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Renegades are formidable users of hit and run tactics, and have virtually uncontested mastery of their surroundings and maneuverability on the battlefield. Their versatile skillset allows them to bring many pertinent problems to a quick resolution. The constant danger to their lives has made them quick learners, and many improvised weapons and tactics become a very lethal threat in the hands of a renegade. Their ability to use a great variety of tools both magical and mundane makes them excellent supplementary characters, but they lack the focus of a full spellcaster and the battle strength of a full fighter.
 
Renegades are formidable users of hit and run tactics, and have virtually uncontested mastery of their surroundings and maneuverability on the battlefield. Their versatile skillset allows them to bring many pertinent problems to a quick resolution. The constant danger to their lives has made them quick learners, and many improvised weapons and tactics become a very lethal threat in the hands of a renegade. Their ability to use a great variety of tools both magical and mundane makes them excellent supplementary characters, but they lack the focus of a full spellcaster and the battle strength of a full fighter.
  
'''Abilities:''' Although a high [[SRD:Dexterity|Dexterity]] and [[SRD;Intelligence|Intelligence]] score are absolutely paramount for any renegade, a high [[SRD:Wisdom|Wisdom]] allows them to live longer and a high [[SRD:Charisma|Charisma]] means that they are better at taking advantage of people they encounter, allowing them to live more comfortably. A low [[SRD:Constitution|Constitution]] however is often a ticket to certain death.
+
'''Abilities:''' Although a high [[SRD:Dexterity|Dexterity]] and [[SRD:Intelligence|Intelligence]] score are absolutely paramount for any renegade, a high [[SRD:Wisdom|Wisdom]] allows them to live longer and a high [[SRD:Charisma|Charisma]] means that they are better at taking advantage of people they encounter, allowing them to live more comfortably. A low [[SRD:Constitution|Constitution]] however is often a ticket to certain death.
  
 
'''Races:''' In any culture with separation of castes or hierarchies, there are bound to be people that have pissed off the wrong person and have been thrown in jail or worse because of it. People that survive, or that have the common sense to run before law enforcement descends upon them en masse with a flaming hammer of justice are often apt candidates for becoming renegades.
 
'''Races:''' In any culture with separation of castes or hierarchies, there are bound to be people that have pissed off the wrong person and have been thrown in jail or worse because of it. People that survive, or that have the common sense to run before law enforcement descends upon them en masse with a flaming hammer of justice are often apt candidates for becoming renegades.
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'''<span id="Weapon Proficiency">Weapon</span> and Armor Proficiency:''' Renegades are proficient with all [[SRD:Simple Weapon|simple weapons]], plus the [[SRD:Hand Crossbow|hand crossbow]], [[SRD:Rapier|rapier]], [[SRD:Sap|sap]], [[SRD:Shortbow|shortbow]], and [[SRD:Short Sword|short sword]].
 
'''<span id="Weapon Proficiency">Weapon</span> and Armor Proficiency:''' Renegades are proficient with all [[SRD:Simple Weapon|simple weapons]], plus the [[SRD:Hand Crossbow|hand crossbow]], [[SRD:Rapier|rapier]], [[SRD:Sap|sap]], [[SRD:Shortbow|shortbow]], and [[SRD:Short Sword|short sword]].
  
In addition to this, the renegade may treat weapon proficiency as a class [[SRD:Skill|skill]]. By putting 2 skill points in this particular skill, he may become proficient in a [[SRD:Martial Weapon|martial weapon]] of his choice. Similarly, proficiency in a single [[SRD:Exotic Weapon|exotic weapon]] may be bought for 4 points in this skill.
+
In addition to this, the renegade may treat weapon proficiency as a class [[SRD:Skills|skill]]. By putting 2 skill points in this particular skill, he may become proficient in a [[SRD:Martial Weapon|martial weapon]] of his choice. Similarly, proficiency in a single [[SRD:Exotic Weapon|exotic weapon]] may be bought for 3 points in this skill.
  
 
''Note:'' If your campaign uses the ''weapon group'' rules from [[Unearthed Arcana]], this skill may alternatively be used to 'buy' one [[UA:Weapon Group Feats|weapon group feat]] for 6 points.
 
''Note:'' If your campaign uses the ''weapon group'' rules from [[Unearthed Arcana]], this skill may alternatively be used to 'buy' one [[UA:Weapon Group Feats|weapon group feat]] for 6 points.

Revision as of 16:34, 20 September 2009

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Date Created: September 20, 2009
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Renegade

A renegade is a person who is attuned to a life of running and hiding. Where characters of most classes have established themselves in their chosen profession by virtue of their own dreams or aspirations, renegades instead are made by the land and the era they live in. Nobody dreams of a life of running away, after all. Preordained for death by a powerful body of law, in hiding from influential (and most often global) criminal factions, or chased far and wide by tenacious slave hunters, the renegade as an entity possesses a steeled mind to overcome any adversity and hardship, a quick wit to foil any subterfuge, and a resilient and fast body accustomed to fighting in fierce and merciless retaliation.

Making a Renegade

Renegades are formidable users of hit and run tactics, and have virtually uncontested mastery of their surroundings and maneuverability on the battlefield. Their versatile skillset allows them to bring many pertinent problems to a quick resolution. The constant danger to their lives has made them quick learners, and many improvised weapons and tactics become a very lethal threat in the hands of a renegade. Their ability to use a great variety of tools both magical and mundane makes them excellent supplementary characters, but they lack the focus of a full spellcaster and the battle strength of a full fighter.

Abilities: Although a high Dexterity and Intelligence score are absolutely paramount for any renegade, a high Wisdom allows them to live longer and a high Charisma means that they are better at taking advantage of people they encounter, allowing them to live more comfortably. A low Constitution however is often a ticket to certain death.

Races: In any culture with separation of castes or hierarchies, there are bound to be people that have pissed off the wrong person and have been thrown in jail or worse because of it. People that survive, or that have the common sense to run before law enforcement descends upon them en masse with a flaming hammer of justice are often apt candidates for becoming renegades.

Alignment: Any. It doesn't take a chaotic or evil guy to become universally reviled and hunted.

Starting Gold: 5d4×10 gp.

Starting Age: As rogue.

Table: The Renegade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 <-any class features gained at this level->
2nd +1 +0 +3 +0 <-any class features gained at this level->
3rd +2 +1 +3 +1 <-any class features gained at this level->
4th +3 +1 +4 +1 <-any class features gained at this level->
5th +3 +1 +4 +1 <-any class features gained at this level->
6th +4 +2 +5 +2 <-any class features gained at this level->
7th +5 +2 +5 +2 <-any class features gained at this level->
8th +6/+1 +2 +6 +2 <-any class features gained at this level->
9th +6/+1 +3 +6 +3 <-any class features gained at this level->
10th +7/+2 +3 +7 +3 <-any class features gained at this level->
11th +8/+3 +3 +7 +3 <-any class features gained at this level->
12th +9/+4 +4 +8 +4 <-any class features gained at this level->
13th +9/+4 +4 +8 +4 <-any class features gained at this level->
14th +10/+5 +4 +9 +4 <-any class features gained at this level->
15th +11/+6/+1 +5 +9 +5 <-any class features gained at this level->
16th +12/+7/+2 +5 +10 +5 <-any class features gained at this level->
17th +12/+7/+2 +5 +10 +5 <-any class features gained at this level->
18th +13/+8/+3 +6 +11 +6 <-any class features gained at this level->
19th +14/+9/+4 +6 +11 +6 <-any class features gained at this level->
20th +15/+10/+5 +6 +12 +6 <-any class features gained at this level->

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography, local, nature, all taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Weapon Proficiency (—).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Renegades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.

In addition to this, the renegade may treat weapon proficiency as a class skill. By putting 2 skill points in this particular skill, he may become proficient in a martial weapon of his choice. Similarly, proficiency in a single exotic weapon may be bought for 3 points in this skill.

Note: If your campaign uses the weapon group rules from Unearthed Arcana, this skill may alternatively be used to 'buy' one weapon group feat for 6 points.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature ->"><-subclass feature -></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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