Trials of Chult
Races, Leveling, and Classes
Modifications to the core races
I have altered just a little big of the rules in regards to the races. I do this because race really only comes into play at lower levels and means nothing by mid-level or higher. How much does that +2 to spot the elven fighter has really matter by 9th level compared to the human rogue? Anyway that is my justification on it, you are free to agree or disagree.
Most of the adjustments are the same. All bonus to attacks, AC, saves, or skill checks increase by 1 at every fifth level. Doesn’t matter what classes the character has, only their race. So a dwarf reaching 5th level would get another +1 to stonecutting, search checks relating to stonecraft, saves vs poison and magic, attacks vs orcs and goblinoids, AC vs Giants, and Appraise and Craft checks relating to stone and metal.
Statistics dont go up or down and no new language is gained.
In the case of humans they get an extra feat at 5th level. If the character is a half human such as a Aasamir, half elf, half orc, or some other half breed they must choose. Either get the bonus of their other race or gain a feat. This is an interesting roleplaying choice on how they want their character to be. A half elf who wants to embrace his elven heritage but would rather gain the feat at 5th level because it makes his character stronger, really isn’t embracing his heritage at all. Just giving lip service.
In addition Gnomes have the ability to talk and listen at the same time. This is rather unhelpful when dealing with anyone other then another gnome, but it allows their conversations to move alone twice as fast. And + 4 to Gather Information checks.
Dwarves gain 1 point Damage Reduction every 4 levels. They can only have 1 point for every + 1 modifier they have. So a dwarf with average or negative Con modifier gains no advantage. However they have a constant 10% arcane spell failure rate that cannot be removed. While nothing is actually stopping a dwarf from being a wizard (or sorcerer or whatever), it is discouraging.
Elves have the dubious ability to end their life at will. They can choose to have their souls leave their bodies any time they want. Doing so prevents resurrection by any means however.
Halflings are just damn lucky. There is no mechanical benefit to this but roleplaying wise, things just fall in their favor.
Modifications to non-core races
This will be updated as needed
I took a page from Pathfinder and offered one extra skill point or hit point per level if you take the same class you started as. Just a little bonus for the dedication of sticking with your original choice.
Every 8 levels the PCs can pick a new language they have picked up in their travels. They dont have to pay any skill points for it, but it does have to make sense. They cant pick a language they havent had any exposure too.
By the same standard I offered a big bonus at 11th and 20th level of the same class. Since prestige classes cap at 10, they can never reach these bonus’s and it is almost impossible to reach the 20th level one unless you play a single class straight through. They are detailed below in the classes section.
I always allow two rolls for hit points when leveling up and take the better result.
Modifications to the core classes
Some of the core classes are noticeably weaker then others. I have altered a few to bring them up to par. In addition core classes (and only core classes) get the above mentioned bonus’s at 11th and 20th level. There are usually several to choose from that can not be gained any other way. I require the player to have taken his character from very low level (preferably first) all the way to 11th to “earn” these bonus’s. Finally only PCs ever get these abilities, never NPCs.
Barbarian: I give Damage Reduction differently. Instead the Barbarian gets 1 point every 4 levels. This doubles as the Barbarian rages. This overrides the DR giving in the book, but stacks with any other source (spells, armor, or being a dwarf). Other then that, everything else stays.
Special choices: Intimidating Glare: As a move action can glare at an opponent to try to scare them. This counts as a fear effect and gaze attack. The Will DC is the Barbarians level + Strength bonus. Failure means opponent drops whatever was held and runs in fear for a number of rounds equal to the DC. Success means opponent is shaken.
Mighty Swings: Critical Hits are automatically confirmed during rages.
Clear Mind: If barbarian fails a Will save, may immediately expend a rage for the day to try again. Must take second result, even if its worse.
Bard: Changed several aspects of bards songs. To make it easier they got their own page here Bardic Songs
Special Choices: Fighter Path: May add Charisma bonus to attack and damage rolls.
Mage Path: May add Charisma bonus to Caster level for purposes of damage, range, overcoming SR, and against Dispel Magic. Number of spells doesnt change however.
Thief Path: Pick 8 skills that are class skills for the rogue. May add Bard level to skill checks involving those 8 skills. And 1s are no longer considered instant failures, just the worst possible result.
Cleric: Good Clerics can spontaneous cast Inflict spells of equal level of the spell they just sacrificed (up to fourth for Inflict Critical Wounds) but only against creatures that worship a religion directly opposite the clerics own. If cleric tries against a creature that doesnt worship the opposite religion, the Inflict spell has no effect. Evil Clerics get negative versions of the below special choices. Evil Clerics can actually spontaneous cast healing spells but at two levels lower then the spell they just sacrificed. Finally clerics usually get special powers or skill bonus’s but it depends on what deity they worship. Too many to list here as I allow the entire Forgotten Realms Pantheons.
Special Choices: Medic: 1/day can cast a Maximized Cure Critical Wounds and it doesn’t take away an actual spell.
Holy Surge: Can use turning checks to deal 1d6/2 levels positive energy in a 20’ radius. This affects everyone in the area (Reflex save DC 20 half) heals living and hurts undead.
Grace of Faith: No evil version, though evil cleric’s can choose it. Cleric can add Wis bonus to their Reflex save. Must keep Dex modifier as well.
Druid: Cannot use metal of any type. Not even rings or amulets or other jewelry. Can use stonework, bone, plant, or other nonmetallic substance. They can substitute Survival for Listen, Spot, Search, Run, Climb, Jump, Swim, Hide, and Move Silently when withen their native environment. They dont collect money as they should have no purpose for it.
Special Abilities: A Little Birdie Told Me: A druid can scry for free if withen their native environment. They use Survival as their scry skill.
Mom Likes Me Better: Cannot be effected by fey or druidic magic if cast by someone with less HD then your current Druid level.
Eye for an Eye: If hit by a non reach weapon in their own environment, automatically deals 1 point damage per Wis modifier per hit. Damage is considered magical. Fey and other druids are unaffected.
Fighter: I made no changes.
Special Abilities: Weapon Love: The die damage for a single weapon type is increased by one. Cannot change weapon type after chosen.
Armor Love: Pick a category of Armor (light, medium, heavy) When wearing that armor AC is one better, penalties one less, and takes one less round to put on or take off.
Monk: AC bonus is every 4 levels rather then every 5. They still get 1 stunning fist a day/level. Fort DC 1/2 monk level +1/Wis bonus. Stuns 1 round. You don’t need to choose between Improved Grapple and Stun Fist. You automatically get both. You add your monk level to any skills that are physical based that you spent at least 1 rank in (ride, climb, run, grapple, swim, jump, tumble, balance, etc) so its a good idea to spend one rank in every physical skill. It doesn’t work with knowledge, craft, perception, etc. It also doesn’t work with hide. Combat Reflexes doesn’t really exist in my campaign since I don’t do AoO, so you get Deflect Arrows by Default. When you get Diamond Body at 13th level you become immune to all diseases even those magical or supernatural in nature. Monks may freely multiclass into Psions and switch back and forth gaining levels between the two due to the similar demanding discipline of both classes. No penalty that monks usually suffer from mulitclassing. There is a prestige class in their called Tattoo monk. Every monk actually gets this prestige class for free. At 7th level and every three thereafter (10,13,16,19) you get to add another tattoo. You must meet any prerequisites but you basically sit and meditate for a week and it will appear on your body. You may also get them early if you can find a very skilled (usually magical or mystical based) tattoo artist for about 5000gp each.
Special Abilities: Psionic Resistance: Gain psionic resistance equal to magic resistance.
Dispelling Punch: Can use two Stunning Fist attacks to make an attack (not a touch attack) have a dispelling effect. Just as if they had cast Dispel Magic.
Elemental Acceptance: Pick one Element and gain +10 DR vs it.
Paladin: The Paladin got a big makeover since I finally had a player try one and was quickly outclassed by the other characters. I meshed the powers of pathfinder and D&D together. Below is a breakdown of what changed, what stayed, and what was ignored.
Aura of Good = Paladins glow to a Detect Good spell.
Divine Grace = Paladins get to add their Charisma modifier to all saving throws.
Aura of Courage = Paladins are immune to fear, allies withen 10 feet get a + 4 on saves vs fear.
Divine Health = Paladins are immune to all diseases, even supernatural and magical ones.
Lay on Hands = Paladins heal Char mod x Level every day.
Righteous Mount = Paladins get a special mount at 5th level, this may be traded in for a Feat if a mount really doesn’t fit the campaign.
Code of Conduct = Paladins must be and remain Lawful Good or lose their powers.
Turn Undead = Paladins turn undead as if they were a cleric three levels lower.
Remove Disease = Paladins may remove disease at level 6 and every three levels after it per week.
Mercy, Aura of Justice, Channel Positive Energy. Divine Bond. Doesn’t fit in the D&D setting. They altered Turn Undead and Remove Disease into different mechanic. The divine bond kinda overlaps into the Samurai territory of making the weapon the focus of the class.
Detect Evil = Works much different and this is how the spell will work as well. Caster doesn’t need to concentrate for several rounds and doesn’t just study one creature at a time. All evil beings the caster can see withen 60 feet will glow to their eyes. Hit dice doesn’t count towards evil radiated, the more heinous the acts the target committed or more unnatural it is, the more it glows. A 1st level character who has done worse things will glow more then a 20th level character is who has only done petty crimes.
Smite Evil = This got a big overhaul. Now it is at first level and every three levels after that so at 1,4,7,10,13,16, and 19th a paladin gets another smite for the day. The paladin picks a target and if evil the following occurs. The paladin now gets to add their Char modifier to all attack rolls and level to all damage rolls on every attack against the target until one or the other is dead, 24 hours have passed, or the paladin has rested. In addition the paladin my now crit the target even if it is normally uncritable as long as it is evil. The paladin may have multiple smites going on at once but they do not stack against the same target. If paladin tries to smite a nonevil creature then nothing happens and the smite is wasted.
Spells = Going to use the Pathfinder progression of spells. Same as before where you get extra spells per day depending on the paladins Charisma modifier.
Aura of Resolve = At 8th level paladins are immune to charm effects. The paladin gains + 4 vs compulsion effects and allies withen 10 feet gain + 4 vs charm.
At eleventh level a Paladin may pick an extra ability, this is only given to PC paladins, not NPC ones.
Aura of Faith = At 14th level a paladins weapon is considered Good for purposes of overcoming damage reduction. This only applies as long as the weapon is held by the paladin.
Aura of Righteousness = At 17th level a paladin gains 5DR vs evil and immune to compulsion effects. Allies withen ten feet gain + 4 to compulsion effects saving throws.
Holy Champion = At 20th level a paladin is a conduit for the power of their god. DR increases to 10 vs evil and any creature struck by a smite is also affected as per the Banishment spell using the paladin level as the caster level. However if the creature successfully saves vs Banishment then the Smite effect instantly ends. The paladin my put another Smite effect on the same target however. Targets immune to Banishment do not need to make saves.
At 20th level a paladin may choose a second extra power. Only given to PC characters.
Special Powers May pick one at 11th and 20th level.
Holy Army: Uses a smite evil but grants it to themselves and all allies withen 30’. Good for that round only (when the paladin comes around in the initiative order again). Until then all good characters the paladin considers an ally gains the benefits of Smite Evil.
Doctor in Armor = A paladin may turn Remove Disease into Remove Blindness, Deafness, Poison, Fatigue, Curse, Paralysis, Nausea, Fear or turn into Lessor Restoration.
Spellcaster = Paladin gains an extra 1,2,3,and 4th level spell. Meaning they can cast 4th level spells at 11th level if this is chosen. Still need the Charisma modifier to cast the spell.
Life for the Living = Paladin now turns undead as a cleric of equal level rather then 3 lower.
Ranger: Still uses d10 for hit points. Every time he gains a favored enemy the previously chosen enemies increase by + 2. So by 20th level the favored enemy bonus’s would be + 10/+ 8/+ 6/+ 4/+ 2. The bonus’s also count for saving throws caused by the creatures.
Special Abilities: Improved Evasion (failed reflex save is half damage, a successful save is no damage.)
Hunters Quarry once per day last 1 round per Wis score. Pick one enemy, do an extra 1d8 damage per attack for all your attacks and your animal companion.
Rangers Guidance – All allies withen 20’ of ranger get bonuses to their favored enemies. Unlike the ranger however, if the bonus’s would stack (undead orcs or something) allies only get to use the highest bonus. Ranger still gets to stack them. All this assumes 3 things. 1. The ranger can talk 2. The ranger is willing to help. He can choose to withhold information if he wishes. 3. The allies are willing to listen. They can choose to ignore him if they wish.
Rogue: Instead of simply flanking enemies, rogues need to completely surprise their opponents to get sneak attacks. They must either not know the rogue is there, or have no idea the rogue intends to attack them. This is actually a bonus roleplaying wise because it puts the rogue low on the priority hit list. Everything else is the same.
Special Abilities: Skill Mastery: pick 8 skills this applies to. (any roll lower then five automatically counts as a five [even 1s)
Bladed Backstabs: Sneak Attack die go up to d8s instead of d6.
Sorcerer: No change.
Special Abilities: Blasting Magic: 1/day adds knockdown effect to damage dealing spells (or zephyr) victims who failed their saving throw (or who took all the hits from a MM) must make another reflex save or be knocked back five feet and prone. It adds another +6 to spells that have blocking or knockdown effects already, like Bigbys Blocking Hand, Zephyr, and Watery Fist.
Unlimited Magic: Has unlimited access to 0 level spells. Never runs out.
Metamagic Mastery – The extra spell level required for meta magic feats is reduced by 1 (so Still or Silent spell become free). Remember if you have more then one Metamagic feat on a spell you add them all up.
Wizard: Cannot rememorize the same spell more then one at a time (unless creating a magical item.) And doesnt gain any spells just from leveling up. However unlike any other class, the wizard gets xp every time he successfully writes a spell in his spellbook. 10xp/ level of the spell copied. Over the course of a career this can add up. Several spells unique to my campaign (carried over from 2nd ed) only wizards can cast. Finally check out the Creating Magical Items page for the rules on how that works and how much caster benefit from making items instead of being penalized xp. But there is a drawback, to get the full scope head to Wizards Learning Spells
Specialist Wizards. When picking a school (or element) as a specialization you get the bonus’s on saves vs that school, bonus’s to dispel that school, and spellcraft checks to learn new spells. In my campaigns there are a few subtle changes. One is that you only have to choose ONE prohibited school. You can even choose Divination and you can still get Read and Detect Magic and all other 0 level divination spells. But you cannot multiclass or prestige class unless it is specifically about your specialization (like a Dread Necromancer) You cannot take the Archmage or any other prestige class until you reach 20th level in your specialized class. At any level up you may choose to lose your specialization to be able to multiclass however your prohibited school stays in effect.
Special Abilities: Wizard and Sorcerer are the same.
I didnt do any non-core classes for two reasons. People want to do something different when they go outside the core classes. They are for experienced roleplayers who have already done the tried and true classics. The non core classes already offer strange and exciting powers without me mucking it up. Besides, Im not penalizing anyone for playing a non core class. I am just trying to keep the core classes competitive.
The other reason is that I dont own every book out there and there are way to many other classes to try to come up with something new and unique that isnt covered by a spell or feat or ability somehow.
Finally there are three more classes to be aware of. I have my own version of psionic that is a mix of 2nd and 3rd ed. It is great if you liked second edition psionics (as I did) and want a updated version that can be used in the 3.5 system. They can be found here Psionics.
The next is a totally new class called the Tinker. It is a class the is based around technology and invention. Very similar to gnomes of Dragon Lance if you are familiar with the setting.
The last is a ridiculous class that you will have to read to learn more about called the Lumberjack. Yes you read that right.
Classes I dont use
I really like alot of flavor of second edition and have incorporated it alot into my games. I also hardly ever use miniatures and a couple of classes seemed to be based of a map and a tactics style game. The biggest change from 2nd to 3rd edition is that class no longer matters nearly as much. Its great that five people could all play rogues and soon have five totally different characters, skills, powers, and roles. But it diminishes the importants when you pick your class. That used to be the single biggest decision, but now there is a prestige class for everything. For this reason the following classes are not allowed. This list will be updated as needed (ie, as I learn about more classes that dont work for my game.):
Warlocks: Totally different in my game. A warlock is someone who has made deals with powerful outsiders that have ended up altering their very appearance. Usually it is Baatezu (devils) that offer this power, but not always the case. Anyone can gain warlock powers to greatly increase their characters power, but beware the price…..
Scouts: This class is basically a battle map tactics based class. I dont use these in my games and really dont like the concept.
Despite the above list, I dont like to say “No you cant do that.” in a game that is supposed to be all about fantasy and make believe. I think long and hard before disallowing anything. Usually the player and I can come up with some happy medium alternative.
Updated non-core classes and prestige classes
This list will be updated periodically as needed and I will try to keep it in alphabetical order. This is the modifications to non core classes or prestige classes.
Assassin: In addition to their bonus vs poison saves at every even level, they can also increase the DC of their poisons by the same amount. So a DC 14 poison would be a DC 19 poison in the hands of a 10th level assassin. Also their 3rd level spells also include Haste, Fly, Hold Person, Suggestion, Shrink Item, Water Breathing or Slow in their spell list.
Another addition is that studying for a death attack last 24 hours, until it is used, or until a second target is studied.
Assassins also get the following abilities at certain levels if their Int modifier is high enough.
True Death: Level 4 and at least + 1 Int: When using Raise Dead, Resurrection, Speak with Dead or similar spells on a corpse slayed with a Death Attack, cleric must make successful caster level check vs DC 15 + assassin level or spell and components are wasted.
Hidden Weapons: Level 4 at least + 1 Int: Add assassin level to all sleight of hand checks.
Quiet Death: Level 6 at least + 2 Int: When successfully using a Death Attack during a surprise round may make a Stealth check vs Perception, if successful then witnesses are unable to identify him as the assailant. Also possible for nearby witnesses to not notice corpse is dead for a few moments.
Swift Death: Level 9 at least + 3 Int: Once per day assassin may make a Death Attack without studying opponent beforehand. Opponent must be vulnerable to sneak attacks and assassin must still use a melee sneak attack.
Angel of Death: Level 10 at least + 4 Int: Once per day assassin may make a Death Attack that if successful allows targets body to crumble to dust. Only a True Resurrection will restore the body and only against the DC 25 caster level check. Assassin must declare this ability before attack roll is made.
Slayer: Level 10 at least + 5 Int: Once per day assassin my make a Sneak Attack and/or Death Attack vs a opponent normally immune such as undead, construct, ooze, elemental, etc.
Moonwarriors: This is a new prestige class that Mike and I came up with. This is for lycanthrope followers of Malar and Selune only. I will write the following from Selunes point of view, for Malar followers basically just switch Selune and Malar around.
*Note that both Malar and Selune followers gain the same bonus’s battling followers of Shar.
2 Ranks in Knowledge Religion
Lycanthrope, non-evil for at least 1 year
Worshiper of Selune for at least 1 year
This is a 5 level progression PrC.
Level 1 + 0 BAB + 2 Fort + 0 Ref + 2 Will Favored Enemy, Lunar Heart
Level 2 + 1 BAB +3 Fort + 0 Ref +3 Will Night Vision, Pack Sense
Level 3 + 2 BAB +3 Fort + 1 Ref + 3 Will Favored Enemy, Lunar Mind
Level 4 + 3 BAB +4 Fort + 1 Ref + 4 Will Fleeting Cycle, Night Sense
Level 5 + 3 BAB +4 Fort + 1 Ref + 4 Will Favored Enemy, Lunar Form
Favored Enemy, Lunar Form
Weapon proficiencies: Simple weapons, shortbow, longbow, short sword. Moon hunters understand common weapons, and the weapons favored by Selune.
Armor proficiencies: No armor proficiency gained. Moon hunters rely upon their DR to avoid damage.
Skills: 4+ Int per level
Hit Dice D8 per level
NOTE: Where it mentions moon phase below, it’s the same as used by ShadowBane. Crescent Moon is phase 1, followed by half moon, gibbous moon, and ending at full moon at phase 4. In daytime, there is no phase unless the moon is directly visible to the moon hunter. If underground, reduce phase by 2 stages. When moon phase is multiplied, the minimum phase level is 1.
Functions as a ranger, except favored enemies can only be chosen from the following list: followers of Shar, followers of Malar, evil lycanthropes, non-corporeal undead. If a Moon Hunter takes levels of ranger, favored enemy bonuses may stack.
Provides a bonus equal to Moon Hunter level against emotional attacks (rage, fear, despair, etc.). If attack is generated by the Moon Hunter’s Favored Enemy, multiply by moon phase. Lunar Heart also helps the Hunter resist the rage that comes from infection.
At 2nd level, Moon Hunters gain low-light vision in all forms and a +2 on perception
Within 10mile radius, know location of bloodline members, and lycanthropes of same beastline.
At 3rd level, Moon Hunters gain a bonus (matching Lunar Heart bonus) against attacks against their mind (charms and compulsions, mostly). Alternately, the bonus might not kick in unless the “against your nature” aspect is triggered. This means someone can Charm a hunter to steal from them, but not make them infect someone. Infection, combat, and serious commitment are always triggers where this would kick in.
4th level Moon Hunters under the open sky at night, gain the Run feat. In phase 3 or 4, they also get Improved Initiative.
Most Moon Hunters will already have Blind Fighting, but under a night sky, they all have it, and receive an additional +2 on perception for a total of +4.
This mostly benefits infected, who now gain Improved Control as a free feat. Additionally, 5th level Moon Hunters will know the direction of the nearest cleric of Selune and if they can reasonably get to that cleric before dawn.