the following abilities: Fast Movement (as the barbarian), Evasion (as the monk), Uncanny Dodge (as the rogue), Improved Evasion (as the monk, must first have Evasion), Improved Uncanny Dodge (as the rogue, must first have Uncanny Dodge).

Urban Ranger


Stalking the mean streets of Acadecia, hunting down bounties and would-be criminals alike, the charismatic and stealthy urban ranger--better known as a detective--is a dangerous adversary.

Alignment: Any.

Gameplay Information:
Urban Rangers have the following gameplay information. Base Attack Bonus Progression: As Fighter.
Hit Die: d8.
Good Saves: Fortitude and Reflex.

Class Skills:
The class skills for the urban ranger (and the key ability modifier for each one) are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int mod) x 4.
Skill Points at Each Additional Level: 6 + Int mod.

Class Abilities:
The urban ranger has all of the class features of the core ranger as listed in the Player's Handbook, with the following exceptions.

Animal Companion: A detective cannot have an animal larger than Medium size for his animal companion.
Urban Tracking: Instead of gaining the Track feat, the detective gains the Urban Tracking feat (see the Feats Section for more information).
Wild Empathy: A detective only adds one half his detective level to wild empathy checks, reflecting his limited connection with the natural world.
Favored Enemy: A detective may take an organization instead of a creature type. Examples of organizations might be a guild (such as the Barrowshade Eye or the Shining Blade) or a monastic order (such as Black Moon or the Iron Fist), or even secret societies (such as the Dark Order or the Cabal).
Spellcasting: Remove the following spells from the ranger's spell list: 1st--animal messenger, charm animal, detect animals or plants, speak with animals; 2nd--bear's endurance, hold animal, snare, speak with plants; 3rd--command plants, diminish plants, plant growth, reduce animal, tree shape, water walk; 4th--commune with nature, tree stride.
Add the following spells to the detective spell list: 1st--comprehend languages, detect chaos/good/evil/law, detect secret doors, message; 2nd--detect thoughts, knock, locate object, eagle's splendor; 3rd--discern lies, invisibility, speak with dead, tongues; 4th--dimensional anchor, locate creature, Mordenkainen's faithful hound, true seeing.
Woodland Stride: An urban ranger does not gain this ability.
Swift Tracker: Beginning at 8th level, a detective can make Gather Information checks for his Urban Tracking feat every half hour without taking the normal -5 penalty.
Camouflage: This ability only works in populated areas, such as cities and towns.
Hide In Plain Sight: This ability works in any terrain, whether natural or not.


Prestige Classes

There are a few new classes in RoA: the Mage Knight, the Guild Thief, and the Watch Detective.


Mage Knight


Mage Knight
Level BAB Fort Ref Will Special Spell Points Per Day
1st +1 +2 +0 +2 Detect Magic, Fighter Bonus Feat --
2nd +2 +3 +0 +3 >Dispel Magic --
3rd +3 +3 +1 +3 -- +1 level of existing spellcasting class
4th +4 +4 +1 +4 -- +1 level of existing spellcasting class
5th +5 +4 +1 +4 Fighter Bonus Feat --
6th +6 +5 +2 +5 Dimensional Anchor --
7th +7 +5 +2 +5 -- +1 level of existing spellcasting class
8th +8 +6 +2 +6 -- --
9th +9 +6 +3 +6 Fighter Bonus Feat --
10th +10 +7 +3 +7 Hold Monster --

Combining arcane magic with combat prowess, the Mage Knight is both a last defense in times of war, and a police force in major cities. The mage knight has the power to stop magic-wielding criminals dead in their tracks.

Many wizards feel the necessary training for this prestige class detracts from their arcane studies, but sorcerers, having slightly more training with weapons, find this prestige class an excellent way to compliment their spellcasting power. Fighters, rangers, and monks dabbling in the arcane arts are especially drawn to this class.

NPC mage knights serve as soldiers in wartime, and police in larger cities or an advisor or regional constable for groups of villanges and outlying farms.

Prerequisites
The following are prerequisites for the Mage Knight prestige class.
Alignment: Any Lawful.

Gameplay Information:
Mage Knights have the following gameplay information.

Base Attack Bonus: +3. Feats: At least one feat listed under the fighter's Bonus Feats (this feat need not have come from gaining levels as a fighter).
Spellcasting: Knowledge of at least one 3rd level arcane spell.

Gameplay Information:
The game rule information for the mage knight is as follows.

Class Skills: The class skills for the mage knight (and the key ability modifier for each one) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Ride (Dex), Search (Int), Spellcraft (Int), and Spot (Wis).
Skill Points Per Level: 2+Int modifier.
Hit Die: d6.

Class Abilities:
The following are all class features for the mage knight.

Weapon and armor proficiency: The mage knight is proficient with all simple and martial weapons, as well as light and medium armor.

Spells Per Day:A mage knight continues his arcane studies to a small degree. At 3rd, 4th, 7th, and 8th level, he gains Spell Points and Spells Per Day as if he had gained a level in his existing arcane spellcasting class. If he has more than one class granting arcane spells, he must choose which class's Spell Points increase at each level. Note that this ability does not grant any of the spellcasting class's other level-dependant abilities (such as the wizard's bonus metamagic feats).

Fighter Bonus Feats: At 1st, 5th, and 9th levels, the mage knight gains one feat as a bonus feat, taken from the fighter's list of bonus feats. He must still meet all prerequisites for the feat.

Spell-Like Abilities: A mage knight gains certain spell-like abilities. Except for detect magic, all the abilities are useable once per day, plus one more time per day per three mage knight levels. These times per day are pooled; that is, he may use dispel magic twice per day at third level, or dispel magic once and dimensional anchor once, or dimensional anchor twice.

Spell Like Abilities:
Detect Magic: As spell, at will. Caster level equals mage knight level.
Dispel Magic: As spell, except caster level equals spellcasting levels plus mage knight level. May be cast as a free action with a -2 penalty to the Caster Level Check.
Dimensional Anchor: As spell, caster level equals mage knight level.
Hold Monster: As spell, caster level equal to spellcasting levels plus mage knight level.

Guild Thief


Guild Thief
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Doublespeak, Sneak Attack +1d6
2nd +1 +0 +3 +0 Bonus Feat, Illicit Barter
3rd +2 +1 +3 +1 Reputation +1, Sneak Attack +2d6
4th +3 +1 +4 +1 Bonus Feat, Reputation+2
5th +3 +1 +4 +1 Guild Standing, Reputation +3, Sneak Attack +3d6

The guilds of the Shadow's Hand and Barrowshade Eye employ very specialized members known as Guild Thieves. These fellows aim for high status among the guild and the power of leadership.

Prerequisites
Skills: Gather Information 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 8 ranks.
Special: Membership in either the Shadow's Hand or the Barrowshade Eye thieves' guild.

Game Rule Information:
The following is the game rule information for the Guild Thief.

Class Skills: The class skills for the Guild Thief (and the key ability modifier for each one) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).
Skill Points At Each Level: 6 + Int mod.
Hit Die: d6.

Class Abilities:
The following are all class features of the Guild Thief.

Weapon and armor proficiency: The guild thief gains no new weapon proficiencies. The guild thief is proficient in light armor.

Doublespeak: The guild thief is adept at using double meanings to convey secret messages or confuse people. He gains a +2 bonus on Bluff and Sense Motive checks.

Sneak Attack: As the rogue ability. These Sneak Attack dice stack with any other source that grants bonus dice to damage, such as the rogue or assassin's Sneak Attack dice.

Bonus Feat: At 2nd and 4th level, a guild thief may choose a bonus feat from the following list: Acrobatic, Alertness, Blind-Fight, Deceitful, Deft Hands, Exotic Weapon Proficiency (hand crossbow), Leadership, Lightning Reflexes, Nimble Fingers, Persuasive, Skill Focus (any Guild Thief class skill), Still Spell, Urban Tracking, Weapon Finesse. The guild thief must still meet any prerequisites for the feat, as normal.

Illicit Barter: Beginning at 2nd level, a guild thief becomes excellent at trading in the Black Market. He gains a +4 bonus on Diplomacy checks when buying, selling, or trading illicit or illegal goods.

Reputation: Guild thieves often start their own base of operation, and their infamy often attracts followers to their cause. A guild thief with the Leadership feat may add this number to his Leadership score to determine his number of followers (see the Leadership feat in the Dungeon Master's Guide). This bonus begins at +1 at 3rd level, then rises to +2 at 4th level, and finally +3 at 5th level.

Guild Standing: At 5th level, a guild thief has become quite well-known among the guild, and is respected by his peers. The guild thief gains a +4 bonus to all Charisma-based skill checks when dealing with a fellow guild member.


Watch Detective


The Rule of Evidence

Proof, not suspicion, is the only evidence that matters. A suspect may not be charged with a crime until unimpeachable evidence of his or her involvement has been uncovered, or a confession has been obtained.

Unnecessary violence in the apprehension of a suspected criminal is not permitted. A suspect should be brought to justice rather than killed whenever possible.

Seizure of a suspect's goods is not permitted, unless such constitute evidence to be used in prosecuting that suspect or another.

Evidence gained by detection magic, psionic powers, or other magical or supernatural means must be backed up with either physical proof or uncoerced confession. Only concrete forms of evidence satisfy all members of a community.

Interrogation of a suspect is not permitted unless he or she consents or is charged with a crime.

Detention of a person suspected of a crime is not permitted unless a specific charge has been made.

Protection of the innocent takes precedence over apprehension of a suspected criminal.

A watch detective may not knowingly commit crimes.

Violation of these codes may result in the release of a suspect and/or the dismissal of the watch detective.

The watch detective specializes in solving mysteries. Using a battery of clue-ferreting skills and abilities, he evaluates and discards possibilities untile only one remains, the truth.

The following are prerequisites for the Mage Knight prestige class.
Alignment: Any Nonevil.
Skills: Gather Information 4 ranks, Knowledge (any) 4 ranks, Search 8 ranks.
Feats: Urban Tracking.
Special: The watch detective must honor the Rule of Evidence (see sidebar below). If he abandons this code, he loses all special abilities of the prestige class until he retrains for six months under a local authority.

Gameplay Information:
Watch Detectives have the following gameplay information.

Base Attack Bonus Progression: As Bard.
Hit Die: d8.
Saving Throws: Good Reflex and Will.

Abilities:

Class Skills: The class skills for a battle sorcerer (and the key ability modifier for each one) are Appraise (int), Bluff (Cha), Climb (str), Craft (any) (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Forgery (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str, and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int mod) x4.
Skill Points at Each Additional Level: 6 + Int mod.

Class Abilities:

The following are class abilities for the Battle Sorcerer.

Weapon And Armor Proficiency: The watch detective is proficient with all simple weapons and light armor.

City Watch Training: At 1st level, +2 bonus on Listen, Search, Sense Motive, and Spot checks

Expertise: At 2nd level, gain Expertise feat, regardless of his Intelligence score.

Obsessive Specialty: At 2nd level, Choose one Knowledge skill for his specialty. The character thereafter gains a bonus equal to his watch detective level on all Knowledge checks of this sort.

Profile: At 2nd level, by making a Gather Information check (DC 15) when talking witha witness to a crime, he can get a roughly accurate mental picture of perpetrator. Craft (painting) skill to draw this image. A description giving to watch detective grants a +2 bonus to further Gather Information checks made when dealing with witnesses to that crime or persons acquainted with the perpetrator.

cooperative Interrogation: At 3rd level, a successful bluff check against someone, he grants any one other person a +4 circumstance bonus on one Intimidate check against that same target for 1 round.

Superior Disarming: At 3rd level, he is always considered armed when making a disarm attempt and gains a +4 bonus on any attack roll made to disarm.

Deductive Augury (Sp): As a standard action, the player makes an asertion that can be true or untrue. The DM makes a secret percentile roll (chance of success = 70% + 1% per watch detective level). If successful, the DM gives the player a correct "true or "untrue" answer to the assertion. This can be deemed impossible by the DM and doesn't count as a use of the skill. At 4th level this ability can be used one time and one more for every three watch detective levels.

Skill Synergy: Choose from the following combonations: Bluff-Gather Information, Bluff-Diplomacy, Climb-Move Silently, Diplomacy-Gather Information, Disguise-Gather Information, Gather Information-Sense Motive, Hide-Move Silently, Listen-Read Lips, Listen-Spot, Sense Motive-Spot, Spot-Disable Device, Spot-Open Lock, or Spot-Search. If he has at leaset 5 ranks in both of the selected skills, he gains a +2 synergy bonus on checks involving both.

No Subdual Penalty (Ex): At 5th level, he suffers no penalty on dealing subdual damage with a normal damage weapon.

Sense Secret Doors (Ex): At 5th level or higher, if passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. An elven watch detective gains a +2 insight bonus on this check.

Locate Object (Sp): At 6th level, the watch detective can produce an effect identical to that of a locate object spell cast by a sorcerer of his watch detective level.

Improved Subdual (Ex): At 7th level, add his Intelligence bonus to subdual damage dealt as long as only subdual damage is used.

Forensics (Su): With a successful Search check (DC 20), an 8th level or higher watch detective can discern the cause of daeth of any corpse he examines. Given time, he may take 20 on this roll. Success indicates that he knows what killed the person, the size and approximate strength of any attacker responsible, and any other key information the DM wishes to impart.

Discern Lies (Sp): At 9th level, the watch detective can produce an effect identical to that of a discern lies spell cast by a sorcerer of his watch detective level once per day.

Locate Creature (Sp): At 9th level, the watch detective can produce an effect identical to that of a locate creature spell cast by a sorcerer of his watch detective level once per day.

Instant Knowledge (Su): Once per day, a 10th level watch detective may make an Intelligence check (DC 20). He can't take 10 or 20. If successful, he gains a +10 insight bonus on one Knowledge check of any category even if he has no ranks in that Knowledge skill.


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