Player Paraphernalia Archive

  • Player Paraphernalia: The Highwayman This 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 highwayman is a cavalier/rogue hybrid class and, chassis-wise, receives d8, 6+Int skills per level, proficiency with simple and martial weapons, hand crossbow, light and medium armor, full BAB-progression and good Fort- and Ref-saves. The class begins with a non-scaling +1 bonus to Acrobatics, Climb, Disguise, Escape Artist, Knowledge (nobility), Sleight of Hand and Stealth as well as Swim.   At 1st level, 1/day, as a swift action, the class gets a kind of swingy challenge variant: The highwayman receives 1/2 class level to Sense Motive […]

    Player Paraphernalia: The Highwayman

    Player Paraphernalia: The Highwayman This 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 highwayman is a cavalier/rogue hybrid class and, chassis-wise, receives d8, 6+Int skills per level, proficiency with simple and martial weapons, hand crossbow, light and medium armor, full BAB-progression and good Fort- and Ref-saves. The class begins with a non-scaling +1 bonus to Acrobatics, Climb, Disguise, Escape Artist, Knowledge (nobility), Sleight of Hand and Stealth as well as Swim.   At 1st level, 1/day, as a swift action, the class gets a kind of swingy challenge variant: The highwayman receives 1/2 class level to Sense Motive […]

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  • Player Paraphernalia – The Opportunist This installment of the Player Paraphernalia-series 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 opportunist base class receives d6 HD (which usually are reserved for casters), 8+Int skills per level, proficiency with simple one-handed and light weapons, martial one-handed and light weapons, bows, light armros, bucklers, light shields and may either choose additional Int-mod proficiencies in martial weapons or +1 exotic weapon proficiency for a weapon that has the disarm, reach or trip attribute. The class gets 3/4 BAB-progression and has good Ref-saves.   The opportunist receives a bonus to armor cutting, dirty trick, […]

    Player Paraphernalia – The Opportunist

    Player Paraphernalia – The Opportunist This installment of the Player Paraphernalia-series 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 opportunist base class receives d6 HD (which usually are reserved for casters), 8+Int skills per level, proficiency with simple one-handed and light weapons, martial one-handed and light weapons, bows, light armros, bucklers, light shields and may either choose additional Int-mod proficiencies in martial weapons or +1 exotic weapon proficiency for a weapon that has the disarm, reach or trip attribute. The class gets 3/4 BAB-progression and has good Ref-saves.   The opportunist receives a bonus to armor cutting, dirty trick, […]

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  • Player Paraphernalia: The Charger Base Class (Revised Edition) 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 […]

    Player Paraphernalia: The Charger Base Class (Revised Edition)

    Player Paraphernalia: The Charger Base Class (Revised Edition) 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 […]

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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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  • Player Paraphernalia – Imperial Druid (Archetype) (Revised Edition) This installment of the Player Paraphernalia-series clocks in at 7 pages, 1 page front cover, 1 page SRD, 1 page advertisement, leaving us with 4 pages of content, so let’s take a look, shall we?   The Imperial Druid’s angle, concept-wise, would be the inherent natural order of things within the animal kingdom, providing control over this concept by graces of the celestial Court. Imperial Druids thus need to be neutral good and may utilize metal weapons and monk weapons, gaining their proficiencies…but at the cost of all armor and shield proficiencies.   The imperial druid also receives an imperial bond – either a domain chosen from air, earth, fire, good, celestial […]

    Player Paraphernalia – Imperial Druid (Archetype) (Revised Edition)

    Player Paraphernalia – Imperial Druid (Archetype) (Revised Edition) This installment of the Player Paraphernalia-series clocks in at 7 pages, 1 page front cover, 1 page SRD, 1 page advertisement, leaving us with 4 pages of content, so let’s take a look, shall we?   The Imperial Druid’s angle, concept-wise, would be the inherent natural order of things within the animal kingdom, providing control over this concept by graces of the celestial Court. Imperial Druids thus need to be neutral good and may utilize metal weapons and monk weapons, gaining their proficiencies…but at the cost of all armor and shield proficiencies.   The imperial druid also receives an imperial bond – either a domain chosen from air, earth, fire, good, celestial […]

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