base class Archive

  • The Master of Forms Base Class This new base class clocks in at 24 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 21 pages of content, so let’s take a look!   Chassis-wise, the master of forms receives full BAB-progression, good Ref- and Will-saves, unarmed damage scaling of the monk, unarmored AC-progression of up to Cha-mod+5, d10 HD, 4+Int skills per level and proficiency with brass knuckles, cesti, club, crossbows (light and heavy), dagger, handaxe, javelin, kama. nunchaku, quarterstaff, siangham, sai, shortspear, short sword, shuriken, sling, spear and temple sword, but not any armor or shields. It should be noted that we do get the unarmed damage tables for small and large PCs – […]

    The Master of Forms Base Class

    The Master of Forms Base Class This new base class clocks in at 24 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 21 pages of content, so let’s take a look!   Chassis-wise, the master of forms receives full BAB-progression, good Ref- and Will-saves, unarmed damage scaling of the monk, unarmored AC-progression of up to Cha-mod+5, d10 HD, 4+Int skills per level and proficiency with brass knuckles, cesti, club, crossbows (light and heavy), dagger, handaxe, javelin, kama. nunchaku, quarterstaff, siangham, sai, shortspear, short sword, shuriken, sling, spear and temple sword, but not any armor or shields. It should be noted that we do get the unarmed damage tables for small and large PCs – […]

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  • Player Paraphernalia – The Charger (Base Class) This installment of the Player Paraphernalia-class clocks in at 8 pages, 1 page front cover, 1 page SRD, 1 page advertisement, leaving us with 5 pages of content, so let’s take a look!   The Charger is a front-line fighter and gets d10, 2+Int skills per level, proficiency with all simple and martial weapons, light, medium and heavy armors and shields, though encumbrance and heavy armor may impede some abilities of the class. The class gets full BAB-progression and full Fort-save progression. The class begins play with +10 ft. movement rate, which increases to +15 ft. if the character has the Run-feat. This enhanced movement increases by the same amount at 10th level […]

    Player Paraphernalia – The Charger (Base Class)

    Player Paraphernalia – The Charger (Base Class) This installment of the Player Paraphernalia-class clocks in at 8 pages, 1 page front cover, 1 page SRD, 1 page advertisement, leaving us with 5 pages of content, so let’s take a look!   The Charger is a front-line fighter and gets d10, 2+Int skills per level, proficiency with all simple and martial weapons, light, medium and heavy armors and shields, though encumbrance and heavy armor may impede some abilities of the class. The class gets full BAB-progression and full Fort-save progression. The class begins play with +10 ft. movement rate, which increases to +15 ft. if the character has the Run-feat. This enhanced movement increases by the same amount at 10th level […]

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  • Greater Manifestations for the Ethermancer This expansion for the ethermancer is 10 pages long, 1 page front cover, 1 page SRD, leaving us with 8 pages of content, so let’s take a look, shall we?   We kick off this supplement with a short introduction that explains the matter at hand – essentially, the idea is to create greater manifestations as a way to nova for the ethermancer, granting x/day abilities (in contrast to the perpetual casting of the base class). These abilities impose a tax on the class, though – but more on that later.   First, we get a new multiuniversal philosophy, the multiuniversal perfectionist. This philosophy allows the ethermancer to replace a 2nd level or higher manifestation […]

    Greater Manifestations for the Ethermancer Base Class

    Greater Manifestations for the Ethermancer This expansion for the ethermancer is 10 pages long, 1 page front cover, 1 page SRD, leaving us with 8 pages of content, so let’s take a look, shall we?   We kick off this supplement with a short introduction that explains the matter at hand – essentially, the idea is to create greater manifestations as a way to nova for the ethermancer, granting x/day abilities (in contrast to the perpetual casting of the base class). These abilities impose a tax on the class, though – but more on that later.   First, we get a new multiuniversal philosophy, the multiuniversal perfectionist. This philosophy allows the ethermancer to replace a 2nd level or higher manifestation […]

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  • The Maestro Base Class This new base class is 25 pages long, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 22 pages of content, so let’s take a look, shall we?   The Maestro-class gets 1/2 BAB-progression, good will-saves, d6, 4+Int skills per level, proficiency with simple weapons and shields (but not tower shields), but not any kind of armor. They also ignore the arcane spell failure chance of said shields. From this, one would presume a full caster class – the notion of which a quick glance at the table dispels: The class starts with maximum spell level 0 and only gets 1st level spells on 3rd level. Yes. Weird. But we’ve come to […]

    The Maestro Base Class

    The Maestro Base Class This new base class is 25 pages long, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 22 pages of content, so let’s take a look, shall we?   The Maestro-class gets 1/2 BAB-progression, good will-saves, d6, 4+Int skills per level, proficiency with simple weapons and shields (but not tower shields), but not any kind of armor. They also ignore the arcane spell failure chance of said shields. From this, one would presume a full caster class – the notion of which a quick glance at the table dispels: The class starts with maximum spell level 0 and only gets 1st level spells on 3rd level. Yes. Weird. But we’ve come to […]

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  • Tinkering 201: 27 Inventions for the Tinker Base Class This pdf is 6 pages long, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   We kick off this pdf with a new innovation that will make Tinkers much more useful – Alternative Locomotion nets you access to the drill bit, paddleboat and rotor inventions in one fell swoop.   Which is also a spoiler for 3 of the innovations in here: E.g. rotors net fly speed with clumsy maneuverability that can be upgraded by +10 ft. with a further invention or increase its maneuverability and mount weapons on aerial automatons, which would otherwise would be precluded. A droptube and […]

    Tinkering 201: 27 Inventions for the Tinker Base Class

    Tinkering 201: 27 Inventions for the Tinker Base Class This pdf is 6 pages long, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   We kick off this pdf with a new innovation that will make Tinkers much more useful – Alternative Locomotion nets you access to the drill bit, paddleboat and rotor inventions in one fell swoop.   Which is also a spoiler for 3 of the innovations in here: E.g. rotors net fly speed with clumsy maneuverability that can be upgraded by +10 ft. with a further invention or increase its maneuverability and mount weapons on aerial automatons, which would otherwise would be precluded. A droptube and […]

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