Classes of Dead Man’s Land

Auger

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Augers are in the information business. In Dead Man’s Land, that information comes in the forms of a glimpse into the future, or flashes of insight from beyond. Most in Dead Man’s Land use this power to solve mysteries, locate valuable resources, or navigate the harsh wasteland. 

  • BAB – Poor
  • Saves – Will and choice of one
  • Skills – 6+Int
  • HD – D6
  • Prof: all simple weapons, light armor and shields. 
  • Starting Gold: 3d4X10
  1. Level 1 – Detection
  2. Level 2 – Augury, Miners Sense
  3. Level 3 – Excavation, Wheel of Fate,
  4. Level 4 – Divining Rod, Cyclical Story
  5. Level 5 – Uncanny Dodge
  6. Level 6 – Lucky Guess
  7. Level 7 – Grease the Wheels
  8. Level 8 – Eagle Vision
  9. Level 9 – Improved Uncanny Dodge
  10. Level 10 – All Possible Outcomes

Detection: You can gain the ability to detect the direction, amount, and details about a specific material. This power grows as you do, adding more items to the list of options. At first level you can detect water, and the direction of north. At third, you can detect animals or plants. At fifth you can detect undead and outsiders. At seventh you can detect magic, and at 9th level you can detect metals or gems. 

Detecting something requires a full round action, and then a standard action each round thereafter to sustain. You can walk while using this ability, and may be able to glean additional information from that. This ability can penetrate barriers, but a thin sheet of lead, 1 inch of common metal, 1 foot of stone, 3 feet of wood, or 6ft of dirt blocks it.

In the first round you detect the absence or presence within a 60ft radius of yourself. In the second round, you detect the number and rough scope of the objects (within that 60ft range). For example, the volume of water, or the number of cacti. If you are detecting a creature, you can also determine the relative HD of the creature to the nearest 5 (round down). In the third round, your detection abilities increase, and you can learn the specifics of the object in a straight line cardinal direction to the object.

Object specifics. A knowledge check can now be performed to know more, as normal. 

  • Water: potable/tainted, salt/fresh, running/still. 
  • Animals: name of the animal. 
  • Plants: name of the plant. 
  • Undead: name of undead creature.
  • Outsiders: name of the outsider.
  • Magic: school of magic, and level of spell.
  • Metals and Gems: type of metal or gem, and relative gold value. 

Augury: 1+wis mod/day, you can use augury as per the spell. Your caster level is equal to your Auger level. 

Miners Sense: You gain tremorsense with a radius equal to 5ft*your wisdom modifier, and +60ft to your darkvision range. If you have none, treat it as 0ft. 

Excavation: You gain the ability to shape small amounts of a material each round. You can shape a 5ft square worth of a material touched as a standard action as per the spell stoneshape. At third level you can wood. At fifth stone, and at seventh you can shape metals. Attended objects get a saving throw with a DC of 10+½ your Auger level + wis mod. 

Wheel of Fate: Each morning make a number of die rolls equal to your wisdom modifier. The dice in these rolls can be any size or combination you would find valuable. For example, a wisdom 20 character could choose 1d20, 2d6, 2d8, 1d4, and a d100, or just 5 d20 rolls. Each individual combination of dice is referred to as a Dice Pool. Set these aside as your Wheels of Fate. During the next day, whenever one of these die rolls are called for, before the die is rolled, you can insert one of your Wheels instead, expending it for the day. The roll can be made by you, another player, or even the DM. 

Divining Rod: 1+Wis mod/day, as a 5 minute ritual, you can gain insight way beyond your normal divination. You can detect the nearest straight line direction to a material of your choice and the approximate distance. The material must be bigger than a breadbox, but can be a collection of materials, so long as they are all touching (for example a chest of coins). While focused, you can use your detection ability to focus and gain all three levels of insight.

Cyclical Story: Whenever you roll a critical success or failure on an attack, or saving throw, you can replenish a depleted Dice Pool from your Wheels of Fate.

Uncanny Dodge: As per the rogue class feature. 

Lucky Guess: Once per day, when using your Detection power, you can find something that wasn’t there. If your detection power reveals nothing, after the third round of use, you can magically summon 5 gallons of water, a tiny animal native to the area, a plant native to the area, or, assuming you are high enough level to detect it, 100gp worth of gold or gems. The summoned item cannot be summoned to an area if any creature has line of sight to it. 

Grease the Wheels: When a player, NPC, or the DM makes a die roll, you can expend a result from your Wheel of Fate, and have that check rerolled. You do not need to match the die type rolled, but once expended, that result is no longer in your pool. 

Eagle Vision: You can focus and attune your vision out to a distance of up to one mile. You focus your mind on a 5ft area within 30ft of you. This sensor can be moved with a perfect fly speed of 60ft per round. You can choose to see normally, or through it. The sensor has darkvision 120ft, and can see through barriers, but a thin sheet of lead, 1 inch of common metal, 1 foot of stone, 3 feet of wood, or 6ft of dirt blocks it. The sensor is intangible, and can pass through objects that it can see through. 

Improved Uncanny Dodge: as per the rogue feature.

All Possible Outcomes: Once per day, the Auger can let the DM know that this is an alternate timeline that the Auger was viewing. Replay the encounter, but the Auger can share whatever knowledge they gained during the encounter with the party. An encounter may be a single combat, or protracted negotiation. As a general rule, the Auger can rewind up to 5 minutes of time with the use of this ability.

Boltcaster

Boltcasters wander Dead Man’s land, from town to town and outpost to outpost, offering their services to any who need them. Luckily for them, a Boltcasters services are almost always needed on the frontier. 

  • BAB – Good
  • Saves – Reflex and choice of one
  • Skills – 4+Int
  • HD – D10
  • Prof: all martial weapons, light armor and shields. 
  • Starting Gold: 6d4X10
  1. Level 1 – Attune Magicarm
  2. Level 2 – Boltcaster’s Bond, Survivalist
  3. Level 3 – Marksman
  4. Level 4 – Quick Draw
  5. Level 5 – Camouflage, Trickshots
  6. Level 6 – Lay of the Land, Marksman
  7. Level 7 – Long Road Travel
  8. Level 8 – Hide in Plain Sight
  9. Level 9 – Marksman
  10. Level 10 – Trickshots

Attune Magicarm: You can attune a Magicarm. You’ve unlocked some of the basic secrets in how they work, and by making adjustments to the weapon itself, can unlock additional powers. With a standard action, you can change the damage type of any charges the weapon has. Until it is reloaded, it can deal your choice of acid, cold, electricity, fire, or sonic damage instead of bludgeoning. 

Boltcaster’s Bond: Boltcasters are a lonely folk, and most end up forming bonds with the one thing to never let them down. Their favorite magicarm. At 2nd level they can bond with a specific magicarm, from now on known as their bonded weapon. If this weapon is lost, destroyed, or just plain unlucky, the Boltcaster can form a new bond with a week of use, and a special naming ritual. The bonded weapon has its HP doubled, gains +10 hardness, and gains a scaling enhancement bonus to attack and damage equal to the characters Boltcaster levels/3 (round up).

Survivalist: The Boltcaster is a survivalist first and foremost, and gains the following abilities. If you already have them, gain a feat of your choice.

  • Track, as a bonus feat.  
  • Endurance, as a bonus feat.  
  • Woodland Stride: As per the ranger ability. 

Marksman: Attacks made with your Bonded Weapon deal +1d6 damage of the same type. This damage is increased to 2d6 at 6th level, and 3d6 at 9th.

Quick Draw: You gain the improved initiative feat, or a bonus feat of your choice if you already have it, and can never be surprised. You always get to take a turn during a surprise round. 

Camouflage: As per the ranger ability.

Trickshots: The Boltcaster is adept at bouncing shots off of other objects, around corners, or other generally impractical angels. The Boltcaster can ignore any cover or concealment except total on attack rolls with their Bonded Weapon. They also gain the Blindfighting feat if they do not already have it, or a bonus feat of their choice if they do.

Lay of the Land: With an hour’s worth of work, you can create a map of the surrounding areas with relative accuracy. The map can describe one of the two below. Note, you can save this map for reference later, but it will not dynamically update. 

  • Long: A long range map shows your current hex, or ten mile radius. At this level, the map shows major terrain features, cardinal direction, towns, rivers, forests, and mountains.  
  • Close: A close range map shows the layout at a 5ft to 1 inch scale for the surrounding 500ft radius. This will show you floor plans of buildings or caves, but does not give details to the level of specific creature locations, or movable objects. The map would show a room with 3 doors, but not the three guards, or the chairs and table they are sitting at. This map will not reveal any secret doors or rooms, unless the Boltcaster has already been in them.

Long Road Travel: The Boltcaster is so accustomed to wandering Dead Man’s Land, that they no longer need to eat or drink. They can, and really prefer to, but they don’t have to, and can instead get by with the barest of resources. Sucking water from a stone, licking moss from a rock, whatever they need. Additionally, each day, with 30 minutes of work, they can automatically scrounge up enough food for a number of others equal to their wisdom modifier. 

Hide in Plain Sight: As per the ranger ability.

Unerring Shot: The Boltcaster doesn’t need to see, or even have a direct line to a target to make attacks. They can ignore all cover and concealment, including total with their Bonded Weapon. Their attacks bypass all objects with a hardness of less than 20 (adamantine), and no longer need line of effect or sight to target. Additionally, they can ignore any armor bonus to AC, as their shots strike with uncanny precision.

Diabolist

Diabolists are masters of dark magic. They summon fire, devils, and travel through shadows. While they may be a bit concerning, most adventurers agree it’s better to have one on your team, than fight against one. 

  • BAB – Poor
  • Saves – Will and choice of one
  • Skills – 4+Int
  • HD – D6
  • Prof: all simple weapons, light armor. 
  • Starting Gold: 3d4X10
  1. Level 1 – Diabolic Blast
  2. Level 2 – Diabolic Companion
  3. Level 3 – Summon Monster
  4. Level 4 – Hex
  5. Level 5 – Calling Magic
  6. Level 6 – Diabolic Companion
  7. Level 7 – Master of Hellfire
  8. Level 8 – Fell curse
  9. Level 9 – Shadow Jaunt
  10. Level 10 – Planar Binding

Diabolic Blast: This feature works like a warlock’s eldritch blast. At level 1, it deals 1d6 fire damage, and this increases by an additional +1d6 at Diabolist levels 3, 5, 7, and 9. 

Diabolic Companion: You gain the services a wizards familiar chosen from the wizard list. This companion functions in all ways as a wizard’s familiar and advances in level as normal. If you already have a companion from some other source, you can add the Fiendish template to it. If your Diabolic Companion is slain or dismissed, you can summon a new one in one weeks time, but do not need to pay any gold, xp, or con costs normally associated. At 6th level, your familiar’s true form is able to manifest, and you instead gain the services of an imp or mephit of your choice to serve as your familiar. 

Summon Monster: As a full round action, you draw an arcane sigil and summon 1d4 medium scorpions, medium centipedes, hellhounds, or lemur (1d4 in total, divided however you choose). These creatures serve you loyally and unwaveringly for the next 5 minutes. You can never have more than  your charisma modifier in creatures active at any given moment. 

Hex: As a standard action, you can place a hex on any creature within 30ft, if they fail a will save DC 10+½ Diabolist Level + Cha mod. If hexed, they suffer one of the following effects.

  • Bad Luck: The next d20 roll the target makes, they must roll 2d20 and use the worst of the two results. 
  • Distracting Swarm: A swarm of gnats or other insects will not leave them alone. For the next 1d6 rounds they take one point of damage each round, become dazzled, and treat all other creatures as having half cover until the effect wears off. 
  • Evil Eye: For the next 24 hours, any percentile based checks the target makes, are done with a 20% penalty. 
  • Weakened: The target becomes weak and frail. They take a -2 Luck penalty to attack, damage, saves, ability checks, and saves for the next hour. 
  • Other: DMs and players should feel encouraged to take similar effects. 

Calling Magic: With an hour long ritual, you can call upon the services of a Devil of your choice. You strike some bargain, usually equivalent to 100gp per HD of the creature, or a promise to fulfill some agreed upon oath within the next 1 day per HD of the creature, and it will serve you willingly for the next 24 hours. You can call for one creature per day, and if the attempt fails, or you can not negotiate a contract, the ability is wasted and the creature returns to from where it was called. You can call upon the following creatures based on your total HD. 

  • 5: any mephit, any elemental up to medium size, an imp, hell hound, or a lemure
  • 6: any elemental up to large size, a bearded devil, a nightmare
  • 7: a chain devil, a djinni
  • 8: any elemental up to huge size, a hellcat
  • 9: an erinyes, an efreeti
  • 10: any elemental up to greater, a bone devil, nessian warhound, night hag
  • 11+: Something else. Arranged with your DM with a CR of your HD-1. 

The called creature has a 50% chance of arriving modified by two factors. You gain +10% per HD you exceed the requirements to summon. You take a -10% chance for each time you have summoned a creature of that type since the last full moon. 

Any djinni called has a random one percent chance of being of noble blood. If it is, it is offended by the concept of being bound, and can only be bargained with for a sum of 10,000gp or a suitable comparable quest. 

Master of Hellfire: You resist 5*Diabolist levels fire damage. Additionally, you can ignore that same amount of an opponent’s fire resistance when you deal fire damage, from your Diabolic Blast or other source. If your opponent is immune to fire damage, you can still deal up to 5*Diabolist levels in fire damage before the immunity is applied.

Fell Curse: You can add the following effects to your Hex.

  • Frail: -6 to an ability score of your choice for the next hour.
  • Terrible Luck: -4 penalty to attack rolls, saves, ability checks, and skill checks for the next hour
  • Swollen tongue: target suffers a 50% spell failure chance for spells with verbal components for the next 1d4 rounds. 

Shadow Jump: 1+Cha mod/day, a Diabolist gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Diabolist caster level is equal to their Diabolist levels. 

Planar Binding: If you have used your magic to bind a creature called with your Calling Magic ability. If you succeed in calling a creature and striking a bargain with them, you can extend the duration. You can bind the creature to your service for a number of days equal to your charisma modifier, in addition to the original one day agreed. If you do this, you cannot call another creature, but you do not need to bind a new creature each day. At your discretion, you can choose not to increase payment, but risk making a powerful foe. Creatures with an agreement serve to the best of their ability.

Forcibly bound creatures will follow and serve commands to the letter, but do their best to thwart you at any chance and may even return for future payback. Furthermore, if you bind a creature who is not willing, they receive a will save (DC 10+½ Diabolist level + Cha mod) to break free from the binding at the end of the original day. The saving throw is made at the time of the expiration, and the creature is under no obligation to return home and may even choose to stay and take revenge. Clever creatures might even pretend to fail the save, only to surprise you at a critical moment.  

Doc

Docs are in high demand in Dead Man’s Land. Not only do they keep you alive, in a harsh wasteland, but they seem pretty smart and know a lot about the various things trying to kill you. 

  • BAB – Poor
  • Saves – Will and choice of one
  • Skills – 6+Int
  • HD – D8
  • Prof: all simple weapons, light armor.
  • Starting Gold: 3d4X10
  1. Level 1 – Hands of the Healer
  2. Level 2 – Well Educated, Snap Out of It
  3. Level 3 – Healthy Lifestyle, Quick Recovery
  4. Level 4 – Curall, Miracle Elixirs
  5. Level 5 – Remote Diagnosis
  6. Level 6 – Practiced Immunity
  7. Level 7 –  Miracle Elixirs
  8. Level 8 – Revivify
  9. Level 9 – Miracle Elixirs
  10. Level 10 – Miracle Worker

Hands of the Healer: The Doc can heal wounds (their own or those of others) by touch. Each day they can heal a total number of hit points of damage equal to 2 x Doc level x int mod). A doc may choose to divide their healing among multiple recipients, and doesn’t have to use it all at once. Using Hands of the Healer is a standard action.

Well Educated: The Doc can add half their Doc levels as a competency bonus to all knowledge checks. 

Snap Out of It: The Doc can  spend 2 points from their pool of Hands of the Healer hit points, to allow an ally to make an immediate saving throw against an ongoing condition affecting them.

Healthy Lifestyle: The Doc is immune to all diseases, magical or mundane. 

Quick Recovery: You can stabilize a dying creature as a swift action. Secondly, when your party rests for 8 hours, if you choose to provide treatment, you can treat it as though they have received complete bed rest in terms of recovery. You can use this ability to affect 1+Int mod of your allies. 

Curall: The Doc can spend 5 points from their pool of Hands of the Healer hit points, to remove a mundane disease from a creature, or 10 points to remove a magical disease. They can also spend 5 points to cure any poison.

Miracle Elixirs: As a standard action, you apply one of your miracle elixirs to an adjacent creature. The benefits from this elixir last for a number of rounds equal to your int mod. These elixirs can be an injection, balm, or tonic, at your discretion, but only you are trained in proper dosages. Your caster level is equal to your Doc level. A given creature can only be affected by a number of these per day equal to your int mod or their con mod, whichever is higher. After that they simply have no effect. 

  • Calming Ointment: As per the spell calm emotions
  • Berserk: The target gains a +2 enhancement bonus to str and con, and a +10 enhancement bonus to all movement speeds. Subject gains a -2 penalty on int and wisdom.  
  • Ironskin Salve: the subject gains DR equal to your int mod/-. 
  • Fishlung Tonic: The subject can breathe water and air. 
  • Mule’s Bile: The target is treated as one size category larger for carrying capacity. 
  • Energy Balm: As per the spell resist energy (10)

At level 7 you can add these elixirs to your list. 

  • Death’s Ward: The subject is immune to all death effects and energy drain. 
  • Salamander Oil: As per the spell freedom of movement.
  • Magical Cureall: treated as a targeted dispel magic.  
  • Bottled Lightning: as per the haste spell. 

At level 9, you can add these elixirs to your list. 

  • All Seeing Concoction: as per the spell true seeing. 
  • Oaken Might: The subjects size and their equipment’s size doubles, increasing by one category. They also gain +2 natural armor, and +4 enhancement to strength.  

Remote Diagnosis: The Doc can guide an ally through basic first aid far more successfully than most. They can shout instructions, provide guidance, and potentially even toss some medical equipment at a range of 30ft +5 ft per Doc level. This allows them to use their Hands of the Healer ability at range, provided the target can receive instructions. 

Practiced Immunity: The Doc is well versed in all manner of poisons, and has become immune to it. 

Revivify: Once per day, the Doc can expend the remainder of their Hands of the Healing pool (whatever amount happens to be left, including 0) to instantly revive a slain creature. The creature is resurrected at full hit points, and any ongoing conditions are eliminated. This ability has the same range dependencies as Hands of the Healer, and must be used as an immediate action when the creature is slain.

Miracle Worker: With a week of treatment, you can return life to a corpse. The creature must have been slain within the last 30 days, but otherwise, this works as the raise dead spell. The one exception being that the creature does not lose one hit die, level, or point of constitution. 

Gambler

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You can’t help the hand you’re dealt in life, and you’ve just got to play the cards you’re dealt. If you’re a sucker that is. The gamblers job is to ensure that Lady Luck is always on their side, manipulating the odds, and stacking the deck in their favor.

  • BAB – Good
  • Saves – Reflex and choice of one
  • Skills – 8+Int
  • HD – D8
  • Prof: all simple weapons, light armor and shields. 
  • Starting Gold: 5d4X10
  1. Level 1 – Poker Face, Quick Draw
  2. Level 2 – Card Shark
  3. Level 3 – Evasion, Wild Card
  4. Level 4 – Called It, Hero Call, Read the Room
  5. Level 5 – Card Shark
  6. Level 6 – Trick Up Your Sleeve
  7. Level 7 – Squeeze Play
  8. Level 8 – Call It, Card Shark 
  9. Level 9 – Improved Evasion
  10. Level 10 – Card Shark

*This class requires a standard deck of 52 cards for play. A rough understanding of poker is also valuable, but not required.

Poker Face: With eyes of steel, and an unflinching face, you are impossible to read. Opponents take a penalty to sense motive checks equal to your charisma modifier. In addition, you are immune to the spell Detect Thoughts, or any ability attempting to read surface thoughts.  

Quick Draw: You can add your charisma modifier to your initiative checks. 

Card Shark: When they meet the various criteria, a Gambler can draw a card. NPC Gamblers should keep the results concealed from players. Cards are drawn and added to the Gambler’s Hand, which can be used in a variety of ways as a free action. They begin each day with a number of cards in their hand equal to their Charisma modifier. When cards are used, place them in the discard pile. If the deck ever runs out of cards, reshuffle the discard pile into a new deck to draw from. At the end of each day, any cards remaining in the Gambler’s Hand are returned to the discard pile, and shuffled into the deck. As the Gambler gains levels, they gain access to new ways to draw and play cards as outlined below. All triggers to draw a card require an Encounter Level equal to the characters Gambler Level-1. 

Any card is valued based on the numerical value printed on it. Face cards are treated as 10, and aces as 15. The various face cards may have the same value, but do not count as cards of the same kind. A Gambler can never have more than 10 cards in their hand at a given time, and cannot draw more if they hit that limit. They can discard cards at any time as a free action, and may do this when asked to draw, at their limit. 

At 2nd Level – Draw a card when you roll initiative. Draw a card when you knock out or incapacitate a creature. Draw a card when you succeed at, or counter someone else in their use of a bluff, hide, or sleight of hand check. Lastly, draw a card when the DM declares you’ve done something significantly risky and impressive.

  • High Card – Nothing fancy here, the Gambler can discard a card, and add its value to their damage roll. This can only be used once per damage roll. 
  • Pair – When a pair is used, the Gambler can discard two cards of matching values, and  roll 2d20 on an attack roll and pick the result. 
  • Two Pair – Two pairs of matching value cards can be discarded to guarantee a critical hit on your next attack roll. 

At 5th Level – Draw a card when you critically hit, or are critically hit with an attack roll. Draw a card at the beginning of each of your turns, during a combat encounter. 

  • Three of a Kind – With three of a kind, the Gambler can discard three matching cards, and add a number of D6 to the damage equal to the value of the cards. For example, discarding 3 8’s will allow for +8d6 damage. This can only be used once per damage roll.
  • Straight – A straight run of 5 cards in sequential order, can be discarded to allow the gambler to teleport as per the dimension door spell with a caster level equal to their gambler level. You can use teleport once each round, for the next 5 rounds as a move action.
  • Flush – A flush, or collection of 5 cards of the same suit, can be discarded to give the Gambler the ability to create an opaque wall of force as a spell like ability. The wall of force is black or red, depending on the suit of the flush, and the gambler has a caster level equal to their gambler level.  

At 8th Level – Draw a card whenever you miss or are missed with an attack roll.

  • Full House – The Gambler can discard 5 cards, three of one kind, and two of another. If they do, they can immediately take another attack at their highest attack bonus. 
  • Four of a Kind – The Gambler can discard 4 cards of the same kind. All attacks they make this round are automatic critical hits.
  • Straight Flush – The Gambler can discard a run of 5 cards that meets the criteria for a straight and a flush. If they do, their next attack this round is lethal. The target makes a fort save DC 10+damage dealt, or is slain instantly. This is a death effect. 

At 10th Level – Draw a card whenever you make a saving throw, or have no cards in your Hand.

  • Royal Flush – The Gambler may take an immediate turn as soon as their current turn ends if they can discard an ace high, straight flush. 

Evasion: as per the rogue ability. At level 9 this becomes improved evasion. 

Wild Card: When you roll a saving throw, if the result of the d20 is also a card in your hand, you can discard that card and reroll the save. 

Called It: When you make an attack exactly meet your target’s AC, you treat your result as a critical hit. 

Hero Call: You can make a bluff check over the course of a minute, opposed by a single target’s sense motive modifier. If you succeed, you gain the benefits of the charm person for the next hour. Unlike the spell, you have no limits on creature types, assuming you share a language and can communicate. 

Read the Room: You can get a sense for how best to communicate with whoever you are present with. You gain a +2 bonus to Diplomacy and Bluff checks, and after observing a conversation (or struggling to partake in one) for a minute, you can settle on a specialized form of pidgin between you and the other party. First, you can determine what languages they do speak, if any. Second, you can establish a sort of pidgin. This allows you to communicate rudimentary ideas and allows for basic conversation with this person. Lastly, if one of their languages shares an alphabet with one of yours, you can converse fluently and naturally, allowing language dependent abilities to function. 

A Trick up your Sleeve: You treat all arcanarms as though the amount of times they can be fireed before reloading is one higher. This means, 6 Shooters have 7 shots, Long Arms have 2, and Shottys can have up to potentially 11.

Squeeze Play: When using your hero call ability, you can instead gain the effects for that of dominate person for the next hour. You still have no limits on creature types, assuming you share a language and can communicate. 

Call It: When rolling a d20 on a skill check, if you exactly meet the DC required DC, you can add +10 to your result. Opposed skill checks have a DC equal to the other parties results. 

Knight

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Knights protect the folks of the Four Nations from the existential threats of the unknown. As of late, this comes from Dead Man’s Land. Knights are the last bastion of civilization continually working to keep the wilderness at bay, and the population safe. 

  • BAB – Good
  • Saves – Fort and choice of one
  • Skills – 4+Int 
  • HD – D12
  • Prof: all martial and exotic weapons, armor and shields. 
  • Starting Gold: 6d4X10
  1. Level 1 – DR 2/-
  2. Level 2 – Code of Combat, Defensive Ward
  3. Level 3 – Aura of Courage, Foil
  4. Level 4 – DR 5/-, Spellshield
  5. Level 5 – Code of Combat, Second Skin, Furious Strikes
  6. Level 6 – Aura of Stability, Defensive Bulwark
  7. Level 7 – Harry
  8. Level 8 – DR 10/-, Code of Combat
  9. Level 9 – Aura of Defiance
  10. Level 10 – Burning Smite

Damage Reduction X: Knights are used to taking the brunt of the blows and serving on the front lines. They gain DR 2/-, which increases at 4th and 8th level.

Defensive Ward: You gain a +2 shield bonus to AC. You can add any shield bonus you have to your touch AC. In addition, you can apply any shield bonus you have to an adjacent creature as an immediate action when they would be hit by an attack. You do not know the results of the DMs roll, but are told whether the attack would hit or not. 

Code of Combat: Knights are trained for war, and have a variety of tactics available to them. When two knights battle one another, they may opt for ground rules, as a sign of respect (no groin shots, non-lethal damage only, no spells) but others do not usually abide. When a Knight rolls initiative, they can choose which code of combat they will apply, based on the situation at hand. They can apply any one, or none of the codes below. This can be changed during an encounter, but the Knight must reassess the situation. They spend a full round, reroll initiative, and enter a different stance in the next round. Once the Knight has stopped fighting, they exit their code and no longer have its benefits or drawbacks.

  • Code of Honor: Ideal for one on one combats, the Knight forgoes any benefit from flanking or aid another. The Knight can add their Strength modifier to initiative, and AC. At level 5, the knight cannot be knocked prone or disarmed, and gain +4 AC against opportunity attacks, and at level 8, they become immunity to critical hits and sneak attack
  • Code of Beasts: Ideal for combats against large monsters. While following this code, creatures do not gain a size bonus against the Knight to AC, grapple, bull rush, or similar checks. Penalties still apply. The Knight also cannot be swallowed. The Knight cannot make more than one attack a round while following this code, including opportunity attacks. At level 5, the Knight gains Evasion, and at level 8 they gain a fly speed (good) equal to their land speed. 
  • Code of Magic: Ideal for battling mages, the Knight can never voluntarily fail a saving throw, and must resist if a save is offered, even by an ally. The Knight gains resistance 5 to all elemental damage. At level 5 this increases to 10, and at level 8 it becomes 20. 
  • Code of Horde: Ideal for staring down a horde of enemies. The Knight gains the benefits of the great cleave feat, and can take a 5ft step as a free action in addition to the normal one each turn. At level 5, the Knight can take an extra move action each turn, and at level 8, their movement speed increases by 30ft. 

Aura of Courage: As per the paladin class feature. 

Foil: The Knight is adept at keeping enemy casters distracted. Creatures cannot cast defensively within the Knight’s reach. 

Spellshield: The Knight is so used to fighting the magical threats of Dead Man’s Land, that they have grown resistant to it. They gain SR equal 5+ their Knight Level. If they already have SR, instead add 5 to your value. 

Second Skin: The max dex on any armor you wear is increased by 2, its armor check penalty is reduced by 2, and it never slows your movement speed.  

Furious Strike: The Knight can unleash a righteous fury on those who cross them. They can add +1 to hit per Knight level, and +1d6 to damage per Knight level, once per encounter. This ability counts as smite for the purposes of feats and items. 

Aura of Stability: You are immune to figments and glamers, and allies (including you) within 10ft get a +4 bonus to saving throws against illusions. 

Defensive Bulwark: Areas you threaten are considered difficult terrain for your enemies. 

Harry: You get an attack of opportunity against anyone who attempts to cast a spell within 60ft, if they are not casting defensively. Because of your Foil, creatures in your reach cannot cast defensively. You must have line of sight and effect for this ability. If you are not holding a ranged weapon, you can draw and throw a thrown weapon as part of this attack.

Aura of Defiance: You are immune to enchantment abilities, and allies within 10ft gain a +4 bonus to saving throws against them. 

Burning Strike: When you use your Furious Strike attack, it bypasses all Hardness and DR. In addition, at the beginning of the creatures next turn, they take the additional D6 from the Furious Strike again, as Fire or Holy damage (Knight’s Choice)

Outlaw

Outlaws wander Dead Man’s Land, listening to no one but themselves. While their unique styles of fighting are often considered dirty, everyone agrees it’s effective. The outlaw doesn’t care how they’re perceived, just that the job gets done, and they get paid. 

  • BAB – Good
  • Saves – Reflex and choice of one
  • Skills – 4+Int 
  • HD – D8
  • Prof: all martial, light armor and shields. 
  • Starting Gold: 5d4X10
  1. Level 1 –  Rope Tricks
  2. Level 2 –  Sudden Strike 1d6
  3. Level 3 –  Dirty Blow, Poisoner
  4. Level 4 –  Sudden Strike  2d6, Rope Tricks
  5. Level 5 –  Death Attack
  6. Level 6 –  Sudden Strike  3d6, Dirty Blow
  7. Level 7 –  Rope Tricks
  8. Level 8 – Sudden Strike 4d6 
  9. Level 9 –  Dirty Blow
  10. Level 10 –  Sudden Strike 5d6, Rope Trick

Rope Tricks: You are a master of the rope, and unlock the additional abilities described below. 

  • Level 1
    • You can always take 10 on use rope checks and gain skill focus use rope. 
    • The DC to perform the epic uses, quick splicing and tying a unique knot is set to 20. 
  • Level 4
    • You can use animate rope as per the spell up to your Int modifier times per day, and Rope Trick once per day. 
    • You can use any length of rope, of at least 15ft in length as an improvised whip or lasso at no penalty. 
  • Level 7
    • You can use any function of the use rope skill as a move action, including binding a creature. A creature that is not helpless can prevent it, provided they can take free actions. 
    • You can forge 1 inch thick ropes from any source of fire or electricity. This rope is made from those materials, and does not deal damage to you when you touch it. While holding it, you can choose what it does or does not deal damage to. When it deals damage, it deals 1d6 damage of the appropriate type. If used as a whip, it deals that much extra damage. Ropes made from, fire or electricity have 30 HP per inch, and 15 hardness.
  • 10th Level
    • Whenever you are using rope for a task, you always seem to have rope the right length. No matter the distance needed, it continues to uncoil leaving you with the perfect length. 
    • Ropes you are holding can be treated as though they were made of force. This renders them unbreakable, and able to interact with ethereal objects.

Sudden Strike: As per the Ninja class feature. 

Dirty Blow: Whenever you would deal damage with a sudden strike, you can reduce that damage by 1d6 to perform one of the following maneuvers. If you have multiple sudden strike d6, you can apply multiple maneuvers if you’d like. At level 6 and level 9, you unlock additional dirty blows. Any abilities requiring a saving throw require a Fortitude save against a DC of 10+½ your Outlaw level + Int modifier.

  • Level 3
    • Fishhook: The target’s communication is hampered, and they suffer a 25% spell failure rate for spells with verbal components. For 1d4 rounds. 
    • Gouge: On a failed save, the target’s vision is hampered. They gain the blinded condition for 1d4 rounds.
    • Below the Belt: On a failed save, the target gains the nauseated condition for 1 round.
  • Level 6 
    • Backstab: When flanking an opponent, you can reduce 1d6 from your damage roll, before you make an attack. If you do, you can apply sudden strike to that attack. 
    • Dizzy: On a failed save, the target gains the confused condition for 1d4 rounds.
    • Stunning Blow: On a failed save, the target is stunned for one round. 
  • Level 9 
    • One Hit Wonder: On a failed save the target is reduced to 0 hit points from this attack, bypassing any DR, or resistances.
    • Sleeper Hold: All damage from this attack is nonlethal, and if the target suffers a failed save, the target is knocked unconscious. They can be awoken as normal. 

Poisoner: Outlaws are skilled in the use of poison, and never risk poisoning themselves when applying it to a weapon. Additionally, they can apply poison to a weapon as a move action.

Death Attack: If an outlaw studies his victim for 3 rounds action, and then makes a sudden strike with a melee weapon that successfully deals damage, the sudden strike has the additional effect of possibly either paralyzing or killing the target (outlaw’s choice). While studying the victim, the outlaw can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ outlaw level + Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the outlaw. If the victim’s saving throw succeeds, the attack is just a normal sudden strike. Once the outlaw has completed the round of study, he must make the death attack within the next 3 rounds.If a death attack is attempted and fails (the victim makes her save) or if the outlaw does not launch the attack within 3 rounds of completing the study, a new 3 rounds of study is required before he can attempt another death attack.

To follow along with this project as it goes on, entries have been tagged with the Dead Man’s Land Tag.

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