Player’s Options Archive

  • Player’s Options: Infinyte This installment of the Player’s Option-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 6.5 pages of content, so let’s take a look at the Infinyte!   The Infinyte needs to be non-evil with a neutral component and is a 20-level base class that receives proficiency in light and medium armor, shields, martial and simple weapons, full BAB-progression, d10 HD, 4+Int skills per level and good fort-saves.   The Infinyte is also interesting in that the class is built around the hero point system – as champions of the multiverse, they may detect law and chaos and suffer from an interesting quirk: Proximity to other members […]

    Player’s Options: Infinyte

    Player’s Options: Infinyte This installment of the Player’s Option-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 6.5 pages of content, so let’s take a look at the Infinyte!   The Infinyte needs to be non-evil with a neutral component and is a 20-level base class that receives proficiency in light and medium armor, shields, martial and simple weapons, full BAB-progression, d10 HD, 4+Int skills per level and good fort-saves.   The Infinyte is also interesting in that the class is built around the hero point system – as champions of the multiverse, they may detect law and chaos and suffer from an interesting quirk: Proximity to other members […]

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  • Player’s Options: The Sherrif This installment of the Player’s Option series is 12 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look, shall we?   Mechanically, Sheriffs need to be lawful, get d20, 2+Int skills (the class could have used more skills per level, but oh well…), full BAB-progression, good fort-and will-saves, proficiency with all simple and martial weapons and all types of armor and shields, but not tower shields. They also get proficiency with swordbreaker daggers, or repeating crossbows or firearms as bonus feats at 1st level to reflect their training with weapons that can help bring in lawbreakers. At 1st level, a sheriff […]

    Player’s Options: The Sherrif

    Player’s Options: The Sherrif This installment of the Player’s Option series is 12 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look, shall we?   Mechanically, Sheriffs need to be lawful, get d20, 2+Int skills (the class could have used more skills per level, but oh well…), full BAB-progression, good fort-and will-saves, proficiency with all simple and martial weapons and all types of armor and shields, but not tower shields. They also get proficiency with swordbreaker daggers, or repeating crossbows or firearms as bonus feats at 1st level to reflect their training with weapons that can help bring in lawbreakers. At 1st level, a sheriff […]

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  • Player’s Options: Half-Orcs The penultimate (as far as I know) part of the race-centric Player’s Options-pdfs is 13 pages long, 1 page editorial (cover is a separate .jpg), 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we?   The first variant race we get is the orc-kith – a being with some blood of orcs in their lineage, but not enough to make them half-orcs. They get +2 to an ability of their choice, normal speed, darkvision, +1 to intimidate and diplomacy, skill focus as a bonus feat, count as orcs for respective effects and get orc ferocity. *drumroll* NOTHING TO COMPLAIN! In fact, I really like these! I’ll introduce them into […]

    Player’s Options: Half-Orcs

    Player’s Options: Half-Orcs The penultimate (as far as I know) part of the race-centric Player’s Options-pdfs is 13 pages long, 1 page editorial (cover is a separate .jpg), 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we?   The first variant race we get is the orc-kith – a being with some blood of orcs in their lineage, but not enough to make them half-orcs. They get +2 to an ability of their choice, normal speed, darkvision, +1 to intimidate and diplomacy, skill focus as a bonus feat, count as orcs for respective effects and get orc ferocity. *drumroll* NOTHING TO COMPLAIN! In fact, I really like these! I’ll introduce them into […]

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  • Player’s Options: Gnomes This installment of the Player’s Options-line is 12 pages long, 1 page editorial, 1 page SRD, leaving us with 10 pages of content, so let’s take a look!   Following the format of the series, we kick this off with two new variant gnome races, first of which would be the Blood Gnomes – tainted by the blood of redcaps, they essentially are the gnomish equivalent for Tieflings – shunned and considered evil by most and stigmatized as well as rare. They get +2 to Dex and Wis, -2 to Cha, count as fey, are small and slow, get light-light vision, DR 5/cold iron, +2 to saves vs. illusions, take 5 penalty less to stealth when moving […]

    Player’s Options: Gnomes

    Player’s Options: Gnomes This installment of the Player’s Options-line is 12 pages long, 1 page editorial, 1 page SRD, leaving us with 10 pages of content, so let’s take a look!   Following the format of the series, we kick this off with two new variant gnome races, first of which would be the Blood Gnomes – tainted by the blood of redcaps, they essentially are the gnomish equivalent for Tieflings – shunned and considered evil by most and stigmatized as well as rare. They get +2 to Dex and Wis, -2 to Cha, count as fey, are small and slow, get light-light vision, DR 5/cold iron, +2 to saves vs. illusions, take 5 penalty less to stealth when moving […]

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  • Player’s Options: Elves This pdf is 13 pages long, with its front cover coming as a separate jpg, 1 page editorial, 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we?   The pdf kicks off with two new variant elves, first of which would be the Necrom elves, who are obsessed with extending their already considerable lifespans – at any cost but undeath. These insular elves get +2 to Dex and Cha, -2 to Str, suffer no penalty for inflicting non-lethal damage with bludgeoning weapons and ammunition, gain resistance 5 to negative energy and +2 to saves versus death effects, energy drain and spells/spell-like abilities of the necromancy school and don’t lose […]

    Player’s Options: Elves

    Player’s Options: Elves This pdf is 13 pages long, with its front cover coming as a separate jpg, 1 page editorial, 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we?   The pdf kicks off with two new variant elves, first of which would be the Necrom elves, who are obsessed with extending their already considerable lifespans – at any cost but undeath. These insular elves get +2 to Dex and Cha, -2 to Str, suffer no penalty for inflicting non-lethal damage with bludgeoning weapons and ammunition, gain resistance 5 to negative energy and +2 to saves versus death effects, energy drain and spells/spell-like abilities of the necromancy school and don’t lose […]

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  • Player’s Options: Humans This pdf is 10 pages long, 1 page editorial, ~4/5 of a page SRD, leaving us with 8 1/5 pages of content, so let us take a look at the new options for humans! This pdf kicks off with two new variants of the basic human racial traits, with the first one being Adopted Humans, who get +2 to an attribute their adopted parent race doesn’t get the bonus to, count as both humans and their adopted race, get weapon familiarity with weapons of the adopting race, a bonus feat and an extra skill pint per level. Solid and useful if you want to go beyond background traits to customize an adopted human, but nothing too special. […]

    Player’s Options: Humans

    Player’s Options: Humans This pdf is 10 pages long, 1 page editorial, ~4/5 of a page SRD, leaving us with 8 1/5 pages of content, so let us take a look at the new options for humans! This pdf kicks off with two new variants of the basic human racial traits, with the first one being Adopted Humans, who get +2 to an attribute their adopted parent race doesn’t get the bonus to, count as both humans and their adopted race, get weapon familiarity with weapons of the adopting race, a bonus feat and an extra skill pint per level. Solid and useful if you want to go beyond background traits to customize an adopted human, but nothing too special. […]

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