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
There are NO Adepts on Habololy.
They are replaced by Nobles.
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.
They are the same.
Although they are the same in theory, there are
minor differences in a cleric’s abilities dependant upon their deity.
There are NO characters with the Commoner class
on Habololy.
There are
NO druids on Habololy.
They are replaced by Crafters.
They are
the trained and skilled warriors. The only difference is in their
starting proficiency with weapons, which is based on their training.
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.
They are
the same.
They are
very rare, but remain the same.
They are as rare as the Psion, but also remain the same.
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.
They are the same.
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.
There are
NO soulknives on Habololy.
There are no characters with the Warrior class on
Habololy.
They are the same.
They are the same.
WHAT ABOUT THE NEW CLASSES
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.
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.
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.
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
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:
 |
Bow Feint
|
 |
Canny Opportunist
|
 |
Deft Strike
|
 |
Improved Combat Expertise
|
 |
Combat Expertise
|
 |
Canny Charge
|
 |
Defensive Opportunist
|
 |
Defensive Strike
|
 |
Lacerate
|
 |
Melee Evasion
|
 |
Surprising Riposte
|
 |
Aid Giver
|
 |
Allied Defense
|
 |
Spinning Defense
|
 |
Pressure Point Strike
|
 |
Dark Speech
|
 |
Dark Whispers
|
 |
Filthy Outburst
|
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.
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.
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.
The best trained
warriors of every culture. Fighters can be found everywhere.
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.
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.
Monks may
not be chaotic, but are otherwise unrestricted in alignment.
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:
|
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
|
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(Intelligent) |
Vampire,
Mummy, Lich |
|
Undead(mindless) |
Skeleton,
Ghoul |
An (*) denotes that the Ranger must choose
one particular example within the type.