Middle-earth
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Middle-earth

There was a time when the world was slowly plunging into darkness and chaos. A time with witchcraft and sorcery. A time where nearly none stood against evil.
 
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 House rules for class specific changes

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House rules for class specific changes Empty
PosteTema: House rules for class specific changes   House rules for class specific changes Icon_minitimeOns Feb 14, 2018 10:45 pm

Feats granted at level 1 is typically background feats


Class: Ranger

May choose one of the following feats at level 1:
Iron Will
Lightning Reflexes
Great fortitude


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Animal companion:

1. The different feats or gear an animal companion can choose from or use is limited. Consult the GM when you wish to choose, evolve or level any class based companion.

2. Animal companions can usually not wear armor. Armor training traditionally exist, but wild animals do not like to wear unnatural objects. Even if pushed by their masters. Armor is unpractical and hinders their mobility but mostly importantly their ability to feel free as they have grown up in the wilds. In general armor is somewhat inaccessible. Barding for horses still apply, but horses are not as wild as bears and cat-like creatures etc. Even animal companions need understanding and respect for them to trust the master.

https://youtu.be/lZaC6D7GUto?t=9

3. If the player wants to dress its companion in armor consult the GM. +2 to +4  on armor class is possible if spending player feats and/or animal companion feats, depending on the animal in question. A tiger will not wear medium armored barding, but a trained war horse can.

4. Spells that grant natural armor, deflection etc. are most beneficial.


House rules for class specific changes 250px-10



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Class: Unchained Barbarian

- Rage bonuses function identical to the Core Barbarian giving a stat boost while raging instead of flat bonuses.

Receive at 1st level:

1. A rage power

2. Skill focus or Dodge



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Class: Paladin

- Skills: Perception is a class skill for Paladin in the Middle-Earth setting.

Receives the following feats at level:
Shield Focus (1st)
Covering Shield (1st) (no prereq)
Saving shield (1st)

Smite Evil:
- When smiting a neutral living creature the smite only deals bonus damage.

Lay on hands:  

- Can spend 3 charges of lay on hands to cast lesser restoration on himself or another creature at level 3.

- Upon reaching level 6 the Paladin can spend 4 charges of lay on hands to cast dispel magic targetting only spells cast by an evil creature or which has the evil descriptor.


House rules for class specific changes Dv36oa10


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Class: Druid

Receives the following feats at 1st level:
Natural spell or Toughness

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Class: Fighter

Receives the following feats at 1st level:
Shield focus
Covering Shield (no prereq)
Saving shield

Altered rules for weapon focus and weapon specialization: Choose a weapon group instead of one single weapon. (Weapon focus: Heavy blades, Weapon specialization: Heavy blades).

at Fighter level 3: Can integrate another type of weapon into the weapon focus and specialization feat, intended for two-weapon fighting or swapping the main hand weapon. Reflecting the fighter´s second nature wielding weapons, gaining a deeper understanding of utilizing weapons as a tool to defeat his opponents after years of training and practice.

Examples: Weapon focus: longsword and light flail
            or Weapon focus: Battleaxe and heavy steel shield


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Class: Unchained Rogue

Receives one feat at level 1 chosen from:
Two-weapon fighting, Exotic Weapon Proficiency or Dodge


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Class: Monk
Monks forgoing manifactued weapons receive Weapon focus: Unarmed at level 2 and weapon specialization: Unarmed at level 4.

Feats:
Choose dodge or toughness at level 1.

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Class: Cleric

Receives the following feats at 1st level:

Turn Undead/Command undead (depending on type of channeling)
Shield focus
Covering Shield

House rules for class specific changes 800px-11


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Class: Wizard and Sorcerer

Receives the following feats at 1st level:
Skill focus: Spellcraft


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Class: Inquisitor

Receives the following feats at 1st level:
Shield focus
Covering Shield (no prereq)

Receives a rosette at level 2 to indicate their survival through their first trial period as a recruit. The rosette has the emblem of a clean skull upon a badge of cold iron. Embodies magical properties which emerges as the inquisitor gains rank within his order.


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Class: Bard

Bards are the keepers of lore and history. Many join the popular musicians colleges and universities spread throughout the lands to learn about music or chase fame. Important to monarchs and factions throughout the kingdoms, bards that enlist to serve under the virtue of keeping lore and history safe, they receive a document proving they are authorized as a professional poet and commemorator. The document grants them a partial diplomatic immunity. This is an eastern kingdom treaty negotiated forth by the Eldorinian Knights of the late Griffin Empire. The bard can show any tavernkeeper or caravan master the document to prove their status as an official bard.

Within the borders of the Eastern Kingdoms:
- Food, shelter and basic aid.
- No fee as to travelling with Imperial caravans on official roads.
- All aforementioned also apply to regional taverns in exchange for visual/audible display or tribute to the Empire or any other way to commemorate the inhabitants of the Eastern Kingdoms.
- Counts as proper documentation to carry equipment usually illegal, such as weapons and armor inside a town or city.
- Framing the individual with a crime ensures a thourough investigation IF a death sentence is involved.
- Must draft a full report to the city guard upon entering or leaving a community and report to the Citadel of musicians twice a year.

Only in Eldorin regions under Griffin Empire borders:
- To slay the aforementioned in cold blood or imprisoning the subject without an Imperial court is illegal. Those responsible are to be persecuted and is to be considered traitors to the Lord Regent and the Griffin Empire.
Signed by Imperial Justiciar of Eldorin
          -Jaro Oberhammer



Bardic performance: [The Song of the Ahnur] gained at level 1: The bard manifest their angelic music similar to how a Psions specialized in psychokinesis wield their powers. These Kineticists are the masters of powers that manipulate and transform matter and energy, and can attack with devastating blasts of energy. The bard embodies both destruction and creation and can use the song to manipulate his own body’s healing process, absorb energy, or wreck destruction by focusing his tunes into terrible weapons.

Domain granted: [Divine song]

Must use the Song of Ahnur to unlock and use the abilities below:

Domain powers:

- Valari attunement: gain 1 extra power point per character level.

- Wild talent: Your mind wakes to a previously unrealized talent for psionics through attunement to the song of the Ahnur. Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

- Unlocked talent: Benefit: You gain 2 power points. In addition, when you take this feat, select any one 1st level power. You treat this power as a power known and can manifest this power with a manifester level of 1 as long as you have a Charisma score of at least 11. Use your Charisma modifier to determine any applicable save DCs.

Receive bonus power points depending on the charisma stat: Pathfinder SRD: Ability Modifiers and Bonus Power Points

Kinetic Aura (Su)
As the Bard tunes in to the song he is affected by the sound waves as if bathed in divine or profane energy.
At 4th level, you gain a +1 deflection bonus to AC as long as you are conscious and play music with bardic performance at least once a day. This bonus increases by +1 for every four levels thereafter to a max of +5 at level 20.


Mortal boundaries: The bard gain bonus power points at level 4 with a -3 to the effective level to calculate bonus power points (1 bonus point if the bard has from 14-17 charisma).

Domain spells given at the stated bard level as if a cleric:

- Chord of Shards (level 1, counts as a bonus spell)
- Concussion Blast (level 3)
- Body Adjustment (level 5)
- Concussive Onlsaught (level 7)
- Energy adaption (level 9) Maximum 10 energy resistance.
- Mythic Chord of Shards 1/day per 4 bard levels (level 12)

Child of two worlds: (level 7) Can combine Song of The Ahnur with one other kind of Bardic performance, but manifests with either a -2 penalty to any DC involved, or -1 bonus granted from perfomances that gives a morale or competence bonus. Stopping the Song of Ahnur removes the -2 penalty to DC´s or the -1 penalty to morale or competence bonuses, making the other bardic performance go back to full strength.

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