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Green Lightning – Class – Noble

Noble

Level Base Attack Resist Save Reflex Save Will Save Defense Bonus Special Ability
01 0 0 2 2 1 Fascinate, Inspire Courage +1, Recognition
02 1 0 3 3 1
03 2 1 3 3 2 Inspire Competence
04 3 1 4 4 2 Line of Credit
05 3 1 4 4 2 Leadership
06 4 2 5 5 3 Impressive Argument
07 5 2 5 5 3
08 6/1 2 6 6 3 Inspire Courage +2
09 6/1 3 6 6 4 Inspire Greatness
10 7/2 3 7 7 4
11 8/3 3 7 7 4
12 9/4 4 8 8 5 Inspirational Leader
13 9/4 4 8 8 5
14 10/5 4 9 9 5 Inspire Courage +3
15 11/6/1 5 9 9 6 Inspire Heroics
16 12/7/2 5 10 10 6
17 12/7/2 5 10 10 6
18  13/8/3 6 11 11 7 Great Leadership
19 14/9/4 6 11 11 7
20 15/10/5 6 12 12 7 Inspire Courage +4

 

A Noble, the upper crust of the world with great influences on society, they tend to not fight much as they have servants for these things. They are in ways a lot like bards but instead of performing they use their influence, power and money do their fighting.

 

Noble Performance – A Noble is trained to use the Perform skill to create effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a Noble can use Noble Performance for 2 additional rounds per day. Each round, the Noble can produce any one of the types of Noble Performance that he has mastered, as indicated by his level.

 

Starting a Noble Performance is a standard action, but it can be maintained each round as a free action. Changing a Noble Performance from one effect to another requires the Noble to stop the previous performance and start a new one as a standard action. A Noble Performance cannot be disrupted, but it ends immediately if the Noble is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A Noble cannot have more than one Noble Performance in effect at one time.

At 7th level, a Noble can start a Noble Performance as a move action instead of a standard action.

 

At 13th level, a Noble can start a Noble Performance as a swift action. Each Noble Performance has audible components, visual components, or both. If a Noble Performance has audible components, the targets must be able to hear the Noble for the performance to have any effect, and such performances are language dependent. A deaf Noble has a 20% chance to fail when attempting to use a Noble Performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to Noble Performances with audible components. If a Noble Performance has a visual component, the targets must have line of sight to the Noble for the performance to have any effect. A blind Noble has a 50% chance to fail when attempting to use a Noble Performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to Noble Performances with visual components,

 

Fascinate – At 1st level, a Noble can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Noble, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat, or other dangers prevents this ability from working. For every three levels the Noble has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the Noble’s level + the Noble’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Noble cannot attempt to fascinate that creature again for 24 hours. If it’s saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Notice checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

 

Inspire Courage – A 1st-level Noble can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Noble’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 8th level, and every six bard levels there-after, this bonus increases by +1, to a maximum of +4 at 20th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The Noble must choose which component to use when starting his performance.

 

Recognition – At 1st level and every level thereafter, Nobles can use their reputation to give bonuses to Diplomacy checks. A Noble can use their reputation bonus to influence the way he acts in social arguments, The higher the reputation the stronger their influence on people they approach in a diplomatic way.

 

Inspire Competence – A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the Noble. The ally gets a +5 competence bonus on skill checks with a particular skill as long as she continues to hear the Noble’s performance. This bonus increases by +5 for every four levels the Noble has attained beyond 3rd (+10 at 7th, +15 at 11th, +20 at 15th, and +25 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A Noble can’t inspire competence in himself. Inspire competence relies on audible components.

 

Line of credit – At 4th level and every Level there after Nobles may rely on a line of credit. This allows the Noble to purchase food, items or even transportation when they don’t have money on hand, This only works in areas that can be influenced as Neutral or Good relation to the Nobles home, Hostile Territories will not provide such an offer, it is up the GM how much and when the purchases can be held off before this function is cut off and the Family may take more drastic actions (i.e. sending collectors after the character) the amount the Noble is able to take is on average (10,000 x the Noble’s Level +Reputation)

 

Leadership – At Level 5 a Noble gains the Benefit of the Feat Leadership for free, granting them ether a powerful Cohort or several weak Followers, For more on this feat see the chapter on Feats.

 

Impressive Argument – At level 6 and every level there after a Noble can expel a use of their Noble Performance to cause a target to make a Will Save (DC 10 +½ nobles class level + CHA mod) command Fascinated targets. That target (if normally Hostile will ether flee or surrender, if not Hostile they will be inspired to give aid in combat to the Noble)

 

Inspire Greatness – At Level 9 and every level thereafter, a Noble can use a use of their Noble Performance granting 2 extra hit die, +2 to hit, and +1 to Resistance saves to any ally within 30ft

 

Inspirational Leader – At level 12 and every level there after the Noble’s using Noble Performance effect double the bonuses on Cohorts

 

Inspire Heroics – At level 15 and every level there after a Noble through a use of their Noble Performance grant an additional +4 Moral Bonus, +4 on PS to allies in 30ft.

 

Great Leadership – At level 18 A Noble is granted the ability to gain a second Cohort / more followers. This is normally denied by the rules.

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light, Medium, Shield

 

Hit Die: 1d8

 

Skills: (points per level 50 + INT MOD), Animal Empathy, Bluff, Concentration, Craft, Diplomacy, Disguise, Drive, Gamble, Gather Info, Intimidate, Knowledge (all skills), Notice, Perform, Pilot, Profession, Ride, Seduction, Stealth, Swim, Taunt, Use Magic Device, Use Tech

 
Green Lightning – Class – Noble

Green Lightning – Class – Noble
 

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Green Lightning – Class – Ninja

Ninja

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Total

Chi

Special Ability
01 1 0 0 0 1 10 Replacement, Technique
02 2 1 1 1 1 30  
03 3 1 1 1 2 60 Technique
04 4 2 2 2 2 90  
05 5 2 2 2 3 120 Ninja Vanish , Technique
06 6/1 3 3 3 3 150  
07 7/2 3 3 3 3 180 Technique
08 8/3 4 4 4 4 210  
09 9/4 4 4 4 4 240 Technique
10 10/5 5 5 5 5 270 Ninja Leap
11 11/6/1 5 5 5 5 300 Technique
12 12/7/2 6 6 6 5 330  
13 13/8/3 6 6 6 6 360 Technique
14 14/9/4 7 7 7 6 390  
15 15/10/5 7 7 7 7 420 Ninja Teleport, Technique
16 16/11/6/1 8 8 8 7 450  
17 17/12/7/2 8 8 8 7 480 Technique
18  18/13/8/3 9 9 9 8 510  
19 19/14/9/4 9 9 9 8 540 Technique
20 20/15/10/5 10 10 10 9 570 Cheater of Death

 

Skilled warriors throughout the land, the ninja use all the types of Jutsu to aid them in their goals. Masters of stealth, users of magical tricks through their chi, and resourceful warriors are the skills of a good ninja. Ninja’s are a powerfully combatant to have in the field of battle for any team.

 

Chi – power from with that is used to perform techniques and ninja abilities

 

Techniques – powerful attacks that tap into the natural world (see techniques section for list of choices) at 1st level all ninjas start with 1 Technique of their Rank which is D, They can only choose Rank D from the list (unless otherwise given to them at which it’s no higher than Rank C) To achieve Rank B or Higher it requires a higher rank as a ninja through in game tests and actions. After the First level all but the Ninja gain a new one from 3rd level and every other 3rd level. Basic Ninja instead gain them from 3rd every 2 levels thereafter.

 

Replacement – Grants the ninja the ability to avoid 1 attack for 2 chi, Only one replacement can be active at a time. Once used the player moves anywhere within a 30ft radius. Strong attacks are unavoidable fully with replacement. (Any S-Class techniques or other attacks that do more then, 125 damage, or more in a hit.)  A reflex roll can be made if the player has Evasion to take 1/4, normally replacement would just cut the damage by half.

 

Ninja Vanish – Grants the Ninja Invisibility for one round per 4 chi. This ability grants a +20 Stealth bonus. Using techniques while this is active requires a concentration roll to maintain the invisibility. Failing to pass a roll (DC 10 +ninja level) cause the invisibility to drop yet the technique will still be performed.

 

Ninja Leap – Grants the Ninja a Glide movement for one round per 10 chi. The Ninja Leap allows the character to glide across a small area beyond jumping distance, Leaping 120ft forward or upward.

 

Ninja Teleport – Grants the Ninja a Teleport for 15 chi per use. The Ninja Teleport allows the Ninja to move across a full Miles distance in a brief moment. This allows the ninja to cover a great distance in mere moments of time.

 

Cheater of Death – Grants the Ninja a chance to survive death 200 chi, Cheater of Death allows the Ninja to expel a vast amount of chi to heal and stabilize themselves at +10 Hp per level

 

Weapon Proficiencies:  Simple, Shuriken, Sai, Tonfa, Chain and Sickle, Boomerang, Nunchaku

 

Armor Proficiencies:  Light

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Climb, Concentration, Craft, Demolitions, Disable Device, Disguise, Escape Artist, Gather Info, Intimidate, Jump, knowledge poisons, knowledge Ninjutsu, Notice, Open Lock, Profession, Perform, Read Lips, Search, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Tech

Green Lightning – Class – Ninja

Green Lightning – Class – Ninja

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Green Lightning – Class – Monk

Monk

Level Base Attack Resist

Save

Reflex Save Will Save Defense

Bonus

Special Ability
01 0 2 2 2 1 Bonus Feat, Unarmed Attack, Elemental Strike
02 1 3 3 3 1 Bonus Feat, Evasion
03 2 3 3 3 2 Mind of Water, Speed Bonus +10 ft
04 3 4 4 4 2 Slow Fall 20
05 3 4 4 4 3 Purity of Body, PS Bonus +1
06 4 5 5 5 3 Bonus Feat, Slow Fall +30, Speed Bonus +20ft
07 5 5 5 5 3 Wholeness Of Body
08 6/1 6 6 6 4 Slow Fall +40
09 6/1 6 6 6 4 Improved Evasion, Speed Bonus +30ft
10 7/2 7 7 7 5 Slow Fall +50, PS +2
11 8/3 7 7 7 5 Diamond Body
12 9/4 8 8 8 5 Abundant Step, Slow Fall +60, Speed Bonus +40
13 9/4 8 8 8 6 Diamond Soul
14 10/5 9 9 9 6 Slow Fall +70
15 11/6/1 9 9 9 7 Elemental Palm, PS +3, Speed Bonus +50
16 12/7/2 10 10 10 7 Slow Fall +80
17 12/7/2 10 10 10 7 Timeless Body, Tongue of Sun and Moon
18  13/8/3 11 11 11 8 Slow Fall +90, Speed Bonus +60
19 14/9/4 11 11 11 8 Spirit Body
20 15/10/5 12 12 12 9  Natural Form, Slow Fall (any), PS +4

 

A Monk, is a person in tune with the environment and world on a spiritual level that they can manipulate the world to aid them in fighting and defense. The monk’s skill and power is mainly defensive with supporting attacks that make a great defensive character to have on your side.

 

Elemental Strike – The monk at first level can expend a round to tune into their birth element to convert their attacks to do elemental type damage (types listed below).

Fire – Unarmed attacks are fire damage, crits burn slowly doing 1d2 damage for 1d4 rounds

Water – Unarmed attacks are cold damage, crits slows a target for 1d4 rounds

Wind – Unarmed attacks are slashing damage, crits knock target prone

Earth – Unarmed attacks are acid damage, crits burn slowly doing 1d2 damage for 1d4 rounds

Lighting – Unarmed attacks are electric damage, crits stun target for 1 round DC 10+level resist

 

Unarmed Attack – At First level and every level there after a Monk uses both STR Bonus and DEX Bonus in a melee attack when unarmed. Granting them an stronger Melee attack then most classes.

 

Evasion – At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

 

Fast Movement – At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

 

Mind of Water – A monk of 3rd level or higher gains the ability to add their Spirit Mod to their protection score to avoid attacks greater

 

 

Slow Fall – At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

 

PS score Boost – When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his PS score. In addition, a monk gains a +1 bonus to PS score at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to PS score apply even against touch attacks or when the monk is surprised. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

 

Purity Body – At 5th level, a monk gains a higher resistance to diseases and poisons allowing them to add their level in a resistance roll to avoid the effects of the threat.

 

Wholeness of Body – At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level. They can do this action based on their total Spirit Score.

 

Improved Evasion – At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

 

Diamond Body – At 11th level, a monk can add ½ their level in their Armor Defense Score making them greater resistant to damage. This does not count as DR but a natural armor thus cannot be reduced using attacks that lower DR.

 

Abundant Step – At 12th level or higher, a monk can slip between spaces, as if using the ability Ninja Teleport.  Using this ability is a move action that can be done ½ their level in times per day.  His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

 

Diamond Soul – At 13th level a monk gains resistance to elements (Fire, Cold, Electric, Acid) equal to ½ Monk level

 

Elemental Palm – Starting at 15th level, a monk can set up their elemental attack to release a quick burst attack that they can throw. The damage 1d6+lvl in the element type they fall under, for a range of 30’ ft.

 

Timeless Body – At 17th level, a monk can add ½ their level to saves to avoid stat drain.

 

Tongue of Sun and Moon – At 17th Level a Monk can speak with any living creature

 

Spirit Body – At 19th level, a monk gains the ability to take on Spirit form making them immune to attacks (The exception is form other creatures with spiritual forms) they can maintain this form based on their level + spirit score in rounds. While in this form they can still make elemental attacks that hit their targets.

 

Nature Form – At 20th level, a monk can take on the form of their Element for 1d10 round +their level acting as an elemental of equal their size in terms of types of attacks

 

 

 

Bonus Feat – At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats are as follows:

 

Catch off Guard, Close Quarters Fighting, Dazzling Display, Deflect Arrows, Flame Stance, Fist of Iron, Flying Kick, Improved Disarm, Improved Grapple, Improved Trip, Improvised Weapon Mastery, Karmic Strike, Martial Weapon Proficiency, Mountain Stance, Prone Attack, Quick Draw, Scorpion Style, Shatter Defenses, Throw Anything, Weapon Finesse, Improved Initiative, Cumbrous Dodge, Cumbrous Resistance, Cumbrous Reflexes, Cumbrous Will, Dodge, Expeditious Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Lightning Stance, Mobility, Wave Stance,  Wind Stance, Hunted Man

 

Weapon Proficiencies: club, crossbow (light and heavy), dagger, hand ax, javelin, Kama,

Nunchaku, quarter staff, sai, shuriken, siangham, sling

 

Armor Proficiencies: None

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD),

Acrobatics, Animal Empathy, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Jump, Knowledge Astrology, Knowledge History, Knowledge Religion, Martial Arts, Medical, Notice, Perform, Profession, Stealth, Swim, Taunt, Use Rope, Use Magic Device


 
Green Lightning – Class – Monk

Green Lightning – Class – Monk

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Green Lightning – Class – Mechanic

Mechanic

 

Level Base Attack Resist Save Reflex Save Will Save Defense Bonus Special Ability
01 0 4 0 0 1 Monkey Wrench 1d6, Plan B 20ft
02 0 4 1 1 1  
03 1 5 1 1 2 Drone Attack
04 1 5 2 2 2 Monkey Wrench 2d6
05 1 6 2 2 3 Plan B 30ft
06 2 6 3 3 3  
07 2 7 3 3 3 Monkey Wrench 3d6
08 2 7 4 4 4 Spot Build
09 3 8 4 4 4 Drone Attack (second attack)
10 3 8 5 5 5 Monkey Wrench 4d6, Plan B 40ft
11 3 9 5 5 5  
12 4 9 6 6 5  
13 4 10 6 6 6 Monkey Wrench 5d6
14 4 10 7 7 6  
15 5 11 7 7 7 Plan B 50ft, Drone Attack (Third Attack)
16 5 11 8 8 7 Monkey Wrench 6d6
17 5 12 8 8 7  
18  6/1 12 9 9 8  
19 6/1 13 9 9 8 Monkey Wrench 7d6
20 6/1 13 10 10 9 Plan B 60ft

A skilled Mechanic is a useful ally to have on hand when it comes to dealing with machines, their skill at healing machines, setting up traps and even having a robotic ally assists the team with a well-balanced support type character.

 

Monkey Wrench – A player can take a full round action and grant healing to constructs or machines by 1d6 this increases every three levels 1/per day

 

Plan B – The player can set any explosives they have and place them as a makeshift land mine that can go off at the push of a button, Takes a full round action but can place the explosive anywhere within 20 ft from the player. The range increases at 5th and every five levels after that by 10ft

 

Drone Attack – A player can set out robots or drones under their command to strike at the same or different targets in line of sight from the player and they attack at the same time the player does doing their set attacks. At 9th level the drone attack gains a second attack and again at 15th level. Players are limited to one drone / robot ally at a time. The drone to hit is determined by adding the Mechanic’s total level + the drone/robots Dexterity or Strength.

 

Spot Build – The player can build/ repair machines on the fly, allowing the player to repair a machine during combat as long as they pass a concentration check, normally the player can only do repairs when not engaged in combat

 

Weapon Proficiencies:

Simple, Martial Firearms

Armor Proficiencies:

Light, Medium

Hit Die: 1d8

 

Skills: (points per level 50 + INT MOD),

Appraise, Concentration, Craft, Demolitions, Disable Device, Drive, Gamble, Knowledge Machines, Knowledge Military Science, Knowledge Programing, Navigate, Notice, Open Lock, Perform, Pilot, Profession, Repair, Ride, Search, Streetwise, Taunt, Use Technology

 Green Lightning – Class – Mechanic

Green Lightning – Class – Mechanic

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Green Lightning – Class – Martial Artist

Martial Artist

Level Base Attack Resist Save Reflex Save Will Save Defense Bonus Total

Chi

Special Ability
01 1 0 0 0 1 10 Chi Armor, Unarmed Attack, Flurry of Blows
02 2 1 1 1 1 20  
03 3 1 1 1 2 30 Chi STR +1 or Technique
04 4 2 2 2 2 40  
05 5 2 2 2 3 50 Flying Kick Feat
06 6/1 3 3 3 3 60 Chi Strength +2 or Technique, Fists of Iron
07 7/2 3 3 3 3 70  
08 8/3 4 4 4 4 80  
09 9/4 4 4 4 4 90 Chi STR +3 or Technique
10 10/5 5 5 5 5 100 Throw Anything Feat ,
11 11/6/1 5 5 5 5 110 Fists of Flame
12 12/7/2 6 6 6 5 120 Chi STR +4  or Technique
13 13/8/3 6 6 6 6 130  
14 14/9/4 7 7 7 6 140  
15 15/10/5 7 7 7 7 150 Prone Attack Feat, Chi STR +5 or Technique
16 16/11/6/1 8 8 8 7 160 Holy Fist
17 17/12/7/2 8 8 8 7 170  
18  18/13/8/3 9 9 9 8 180 Chi STR +6 or Technique
19 19/14/9/4 9 9 9 8 190  
20 20/15/10/5 10 10 10 9 200 Power Critical Feat, Fist of Death

 

A Martial Artist, a living weapon. Someone who has trained their body to be the deadliest of all, weapons. Much like ninja they channel chi through their body and perform great tasks with it. Only unlike ninja they use chi more to boost their physical prowess.

 

Unarmed Attack – At First level and every level there after a Martial Artist uses both STR Bonus and DEX Bonus in a melee attack when unarmed. Granting them an stronger Melee attack then most classes.

 

Chi Armor – At First Level and Every Level there after a Martial Artist can Expend 1 chi per round to grant them an all-around PS score bonus equal to the Martial Artist Strength. This lasts for as long as the Martial Artist maintains it. When using Chi Armor they have to make Concentration rolls to maintain the Armor when using other Chi Based Techniques (DC 10+ STR Mod). Failure to pass the roll drops the armor but doesn’t affect the Technique being used.

 

Flurry of Blows – Starting at 1st level, a martial artist can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special martial artist weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the martial artist does not meet the prerequisites for the feat). For the purpose of these attacks, the martial artist’s base attack bonus is equal to his martial artist level. For all other purposes, such as qualifying for a feat or a prestige class, the martial artist uses his normal base attack bonus. At 8th level, the martial artist can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the martial artist does not meet the prerequisites for the feat). At 15th level, the martial artist can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the martial artist does not meet the prerequisites for the feat).

 

A martial artist applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A martial artist may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A martial artist cannot use any weapon other than an unarmed strike or a special martial artist weapon as part of a flurry of blows. A martial artist with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

 

Chi STR – A Martial Artist of level 3 or higher can infuse their physical Strength with chi. Costing 1 chi per bonus per round (the bonuses increases every 3 levels after level 3 giving a max +6 Bonus by level 18.) Performing other techniques while this is active requires a concentration check (DC 10 +Martial Artist level)

 

Technique – Can choose to take a technique attack over the Chi STR one would gain at that level (see technique section for list)

 

Fist of Iron – at 6th level and every level thereafter, A Martial Artists Unarmed attacks count as Cold Iron thus count as +1, They also can expel 1 chi a round and their unarmed attacks can do sunder attacks at +2 damage.

 

Fist of Flame – at 11th level and every level thereafter, A Martial Artist Unarmed attacks count as Fire thus counts as +2, they can also expel 5 chi a round to add fire damage of +1d6 to their unarmed attacks

 

Holy Fist – at 16th level and every level thereafter, A Martial Artist Unarmed attacks count as blessed thus count as +3, they can also with the expel of 2 chi a round do blessed attacks that do greater damage (x2) to Demonic and Undead types.

Level Flurry Of blows
1 -2/-2
2 -1/-1
3 0/0
4 1/1
5 2/2
6 3/3
7 4/4
8 5/5/0
9 6/6/1
10 7/7/2
11 8/8/3
12 9/9/4
13 9/9/4
14 10/10/5/0
15 11/11/6/1
16 12/12/7/2
17 12/12/7/2
18 13/13/8/3
19 14/14/9/4
20 15/15/10/5/0

 

Fist of Death – at 20th level and every level thereafter, A Martial Artist Unarmed attacks count as adamantine thus counting them as +4, also the Martial Artist can expel 20 chi to perform a death attack Resist save DC (damage +Martial Artist Level) vs Death.

Weapon Proficiencies: None

 

Armor Proficiencies: None

 

Hit Die: 1d10

 

Skills: (points per level 30  + INT MOD), Acrobatics, Bluff, Climb, Craft, Concentration, Intimidate, Jump, Martial Arts, Notice, Perform, Profession, Stealth, Swim, Taunt,Use Rope, Use Magic Device

 

Green Lightning – Class – Martial Artist

Green Lightning – Class – Martial Artist

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Green Lightning – Class – Hero

Hero

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 0 0 2 Heroic Power 1, Heroes Creed
02 1 1 1 1 3  
03 2 1 1 1 3 Heroic Power 2
04 3 2 2 2 4 Truth and Justice
05 3 2 2 2 4 Heroic Power 3
06 4 3 3 3 5 Nemesis
07 5 3 3 3 5 Heroic Power 4
08 6/1 3 3 3 6 Symbol
09 7/2 4 4 4 6 Heroic Power 5
10 7/2 4 4 4 7  
11 8/3 5 5 5 7 Heroic Power 6
12 9/4 5 5 5 8 Archrival
13 10/5 6 6 6 8 Heroic Power 7
14 11/6/1 6 6 6 9  
15 11/6/1 6 6 6 9 Heroic Power 8
16 12/7/2 7 7 7 10  
17 13/8/3 7 7 7 10 Heroic Power 9
18  14/9/4 8 8 8 11  Super-villain
19 15/10/5 8 8 8 11 Heroic Power 10
20 15/10/5 9 9 9 12 Stuff of Legends

 

Before one can rise to a title of superhero one must first prove their skill and worth to the world. Heroes may look on glance as a weak class choice but the constant gaining of new powers that in turn can change the base stats of the class to higher and greater lengths, as well as open new attacks, skills and abilities that are restricted to this class only.

 

Heroic Power – the player gains one new power equal to a cost of 5 Build points. The player can chose not to gain a power when this is gained and the 5 points go towards the characters build points for a higher level power to be bought later. When the player buys a new power any remaining points not spent go to the players reserve build points.

 

Heroes Creed – A hero has to have a creed for which they take action, Failure to uphold this creed prevents further advancement in the hero class.

 

Revenge Creed – Players with this creed must always be working towards their revenge

 

Protector Creed – Players with this creed will never let others be harmed if they can help it

 

Lover of Peace Creed – Players will work to always bring peace to the world

 

Right Wrongs Creed – Player will always work to correct the wrongs done to others

 

Voice of the Voiceless Creed – Player will take missions to seek out those that prey on the lives of others

 

Responsibility Creed – Player will not allow a wrong be committed around them without taking action against it

 

Honor Code Creed – Player has a strong sense of honor and even in fighting will treat their opponents with honor

 

Monetary Creed – Player will only act if they get involved if they paid in someway

 

Insanity Creed – Player will do whatever they want when they want, the creed is broken if they constantly follow orders to the letter

 

 

Truth, Honor and Justice – Hero player gets to add their level in hero in damage and in the following skills, Intimidation, Diplomacy, Stealth, Notice, Knowledge Law

 

Nemesis – The player can choose one race, organization, guild, or class and get bonus +2 on all actions against those that fall under this choice

 

Symbol – The hero player gains the effect of the feat Leadership

 

Archrival – Choose a second Nemesis with +4 on any targets that fit both nemesis titles

 

Super-villain – Choose a third Nemesis with +6 on any targets that fit under all three, +4 on if they fall under only two, or standard +2 if they fall under only one.

 

Stuff of Legends – Player has become a legend for their great deeds and is awarded 20 Build points

 

 

Weapon Proficiencies:

Simple

 

Armor Proficiencies:

None

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD),

 

 

Acrobatics, Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Demolitions, Diplomacy, Disable Device, Drive, Disguise, Escape Artist, Forgery, Gamble, Gather Info, Intimidate, Jump, Notice, Open Lock, Perform, Pick Pocket, Profession, Read Lips,  Ride, Search, Seduction, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Magic Device, Use Tech

 Green Lightning – Class – Hero

Green Lightning – Class – Hero

Categories
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Green Lightning – Class – Lore Master

Lore Master

 

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 2 4 1 Lore Master Knowledge
02 0 0 3 4 1 Secret
03 1 1 3 5 2  
04 1 1 4 5 2 Secret
05 1 1 4 6 2  
06 2 2 5 6 3 Secret
07 2 2 5 7 3  
08 2 2 6 7 3 Secret
09 3 3 6 8 4  
10 3 3 7 8 4 Secret
11 3 3 7 9 4  
12 4 4 8 9 5 Secret
13 4 4 8 10 5  
14 4 4 9 10 5 Secret
15 5 5 9 11 6  
16 5 5 10 11 6 Secret
17 5 5 10 12 6  
18  6/1 6 11 12 7 Secret
19 6/1 6 11 13 7  
20 6/1 6 12 13 7 Secret

 

A Lore Master, is a master of knowledge. Mostly bookish people that have learn how to do things in a unique way that grants them abilities that almost seem like magic in ways. Lore masters tend to be older people but there have been known of some young bright minds. They aren’t very keen of fighting and often in a fight say in the back where it’s safer and where they can help out by seeing through the enemies plans.

 

Lore Master Knowledge -lore masters can make an unskilled check and add their level in

knowledge skills

 

Secret – Lore masters pick up unique abilities, attacks and skills on their travels, when the class grants them they get to choose one of these choices

 

Applicable Knowledge – grants one feat that the Lore master meet prerequisites. Can be taken

multiple times.

 

Lore of Auras – Lore master can make a search check to identify if an item has been modified or not. Also can determine if a liquid is poison or potion

 

Lore of Common Knowledge – Gains one cross class skill as a class skill

 

Lore of Defense – Grants a +1 to Defense Bonus, the effects stack

 

Lore of Skills – Gains 20 additional Skill points.

 

Nerve Bundle Strike – Resist save attack (DC 10+Damage dealt) if failed the subject is brought to 0 HP, if passed the subject is paralyzed for 1d6 rounds 1/day each time its take it adds a use per day.

Secret Strike – make an attack 1/day that adds INT bonus to hit and Lore master Level to Damage, each time taken adds one use per day

 

Blab – make target make a Will save vs. Sleep (DC 10+Lore master level +INT bonus)  1/day, each time taken adds one use per day

 

Lost Art – Lore master holds action till end of turn and is able to attack target with a ranged touch attack with ½ lore master level d 6’s attack is considered magic 1/day, each time taken adds one use per day.

 

Lore of Arms – Take this Lore and gain skill with a weapon outside of the Weapon Proficiencies given without the feat

 

Lore of Combat – Gain a +1 to you Base Attack Bonus

 

Deep thought – Lore master gets a +2 to Will saves, the effects stack each time taken

 

Mettle – The Lore master can evade Will saves like the ability Evasion does for Reflex.

 

Guts – The Lore master can evade Resist saves like the ability Evasion does for Reflex.

 

Lore of Beast – This lore grants the user a natural weapon of claws, horns or teeth (player’s choice)   that they can release at will. Doing 1d8 damage x2 on critical, with the damage being slashing for claws, Bashing with Horns, and Piercing for Teeth. When not active the weapons don’t appear.

 

Lore of Savage – This lore grants the user the ability to invoke a Rage similar to that of a Barbarian. Taking this ability multiple times allow a new use of rage a day.

 

Gibbering of Madness – The Lore Master rambles on in Tongues causing the effect of confusion on a target (Will save DC, Lore Master level + Charisma Modifier). Taking this multiple times grants an extra use of this ability.

 

Cold Stare – The Lore Master can strike a target with a ranged touch ray of cold. Doing 1d8, per ¼ level, of the Lore Master. Taking this multiple times grants an extra use of this ability.

 

Lore of Spells – Lore Master trades one secret for a new spell to use at their disposal.

 

Lore of Magic – Lore Master gains a Boost to a selected Magic Type Boosting all spells by making them count as being cast 2 levels higher.

 

Lore of the Stars – Lore master can mimic a Celestial’s powers by being able to do one power based on the stars power per day.

 

Snake Vision – The Lore Master can Strike a target with an attack that paralyzes the target of ½ the Lore masters level. (Will save DC, Lore Master Level + Charisma) Taking this multiple times grants an extra use of this ability

 

Lore of Guns – The Lore master can make a simple craft item check on weapons to combine weapons allowing one attack do the damage of the two. The lore master can only link up to his Int Mod in weapons. Each weapon attached causes the weapons use to be delayed by a round to use again no matter if the weapon needs reloading or not.

 

Lore of Net – The Lore Master can use their Use technology skill to lower the defenses of Machines abilities allowing decreasing their attack and to hit by their lore master levels

 

Lore of Code – The Lore Master can do their level in damage to machines when they roll a Use technology skill check

 

Lore of Light – The Lore Master can create a invisible barrier that grants them a shield bonus equal to their level, for 1 round a level. 1/per day.

 

Lore of Shadow – The Lore Master can turn invisible for their level in rounds 1/per day

 

Lore of Dimensions – The Lore Master can teleport 60’ x their level 1/per day

 

Weapon Proficiencies: Simple

 

Armor Proficiencies: None

 

Hit Die: 1d6

 

Skills: (points per level 50+INT Mod), Animal Empathy, Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Forgery, Gamble, Gather Info, Knowledge (all skills), Medical, Navigate, Notice, Perform, Pick Pocket, Profession, Repair, Streetwise, Taunt, Use Magic Device, Use Tech

Green Lightning – Class – Lore Master

Green Lightning – Class – Lore Master

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Gunslinger

 

Gunslinger

 

Level Base Attack Resist

Save

Reflex Save Will Save Defense Bonus Special Ability
01 1 0 4 2 1 Steady Hand
02 2 0 4 3 2 Bonus Feat
03 3 1 5 3 2
04 4 1 5 4 3 Bonus Feat
05 5 1 6 4 3 Gun Trick #1
06 6/1 2 6 5 3 Bonus Feat, Dead Eye, Snipe +1d6
07 7/2 2 7 5 4
08 8/3 2 7 6 4 Bonus Feat
09 9/4 3 8 6 5 Snipe +2d6
10 10/5 3 8 7 5 Bonus Feat, Gun Trick #2
11 11/6/1 3 9 7 5 Lock On
12 12/7/2 4 9 8 6 Bonus Feat, Snipe +3d6
13 13/8/3 4 10 8 6
14 14/9/4 4 10 9 7 Bonus Feat
15 15/10/5 5 11 9 7 Gun Trick #3, Snipe +4d6
16 16/11/6/1 5 11 10 7 Bonus Feat, Heat seeker
17 17/12/7/2 5 12 10 8
18  18/13/8/3 6 12 11 8  Bonus Feat, Snipe +5d6
19 19/14/9/4 6 13 11 9
20 20/15/10/5 6 13 12 9 Bonus Feat, Gun Trick #4

Cold Hearted warriors of the gun, this class is for those wanting to live out their wild west fantasy with abilities to not only be a crack shot with guns but also pull off what is normally considered impossible shots to being with. The gunslinger is pretty useless without their gun and many consider their firearm as a part of themselves.

 

Steady Hand – Player reduces their Attack to the last action in that round of combat for their level in bonus damage or to hit (The choice must be called before the attack is rolled) this acts as a full round attack thus the player cannot move and attack.

 

Bonus Feat – Able Sniper, Catch off Guard, Close Quarters Fighting, Close Shot, Combat Expertise, Dazzling Display, Deadly Aim, Deafening Critical, Exhausting Critical, Far Shot, Fire in the Hole, Greater Two Weapon Fighting, Greater Vital Strike, Improved Critical, Improved Precise Shot, Improved Two Weapon Fighting, Improved Vital Strike, Improvised Weapon Mastery, Lucky Bullet, Many shot, Pinpoint Targeting, Precise Shot, Point Blank, Prone Attack, Quick Draw, Rapid Reload, Resounding Blow, Ranged Disarm, Ranged Sunder, Sickening Critical, Sharp-Shooting, Sharp Shooter, Shot on the Run, Staggering Critical, Strike Back, Stunning Critical, Tiring Critical, Trick Shot, Vital Strike, Weapon Finesse, Weapon Focus, Attack Focus, Brilliant Planned Attack, Combat Reflexes, Improved Initiative, Planned Attack, Reckless Offense, Cumbrous Resistance, Diehard, Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Mobility, Wanted Dead or Alive

 

Gun Trick – Gun tricks allow the gunslinger to perform unusual tricks with guns a player upon gaining this ability can choose from one of the below, so long as they are of the required level

 

Ricochets Bullet – Player can redirect bullets off a hard surface to hit around cover, changes a targets cover to concealment of 75%

 

Double Tap – Shot so quickly one bullet follows damage is x1 ½ not normal reduces ADS by 4 from the shot [level 10 required]

 

Bullet Shot – The player is such a skilled shooter to be able to shoot away ranged attacks, +5 PS verses 1 normal Ranged attack (This does not defend against siege weapon attacks) [level 10 required]

 

Homemade Special – The Player is skilled at crafting ammo on the road no weapons bench penalty given to craft ammo at any time, all crafted Ammo is +1

 

Spread Shot – Player has cut their bullets to be able to hit one adjacent target of the original target. When the player rolls their attack to hit for the first target, that roll counts for the adjacent target. [Level 10 required]

 

Gun Tool – Player gains a +10 Disarm Device, +10 Explosives and +10 Notice

 

Quick release – Player can reduce the unjam time to a Standard action (Normally full round)

 

Big Boom – Player takes a full round action and their attack does area damage to a 10×10 area

 

Boom Stick – Player can add their gunslinger levels as a bonus to intimidation and resistance against psychological attack.

 

Two Stage Shot – Players attack does additional 1d6 damage, the next round (must be declared upon use) [level 10 required]

 

Dance Sucker – Player can use a full round to halt the movement of one target

 

Counter Argument – Player can shoot their gun to gain attention or event counter one verbal based attack/ support such as bardic performances.

 

Dead Eye – Player can use Steady Hand and now move in the same round

 

Snipe Attack – If a Gunslinger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Gunslinger’s attack deals extra damage anytime her target is caught surprised or when a Gunslinger can feign their attack on a target. This extra damage is 1d6 at 6th level, and increases by 1d6 every three levels thereafter and ignore the Armor and End Bonus in their ADS score. Should the Gunslinger score a critical hit with a snipe attack, this extra damage is not multiplied. Snipe attacks do not cover Melee actions strictly Ranged Combat only. The Gunslinger must be able to see the target well enough to pick out a vital spot. A  Gunslinger cannot snipe attack while striking a creature with concealment. Unlike Sneak Attack Snipe Attack does not ever cancel out Improved Uncanny Dodge.

 

Lock On – Player can make two shots with Steady Hand

 

Heat Seeker – Player can make three shots with Steady Hand

 

Weapon Proficiencies:

All Simple Weapons, Only Firearms of Martial Weapons

 

Armor Proficiencies:

No Armor Proficiencies

 

Hit Die: 1d8

 

Skills: (points per level 30 + INT MOD),

Acrobatics, Bluff, Climb, Concentration, Craft, Gather Info, Intimidate, Jump, Knowledge Area, Knowledge Law, Notice, Profession, Ride, Stealth, Survival, Swim, Taunt, Use Rope

 

Green Lightning – Class – Gunslinger

Green Lightning – Class – Gunslinger

Categories
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Green Lightning – Class – Bounty Hunter

Bounty Hunter

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 1 2 2 0 1 Track, Wild Empathy
02 2 3 3 0 1 Bonus Feat
03 3 3 3 1 2 Uncanny Dodge
04 4 4 4 1 2
05 5 4 4 1 3 Trap Sense +1
06 6/1 5 5 2 3 Bonus Feat
07 7/2 5 5 2 3 Improved Uncanny Dodge
08 8/3 6 6 2 4 Swift Tracker
09 9/4 6 6 3 4 Evasion
10 10/5 7 7 3 5 Bonus Feat, Trap Sense +2
11 11/6/1 7 7 3 5
12 12/7/2 8 8 4 5 Fast Movement +5
13 13/8/3 8 8 4 6
14 14/9/4 9 9 4 6 Bonus Feat
15 15/10/5 9 9 5 7 Trap Sense +3
16 16/11/6/1 10 10 5 7 Fast Movement +10
17 17/12/7/2 10 10 5 7
18  18/13/8/3 11 11 6 8 Bonus Feat
19 19/14/9/4 11 11 6 8
20 20/15/10/5 12 12 6 9 Trap Sense +4

 

A Bounty Hunter is a skilled hunter in urban environments. Skilled warriors built to bring justice down upon the wicked of the world.

 

Track– A Bounty Hunter adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.

 

Wild Empathy – A Bounty Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Bounty Hunter rolls 1d20 and adds her Bounty Hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

 

Uncanny Dodge – At 3rd level, a Bounty Hunter gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught surprised by reflex attacks, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A Bounty Hunter with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a Bounty Hunter already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead

 

Trap Sense – At 5th level, a Bounty Hunter gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to PS score against attacks made by traps. These bonuses increase by +1 every five Bounty Hunter levels thereafter (10th, 15th, and 20th level). Trap sense bonuses gained from multiple classes stack.

 

 

 

 

 Improved Uncanny Dodge – At 7th level and higher, a Bounty Hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the Bounty Hunter by flanking her, unless the attacker has at least four more rogue levels than the target has Bounty Hunter levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Swift Tracker – Beginning at 8th level, a Bounty Hunter can move at her normal speed while using Survival to follow tracks without taking the normal –10 penalty. She takes only a –30 penalty (instead of the normal –60) when moving at up to twice normal speed while tracking.

 

Evasion – At 9th level or higher, a Bounty Hunter can avoid damage from many area-effect attacks. If a Bounty Hunter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Bounty Hunter is wearing light armor or no armor. A helpless Bounty Hunter does not gain the benefit of evasion.

 

Fast Movement – At 12th level and higher, The Bounty Hunter’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Bounty Hunter’s land speed.

 

Bonus Feat – Able Sniper, Catch off Guard, Cleave, Close Shot, Combat Reflexes, Dazzling Display, Deadly Aim, Exhausting Critical, Far Shot, Greater Two Weapon Fighting, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Improved Unarmed Strike, Improvised Weapon Mastery, Lucky Bullet, Lunge, Many shot, Martial Weapon Proficiency, Monkey Grip, Mounted Archery, Mounted Combat, Pinpoint Targeting, Precise Shot, Point Blank, Power Attack,

Power Throw, Power Critical, Quick Draw, Rapid Reload, Ranged Disarm, Ranged Sunder, Ride-by-Attack, Sickening Critical, Sharp-Shooting, Sharp Shooter, Shatter Defenses, Shot on the Run, Spirited Charge, Staggering Critical, Stunning Critical, Tiring Critical, Throw Anything, Trample, Trick Shot, Two Weapon Defense, Two-Weapon Rend, Unseat, Vital Strike, Weapon Finesse, Weapon Focus, Whirl Wind, Attack Focus, Brilliant Planned Attack, Cloak Dance, Combat Reflexes, Improved Initiative, Improved Overrun, Monster Hunter, Planned Attack,

Reckless Offense, Spring Attack, Unquenchable Flame of Life, Cumbrous Dodge, Cumbrous Reflexes, Cumbrous Will, Diehard, Dodge, Expeditious Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Lightning Stance, Mobility, Wind Stance, Known Killer.

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Shields, Light, Medium

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD),  Acrobatics, Animal Empathy, Bluff, Climb, Concentration, Craft, Drive, Forgery, Gather Info, Intimidate, Jump, Knowledge Nature, Knowledge Area, Knowledge Law, Medical, Notice, Pilot, Profession, Stealth, Survival, Swim, Taunt,  Use Rope, Use Magic Device, Use Tech
Green Lightning – Class – Bounty Hunter

Green Lightning – Class – Bounty Hunter

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Green Lightning – Class – Bard

Bard

Level Base Attack Resist

Save

Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 2 2 1 Bardic Knowledge, Bardic Music, Inspire Courage +1,

Counter Song, Fascinate , Distraction

02 1 0 3 3 1 Inspire Disorder -1
03 2 1 3 3 2 Inspire Competence
04 3 1 4 4 2 Twang
05 3 1 4 4 2  
06 4 2 5 5 3 Suggestion
07 5 2 5 5 3 Pleasant Melody
08 6/1 2 6 6 3 Inspire Courage +2, Doom-song
09 6/1 3 6 6 4 Inspire Greatness, Inspire Disorder -2
10 7/2 3 7 7 4 Combine Songs, Sproing
11 8/3 3 7 7 4 Inspire Chaos
12 9/4 4 8 8 5 Song of Freedom, Soothing Melody
13 9/4 4 8 8 5  
14 10/5 4 9 9 5 Inspire Courage +3, Freighting Tune
15 11/6 5 9 9 6 Inspire Heroic, Inspire Disorder -3
16 12/7 5 10 10 6 Rip a Cord
17 12/7 5 10 10 6  
18  13/8 6 11 11 7 Mass Suggestion
19 14/9 6 11 11 7  
20 15/10/5 6 12 12 7 Inspire Courage +4, Final Performance

 

Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and Abilities, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

 

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and Abilities, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

 

Bardic Knowledge – A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

 

Bardic Music – A bard is trained to use the Perform skill to create effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

 

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

 

At 7th level, a bard can start a bardic performance as a move action instead of a standard action.

 

At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

 

Counter Song – At 1st level, a bard learns to counters effects that depend on sound (but not spells that have verbal components). Each round of the counter song he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent actions such as an opposing bard, noble or Genjutsu may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counter song is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the counter song, but it must use the bard’s Perform skill check result for the save. Counter song does not work on effects that don’t allow saves. Counter song relies on audible components.

 

Fascinate – At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat, or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If it’s saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Notice checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

 

Distraction – At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) Genjutsu attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) Genjutsu attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

 

Inspire Courage – A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels there-after, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

 

Inspire Disorder – A bard of 2nd level or higher Similar to Inspire Courage effects targets the bard decides are enemies in the area. Grants a negative Moral bonus on enemies in 30ft. At 6th level and every 5 levels there-after, this negative grows by -1 to a maximum -3 at 18th level.  Inspire disorder is a mind-affecting ability. Inspire disorder can use audible or visual components. The bard must choose which component to use when starting his performance.

 

Inspire Competence – A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +5 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +5 for every four levels the bard has attained beyond 3rd (+10 at 7th, +15 at 11th, +20 at 15th, and +25 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components.

 

Twang – A bard at 4th level or higher can use one of his bardic music uses to make an attack that does a sonic attack at one target your bard ½ level in d6’s for one use of music, Ranged attack

 

Suggestion – A bard of 6th level or higher can use his performance to make a suggestion to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Once under the influence of suggestion the Bard can ask things that the target normally would do but to the Bard’s aid. Such suggestions, like Flee from battle, Provide Defense (Bard or Allies), Give me your stuff, or convince them that one of their allies is out to harm them. You cannot ask something put the targets life at direct risk.

 

Making a suggestion does not count against a bard’s daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components.

 

Pleasant Melody – A Bard of 7th level or higher can use his performance to heal a single ally (or himself) with a (Performance + Bard Level + Charisma Score) in healing. In addition, this performance removes the fatigued, sickened, and shaken conditions. This turn must be played for 4 rounds and the target cannot move out of 30ft from the bard. Pleasant melody relies on audible and visual components.

 

Doom-song – A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Doom-song is a mind-affecting fear effect, and it relies on audible and visual components.

 

Inspire Greatness – A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Endurance modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Resistance saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

 

Combine Songs– A bard at 10th or higher can play two songs in one turn. It takes a full round to pull off both songs but the effects can be used to grant allies with bonuses and enemies with discord.

 

Sproing – A bard at 10th level or higher can use one of his bardic music uses to make an attack that does a sonic attack at a 30 ft cone your ½ level in d6’s for one use of music

 

Inspire Chaos – A bard at 11th level or higher can use one of his bardic music uses to cause confusion to 30ft area of enemies DC 10 +Level +CHA MOD Will

 

Soothing Melody – A bard of 12th level or higher can use his performance to create an effect of healing a large group (Performance + Bard Level + Charisma Score). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing melody affects all targets that remain within 30 feet throughout the performance. Soothing melody relies on audible and visual components.

 

Song of Freedom – A bard of 12th level or higher can use there Bardic music to free a person from any Enchantments and Genjutsu without the target having to roll another save and grants them a +4 bonus to avoid any new enchantment or Genjutsu.

 

Frightening Tune – A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and f lees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.

 

Inspire Heroics – A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to PS. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

 

Rip a cord – A bard at 16th level or higher can use one of his bardic music uses to make an attack that does a sonic attack at one target your bard level in d6’s and maintains for time equal to your level, for one use of music, Ranged Touch

 

Mass Suggestion – This ability functions just like suggestion, but allow a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

 

Final Performance – A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Final performance is a mind-affecting death effect that relies on audible and visual components.

 

 

Weapon Proficiencies: Simple, Rapier, Long sword, sap, short sword, short bow, small pistol and Whip

 

Armor Proficiencies: Light, Medium, Shields

 

Hit Die: 1d6

 

Skills: (points per level 50 + INT MOD)

Acrobatics, Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gamble, Gather Info, Jump, Knowledge (all skills ), Medical, Navigate, Notice, Perform, Pick Pocket, Pilot, Profession, Read Lips, Ride, Seduction, Stealth, Swim, Taunt, Use Magic Device, Use Tech

Green Lightning – Class – Bard

Green Lightning – Class – Bard