This information has been added to the Aryathan Jiil Campaign Setting.pdf and uploaded to the google drive.
Favored Class
Remove the 20% penalty for uneven multiclass levels. Replace with the following three things.
First, leveling up into your favored class takes only 15
minutes instead of 1 hour.
Secondly, Choose one of the following each time you gain a
level in your favored class:
·
+0. 5% xp bonus
·
+1 hp
·
+1 skill point.
And finally, find your favored class below and gain the
listed bonus each time you take a level in your favored class. Any fractional
bonus is rounded down, so you may need to select an option more than once to
gain a benefit.
Any
If you have a favored class listed as “any” you must choose
this favored class from any base class in the game (not limited to a class you
have already taken) during character creation. Once chosen, this becomes your
favored class and cannot later be changed. If you choose a class that is not listed
below, let the DM know so he can add that class below.
Multiple Favored Classes
If you have more than one favored class, you must select
which one will be your favored class and remove the other. Once chosen, this
cannot later be changed. If you later gain another favored class, you can
choose the new one to replace the old one, or keep the old one and ignore the
new one.
Assassin
Choose one of the following each time:
Add one spell known from the assassin spell list. This spell
must be at least one level below the
highest spell level you can cast.
Or, add +½ point to sneak attack damage.
Barbarian
Choose one of the following each time:
Add 1 to the total number of rounds that you rage.
Or, add 1 to your base speed. In combat this has no effect
unless you have selected this reward 5 times (or another increment of 5); a
speed of 34 feet is effectively the same as a speed of 30 feet, for example.
This bonus stacks with a class’s fast movement feature and applies only under
the same conditions as that ability.
Or, add a +½ competence bonus to trap sense.
Bard
Choose one of the following each time:
Add a +1 competence bonus when resisting a disarm or sunder
attempt.
Or, add 1 to the total number of bardic music uses per day.
Or, add a +½ competence bonus on Bluff checks to pass secret
messages, on Gather Information checks, and on Disguise checks.
Or, add one spell known from the bard spell list. This spell
must be at least one level below the highest spell level you can cast.
Or, select a 0-level spell that you know. This spell becomes
usable at will as a spell-like ability.
Beguiler
Choose one of the following each time:
Add one spell known as if by the beguiler’s advanced
learning. The spell must be at least one level below the highest spell level
you can cast.
Or, add a +½ competence bonus to cloaked casting spell DCs.
Binder
Add a +½ competence bonus on binding checks.
Cleric
Choose one of the following each time:
Select one domain power granted at 1st level that
is normally usable for a number of times per day equal to 3 + an ability
modifier. You add ½ to the number of uses per day of that domain power.
Or, add a +1 competence bonus on spell penetration checks
made to overcome the spell resistance of outsiders.
Or, select a 0-level spell from the cleric spell list. This
spell becomes usable at will as a spell-like ability.
Crusader
Choose one of the following each time:
Add +½ point to steely resolve.
Or, add one maneuver known from those available to
crusaders. This maneuver must be at least one level below the highest level
maneuver you can initiate.
Druid
Choose one of the following each time:
You gain energy resistance 1 against acid, cold, electricity,
or fire. Each time you select this reward, increase your resistance to one of
these energy types by 1 (maximum 10 for any one type).
Or, select a 0-level spell from the druid spell list. This
spell becomes usable at will as a spell-like ability.
Favored Soul
Choose one of the following each time:
You gain energy resistance 1 against acid, cold,
electricity, or fire. Each time you select this reward, increase your
resistance to one of these energy types by 1 (maximum 10 for any one type).
This resistance stacks with the favored soul’s energy resistance class ability.
Or, add one spell known from the cleric spell list. This
spell must be at least one level below the highest spell level you can cast.
Or, select a 0-level spell that you know. This spell becomes
usable at will as a spell-like ability.
Fighter
Choose one of the following each time:
Add a +1 competence bonus when resisting a bull rush or
trip.
Or, add a +1 competence bonus when resisting a disarm or
sunder attempt.
Or, add a +1 competence bonus when resisting a disarm or
overrun.
Or, add a +1 competence bonus when resisting a trip and on
grapple checks.
Or, add +¼ on stabilization d20 rolls.
Incarnate
Add +½ bonus essentia.
Monk
Add a +1 competence bonus to grapple checks and +½ to the number
of Stunning Fist attacks you can attempt per day.
Ninja
Choose one of the following each time:
Add ½ to the number of uses per day of your ki power.
Or, add +½ point to sudden strike damage.
Paladin
Choose one of the following each time:
Add a +1 competence bonus on Concentration checks when
casting paladin spells.
Or, add +½ hp to your lay on hands ability (whether using it
to heal or harm).
Or, you gain energy resistance 1 against acid, cold,
electricity, or fire. Each time you select this reward, increase your
resistance to one of these energy types by 1 (maximum 10 for any one type).
Or, add a +½ competence bonus on smite evil damage.
Psion
Choose one of the following each time:
Add +½ bonus power point.
Or, add one power known from the psion power list. This
power must be at least one level below the highest power level you can
manifest.
Or, select a 0-level power that you know. This power becomes
usable at will as a psi-like ability.
Psychic Warrior
Choose one of the following each time:
Add +½ bonus power point.
Or, add one power known from the psychic warrior power list.
This power must be at least one level below the highest power level you can
manifest.
Or, select a 0-level power that you know. This power becomes
usable at will as a psi-like ability.
Ranger
Choose one of the following each time:
Add a +½ competence bonus on wild empathy checks to
influence animals and magical beasts.
Or, choose a weapon from the following list: longbow,
longsword, rapier, shortbow, or short sword. Add a +½ competence bonus on
critical hit confirmation rolls with that weapon (maximum bonus of +4). This
ability does not stack with any ability to gives a bonus to confirm critical
hits.
Or, add DR 1/magic to your animal companion. Each time you
select this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If you
ever replace your animal companion, the new companion gains this DR.
Or, add +1 skill point to your animal companion. If you ever
replace your companion, the new companion gains all of these bonus skill
points.
Or, add +1 hit point to your animal companion. If you ever
replace your animal companion, the new animal companion gains all of these
bonus hit points.
Or, Add a +1/3 dodge bonus to Armor Class against your
favored enemies.
Rogue
Choose one of the following each time:
Add a +½ competence bonus on Bluff checks to feint and
Gather Information checks.
Or, add +½ point to sneak attack damage.
Samurai
Choose one of the following each time:
Add a +1 competence bonus when resisting a bull rush or
trip.
Or, add a +1 competence bonus when resisting a disarm or
sunder attempt.
Or, add a +1 competence bonus when resisting a disarm or
overrun.
Or, add a +1 competence bonus when resisting a trip and on
grapple checks.
Or, add +¼ on stabilization d20 rolls.
Or, add a +½ competence bonus on kiai smite damage.
Scout
Choose one of the following each time:
Add +¼ to battle fortitude.
Or, add +½ point to skirmish damage.
Shaman
Choose one of the following each time:
Select a 0-level spell from the shaman spell list. This
spell becomes usable at will as a spell-like ability.
Or, add DR 1/magic to your animal companion. Each time you
select this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If you
ever replace your animal companion, the new companion gains this DR.
Or, add +1 skill point to your animal companion. If you ever
replace your companion, the new companion gains all of these bonus skill
points.
Or, add +1 hit point to your animal companion. If you ever
replace your animal companion, the new animal companion gains all of these
bonus hit points.
Shugenja
Choose one of the following each time:
Select a 0-level spell from the shugenja spell list. This
spell becomes usable at will as a spell-like ability.
Or, gain energy resistance 1 against your favored element.
Each time you select this reward, increase your resistance this energy by 1
(maximum 10 for).
Spellthief
Choose one of the following each time:
Add +½ point to sneak attack damage.
Or, add one spell known from the spellthief spell list. This
spell must be at least one level below the highest spell level you can cast.
Sorcerer
Choose one of the following each time:
Add +½ point of energy damage to appropriate energy spells
(choose one each time: acid, cold, electricity, or fire). For example, only
spells with the fire descriptor can benefit from bonus fire damage.
Or, add one spell known from the sorcerer spell list. This
spell must be at least one level below the highest spell level you can cast.
Or, select a 0-level spell that you know. This spell becomes
usable at will as a spell-like ability.
Swordsage
Choose one of the following each time:
Add +¼ competence bonus to your quick to act class ability.
Or, add one maneuver known from those available to swordsages.
This maneuver must be at least one level below the highest level maneuver you
can initiate.
Totemist
Add +½ bonus essentia.
Warlock
Choose one of the following each time:
Add one invocation known from those available to warlocks.
This invocation must be at least one level below the highest level invocation
you can cast.
Or, add +¼ point to eldritch blast damage.
Wilder
Choose one of the following each time:
Add +½ bonus power point.
Or, add one power known from the wilder power list. This power
must be at least one level below the highest power level you can manifest.
Or, select a 0-level power that you know. This power becomes
usable at will as a psi-like ability.
Wizard
Choose one of the following each time:
Add one spell from the wizard spell list to your spellbook.
This spell must be at least one level below the highest spell level you can
cast.
Or, select a 0-level spell that you know. This spell becomes
usable at will as a spell-like ability.
Wu Jen
Choose one of the following each time:
Add one spell from the wu jen spell list to your spellbook.
This spell must be at least one level below the highest spell level you can
cast.
Or, select a 0-level spell that you know. This spell becomes
usable at will as a spell-like ability.
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