All of the following Classes and Races were designed and submitted by Micah Greenspoon. They will probably be included in an upcoming Challenger RPG expansion. In the meantime, you can feel free to use them in your official Challenger RPG games with the approval, as always, of your GM.
If you have your own cool ideas to submit, please feel free to head on over to the Class and Race submission link on the sidebar on this website. Enjoy! Thanks Micah, we all appreciate your hard work!
Angel
Natural
Weaponry: d4
0 Versatile: Bonus: You gain +2 to any one skill which hasn’t been
boosted yet.
1 Flight: Bonus: You have
the ability to fly at movement rate 24. You can fight normally while in the air
and foes must hurl their weapons at you or otherwise be able to hit you if they
wish to attack you.
2 Banish Undead: Full
Magic: Once per adventure you may call upon a powerful immortal being. This
being may banish 2d6 x 5 hp of undead creatures (round down) within 40 ft. of
you.
3 Call upon Deity: Full
Round: Once per adventure you may call upon a powerful being. You may request
anything, but the being will choose whether to answer you pleas for help or
not. This power can accomplish truly amazing things if the GM allows.
Fallen Angel
This angel has
betrayed its deity or divine being due to a loss of faith or being driven to
insanity. It has abandoned its mission and either pursues the exact opposite of
it or perverts the meaning of it (i.e: instead of protecting the innocent, it
seeks out and punishes the wicked).
Natural
Weaponry: d4
0 Versatile: Bonus: You
gain +2 to any one skill which hasn’t been boosted yet.
1 Angelic Persuasion:
Skill: Once per encounter you gain a +4 situation bonus to any one social roll
to convince an NPC to do something because you’re an “Angel”. The GM may disallow this bonus under special
circumstances. The person may be convinced to do things it normally wouldn’t
consider with this power.
2 Protection: Bonus: Once
per adventure you gain damage reduction 5 against agents of your former
master/powerful being or its servants. Reduce all damage you receive from such
agents by 5 to a minimum of 1 for the duration of a single encounter.
3 Warped Mission: Bonus:
Talk to the GM and decide what your original mission as a normal angel was.
Once per adventure gain +3 to any roll that would contradict your original
mission (i.e: an Angel is sent down to participate in a war, and instead gains
+3 to a roll regarding the brokering of a peace treaty).
Confused Person
A person of
one race who has been raised by another to believe it is one of them, or just
in general raised by another race without any major secrets about their own
race kept from them. Usually having been abandoned by their parents/caretaker
at birth or another young age, the person doesn't really remember them and is
sometimes scarred emotionally by the fact they would be abandoned. They also usually
have some characteristics of the race they were raised by that their own race
wouldn't normally/naturally have (i.e: a human raised by wolves may be more
ferocious than most humans and have sharper teeth, an orc raised by sphinxes
may be way more intelligent than the average orc, a halfling raised by
giant/regular sized eagles may have a keener sense of sight, etc).
Natural
Weaponry: d4
0 Multi-talented: Bonus:
You can speak the languages of both races. In addition, the GM may allow you to
take powers and/or abilities from both of the races you have chosen.
1 Kinship: Bonus: You feel
at home with and easily bond with NPCs of both of the races you have chosen.
You gain a +2 bonus to social checks used with either race. In addition, you
and the GM should come up with a background power in collaboration. It should
be the inherited ability of your foster race as described in the race
description.
2 Origin Discovery: Bonus:
Once every three adventures, at the end of an adventure you discover an object
(or maybe a blood relative recognizes you) that answers a question about the
circumstances surrounding your abandonment (or maybe even disappearance). This
discovery de-muddles your mind, getting rid of a distraction and allowing you
to see things more clearly, giving you +3 to mental skill rolls during the next
adventure.
Mage
A type of
wizard, a mage specializes in offensive, defensive, and combat magic, such as
fireballs, lightning bolts, and magical barriers (and sometimes healing or weak
telepathy as a minor training), but neglects other types of magic (scrying,
magical crafting, magically picking locks, etc). They usually use magic staffs,
quarter staffs, glaives, scythes, and sometimes even dual sided or double
bladed scythes to keep opponents at bay as they cast their spells.
Class Subtype:
Magic
Skill Access: Magic
Weapon
Training: Magic 1d6
Armor
Training: Light
Mage Powers:
0 Combat Magic Only: You
specialize in combat magic only. This means you can only take powers of magic
which focus on defensive, offensive, or healing spells. No matter which classes
you take, you cannot gain other magic powers such as: telekinesis, mind
reading, scrying, or magic item crafting.
1 Lightning Bolt: Full
Magical Attack: Once per encounter you may hurl a lightning bolt up to a
distance of 40 ft. ahead of you in a direct line. Anyone in the path of the
lightning bolt is struck for 2d6 electrical damage. If it’s unclear how many
targets there are, this power effects 4.
2 Healing: Full Magic: If
a character took damage you may, once per battle, attempt to heal that
character. Roll 1d20 and on an 11 or higher heal that character 2d6 hp. You may
use this power up to five times per adventure. You must be able to touch
someone to heal them. Healing Skill: Bonus: You gain access to, but not
training in the healing specific skill. Takes up the mage’s minor training, and
cannot be learned if the Preemptive Dodge skill is known.
3 Preemptive Dodge: Once
per battle, if you be hit by a normal or magical attack it does not hit you. On
the first level tier, only you can avoid the attack. At Legendary level, you
have the ability to ‘warn’ a single teammate/ally instead. At Epic level, you
can ‘warn’ up to five teammates/allies. This power uses a weak form of
telepathy, and cannot be learned if the Healing skill is known, as this takes
up the mage’s minor training (basically, you learned a weak form of telepathy
instead of healing). Does not work if the foe cannot be influenced by mind
control, is insane, or is acting upon pure instinct (or if the GM has another
reason).
3 Magic Armor: Full Magic:
Once per encounter gain 5 temporary hp from magical armor. For the duration of
the battle, your armor is considered to be 2-4.
4 Fireball: Full Magical
Attack: Once per battle, roll a magical attack on a single d20 and apply this
attack against up to 5 nearby foes. If you fail this roll, only one may attack
you back. You negate the other attacks you would normally receive. Fireball
does 1d6 magic flame damage to each foe on any hits.
5 Stave Mastery: Bonus: You add +1 to your damage whenever you wield
your favored weapon. This weapon must be one listed in the class description.
6 Combat Magic: Bonus: Add
+1 damage to all of your magical attacks.
7 Spell Turning: Free
Action: Once per adventure you may instantly block any one hostile magical
effect which was targeted only at you. If the opposing caster is more powerful,
this power fails. If the opposing caster is far weaker, you have a 50% chance
(11-20 on 1d20) to reflect the spell back at the caster.
8 Legendary Power “Thunder Storm”: Full Magical Attack:
You gather clouds over the battlefield and start a lightning storm. This storm
drops 8 lightning bolts randomly from the sky that inflict 5d6 lightning damage
each with a radius of 1.5 ft. x2 damage to any flying creatures hit.
Underground creatures are not affected unless a piece of metal attached to it
is sticking up out of the ground, which then acts as a lightning rod that
automatically is hit by 1 of the bolts and causes x1.5 damage rounded up to the
creature.
9 Legendary Power “Chasm”:
Full Magical Attack: You slam your staff into the ground, and the ground
crumbles in a line in the direction the staff pointed for 30 ft, then caves in
and makes a 50 ft deep chasm 20 ft. wide, causing 1d6 damage per 10 ft fallen
to all who fall in.
Flying/levitating
creatures are not affected unless unable to currently fly/levitate, and
underground creatures are hit for x2 damage. If the staff is struck straight
into the ground, the ground crumbles in a circle with the staff as the center
point with a radius of 15 ft, and a circle of 4 ft of undisturbed ground around
the staff itself.
10 Epic Power
“Lightning Storm”: Full Magical Attack: The same as
Thunder Storm, except with double the bolts and they are not randomly dropped.
This power can only be used if Thunder Storm is known.
Warrior Mage
A mage who
divides his time pursuing the arcane combat arts and perfecting his mastery of
weapons combat. A warrior mage knows offensive and combat magic, and can use
any type of melee weapon, though prefer staves as they are best to keep the
enemy at a distance while casting magic. They wear plate and magic armor for
their torso and helms, but wear medium, light, and magic armor for the rest of
their body so as to not constrict movement. An expert warrior mage is a
powerful and valuable ally who can tear through the ranks of enemy soldiers,
and a master warrior mage is an almost unheard of and priceless asset, who is
an army in and of himself.
Class Subtype:
Magic
Skill Access: Magic and Athletics
Weapon
Training: Expert and Magic 1d6
Armor
Training: Heavy
Warrior Mage
Powers:
0 No Multi-classing:
Bonus: If you take this class, you cannot multi-class at all.
1 Lightning Bolt: Full
Magical Attack: Once per encounter you may hurl a lightning bolt up to a
distance of 40 ft. ahead of you in a direct line. Anyone in the path of the
lightning bolt is struck for 2d6 electrical damage. If it’s unclear how many
targets there are, this power effects 4.
2 Magic Armor: Full Magic:
Once per encounter gain 5 temporary hp from magical armor. For the duration of
the battle, your armor is considered to be 2-4.
3 Fireball: Full Magical
Attack: Once per battle, roll a magical attack on a single d20 and apply this
attack against up to 5 nearby foes. If you fail this roll, only one may attack
you back. You negate the other attacks you would normally receive. Fireball
does 1d6 magic flame damage to each foe on any hits.
4 Weapon Mastery: Bonus: You add +1 to your damage whenever you wield
your favored weapon.
5 Reinforce Allies: Full
Magic: Once per adventure confer +1 to all rolls to all allies within 20 ft.
for one encounter. This power cannot boost any combat roll beyond the usual
maximum of +5 to an attack roll.
6 Fire Skin: Full Magic:
Up to twice per adventure you coat your skin in fire dealing 1d6 fire damage to
anyone who directly touches you in battle. You can also use fire skin to set
flammable objects on fire. Each use of this power lasts for one encounter or 5
minutes outside of battle.
7 Combat Magic Mastery:
Bonus: When you take this power you can learn any combat magic power in the
book which you have access to in-game and which the GM will allow. If the GM
allows, you can also use it to learn a combat magic of your own creation.
8 Legendary Power “Obskinian”: Full Magic: You turn your skin to obsidian, making it as hard as
heavy armor while not constricting movement.
9 Legendary Power “Magic-Focusing Weapon”: Bonus: You focus your
combat magic through your weapon, giving it 30 charges per adventure and the
ability to do the following: Flame Slash: Bonus: the weapon is trailed by flame
that goes outwards 3 ft, burning victims for 1d6 fire damage for 20 seconds (2
rounds). Cost: 2 charges. Lightning Tip: Bonus: the tip/end of your weapon shoots
out a bolt of lightning, inflicting whoever it hits with 2d6 electrical damage.
Cost: 3 charges per bolt. Ice Touch: Bonus: for the next 15 seconds (2 rounds), people hit by your weapon receive an extra 1d5
ice damage, are frozen, and die (or lose the frozen limb) (GM's discretion) if
not thawed out within 65 minutes. Cost: 4 charges. Energy Blade: Bonus: Turns
the blade (or striking surface) of the weapon into energy, which cuts (or
bashes) through and breaks through armor and deals 2d8 damage to whoever is hit
by it for 15 seconds (1 round). Cost: 6 charges.
10 Epic Power “Maelstrom”:
Full Round: You gather the winds and cause a funnel cloud of immense
proportions to descend onto the battlefield, hitting all (other than you)
within a 50 ft. radius of its center for 4d10 damage, and picking up anyone
within a 100 ft radius and throwing them, dealing 1d6 per 10 ft. fallen.
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