Optional powers. you get prime ability for free, and two other choices. (split classes get one choice from each class (2-5 but no prime ability) when reaching level 5 they can choose one classes prime) (dual classes standard on creation, once they change class, then only can they swap all or some to the new class) ------------------------------------------------------------------------------ Fighter PRIME: You shrug off 10% plus 2% of damage per level rounded down. (so a level one Fighter getting hit for 12 damage would only take 10 damage) (so a level five Fighter getting hit for 18 damage would only take 14 damage) Power 2: You are immune to critical hits Power 3: You are proficient in all weapons Power 4: You get double your constitution bonus hit points Power 5: You can use a weapon proficiency to specialize and then get mastery in specific type of armor / shield. one proficiency used increases AC by one, an additional proficiency increases the ac bonus to 3 (can use two prof for armor groups) Groups: light armor: hide, padded, leather, and studded leather Medium armor: Chainmail, Ringmail, Scalemail, brigadine Heavy armor: Splintmail, banded mail, plate mail Sheilds: All shields ------------------------------------------------------------------------------ Cleric/Priest Prime: You don't pre-memorize your spells Your spells do not require touch or spell components Healing spells you cast get +4hp per character level. Bonus proficiency: religion Power 2: Your target(s) get -4 to their saves vs your spells unless your target is a paladin or cleric or a protection spell is up, or a magical item with protection effects. Power 3: Once a day you can focus for one turn and have a chance for "Divine Intervention" which means sometime during the next 24 hours may get aid from your deity. This aid could come in many forms, from visions, to physical help in battle, etc. Chances improve based on your faith and actions in such. Power 4: You can specialize/mastery in one weapon (if you have an available proficiency.) Power 5: You may get fighters con bonus to hps and may have exceptional strength as a Fighter. -------------------------------------------------- Paladin PRIME: Your lay on hands is 8hps plus 2hps per level and can use it once per level per day. You get 10% spell resistance to evil magic per level. Power 2: You can pray in the morning for a chance your god will bless your sword, if the sword is blessed it glows and adds +2 hit / +2 damage (there is a chance the blessing will become permanent) Power 3: You can pray in the morning for a chance your god to bless your shield, if the shield is blessed it glows and adds +2 ac and will completely block two evil spells (there is a chance the blessing will become permanent) Power 4: Once a day you can focus for one turn and have a chance for "Divine intervention" which sometime during the next 24 hours may get aid from your deity. This aid could come in many forms, from visions, to physical help in battle, etc. Chances improve based on your faith and actions in such. Power 5: You can attempt to dispel evil magic once per day per level ------------------------------------------ Rangers Prime: You score critical hits on natural 18 (x2 die damage), 19 (x3 die damage), 20 (x4 die damage). When attacking while hidden the ranger automatically crits on first strike. May use weapon prof to choose second or third hated species Power 2: While in the wilderness you double your chance at being hidden/quiet and are aware of your success/failure. Power 3: You get universal wilderness survival, herbalism proficiency free. You can find materials for poultices and make them in 1d6 turns Healing poultice 1lb (heals 5hp per turn per level of ranger) Hold poison poultice 1lb (Holds poison and gives recipient another saving throw with +4 bonus after one hour) (These poultices have a shelf life of 24 hours and only work on prone resting targets, if interrupted stops further healing) Power 4: Once a day you can focus for one turn and have a chance to be "one with nature" which sometime during the next 24 hours may get aid from mother nature (chances improve the closer you are to nature) Power 5: You can parry with a melee attacks (must be called before initiative) which doubles your dex bonus to armor even against missiles. ------------------------------------------------------- Druids: PRIME: You don't pre-memorize your spells Your spells do not require touch or spell components healing spells get +4hp per character level. Power 2: Your target(s) get -4 to their saves vs your spells unless your target is a druid or a ranger, a protection spell is up, or they have magical item with protection effects. Power 3: You get universal wilderness survival, herbalism free, and can always find materials for the below in 1d6 turns. Healing poultice 1lb (heals 5hp per turn per level of the druid) Hold poison poultice 1lb (Holds poison and gives recipient another saving throw with +4 bonus after one hour) (These poultices have a shelf life of 24 hours and only work on prone resting targets, if interrupted stops further healing) Power 4: once a day you can focus for one turn and have a chance to be "one with nature" which means sometime during the next 24 hours may get aid from mother nature (chances improve the closer you are to nature) Power 5: Druids may add their wisdom bonus to armor like a dex bonus but aditionally.. ------------------------------------------------------- Mage Prime: You get bonus spells from high int like clerics get from wisdom You can cast one spell per level per day from your spell book without pre-memorization (casting time is 1turn per level of the spell) no spells require touch. bonus prof reading/writing. (mages can start with 6 spells in their spellbook) Power 2: Your target gets a -4 to save vs your spells unless your target is a mage or a protection spell is up, or a magical item with protection effects. Power 3: You have a 10% plus 10% chance per level to cast any spell without verbal, somatic components. Power 4: You get religion proficiency free. You get spellcraft divine and arcane free with auto success. Power 5: You don't need any spell components under 1000gp value. ---------------------------------------------------------------------------------- Thieves PRIME: All attacks from the rear are sneak attacks You don't have to stop to search for traps (can move at half speed). Power 2: Weapon finesse , can use your dex to hit instead of strength for dagger, dirk, knife, sap, shortsword, club and unarmed. Power 3: If moving at half speed out of combat in non-wilderness settings doubles your chance at hide/move silently and your aware of your success/failure. Power 4: You auto succeed on any scroll, wand and rod usage. Can determine most potions by taste and can use smell to determine whether the potion is harmful or not. Power 5: You gets appraisal, gem cutting, gambling and rope use proficiencies free. ------------------------------------------------------------------------ Bard Prime: get the below song abilities. Bard can take other action while singing but if hit by spell or critical hit song ends. Level 1 Meloncholy melody: Song Affects hostile targets lowering their morale and movement speed and dexterity. Level 3 Magical vestiment : Song gives the allies 20% +5% arcane magic resistance per level of bard Level 5 Magical manipulation: Song can attempt to dispell magic, read magic, detect magic, identify magic, silence magic. Power 2: Bard gets plus 4 to his charisma (max 18) Power 3: You auto succeed on any scroll use, can use wands and rods, can determine most potions by taste. Power 4: Bards can parry with a melee attack (must be called before initiative) which doubles his dex bonus to armor even against missiles. Power 5: Bard gets appraisal, gem cutting, gambling and rope use proficiencies free --------------------------------- Only pure single class fighters (ie no paladins/rangers/multi or duel class) are allowed specialization, specialization in fighting styles, and mastery. (kits are ok)