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    CLASSES

           

Although many of the classes of Habololy are similar to those found elsewhere in the multiverse, there are several that are unique.  There are also slight differences the old classes, and some old classes that don’t appear anywhere on the planet.


 

WHAT ABOUT THE ALREADY EXISTING CLASSES

 

ADEPT:  There are NO Adepts on Habololy.

 

ARISTOCRAT:  They are replaced by Nobles.

 

BARBARIAN:   They are called Berserkers.  On Habololy, it is more of a gauge of fighting style than anything else.  A Berserker relies on raw ability and rage to win a battle.  They are not expertly trained, nor do they care to be.  There are no changes in their rules.

 

BARD:  They are the same.

 

CLERIC:  Although they are the same in theory, there are minor differences in a cleric’s abilities dependant upon their deity.

 

COMMONER:  There are NO characters with the Commoner class on Habololy.

 

DRUID:  There are NO druids on Habololy.

 

EXPERT:  They are replaced by Crafters.

 

FIGHTER:  They are the trained and skilled warriors.  The only difference is in their starting proficiency with weapons, which is based on their training.

 

MONK:  Monks are warriors that prefer unarmed combat.  They lead a focused life, which often leads them to a devout life style.  They are somewhat different in their role.

 

PALADIN:  They are the same.

 

PSION:  They are very rare, but remain the same.

 

PSYCHIC WARRIOR:  They are as rare as the Psion, but also remain the same.

           

RANGER:  While Ranger’s fulfill much the same role, the nature of Habololy changes the way some of their abilities work.  In addition, some Rangers have migrated into the cities, where they put their abilities to a somewhat different end.

           

ROGUE:  They are the same.

           

SORCERER:  All Sorcerers’ have a background that has led to their innate ability.  This background has an effect on their abilities.  They are considered by many to be dangerous, because their powers come from strange and unknown sources.

           

SOULKNIFE:  There are NO soulknives on Habololy.

           

WARRIOR:  There are no characters with the Warrior class on Habololy.

           

WILDER:  They are the same.

           

WIZARD:  They are the same.


 

 

WHAT ABOUT THE NEW CLASSES

 

CRAFTER:  Many people of Habololy do not take an adventuring career.  The farmers, smithies, merchants, and everyday peoples of the world have little need to know the intricacies of magic or swordplay.  That does not mean, however, that they are less skilled or talented than the fighters, wizards, clerics, and rogues of Habololy.  Their expertise lies in everyday work that is just as important.

           

NOBLE:  The mere presence and words of a noble can be more devastating than any sword or spell.  Whether out for their own greed or looking to aid the peoples that they look over, the noble’s life can be just as dangerous as anyone else’s.

           

SHAMAN:  Much like a Sorcerer, the Shaman has powers from an unknown source.  Their ability lay in communication with spirits that are around them.  Where the Wizards see the Sorcerers as abominations, the Clerics view Shaman in much the same way.

           

TINKER:  The masters of technology.  Tinkers single-handedly try to push the world further and further forward, often to places it does not need to go.  They are scientists and inventors.  Few cultures are accepting of their ways.

 

HOW THE ALREADY EXISTING CLASSES ARE DIFFERENT

 

BERSERKER

They are the primal warriors who are naturally gifted.  Although they can be found in most cultures, they are never leaders of those cultures.

 

The list of allowed feats that are not allowed to be used by the Berserker when raging are:

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Bow Feint

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Canny Opportunist

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Deft Strike

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Improved Combat Expertise

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Combat Expertise

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Canny Charge

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Defensive Opportunist

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Defensive Strike

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Lacerate

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Melee Evasion

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Surprising Riposte

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Aid Giver

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Allied Defense

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Spinning Defense

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Pressure Point Strike

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Dark Speech

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Dark Whispers

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Filthy Outburst

 

CLERIC

The clerics have a closer tie to their deity than most worshipers.  They guide other followers of their religion.  Some seek to become the embodiment of their deity in the mortal world.

           

Turn or Rebuke Undead:  Some clerics of Habololy have no power over the undead.  Each deity rewards clerics with the power to turn or rebuke the undead, or some other power.  Unless otherwise noted, assume that the granted ability can be used a number of times per day equal to the number of times per day the cleric would be able to turn undead.  A list of these abilities can be found with the description of each deity.

           

Other Classes:  Some deities’ faiths so closely resemble the paths of other classes that their clerics may take on another class as a favored class even if it is not normally allowed by their race.  If this is the case, the cleric may also freely gain levels in both cleric and the favored class, even if this is normally not allowed.  A list of these can be found with the description of each deity.

 

FIGHTER

The best trained warriors of every culture.  Fighters can be found everywhere.

 

Weapon and Armor Proficiency:  A fighter must choose at 1st level whether he was trained as an archer, a cavalryman, a foot soldier, or a sailor.  An archer is not proficient with heavy armor, but receives the Weapon Focus feat free for a ranged weapon of his choice.  A cavalryman is not proficient in martial ranged weapons or heavy armor, but receives the Mounted Combat feat for free.  A foot soldier is not proficient in either heavy armor or martial ranged weapons (his choice), but receives either the Exotic Weapon Proficiency feat free for a melee weapon of his choice, the Martial Weapon Proficiency feat free for a ranged weapon of his choice, or the Weapon Focus feat free for a martial melee weapon of his choice.  A sailor is not proficient in heavy armor, but receives the Sea Legs feat for free. 

 

MONK

The Monks of Habololy are focused warriors that see a higher purpose.  They are never concerned with wealth or the collection of material things.  Their goals are usually of an internal nature, whether it be physical, spiritual, or mental.  Although many find a religious calling, some do not.

 

Alignment: Monks may not be chaotic, but are otherwise unrestricted in alignment.

 

RANGER

 

Some Rangers differ greatly from the norm, and instead of having their homes in the wilderness, they have made their way into the large cities of the world.  A Ranger must make this choice at 1st level.  If the Ranger chooses to be an “Urban” Ranger, they are granted the following different abilities:

 

Urban Ranger

Level

Ability

Replaced Ability

1st

City Familiarity feat

Wild Empathy

4th

Sidekick

Animal Companion

7th

Investigator feat

Woodland Stride

13th

Urban Camouflage

Camouflage

17th

Hide in the City

Hide in Plain Sight

 

Sidekick: The Ranger gains a companion of similar demeanor to himself.  The companion is 1st level and is an NPC.

Urban Camouflage: The Ranger can use the Hide skill in an urban setting, even if it doesn’t grant cover or concealment.

Hide in the City: While in an urban setting, the Ranger can use the Hide skill even if being observed.

           

The types of creatures that exist on Habololy differ from that in other places.  For that reason, the choices that a Ranger has for their favored enemy differ as well.  The list of choices a Ranger has is given in the table below

 

Favored Enemies

Type

Examples

Aberration

Aboleth, Cloaker, Roper

Animals

Dog, Horse, Bear, Boar, Cat

Birds

Roc, Falcon, Giant Eagle

Beasts

Griffon, Wyvern, Bulette, Pegasus

Constructs

Golems

Demi-Human*

Dwarf, Elf, Gnome, Gree, Nipit

Dragon*

Red, White, Gold, Green, Blue

Giant*

Fire, Frost, Ogre, Ettin, Formian

Human*

Horarian, Common, Barbarian

Humanoid*

Orc, Bugbear, Goblin, Vishtoo

Insects

Giant Wasp, Ants, Ankheg

Lizardfolk*

Vass, Kobald, Troglodyte, Sandoo

Lycanthrope

Werewolf, Werebear, Wererat

Magical Beasts

Doppleganger, Umber Hulk

Oozes

Puddings, Oozes, Slimes

Organization*

Guilds, Prestige Classes

Outsider*

Fire, Air, Good, Evil, Lawful

Sea Creatures

Shark, Octopus, Dolphin, Squid

Spiders

Drider, Ettercap, Giant Spiders

Undead(Corporeal)

Skeleton, Vampire, Zombie

Undead (incorporeal)

Ghost, Shadow

An (*) denotes that the Ranger must choose one particular example within the type.

 

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