Tashiro (tashiro) wrote in roleplayers,
Tashiro
tashiro
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D2X d20

I'm running a d20 game, and just got my hands on my Diablo 2 book for it.  I didn't mind the D2 classes, and thought I'd upgrade them to 3.5 edition for the game, in case any players wanted to use them.  Unfortunately, I found a few errors in the skill list, then decided to actually go through everything and fine tune it to handle the D2X 1.1 mechanics (such as synergy) and to work on the Assassin and Druid Classes for d20.  Below is my finished version of the Amazon Class



Amazon Class
Hit Dice: 1d10
Skills:  Craft (Bowyer), Craft (Fletcher), Disable Device, Heal, Knowledge (Religion), Listen, Move Silently, Search, Spot, Survival
Starting SP: (2 + Int Modifier) x 4 at First Level
SP Gained: 2 + Int Modifier per Level
Class Features:  The Amazon gains Proficiency in all Armour and Shields (including Tower Shields), as well as all Simple and Martial Weapons.
BAB:  Good
Saving Throws: Fortitude: Good

Amazon Feats
An Amazon gains one addition Feat at first level, and gains an additional feat every level afterwards, skipping every fourth level (4, 8, 12, 16, and 20).  The Amazon must take Amazon Feats for these additional Feats and must meet the requirements for these Feats.  Feats are grouped in Trees.  The Amazon does not need to remain exclusive to any Tree.

Activated Feats:  Any Feat marked with an * require the character to make a Charisma Check against the listed DC.  Failure results in the Feat being unusable for the remainder of the day.

Bow and Crossbow Tree
Cold Arrow (Su) * (DC 17)
Prerequisite: BAB +5
Description:  As a Full Round Action, the character can enchant and fire a number of arrows or bolts equal to the number of attacks they can make this round.  These arrows inflict an additional 1d6 non-magical cold damage.  In addition, if the target is not immune to cold effects, they must make a Fortitude Save (DC 14 + (Amazon Level / 3) + Charisma Bonus) or be Slowed for 1d3 rounds.  The arrow is rendered useless after the attack.

Exploding Arrow (Su) * (DC 18)
Prerequisite:  Fire Arrow, Multiple Shot, BAB +9
Description:  As a Full Round Action, the character can enchant and fire one arrow or bolt as an exploding arrow.  The arrow deals 1d6 damage to all creatures within 15 feet of the target struck, plus an additional 1d6 non-magical fire damage for every two levels of the Amazon.  All creatures except for the target struck may make a Reflex Save (DC 15 + (Amazon Level / 3) + Charisma Bonus) for half damage.  Misses have no effect.  The arrow is rendered useless by the attack.

Fire Arrow (Su) 8 (DC 16)
Prerequisite:  BAB +1
Description:  As a Full Round Action, the character can enchant and fire a number of arrows or bolts equal to the number of attacks they can make this round.  These arrows inflict an additional 1d6 non-magical fire damage.  The arrow is rendered useless after the attack.

Freezing Arrow (Su) * (DC 21)
Prerequisite: Epic Amazon, Ice Arrow, BAB +21
Description:  As a Full Round Action, the character can enchant and fire a single arrow or bolt as an freezing arrow.  This arrow inflict an additional 4d6 non-magical cold damage.  In addition, all creatures within 15 feet of the attack must make a Fortitude Save (DC 18 + (Amazon Level / 3) + Charisma Bonus) or be subject to the effects of Hold Person for 1d3 rounds.  Each round, frozen victims must make another Fortitude Save or be subject to an additional 2d6 non-magical cold damage.  The arrow is rendered useless after the attack.

Ice Arrow (Su) * (DC 19)
Prerequisite: Cold Arrow, BAB +13
Description:  As a Full Round Action, the character can enchant and fire a single arrow or bolt as an ice arrow.  This arrow inflict an additional 2d6 non-magical cold damage.  In addition, if the target is not immune to cold effects, they must make a Fortitude Save (DC 16 + (Amazon Level / 3) + Charisma Bonus) or be paralysed and helpless for 1d3 rounds.  The arrow is rendered useless after the attack.

Immolating Arrow (Su) * (DC 20)
Prerequisite: Exploding Arrow, BAB +17
Description: As a Full Round Action, the character can enchant and fire a single arrow or bolt as an immolation arrow.  The arrow does normal damage to the target struck, as well as an additional 4d6 points of non-magical fire damage.  Upon impact, the arrow explodes, doing 1d6 points of non-magical fire damage for every two levels of the Amazon in a ten foot radius (maximum of 10d6).  Any creature not struck by the arrow, but within the radius, may make a Reflex Check  (DC 17 + (Amazon Level / 3) + Charisma Bonus) for half damage.  The area continues to burn for 1d4+1 rounds, inflicting 2d6 fire damage to anyone in the area.  The arrow is rendered useless by the attack.

Magic Arrow (Su) * (DC 16)
Prerequisite:  BAB +1
Description:  As a Full Round Action, the character can create and fire a number of enchanted arrows or bolts equal to the number of attacks they can make this round.  These arrows automatically hit the target, and gain an additional +1 enhancement bonus to damage.  The arrow disappears after it hits.

Multi-Shot (Su) * (DC 17)
Prerequisite:  Magic Arrow, BAB +5
Description:  As a Full Round Action, the character can enchant and fire a number of arrows or bolts equal to the number of attacks they can make this round.  These arrows can split, striking up to two additional targets.  The character rolls to attack each opponent individually, suffering a -2 penalty to all attack rolls for each additional arrow made. Each arrow must strike a separate opponent, and the arrow is rendered useless by the attack.

Guided Arrow (Su) * (DC 19)
Prerequisite:  Cold Arrow, Multi-Shot, BAB +13
Description:  As a Full Round Action, the character can enchant and fire a number of arrows or bolts equal to the number of attacks they can make this round.  The arrow will automatically hit the nearest foe within range, ignoring any cover by flying around corners or through open doors.  If more than one foe is within equal distance, the target is determined randomly.

Strafe (Ex)
Prerequisite:  Guided Arrow, BAB +17
Description:  As a Full Round Action, the character performs a ranged attack upon all foes within close range during the round, with each attack after the first suffering a cumulative -2 penalty to the attack roll.  Any ranged weapon which dies not require a move-equivalent action to reload or ready may be used (such as arrows, daggers, shuriken, and so on).  Repeating crossbows may be used until it requires reloading.

Javelin and Spear Tree
Charged Strike (Su) * (DC 19)
Prerequisite: Lightning Bolt, Power Strike, BAB +13
Description: As a Full Round Action, the character can make one attack with an Piercing melee weapon.  If the attack is successful, the weapon inflicts an additional 2d8 points of non-magical electrical damage and releases three crackling knots of electrical energy to a distance of 25 feet (+5 feet per two levels of the Amazon).  This energy strikes three foes closest to the opponent attacked, doing 1d4 points of damage per level of the Amazon, to a maximum of 5d4 damage.  Each foe can only be struck by one bolt, and may make a Reflex Save (DC 16 + (Amazon Level / 3) + Charisma Bonus) for half damage.  The weapon’s initial strike inflicts an additional 1d8 points of non-magical electrical damage, and the energy strikes inflict an additional 1d4 additional damage for each of the following Feats the Amazon possesses: Lightning Bolt, Lightning Fury, Lighting Strike, and Power Strike.

Fend (Ex)
Prerequisite: Impale, BAB +18
Description: Description:  As a Full Round Action, the character may use an Piercing melee weapon to perform a melee attack roll against each foe within range.  Each attack after the first suffers a cumulative -2 penalty to the attack roll.

Impale (Ex)
Prerequisite: Jab, BAB +9
Description: When making an attack with an Piercing weapon, the character may declare the use of this Feat before the attack is made.  The attack inflicts an additional +2d6 damage, however, the character must make a 1d20 Check (DC half the damage dealt) with a bonus equal to the weapon’s magical attack bonus.  Failure indicates the weapon is broken as a result of the attack.

Jab (Ex)
Prerequisite: BAB +1
Description: As a Full Round Action, the character may use an Piercing weapon to perform up to two additional attacks upon a single target as part of their primary attack.  The second attack suffers a -2 penalty to hit, while the third attack suffers a -4 penalty to hit.  The character’s Strength Adjustment do not apply to any of the attacks or to any damage rolls for these attacks.  Additionally, all damage rolls suffer a -1 penalty (but will inflict a minimum of one point of damage if they hit).

Lightning Bolt (Su) * (DC 18)
Prerequisite: Poison Javelin, BAB +9
Description: As a Full Round Action, the character can enchant and hurl a single javelin as a lightning bolt. The javelin transforms mid-flight, and inflicts an additional 2d10 points of non-magical electrical damage to the target, who may make a Reflex Save (DC 15 + (Amazon Level / 3) + Charisma Bonus) for half damage.  The javelin is expended with the attack.  The weapon inflicts an additional 1d10 points of non-magical electrical damage for each of the following Feats the Amazon possesses: Charged Strike, Lighting Fury, Lightning Strike, and Power Strike.

Lightning Fury (Su) * (DC 21)
Prerequisite: Epic Amazon, Plague Javelin, BAB +21
Description:  As a Partial Action, the character can enchant and throw a javelin.  In mid-flight, the javelin transforms into a bolt of lightning, inflicting normal damage to the target, then exploding into a lightning effect, engulfing a 30 foot radius.  The primary target suffers an additional 1d6 electrical damage for every two levels of the Assassin (10d6 maximum), while one secondary target within the area of effect is struck for every level of the Assassin.  Secondary targets suffer half the dice of the primary target in damage, but may make a Reflex Save (DC 18 + (Amazon Level / 3) + Charisma Bonus) for half damage.  The lightning attack inflicts an additional 1d6 points of non-magical electrical damage for each of the following Feats the Amazon possesses: Charged Strike, Lighting Bolt, Lightning Strike, and Power Strike.

Lightning Strike (Su) * (DC 21)
Prerequisite: Epic Amazon, Charged Strike, BAB +21
Description:  As a Full Round Action, the character can make one attack with an Piercing melee weapon.  If the attack is successful, the character inflicts normal damage and releases an area-effect lightning attack, inflicting 1d6 points of non-magical electrical damage for every two levels of the Amazon (maximum 10d6) to the primary target.  The electrical attack then strikes one secondary target within 30 feet for every level of the Amazon, inflicting half the dice in damage to each secondary target.  These secondary targets may make a Reflex Save (DC 18 + (Amazon Level / 3) + Charisma Bonus) for half damage.  No target may be struck more than once, and the Amazon may choose to affect a lower number of secondary targets (to avoid striking allies).  The lightning attack inflicts an additional 1d6 points of non-magical electrical damage for each of the following Feats the Amazon possesses: Charged Strike, Lighting Bolt, Lightning Fury, and Power Strike.

Plague Javelin (Su) * (DC 19)
Prerequisite: Lightning Bolt, Poison Javelin, BAB +13
Description: As a Full Round Action, the character can enchant and hurl a single javelin as a plague javelin.  The javelin streaks towards the target, releasing a green vapour ten feet wide in its wake.  The target struck suffers only half damage from the attack, but must also make a Fortitude Save  (DC 16 + (Amazon Level / 3) + Charisma Bonus) or suffer an initial one point of temporary Constitution damage and secondary damage of 1d4 points of temporary Constitution.  A noxious cloud of gas extends up to fifteen feet from the target struck, and remains for one round.  Anyone within the area of effect must make a saving throw as if struck by the weapon. Breathing creatures within the wake make a Fortitude Save (DC 15) or take one point of temporary Constitution damage.  The javelin is expended with the attack.  This attack does double the Constitution damage as a primary and secondary effect if the Amazon has the Poison Javelin Feat.

Poison Javelin (Su) * (DC 17)
Prerequisite: BAB +5
Description: As a Full Round Action, the character can enchant and hurl a single javelin as a poison javelin.  The javelin streaks towards the target, releasing a green vapour ten feet wide in its wake.  The target struck suffers only half damage from the attack, but must also make a Fortitude Save  (DC 14 + (Amazon Level / 3) + Charisma Bonus) or suffer an initial one point of temporary Constitution damage and secondary damage of 1d2 points of temporary Constitution.  Breathing creatures within the wake make a Fortitude Save (DC 15) or take one point of temporary Constitution damage.  The javelin is expended with the attack.  This attack does double the Constitution damage as a primary and secondary effect if the Amazon has the Plague Javelin Feat.
Power Strike (Su) * (DC 17)
Prerequisite: Jab, BAB +5
Description: As a Full Round Action, the character may use an Piercing melee weapon to make an attack.  If the attack is successful, the weapon inflicts an additional 1d8 points of non-magical electrical damage for every five levels the Amazon has (to a maximum of 5d8).  The weapon inflicts an additional 1d8 points of non-magical electrical damage for each of the following Feats the Amazon possesses: Charged Strike, Lightning Bolt, Lighting Fury, and Lightning Strike.

Passive and Magic Tree
Amazon Dodge (Ex)
Prerequisite: BAB +5
Description: The Amazon gains a +4 Dodge bonus to AC against melee attacks as long as the character does not attack or move more than 5 feet during their turn.  Also, the Amazon gains the Rogue Class Feature of Evasion, but does not suffer an armour restriction.

Avoid (Ex)
Prerequisite: Amazon Dodge, BAB +9
Description: The Amazon gains a +4 Dodge bonus to AC against ranged attacks as long as the character does not attack or move more than 5 feet during their turn.

Critical Strike (Ex)
Prerequisite: BAB +1
Description: Any weapon the Amazon is proficient in has their threat range increased by two.  If Improved Critical is taken, the threat range is doubled before this bonus is added.

Decoy (Su) * (DC 20)
Prerequisites: Slow Missile, BAB +17
Description: As a Full Round Action, the character may activate decoy.  This creates a semi-substantial duplicate of the Amazon, which behaves like the Amazon, but deals no damage with their attacks.  Opponents that fail a Will save (DC 17 + (Amazon Level / 3) + Charisma Bonus) attack or pursue the decoy in preference to the Amazon.  The decoy lasts for one round per three levels of the Amazon.

Evade (Ex)
Prerequisite: Avoid, BAB +17
Description: The Amazon gains a +4 Dodge bonus to AC against all attacks as long as the character does not make an attack during the round.  Additionally, the Amazon gains the Rogue Class Feature of Improved Uncanny Dodge, and can not be attacked with a Sneak Attack unless the opponent has four more levels than the character has Amazon levels.
Inner Sight (Ex)
Prerequisite: BAB +1
Description: As a Full Round Action, the character may activate inner sight.  This ability remains in effect for one minute per level of the Amazon.  The character gains a +2 Circumstance bonus to all Spot checks against creatures in darkened areas, and a +2 circumstance bonus to attacks against any creature within 30 feet.  The Amazon can not be caught flat-footed and is immune to sneak attacks from any creature spotted with this ability.  The character takes no penalties from darkness that would be negated with low-light vision.

Penetrate (Su) * (DC 19)
Prerequisite: Critical Strike, BAB +13
Description: As a Free Action, the character may activate Penetrate.  The Amazon gains a +2 generic bonus to all attack rolls for every five levels the Amazon has achieved.  This bonus stacks with any other bonuses to attack.

Pierce
Prerequisite: Epic Amazon, Penetrate, BAB +21
Description: When the Amazon performs a ranged attack, including the use of any arrow or javelin Feats, the attack will continue beyond the initial target struck, allowing the character to make additional attacks on any opponents who are in a straight line behind the initial target.  The attack bonus for each consecutive attack is halved, until the attack bonus reaches +1 or less, the missile reaches maximum ranged, or the missile strikes a solid, inanimate surface which can not be penetrated (a common door can be shot through, a stone wall can not).  The additional targets must be within two and a half feet left or right of the central line behind the main target.

Slow Missiles (Su) * (DC 17)
Prerequisite: Inner Sight, BAB +5
Description: As a Full Round Action, the character may activate slow missile.  For one full round, all projectiles or thrown weapons coming within 30 feet of the character are slowed in flight.  Those targeted by such attacks gain a +4 Dodge bonus to their AC.  Any enchanted missile (including the magic missile spell) must make a saving throw ((DC 14 + (Amazon Level / 3) + Charisma Bonus) with a bonus equal to their attack bonus, or lose all magical effects.  Missiles formed entirely of magic (such as the Amazon magic arrow Feat) are harmlessly destroyed.

Valkyrie (Su) * (DC 21)
Prerequisite: Epic Amazon, Decoy, Evade, BAB +21
Description: As a Full Round Action, the character may summon a valkyrie.  The valkyrie appears within 60 feet.  It attacks the Amazon’s enemies in the location of the character’s choice until ordered to cease or the duration expires, or it is slain.  The valkyrie is immune to fear and mind-affecting effects, it never flees combat.  If there are no immediate foes, the Amazon can give the valkyrie simple orders such as ‘Guard’, ‘Follow’, ‘Carry’, or ‘Scout’.  The valkyrie serves for one hour per level of the Amazon, then disappears.

Valkyrie
Medium-Sized Outsider (Lawful, Good)
Hit Dice: 7d10+14 (51 hp)
Init:  +5
Speed:  40 feet
AC:  27 (+10, Armour, +1 Dex, +6 Natural)
Attack:  +12/+7 (Melee, +2 Long Spear)
Face/Reach: 5 ft x 5 ft / 5 ft
SA:  Smite Evil 1 / Day (normal attack, damage +7 versus Evil creatures)
SQ:  Damage Reduction 10/+1, SR 14, Resist Acid 10, Resist Electricity 10, Darkvision 60 feet, weapons and armour vanish when Valkyrie is slain.
Saves:  Fort +7, Ref +6, Will +6
CR:  5
Abilities: Str 14, Dex 13, Con 14
  Int 11, Wis 13, Cha 14
Skills:  Climb +7, Heal +9, Intimidate +10, Jump +7, Listen +7, Search +7, Sense Motive +7, Spot +7, Swim +7
Feats:  Improved Initiative, Weapon Focus (Long Spear), Critical Strike, Jab, Amazon Dodge,

  * The Valkyrie does not risk their weapon being damaged from using this Feat.

Equipment: Valkyrie are usually equipped with the following: Full Plate +2, Long Spear +2

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