https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Mkill&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T12:27:00ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=662087Barkeeper (3.5e Class)2014-04-15T06:01:55Z<p>Mkill: </p>
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<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 8 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], and [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse]]'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target of the teleport must be a bar, inn or similar establishment.<br />
<br />
'''{{#anc:We don't serve their kind here}}:''' When using an improvised weapon, the barkeeper ignores [[damage reduction]]. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target of the teleport must be a bar, inn or similar establishment.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
8 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 8 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
In the Greek pantheon, Dionysos, patron of wine and debauchery is also the patron of barkeepers. However, any deity that does not frown upon inebriation and well-meaning exploitation of drunkards would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
{{quote|We were testing adventurers for a critical mission for the crown. This fat, hairy man came up to me for the sparring test. I picked up my sword, he picked up the waiting bench. I woke up later with a splitting headache...|orig=Rolfe, Guardsman}}<br />
<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<br />
'''Daily Life:''' Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.<br />
<br />
'''Notables:''' Every NPC barkeep in every published setting ever.<br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
Barkeepers stand behind bars, mix and serve drinks, and listen to the stories of their customers. When there is trouble, they kick people out.<br />
<br />
'''Adaptation:''' The concept might need some tweaking for cultures that do not consume alcoholic beverages in public venues.<br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=662086Barkeeper (3.5e Class)2014-04-15T05:51:44Z<p>Mkill: The teleport restriction was there for a reason ;)</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 8 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], and [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse]]'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target of the teleport must be a bar, inn or similar establishment.<br />
<br />
'''{{#anc:We don't serve their kind here}}:''' When using an improvised weapon, the barkeeper ignores [[damage reduction]]. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target of the teleport must be a bar, inn or similar establishment.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
8 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 8 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
{{quote|We were testing adventurers for a critical mission for the crown. This fat, hairy man came up to me for the sparring test. I picked up my sword, he picked up the waiting bench. I woke up later with a splitting headache...|orig=Rolfe, Guardsman}}<br />
<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<br />
'''Daily Life:''' Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.<br />
<br />
'''Notables:''' Every NPC barkeep in every published setting ever.<br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
Barkeepers stand behind bars, mix and serve drinks, and listen to the stories of their customers. When there is trouble, they kick people out.<br />
<br />
'''Adaptation:''' The concept might need some tweaking for cultures that do not consume alcoholic beverages in public venues.<br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558723Barkeeper (3.5e Class)2012-04-07T13:17:05Z<p>Mkill: /* Barkeepers in the World */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Use Magic Device Skill|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[SRD:Use Rope Skill|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse]]'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]].<br />
<br />
'''{{#anc:We don't serve their kind here}}:''' When using an improvised weapon, the barkeeper can ignore up to 5 points of his enemy's [[damage reduction]], regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a tavern, bar, inn or similar.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<br />
'''Daily Life:''' Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.<br />
<br />
'''Notables:''' Every NPC barkeep in every published setting ever.<br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
Barkeepers stand behind bars, mix and serve drinks, and listen to the stories of their customers. When there is trouble, they kick people out.<br />
<br />
'''Adaptation:''' The concept might need some tweaking for cultures that do not consume alcoholic beverages in public venues.<br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558722Barkeeper (3.5e Class)2012-04-07T13:15:48Z<p>Mkill: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Use Magic Device Skill|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[SRD:Use Rope Skill|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse]]'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]].<br />
<br />
'''{{#anc:We don't serve their kind here}}:''' When using an improvised weapon, the barkeeper can ignore up to 5 points of his enemy's [[damage reduction]], regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a tavern, bar, inn or similar.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<br />
'''Daily Life:''' Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.<br />
<br />
'''Notables:''' Every NPC barkeep in every published setting ever.<br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
Barkeepers stand behind bars, mix and serve drinks, and listen to the stories of their customers. When there is trouble, they kick people out.<br />
<br />
'''Adaptation:''' The concept might need some tweaking for cultures that do not consume alcoholic beverages in public venues.<br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558721Barkeeper (3.5e Class)2012-04-07T13:13:11Z<p>Mkill: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Use Magic Device Skill|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[SRD:Use Rope Skill|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse]]'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<br />
'''Daily Life:''' Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.<br />
<br />
'''Notables:''' Every NPC barkeep in every published setting ever.<br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
Barkeepers stand behind bars, mix and serve drinks, and listen to the stories of their customers. When there is trouble, they kick people out.<br />
<br />
'''Adaptation:''' The concept might need some tweaking for cultures that do not consume alcoholic beverages in public venues.<br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558720Barkeeper (3.5e Class)2012-04-07T13:11:58Z<p>Mkill: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Use Magic Device Skill|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[SRD:Use Rope Skill|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<br />
'''Daily Life:''' Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.<br />
<br />
'''Notables:''' Every NPC barkeep in every published setting ever.<br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
Barkeepers stand behind bars, mix and serve drinks, and listen to the stories of their customers. When there is trouble, they kick people out.<br />
<br />
'''Adaptation:''' The concept might need some tweaking for cultures that do not consume alcoholic beverages in public venues.<br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558717Barkeeper (3.5e Class)2012-04-07T13:04:37Z<p>Mkill: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise Skill|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance Skill|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff Skill|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft Skill|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy Skill|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist Skill|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information Skill|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate Skill|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump Skill|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge Skill|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen Skill|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently Skill|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform Skill|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession Skill|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search Skill|Search]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Sense Motive Skill|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Sleight of Hand Skill|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Spot Skill|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[SRD:Swim Skill|Swim]] [[Strength (SRD Term)|(Str)]], [[SRD:Tumble Skill|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[SRD:Use Magic Device Skill|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[SRD:Use Rope Skill|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''Spell-like abilities:''' At higher levels, barkeepers gain a number of spell-like abilities. The barkeeper uses Charisma as the casting stat. His caster level is equal to his class level.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft Skill|Craft]] (brewing) skill instead of [[SRD:Spellcraft Skill|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a [[SRD:Knowledge Skill|Knowledge (Local)]] check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy Skill|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive Skill|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains another Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the target is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities, including ''Not In My Bar''.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus: Craft (Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''[[SRD:Cure Critical Wounds|Cure Critical Wounds]]'' (4th), ''[[SRD:Death Ward|Death Ward]]'' (4th), ''[[SRD:Neutralize Poison|Neutralize Poison]]'' (4th), ''[[SRD:Remove Curse|Remove Curse'' (4th), ''[[SRD:Restoration|Restoration]]'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558715Barkeeper (3.5e Class)2012-04-07T12:49:07Z<p>Mkill: </p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improved Shield Bash|Improved Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
''Improvised shields:'' Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.<br />
<br />
''Improvised thrown weapons:'' The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' Due to his training in ducking drunken punches and flying bottles, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], starting at 5th level. The bonus increases by +1 every 5 levels.<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' The barkeeper gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''Cure Critical Wounds'' (4th), ''Death Ward'' (4th), ''Neutralize Poison'' (4th), ''Remove Curse'' (4th), ''Restoration'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558667Barkeeper (3.5e Class)2012-04-07T09:21:04Z<p>Mkill: /* Dwarven Barkeeper Starting Package */</p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improvised Shield Bash|Improvised Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these.<br />
<br />
The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' At 5th level, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], which increases by +1 every 5 levels. Due to his training in ducking flying bottles and plates, he gains double this bonus against [[SRD:Thrown_Weapon|thrown weapons]].<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improvised Shield Bash}}:''' When using an improvised shield, the barkeeper does not lose the shield bonus if he uses it to bash someone that round, as if he had the [[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]] feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''Cure Critical Wounds'' (4th), ''Death Ward'' (4th), ''Neutralize Poison'' (4th), ''Remove Curse'' (4th), ''Restoration'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558666Barkeeper (3.5e Class)2012-04-07T09:19:21Z<p>Mkill: /* Dwarven Barkeeper Starting Package */</p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improvised Shield Bash|Improvised Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these.<br />
<br />
The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' At 5th level, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], which increases by +1 every 5 levels. Due to his training in ducking flying bottles and plates, he gains double this bonus against [[SRD:Thrown_Weapon|thrown weapons]].<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improvised Shield Bash}}:''' When using an improvised shield, the barkeeper does not lose the shield bonus if he uses it to bash someone that round, as if he had the [[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]] feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''Cure Critical Wounds'' (4th), ''Death Ward'' (4th), ''Neutralize Poison'' (4th), ''Remove Curse'' (4th), ''Restoration'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
{{Section Description Needed}}<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown (10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor), armor bonus +1<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || 0<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], beer keg<br />
<br />
'''Gold:''' 5d4x10 (125 gp)<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558664Barkeeper (3.5e Class)2012-04-07T09:14:44Z<p>Mkill: /* Dwarven Barkeeper Starting Package */</p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improvised Shield Bash|Improvised Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these.<br />
<br />
The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' At 5th level, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], which increases by +1 every 5 levels. Due to his training in ducking flying bottles and plates, he gains double this bonus against [[SRD:Thrown_Weapon|thrown weapons]].<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improvised Shield Bash}}:''' When using an improvised shield, the barkeeper does not lose the shield bonus if he uses it to bash someone that round, as if he had the [[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]] feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''Cure Critical Wounds'' (4th), ''Death Ward'' (4th), ''Neutralize Poison'' (4th), ''Remove Curse'' (4th), ''Restoration'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
{{Section Description Needed}}<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown(10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor)<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 10 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Appraise || 4 || Int || &mdash;"<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (brewing) || 4 || Int || &mdash;"<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Knowledge (local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Profession (barkeeper) || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <br />
<-- other starting equipment. --><br />
<br />
'''Gold:'''<br />
<-- Starting gold using this package. --><br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=User:Mkill&diff=558526User:Mkill2012-04-06T17:23:53Z<p>Mkill: </p>
<hr />
<div>Playing RPGs since: uhh, 7th grade, is that really more than 10 years ago?<br />
<br />
Location: Tokyo<br />
<br />
Biggest game design project so far: A book about dark elves that was never printed :(<br />
<br />
Current project: Incorporating my huge pile of homebrew stuff here.<br />
<br />
*[[User:Mkill/Recent activity]] - overview page to find interesting new additions<br />
*[[User:Mkill/Feat table]] - automatic table of added feats<br />
**[[User:Mkill/Feats]] - original material; [[User:Mkill/Added feats]] - feats by date added; [[User:Mkill/Charmed Feats]] - a separate feat category<br />
*[[User:Mkill/Grimoire]] - spells I posted here<br />
** [http://boards1.wizards.com/showthread.php?t=742944 low-level spells] - [http://boards1.wizards.com/wotc_archive/index.php/t-742944 Wizards archive] Last spell added: Call Armor<br />
*[[Allurin (3.5e Race)]] - a race of Humans with Succubus blood - [[User:Mkill/Allurin (Creature)]]<br />
*[[Overlord (3.5e Class)]] - a melee version of the Warlock<br />
*[[User:Mkill/Ideas]]<br />
*[[User:Mkill/White Mage]] - [[White Mage (DnD Class)]]<br />
*[[User:Mkill/Fighter]]: Fighter rewrite<br />
*[[Celeste (3.5e NPC)]] (unicorn monk)<br />
*[[User:Mkill/Elite Feats]] - ideas for single-class feats<br />
*[[Barkeeper (3.5e Class)]] - a new class<br />
*[[User:Mkill/Balanced ability score rolling methods]]<br />
*[[User:Mkill/Clean D&D]] - ideas for simplifying the game<br />
*[[Swashbuckler-Artificer (DnD Character Optimization)]]<br />
*[[User:Mkill/Eberron 1200]] - ideas for a campaign<br />
*[[User:Mkill/LA 0 versions of several races]]<br />
*[[The Faceless One (3.5e Deity)]]<br />
*[[Spellforged (3.5e Race)]]<br />
*[[User:Mkill/Combat School]]<br />
*[[Trying it without the feat (DnD Variant Rule)]]<br />
*[[User:Mkill/Colors of Magic]]<br />
*[[Artificer Player's Guide (DnD Character Optimization)]] (under construction)<br />
<br />
;Pages of interest<br />
<br />
*Complete SRD Feat list: [[SRD:Feats]]<br />
*[http://www.liquidmateria.info/wiki/Main_Page LiMaWiki]<br />
*[http://www.orcs.ca/ http://www.orcs.ca/]<br />
*[http://www.mediawiki.org/wiki/Extension:DynamicPageList MediaWiki:Dynamic Page list] -- [http://semeb.com/dpldemo/DPL:Manual DPL Manual]<br />
*[http://www.d20wiki.com/ D20 Wiki]<br />
*[http://www.thanoss.com/npcgen/page1.php http://www.thanoss.com/npcgen/page1.php]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558524Barkeeper (3.5e Class)2012-04-06T17:19:33Z<p>Mkill: </p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improvised Shield Bash|Improvised Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these.<br />
<br />
The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' At 5th level, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], which increases by +1 every 5 levels. Due to his training in ducking flying bottles and plates, he gains double this bonus against [[SRD:Thrown_Weapon|thrown weapons]].<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improvised Shield Bash}}:''' When using an improvised shield, the barkeeper does not lose the shield bonus if he uses it to bash someone that round, as if he had the [[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]] feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''Cure Critical Wounds'' (4th), ''Death Ward'' (4th), ''Neutralize Poison'' (4th), ''Remove Curse'' (4th), ''Restoration'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice, of a spell up to third level. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
{{Section Description Needed}}<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown(10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor)<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-- Skill name --> || <-- 4 for class skills and 2 for cross-class skills --> || <-- Abbreviated key ability --> || <-- armor check penalty based on starting armor. If inapplicable put "&mdash;" --><!-- copy and paste the rows as necessary. --><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-- Skill name --> || <-- 4 for class skills and 2 for cross-class skills --> || <-- Abbreviated key ability --> || <-- armor check penalty based on starting armor. If inapplicable put "&mdash;" --><!-- copy and paste the rows as necessary. --><br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <br />
<-- other starting equipment. --><br />
<br />
'''Gold:'''<br />
<-- Starting gold using this package. --><br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558523Barkeeper (3.5e Class)2012-04-06T17:17:27Z<p>Mkill: New capstone</p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improvised Shield Bash|Improvised Shield Bash]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#House Special|House Special]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Never Lost a Customer|Never Lost a Customer]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these.<br />
<br />
The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' At 5th level, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], which increases by +1 every 5 levels. Due to his training in ducking flying bottles and plates, he gains double this bonus against [[SRD:Thrown_Weapon|thrown weapons]].<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting).<br />
<br />
'''{{#anc:Improvised Shield Bash}}:''' When using an improvised shield, the barkeeper does not lose the shield bonus if he uses it to bash someone that round, as if he had the [[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]] feat.<br />
<br />
'''{{#anc:House Special}}:''' The barkeeper can make potions that contain spells of higher than 3rd level. These are: ''Cure Critical Wounds'' (4th), ''Death Ward'' (4th), ''Neutralize Poison'' (4th), ''Remove Curse'' (4th), ''Restoration'' (4th) <br />
<br />
'''{{#anc:Really Quick Gulp}}:''' Once per round, the barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Greater Teleport|Greater Teleport]] as per spell as a [[spell-like ability]]. The target destination has to be a bar, inn or similar. The caster level is his class level and the save is [[Charisma]]-based.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
'''{{#anc:Never Lost a Customer}}:''' The Barkeeper can create a special concoction that works as a Potion of [[SRD:Raise Dead|Raise Dead]]. As per Braumeister, he must pay half of the raw material cost.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus<br />
|-<br />
|21st|| class="left" | - || +4<br />
|-class="even"<br />
|22nd|| class="left" | - || +4<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4<br />
|-class="even"<br />
|24th|| class="left" | - || +4<br />
|-<br />
|25th|| class="left" | - || +5<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5<br />
|-<br />
|27th|| class="left" | - || +5<br />
|-class="even"<br />
|28th|| class="left" | - || +5<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5<br />
|-class="even"<br />
|30th|| class="left" | - || +6<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
{{Section Description Needed}}<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown(10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor)<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-- Skill name --> || <-- 4 for class skills and 2 for cross-class skills --> || <-- Abbreviated key ability --> || <-- armor check penalty based on starting armor. If inapplicable put "&mdash;" --><!-- copy and paste the rows as necessary. --><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-- Skill name --> || <-- 4 for class skills and 2 for cross-class skills --> || <-- Abbreviated key ability --> || <-- armor check penalty based on starting armor. If inapplicable put "&mdash;" --><!-- copy and paste the rows as necessary. --><br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <br />
<-- other starting equipment. --><br />
<br />
'''Gold:'''<br />
<-- Starting gold using this package. --><br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Barkeeper_(3.5e_Class)&diff=558519Barkeeper (3.5e Class)2012-04-06T16:53:29Z<p>Mkill: cleaned up, merged some abilities / with 10 skill points per level, an extra bonus to Diplomacy isn't needed...</p>
<hr />
<div>{{stub|No campaign oriented or fluff oriented information.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.75<br />
|rating_wording=4<br />
|rating_formatting=5<br />
|rating_flavor=4<br />
|raters_power=2<br />
|raters_wording=2<br />
|raters_formatting=2<br />
|raters_flavor=3<br />
|status=Feel free to improve upon.<br />
|editing=<br />
|type=Skilled<br />
|desc=He runs the bar, he mixes drinks, he's ready to adventure!<br />
}}<br />
<br />
==Barkeeper==<br />
<br />
He's been handing you drinks. He's been listening to your lame bragging about killing some orcs in a dark, murky place. He's kept you from burning his place down... how many times now? And now he's out with you... to adventure.<br />
<br />
===Making a Barkeeper===<br />
<br />
'''Adventures:''' Barkeepers hear a lot of adventure tales from customers and it's not unusual that one decides he has listened to enough stories and it's time to go out and experience the thrill of adventuring himself. Whether it be to learn a new mix of potent alcohol, or to expand their business to the far reaches of the world, or simply to take a break from serving their brand of swill to the masses, the Barkeeper is the Amber Diplomat of any party he or she is a member of.<br />
<br />
'''Characteristics:''' Barkeepers are good at talking to people, both sober and drunk, so they can serve as the face and information gatherer. With their ability to just pick up anything and join a brawl they are tough enough to stand on their own in combat, and the drinks they mix can power up the other party members.<br />
<br />
'''Religion:''' Barkeepers are willing to follow any religion that supports drinking and entertainment, though sometimes they may choose to follow no religion at all to provide a non-biased locale for those with extra coin to lose themselves for an hour or two.<br />
<br />
'''Races:''' Contrary to common perception, not every barkeeper is a dwarf. But most look like one after a few years. Humans, half-orcs, halflings, half-elves—barkeepers can be of pretty much any race.<br />
<br />
'''Background:''' Bars and inns are found in cities and the countryside, so they can come from anywhere. Some come from a family of farmers, some from craftsmen, others inherit an establishment, others are entrepreneurs looking to make a little coin. <br />
<br />
'''Other classes:''' Barkeepers are fine with everyone as long as they're able to relax, lay back and have a drink. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.<br />
<br />
'''Role:''' While barkeepers are happy to let others do the heavy frontlining and the spellcasting to others, they excel when the party has to interact with the common people. And of course, no-one is better at down-and-dirty bar-room brawling. <br />
<br />
'''Abilities:''' Barkeepers need [[SRD:Constitution|Constitution]] to keep standing every night, and they need some [[SRD:Charisma|Charisma]] to keep the customers, standing or otherwise. [[SRD:Strength|Strength]] also is helpful for ending those bar-room brawls quickly and tidilly, without much loss of property.<br />
<br />
'''Alignment:''' Any. If you're in a bar, watch out for the place's name to get a clue.<br />
<br />
'''Starting Gold:''' As rogue.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]''' Simple.<br />
<br />
'''[[SRD:Race Descriptions#Height and Weight|Height and Weight]]''' Any, though as a rule, you know a barkeep serves good product if he looks like he's sampled a few in his day.<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|+<br />
<div>{{#anc:Table: The Barkeeper}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Improvised Weapon Damage|Improvised Weapon Damage <SUP>1</SUP>]]<br />
! rowspan="2" | [[#AC Bonus|AC Bonus]]<br />
|-<br />
! rowspan="1" | [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Professional Standing|Professional Standing]], [[#Improvised Weapon Proficiency|Improvised Weapon Proficiency]], [[#Barkeep's Knowledge|Barkeep's Knowledge]] <br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | [[#Straight Knockout|Straight Knockout]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Brew Potion|Brew Potion]]<br />
| 1d6<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Mettle|Mettle]], [[#Do I Know You?|Do I Know You?]]<br />
| 1d8<br />
| +0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Not In My Bar|Not In My Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Quick Gulp|Quick Gulp]], [[#You Could Use Another|You Could Use Another]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Tavern Talk|Tavern Talk]], [[#Inebriation Exploitation|Inebriation Exploitation]], [[#Mobile Bar|Mobile Bar]]<br />
| 1d8<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Improved Unarmed Strike|Improved Unarmed Strike]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Braumeister|Braumeister]]<br />
| 1d10<br />
| +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Locate Bar|Locate Bar]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Master Of The Tavern Brawl|Master Of The Tavern Brawl]]<br />
| 1d10<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Automatic Gossip|Automatic Gossip]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Improvised Shield Bash|Improvised Shield Bash]]<br />
| 2d6<br />
| +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#We don't serve their kind here|We don't serve their kind here]]<br />
| 2d6<br />
| +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Really Quick Gulp|Really Quick Gulp]]<br />
| 2d6<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#I Need a Drink|I Need a Drink]]<br />
| 2d8 <br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#It Has That Effect|It Has That Effect]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#We All Need a Drink|We All Need a Drink]]<br />
| 2d8<br />
| +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Improved Mettle|Improved Mettle]]<br />
| 2d10<br />
| +4<br />
|-<br />
| colspan="9" class="foot" |<br />
# The value shown is for improvised one-handed melee weapons in the hands of Medium characters. See Table: Improvised Weapon Damage by Barkeeper and Weapon Size for Small or Large barkeepers.<br />
|-<br />
| colspan="9" class="skill" | '''Skill Points:''' 10 + [[Int]] modifier per level, &times;4 at 1st level<br/><br />
[[SRD:Appraise (Skill)|Appraise]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Balance (Skill)|Balance]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Bluff (Skill)|Bluff]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Craft (Skill)|Craft]] [[SRD:Intelligence (Term)|(Int)]], [[SRD:Diplomacy (Skill)|Diplomacy]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Gather Information (Skill)|Gather Information]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Intimidate (Skill)|Intimidate]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Jump (Skill)|Jump]] [[SRD:Strength (Term)|(Str)]], [[SRD:Knowledge (Skill)|Knowledge]] (dungeoneering) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (geography) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Knowledge (Skill)|Knowledge]] (local) [[SRD:Intelligence (Term)|(Int)]], [[SRD:Listen (Skill)|Listen]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Move Silently (Skill)|Move Silently]] [[SRD:Dexterity (Term)|(Dex)]], [[SRD:Perform (Skill)|Perform]] [[SRD:Charisma (Term)|(Cha)]], [[SRD:Profession (Skill)|Profession]] [[SRD:Wisdom (Term)|(Wis)]], [[SRD:Search (Skill)|Search]] [[SRD:Intelligence (Term)|(Int)]], [[Sense Motive (SRD Skill)|Sense Motive]] [[Wisdom (SRD Term)|(Wis)]], [[Sleight of Hand (SRD Skill)|Sleight of Hand]] [[Dexterity (SRD Term)|(Dex)]], [[Spot (SRD Skill)|Spot]] [[Wisdom (SRD Term)|(Wis)]], [[Swim (SRD Skill)|Swim]] [[Strength (SRD Term)|(Str)]], [[Tumble (SRD Skill)|Tumble]] [[Dexterity (SRD Term)|(Dex)]], [[Use Magic Device (SRD Skill)|Use Magic Device]] [[Charisma (SRD Term)|(Cha)]], and [[Use Rope (SRD Skill)|Use Rope]] [[Dexterity (SRD Term)|(Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the barkeeper.<br />
<br />
'''Weapon and Armor Proficiency:''' Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.<br />
<br />
'''{{#anc:Professional Standing}}:''' Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive [[SRD:Skill Focus (Feat)|Skill Focus]] (Profession (bartender)) as a bonus feat.<br />
<br />
A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a [[Fortitude save]] against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.<br />
<br />
As the barkeeper gains levels, he can use improvised weapons more effectively and deals more damage with them. The following table lists damage ratings for improvised weapons by both the size of the barkeeper and the size of the weapon, and the barkeeper level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ <br />
{{#anc:Table: Improvised Weapon Damage by Barkeeper and Weapon Size}}<br />
|- class="even"<br />
|'''Small Barkeeper''' || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - || -<br />
|-<br />
|'''Medium Barkeeper''' || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon''' || - <br />
|- class="even"<br />
|'''Large Barkeeper''' || - || - || '''Light Weapon''' || '''One-Handed Weapon''' || '''Two-Handed Weapon'''<br />
|-<br />
|Level 1st–3rd || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 <br />
|- class="even"<br />
|Level 4th–7th || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 <br />
|-<br />
|Level 8th–11th || 1d6 || 1d8 || 1d10 || 2d8 || 3d8<br />
|- class="even"<br />
|Level 12th–15th || 1d8 || 1d10 || 2d6 || 3d6 || 4d6<br />
|-<br />
|Level 16th–19th || 1d10 || 2d6 || 2d8 || 3d8 || 4d8<br />
|- class="even"<br />
|Level 20th || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 <br />
|}<br />
<br />
Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these.<br />
<br />
The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.<br />
<br />
'''{{#anc:Straight Knockout}}:''' Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do [[nonlethal damage]] with any lethal weapon without the usual -4 penalty to the attack.<br />
<br />
'''{{#anc:Barkeep's Knowledge}}:''' You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability [[Bardic Knowledge]] for all intents and purposes.<br />
<br />
'''{{#anc:Brew Potion}}:''' The barkeeper gains [[SRD:Brew Potion (Feat)|Brew Potion]] as a bonus feat, even if he does not fulfill the prerequisites.<br><br />
Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it.<br />
He can also use the [[SRD:Craft (Skill)|Craft]] (brewing) skill instead of [[SRD:Spellcraft (Skill)|Spellcraft]] to identify a potion. The DC is the same (25).<br />
<br />
'''{{#anc:Mettle}} ([[SRD:Ex|Ex]]):''' Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a [[SRD:Will Save|Will]] or [[SRD:Fortitude Save|Fortitude]] save for a reduced effect, he instead suffers no effect.<br />
<br />
'''{{#anc:Do I Know You?}}:''' Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).<br />
<br />
'''{{#anc:AC Bonus}}:''' At 5th level, the barkeeper gains a +1 [[dodge bonus]] to [[AC]], which increases by +1 every 5 levels. Due to his training in ducking flying bottles and plates, he gains double this bonus against [[SRD:Thrown_Weapon|thrown weapons]].<br />
<br />
'''{{#anc:Not In My Bar}} ([[SRD:Ex|Ex]]):''' If the barkeeper is in a bar when a fight breaks out, he gains 2 [[temporary hit points]] per class level. These hit points go away at the end of the encounter.<br />
<br />
'''{{#anc:Quick Gulp}}:''' The barkeeper can drink a [[SRD:Magic Items: Potions and Oils (Rules)|potion]] as a [[move action]] that does not provoke an [[attack of opportunity]]. To do that, he must have the potion ready in a belt or a similar, easy to reach place.<br />
<br />
'''{{#anc:You Could Use Another}}:''' No one can resist a barkeeper with an ale in his hand. So long as he holds an alcoholic beverage in-hand, the barkeeper can make a [[SRD:Diplomacy (Skill)|Diplomacy]] check with one non-hostile humanoid opposed by the target's [[SRD:Sense Motive (Skill)|Sense Motive]]. If the barkeeper succeeds, he may give the target said alcoholic beverage and the target must drink it. Though this technique could be used to poison potential assassination victims, barkeepers everywhere frown upon such a use.<br />
<br />
'''{{#anc:Tavern Talk}}:''' The barkeeper can make a [[Gather Information]] check in 1d6 x 10 minutes, provided that there is a bar around. In addition, he gains Skill Focus as a bonus feat. He can choose between Gather Information, Diplomacy and Sense Motive as the skill.<br />
<br />
'''{{#anc:Inebriation Exploitation}}:''' The Barkeeper has spent so much time among drunk people that he knows how to use the condition to his advantage. The Barkeeper gets +4 on all skill checks when the subject is at least slightly intoxicated.<br />
<br />
'''{{#anc:Mobile Bar}} ([[SRD:Ex|Ex]]):''' You can take the barkeeper out of the bar, but you can never take the bar out of the barkeeper. For 10 minutes per day per class level, the Barkeeper can have the area around him in a 20 foot square be treated as a Bar for the purposes of his abilities.<br />
<br />
'''{{#anc:Improved Unarmed Strike}}:''' The barkeeper gains [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] as a bonus feat.<br />
<br />
'''{{#anc:Braumeister}}:''' The barkeeper can brew a potion in just 10 minutes per spell level. In addition, he incurs half the gp and XP cost. This does not stack with other feats that reduce item creation costs. He gainst Skill Focus (Craft: Brewing) as a bonus feat.<br />
<br />
'''{{#anc:Locate Bar}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use the [[SRD:Locate Object (Spell)|Locate Object]] spell as a [[spell-like ability]], cast at his barkeeper level, to locate a bar or an inn, or any other place that sells alcohol.<br />
<br />
'''{{#anc:Master Of The Tavern Brawl}}:''' As long as the barkeeper carries an improvised weapon, he can attack with it as if he had the [[SRD:Power Attack (Feat)|Power Attack]] feat. <br />
As a swift action, the barkeeper can pick up something that serves as an improvised weapon, no matter how improbable that might be under the circumstances (DM permitting). The DM can determine the size of the weapon randomly at his discretion: (d6) 1-2 light 3-4 one-handed 5-6 two-handed<br />
<br />
'''{{#anc:Automatic Gossip}}:''' Once per day, the barkeeper can make a [[SRD:Gather Information (Skill)|Gather Information]] check without actually taking the time to ask around. It is just assumed he heard it somewhere the day before.<br />
<br />
'''{{#anc:Improvised Shield Bash}}:''' When using an improvised shield, the barkeeper does not lose the shield bonus if he uses it to bash someone that round, as if he had the [[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]] feat.<br />
<br />
'''{{#anc:Really Quick Gulp}}:''' The barkeeper can down a potion as a [[swift action]] that does not provoke an attack of opportunity.<br />
<br />
'''{{#anc:I Need A Drink}} ([[SRD:Sp|Sp]]):''' Once per day, the barkeeper can use [[SRD:Teleport (Spell)|Teleport]] as per spell as a [[spell-like ability]]. The target location must be a bar or similar venue. The caster level is his class level and the save is [[Charisma]]-based. <br />
<br />
'''{{#anc:We don't serve their kind here}}:''' The barkeeper can ignore up to 5 points of his enemy's [[damage reduction]] when dealing nonlethal damage, regardless of how this damage reduction is usually overcome. <br />
<br />
'''{{#anc:It Has That Effect}}:''' Once per day per [[Constitution]] bonus, the barkeeper can drink a shot of any alcoholic drink. This drink is treated as a potion of his choice. There is no XP or gp cost. Using this power is a standard action.<br />
<br />
'''{{#anc:We All Need A Drink}}:([[SRD:Sp|Sp]])''' Once per day, the barkeeper can use [[SRD:Teleport, Greater (Spell)|Greater Teleport]] as a [[spell-like ability]], with any bar of his choice as the target destination. The caster level is his class level and the save is [[Charisma]]-based. He may take one willing creature per 3 caster levels with him.<br />
<br />
'''{{#anc:Improved Mettle}}:''' Everytime the barkeeper fails a Will or Fortitude save against an effect that has a reduced effect if you make the save, he takes the effect as if he had made that save.<br />
<br />
====Ex-Barkeepers====<br />
You could be a movie star, if you could just get out of this place. The truth is, once you are a barkeeper, you stay one. If you consider the amount of time that adventurers hang out in taverns, there isn't really a difference anyway. In fact, there are probably more adventurers who retire and become barkeepers, than there are barkeepers who retire and become adventurers.<br />
<br />
====Epic Barkeeper====<br />
{| class="d20" <br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Barkeeper}}<br />
Hit Die: d6<br />
|-<br />
!Level!! Special !! AC Bonus !! Talk Bonus<br />
|-<br />
|21st|| class="left" | - || +4 || +7<br />
|-class="even"<br />
|22nd|| class="left" | - || +4 || +7<br />
|-<br />
|23rd|| class="left" | Bonus Feat || +4 || +7<br />
|-class="even"<br />
|24th|| class="left" | - || +4 || +8<br />
|-<br />
|25th|| class="left" | - || +5 || +8<br />
|-class="even"<br />
|26th|| class="left" | Bonus Feat || +5 || +8<br />
|-<br />
|27th|| class="left" | - || +5 || +9<br />
|-class="even"<br />
|28th|| class="left" | - || +5 || +9<br />
|-<br />
|29th|| class="left" | Bonus Feat || +5 || +9<br />
|-class="even"<br />
|30th|| class="left" | - || +6 || +10<br />
|-}<br />
| colspan="42" class="skill" |<br />
6 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
'''AC Bonus:''' The barkeeper's AC bonus is increased to +5 at level 25, +1 for every 5 levels after that.<br />
<br />
'''Talk Bonus:''' The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.<br />
<br />
'''Bonus Feats:''' The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.<br />
<br />
'''Epic Barkeeper Bonus Feat List:'''<br />
<!-- List of epic feats this class may choose with its epic bonus feats --><br />
<br />
====Dwarven Barkeeper Starting Package====<br />
{{Section Description Needed}}<br />
'''Weapons:'''<br />
Beer Bottle (Improvised Weapon, 1-handed/Thrown(10ft Range))<br />
<br />
'''Armor:'''<br />
Padded Armor (Light Armor)<br />
<br />
'''Skill Selection:'''<br />
Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-- Skill name --> || <-- 4 for class skills and 2 for cross-class skills --> || <-- Abbreviated key ability --> || <-- armor check penalty based on starting armor. If inapplicable put "&mdash;" --><!-- copy and paste the rows as necessary. --><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-- Skill name --> || <-- 4 for class skills and 2 for cross-class skills --> || <-- Abbreviated key ability --> || <-- armor check penalty based on starting armor. If inapplicable put "&mdash;" --><!-- copy and paste the rows as necessary. --><br />
|}<br />
<br />
'''Feat:'''<br />
Weapon Focus<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <br />
<-- other starting equipment. --><br />
<br />
'''Gold:'''<br />
<-- Starting gold using this package. --><br />
<br />
===Campaign Information===<br />
<br />
====Playing a Barkeeper====<br />
<br />
'''Religion:'''<br />
Any deity that does not frown upon inebriation or, depending on how you play, exploitation of drunkards, would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.<br />
<br />
'''Other Classes:'''<br />
Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.<br />
<br />
'''Combat:'''<br />
Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.<br />
<br />
'''Advancement:'''<br />
Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.<br />
<br />
====Barkeepers in the World====<br />
{{Section Description Needed}}<br />
{{quote|All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...|orig=Key, a thief}}<br />
<!--Where characters of this class fit in a d20 world. --><br />
<br />
'''Daily Life:'''<br />
<-- day in the life of a character of this class --><br />
<br />
'''Notables:'''<br />
<-- notable NPCs of this class --><br />
<br />
'''Organizations:'''<br />
Barkeeps will typically meet in their bars with other local barkeepers to exchange stories about drunk patrons and the adventures had by both the barkeepers and their customers, whether they be a notable barroom fight or a quest to find ingredients for a new ale or liquor. Some of these meetings will eventually develop into guilds of sorts whose size is variable dependent on the size of the town or city. These guilds can be a great place for the exchange of information surrounding the development of skills as a barkeeper, including class abilities, customer service, and the brewing and distilling of alcohol. A formal organization of barkeepers can also be a dangerous place for certain people since someone with something to hide, such as the nobility, may have accidentally let something slip to a barkeeper after one too many drinks, which could easily be used against them by the guild.<br />
These organizations also get along famously with the more roguish members of society since both barkeepers and rogues regularly associate with similar people and rogues will frequent bars to get information or have a good time.<br />
<br />
'''NPC Reactions:'''<br />
Many people love barkeepers since they know about alcohol and provide a good service too society. Some people who see drinking as an indecent activity may view barkeepers as equally indecent for drinking themselves and also serving others spirits. Most people are more just the types that notice a barkeeper and either walk on by or just order another drink.<br />
<br />
====Barkeeper Lore====<br />
Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
{| class="{{d20}}"<br />
|+ Knowledge (any) or Bardic Lore<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.<br />
|}<br />
====Barkeepers in the Game====<br />
<br />
{{Section Description Needed}}<br />
<-- How characters of this class fit in the game (PC and NPC) and what roles they play. --><br />
<br />
'''Adaptation:'''<br />
<--Possible variant conceptions of this class.--><br />
<br />
'''Sample Encounter:'''<br />
Doesn't every adventure ever played start in a bar?<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Description Needed BETA|July 2007}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User mkill]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Skilled]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Hexing_Strider_(3.5e_Feat)&diff=220954Hexing Strider (3.5e Feat)2008-02-04T11:41:09Z<p>Mkill: </p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author mkill<br />
|date_created=11/17/06<br />
|status=to be playtested<br />
}}<dplc><br />
|{{Feat Description<br />
|Hexing Strider|Hexblade's Curse, [[Favored Enemy]]<br />
|Gain Hexblade and Ranger synergy. }}</dplc><br />
===Hexing Strider [Class, Hex, Favored Enemy]===<br />
<br />
You're a woodsman with the ability to curse your enemies, especially your favorite ones.<br />
<br />
=====Prerequisite=====<br />
<br />
Hexblade's<sup>[[Complete Warrior|CW]]</sup> Curse, [[Favored Enemy]].<br />
<br />
=====Benefit=====<br />
<br />
Your [[ranger]] and Hexblade levels stack to determine the number of times per day that you can use your Hexblade curse, and the number of [[Favored Enemies]] you gain.<br />
<br />
Also, you can add your [[Favored Enemy]] bonus to the Save DC of your Hexblade curse.<br />
<br />
If you have an [[animal companion]], you can choose this companion as your Hexblade familiar. The companion gains all familiar abilities, except that the hit points are not changed.<br />
<br />
=====Normal=====<br />
<br />
Ranger and hexblade levels don't synergize.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD Class Feats|Class Feats]] &rarr; [[DnD Hex Feats|Hex Feats]]<br />
<br />
&rarr; [[DnD Hex Feats|Hex Feats]]<br />
[[Category:DnD]]<br />
[[Category:Feat]]<br />
[[Category:Class Feat]]<br />
[[Category:Hex Feat]]<br />
[[Category:Favored Enemy Feat]]<br />
</div></div>Mkillhttps://www.dandwiki.com/w/index.php?title=Double_Uses_(3.5e_Feat)&diff=220953Double Uses (3.5e Feat)2008-02-04T11:39:18Z<p>Mkill: </p>
<hr />
<div>{{x0<br />
|nbofbalance= -<br />
|prereq= Extra Uses<br />
|desc= Double uses with one ability. }}<br />
__NOTOC__<br />
<div class="supplement">{{author mkill<br />
|date_created=11/17/06<br />
|status=playable<br />
}}<dplc><br />
|{{Feat Description<br />
|Double Uses|Ability with limited uses per day or week, [[Extra Uses (DnD Feat)|Extra Uses]]<br />
|Double uses with one ability. }}</dplc><br />
===Double Uses [General]===<br />
You can use one of your abilities twice as often.<br />
<br />
=====Prerequisite=====<br />
Ability with limited uses per day (or week), [[Extra Uses (DnD Feat)|Extra Uses]] with that ability<br />
<br />
=====Benefit=====<br />
Your number of uses per day with the ability that you took the [[Extra Uses (DnD Feat)|Extra Uses]] feat for is doubled. You can gain a maximum of 8 additional uses with this feat. This replaces [[Extra Uses (DnD Feat)|Extra Uses]].<br />
<br />
=====Special=====<br />
<br />
You may select this feat several time, each time applying it to a different ability.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Mkillhttps://www.dandwiki.com/w/index.php?title=User_talk:Mkill&diff=220952User talk:Mkill2008-02-04T11:37:15Z<p>Mkill: /* Heavenly Blade */</p>
<hr />
<div>Guys, thanks for the MoI service but I rather use the watch page and Recent Changes feature. You don't have to use your time for this. Thanks. --[[User:Mkill|Mkill]] 06:39, 16 June 2007 (MDT)<br />
<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Talk:Sniper_(DnD_Prestige_Class)<br />
|section=Rating 2/10<br />
|notifier=Green Dragon<br />
|date_time=23:21, 23 September 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Discussion:Huge_and_larger_mounts<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=12:41, 19 September 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Paladin_Mount_from_first_level_(DnD_Variant_Rule)<br />
|section=<br />
|notifier=Green Dragon<br />
|date_time=21:38, 22 August 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Trying_it_without_the_feat_(DnD_Variant_Rule)<br />
|section=Supplemental Variant Rule?<br />
|notifier=Green Dragon<br />
|date_time=21:33, 22 August 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:The_Tavern<br />
|section=Idea<br />
|notifier=Green Dragon<br />
|date_time=12:11, 18 August 2007 (MDT)<br />
}}<br />
<br />
}}<br />
<br />
==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working, how well you know the Wiki Format, and how well you know D&D. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 10:17, 12 June 2007 (MDT)<br />
<br />
==Another Template==<br />
<br />
[[SRD:Paragon Creature (Epic Creature)]] needs to become Paragon Creature (Template). Actually there are a few others. Just check [[:Category: Template]]. --[[User:Aarnott|Aarnott]] 08:15, 18 July 2007 (MDT)<br />
<br />
:Should be fixed now. --[[User:Mkill|Mkill]] 05:46, 19 July 2007 (MDT)<br />
<br />
==RfA==<br />
<br />
I'd like to nominate you for full adminship. Would you want to have the responsibility? --[[User:Aarnott|Aarnott]] 10:59, 23 July 2007 (MDT)<br />
<br />
:Okay. --[[User:Mkill|Mkill]] 11:01, 23 July 2007 (MDT)<br />
<br />
::The RfA page is [[Requests for Adminship/Mkill]]. --[[User:Aarnott|Aarnott]] 11:04, 23 July 2007 (MDT)<br />
<br />
== awesome ==<br />
<br />
thats you {{Unsigned|68.45.118.234|11:23, 27 October 2007 (MDT)}}<br />
<br />
== Heavenly Blade ==<br />
<br />
The Heavenly Blade stuff looks great for monk, especially monk fighters... but I think that they should give the sword the unarmed strike damage die, which is superior anyway. {{Unsigned|Sir Milo Teabag|17:02, 23 January 2008 (MST)}}<br />
<br />
There are some issues with that. The reason why monks got that higher damage die in the first place was that they can't just get a +5 fist at the adventurer's bargain. But you can get a +5 longsword. The longsword base damage is 1d8, a monk does 2d10 max. So that's 4,5 vs. 11, or 6,5 points of extra damage you have to cover. Figure in Power Attack, and a +3 sword does the trick, or +2 flaming.--[[User:Mkill|Mkill]] 04:37, 4 February 2008 (MST)</div>Mkillhttps://www.dandwiki.com/w/index.php?title=User_talk:Mkill&diff=220951User talk:Mkill2008-02-04T11:37:01Z<p>Mkill: /* Heavenly Blade */</p>
<hr />
<div>Guys, thanks for the MoI service but I rather use the watch page and Recent Changes feature. You don't have to use your time for this. Thanks. --[[User:Mkill|Mkill]] 06:39, 16 June 2007 (MDT)<br />
<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Talk:Sniper_(DnD_Prestige_Class)<br />
|section=Rating 2/10<br />
|notifier=Green Dragon<br />
|date_time=23:21, 23 September 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Discussion:Huge_and_larger_mounts<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=12:41, 19 September 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Paladin_Mount_from_first_level_(DnD_Variant_Rule)<br />
|section=<br />
|notifier=Green Dragon<br />
|date_time=21:38, 22 August 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Trying_it_without_the_feat_(DnD_Variant_Rule)<br />
|section=Supplemental Variant Rule?<br />
|notifier=Green Dragon<br />
|date_time=21:33, 22 August 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:The_Tavern<br />
|section=Idea<br />
|notifier=Green Dragon<br />
|date_time=12:11, 18 August 2007 (MDT)<br />
}}<br />
<br />
}}<br />
<br />
==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working, how well you know the Wiki Format, and how well you know D&D. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 10:17, 12 June 2007 (MDT)<br />
<br />
==Another Template==<br />
<br />
[[SRD:Paragon Creature (Epic Creature)]] needs to become Paragon Creature (Template). Actually there are a few others. Just check [[:Category: Template]]. --[[User:Aarnott|Aarnott]] 08:15, 18 July 2007 (MDT)<br />
<br />
:Should be fixed now. --[[User:Mkill|Mkill]] 05:46, 19 July 2007 (MDT)<br />
<br />
==RfA==<br />
<br />
I'd like to nominate you for full adminship. Would you want to have the responsibility? --[[User:Aarnott|Aarnott]] 10:59, 23 July 2007 (MDT)<br />
<br />
:Okay. --[[User:Mkill|Mkill]] 11:01, 23 July 2007 (MDT)<br />
<br />
::The RfA page is [[Requests for Adminship/Mkill]]. --[[User:Aarnott|Aarnott]] 11:04, 23 July 2007 (MDT)<br />
<br />
== awesome ==<br />
<br />
thats you {{Unsigned|68.45.118.234|11:23, 27 October 2007 (MDT)}}<br />
<br />
== Heavenly Blade ==<br />
<br />
The Heavenly Blade stuff looks great for monk, especially monk fighters... but I think that they should give the sword the unarmed strike damage die, which is superior anyway. {{Unsigned|Sir Milo Teabag|17:02, 23 January 2008 (MST)}}<br />
<br />
There are some issues with that. The reason why monks got that higher damage die in the first place was that they can't just get a +5 fist at the adventurer's bargain. But you can get a +5 longsword. The longsword base damage is 1d8, a monk does 2d10 max. So that's 4,5 vs. 11, or 6,5 points of extra damage you have to cover. Figure in Power Attack, and a +3 sword does the trick, or +2 flaming.</div>Mkillhttps://www.dandwiki.com/w/index.php?title=User:Mkill/Ideas&diff=130220User:Mkill/Ideas2007-09-11T15:57:44Z<p>Mkill: </p>
<hr />
<div>Add Druid Player's Guide: http://forums.gleemax.com/showthread.php?t=465005<br />
<br />
;Hero class<br />
*gains 1 temporary Action point per encounter (1st level)<br />
*can spend an Action point to gain a feat from the fighter bonus list to gain that feat until the end of the encounter<br />
*Duel / Engage enemy: Hero and Enemy can't attack other opponents (will save), others can't attack them / only withdraw/surrender possible<br />
<br />
*dramatic abilities<br />
*dodge bonus to AC<br />
*light armor<br />
*light weapons / weapon finesse<br />
*Cha-based save bonus<br />
*Acrobat abilities<br />
*spend action point to reroll<br />
*distract enemy<br />
*ability to protect / rescue others<br />
*inspire courage as long as he is up and fighting<br />
<br />
;Missing conditions<br />
*drunk (talky - curageous - aggressive - unconscious)<br />
*stoned<br />
*pregnant<br />
*in love<br />
*distracted<br />
*missing arm<br />
*missing leg<br />
<br />
;deities<br />
*Changeling Domain<br />
<br />
;An Allurin-like race based on the balor<br />
<br />
;Cultist Cleric variant<br />
<br />
;Illusion spells<br />
Lesser Shadow Evocation, Lesser Shadow Conjuration<br />
<br />
;SRD<br />
*create [[SRD:Size (Rules)]], [[SRD:Psionic Focus (Rules)]]<br />
*organize SRD by keywords<br />
*split up miscellaneous action<br />
*create footer template for pages other than spell or feat<br />
<br />
;Magic Items for Her:<br />
*Ladies Handbag of Holding<br />
*High Heels of Speed<br />
*Enchanted Chain Bikini<br />
*Amazon Bow<br />
*Rod of Sale Detection<br />
<br />
;Feats<br />
*[[Improvised Weapon Proficiency (DnD Feat)]]<br />
<br />
;Cleanup, format etc.<br />
*add dplc templates to all feats, currently done for self-written until [[Bond Beyond (DnD Feat)]]<br />
*empty [[Special:Uncategorizedcategories]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Worst_10_of_D%26D_3rd_edition&diff=128541Discussion:Worst 10 of D&D 3rd edition2007-09-05T11:34:06Z<p>Mkill: /* MorkaisChosen&nbsp;<small><small>MorkaisChosen (MDT)</small></small> */</p>
<hr />
<div>== The Worst 10 of D&D 3rd edition == <br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>05:07, 19 August 2007 (MDT)</small></small> ===<br />
<br />
While everyone is checking what Wizard's is up to for the next edition, I'd like to take a look back and see what's been the worst in the last edition. All of this is my very personal opinion so feel free to discuss and disagree.<br />
<br />
;10. Races Inflation<br />
<br />
A bit like the old FR kept creating yet another subrace of elves / gnomes / dwarves / whatever, there have been too many races published in some sourcebook or another. Anybody remember the hippie gnomes from RoS (or whatever their real name was), or the flimsy Spellscales? Or those strange anthropomorphic lizards with some scales left from Magic of Incarnum (the other stuff may have been good, but the races in there sucked). And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans. Really, I wonder how often all those crappy races ever made it into play, especially since none of them have ever been properly placed in a campaign setting, so none of them had a proper history or even a reason to be there.<br />
<br />
;9. The Swashbuckler<br />
<br />
The Swashbuckler stands here as one example for "great concept, sucky game design" that plagued some of the bonus classes scattered around many sourcebooks. Swashbucklers are especially notorious as they get a pretty good class feature at 3rd level, but nothing worth mentioning before or after that. So nobody ever went past 3rd level in that class. <br />
<br />
While the Healer, the Marshall, the Spellthief, the CW Samurai and some others could have been mentioned here just as well, I chose the Swashbuckler because I really liked the concept, so I find it especially sad how it was screwed up.<br />
<br />
;8. Prestige Classes<br />
<br />
Yes, it sounded like a great idea when DMG 3.0 came out, but Prestige Classes never delivered. I've never seen a character that was defined by a PrC in a way that basic classes and some individual description and personality couldn't have. From the 200+ prestige classes ever published by WotC alone, most were simply forgotten in obscurity, for they were just too strange or too limited. Anybody remember the Oozemage? Well, I just made that one up, but how many books do you have to check now to prove there has never been an Oozemage? Apart from the fact that the whole idea is repulsive enough nobody wants to play one. <br />
<br />
The only PrCs that ever became famous were the one's that were useless (Virtuoso) and the one's that were hideously overpowered (Planar Shepherd). <br />
<br />
The other thing I really hate about PrCs is how they take the character development focus away from creating a rounded up, multifaceted character to fulfilling stupid PrC requirements.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
The official D&D rules columns have earned quite a reputation for wrong rules interpretations, often adding more to the confusion than solving. Nothing shows more that D&D3 had too many complicated rules details. <br />
<br />
;6. Splat Book Invasion<br />
<br />
D&D3 saw tons of splat books in print, i.e. books that contain nothing but new character options and other goodies. In fact, until the ECS came out, there was no real decent campaign background material. A Greyhawk hardcover was never printed, which I don't mind but don't declare it standard background setting if you don't intend to publish the setting. The FR book was just a giant stat block in tiny font size, without any real flavor coming through.<br />
<br />
But after all, it was the gamers' own fault, because all they would ever buy in hordes was new splat books.<br />
<br />
;5. Save the Fighter threads<br />
<br />
At some point after 3.5 was out somebody decided that the Fighter was not good enough anymore, and the first "save the fighter" thread was born. Since then, the Internet has been regularly flooded by people with zero knowledge about good game design but a glorious mission to rewrite the fighter. 90% of those rewrites were crap. Most people already failed before they started, because they didn't understand what the real problem with the fighter was in the first place. <br />
<br />
;4. 3.5 edition<br />
<br />
If look back and take the time to honestly compare 3.0 edition, the 3.5 edition PHB and some of the changes and additions that were published after that, you can't help but notice that 3.5 was rushed, too early, and too conservative. Some of the changes were good and useful, such as the rewritten ranger. But you don't need to rewrite the whole product line to change one class. A lot of the 3.5 changes required a lot of effort with limited game effects, such as checking that every monster had the correct number of feats. Who cares. <br />
<br />
On the other hand, necessary simplifications to streamline the game were left for later editions, such as removing multiclassing penalties. I never understood why that crap was not removed for 3.5. <br />
<br />
If 3.5 would have been done about 2 years later, it could have included later additions like swift and immediate actions, the polymorph nerf, action points, Eberron races, the Warlock or the artificer, and maybe even a maneuver system like ToB. <br />
<br />
3.5 edition even had a bad effect on WotC sales, as nobody wanted the old 3.0 splatbooks anymore, and people were cautious about the new ones coming out.<br />
<br />
;3. Vancian Magic<br />
<br />
I don't know why they finally manage to throw out that damn spell preparation, but it should have been gone in every edition since 3.0. Looks like they will still keep it for 4.0. Ahrg.<br />
<br />
;2. Level adjustment<br />
<br />
While the idea of a system that allows you to use some of the mosters as PCs is very nifty, LA was awful. The rules were clunky and hard to understand. LA was frequently slapped on races where it was not necessary because they work fine without (Genasi, Hobgoblin, Blue). For a few notable exceptions, LA was much too low (Half-Ogre). And if you tried to play a monster with a high LA, you'd be way behind expectations because you don't hit anything and you hardly have any hit points. LA also screwed you if you tried a monster spellcaster.<br />
<br />
;1. Mialee<br />
<br />
Hehe, I guess you didn't expect this one :) But face it: It was the iconic sexy elf chick that was drawing you to the hobby in the first place. Numerous fantasy games have used the hot elf chick to lure the nerdy, lonely fanbase. <br />
<br />
But D&D3 refused to deliver. That anthropomorphic cricket they used for their elven wizard was just not what we wanted to fantasize about. There is no illustration of Mialee in any book where she doesn't look some kind of wrong.<br />
<br />
Really, a game where the hottest chick is a ''Dread Necromancer'' ... hm, well, then on the other hand D&D is much cooler than I thought after all. Who cares for elves when there's Asian goth chicks. Hehe.<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>05:14, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;1. Mialee<br />
<br />
Mialee didn't bring me to the game; I wanted to play D&D because I thought it would be cool.<br />
<br />
=== [[User:Sepsis|Sepsis]]&nbsp;<small><small>10:17, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;10. Races Inflation<br />
<br />
So true the possibilities for the "core" races (Dwarf, Elf, Gnome, Halfling, Human, etc.) are near endless (with good roleplaying and a decent DM). Hopefully they spend more time on thier potential then including more pointless Races. And God please no Kobold (or other "Humanoid") races.<br />
<br />
;9. The Swashbuckler<br />
<br />
Again, too true. Bonus Classes were a nice idea, but poorly implemented. If the Skill/Feat system allows most of these are superfulous anyway. I hope they disappear.<br />
<br />
;8. Prestige Classes<br />
<br />
In agreement again, good idea, bad implementation. As above with "bonus classes" I hope these fade away.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
No comment...you said it all.<br />
<br />
;6. Splat Book Invasion<br />
<br />
I was a bigger fan of splat books then yourself. I would rather Wizards made more of those (at least ones with more Campaign Setting Style options and rules...less Character options) then wasting time and effort on pre-made Campaign Settings.<br />
<br />
;5. Save the Fighter threads<br />
<br />
The Fighter has been (and always will be) one of my most favorite Classes. I never saw them as broken or nerfed in any way.<br />
<br />
;4. 3.5 edition<br />
<br />
I'm not sure the transition from 3.0 to 3.5 was as hard a pill to swallow for most as the conversion to 4.0. The problem being too many folks feel they "just switched to 3.5" a few years ago, instead of seeing 3.0 and 3.5 as permutations of the same line.<br />
<br />
;3. Vancian Magic<br />
<br />
I leave Magic to the spell casting Players. Never much liked their headaches so I must say "No Comment" on this one.<br />
<br />
;2. Level adjustment<br />
<br />
As a DM who never really allowed "Monster Characters" this was seldomn an issue for me. As above with the Races, I'll restate that there is enough variety in what we have without trying to shoehorn in a ton of Races that really should be left to the realm of Player advisaries, just because Players want to play a evil Monster. I say, want to run a Monster? Fine your Human Character has a 2 Charisma...now your a MONSTER. <grin><br />
<br />
;1. Mialee<br />
<br />
As a fan of good fantasy art it's always a shame when a potentially "hot" fantasy chick gets the short end. Yes they should have given her some better PR.<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>10:20, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;8 Not all presteige classes where rubbish<br />
<br />
true necromacer was brilliant for creating a better necromancer (I like undead, so that one stuck in my mind) and Arachnomancer was cool (the spider thing rules, although they should have only had the underdark version: the Drow of the underdark one was not as good) On the hole, things such as the "Blindmage Sorcerer" (I made that one up on the spot) would never do well (most prestige classes out the window there) but the odd one or two in every few books where good, memorable prestige classes. For example, drow of the underdark should only include two or three: Arachnomancer, Spider Rider (that one is mine, but it will rule when it is finnished) and eye of lolth (that was cool). two or three heavily thought out and well implemented prestreige classes in the odd book might work better than six or more in every book. Good idea, and some good classes, but most where pointless. I don't wan't them to fade away, but become rarer and better.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070819155204</h3><br />
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| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 19 15:52 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
<blockquote><br />
;''10. Races Inflation''<br />
<br />
''... And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans.''<br />
</blockquote><br />
<br />
Actually, I've found a number of builds where Illumians work better than humans.<br />
<br />
Elans... the only real benefit I've found is that they can take the feats Rapid Strike and Improved Rapid Strike.<br />
<br />
<blockquote>''true necromacer was brilliant for creating a better necromancer...''</blockquote><br />
<br />
No. No it wasn't. True necro was '''not''' the best way to go for mastering undead. A single-classed cleric made a better undead master than a true necro. Dread necro is my favorite way to go. You should see the [http://forums.gleemax.com/showthread.php?t=599129 Necromancer's Handbook] on the subject.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Rakankou|Rakankou]]&nbsp;<small><small>17:07, 19 August 2007 (MDT)</small></small> ===<br />
;10 Races Inflation<br> <br />
The Chaos Gnomes (hippie RoS gnomes) weren't very much different from regular gnomes, if you ask me; I agree with you, however. Most of the extra races were mediocre at best and only really useful for one role (if they were that lucky). As poorly developed as many were, few of my players ever picked out something truly unusual. Most everyone seems content to play something simple like an Elf or Half-Orc, and Humans are omnipresent in every good adventuring group. In stead of making countless separate races and subraces, I think a system of specializing the core races might have been a better idea, provided it wasn't too complicated; that would have allowed the more outlandish players to play monster characters to satisfy their exotic desires.<br />
<br />
;8 Prestige Classes<br> <br />
Actually, there was --more or less --an Oozemage. It wasn't a spellcasting PrC, but it delivered enough abilities to make you think it might have been. The Thrall of Jubilex (BoVD) delivered on that.<br />
<br />
;3 Vancian Magic<br> <br />
I couldn't agree with you more. Spell preparation just slows the whole game down and encourages the spellcasters to cheat, anyway (which is far too easy when the DM has six or more other players to watch at the same time). I don't know how many times a wizard in my group has erased a few things to exchange a Mass Invisibility for a twinned Fireball or somesuch --or maybe clerics switching out something for a well-timed Revivify. I can deal with the spell slots and all, but I have to agree that the system needs some work.<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:27, 19 August 2007 (MDT)</small></small> ===<br />
<br />
@Sledged: I can't say whether Illumians were any good, rules-wise. I never bothered to read them, as I found the idea of a race with some glowing symbols around their head rather silly. That idea was better suited to some Prestige Class or Template or something. If they write a race, I want it to have a useful history, a place in the campaign world, a means of multiplying, their own lands, a reasonable way of economic survival etc. --[[User:Mkill|Mkill]] 21:27, 19 August 2007 (MDT)<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>03:01, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I would say the worst of D&D 3.5 was D&D miniatures: they where poor quality, but worst of all they where randomised into boxes so you couldn't get the model you want without having to buy lots of boxes, and then you waste several times more money on the model than it was worth.<br />
<br />
And the miniatures game was pretty pointless anyway: why play a game where you have no real choice to what models you use and no control of a real army, when there are others where you can get a huge army with full control of what you buy with other games?<br />
<br />
I there is one thing that needs improving is the miniatures range if anyone is ever going to want to use them.<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>07:04, 20 August 2007 (MDT)</small></small> ===<br />
<br />
Good point. I'd also like to add that D&D3 had too many rules that only made sense if you put miniatures on the table, such as AOOs for moving and 5ft. steps. The game was designed so you could only play it with miniatures. I know at least one Fantasy gaming system that has better core combat rules (the German "Arcane Codex"): it works fine without miniatures, it allows more maneuvers and it even takes up less pages. And you can do interesting stuff even without the right feat.<br />
<br />
The main drawback of miniatures is that it takes away your imagination. When all you see is unmoving miniatures, it's hard to picture a lively fight in a three-dimensional environment in your mind. That is why some games like Feng Shui explicitely say you shouldn't use miniatures to play. --[[User:Mkill|Mkill]] 07:04, 20 August 2007 (MDT)<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>08:01, 20 August 2007 (MDT)</small></small> ===<br />
<br />
Miniatures work for me (I find it easier just to mark where anyone is) I just hate the miniature game and the miniatures they supply. On the WotC page they do preveiws (as I am sure you know) of miniatures and comment on how "cool" they are. I'm sorry. They are '''NOT''' cool. Compare the D&D spider swarm with the spider swarms you get with the spider queen in games workshop's LotR strategy battle game. Immediatly, the D&D version goes out the window. <br />
<br />
I use miniatures, just not the D&D range. I use warhammer models. They are much easier to get hold of, better quality, cooler, I have the fun of making and painting them, I can choose what I buy and even meke them with a degree of creativity. I can be proud of my painting (though I am by no means a great miniatures painter). I can't do any of that with the D&D ones.<br />
<br />
All D&D players should boycott (stop using) the D&D miniatures, and not buy them until they actually bother to create a better range.<br />
<br />
I will also say that anyone who wants to play the D&D miniatures ghame should take up warhammer skirmish...<br />
<br />
Compare [http://www.wizards.com/dnd/images/af_spins/AngelFire_21.htm|This WotC miniature] with [http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=99111466031&orignav=16|This GW miniature]. More expensive, but worth it! (bigger too...)<br />
<br />
The randomisation thing works with TGCs such as magic:the gathering, but when you do the same with miniatures, its not so great (to put it simply).--[[User:Sam Kay|Sam Kay]] 07:59, 20 August 2007 (MDT)<br />
<br />
<br />
<br />
<br />
=== [[User:MorkaisChosen|MorkaisChosen]]&nbsp;<small><small>[[User:MorkaisChosen|MorkaisChosen]] (MDT)</small></small> ===<br />
<br />
I agree about the minis. The group I play with started off as a Warhammer club, so we usually all have some models we can bring in- my half-orc paladin was Gothmog, for example. The other advantage of using GW models if you play their games is that players will generally paint them a bit better than the cheap D&D minis. That doesn't help if you don't play the GW games, though, and the minis are hideously expensive.<br />
<br />
I like the idea of prestige classes and, while there are definitely some that are sort of obsolete, I think there are definitely some good ones in there. Shadowdancer is a personal favourite for sheer downright coolness (and a pseudo-sneaky trick involving the Shadow Companion and the Rogue's Crippling Strike ability...) [[User:MorkaisChosen|MorkaisChosen]] 04:52, 4 September 2007 (MDT)<br />
<br />
===[[User:Mkill|Mkill]]<small><small>05:34, 5 September 2007 (MDT)</small></small> ===<br />
<br />
Shadowdancer is just useless. Lots of the abilities you'll get anyway as a rogue (Evasion, Uncanny Dodge etc.) The Shadow companion is too weak (CR 3) at 8th level (minimum entry) already. As for the other stuff, there's just a bit hidyness and the shadow jump. I'd be happier with boots of haste and a ring of invisibility. It's so not worth giving up sneak attacks.<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Predictions_for_4th_edition&diff=126069Discussion:Predictions for 4th edition2007-08-26T13:44:29Z<p>Mkill: /* Sam Kay&nbsp;<small><small>05:03, 24 August 2007 (MDT)</small></small> */</p>
<hr />
<div>== Predictions for 4th edition == <br />
<br />
; Rules<br />
<br />
On this page, you can make predictions and educated guesses about what 4th edition will be (or won't be) like.<br />
<br />
You get<br />
* 1 point for each prediction that turns out to be true<br />
* 2 points if you were the first to predict it here<br />
* 0 points if it was already officially announced before you wrote it<br />
* -1 point if you were wrong.<br />
<br />
Please put your predictions in an ordered list (with #).<br />
<br />
Good Luck! --[[User:Mkill|Mkill]] 21:11, 20 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:11, 20 August 2007 (MDT)</small></small> ===<br />
<br />
# There will be 11 base classes in the PHB, and it will be the same classes as in 3rd edition.<br />
# Tieflings are added to base races (0 points)<br />
# The following are gone: 5 ft. step, full-round action, skill points, skill synergy<br />
# The much awaited online game table will be buggy and boring, and most DMs you'll find there suck.<br />
# People will start "How to save the Fighter" threads again 2 months after 4th ed is out.<br />
# No more Mialee.<br />
# No more Attacks of Opportunity for moving out of an opponents square.<br />
# A spell-point system will be introduced.<br />
<br />
=== [[User:Dmilewski|Dmilewski]]&nbsp;<small><small>06:40, 21 August 2007 (MDT)</small></small> ===<br />
<br />
# Spells will stay more useful for the life of the character.<br />
# Many spells will be converted to class features, such as "mage armor."<br />
# A best class list will be assembled by the boards. Whatever falls into #10 and #11 will be deemed to "suck", even if that difference is only a 1% power drop.<br />
# The Magic Item Compendium will be the model for gaining equipment.<br />
# No unregulated abilities dealing with creatures or cohorts.<br />
# Greatly reduced amnistrivia. Every entry will be geared towards flavor or adventure.<br />
# A follow-on book for Psionics. (0 points)<br />
# A follow-on book for "tech".<br />
# Too many typos and errata. (For some, one is too many.)<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>05:03, 24 August 2007 (MDT)</small></small> ===<br />
<br />
I see a problem with the soring system. Observe;<br />
<br />
# The Three rule books will have '''less''' than 3000 pages in total.<br />
# Each rule book will have '''less''' than 999 pages.<br />
# There will '''not''' be a section on "Nerdomancy" in any of the books.<br />
# Monstrous Spiders will '''not''' have 10 legs now.<br />
# The barbarian will '''not''' have a name change to "frenzied maniac".<br />
# There will '''not''' be a PrC called pink bezerker in the Dunnjun Maasturrs Gid (see guess after the next one).<br />
# There will '''not''' be a PrC called Rinoserous warrior in the Dunnjun Maasturrs Gid (see thre next guess).<br />
# The titles of the core rule books will '''not''' be mispelt on the covers.<br />
# There will '''not''' be rules for an "M16 Semi-Automatic Shotgun" in the PLayerr's Handdbuk (see previous).<br />
# There will not be an entry in the Moonsterr Manule (see the one before the last one) for Clarkson, May and Hammond.<br />
<br />
As you can see, I have just got myself a garenteed 20 points. You might want to alter the scoring system so that points cannot bde gained in this way.<br />
<br />
:Actually, it totally doesn't matter how you cheat here, as there is nothing to win. You can keep your 20 points if this is what makes you happy. Although I do hope they will put a Pink Berserker PrC in the DMG just to prove you wrong. --[[User:Mkill|Mkill]] 07:44, 26 August 2007 (MDT)<br />
<br />
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{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:What_Do_You_Want_to_See_in_4E%3F&diff=125874Discussion:What Do You Want to See in 4E?2007-08-24T08:05:13Z<p>Mkill: </p>
<hr />
<div>== What Do You Want to See in 4E? == <br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070817135545</h3><br />
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| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 17 13:55 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
The title says it all, but specifically what changes would you like to see (no matter how realistic or unrealistic it may seem)?<br />
<br />
I'd like to see psionics be more than just a point-based spellcasting system of mechanics. I miss the feel of 2E psionics, and so far the d20 system has yet to fill that void. However, [http://www.greenronin.com/ Green Ronin's] ''[http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr1306&Category_Code= The Psychic's Handbook]'' has come pretty damn close.<br />
<br />
Also, I've never cared for the seemingly arbitrary assignment of spells to classes. Every supplement that introduces new spells only does it from the perspective of the core spellcasting classes. If I make a wu jen, there's no readily available mechanic for me to determine what spells in the ''Draconomicon'' are appropriate for the wu jen's spell list and what level they should be. I'd like to see the categorization of spells by class disappear and be replaced with categorization by arcane and divine. From this point each class would explicitly write out the criteria that a spell has to meet in order to be available for that class. Example: For the bard class I'd say something like:<br />
<br />
<blockquote>''A bard casts arcane spells from schools X, Y, and Z that have verbal components, they also cast ''cure'' spells, which, even though they are listed as divine spells, are cast as arcane spells. A bard cast spells with the language-dependent descriptor at a +1 caster level.''</blockquote><br />
<br />
What would you like to see in 4E?<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:MorkaisChosen|MorkaisChosen]]&nbsp;<small><small>06:54, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I want to see what they've done to make fighters worthwhile for something more than "a couple of levels for some extra feats before I hit [INSERT PRESTIGE CLASS HERE]." I know they're doing something, but I just hope it's good... [[User:MorkaisChosen|MorkaisChosen]] 06:54, 19 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>08:15, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I agree that class-specific spell lists should be a thing of the past. There should be only general spell descriptors, and for example the cleric is able to cast all spells with descriptor A, B and C, the bard with B and D, and the wizard all spells with C, F and G. Or something like that. So when there is a new spell, and it's a "C" spell, you know it's for clerics and wizards.<br />
<br />
;Asian-themed classes, weapons and other stuff<br />
<br />
What I'd be interested in is what they planned with the monk class, and with all other Asian-themed material that is scattered somewhere through the book. For my tastes, they should gather it all and create one "Asian-themed" sourcebook, with appropriate classes, weapons, monsters, and some more general ideas to give a campaign or a part of a game world some Asian flavor. That's better than having a Ninja here and a Wu Jen there. --[[User:Mkill|Mkill]] 08:15, 19 August 2007 (MDT)<br />
<br />
=== [[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT) ===<br />
<br />
Here's some stuff I would like to see in 4th edition:<br />
<br />
*'''More Invocation-using classes:''' I want at least one core class that can use invocations and some 4th edition supplements that are dedicated to invocation-users, adding more classes (base and prestige), feats, monsters, races, and invocations (examples could be: ''The Expanded Eldritch Handbook'', ''The Complete Innate'', and ''The Invocation Compendium''). <br />
<br />
*'''At least one core Warrior/Arcane Spellcaster hybrid base class:''' The addition of a core class that can fight good and use arcane spells would be a nice to see in 4th edition. They could probably make the duskblade and/or the hexblade core, or make a new class altogether.<br />
<br />
*'''A two-weapon fighting fix:''' The rules for two-weapon fighting needs to be reworked so that it is just as viable as other styles of fighting and takes up less feats to do effectively.<br />
<br />
*'''Reworking of several races:''' There are several races in Dnd that are underpowered, such as the half-orc and the half-elf, that do need to be reworked. In addition, I would like to see nonstandard races (such as goblins, kobolds, orcs, gnolls, and hobgoblins) built from the ground up as viable races rather than cannon fodder, and races with a level adjustment be actually worth the level adjustment given.<br />
<br />
*'''More guidelines/formulas for creating custom-made magic items:''' It would be nice to have more guidelines and formulas for setting the price for homebrewed magic items.<br />
<br />
*'''A free, online SRD for 4th edition:''' After all the core books come out, Wizards should make a online SRD just like the one they made for 3.5th edition so people can get the jest of the rules and see if the books are worth buying.<br />
<br />
*'''And finally, an end to:'''<br />
:*'''Multiclassing penalties:''' Xp penalties for multiclassing should have been abandoned in 3rd edition. Enough said.<br />
<br />
:*'''The whole idea that Necromancy/Undead/Negative Energy use is inherently evil:''' In Dnd, the current idea is that creating, summoning, or becoming undead is evil, regardless of the intention or the result of doing so. Frankly, I find this to be idiotic, so I want the following changes to happen:<br />
:*1) All spells that create/summon undead to lose the Evil descriptor unless they specifically summon/create an evil-aligned undead.<br />
<br />
:*2) Allow sentient undead to be of any alignment they want to be, and change the alignment of mindless undead to true neutral<br />
<br />
:*3) Have it so that whether a cleric channels negative or positive energy (and thus determining rebuke/turn undead and spontaneous casting of inflict or cure spells) be determined on the deity worshiped rather than alignment. For example, if a cleric of a god of death would channel negative energy, rebuke undead, and spontaneously cast inflict spells, even if the cleric is good-aligned, and a cleric of a god of healing would channel positive energy, turn undead, and spontaneously cast cure spells, even if the cleric is evil.<br />
<br />
:*'''Alignment restrictions for classes:''' Frankly, I find that they tend to restrict roleplaying, and should be removed for all classes except the cleric.<br />
<br />
Those are things that I hope to see in 4th edition. --[[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>06:52, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I do agree that 4th edition should see invocation classes. But they can keep their status as an alternative to arcane magic and be published in one of the first supplements, I don't want the PHB to be too stuffed. Since the Warlock fulfills the Skirmisher role now, it would be nice if they complement him with a melee invoker (kind of like my [[Overlord]] class and a party supporter invoker (like a Marshall with invocations). I'd also like to see a good-aligned version of the Warlock.<br />
<br />
As for the 4.0 SRD, that was already confirmed.<br />
<br />
I'm a bit iffy on the neutral necromancy thing. While this might be an interesting concept for a campaign / gameworld, in standard D&D Necromancy is evil. The sourcebooks should explain this better, but the general concept is okay. After all, most undead feed on the living (ghouls, vampires), spread disease (mummy) and they are generally a perversion of life. Btw., for an alternative "positive energy undead" see the Eberron Deathless.<br />
<br />
What I do like to see is alternative powers to Turn Undead for clerics. Turning Undead just does not fit every deity.<br />
<br />
===[[User:Sam Kay|Sam Kay]] <small><small>08:32, 20 August 2007 (MDT)</small></small>===<br />
<br />
I also disagree with the neutral necromancy thing. Do you know what necromancy is? '''BLACK MAGIC''' essentially it '''IS THE''' black magic. Change that, and its not ''really'' the same if you make it neutral. There is a type good necromancy, and that is destroying undead. That is how things are, that is how this will always be...<br />
<br />
I want a better name for "vermin". Its alright in game terms, but it is kind of derogative towards Arthropods. perhaps their type should be Arthropod? not that it matters much, its just a personal thing that I find annoying due to my spider-thing. I also want more accurate monstrous spider rules. You cannot have a trap door spider or a jumping spider, two of the coolest spider types anywhere!<br />
<br />
I also want an end to drow level adjustment. I like Drow PCs, and I like to play them, but I don't thing any of their abilities are really important (apart from the ability scores, darkvision and elfy stuff) or the 2 level penalty.<br />
<br />
I would like a PrC refinement, so only things like "dragon-slayer" exist. Things that are cool, and give your character a specialty. Having PrCs like "insidious corrupter" (Drow of the underdark) and "arcane archer" and "Dragon Disciple" (DMG) are really pointless.<br />
<br />
I want an end to multiclass XP penalties (limits on multiclasses taken should work instead) and an official limit to 1 prestige class per PrC. I don't like it when players take PrCs just because of powerful class features. Instead they should be more thought out.<br />
<br />
Some alignment restrictions for classes are okay. want to be lawful? Well, you are not a barbarian. Barbarians cannot actually follow laws. Want to be chaotic? Well, you are not a monk, who think laws are everything. Want to be a Lawful Good Cleric who worships lolth? you are out of luck: that is like a Christian worshiping Abbadon.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070820115310</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 20 11:53 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
Almost forgot the one thing I wanted the most: MORE DRAGONS!!!<br />
<br />
If there was any one thing that got me interested in D&D, it was dragons. Some players may get tired of seeing 50 variations of one race, but I think true dragons should be the exception. There are never enough true dragons for me. The current count (including previous editions) is [http://www.enworld.org/showpost.php?p=2824823&postcount=50 101 true dragons].<br />
<br />
As for level adjustments, WotC has definitely heard all the complaints, and from what I can tell [http://www.wizards.com/default.asp?x=dnd/drdd/20070816a in this article], it seems like they're doing away with it in 4E.<br />
<br />
Also, I'd like to see is a mechanic for adjusting CR or XP based on equipment, both PCs' and Opponents'. Those that can overcome challenges with less magic items than others of the same character level should be rewarded more.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Dmilewski|Dmilewski]]&nbsp;<small><small>19:42, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I want to see pretty much what we are getting.<br />
* More action-oriented adventure<br />
* Attention paid to the qualitative game<br />
* A separation between the opponent creation rules and the character creation rules<br />
* More rigorous equipment restrictions. <br />
* Regulating those things that are known abuses.<br />
* Make skills mean something<br />
* Reduce the magic-trumping everything and magic gating access to everything in the system.<br />
* Stop applying realism to some classes while other classes are not realistic.<br />
* Attempt to reduce or eliminate the paladin "oops, you fell" abuses. (Even if there are no rules for paladins falling, every wanking DM out there will create their own house rules to hose the class.)<br />
* Clerics reflecting the abilities of their gods. Perhaps having their abilities trees tied to the gods themselves.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070823123753</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 23 12:37 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
<blockquote><br />
* ''Clerics reflecting the abilities of their gods. Perhaps having their abilities trees tied to the gods themselves.''<br />
</blockquote><br />
<br />
Sounds like you want the specialty priests of 2E. I wouldn't mind seeing spell spheres come back. Though I like how each domains has a special ability tied to it. I'd like to see spell spheres replace domains, but still have a special ability (or a package of abilities) tied to each sphere.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>13:05, 23 August 2007 (MDT)</small></small> ===<br />
<br />
'''Character Backgrounds'''<br />
<br />
I'd like to have something that works like a bonus feat at first level, but is called "character background". It could be anything from "raised by a wizard" (Spellcraft is class skill) to "veteran of the blood war" (reroll one attack or save against an outsider 1/day) to "son of a hero (start the game with a +1 sword), to "northland berserker" (free power attack feat, but you're illiterate regardless of class). It forces players to think about where the character comes from, what he has done before starting to adventure. It might even produce characters that do not have "orcs raided my village and killed my parents" somewhere on the charsheet. <br />
<br />
The ability itself shouldn't be too powerful (maybe about half a feat, or a feat but some minor drawback, or some special weapon proficiency, or a bonus item). <br />
<br />
The main purpose of it is to replace the Regional Feats from 3rd edition, which were always very flavorful but most of the time you needed your first-level feat slots for some other important thing.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070823131907</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 23 13:19 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
Along a similar vein, class skills could be determined by background as well as class.<br />
<br />
A [[fighter]] raised in a sea-faring town should have [[Profession]] (sailor) as a class skill.<br />
<br />
A [[sorcerer]] raised in the large city with a politician for a parent could have [[Gather Information]] and [[Diplomacy]] as class skills.<br />
<br />
A tribal [[wizard]] might have [[Survival]] as a class skill.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Dmilewski|Dmilewski]]&nbsp;<small><small>14:36, 23 August 2007 (MDT)</small></small> ===<br />
<br />
No, not spheres. Just differences tied to the god, however that may end up looking. Tying abilities to gods, like tying abilities to weapons, should certainly be possible. <br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070823162433</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 23 16:24 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
Well, spells are one of the defining factors for full divine casters (i.e. druids, clerics, favored souls, etc...), if the class-granted abilities are to be changed to reflect their deities, spell selection should be the place to start.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>02:05, 24 August 2007 (MDT)</small></small> ===<br />
<br />
A fully customizable cleric instead of a walking healing robot... Oh I'd love that. Imagine they'd free the Cleric from the Cure and Turn Undead corsett he's been wearing since original D&D. You'd have a cleric of a thief's deity like Odilamarra that would play like a rogue, a cleric of a lawful good war deity would play out like a paladin, an evil cultist could cloak his faith and summon demons, a cleric of a deity of arts would play out like a bard, a nature cleric would work like a druid etc... The problem about Cure spells and Turn undead is that it fits only a few selected deities like Pelor or Ilmater. So while you have a colourful selection of deities, they're too alike when it comes to playing a cleric. Domains were a step in the right direction, but your deity should determine more: class skills, class feature paths, the complete spell list, channeling ability etc. --[[User:Mkill|Mkill]] 02:05, 24 August 2007 (MDT)<br />
<br />
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__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Talk:Main_Page&diff=125872Talk:Main Page2007-08-24T06:57:27Z<p>Mkill: /* 4th edition */</p>
<hr />
<div>{{Archives<br />
|label1=Discussions 1&ndash;20<br />
|label2=Discussions 21&ndash;39<br />
}}<br />
<br />
== Name [[The Tavern]] ==<br />
<br />
Hello everyone,<br />
<br />
To create a place for general chat and banter, please go to [[The Tavern]] and help naming the place! --[[User:Mkill|Mkill]] 01:51, 20 June 2007 (MDT)<br />
<br />
== Getting a D&D game going. ==<br />
<br />
I was wondering if anyone knew any good sites for getting a game together or finding games, or any good programs. We might also want to ask those sites if they want to become affiliated with us. I also wanted to see if any of you wanted to play. --[[User:Shadethedemon|DeadlyNightShade]] 13:41, 22 June 2007 (MDT)<br />
<br />
:I do not know of any, sorry... --[[User:Green Dragon|Green Dragon]] 20:08, 30 July 2007 (MDT)<br />
<br />
::[http://www.openrpg.com Start from here] -- [[User:Flession|Flession]] 04:50, 17 August 2007 (MDT)<br />
<br />
== Templates ==<br />
<br />
[[Image:Stop_hand.png|right]]<br />
There are a lot of templates in use at D&D Wiki, most of them rather unpleasant to the eye. Open a page like [[SRD:Skill Focus (Feat)]]. 4 lines of relevant text, 3 templates, 2 of them with the ugly stop hand image (see left). If you see the page for the first time, it's like a shock. What did I do wrong? What am I doing here? Compare to the same content on [http://www.d20srd.org/srd/feats.htm#skillFocus d20srd.org]. Obviously, it's not necessary to decorate every page with boxes. I suggest we merge the 3 boxes that are currently found on every SRD page into one, remove the stop hand and give it a more pleasant colour scheme.<br />
<br />
I have a similar issue with the "Balance" box. Look at a class page like [[Overlord (DnD Class)]]. I have to scroll 1 1/2 pages before I see any text content, because there is a TOC, the author box, an image, and that superfluous Balance box. We should move that Balance box to the bottom of pages. If I look at a class, I don't want to see the balance rating first, I want to get a general image of what it's about. The balance box can be at the page footer. If you want to add the balance rating at the top of the page, use the space on the right next to the page title. --[[User:Mkill|Mkill]] 21:22, 9 August 2007 (MDT)<br />
<br />
:Before I respond I would like to say that the [[Overlord (DnD Class)]] is not formatted right; the image is not correct, etc. If the image was correctly formatted the text would start almost right away. Please use examples of correctly formatted classes, thanks. As a side comment the images on that class are very very nice, kudos if you made em ''':)'''. --[[User:Green Dragon|Green Dragon]] 22:36, 9 August 2007 (MDT)<br />
<br />
::About the templates, I agree. We can merge them/make them better. Please post any ideas you have here, thanks. --[[User:Green Dragon|Green Dragon]] 21:40, 10 August 2007 (MDT)<br />
<br />
:::I did. Merge the templates, remove the picture, blank out the OGL Top template, change the colour. Now it's "the community's" turn. --[[User:Mkill|Mkill]] 06:53, 12 August 2007 (MDT)<br />
<br />
::::I kind of meant an example... Also, as a starter, I am looking at changing our [[Template:Admin Locked Page]] to [[wikirps:Template:Restricted]]'s look. What do you think about this idea? Also, I feel that [[Template:Admin Locked Page]] is a bit of a silly name, and could be re-named... --[[User:Green Dragon|Green Dragon]] 13:57, 12 August 2007 (MDT)<br />
<br />
:::::The admin locked template is okay as it blends in the color scheme, I'm more worried about the other two. What could work is use the admin locked template as basis, but a horizontal line in and add the "this page is under OGL / content from SRD" announcement there. Then all you need to do is change the footer template in all SRD pages. Well, I did plan overhaul the SRD so all pages contain a footer template, but I got stopped in the process. --[[User:Mkill|Mkill]] 03:25, 13 August 2007 (MDT)<br />
<br />
::::::Do you mean something like this?<br />
::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:Stop_hand.png|45px| ]]<br />
| '''This material is published under the [[Open Game License v1.0a]]. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
::::::or this?<br />
::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;" border=0 cellpadding=2 cellspacing=2 text-align: center"<br />
|-<br />
| [[Image:Stop hand small.png]] || colspan=2 style="font-size: .9em;" | This material is published under the [[Open Game License v1.0a]]. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
::::::To replace [[Template:OGL Top]]? --[[User:Green Dragon|Green Dragon]] 16:09, 13 August 2007 (MDT)<br />
<br />
:::::::Both are better (though I prefer the former). If you don't like the "stop" image, why not replace it with a D20? It sorta fits in better with the SRD than a stop sign. What do you think? To be honest, I am more interested in content than templates, but it is nice to have nice-looking pages... I would like to say that I like the "balance, author and contents first" formatting, so I am happy to keep it. --[[User:Sam Kay|Sam Kay]] 07:52, 14 August 2007 (MDT)<br />
<br />
::::::::Okay, how does this look? Better?<br />
::::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;" border=0 cellpadding=2 cellspacing=2 text-align: center"<br />
|-<br />
| [[Image:D20 logo 4.jpg|30px]] || colspan=2 style="font-size: .9em;" | This material is published under the [[Open Game License v1.0a]]. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
::::::::Should the image be larger or is it okay like it is? --[[User:Green Dragon|Green Dragon]] 12:13, 14 August 2007 (MDT)<br />
<br />
:::::::::Thats ok, though I prefer this one:<br />
:::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| '''This material is published under the [[Open Game License v1.0a]]. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
:::::::::Although either is just as good... --[[User:Sam Kay|Sam Kay]] 12:18, 14 August 2007 (MDT)<br />
<br />
::::::::::I agree with Sam Kay. The thing I like about that version is that it is readable, it doesn't look like "you shouldn't be looking at this page", and it shows the affiliation with the SRD and OGL by using the d20 image. --[[User:Aarnott|Aarnott]] 12:23, 14 August 2007 (MDT)<br />
<br />
:::::::::::Prettier. I like. --[[User:Dmilewski|Dmilewski]] 12:39, 14 August 2007 (MDT)<br />
<br />
::::::::::::Okay, which one should replace [[Template:OGL Top]] the smaller one or the larger one? Personally I like the smaller one so it will be less obtrusive... Ideas? --[[User:Green Dragon|Green Dragon]] 13:40, 14 August 2007 (MDT)<br />
<br />
:::::::::::::I took the second one and reduced the amount of bold text. Looks good now. --[[User:Mkill|Mkill]] 21:32, 14 August 2007 (MDT)<br />
:::::::::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| This material is published under the '''[[Open Game License v1.0a]]'''. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
<br />
''&rarr;Reverted indentation to one colon''<br />
<br />
:How about this... Instead of making a huge noticable template for the top we have something like<br />
:{| style="text-align: center" width="100%"<br />
| [[Image:D20 logo 4.jpg|40px]]<br/>This material is published under the [[OGL]].<br/><small>[[Main Page|&rarr;More]]</small><br />
|}<br />
:or<br />
:{| style="text-align: center; font-size:0.9em;" width="100%"<br />
| [[Image:D20 logo 4.jpg|40px]]<br/>This material is published under the [[OGL]].<br/><small>[[Main Page|&rarr;More]]</small><br />
|}<br />
: where "More" links to a "span id" in the page brought by [[Template:OGL Bottom]]? --[[User:Green Dragon|Green Dragon]] 02:28, 15 August 2007 (MDT)<br />
<br />
::Yeah... those ones would look good at the end of each SRD page. In the end, it is up to you, [[User:Green Dragon|Green Dragon]]. --[[User:Sam Kay|Sam Kay]] 04:17, 15 August 2007 (MDT)<br />
<br />
:::Wait, so you prefer those for bottom templates? I was thinking they could replace [[Template:OGL Top]] and then we could work on the bottom after we have decided the top... I am a fan of having the smaller of the last two choices replace [[Template:OGL Top]]. Ideas? --[[User:Green Dragon|Green Dragon]] 10:38, 15 August 2007 (MDT)<br />
<br />
::::Less space is always good. Pick the smaller one. --[[User:Aarnott|Aarnott]] 10:47, 15 August 2007 (MDT)<br />
<br />
:::::Do we really need a top AND a bottom template? Why not just have a top template? Dunno. If we really need a bottom and top template, why not have:<br />
<br />
:::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| '''This material is published under the [[Open Game License v1.0a]]. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
<br />
:::::SRD stuff, yada yada yada, ect...<br />
<br />
:::::{| style="text-align: center; font-size:0.9em;" width="100%"<br />
| [[Image:D20 logo 4.jpg|40px]]<br/>This material is published under the [[OGL]].<br/><small>[[Main Page|&rarr;More]]</small><br />
|}<br />
:::::Any good?--[[User:Sam Kay|Sam Kay]] 10:51, 15 August 2007 (MDT)<br />
<br />
::::::I like the top to be small so you can get straight to the text. In fact, it might be preferable to do something like:<br />
::::::<center>[[Image:D20 logo 4.jpg|40px]]</center><br />
::::::At the top, and on the bottom (Mkill's):<br />
::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| This material is published under the '''[[Open Game License v1.0a]]'''. The [[GNU Free Documentation License]] does not apply to this page.<br />
|}<br />
::::::The top could link to the bottom part. That way there is little white space at the top, but it ''identifies'' the page as an SRD page. --[[User:Aarnott|Aarnott]] 10:55, 15 August 2007 (MDT)<br />
<br />
:::::::Here is what I think may look good. Just having the D20 Systems Logo on the top at 40px ([[User:Aarnott|Aarnott's]] Idea) and then on the bottom having a slightly modified [[User:Mkill|Mkills']] idea that looks like<br />
:::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| This material is published under the '''[[Open Game License v1.0a]]'''. The [[GNU Free Documentation License]] does not apply to this page. <small>[[Template:OGL Bottom|&rarr;More Information]]</small><br />
|}<br />
:::::::Where "More Information" would link to something that says what the current [[Template:OGL Bottom]] says. What do you guys think about this idea? --[[User:Green Dragon|Green Dragon]] 18:42, 15 August 2007 (MDT)<br />
<br />
::::::::I prefer a single, bottom box. I've always thought the top mark redundant. The focus on opening an article should always be the article itself. If you must put a d20 logo on the page, put it in the top-right. --[[User:Dmilewski|Dmilewski]] 18:48, 15 August 2007 (MDT)<br />
<br />
:::::::::I absolutely agree with Dmilewski. The OGL_Top template should only place the D20 logo in the top right corner, and there should be one box at the bottom saying 1. this is SRD material 2. it is under OGL 3. this page is locked. --[[User:Mkill|Mkill]] 07:18, 16 August 2007 (MDT)<br />
<br />
::::::::::Agreed (though I guess it was really the point I was saying before). The D20 logo will help ''identify'' a page as an SRD page for a user, which I think is important. The bottom footer is unobtrusive and gives the required info. --[[User:Aarnott|Aarnott]] 08:18, 16 August 2007 (MDT)<br />
<br />
:::::::::::Yeah. --[[User:Sam Kay|Sam Kay]] 08:20, 16 August 2007 (MDT)<br />
<br />
::::::::::::Looks like we have a community agreement. So the OGL_Top template would be changed to<br />
::::::::::::<nowiki>[[Image:D20 logo 4.jpg|left|45px]]</nowiki><br />
::::::::::::--[[User:Mkill|Mkill]] 08:47, 16 August 2007 (MDT)<br />
<br />
:::::::::::::The top template has been changed, however to <nowiki>[[Image:D20 logo 4.jpg|right|45px]]</nowiki>. Now for the bottom template... ideas? --[[User:Green Dragon|Green Dragon]] 10:46, 16 August 2007 (MDT)<br />
<br />
''&rarr;Reverted indentation to one colon''<br />
<br />
:I do like the d20 logo looks, but I question whether or not it's appropriate. Not everything that uses the d20 System is under OGL. Given that there are a number of gamers that keep thinking anything that is OGC is part of the SRD (such as the UA, and the S&S products), I worry that using the d20 logo to identify OGLed material might be promoting the misconception. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:15, 16 August 2007 (MDT)<br />
<br />
::Oh, I see what you mean. I completely forgot that non-SRD items also use that template... Arrg, this is becoming a lot harder that it first looked. Maybe we could change all non-SRD items that use that template to use a different one (or none at all?) and keep it on the SRD items? Or we could take the easy route and just change the template to something that works for everything..? --[[User:Green Dragon|Green Dragon]] 11:32, 16 August 2007 (MDT)<br />
<br />
:::I'd change the non-SRD stuff. Have them use a different template... Because they are different! --[[User:Aarnott|Aarnott]] 11:51, 16 August 2007 (MDT)<br />
<br />
::::Or what we could do is just change [[Template:OGL Top]] to say something like "''This material is published under the '''[[Open Game License v1.0a|OGL]]'''''. in the right hand corner of the screen. That would be the easy way to make this all work... --[[User:Green Dragon|Green Dragon]] 14:20, 16 August 2007 (MDT)<br />
<br />
:::::It has been changed. --[[User:Green Dragon|Green Dragon]] 11:25, 18 August 2007 (MDT)<br />
<br />
== Meta Pages ==<br />
<br />
I say that we should move the link to the [[Meta Pages]] off the [[Main Page]] and onto the sidebar (under navigation). The reason I see this as a good idea is because the average user goes here for content, not for seeing the infrastructure of D&D Wiki. I find that the average user has no need for [[Meta Pages]] while a more consistant user will use it (and can find it on the sidebar). I also do not want the Main Page getting cluttered. --[[User:Green Dragon|Green Dragon]] 12:04, 10 August 2007 (MDT)<br />
<br />
:I agree. I have only ever used it twice, and it is really only needed occaisionally. --[[User:Sam Kay|Sam Kay]] 13:35, 10 August 2007 (MDT)<br />
<br />
::Done and done. --[[User:Green Dragon|Green Dragon]] 14:09, 10 August 2007 (MDT)<br />
<br />
== 4th edition ==<br />
<br />
I don't really want to recreate the rumours and excitement concerning the upcoming 4th edition, but it looks like we need to think about a way to handle it here. It's pretty sure that there will be two editions in parallel use, at least for a while, so we need a way to separate editions. Tagging articles [[:Category:3.5]] and [[:Category:4.0]] wouldn't be too hard, what I'm concerned about is article lemmata for articles that exists in different versions for different editions. <br />
<br />
Also, it's not clear yet whether there will be a 4th edition SRD. I hope there will be one. --[[User:Mkill|Mkill]] 08:50, 16 August 2007 (MDT)<br />
<br />
:Might be a good idea to put SRD 3.5 articles with a template underneath (this is only a suggestion, not an attempt to have a million templates per page):<br />
<br />
:{| style="text-align: center; font-size:0.9em;" width="100%"<br />
| [[Image:D20 logo 4.jpg|40px]]<br/>This material is published under the [[V3.5 rules]].<br/><small>[[Main Page|&rarr;More]]</small><br />
|}<br />
<br />
:Although, there might be too many templates if we do this. perhaps we could replace the SRD template to this for 3.5 articles:<br />
<br />
:{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| This material is published under the '''[[Open Game License v1.0a]]'''. The [[GNU Free Documentation License]] does not apply to this page. This material is for the D&D [[V 3.5 rules]].<br />
|}<br />
<br />
:We don't really need to mark homebrew stuff- it should work for 4.0 rules anyway. Whatre can I find news on the 4th edition, anyway? --[[User:Sam Kay|Sam Kay]] 09:10, 16 August 2007 (MDT)<br />
<br />
::Have you been at the WotC Homepage lately? Did you notice something? --[[User:Mkill|Mkill]] 09:48, 16 August 2007 (MDT)<br />
<br />
:::If 4e is really coming out we can most likely just slap on a small template on all 4e things or all 3.5e things. Also, the categories you said above will work. I do not see it as too much of a problem... --[[User:Green Dragon|Green Dragon]] 10:55, 16 August 2007 (MDT)<br />
<br />
::::According to my reasearch, it ios not out until 2011 (rather silly really; why advertise it four and a bit years before its release), so we really do not have to bother with it yet, anyway. {{Unsigned|Sam Kay|10:04, 16 August 2007 (MDT)}}<br />
<br />
::::::Boo! Hsssss! I had a browser tab open for the last ten minutes of the countdown of the [http://www.wizards.com/dnd D&D] page. Once it finished, I got "Service Unavailable". About as disappointing as 3.0 psionics. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:35, 16 August 2007 (MDT)<br />
<br />
:::::::Lol ''':)'''. --[[User:Green Dragon|Green Dragon]] 16:38, 16 August 2007 (MDT)<br />
<br />
::::::::4th edition is definitely coming. We really need to sit down, argue, butt heads, and work out the namespacing issues now. Thankfully, 3E has a namespace already. We have lots to sort out. Wikiworld will instantly be 4th compatible, as I haven't bothered with stats for most of the writeup. The new MIC style items should also be compatible. There are interesting times ahead. --[[User:Dmilewski|Dmilewski]] 18:39, 16 August 2007 (MDT)<br />
<br />
:::::::::It has been stated that the PHB will be out May '08 MM June '08 and DMG July '08 {{Unsigned|Quill|19:11, 16 August 2007 (MDT)}}<br />
<br />
::::::::::Yes, we have a year to prepare but it makes it easier later if we start thinking about it now. Btw., I'm still waiting for the WotC Homepage to survive sudden massive attention so I can see the official WotC Press release... --[[User:Mkill|Mkill]] 03:22, 17 August 2007 (MDT)<br />
<br />
:::::::::::Just do what I suggested and replace the OGC tgemplate with:<br />
:::::::::::{| class="messagebox protected" style="border:2px solid #99B; padding:0px; font-size:0.9em;"<br />
|-<br />
| valign="top" | [[Image:D20 logo 4.jpg|45px]]<br />
| This material is published under the '''[[Open Game License v1.0a]]'''. The [[GNU Free Documentation License]] does not apply to this page. This material is for the D&D [[V 3.5 rules]].<br />
|}<br />
<br />
:::::::::::It is alot easier to mark 3.5 in this way. You could also add an image to the template to mark it, I suppose. --[[User:Sam Kay|Sam Kay]] 04:30, 17 August 2007 (MDT)<br />
<br />
::::::::::::I vote to leave the V3.5 on the wiki pemanently (unless the wiki runs out of memory), as some people will still use V3.5. --[[User:Sam Kay|Sam Kay]] 09:39, 17 August 2007 (MDT)<br />
<br />
:::::::::::::Btw, [http://rustmonster.net/2007/08/16/dd-4th-edition-announced-gen-con/ here] it says that Wizards announced to continue the OGL. Good decision. --[[User:Mkill|Mkill]] 09:45, 17 August 2007 (MDT)<br />
<br />
''&rarr;Reverted indentation to one colon''<br />
<br />
:Can we get a 4E Info/Rumor link up on the landing page? (Though we may as well link it to ENWorld. They will have the best coverage.) [http://www.enworld.org/index.php?page=4e ENWorld 4E Page] It hasn't been updated yet, but it will be. --[[User:Dmilewski|Dmilewski]] 14:19, 17 August 2007 (MDT)<br />
<br />
::Great! it will be nice to have 4.0e on the wiki.--[[User:Sam Kay|Sam Kay]] 08:27, 18 August 2007 (MDT)<br />
<br />
:::A few things. First off we need to figure out if the homebrew material will be compatible with 4e, if it is we are well off. If it is not we need to figure out how we are going to categorize the 3.5e and the 4e homebrew information separately. Oh, and yes, D&D Wiki has enough space to keep the 3.5e material - nothing need ever be deleted to save space on D&D Wiki. Secondly, if we want a link to 4e information from ENWorld then, I feel, that we should add it as a news item. Dmilewski can take care of this if this is the communities decision. Thirdly we need to figure out when the 4e SRD is coming out to see how much time we have to prepare for it. About the SRD (3.5e and 4e); we need to decide if we want a different namespace for the two SRD editions or if we want to organize them by their identifiers. Anyway, if the homebrew information is compatible we are looking at not too much work (and a much more useful and successful D&D Wiki). Let us hope... ''':)'''. --[[User:Green Dragon|Green Dragon]] 12:10, 18 August 2007 (MDT)<br />
<br />
::::I think ther homebrew stuff will mostlky ber compatable with 4e, but if not we will have to work to update the best stuff... --[[User:Sam Kay|Sam Kay]] 12:22, 18 August 2007 (MDT)<br />
<br />
:::::Either the homebrew material is almost 100% good-to-go or it is not. We cannot have a medium on D&D Wiki. The reason we can not have a medium is because many many people will not switch over to 4e for a long time (or ever!) and we do want want these people to lose D&D Wiki as a recourse. If the two editions are not compatible we will have to have two separate pages like [[Dungeons and Dragons]] and we will have to have 3.5e classes, races, etc and 4e classes, races, etc. Again, we need to really know if they will be compatible or not (and if someone has any information please cite the source). --[[User:Green Dragon|Green Dragon]] 12:32, 18 August 2007 (MDT)<br />
<br />
::::::Yeah, I know, I was meaning as they are now... I have had a look at the articles on WotC website, and I seem to remember that the playtest report mentioned that a player was playing a psyon (because it was 3.5e) to see if it was compatible.--[[User:Sam Kay|Sam Kay]] 12:42, 18 August 2007 (MDT)<br />
<br />
:::::::I volenteer to help updating homberew stuff to 4e should the need arise (hopefully it won't). --[[User:Sam Kay|Sam Kay]] 12:54, 18 August 2007 (MDT)<br />
<br />
::::::::I think that conversion of each section should be considered on a case-by-case basis. For example, magic items may only need a level assigned to them. That's an easy conversion worth doing. Classes and prestige classes will need to be entirely rewritten as trees, maneuvers, or such, if they are worth translating at all. <br />
<br />
::::::::My current belief is that we will need to split the content. That hoses the entire redirect initiative. (That was a reservation of mine with the redirect initiative. All the pages that I did for the SRD were hard-referenced. I used no redirects.) <br />
<br />
::::::::Campaign environments will be easiest to convert. Many simply implement the existing system, then list some house rules. For example, LotR and Wikiworld are both concept heavy, rules light. Wikiworld has always been rules light, as I wanted Wikiworld to work with any game system. I suggest that Sam keep LotR rules light, so as to keep it universal.<br />
<br />
:::::::::I was at GenCon when they made the announcement of 4e. According to Wizards of the Coast, the 3.5e material will be compatible with a minimum of modification. There were no details given at the time, however, so what that means, I'm not sure. --[[User:Skwyd|Skwyd]] 14:04, 23 August 2007 (MDT)<br />
<br />
I read on the Wizards page that one thing they're thinking of implementing with all the online stuff they're using in 4th ed is a wiki to allow home brew stuff. If that's true, it may be best to just keep this site in 3.x to avoid competition with the "official" wiki. I'm still uncertain about all that though. Any thoughts? --[[User:Banyan|Banyan]] 23:07, 23 August 2007 (MDT)<br />
<br />
:I don't think a little competition will hurt. If Wizards opens their own wiki, that's an excellent idea, but it doesn't mean we should give up this project here. --[[User:Mkill|Mkill]] 00:57, 24 August 2007 (MDT)<br />
<br />
==New Edition Issues==<br />
<br />
The following questions are both technical and procedural. There is no correct answer. These questions are here to collect upcoming issues with the wiki and decisions that should be considered. Please add to the list.<br />
<br />
====General architecture====<br />
How best to manage a wiki filled with multiple editions and systems (3E, 4E, Modern, Etc.)<br />
<br />
:I am very open to discussion, but I feel that the best way to manage different systems is to make the different edition pages very obvious. For example, we could have all namespace v4 pages come with a slightly darker page background, or something similar. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:22, 22 August 2007 (MDT)<br />
<br />
::I agree. The Wizards message boards use a different skin for each game. &ndash;[[User:Cuthalion|Cúthalion]] <small>([[User talk:Cuthalion|talk]])</small> 10:57, 22 August 2007 (MDT)<br />
<br />
:::I am against the changing of the skin, however I think namespaces are the way to go. We could label the namespaces as SRD3.5e, SRD4e, 4e, 3.5e, D20M, etc. What do you guys think about this idea? --[[User:Green Dragon|Green Dragon]] 21:11, 22 August 2007 (MDT)<br />
<br />
::::People will be far too confused if they want to know whether the article is 3.5 or 4.0, and they constantly have to be checking namespaces. It will be much easier if the page background is slightly darker for 4.0, or something similar. I am not talking about a different feel, just a difference. There is a difference :) &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:00, 23 August 2007 (MDT)<br />
<br />
====Namespaces====<br />
* Should we move current SRD pages to a 3E namespace?<br />
** ''I assume you mean 3.5E namespace, and I feel that we need to wait a bit until the structure is clear and known to all, but I feel that it definitely needs to happen before 4E comes out. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:23, 22 August 2007 (MDT)''<br />
* How do we want the namespaces to interact?<br />
* What should we do with articles that are invariant between 3E and 4E (assuming there are any)?<br />
** ''This brings up another question: It would be great if there was a way to allow edits on a 3.5E to be reflected, or maybe a reflection would be requested, onto a 4E page. This way the races or whatnot would remain the same. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:25, 22 August 2007 (MDT)''<br />
*** ''I've been wrestling with related questions on [[WikiRPS]]. It's easy to have small (or even large) pieces of shared text, using a template. But what if the bulk of the text is shared, but just the numbers scattered throughout the text are different (for instance)? As far as I know, the only way to do it is to modularize the text into templates as much as possible. &ndash;[[User:Cuthalion|Cúthalion]] <small>([[User talk:Cuthalion|talk]])</small> 11:02, 22 August 2007 (MDT)''<br />
* Redirects point to 3E SRD. Is there a way to have namespace relative redirects, where <nowiki>[[foo]]</nowiki> inside the <nowiki>[[SRD]]</nowiki> context points to <nowiki>[[SRD:Foo]]</nowiki> while <nowiki>[[foo]]</nowiki> in the 4E context points to <nowiki>[[SRD4:Foo]]</nowiki>. <br />
** ''I don't think it's possible, but I'm willing to be proven wrong. &ndash;[[User:Cuthalion|Cúthalion]] <small>([[User talk:Cuthalion|talk]])</small> 09:55, 21 August 2007 (MDT)''<br />
*** ''It would be possible with a few minor hacks. However, this will lead to a very confusing website. I am against the idea. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:18, 22 August 2007 (MDT)''<br />
<br />
====Templates====<br />
* What templates should be used to tag 3E and 4E pages?<br />
====Homebrew====<br />
* Should homebrew rules be tagged by edition?<br />
** ''I strongly feel so. Everything is specific to a version if it falls back on D&D. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:26, 22 August 2007 (MDT)''<br />
* Should campaigns get their own namespace, or belong to their intended edition?<br />
** ''I feel that campaigns should not get their own namespaces because it would remove the items in the campaign from D&D Wiki linking schemes, etc. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:26, 22 August 2007 (MDT)''<br />
<br />
====Site conversion====<br />
* How best to automate changes?<br />
* Should 3E redirect be systematically replace with hard page references?<br />
** ''I'm not sure I understand the question. Can you give an example? &ndash;[[User:Cuthalion|Cúthalion]] <small>([[User talk:Cuthalion|talk]])</small> 09:55, 21 August 2007 (MDT)''</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:What_Do_You_Want_to_See_in_4E%3F&diff=125717Discussion:What Do You Want to See in 4E?2007-08-23T19:05:47Z<p>Mkill: </p>
<hr />
<div>== What Do You Want to See in 4E? == <br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070817135545</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 17 13:55 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
The title says it all, but specifically what changes would you like to see (no matter how realistic or unrealistic it may seem)?<br />
<br />
I'd like to see psionics be more than just a point-based spellcasting system of mechanics. I miss the feel of 2E psionics, and so far the d20 system has yet to fill that void. However, [http://www.greenronin.com/ Green Ronin's] ''[http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr1306&Category_Code= The Psychic's Handbook]'' has come pretty damn close.<br />
<br />
Also, I've never cared for the seemingly arbitrary assignment of spells to classes. Every supplement that introduces new spells only does it from the perspective of the core spellcasting classes. If I make a wu jen, there's no readily available mechanic for me to determine what spells in the ''Draconomicon'' are appropriate for the wu jen's spell list and what level they should be. I'd like to see the categorization of spells by class disappear and be replaced with categorization by arcane and divine. From this point each class would explicitly write out the criteria that a spell has to meet in order to be available for that class. Example: For the bard class I'd say something like:<br />
<br />
<blockquote>''A bard casts arcane spells from schools X, Y, and Z that have verbal components, they also cast ''cure'' spells, which, even though they are listed as divine spells, are cast as arcane spells. A bard cast spells with the language-dependent descriptor at a +1 caster level.''</blockquote><br />
<br />
What would you like to see in 4E?<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:MorkaisChosen|MorkaisChosen]]&nbsp;<small><small>06:54, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I want to see what they've done to make fighters worthwhile for something more than "a couple of levels for some extra feats before I hit [INSERT PRESTIGE CLASS HERE]." I know they're doing something, but I just hope it's good... [[User:MorkaisChosen|MorkaisChosen]] 06:54, 19 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>08:15, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I agree that class-specific spell lists should be a thing of the past. There should be only general spell descriptors, and for example the cleric is able to cast all spells with descriptor A, B and C, the bard with B and D, and the wizard all spells with C, F and G. Or something like that. So when there is a new spell, and it's a "C" spell, you know it's for clerics and wizards.<br />
<br />
;Asian-themed classes, weapons and other stuff<br />
<br />
What I'd be interested in is what they planned with the monk class, and with all other Asian-themed material that is scattered somewhere through the book. For my tastes, they should gather it all and create one "Asian-themed" sourcebook, with appropriate classes, weapons, monsters, and some more general ideas to give a campaign or a part of a game world some Asian flavor. That's better than having a Ninja here and a Wu Jen there. --[[User:Mkill|Mkill]] 08:15, 19 August 2007 (MDT)<br />
<br />
=== [[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT) ===<br />
<br />
Here's some stuff I would like to see in 4th edition:<br />
<br />
*'''More Invocation-using classes:''' I want at least one core class that can use invocations and some 4th edition supplements that are dedicated to invocation-users, adding more classes (base and prestige), feats, monsters, races, and invocations (examples could be: ''The Expanded Eldritch Handbook'', ''The Complete Innate'', and ''The Invocation Compendium''). <br />
<br />
*'''At least one core Warrior/Arcane Spellcaster hybrid base class:''' The addition of a core class that can fight good and use arcane spells would be a nice to see in 4th edition. They could probably make the duskblade and/or the hexblade core, or make a new class altogether.<br />
<br />
*'''A two-weapon fighting fix:''' The rules for two-weapon fighting needs to be reworked so that it is just as viable as other styles of fighting and takes up less feats to do effectively.<br />
<br />
*'''Reworking of several races:''' There are several races in Dnd that are underpowered, such as the half-orc and the half-elf, that do need to be reworked. In addition, I would like to see nonstandard races (such as goblins, kobolds, orcs, gnolls, and hobgoblins) built from the ground up as viable races rather than cannon fodder, and races with a level adjustment be actually worth the level adjustment given.<br />
<br />
*'''More guidelines/formulas for creating custom-made magic items:''' It would be nice to have more guidelines and formulas for setting the price for homebrewed magic items.<br />
<br />
*'''A free, online SRD for 4th edition:''' After all the core books come out, Wizards should make a online SRD just like the one they made for 3.5th edition so people can get the jest of the rules and see if the books are worth buying.<br />
<br />
*'''And finally, an end to:'''<br />
:*'''Multiclassing penalties:''' Xp penalties for multiclassing should have been abandoned in 3rd edition. Enough said.<br />
<br />
:*'''The whole idea that Necromancy/Undead/Negative Energy use is inherently evil:''' In Dnd, the current idea is that creating, summoning, or becoming undead is evil, regardless of the intention or the result of doing so. Frankly, I find this to be idiotic, so I want the following changes to happen:<br />
:*1) All spells that create/summon undead to lose the Evil descriptor unless they specifically summon/create an evil-aligned undead.<br />
<br />
:*2) Allow sentient undead to be of any alignment they want to be, and change the alignment of mindless undead to true neutral<br />
<br />
:*3) Have it so that whether a cleric channels negative or positive energy (and thus determining rebuke/turn undead and spontaneous casting of inflict or cure spells) be determined on the deity worshiped rather than alignment. For example, if a cleric of a god of death would channel negative energy, rebuke undead, and spontaneously cast inflict spells, even if the cleric is good-aligned, and a cleric of a god of healing would channel positive energy, turn undead, and spontaneously cast cure spells, even if the cleric is evil.<br />
<br />
:*'''Alignment restrictions for classes:''' Frankly, I find that they tend to restrict roleplaying, and should be removed for all classes except the cleric.<br />
<br />
Those are things that I hope to see in 4th edition. --[[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>06:52, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I do agree that 4th edition should see invocation classes. But they can keep their status as an alternative to arcane magic and be published in one of the first supplements, I don't want the PHB to be too stuffed. Since the Warlock fulfills the Skirmisher role now, it would be nice if they complement him with a melee invoker (kind of like my [[Overlord]] class and a party supporter invoker (like a Marshall with invocations). I'd also like to see a good-aligned version of the Warlock.<br />
<br />
As for the 4.0 SRD, that was already confirmed.<br />
<br />
I'm a bit iffy on the neutral necromancy thing. While this might be an interesting concept for a campaign / gameworld, in standard D&D Necromancy is evil. The sourcebooks should explain this better, but the general concept is okay. After all, most undead feed on the living (ghouls, vampires), spread disease (mummy) and they are generally a perversion of life. Btw., for an alternative "positive energy undead" see the Eberron Deathless.<br />
<br />
What I do like to see is alternative powers to Turn Undead for clerics. Turning Undead just does not fit every deity.<br />
<br />
===[[User:Sam Kay|Sam Kay]] <small><small>08:32, 20 August 2007 (MDT)</small></small>===<br />
<br />
I also disagree with the neutral necromancy thing. Do you know what necromancy is? '''BLACK MAGIC''' essentially it '''IS THE''' black magic. Change that, and its not ''really'' the same if you make it neutral. There is a type good necromancy, and that is destroying undead. That is how things are, that is how this will always be...<br />
<br />
I want a better name for "vermin". Its alright in game terms, but it is kind of derogative towards Arthropods. perhaps their type should be Arthropod? not that it matters much, its just a personal thing that I find annoying due to my spider-thing. I also want more accurate monstrous spider rules. You cannot have a trap door spider or a jumping spider, two of the coolest spider types anywhere!<br />
<br />
I also want an end to drow level adjustment. I like Drow PCs, and I like to play them, but I don't thing any of their abilities are really important (apart from the ability scores, darkvision and elfy stuff) or the 2 level penalty.<br />
<br />
I would like a PrC refinement, so only things like "dragon-slayer" exist. Things that are cool, and give your character a specialty. Having PrCs like "insidious corrupter" (Drow of the underdark) and "arcane archer" and "Dragon Disciple" (DMG) are really pointless.<br />
<br />
I want an end to multiclass XP penalties (limits on multiclasses taken should work instead) and an official limit to 1 prestige class per PrC. I don't like it when players take PrCs just because of powerful class features. Instead they should be more thought out.<br />
<br />
Some alignment restrictions for classes are okay. want to be lawful? Well, you are not a barbarian. Barbarians cannot actually follow laws. Want to be chaotic? Well, you are not a monk, who think laws are everything. Want to be a Lawful Good Cleric who worships lolth? you are out of luck: that is like a Christian worshiping Abbadon.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070820115310</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 20 11:53 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
Almost forgot the one thing I wanted the most: MORE DRAGONS!!!<br />
<br />
If there was any one thing that got me interested in D&D, it was dragons. Some players may get tired of seeing 50 variations of one race, but I think true dragons should be the exception. There are never enough true dragons for me. The current count (including previous editions) is [http://www.enworld.org/showpost.php?p=2824823&postcount=50 101 true dragons].<br />
<br />
As for level adjustments, WotC has definitely heard all the complaints, and from what I can tell [http://www.wizards.com/default.asp?x=dnd/drdd/20070816a in this article], it seems like they're doing away with it in 4E.<br />
<br />
Also, I'd like to see is a mechanic for adjusting CR or XP based on equipment, both PCs' and Opponents'. Those that can overcome challenges with less magic items than others of the same character level should be rewarded more.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Dmilewski|Dmilewski]]&nbsp;<small><small>19:42, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I want to see pretty much what we are getting.<br />
* More action-oriented adventure<br />
* Attention paid to the qualitative game<br />
* A separation between the opponent creation rules and the character creation rules<br />
* More rigorous equipment restrictions. <br />
* Regulating those things that are known abuses.<br />
* Make skills mean something<br />
* Reduce the magic-trumping everything and magic gating access to everything in the system.<br />
* Stop applying realism to some classes while other classes are not realistic.<br />
* Attempt to reduce or eliminate the paladin "oops, you fell" abuses. (Even if there are no rules for paladins falling, every wanking DM out there will create their own house rules to hose the class.)<br />
* Clerics reflecting the abilities of their gods. Perhaps having their abilities trees tied to the gods themselves.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070823123753</h3><br />
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| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 23 12:37 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
<blockquote><br />
* ''Clerics reflecting the abilities of their gods. Perhaps having their abilities trees tied to the gods themselves.''<br />
</blockquote><br />
<br />
Sounds like you want the specialty priests of 2E. I wouldn't mind seeing spell spheres come back. Though I like how each domains has a special ability tied to it. I'd like to see spell spheres replace domains, but still have a special ability (or a package of abilities) tied to each sphere.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>13:05, 23 August 2007 (MDT)</small></small> ===<br />
<br />
'''Character Backgrounds'''<br />
<br />
I'd like to have something that works like a bonus feat at first level, but is called "character background". It could be anything from "raised by a wizard" (Spellcraft is class skill) to "veteran of the blood war" (reroll one attack or save against an outsider 1/day) to "son of a hero (start the game with a +1 sword), to "northland berserker" (free power attack feat, but you're illiterate regardless of class). It forces players to think about where the character comes from, what he has done before starting to adventure. It might even produce characters that do not have "orcs raided my village and killed my parents" somewhere on the charsheet. <br />
<br />
The ability itself shouldn't be too powerful (maybe about half a feat, or a feat but some minor drawback, or some special weapon proficiency, or a bonus item). <br />
<br />
The main purpose of it is to replace the Regional Feats from 3rd edition, which were always very flavorful but most of the time you needed your first-level feat slots for some other important thing.<br />
<br />
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REMOVE THIS LINE, TOO. --><br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Talk:Trying_it_without_the_feat_(3.5e_Variant_Rule)&diff=125598Talk:Trying it without the feat (3.5e Variant Rule)2007-08-23T13:18:42Z<p>Mkill: </p>
<hr />
<div>== Supplemental Variant Rule? ==<br />
<br />
Would you mind explaining your rational for putting this under "Supplemental Variant Rules"? --[[User:Green Dragon|Green Dragon]] 21:33, 22 August 2007 (MDT)<br />
<br />
:Erm, its... supplemental? It supplements the game? --[[User:Mkill|Mkill]] 07:18, 23 August 2007 (MDT)<br />
<br />
== Name ==<br />
<br />
This name reminds me of a CO, not a rule set. I feel it should be changed... Ideas? --[[User:Green Dragon|Green Dragon]] 21:38, 22 August 2007 (MDT)<br />
<br />
:No, it's definitely a variant rule. --[[User:Mkill|Mkill]] 07:18, 23 August 2007 (MDT)</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Talk:Paladin_Mount_from_first_level_(3.5e_Alternate_Class_Feature)&diff=125597Talk:Paladin Mount from first level (3.5e Alternate Class Feature)2007-08-23T13:16:40Z<p>Mkill: </p>
<hr />
<div>== Supplemental Variant Rule? ==<br />
<br />
Would you mind explaining your rational for putting this under "Supplemental Variant Rules"? --[[User:Green Dragon|Green Dragon]] 21:38, 22 August 2007 (MDT)<br />
<br />
== Name ==<br />
<br />
This name reminds me of a CO, not a rule set. I feel it should be changed... Ideas? --[[User:Green Dragon|Green Dragon]] 21:38, 22 August 2007 (MDT)<br />
<br />
:To put it in a very English way: It's cheese and chalk to me. --[[User:Mkill|Mkill]] 07:16, 23 August 2007 (MDT)</div>Mkillhttps://www.dandwiki.com/w/index.php?title=User_talk:Sam_Kay&diff=125466User talk:Sam Kay2007-08-22T13:41:01Z<p>Mkill: Preview</p>
<hr />
<div>{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Talk:Hobbits_(DnD_Race)<br />
|section=<br />
|notifier=Sledged<br />
|date_time=14:09, 17 August 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Fang_Weapon_(DnD_Equipment)<br />
|section=Comments<br />
|notifier=Green Dragon<br />
|date_time=15:15, 13 August 2007 (MDT)<br />
}}<br />
}}<br />
<br />
==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working, how well you know the Wiki Format, and how well you know D&D. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 11:34, 5 June 2007 (MDT)<br />
<br />
== Monstrous Spider Existance ==<br />
<br />
Can anyone tell me how monstrous spiders exist in D&D (where they made magically or by Lolth)? [[User:Sam Kay|Sam Kay]] 07:28, 23 June 2007 (MDT)<br />
<br />
:Up to the DM really. To some DMs, they are natural to the world (think of Mirkwood in Lord of the Rings). To others maybe monsters are all a result of some planar gate being opened. Maybe Monstrous spiders are magically infused regular spiders. And yes, you could even say they were made by Lloth. --[[User:Aarnott|Aarnott]] 08:54, 23 June 2007 (MDT)<br />
<br />
::You know the spider's in mirkwood are not natural. They are demons corrupted by the evil valar morgoth! But spider's that size could not be natural. They would be unable to breath![[User:Sam Kay|Sam Kay]] 09:09, 23 June 2007 (MDT)<br />
<br />
:::Here I thought they were just natural Mirkwood dwellers... Cool! True they would be unable to breathe unless magically/divinely/genetically modified. Maybe they grew to have lungs at that size (different evolutionary path on that particular world). Maybe they just magically work (like an enlarge type spell that is infused with their nature so that they are not subject to dispelling or antimagic). Perhaps they are divinely that way (I mean come on, try to explain time stop, resurrection, etc)! It is really up to the DM should they want to explain the origin. It can also be up to the designer should the designer want to explain the origin. --[[User:Aarnott|Aarnott]] 12:13, 25 June 2007 (MDT)<br />
<br />
== Trademarks ==<br />
<br />
Most of Middle-Earth is trademarked and/or copyrighted. Those who publish Middle-Earth RPG's pay for the right to use those names. Alas, we can not host this material here. I wish that we could. The one thing that I can guarantee is that someone with the rights to this IP will soon send us a messages saying, "Remove this." They are generally protective of their rights. Quite honestly, this is not a fight any of us is willing to make. --[[User:Dmilewski|Dmilewski]] 14:33, 17 August 2007 (MDT)<br />
<br />
:The Fair use of copyright act allows use of copyright so long as you give credit to the copyright holder and don't use it to gain proft (I just reasearched it). <br />
<br />
{{quote|What is fair use?<br />
In copyright law, there is a concept of fair use, also known as; free use, fair dealing, or fair practice.<br />
<br />
Fair use sets out certain actions that may be carried out, but would not normally be regarded as an infringement of the work.<br />
<br />
The idea behind this is that if copyright laws are too restrictive, it may stifle free speech, news reporting, or result in disproportionate penalties for inconsequential or accidental inclusion.<br />
<br />
What does fair use allow?<br />
Under fair use rules, it may be possible to use quotations or excerpts, where the work has been made available to the public, (i.e. published). Provided that:<br />
<br />
The use is deemed acceptable under the terms of fair dealing.<br />
That the quoted material is justified, and no more than is necessary is included.<br />
That the source of the quoted material is mentioned, along with the name of the author.<br />
Typical free uses of work include:<br />
Inclusion for the purpose of news reporting.<br />
Incidental inclusion.<br />
National laws typically allow limited private and educational use.<br />
What is incidental inclusion?<br />
This is where part of a work is unintentionally included. A typical examples of this would be a case where holiday movie inadvertently captured part of a copyright work, such as some background music, or a poster that just happened to on a wall in the background.<br />
<br />
Points to keep in mind...<br />
The actual specifics of what is acceptable will be governed by national laws, and although broadly similar, actual provision will vary from country to country.<br />
<br />
Cases dealing with fair dealing can be complex, as decisions are based on individual circumstances and judgements. This can be a very difficult area of copyright law.<br />
<br />
To avoid problems, if you are in any doubt, you are advised to always get the permission of the owner, prior to use.|quote}}<br />
<br />
Also, I did ask green dragon and blue dragon a long time before adding this;<br />
<br />
{{quote|<br />
;The Lord of the rings <br />
I am a huge fan of said book, and I have created a D&D campaign setting based on it. I would be interested in putting it on D&D wiki, but it is quite big so I thought I should check with you. It also has quite abit of SRD and modified SRD in it, which may need sorting out. And it is in a word document (I don't know how to turn it into D&Dwiki formatting without spending 1000+ years converting it bit by bit). It may need some work to make it entirely sound. I will not submit it without your permision, and I would also like abit of advice for converting it to wiki format please. Thanks! Sam Kay 12:57, 11 June 2007 (MDT) <br />
<br />
The CS will work on here, please add it. Also, about the formatting, what word do you have? I think Word 07 has a text to wiki-code converter, which may be very helpful to you. However, if you do not, Open Office (free) may have an extension that does that... If neither work I believe Blue Dragon make a PDF to wiki-code programm which he may be able to modify... Tell me if it works, or what is happening. Thanks. --Green Dragon 19:36, 11 June 2007 (MDT) <br />
<br />
I have word 03. Where can I get open office? Thanks for your help. Sam Kay 09:07, 12 June 2007 (MDT)<br />
<br />
Open Office here. However, once again, I am not 100% sure if they have an extension... Your best bet really may be to ask Blue Dragon if he could modify his converting script. --Green Dragon 09:11, 12 June 2007 (MDT) <br />
<br />
Well, I am unable to get open office (administrater ect.) so I will ask Blue Dragon. Thanks.Sam Kay 09:34, 12 June 2007 (MDT) <br />
<br />
No problem. --Green Dragon 09:46, 12 June 2007 (MDT) <br />
Retrieved from "http://www.dandwiki.com/wiki/User_talk:Green_Dragon/Archive_6"|quote}}<br />
<br />
{{quote|<br />
;Lord of the Rings <br />
Hey, Blue Dragon! I have created a D&D campaign setting based on said book, and when I asked green dragon, he said I should put it on D&D wiki. However, it is in a word (2003) document, and I don't know how to convert it into wiki formatting without taking forever. When I asked Green Dragon, he said you had a PDF wiki-code program that might help. Could you please help me convert it? Thanks. Sam Kay 09:44, 12 June 2007 (MDT) <br />
<br />
Sure, this sounds like a great idea! Upload your .doc file, and I will look at parsing it and try to get it up soon. I did build a xml-to-wiki program, and it would probably just take a little bit of tweaking to get it to work with RTF. Upload to it to DnD Media Repository, and I will take a look at it. — Blue Dragon (talk) 10:36, 12 June 2007 (MDT) <br />
How do I do that? Sam Kay 10:48, 12 June 2007 (MDT) <br />
Go to this page, and sign in with your D&D Wiki username and password, and then fill out the form. Let me know if you have any other problems. — Blue Dragon (talk) 12:34, 12 June 2007 (MDT) <br />
<br />
Thanks for that, I have now managed to upload it. it is Here. Sam Kay 14:19, 12 June 2007 (MDT) <br />
<br />
Hm... this book in .doc format is a lot harder to convert than what I used for .xml. I will try <br />
<br />
some things, but don't expect quick progress. — Blue Dragon (talk) 19:09, 13 June 2007 (MDT) <br />
<br />
Let me know how you like the current formatting. — Blue Dragon (talk) 13:18, 14 June 2007 (MDT) <br />
<br />
I really like the curent formatting. I think the page is ready to put on the campaign setting pages now. I have made some minour text adjustments (correcting my text mistakes, adding several things to the orks ect), so it is now ready. Sam Kay 05:28, 16 June 2007 (MDT)|quote}}<br />
<br />
Also, look at the [http://lotr.wikia.com/wiki/Main_Page lord of the rings wiki]. They are perfecvtly legal without lots of legality things (all they have to do is give credit to tolkien- which will happen of said page). The only reason why copyright material is not normally allowed on wikis is because no credit is gioven to the auther. --[[User:Sam Kay|Sam Kay]] 06:46, 18 August 2007 (MDT)<br />
<br />
::If Green Dragon is OK with this, then I'll be OK with this. As a favor to yourself, please look up Trademarks. The rights for trademarks are very different than the rights for copyright, with a completely different set of pitfalls. My hesitation here is with trademark issues. <br />
<br />
::I look forward to your good work. (Really. I don't want to pick a fight. I'm just acting with due diligence. For example, we don't have permission to use WotC trademarks, and using such a trademark can get our license to use the OGL revoked. This is why you don't see anything like Vecna or Mordenkain on this site.)--[[User:Dmilewski|Dmilewski]] 18:45, 18 August 2007 (MDT)<br />
<br />
:::Green dragon asked me to do that as well, and I am ahead of you: I asked "one wiki to rule them all" (the Lord of thre Rings wiki)to see what they knew of copyright things (they have things like "hobbit" on their site). --[[User:Sam Kay|Sam Kay]] 04:16, 19 August 2007 (MDT)<br />
<br />
::::Great! Thanks for doing the footwork and looking into this this. For once, I like knowing that I'm behind the curve. Keep up the good work, and we all look forward to a great addition!--[[User:Dmilewski|Dmilewski]] 07:17, 22 August 2007 (MDT)<br />
<br />
== Wiki style ==<br />
<br />
Hi Sam Kay, <br />
<br />
I noticed that on [[Hobbits (DnD Race)]], you put a link behind a headline, as in <br />
<br />
<nowiki>=[http://lotr.wikia.com/wiki/Hobbit Hobbit]=</nowiki><br />
<br />
That's bad style. First of all, not everybody will know the LotR wiki, so it's better of you put it in something like:<br />
<br />
:<nowiki>For more information, see the [http://lotr.wikia.com/wiki/Hobbit Hobbit] on LotR Wiki.</nowiki><br />
<br />
So they know where you are leading them. Second, Headlines are for thematic separation of text. As such, they should not lead somewhere else, that's what links in the text are for. Apart from the fact that blue headlines don't look good. --[[User:Mkill|Mkill]] 08:26, 19 August 2007 (MDT)<br />
<br />
:Okay, I will move the headline as soon as all D&D LotR races are complete (I have 3 remaining). --[[User:Sam Kay|Sam Kay]] 08:36, 19 August 2007 (MDT)<br />
<br />
== Preview ==<br />
<br />
Hey Sam Kay,<br />
<br />
Did you notice the Preview button when you edit pages? You don't have to save your pages every minute, you can check your changes before you do. --[[User:Mkill|Mkill]] 07:41, 22 August 2007 (MDT)</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Does_something_called_%22Twin_familiar%22_exist%3F&diff=125378Discussion:Does something called "Twin familiar" exist?2007-08-21T08:01:20Z<p>Mkill: </p>
<hr />
<div>I know I saw it, but now I cannot find it. I saw a feat called 'Twin Familiar' it allowed you to create a twin of your familiar and each one would have half of a single familiar's powers. I cannot for the life of me remember what book I saw it in. I would appreciate it if anyone could point me in the proper direction.<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Does_something_called_%22Twin_familiar%22_exist%3F&diff=125376Discussion:Does something called "Twin familiar" exist?2007-08-21T08:00:59Z<p>Mkill: Twin familiar moved to Discussion:Twin familiar</p>
<hr />
<div>I know I saw it, but now I cannot find it. I saw a feat called 'Twin Familiar' it allowed you to create a twin of your familiar and each one would have half of a single familiar's powers. I cannot for the life of me remember what book I saw it in. I would appreciate it if anyone could point me in the proper direction.</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Predictions_for_4th_edition&diff=125371Discussion:Predictions for 4th edition2007-08-21T03:13:31Z<p>Mkill: /* Mkill&nbsp;<small><small>21:11, 20 August 2007 (MDT)</small></small> */</p>
<hr />
<div>== Predictions for 4th edition == <br />
<br />
; Rules<br />
<br />
On this page, you can make predictions and educated guesses about what 4th edition will be (or won't be) like.<br />
<br />
You get<br />
* 1 point for each prediction that turns out to be true<br />
* 2 points if you were the first to predict it here<br />
* 0 points if it was already officially announced before you wrote it<br />
* -1 point if you were wrong.<br />
<br />
Please put your predictions in an ordered list (with #).<br />
<br />
Good Luck! --[[User:Mkill|Mkill]] 21:11, 20 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:11, 20 August 2007 (MDT)</small></small> ===<br />
<br />
# There will be 11 base classes in the PHB, and it will be the same classes as in 3rd edition.<br />
# Tieflings are added to base races (0 points)<br />
# The following are gone: 5 ft. step, full-round action, skill points, skill synergy<br />
# The much awaited online game table will be buggy and boring, and most DMs you'll find there suck.<br />
# People will start "How to save the Fighter" threads again 2 months after 4th ed is out.<br />
# No more Mialee.<br />
# No more Attacks of Opportunity for moving out of an opponents square.<br />
# A spell-point system will be introduced.<br />
<br />
<!-- Copy the following line to answer:<br />
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=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
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<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Predictions_for_4th_edition&diff=125370Discussion:Predictions for 4th edition2007-08-21T03:12:52Z<p>Mkill: /* Mkill&nbsp;<small><small>21:11, 20 August 2007 (MDT)</small></small> */</p>
<hr />
<div>== Predictions for 4th edition == <br />
<br />
; Rules<br />
<br />
On this page, you can make predictions and educated guesses about what 4th edition will be (or won't be) like.<br />
<br />
You get<br />
* 1 point for each prediction that turns out to be true<br />
* 2 points if you were the first to predict it here<br />
* 0 points if it was already officially announced before you wrote it<br />
* -1 point if you were wrong.<br />
<br />
Please put your predictions in an ordered list (with #).<br />
<br />
Good Luck! --[[User:Mkill|Mkill]] 21:11, 20 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:11, 20 August 2007 (MDT)</small></small> ===<br />
<br />
# There will be 11 base classes in the PHB, and it will be the same classes as in 3rd edition.<br />
# Tieflings are added to base races (0 points)<br />
# The following are gone: 5 ft. step, full-round action, skill points<br />
# The much awaited online game table will be buggy and boring, and most DMs you'll find there suck.<br />
# People will start "How to save the Fighter" threads again 2 months after 4th ed is out.<br />
# No more Mialee.<br />
# No more Attacks of Opportunity for moving out of an opponents square.<br />
# A spell-point system will be introduced.<br />
<br />
<!-- Copy the following line to answer:<br />
<br />
=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
<br />
--><br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Predictions_for_4th_edition&diff=125369Discussion:Predictions for 4th edition2007-08-21T03:11:58Z<p>Mkill: New page: == Predictions for 4th edition == ; Rules On this page, you can make predictions and educated guesses about what 4th edition will be (or won't be) like. You get * 1 point for each pred...</p>
<hr />
<div>== Predictions for 4th edition == <br />
<br />
; Rules<br />
<br />
On this page, you can make predictions and educated guesses about what 4th edition will be (or won't be) like.<br />
<br />
You get<br />
* 1 point for each prediction that turns out to be true<br />
* 2 points if you were the first to predict it here<br />
* 0 points if it was already officially announced before you wrote it<br />
* -1 point if you were wrong.<br />
<br />
Please put your predictions in an ordered list (with #).<br />
<br />
Good Luck! --[[User:Mkill|Mkill]] 21:11, 20 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:11, 20 August 2007 (MDT)</small></small> ===<br />
<br />
# There will be 11 base classes in the PHB, and they will be exactly the same as in 3rd edition.<br />
# Tieflings are added to base races (0 points)<br />
# The following are gone: 5 ft. step, full-round action, skill points<br />
# The much awaited online game table will be buggy and boring, and most DMs you'll find there suck.<br />
# People will start "How to save the Fighter" threads again 2 months after 4th ed is out.<br />
# No more Mialee.<br />
# No more Attacks of Opportunity for moving out of an opponents square.<br />
<br />
<!-- Copy the following line to answer:<br />
<br />
=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
<br />
--><br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Paladin_Mount_from_first_level_(3.5e_Alternate_Class_Feature)&diff=125365Paladin Mount from first level (3.5e Alternate Class Feature)2007-08-20T23:33:28Z<p>Mkill: </p>
<hr />
<div>== Paladin Mount from first level ==<br />
<br />
{{Author mkill<br />
|date_created=Aug 2007<br />
|status=playable<br />
}}<br />
<br />
If you look at the [[SRD:Paladin (Class)|Paladin's]] Mount table closely, you'll notice that the mount already comes with some major bonuses, such as more HD, Strength and natural armor. So it would be possible to grant a Paladin one of his signature abiities, the mount, earlier already, even at first level. The main difference is that he does not have to spend 400 gold for a heavy warhorse (which he would after the first adventure). Apart from that, it's mostly flavor, and it helps the Paladin to define his role earlier.<br />
<br />
It also allows you to introduce more exotic mounts earlier and more easily. In the table below, I'll include mounts, and the base level from which they should be available. I'll also include mounts for Paladins of other alignments (as per UA).<br />
<br />
===The Paladin's Mount===<br />
<br />
{| class="d20"<br />
|+ Reworked Paladin Mount table<br />
|-<br />
!Paladin Level !!Bonus HD !!Natural<BR>Armor Adj. !!Str Adj. !!Int !! align="left" | Special<br />
|-<br />
|Base level || +0 || +0 || +0 || 4 || empathic link<br />
|- class="even"<br />
|Base level +2 || +1 || +2 || +0 || 5 || evasion, share saving throws<br />
|- <br />
|Base level +4 ||+2 ||+4 ||+1 ||6 || align="left" | improved evasion, share spells<br />
|- class="even"<br />
|Base level +7 ||+4 ||+6 ||+2 ||7 || align="left" | Improved speed<br />
|-<br />
|Base level +10 ||+6 ||+8 ||+3 ||8 || align="left" | ''[[Command (SRD Spell)|Command]]'' creatures of its kind<br />
|- class="even"<br />
|Base level +14 ||+8 ||+10 ||+4 ||9 || align="left" | Spell resistance<br />
|}<br />
<br />
{| class="d20"<br />
!Mount !!Base level !! Paladin Size !! Alignment<br />
|-<br />
|[[Pony, War (SRD Creature)|warpony]]|| 1 || small || any<br />
|-<br />
|[[Dog, Riding (SRD Creature)|riding dog]] || 1 || small || any<br />
|-<br />
|[[Horse (SRD Creature)|heavy warhorse]] || 1 || medium || any<br />
|-<br />
|[[Shark (SRD Creature)|Medium shark]] || 1 || small || any<br />
|-<br />
|[[Shark (SRD Creature)|Large shark]] || 1 || medium || any<br />
|}<br />
<br />
More creatures will be added later.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Paladin_Mount_from_first_level_(3.5e_Alternate_Class_Feature)&diff=125364Paladin Mount from first level (3.5e Alternate Class Feature)2007-08-20T23:33:02Z<p>Mkill: </p>
<hr />
<div>== Paladin Mount from first level ==<br />
<br />
{{Author mkill<br />
|date_created=Aug 2007<br />
|status=playable<br />
}}<br />
<br />
If you look at the [[SRD:Paladin (Class)|Paladin's]] Mount table closely, you'll notice that the mount already comes with some major bonuses, such as more HD, Strength and natural armor. So it would be possible to grant a Paladin one of his signature abiities, the mount, earlier already, even at first level. The main difference is that he does not have to spend 400 gold for a heavy warhorse (which he would after the first adventure). Apart from that, it's mostly flavor, and it helps the Paladin to define his role earlier.<br />
<br />
It also allows you to introduce more exotic mounts earlier and more easily. In the table below, I'll include mounts, and the base level from which they should be available. I'll also include mounts for Paladins of other alignments (as per UA).<br />
<br />
===The Paladin's Mount===<br />
<br />
{| class="d20"<br />
|+ Reworked Paladin Mount table<br />
|-<br />
!Paladin Level !!Bonus HD !!Natural<BR>Armor Adj. !!Str Adj. !!Int !! align="left" | Special<br />
|-<br />
|Base level || +0 || +0 || +0 || 4 || empathic link<br />
|-<br />
|Base level +2 || +1 || +2 || +0 || 5 || evasion, share saving throws<br />
|- <br />
|Base level +4 ||+2 ||+4 ||+1 ||6 || align="left" | improved evasion, share spells<br />
|- class="even"<br />
|Base level +7 ||+4 ||+6 ||+2 ||7 || align="left" | Improved speed<br />
|-<br />
|Base level +10 ||+6 ||+8 ||+3 ||8 || align="left" | ''[[Command (SRD Spell)|Command]]'' creatures of its kind<br />
|- class="even"<br />
|Base level +14 ||+8 ||+10 ||+4 ||9 || align="left" | Spell resistance<br />
|}<br />
<br />
{| class="d20"<br />
!Mount !!Base level !! Paladin Size !! Alignment<br />
|-<br />
|[[Pony, War (SRD Creature)|warpony]]|| 1 || small || any<br />
|-<br />
|[[Dog, Riding (SRD Creature)|riding dog]] || 1 || small || any<br />
|-<br />
|[[Horse (SRD Creature)|heavy warhorse]] || 1 || medium || any<br />
|-<br />
|[[Shark (SRD Creature)|Medium shark]] || 1 || small || any<br />
|-<br />
|[[Shark (SRD Creature)|Large shark]] || 1 || medium || any<br />
|}<br />
<br />
More creatures will be added later.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Paladin_Mount_from_first_level_(3.5e_Alternate_Class_Feature)&diff=125363Paladin Mount from first level (3.5e Alternate Class Feature)2007-08-20T23:32:09Z<p>Mkill: New page: == Paladin Mount from first level == {{Author mkill |date_created=Aug 2007 |status=playable }} If you look at the Paladin's Mount table closely, you'll notice tha...</p>
<hr />
<div>== Paladin Mount from first level ==<br />
<br />
{{Author mkill<br />
|date_created=Aug 2007<br />
|status=playable<br />
}}<br />
<br />
If you look at the [[SRD:Paladin (Class)|Paladin's]] Mount table closely, you'll notice that the mount already comes with some major bonuses, such as more HD, Strength and natural armor. So it would be possible to grant a Paladin one of his signature abiities, the mount, earlier already, even at first level. The main difference is that he does not have to spend 400 gold for a heavy warhorse (which he would after the first adventure). Apart from that, it's mostly flavor, and it helps the Paladin to define his role earlier.<br />
<br />
It also allows you to introduce more exotic mounts earlier and more easily. In the table below, I'll include mounts, and the base level from which they should be available. I'll also include mounts for Paladins of other alignments (as per UA).<br />
<br />
===The Paladin's Mount===<br />
<br />
{| class="d20"<br />
|+ Reworked Paladin Mount table<br />
|-<br />
!Paladin Level !!Bonus HD !!Natural<BR>Armor Adj. !!Str Adj. !!Int !! align="left" | Special<br />
|-<br />
|Base level || +0 || +0 || +0 || 4 || empathic link<br />
|-<br />
|Base level +2 || +1 || +2 || +0 || 5 || evasion, share saving throws<br />
|- <br />
|Base level +4 ||+2 ||+4 ||+1 ||6 || align="left" | improved evasion, share spells<br />
|- class="even"<br />
|Base level +7 ||+4 ||+6 ||+2 ||7 || align="left" | Improved speed<br />
|-<br />
|Base level +10 ||+6 ||+8 ||+3 ||8 || align="left" | ''[[Command (SRD Spell)|Command]]'' creatures of its kind<br />
|- class="even"<br />
|Base level +14 ||+8 ||+10 ||+4 ||9 || align="left" | Spell resistance<br />
|}<br />
<br />
{| class="d20"<br />
!Mount !!Base level !! Paladin Size !! Alignment<br />
|-<br />
|[[Pony, War (SRD Creature)|warpony]]|| 1 || small || any<br />
|-<br />
|[[Dog, Riding (SRD Creature)|riding dog]] || 1 || small || any<br />
|-<br />
|[[Horse (SRD Creature)|heavy warhorse]] || 1 || medium || any<br />
|-<br />
|[[Shark (SRD Creature)|Medium shark]] || 1 || small || any<br />
|-<br />
|[[Shark (SRD Creature)|Large shark]] || 1 || medium || any<br />
|}<br />
<br />
More creatures will be added later.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=3.5e_Rules&diff=1253623.5e Rules2007-08-20T23:11:43Z<p>Mkill: </p>
<hr />
<div>{| style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|- style="text-align: left; font-size: larger;"<br />
|- style="vertical-align: top;"<br />
| style="width: 30%; padding: 0.077em 0.385em;" |<br />
Back to [[Dungeons and Dragons]]<br />
| style="width: 70%; padding: 0.077em 0.385em;" |<br />
'''[[Add a New Variant Rule|Add your own variant rule to D&D Wiki]]''' by clicking the link and following the instructions.<br />
|}<br />
<br />
<br />
==Variant Rules==<br />
<br />
{| class="column"<br />
|-<br />
|<br />
===Supplemental Variant Rules===<br />
A supplemental variant rule can be implemented into a campaign with little or no change in the core dynamics. These rules cover an area that the core rules do not cover or do not cover well.<br />
<DPL><br />
debug=1<br />
category=DnD<br />
category=User<br />
category=Variant Rule<br />
category=Supplemental Variant Rule<br />
notcategory=Supplement<br />
order=ascending<br />
redirects=include<br />
</DPL><br />
|<br />
===Transformational Variant Rules===<br />
A transformational variant rule, when implemented into a campaign, will change the core dynamics. These rules change the core rules to make them more playable or more realistic while staying within the d20 framework.<br />
<DPL><br />
debug=1<br />
category=DnD<br />
category=User<br />
category=Variant Rule<br />
category=Transformational Variant Rule<br />
notcategory=Supplement<br />
order=ascending<br />
redirects=include<br />
</DPL><br />
<br />
===Radical Variant Rules===<br />
This new, self-contained rule system goes beyond the d20 framework, but bears much in common with d20 and D&D. The system is still in the early stages of development.<br />
* [http://wikirps.dandwiki.com/wiki/Main_Page WikiRPS]<br />
These are other radical rule variants:<br />
<DPL><br />
debug=1<br />
category=DnD<br />
category=User<br />
category=Variant Rule<br />
category=Radical Variant Rule<br />
notcategory=Supplement<br />
order=ascending<br />
redirects=include<br />
</DPL><br />
|}<br />
<br />
===Other Variant Rules===<br />
<DPL><br />
debug=1<br />
category=DnD<br />
category=Variant Rule<br />
notcategory=Transformational Variant Rule<br />
notcategory=Supplemental Variant Rule<br />
notcategory=Radical Variant Rule<br />
notcategory=Supplement<br />
order=ascending<br />
redirects=include<br />
</DPL></div>Mkillhttps://www.dandwiki.com/w/index.php?title=Trying_it_without_the_feat_(3.5e_Variant_Rule)&diff=125361Trying it without the feat (3.5e Variant Rule)2007-08-20T23:10:42Z<p>Mkill: </p>
<hr />
<div>== Trying it without the feat ==<br />
<br />
{{Author mkill<br />
|date_created=09.08.07<br />
|status=idea<br />
}}<br />
<br />
DnD allows for many heroic maneuvers and cool stunts. It's just to bad that to do most of them, you need the right feat. With this variant rule, PCs are allowed to try anything they could do with the right feats if they are willing to take a little risk. This house rule is best combined with action point and a heroic setting like Eberron.<br />
<br />
===The house rule===<br />
<br />
If a PC attempts something that requires a feat he does not have, he can do it, but with a -4 penalty to any required D20 roll. For any prerequisite of the feat he does not fulfill, he takes an additional -2 penalty to the roll(s).<br />
<br />
===Examples===<br />
<br />
*Feinting as a move action (Feat: [[Improved Feint]], prereq Int 13, Combat Expertise). You take a -4 penalty to your Bluff check.<br />
*Tracking footprints (Feat: [[Track]]), you take a -4 penalty to your Survival check.<br />
*Taking a second [[Attack of Opportunity]] in a round (Feat: [[Combat Reflexes]]) You take a -4 penalty to your attack. As with the feat, you can't attempt more AOOs in a round than you have Dex bonus.<br />
*Punch someone without provoking an AOO: you take a -4 penalty to your attack<br />
<br />
===Limitation===<br />
<br />
*Feats that do not involve some kind of check cannot be attempted. For example, you can't try to Run 5 times your move in a round, as per [[Run]] feat, because no d20 roll is involved.<br />
*If the feat is limited in some way, you are still bound by that limit. For example, you can't make more Attacks of Opportunity in one round than you have Dex bonus.<br />
*You do not gain any numeric bonuses a feat grants. For example, you can attempt to Trip someone without drawing an AOO and you can get an attack against someone you tripped, as per [[Improved Trip]], but you don't get a +4 bonus to Trip attempts if you don't have the feat.<br />
<br />
===Bonus rules===<br />
<br />
*Attempting Item Creation: You can attempt to create an item, even if you don't have the relevant item creation feat (you must still be able to cast the relevant spells). Creating an item this way costs 75% of the market price in gp, 1/20 in XP and you can only create 500gp worth of the item in one day.<br />
*Attempting metamagic: You can attempt to boost your spells without the right metamagic feat, but doing so boosts the spell by another spell level and you must succeed at a Spellcraft check DC 10 + 2x spell level.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Artificer_Player%27s_Guide_(3.5e_Optimized_Character_Build)&diff=125315Artificer Player's Guide (3.5e Optimized Character Build)2007-08-20T13:59:39Z<p>Mkill: finish</p>
<hr />
<div><div class="tocDepth2"><br />
{{author<br />
|author_name=Endymion<br />
|date_created=<!-- Insert date here --><br />
|status=to be done<br />
|isnotuser=I'm not a user<!-- if you have a username for this wiki delete this parameter--><br />
}}<br />
<br />
=The Unofficial Artificer Player's Guide 2.0=<br />
<br />
This is a copy of the [http://forums.gleemax.com/showthread.php?t=534502 The Unofficial Artificer Player's Guide 2.0 from the WotC Board] (as soon as I have the time). Permission from the original author (Endymion) was received by private message.<br />
<br />
==I. Introduction==<br />
At the most basic level, the Artificer is a 20 level base class that focuses on the ability to craft magical items, and gains a number of abilities and features that make it easier to craft these items. It does this, primarily, through the Use Magic Device skill. The Artificer does not have a spell list, meaning it is incapable of casting spells, but it has the unique ability to make Use Magic Device checks in place of casting spell prereqs when crafting, meaning they can "fake" any spell in the books, in order to make any non-artifact level magic item in the game.<br />
<br />
Their high Use Magic Device (UMD) check also means that the Artificer excels at using scrolls, wands, and even items with racial/alignment/class restrictions. Thanks to this extreme magical flexibility, combined with several other class features, the Artificer makes the ultimate stand-in character. Artificers aren't great fighters, rogues, wizards, or clerics, but with the right magical items, they can sure fake it!<br />
<br />
==II. Races==<br />
One of the first questions to be asked after someone decides to play an Artificer is what race to make them. Which races make good Artificers? The answer is, they all do. Well, most of them do anyway.<br />
<br />
'''The PHB Races'''<br />
<br />
===Humans===<br />
The humans have three major factors in their favor when it comes to being an Artificer. First is their bonus feat. There are more good feats for an Artificer to take than a single character can take, so the bonus feat goes a long way. Second, the skillpoints. Depending on what kind of Artificer you want to be, you are going to need ranks in many differant skills, and the human skillpoint bonus can be the differance between picking which skills you like more, and picking between which must-have skills you can afford to pick. Last, but not least, is the fact that humans can be marked members of House Cannith. Not only does the Mark of Making synergize with the class very nicely, but House Cannith is THE source of all things crafting in Eberron, magic and mundane. While any race can potentially join the house, only humans can be blood members with the Mark of Making, and hence only humans can really reach the heights of the organization.<br />
<br />
===Gnomes===<br />
Gnomes make excellent Artificers for three major reasons. One, their keen sense of smell grants them a +2 to checks relating to alchemy, which is an area Artificers do quite well in. Second, they are Small size, which grants them bonuses to attacks, their AC, Hide checks, and actually makes them stronger in comparison. While they half their carrying load, properly scaled items only weight 1/4 normal. Meaning they actually gain the ability to carry 25% more gear than the Medium sized Artificers, as long as everything they carry is sized for Small characters. The other is that, in Eberron, the Gnomes hold a near monopoly on the ability to bind elementals into weapons, armors, and vehicles. If you plan on making elementally bound items, you can avoid a lot of hassles by choosing to be a gnome.<br />
<br />
===Half-Elves===<br />
While half-elves do not have any racial bonuses to skills or abilities that benefit an Artificer, they do have the ability to manifest the Mark of Storms, and to be a member of House Lylander. House Lylander runs most of the airships in Eberron, and have a very easy time controlling those airships with their dragonmark. If you know there will be airships involved in your game, or you want to eventually have your own airship, a half-elf is the way to go, and there are definate attractions for the Artificer in having and running his or her own airship.<br />
<br />
===Elves===<br />
Elves have Favored Class: Wizard, meaning they can dip into Wizard without penalty in order to gain a spell list. They also gain a bonus to Dexterity, and come with proficiency in the bow. Where the default Artificer will rely greatly on their crossbow, the elven Artificer will rely on the bow, the superior of the two choices. The elves of Areneal also have an almost total monopoly on the special material soarwood, which is a primary material in the construction of airships. An Areneal Artificer could potentially have an easier time getting ahold of this rare wood than the other races.<br />
<br />
===Halflings===<br />
The halflings share the Dexterity bonus of the Elves, making them better at hitting with thier ranged attacks. They also gain the bonus to saves, and their Small size gives them the same advantages as the Gnomes gain. You trade the Gnome's skill at Alchemy and potential ease of gaining Bind Elemental, and in return become better at hitting your targets and are less likely to spend precious Action Points on making a Save thanks to your racial bonuses. If you're going to be a Small sized Artificer, Halfling is a good way to go, especially if you don't want to get tied up in the schemes of the gnomes.<br />
<br />
===Dwarves===<br />
Dwarves face an initial roadblock in being an Artificer because of the -2 to Charisma they suffer. With so much of the class revolving around Use Magic Device, a Charisma based skill, the Dwarves are handicapped from the start. However, their +2 to Constitution helps up the Artificer's rather weak d6 hitdice. There is also the racial +2 bonus to Craft checks involving metal or stone, which covers the bulk of weapons, armor, and many constructs. In addition, Dwarves in Eberron hold the monopoly on the banking system. As such, there would be an implied level of trust when dealing with Dwarves, which means if your Artificer wanted to set up a shop and sell their magical goods, you've got a long tradition of Dwarves being trustworthy with your money to help back you up.<br />
<br />
===Half-Orc===<br />
Half-Orcs suffer a hit to both Intelligence and Charisma, the two key abilities for the Artificer class, which makes them rather poor choices for your traditional Artificer build. However, the Artificer has some abilities, namely certain Infusions (we'll get to that later) that allow it to do some particularly nasty damage in combat. Combined with the class's proficiency in Medium armor, there is definate potential to make some brutal melee builds using the Artificer, which would make great use of the half-orc's Strength bonus. If you want a more traditional buffing/crafting/ranged combat Artificer though, you might want to stay away from this one.<br />
<br />
'''The Eberron Races'''<br />
===Warforged===<br />
At first glance, the Warforged are poor choices for an Artificer, but look twice, they have definate advantages that can make the WF a powerhouse Artificer. Warforged cannot fully benefit from healing magic, but a WF Artificer is capable of using his Repair infusions on himself, bypassing this weakness entirely. Or, barring that, the skills used to repair Warforged are also class skills for the Artificer that would allow the WF to repair himself without wasting Infusions. The Artificer also gains several infusions that work only on Constructs, which the WF Artificer can use on himself. And perhaps best of all, there is a Warforged only item called the Wand Sheath that stored a wand inside of the forearm, with some great benefits. The Artificer, especially in the middle levels, relies heavily on wands, giving the Warforged Artificer a definate advantage here.<br />
<br />
===The Kalashtar===<br />
As a normal Artificer, the Kalashtar rank with the elves and halflings in terms of usefulness. However, there is a variant Artificer, the Psionic Artificer (covered later on) that would benefit greatly from being a Psionic race. Given that the Kalashtar are the prominant PC psionic race in Eberron, that puts them at the top of the list for Psionic Artificers.<br />
<br />
===Changelings===<br />
Like the Kalashtar, the Changlings are middle ground Artificers without bringing in some extra material. However, if your DM allows material from Races of Eberron (and most do), there is a feat that allows the Changling to actually count as the subtype of what they change into. This means that the Changling with this feat would actually count as an Elf while in the form of an Elf, and would not have to make UMD checks to use racially restricted Elf-Only magical items, for example. Essentially, with the right feat, the Changlings can throw an entire section of UMD checks out the window, which means they can use those racially restricted items much more reliably than your default Artificer.<br />
<br />
===Shifters===<br />
Shifters suffer from hits to both Intelligence and Charisma, and are generally presented as being less inclined to build magical items on their own, making them poor choices for Artificers. However, their multiple shifter traits can add a new level of versatility for Artificers. Bottom line here, though, is that there is very little reason to be a Shifter Artificer other than for roleplaying reasons. Of all the races, mechanically speaking, Shifters make the worst Artificers.<br />
<br />
==III. Ability Scores==<br />
After race, the ability scores is the next most crucial aspect for an Artificer. However, it must be noted that the ECS entry for Artificer is flat out wrong when it comes to the Artificer’s primary stat. Charisma, while important, is '''NOT''' the most important stat for an Artificer, Intelligence is. This will be explained below.<br />
<br />
===Strength===<br />
For the traditional Artificer build, you could call Strength your dump stat. You will be relying much more on Dexterity for your attacks and damage than you will Strength, and later on you will be able to make Haversacks and Bags of Holding to carry most of your gear, so Strength isn’t particularly important. However, you will be carrying a lot of stuff before you get Bags of Holding, your wands and weapons won’t do you any good in your pack, and with you potentially wearing Medium armor, you don’t want to skimp too much on Strength. You will be perfectly fine with a Strength score of 10, but I wouldn’t let it go below an 8. Obviously if you want a melee focused Artificer, you will want to up this stat considerably. No less than a 14 if you plan on entering melee regularly.<br />
<br />
===Constitution===<br />
For your traditional Artificer, Con is almost as much of a dump stat as Strength. You should not be on the front lines, so you should not be getting hit very often. However, you have the second lowest hitdice in the game with the d6, so extra hitpoints can be a blessing. Also, if you are being pressed into service as a replacement Rogue opening up locked chests, you run the risk of poison needles, so the higher Fortitude save helps too. I suggest a 12 here, but no higher than a 14. Again, if you are going for a melee based Artificer, you want to bump this one up as well.<br />
<br />
===Dexterity===<br />
Welcome to the most important physical stat for the Artificer. You cannot use Heavy armor without spending a feat, and you still suffer from Arcane Spell Failure when casting from arcane scrolls, which means you will most likely be in Light armor, or Mithril Medium armor. Either way, you are going to need a good Dexterity to up your Armor Class. Also, a majority of your offensive capabilities come in the form of ranged attacks, both mundane and magical, which means you will need to be able to hit the broad side of the proverbial barn, meaning you will need a good Dex score. And while you are not on the front line, you are vulnerable to enemy spells like Fireball, which means your Reflex save is important as well. A 14 will serve you well here, but never let this go negative, as it will hurt you far too much.<br />
<br />
===Intelligence===<br />
Unlike what the ECS says, this is your primary stat as an Artificer, not Charisma. You will be making many Craft checks, all of which are Int based. Search, Disable Traps, and Knowledge Arcana will all get used frequently, and are Int based. Your bonus Infusions per day are also tied to your Intelligence. In short, everything about being an Artificer, other than Use Magic Device, is tied to your Intelligence score. You cannot get this score too high. I suggest a 16 here, and the sky is the limit for the cap.<br />
<br />
===Wisdom===<br />
The least important mental stat for an Artificer, Wisdom can potentially be used as a dump stat. However, your Will saves are tied to it, as are the always useful Spot and Listen checks. It justifies having a 10 in, but I would not recommend putting more than a 12 in it. One reason to go higher though is that you can prevent having to make extra UMD checks to replicate a high Wisdom score when faking Divine spells. If you plan on doing a lot of Divine magic (like if you are the party’s substitute healer), then you might want to put a 14 here.<br />
<br />
===Charisma===<br />
While the ECS says this is a vitally important stat, it really isn’t that important. The only thing it does is give you a bonus to your UMD checks, and that’s it. And, if you are familiar with using other classes that get a lot of skillpoints, the actual ability modifier to the roll quickly becomes less important than your number of skill ranks. I wouldn’t suggest putting more than a 14 into this stat. However, just because it is not the most important stat doesn’t make it a dump stat either. Under no circumstances should you drop this below a 10.<br />
<br />
==IV. Feats==<br />
What feats you take for your Artificer are going to depend largely on what kind of Artificer you want to play. But, here is a brief list of the most important/useful feats for you to consider.<br />
<br />
===General===<br />
====Point Blank Shot====<br />
For a traditional Artificer, I would HIGHLY recommend you take this feat at first level. You will spend a lot of time with your trusty crossbow, and after that, ranged attack spell wands. Seeing as you will most often be within 30’ of an opponent anyway, this is a free +1 to hit, and with the general lack of good first level feats means you really can’t go wrong here.<br />
<br />
====Precise Shot====<br />
Typically, you are not going to be on the front lines, but in the back row with your ranged attacks. Which means the party tank will be in melee with the bad guys. Which means you are firing into melee, and taking a -4 to hit in the process. If you’ve got Point Blank Shot, you should seriously consider taking Precise Shot as well. A human Artificer can take both at level 1, making him quite good at ranged attacks.<br />
<br />
====Rapid Reload====<br />
Unless you multiclass or take a proficiency feat for a better ranged weapon, you’re likely going to be using a crossbow as your primary weapon. While this is fine at lower levels, at higher levels you’re going to be limited by not being able to make full attacks with your crossbow. This feat removes that hinderance, and ensures that your crossbow remains a lethal weapon for all 20 levels.<br />
<br />
====Metamagic====<br />
This is really going to depend on what kind of Artificer you want to play. A melee build will have practically no use at all for Metamagic, while a “normal” Artificer will have only a passing need for it. The kind of Artificer that benefits the most from Metamagic is the “Blastificer”, aka an Artificer that focuses on using attack wands to do maximum damage per round. If you go this route, you will want Metamagic that makes you as flexible as possible, such as Energy Substitution/Admixture, and Metamagic that lets you pump out as much raw damage as possible, such as Empower, Maximize, and Twin Spell. The Blastificer outputs this damage via the Metamagic Trigger ability (more on that later). Instead of increasing the level of the spell being cast, the Blastificer instead pours more charges into each wand activation for the various Metamagic effects. As long as you don’t mind pouring through expensive wands like water, you can get some impressive damage this way. Just don’t expect to have enough money left over for other things. Like shoes.<br />
<br />
====Skill Focus (Use Magic Device)====<br />
This one is very controversial, and you need to think long and hard before you take this one. It grants you +3 to your UMD checks, which makes you better at activating magic items and crafting your own. However, by the higher levels, it becomes a large drawback in that you are a feat short, which means there are less feats left over for the much more useful things. If you know that you will be playing a low level only game, then yes, Skill Focus (UMD) is a VERY useful feat, and is one you should definitely take. If you are playing a high level game, stay away from this feat like the plague. If you are starting at lvl 1 and plan on going all the way up to lvl 20, you need to stop and ask yourself this. Do you want more power and survivability at the low levels, or do you want to be more powerful at high levels? It’s a lot like a Wizard taking Toughness. It helps you survive the low levels, but you’ll regret ever taking it later on when you’ve got lots of hitpoints and you’re hurting for feats.<br />
<br />
====Creation Feats====<br />
If you are patient, the Artificer will get vitually all of the creation feats for free as class abilities. However, there are two big ones that you don’t get that you might want to consider. Craft Construct is very useful if you want to make golems and other construct defenders, beyond your homunculi, and (especially if you are a Gnome) Bind Elemental is incredibly powerful, if hard to come by.<br />
<br />
===Eberron General===<br />
====Heroic Spirit vs. Action Boost====<br />
If you come down to having to choose between having more Action Points, and having more powerful Action Points, the Artificer is better off having more AP. Many infusions are slow to cast, but can be sped up by burning an Action Point. So, if you get caught by surprise and want to be fighting at full power, you’re going to be burning at least one AP per combat just to get started. That’s above and beyond what everybody else is using for skill checks and saves. If anybody is going to run out of AP in a given level, it’s the Artificer.<br />
<br />
====Dragonmarks====<br />
Obviously the Mark of Making is the best of the Dragonmarks for an Artificer. However, the Mark of Finding will grant you a free Identify spell per day, which is always useful, and the Mark of Healing will let you be a much more effective healer for the party. Other than these, Dragonmarks are more for flavor and won’t really help you become a better Artificer.<br />
<br />
===Artificer Specific===<br />
====The Artisan Feats====<br />
First things first, please be sure you know that the errata fixed these and no longer allows them to stack with themselves. You can’t take one four times and make items for free. That out of the way, you should seriously consider at least one of these feats. Most useful would be Extraordinary Artisan, which grants you a 25% reduction in the gp cost of making items. This will be a big help for your entire career, especially at higher levels where a 25% discount can equal tens of thousands of gp. Next up is Legendary Artisan for the 25% reduction in the xp cost. This will stretch your Craft Reserve (more on this later) even farther, meaning you can make more magical items without having to spend any of your own xp. The only one you shouldn’t really take is Exceptional Artisan, which grants you only a 25% reduction in crafting time. If time is that essential in your game, you would be far better served by constructing a Dedicated Wright and letting it work on your items while you are out adventuring.<br />
<br />
====Attune Magic Weapon====<br />
This one is practically a no-brainer, as long as you have the spare feats for it. As an Artificer, you are virtually the ONLY person in the party that is guaranteed to have a magical weapon. With this feat, you get a +1 to hit and a +1 to damage using an attuned weapon. Its effectively a free +1 to every magic weapon you have (although it won’t help you get past Epic damage reduction). Its everything that Weapon Focus is, applies to any kind of weapon, and even throws in half of Weapon Specialization, for any weapon. The only reason you would want to take Weapon Focus when Attune Magic Weapon is available is because they stack with each other.<br />
<br />
====Extra Rings====<br />
This is a strong feat. Very strong. So strong it will cost any other character two EPIC level feats (Extra Slot) to duplicate. It lets you benefit from four magic rings at one time instead of just two. Especially since you will have the ability to craft your own rings, this feat is invaluable.<br />
<br />
====Wand Mastery====<br />
Good for Blastificer's in particular, but good for any Artificer thats going to rely a lot on wands. Ups the save DC and effective caster level of wands you use by 2. Means its harder for your opponent to make a save against them, and it means you get more damage out of each shot. As in, if your wand is crafted as a 5th level Fireball wand, this feat will make the wand do damage as if it were a 7th level Fireball wand. Given how expensive it is to up the caster level on wands, this one can go a long way.<br />
<br />
===Magic of Eberron feats===<br />
====Cull Wand Essence====<br />
Lets you turn any wand into an attack wand. You’re going to be carrying a lot of wands on you anyway, this feat lets you get double duty out of utility wands. Blastificers won’t get much use out of this one, but your generic Artificer that doesn’t want to have to pack a million and one wands, this one comes in handy. Not a must have, but definitely something to keep in mind if you just need a feat to take.<br />
<br />
====Improved Homunculus====<br />
If you plan on making good use of your Homunculi, like a pack of Iron Defenders, this is an important feat to have. You can upgrade the movement options of your homunculus (like giving your iron defender the ability to fly), letting them deliver Sneak Attacks, or any number of other VERY useful abilities. You can skip this one if you aren’t using your homunculi for much, but if you like the little guys, you definitely want this feat.<br />
<br />
====Rapid Infusion====<br />
This one is a must have feat. Lets you speed up infusions as if you had spent an action point without actually spending one. Sure, its limited to once a day, but it will drastically cut down on your reliance on AP just to stay in the fight. Once you meet the prereqs, there’s really no reason not to take this one.<br />
<br />
====Wand Surge====<br />
A must have feat for Blastificers. Burning AP instead of wand charges means you can pimp those wands for all they’re worth without magic as huge of a dent in your wallet while you’re at it.<br />
<br />
====Etch Schema====<br />
Not exactly a must have feat for anyone, but a good feat for everyone at the same time. It lets you craft Minor Schema, which are essentially like Eternal Scrolls. Schema are very important in Eberron, so its nice to be able to make and use them. Very flavorful. But, perhaps more importantly, Minor Schema count as magical items, and get a +2 to activating any magical device you know how to make, and you get a +2 for having activated the item before. So you’re looking at +4 to your UMD checks to activate these things (after the first time), and it really streamlines your item creation for commonly made items. Plus, anyone with the spell stored in the schema can use the schema, so its actually an infinite scroll that the other spellcasters in your party can use without fuss or muss.<br />
<br />
==V. Skills==<br />
As an artificer, your main job is to make things, which means you’re going to need crafting skills. Sure, you could pay full price for a base item, but why bother when you can make it yourself for less, and you get to customize how it looks? Plus the fact that you can actually enchant something as you build it, you come out on top in terms of both money and time. And you’ve got plenty of skillpoints from your class and your high Intelligence score, so you gotta spend them on something!<br />
<br />
===Weapon and Armor smithing===<br />
Figure out what kind of weapons and armor you and your party is going to be using. Figure out which is the most difficult to make, and invest enough skillpoints in Weapon/Armorsmithing until you can Take 10 and pass the check to craft them. You won't need more than that. Armorsmithing may or may not be a skill you want to keep maxxed out, see below.<br />
<br />
===Armorsmithing, Blacksmithing, Gemcutting, and Sculpting===<br />
These are the skills that allow you to repair a Warforged character. If you’ve got a Warforged in the party, or you are a WF yourself, then you will almost assuredly want to keep one of these maxxed out. In addition to repairing a WF, armorsmithing lets you make armor for yourself and your party, and there is a useful homunculus that requires Sculpting, so you should keep that in mind. And, depending on what you make, your DM may ask for a Blacksmithing check for making metal objects like amulets and rings, if you want to make your own instead of buying them. Maxxing out armorsmithing is likey the best idea of these, although a few ranks in Blacksmithing and Sculpting wouldn’t hurt.<br />
<br />
===Knowledge (Arcana)===<br />
Eberron is a world filled with ancient magic and powerful schemas, along with all sorts of lost magic, so this skill will serve you well. Its important, but not something you need to keep maxxed out.<br />
<br />
===Spellcraft===<br />
If you have the time, Spellcraft checks can help you identify the functions of magical items just by looking and playing with them. It will help you identify magical effects and find weaknesses in those effects that your other skills and powers can exploit. This one you should keep maxxed out, or at least keep it higher than you do Knowledge (Arcana).<br />
<br />
===Search, Disable Device, and Open Lock===<br />
These are conditional. Do you have a Rogue in the party? Is he going to be doing this sort of thing? If so, you can skip these completely, let the Rogue do it. However, if you don’t have anyone else in the party that can use these skills, then you should keep them maxxed out, because you are the replacement Rogue.<br />
<br />
===Craft Skills in General===<br />
The Homunculi all require various craft checks to create their bodies, but the DCs for these checks are relatively low. Figure out which Homunculi you want to make, and put just enough ranks in the appropriate crafting skills that you can succeed automatically by Taking 10. With your high Int score, you can get away with just having 2-3 ranks in these skills. Or, you can get just one rank in them if you’re willing to burn action points to hit the DCs. Or skip them entirely if you plan on paying somebody else to build the bodies for you.<br />
<br />
===Appraise===<br />
While not exactly a critical skill, its good for roleplaying. Typically, you are going to be working with magic items, and you've got Identify for figuring out the details of any magic items you run across. However, Appraise checks can be quite helpful for when you are scanning a room. Identify can be expensive, especially at low levels, however an Appraise check is free, and can at least help you narrow down the field of things that need checking. If you're going to be a master of all things trinket, you should at least be able to tell if said trinket is pure gold, or a dime a dozen<br />
<br />
===Synergies===<br />
A mark of a truely advanced Artificer player is one that knows how to work their skillpoints to the fullest, via skill synergies. Important synergies for the Artificer are listed below:<br />
<br />
5 or more ranks in Spellcraft gives +2 on UMD for scrolls<br />
5 or more ranks in Decipher Script gives +2 UMD on scrolls<br />
5 or more ranks in UMD gives +2 to Spellcraft to decipher spells on scrolls<br />
You get +2 on UMD checks if you've activated the device previously<br />
Artificers get +2 on UMD if they have the appropriate item creation feat<br />
5 or more ranks in Knowledge Architecture/Engineering gives +2 on search skills for secret doors and compartments<br />
<br />
So, by spreading your skillpoints around a bit, you can get not only the benefits of the skill itself, but get an added bonus to other checks as well.<br />
<br />
==VI. Class Abilities==<br />
Class abilities are what sets one class apart from another. Obviously the Artificer gets most of the Craft feats for free as class abilities, but they have other useful abilities as well.<br />
<br />
===Infusions===<br />
While its true that Artificers are not spellcasters, and that they do not have spell lists, they do have Infusions, and those infusions act very much like spells. The main differences between spells and infusions is that an infusion can ONLY be placed on an item or a construct. Infusions never affect living beings directly (although you could infuse a buff into an item, and then give the item to another character to wear, and let them benefit that way). The only exception is the Warforged, who fall under the Construct category, which can be infused directly.<br />
<br />
The downside of infusions is that they often have long casting times, measure in minutes instead of actions or rounds (although the Artificer can spend an Action Point to turn those minute long infusions into full round actions). Even when sped up, it takes the Artificer a while to get into full swing. However, when they have time to prepare, the Artificer can be particularly deadly. Most effective, especially at low levels, is Personal Weapon Augmentation. This allows you to put Bane on any weapon, even ordinary non-magic weapon, making them act as if they were +2 better and deal an extra 2d6 damage to specified types of creatures.<br />
<br />
You can basically think of Infusions as a kind of temporary magic item. And while these may sound powerful, infusions are much more likely to have costly (very costly!) material components. Giving someone else’s weapon a temporary +1 ability is going to cost the Artificer 50gp worth of oils and ungents every time it gets cast, for example, and there’s no way around it. Which generally means you are going to rely on only a select few infusions with no costly components, and leave the expensive ones for emergency situations, or for later levels when you can actually afford them. On the up side though, Infusions are not arcane spells, so they aren’t affected by Arcane Spell Failure. You can infuse all day long wearing your medium armor without fear of messing up.<br />
<br />
Something that has to be remember though is that infusions NEVER count as prereqs for crafting normal magic items. It does not matter that the Artificer has an infusion that duplicates the light spell, they still must make a UMD check to fake casting light.<br />
<br />
On top of this, it is also important to remember that infusions are not spells. They cannot be researched by any known means. There are only so many Infusions that exist in the world, and an Artificer can’t just make up a new one whenever he wants. Learning a new infusion that isn’t in one of the books is a very special thing, and requires a special adventure, like wrestling the secrets of the Infusion out of the hands of a secret society or out of the heart of Xen’Drik. Learning new Infusions should never be allowed to be something that is done casually.<br />
<br />
===Craft Reserve===<br />
This is what really makes the Artificer stand out as being the best item creation expert in the game. Normally, the crafter must spend his or her hard earned xp when making a magical item. The Artificer, however, has their Craft Reserve, a set amount of points that can be used in the place of xp when crafting. Which means the Artificer can craft to their heart’s content without fearing about falling behind on xp.<br />
<br />
Something important to remember with your Craft Reserve though is that it is not additive. You get a set amount of craft points per level, and if you do not use them, you lose any unused points when you level up. You do not carry them over to add to the new total for that level. However, you can opt to simply not level up until after you have used all of your Craft Reserve. But, depending on your game, you may end up not getting full use of your Reserve if you are spending a lot of time in the field with no downtime to craft in.<br />
<br />
===Artificer Knowledge===<br />
A lot like Bardic Knowledge, an Artificer can make a special check with a bonus of his Artificer level + his Int mod (see, I told you Intelligence was important! ) to tell if something is magical or not. Its DC 15, which means it isn’t hard to make. Use an Appraise or Spellcraft check to see if you think something might be magical, then make an Artificer Knowledge check to find out for sure. Then you can use Identify without the risk of wasting that pearl on something non-magical.<br />
<br />
===Artisan Bonus===<br />
An Artificer gets a +2 circumstance bonus to any UMD check he makes if he also has the appropriate crafting feat. For example, if the Artificer has Craft Wand, he gets a +2 bonus to all UMD checks to activate a wand. Its not much, but its still 2/3rds of the Skill Focus feat for free.<br />
<br />
===Disable Trap===<br />
Its just like the Rogue ability. Lets you disable traps with a DC higher than 20. Useful for when you are replacing a Rogue.<br />
<br />
===Item Creation===<br />
The bread and butter of the Artificer class is the ability to make any magic item in the game via UMD checks. The exact details are on page 32 of the ECS, but I’ll hit the high points here.<br />
<br />
The Artificer can make items just like anybody else, except that instead of casting the prereq spells, they may make a Use Magic Device check (DC 20 + Caster Level). In other words, if you want to make a Wand of Fireball, you would craft normally, then make a DC 25 UMD check (because the lowest level anyone can cast Fireball at is lvl 5). And to make it even easier on the Artificer, they can make the check multiple times. They’re allowed one check every day that they work on it, and another last ditch chance at the end of creation. That’s a minimum of 2 chances to make the check for any item, and dozens of tries to make the expensive stuff, virtually guaranteeing that you succeed, since you only have to make the check once for it to count. And since you only need to fake a caster level of 17 in order to make 9th level spell items, that’s only a DC 37 check. Its one reason why you don’t really need things like Skill Focus (UMD), because most of your checks have a hard cap of how high they go, and anything above that cap is usually just wasted skill points.<br />
<br />
The other important thing to remember is that the Artificer, through the virtue of being an Artificer, can create items 2 levels sooner than everyone else. For example, an Artificer can make a Scroll of Fireball at 4th level, when a Wizard has to wait until 6th because of the caster level. The Artificer would still count as being 4th level for determining how much damage that fireball would do, but he can still make the scroll 2 levels sooner than anyone else can.<br />
<br />
One odd restriction though. Any scroll that the Artificer makes counts as an Artificer Scroll, not an Arcane Scroll, not a Divine Scroll. As such, it can ONLY be activated with a UMD check, but is not subject to Arcane Spell Failure. The reason behind this odd rule is that, by the rules, the Artificer can make a scroll of any spell he can make the UMD check for. The Wizard can learn any spell he can get his hands on a scroll of. Hence, an Artificer and a Wizard could team up and literally put every arcane spell in the game into the Wizard’s spellbooks. To prevent that abuse, the higher ups put in this rule, meaning that the Wizard cannot scribe them over.<br />
<br />
Here is an example of how to price wands made by an Artificer:<br />
<br />
====Wand Pricing====<br />
<!--, thanks to Aelryinth--><br />
<br />
Here is the corrected and revised pricing for wands.<br />
<br />
The proper formula for calculating the values are:<br />
<br />
750 x Caster Level x Effective Spell Level (including any built in metamagic levels!) = Base/Market Price.<br />
<br />
1/2 of Base/Market Price is YOUR COST.<br />
1/25 of Base Market Price is YOUR XP COST. Yes, that 200k Item really does take 8000 xp to make!<br />
1/1000 is the TIME IN DAYS to make the item. Yes, a 200K item does take 7 months!<br />
<br />
=====================================<br />
Revised, Edited, and Updated (Now with Improved GP/Charge!)<br />
<br />
Lastly, WATCH YOUR ARTISAN FEATS.<br />
<br />
These suckers DO NOT play off one another! They operate only on the base price of the wand, and they DO NOT STACK.<br />
<br />
Consider a Wand of Doodle. Base/Market Cost is 10k.<br />
<br />
To Make the Wand would cost 1/2 the base cost (5000 gp), 1/25th of the base cost in xp (400xp) and 10 days (1 day/1000 gp of base cost).<br />
<br />
The Artisan feats knock 25% of the BASE numbers.<br />
<br />
So, your cost would be 1/2 of 75% of 10000 gp, or 3750.<br />
<br />
Your XP cost would be 75% of 400 xp, or 300 xp. No, you don't get to refigure xp based on the 'new' 7500 price, and take 75% of that.<br />
<br />
Your new time is 75% of 10 days, or 7.5 days, rounded up to 8. No, you don't get to take 75% of the 'new' price of 7500 and churn this sucker out in 56.25% of the normal time.<br />
<br />
These feats all work off the base pricing, they do not work off of each other.<br />
<br />
=====================<br />
<br />
Cost of the Wands<br />
<br />
Wands are cost-priced at 375 gp x Caster level x spell Level. Market (or base cost!) is 750 gp x Caster level x Spell Level.<br />
<br />
Artificers with CWA get huge breaks on pricing because they get the effect boost of +5 Wand Mastery.<br />
<br />
Scorching Rays top out at caster level 11 for damage. Fireballs and Lightning Bolts top out at 10th. Force Orbs top out at 10th.<br />
<br />
Forceballs and Elemental Orbs top out at 15.<br />
<br />
So, for the 2nd level spell Scorching Ray, we basically want a Wand casting at 6th level, which lets us hit 11th level with our +5 bonus for the damage cap.<br />
<br />
750 gp x 2nd level x CL6. 9000 base price, 4500 cost, 9 days, 360 xp. Charge Cost: 90 gp<br />
<br />
(Multiply the numbers bolded by .75 if you have the appropriate Artisan feats.)<br />
<br />
EMPOWERED Scorching Ray. 750 x 4th level x CL 7th. 21,000 base price. Cost 10,500, xp 840, 21 days to make. (EDITED TO 7th Caster Level) Charge Cost: 210 gp<br />
<br />
Fireballs/Lightning bolts are in the SRD/DMG. You only want a level 5 wand, since with +5 you top out with a 10d6 fireball/bolt. 750 x 5 x 3 = 11,250 to buy. 5,625 gp, 11.25 days, 450 xp. Charge Cost: 112.5 gp<br />
<br />
Force Orb: You only want a CL 7 Wand, since it tops out at 10d6. 750 x cl7 x 4th level spell = 21,000 gp. 11,500 to make, 21 days, and 840 xp. (Edited to 7th CL per Cost minimums). Charge Cost: 230 gp.<br />
<br />
Elemental Orb/Forceball: These are your heavy hitters, one for direct dmg with no save and no SR, and the other for Mook clearage, saves and SR. 750 x CL10 x 4th level = 30000 price. Cost, 15,000. 30 days, and 1200 xp. Charge Cost: 300 gp.<br />
<br />
BUT...at level 10 you are spending a charge to shoot out a 15th level effect. You can Empower this, Maximize this, Quicken this...and if you want to get silly, you can Dual Wield this for desperate measures.<br />
<br />
<!--==Aelryinth--><br />
<br />
===Craft Homunculus===<br />
The Artificer’s answer to the Familiar. Normally crafting a homunculus requires the Craft Construct feat, but the Artificer gets the ability for free, and they can come in very handy, should you choose to use them. When making an Artificer, you should look through the various Homunculi and see which craft skills are required to make them, and take enough ranks in those skills that you can make them without difficulty.<br />
<br />
And while its not actually in the rules in any way, Small sized Artificers like Halflings and Gnomes should go easy on how many homunculi they make in a row, as it requires a pint of the creator’s blood. So, making three or four in a row isn’t exactly a good idea, what with the blood loss and all.<br />
<br />
Which homunculus you make, and when you make it depends a lot on personal preference. My recomendation for your first Homonculi, should you choose to build them, is the Expedititious Messanger. Its cheap and easy to build, can fly, and has a perfect telepathic link to it's master. The writeup in the book discusses using them essentially as a radio to send messages back and forth. However, as a flyer, and with an instantaneous telepathic link, they make for EXCELLENT flying scouts/spy satellites. Let them fly up and ahead to scout the area, and keep you informed as to whats there. Being of size Tiny also means they get a huge bonus to Hide checks, which means they can hide in a room and relate back to you everything that is said in it, great for spying.<br />
<br />
Next on the list, overall, is the Dedicated Wright. The job of the Artificer is to build things. However, its no fun to always be stuck in your laboratory spending a month to craft that magic sword while everybody else is either out having fun, or sitting around twiddling their thumbs waiting for you. Enter the Dedicated Wright. You come in, make the initial checks, and you can leave to do whatever you want while this homonculous does the tedious day to day crafting. Set him to work, go adventuring, and have your new magical item finished for you when you get back.<br />
<br />
The next one is a matter of personal taste. The Iron Defender makes a great little bodyguard for your Artificer, especially when you up it's HD. Perfect for more martially oriented Artificers, or those that tend to get picked on by the monsters for all the Scorching Rays you're firing off from your wands. If you take the Improved Homunculus feat however, you can get a lot of options to make the Iron Defender a much more powerful choice. You can up it’s hitpoints, give it the ability to make Sneak Attacks, up it’s strength, and even give it’s claws a free magical +1 equivolent enchantment like Flaming or Bane. It can turn a mediocre pet at higher levels into something to be feared, which is a good thing for the Artificer.<br />
<br />
The other, the Ethereal Filcher, is for those with a more sneaky/larcenous bent. With it's ability to sneak around and steal things, nothing is outside of your grasp. BBEG has a cool wand on his belt? Send your Filcher out to to literally climb his leg and take it away from him. Chances are, he'll never notice it was gone. And although it lacks the real time intelligence gathering ability of the Messenger, its much better at hiding and creeping around, so its a good choice for spying as well.<br />
<br />
Magic of Eberron introduces several new homunculi as well. The Arbalester, despite it’s picture, is a crossbow. Its good for ranged support, and with it’s high Balance check, it can usually sit on your shoulder and plunk away at the enemy. Give it the natural weapon upgrade, and you’ve got free flaming arrows (or whatever) whenever you need ‘em! The Persistent Harrier is good for making Sneak Attacks for you, however it is made obsolete the instant you have Improved Homunculus as you can give that same ability to your Iron Defender. The Packmate is a walking treasure chest homunculus, but one earns it’s keep in a way none of the others do. Not only can it throw grenade like weapons (like alchemist’s fire or acid) on it’s own, but it can carry a healing potion, walk over to a downed ally, and pour the potion down their throat for them. If you’re getting made into the party healer because you can make all of those healing potions, the Packmate is a great way to keep your buddies alive without taking yourself out of combat at the same time.<br />
<br />
===Retain Essence===<br />
This lets the Artificer essentially deconstruct any magic item and suck the XP used to create it out and put into their craft reserve. While you may still prefer to sell those excess magic items off for gold, the Artificer gets the option to suck them dry so that he can create more magical items than he normally could. Or another way to look at it, if you find a suit of armor with an enchantment you want, you can Retain Essence on it, then enchant the armor you already have with that xp, essentially transferring the enchantment. Only catch is that you have to be able to craft the item normally before you can use Retain Essence on it (as in, you cannot Retain Essence on a magic ring until you actually get Forge Ring).<br />
<br />
An interesting side point to this that most people don’t think of is that magical traps use the Craft Wonderous Item feat to make. Which means if you run into a trap that you can’t disarm, and that won’t go off while you mess with it, you can actually use Retain Essence on it to destroy it, and get some free Craft Reserve points in the process. However, it does require you to sit there for 24 hours, in which time who knows what could attack you. But, if you manage to bypass traps on the way in, you win the big fight, and have lots of time to kill on the way out, you might as well stop and Retain those traps you bypassed earlier.<br />
<br />
===Metamagic Spell Trigger/Completion===<br />
These are the core abilities of the Blastificer build. They let you apply any metamagic feat you know to spell trigger and spell completion items (aka wands and scrolls). With it, you can pick up a normal wand, and by burning more charges per shot, pile on metamagic such as Empower, Twin Spell, or Energy Admixture to whats already there. You can potentially pump out hundreds of points of damage this way, although it typically drains the entire wand into one massive blast to do it. Talk with your DM before you try this though, as a lot of them won’t like you doing 300 points of damage in a single round, even if you did burn an entire 50,000 gp wand to do it. Its easily the most abusable ability the Artificer has.<br />
<br />
===Skill Mastery===<br />
You finally get the ability to Take 10 on your UMD checks. By the time you get this, you should be able to activate just about every magic item you own, every time, without fail due to your massive UMD bonus.<br />
<br />
==VII. Equipment==<br />
As an Artificer, you can essentially make any item in the game that you might need, but its still worth mentioning a few important things that will make your life easier.<br />
<br />
===Weapons===<br />
For your traditional Artificer, the crossbow is your best friend. It will be your main weapon for most of the lower levels, tearing through foes thanks to the Bane infusion you should be using on it every chance you get, and still remaining quite lethal even at higher levels. You should still carry backup weapons though. A pair of daggers are mandatory for any character, and a mace is quite useful for undead. Especially when you are able to enchant it up into a Disrupting Mace. Other than those, the spear is very powerful for a Simple melee weapon, although it means giving up on using a shield.<br />
<br />
===Armor===<br />
None of your class skills are affected in any way by armor check penalties, so you should try to wear the heaviest armor you can find. However, it will slow you down to wear Medium armor, so you should probably stick to Light armor at the low levels, like a Chain Shirt, and then move up to a Mithril Breastplate the first chance you get. When you have the money and skill to make your own magical armor, my personal suggestion is Tessellated Armor from the Arms & Equipment Guide. It wears like Mithril Full Plate, only counts as Medium (so you can wear it without penalty), and best of all, you can equip it and dismiss it as a standard action. So you can walk around without your armor up normally, with no penalties to things like Move Silent and Hide, and then when combat begins, you simply activate your armor and suddenly become a tank.<br />
<br />
===Shields===<br />
To put this mildly, the only reason you should not be using the best shield you can find is if you are wielding a two handed weapon like a spear. Otherwise, you need that AC, and you’re not really affected by the penalties of it. If you’re relying on your crossbow, you should always be wearing a buckler. If you’re relying more on a one handed weapon, go straight to a large shield. Again, as long as you have a free arm, there is no reason at all not to use the biggest, baddest shield you can find.<br />
<br />
===Assorted Magical Gear===<br />
You are going to be carrying a LOT of stuff around as an Artificer. From wands and schema to the vials of oils for your infusion material components, to all that loot and crafting supplies. As such, one of the first things you should make for yourself is Heward’s Handy Haversack. Its really a no brainer, get one as soon as you can, by hook or by crook.<br />
<br />
Another must have item for a ranged combat artificer is Bracers of Archery. That'll net you free proficiency with a longbow, which should immediantly replace your crossbow. No need to get feats like Rapid Reload for a crossbow, or for Martial Weapon Prof when you can build yourself a core item and get it essentially for free.<br />
<br />
Other than that, you are going to want to get an item that boosts your Use Magic Device check. Check with your DM to see if he allows you to make non-standard magical items (those that are not expressly listed in the DMG, using the item creation pricing tables). If he does, the second thing you need to make is a UMD boosting item. A +5 item is pretty inexpensive to make, is a big help, and puts the final nail in the Skill Focus coffin. Make one ASAP, and upgrade it whenever you find those UMD are getting difficult to make again. If the DM doesn’t allow custom items, there is the Circlet of Persuasion which grants +3 to all Charisma based checks, including UMD, which still makes Skill Focus (UMD) a complete waste of a feat.<br />
<br />
At later levels, you should also look into making a Portable Hole. A Dedicated Wright doesn’t need to breath, and there’s plenty of room in one to put a full magical laboratory. Set one up in your portable hole, toss your Dedicated Wright in it, and then fold it up and stick it in your pocket. That way, you can carry the Wright around with you while you adventure, and it can be making your magic items for you the whole time, and you don’t have to go back home to get them. You could even be cute about it. Give it a little Alarm item it can activate to make the hole ding like a microwave. *ding!* Oh good, my +3 sword is done!<br />
<br />
Other than those, you are an artificer. If you find that you need something, then simply make it.<br />
<br />
==VIII. Multiclassing==<br />
Multiclassing is a question that comes up a lot with Artificers, and for good reason. The Artificer is a good class, and it makes you think twice before multiclassing or taking a PrC, much like the Rogue does.<br />
<br />
===Base Classes===<br />
Mechanically speaking, there is only one reason a primary Artificer (as in, a character that is mostly artificer that is just going to dip for a couple of levels into something else) to multiclass. To obtain spell lists, and utility magic. Dipping into Sorcerer gives you the entire Arcane spell list (meaning no more UMD checks to activate arcane wands), and would give you spontaneous casting of good utility magic. Take spells like Prestidigitation, Mage Hand, Dancing Lights, True Strike, and other spells that have a set effect that does not depend on caster level. Dipping into Cleric gives you basic healing capabilities, better armor choices, and some other neat abilities. If you want to get really cheesy, take a single level in Cleric devoted to the Sovereign Host in general and pick the War and Magic domains. The War domain gets you pretty much any weapon proficiency you want (that is used by any of the sovereign host gods), but the Magic domain is what is key. Not only do you get access to the Divine spell list, but the Magic domain also gives you access to the entire Arcane spell list as well. You can use any wand in the game without a UMD check. This one is a good idea for Blastificers that don’t want to deal with the failure chance on activating their wands. If you can convince your DM to let you do something this cheesy, that is.<br />
<br />
But as a secondary class, the Artificer can add some oomph to almost any class. It’ll take several levels to be of full use, but just enough to get to Craft Wonderous Item is a great boon to everybody. Rogues mix with Artificer exceptionally well, as both classes have Use Magic Device as class skills. The rogue essentially trades sneak attack for magic item creation, and the artificer trades creation feats for more skillpoints and some sneak attack.<br />
<br />
===PrC===<br />
Even though we now have some PrC made specifically for the Artificer, I would like to step out of guide mode here long enough to say that the Artificer is a wonderful class that remains exceedingly good for the whole 20 level run (and the thought of an Epic level Artificer should make you tingle all over). One big reason not to take a PrC is that the Craft Reserve only refills when you level up in Artificer, not any of the PrC out there. Which means you have to use Retain Essence a lot, use actual XP to craft with, or stagger your progression in the PrC by going back and forth between Artificer and PrC to keep refilling that Craft Reserve.<br />
<br />
Back into guide mode, there are 3 good PrCs for Artificers out there now:<br />
<br />
====Cannith Wand Adept====<br />
If you’re a Blastificer, you want into this PrC ASAP. Its in the Sharn: City of Towers expansion book, and is a 3 level PrC focusing on, obviously, wand use. The main draw here, besides only being 3 levels, is that it lets you activate two wands at the same time, meaning double the pain per round for the Blastificer. On top of that, they can suck charges out of wands and use them as if they were action points. However, it has some stiff prereqs, including needing the Mark of Making, meaning it’s a Human-Only PrC.<br />
<br />
====Alchemist Savant====<br />
From Magic of Eberron, its good for Gnomes with their bonus to alchemy checks. It’s a 5 level PrC that lets you make alchemical items and potions extremely quickly (three potions a day instead of 1, and alchemical items are made in hours, not days, and days instead of weeks). The biggest draw for this one is that it’s capstone ability is the ability to make vanilla potions. A potion that is blank, that you can cast spells or infusions in later, and then have the potion work normally. It is the only way to make an item out of an infusion, and when you can start cranking out Potions of Iron Construct and Weapon Augmentation, that’s some sweet stuff.<br />
<br />
====Renegade Mastermaker====<br />
Also from Magic of Eberron, this one is a transitive class that slowly turns the character into a Warforged. You gain a free battlefist (which you can infuse normally, and which also gains magical plusses for free), damage reduction, and all around slowly become a Warforged. You gain the ability to use embedded and attached items, and at the final level of this 10 lvl PrC, you take on the Living Construct type, and get a bonus WF feat, which can include body feats like Mithril Body.<br />
<br />
Other than these, the Artificer also qualifies for any normal PrC however, but he has some special considerations. Any PrC that requires a spellcasting level is fair game, but not ones that require specifically arcane or divine spellcasting. If the PrC grants “+1 Spellcasting Level”, it increases the Artificer’s caster level and grants new Infusions known/per day, but none of the other Artificer abilities (aka no Craft Reserve refill), just like it does for increasing a cleric’s spells known/per day, but not things like Turn Undead. If the PrC grants +1 Arcane/Divine Spellcasting level, the Artificer does not benefit from those, as his infusions are neither Arcane nor Divine.<br />
<br />
The Artificer is still restricted from taking PrC that require having a certain spell on their spell list, or the ability to cast a specific spell, as they are not actually spellcasters, do not have spell lists, and cannot actually cast any spell on their own. However, all of this is rather restrictive, so you could always talk to your DM and see if (s)he would houserule that you can qualify for other PrC. If so, PrC like the Effigy Master become very good choices for an Artificer indeed.<br />
<br />
==IX. Good Houserules and Variants==<br />
With the Artificers being so new, its hard to make them work well with other things that have been printed. If you see it here, its because it is a good houserule to help the Artificer run more smoothly. If you are a Player, make sure to ask your DM if its okay to use any of these before you try to do it.<br />
<br />
===Scrolls===<br />
Simply say that wizards and clerics and the like are capable of casting off of an Artificer’s scroll normally, just that the Wizard cannot scribe the scroll over into his spellbook.<br />
<br />
:''Note: This was cleared up in the errata, Artificer scrolls are neither arcane nor divine, so no other class can learn spells from them.''<br />
<br />
===PrC===<br />
Allow the Artificer to meet spellcasting prereqs for PrC as long as he can replicate that spell, and is the same level as a normal spellcaster is supposed to be. As in, if the PrC requires the ability to cast Lighting Bolt, that the Artificer be allowed in after lvl 5, when the wizard would first be able to cast the spell.<br />
<br />
===Magic Item Crafting===<br />
Let the bloody Artificer make custom items! There are so many wonderful things he can do, its unfair to limit the entire class to only what a handful of designers print on a few pages. You still need to keep a close eye on what they make, and realize that the pricing guidelines do not work for everything, but in the hands of a good Artificer player, you'll get a lot more benefit out of letting them make custom items than you will headache.<br />
<br />
===The Psionic Artificer===<br />
This one is not a houserule (although it began life as one). Magic of Eberron officially set down the rules for the Psionic Artificer. It is a variant of the Artificer, meaning you cannot mix levels of Psionic Artificer with normal Artificer levels, and it essentially only changes which crafting feat you get from magical items to their equivolent Psionic counterpart. For example, you would get Craft Psicrown instead of Craft Staff, or Encode Powerstone instead of Scribe Scroll.<br />
<br />
===In Closing===<br />
I’ll admit, I didn’t go through every last page of the old thread to pick out every little thing that was there. If I missed something that you think is important to be in this guide, then by all means, either type it back out for me, or link me to the posts that talk about it, and I’ll see about getting it included.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Optimizations|Optimized Character Builds]]<br />
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[[Category:Artificer]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Artificer_Player%27s_Guide_(3.5e_Optimized_Character_Build)&diff=125313Artificer Player's Guide (3.5e Optimized Character Build)2007-08-20T13:49:47Z<p>Mkill: 3 and 4</p>
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<div>{{author<br />
|author_name=Endymion<br />
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<br />
=The Unofficial Artificer Player's Guide 2.0=<br />
<br />
This is a copy of the [http://forums.gleemax.com/showthread.php?t=534502 The Unofficial Artificer Player's Guide 2.0 from the WotC Board] (as soon as I have the time). Permission from the original author (Endymion) was received by private message.<br />
<br />
==I. Introduction==<br />
At the most basic level, the Artificer is a 20 level base class that focuses on the ability to craft magical items, and gains a number of abilities and features that make it easier to craft these items. It does this, primarily, through the Use Magic Device skill. The Artificer does not have a spell list, meaning it is incapable of casting spells, but it has the unique ability to make Use Magic Device checks in place of casting spell prereqs when crafting, meaning they can "fake" any spell in the books, in order to make any non-artifact level magic item in the game.<br />
<br />
Their high Use Magic Device (UMD) check also means that the Artificer excels at using scrolls, wands, and even items with racial/alignment/class restrictions. Thanks to this extreme magical flexibility, combined with several other class features, the Artificer makes the ultimate stand-in character. Artificers aren't great fighters, rogues, wizards, or clerics, but with the right magical items, they can sure fake it!<br />
<br />
==II. Races==<br />
One of the first questions to be asked after someone decides to play an Artificer is what race to make them. Which races make good Artificers? The answer is, they all do. Well, most of them do anyway.<br />
<br />
'''The PHB Races'''<br />
<br />
===Humans===<br />
The humans have three major factors in their favor when it comes to being an Artificer. First is their bonus feat. There are more good feats for an Artificer to take than a single character can take, so the bonus feat goes a long way. Second, the skillpoints. Depending on what kind of Artificer you want to be, you are going to need ranks in many differant skills, and the human skillpoint bonus can be the differance between picking which skills you like more, and picking between which must-have skills you can afford to pick. Last, but not least, is the fact that humans can be marked members of House Cannith. Not only does the Mark of Making synergize with the class very nicely, but House Cannith is THE source of all things crafting in Eberron, magic and mundane. While any race can potentially join the house, only humans can be blood members with the Mark of Making, and hence only humans can really reach the heights of the organization.<br />
<br />
===Gnomes===<br />
Gnomes make excellent Artificers for three major reasons. One, their keen sense of smell grants them a +2 to checks relating to alchemy, which is an area Artificers do quite well in. Second, they are Small size, which grants them bonuses to attacks, their AC, Hide checks, and actually makes them stronger in comparison. While they half their carrying load, properly scaled items only weight 1/4 normal. Meaning they actually gain the ability to carry 25% more gear than the Medium sized Artificers, as long as everything they carry is sized for Small characters. The other is that, in Eberron, the Gnomes hold a near monopoly on the ability to bind elementals into weapons, armors, and vehicles. If you plan on making elementally bound items, you can avoid a lot of hassles by choosing to be a gnome.<br />
<br />
===Half-Elves===<br />
While half-elves do not have any racial bonuses to skills or abilities that benefit an Artificer, they do have the ability to manifest the Mark of Storms, and to be a member of House Lylander. House Lylander runs most of the airships in Eberron, and have a very easy time controlling those airships with their dragonmark. If you know there will be airships involved in your game, or you want to eventually have your own airship, a half-elf is the way to go, and there are definate attractions for the Artificer in having and running his or her own airship.<br />
<br />
===Elves===<br />
Elves have Favored Class: Wizard, meaning they can dip into Wizard without penalty in order to gain a spell list. They also gain a bonus to Dexterity, and come with proficiency in the bow. Where the default Artificer will rely greatly on their crossbow, the elven Artificer will rely on the bow, the superior of the two choices. The elves of Areneal also have an almost total monopoly on the special material soarwood, which is a primary material in the construction of airships. An Areneal Artificer could potentially have an easier time getting ahold of this rare wood than the other races.<br />
<br />
===Halflings===<br />
The halflings share the Dexterity bonus of the Elves, making them better at hitting with thier ranged attacks. They also gain the bonus to saves, and their Small size gives them the same advantages as the Gnomes gain. You trade the Gnome's skill at Alchemy and potential ease of gaining Bind Elemental, and in return become better at hitting your targets and are less likely to spend precious Action Points on making a Save thanks to your racial bonuses. If you're going to be a Small sized Artificer, Halfling is a good way to go, especially if you don't want to get tied up in the schemes of the gnomes.<br />
<br />
===Dwarves===<br />
Dwarves face an initial roadblock in being an Artificer because of the -2 to Charisma they suffer. With so much of the class revolving around Use Magic Device, a Charisma based skill, the Dwarves are handicapped from the start. However, their +2 to Constitution helps up the Artificer's rather weak d6 hitdice. There is also the racial +2 bonus to Craft checks involving metal or stone, which covers the bulk of weapons, armor, and many constructs. In addition, Dwarves in Eberron hold the monopoly on the banking system. As such, there would be an implied level of trust when dealing with Dwarves, which means if your Artificer wanted to set up a shop and sell their magical goods, you've got a long tradition of Dwarves being trustworthy with your money to help back you up.<br />
<br />
===Half-Orc===<br />
Half-Orcs suffer a hit to both Intelligence and Charisma, the two key abilities for the Artificer class, which makes them rather poor choices for your traditional Artificer build. However, the Artificer has some abilities, namely certain Infusions (we'll get to that later) that allow it to do some particularly nasty damage in combat. Combined with the class's proficiency in Medium armor, there is definate potential to make some brutal melee builds using the Artificer, which would make great use of the half-orc's Strength bonus. If you want a more traditional buffing/crafting/ranged combat Artificer though, you might want to stay away from this one.<br />
<br />
'''The Eberron Races'''<br />
===Warforged===<br />
At first glance, the Warforged are poor choices for an Artificer, but look twice, they have definate advantages that can make the WF a powerhouse Artificer. Warforged cannot fully benefit from healing magic, but a WF Artificer is capable of using his Repair infusions on himself, bypassing this weakness entirely. Or, barring that, the skills used to repair Warforged are also class skills for the Artificer that would allow the WF to repair himself without wasting Infusions. The Artificer also gains several infusions that work only on Constructs, which the WF Artificer can use on himself. And perhaps best of all, there is a Warforged only item called the Wand Sheath that stored a wand inside of the forearm, with some great benefits. The Artificer, especially in the middle levels, relies heavily on wands, giving the Warforged Artificer a definate advantage here.<br />
<br />
===The Kalashtar===<br />
As a normal Artificer, the Kalashtar rank with the elves and halflings in terms of usefulness. However, there is a variant Artificer, the Psionic Artificer (covered later on) that would benefit greatly from being a Psionic race. Given that the Kalashtar are the prominant PC psionic race in Eberron, that puts them at the top of the list for Psionic Artificers.<br />
<br />
===Changelings===<br />
Like the Kalashtar, the Changlings are middle ground Artificers without bringing in some extra material. However, if your DM allows material from Races of Eberron (and most do), there is a feat that allows the Changling to actually count as the subtype of what they change into. This means that the Changling with this feat would actually count as an Elf while in the form of an Elf, and would not have to make UMD checks to use racially restricted Elf-Only magical items, for example. Essentially, with the right feat, the Changlings can throw an entire section of UMD checks out the window, which means they can use those racially restricted items much more reliably than your default Artificer.<br />
<br />
===Shifters===<br />
Shifters suffer from hits to both Intelligence and Charisma, and are generally presented as being less inclined to build magical items on their own, making them poor choices for Artificers. However, their multiple shifter traits can add a new level of versatility for Artificers. Bottom line here, though, is that there is very little reason to be a Shifter Artificer other than for roleplaying reasons. Of all the races, mechanically speaking, Shifters make the worst Artificers.<br />
<br />
==III. Ability Scores==<br />
After race, the ability scores is the next most crucial aspect for an Artificer. However, it must be noted that the ECS entry for Artificer is flat out wrong when it comes to the Artificer’s primary stat. Charisma, while important, is '''NOT''' the most important stat for an Artificer, Intelligence is. This will be explained below.<br />
<br />
===Strength===<br />
For the traditional Artificer build, you could call Strength your dump stat. You will be relying much more on Dexterity for your attacks and damage than you will Strength, and later on you will be able to make Haversacks and Bags of Holding to carry most of your gear, so Strength isn’t particularly important. However, you will be carrying a lot of stuff before you get Bags of Holding, your wands and weapons won’t do you any good in your pack, and with you potentially wearing Medium armor, you don’t want to skimp too much on Strength. You will be perfectly fine with a Strength score of 10, but I wouldn’t let it go below an 8. Obviously if you want a melee focused Artificer, you will want to up this stat considerably. No less than a 14 if you plan on entering melee regularly.<br />
<br />
===Constitution===<br />
For your traditional Artificer, Con is almost as much of a dump stat as Strength. You should not be on the front lines, so you should not be getting hit very often. However, you have the second lowest hitdice in the game with the d6, so extra hitpoints can be a blessing. Also, if you are being pressed into service as a replacement Rogue opening up locked chests, you run the risk of poison needles, so the higher Fortitude save helps too. I suggest a 12 here, but no higher than a 14. Again, if you are going for a melee based Artificer, you want to bump this one up as well.<br />
<br />
===Dexterity===<br />
Welcome to the most important physical stat for the Artificer. You cannot use Heavy armor without spending a feat, and you still suffer from Arcane Spell Failure when casting from arcane scrolls, which means you will most likely be in Light armor, or Mithril Medium armor. Either way, you are going to need a good Dexterity to up your Armor Class. Also, a majority of your offensive capabilities come in the form of ranged attacks, both mundane and magical, which means you will need to be able to hit the broad side of the proverbial barn, meaning you will need a good Dex score. And while you are not on the front line, you are vulnerable to enemy spells like Fireball, which means your Reflex save is important as well. A 14 will serve you well here, but never let this go negative, as it will hurt you far too much.<br />
<br />
===Intelligence===<br />
Unlike what the ECS says, this is your primary stat as an Artificer, not Charisma. You will be making many Craft checks, all of which are Int based. Search, Disable Traps, and Knowledge Arcana will all get used frequently, and are Int based. Your bonus Infusions per day are also tied to your Intelligence. In short, everything about being an Artificer, other than Use Magic Device, is tied to your Intelligence score. You cannot get this score too high. I suggest a 16 here, and the sky is the limit for the cap.<br />
<br />
===Wisdom===<br />
The least important mental stat for an Artificer, Wisdom can potentially be used as a dump stat. However, your Will saves are tied to it, as are the always useful Spot and Listen checks. It justifies having a 10 in, but I would not recommend putting more than a 12 in it. One reason to go higher though is that you can prevent having to make extra UMD checks to replicate a high Wisdom score when faking Divine spells. If you plan on doing a lot of Divine magic (like if you are the party’s substitute healer), then you might want to put a 14 here.<br />
<br />
===Charisma===<br />
While the ECS says this is a vitally important stat, it really isn’t that important. The only thing it does is give you a bonus to your UMD checks, and that’s it. And, if you are familiar with using other classes that get a lot of skillpoints, the actual ability modifier to the roll quickly becomes less important than your number of skill ranks. I wouldn’t suggest putting more than a 14 into this stat. However, just because it is not the most important stat doesn’t make it a dump stat either. Under no circumstances should you drop this below a 10.<br />
<br />
==IV. Feats==<br />
What feats you take for your Artificer are going to depend largely on what kind of Artificer you want to play. But, here is a brief list of the most important/useful feats for you to consider.<br />
<br />
===General===<br />
====Point Blank Shot====<br />
For a traditional Artificer, I would HIGHLY recommend you take this feat at first level. You will spend a lot of time with your trusty crossbow, and after that, ranged attack spell wands. Seeing as you will most often be within 30’ of an opponent anyway, this is a free +1 to hit, and with the general lack of good first level feats means you really can’t go wrong here.<br />
<br />
====Precise Shot====<br />
Typically, you are not going to be on the front lines, but in the back row with your ranged attacks. Which means the party tank will be in melee with the bad guys. Which means you are firing into melee, and taking a -4 to hit in the process. If you’ve got Point Blank Shot, you should seriously consider taking Precise Shot as well. A human Artificer can take both at level 1, making him quite good at ranged attacks.<br />
<br />
====Rapid Reload====<br />
Unless you multiclass or take a proficiency feat for a better ranged weapon, you’re likely going to be using a crossbow as your primary weapon. While this is fine at lower levels, at higher levels you’re going to be limited by not being able to make full attacks with your crossbow. This feat removes that hinderance, and ensures that your crossbow remains a lethal weapon for all 20 levels.<br />
<br />
====Metamagic====<br />
This is really going to depend on what kind of Artificer you want to play. A melee build will have practically no use at all for Metamagic, while a “normal” Artificer will have only a passing need for it. The kind of Artificer that benefits the most from Metamagic is the “Blastificer”, aka an Artificer that focuses on using attack wands to do maximum damage per round. If you go this route, you will want Metamagic that makes you as flexible as possible, such as Energy Substitution/Admixture, and Metamagic that lets you pump out as much raw damage as possible, such as Empower, Maximize, and Twin Spell. The Blastificer outputs this damage via the Metamagic Trigger ability (more on that later). Instead of increasing the level of the spell being cast, the Blastificer instead pours more charges into each wand activation for the various Metamagic effects. As long as you don’t mind pouring through expensive wands like water, you can get some impressive damage this way. Just don’t expect to have enough money left over for other things. Like shoes.<br />
<br />
====Skill Focus (Use Magic Device)====<br />
This one is very controversial, and you need to think long and hard before you take this one. It grants you +3 to your UMD checks, which makes you better at activating magic items and crafting your own. However, by the higher levels, it becomes a large drawback in that you are a feat short, which means there are less feats left over for the much more useful things. If you know that you will be playing a low level only game, then yes, Skill Focus (UMD) is a VERY useful feat, and is one you should definitely take. If you are playing a high level game, stay away from this feat like the plague. If you are starting at lvl 1 and plan on going all the way up to lvl 20, you need to stop and ask yourself this. Do you want more power and survivability at the low levels, or do you want to be more powerful at high levels? It’s a lot like a Wizard taking Toughness. It helps you survive the low levels, but you’ll regret ever taking it later on when you’ve got lots of hitpoints and you’re hurting for feats.<br />
<br />
====Creation Feats====<br />
If you are patient, the Artificer will get vitually all of the creation feats for free as class abilities. However, there are two big ones that you don’t get that you might want to consider. Craft Construct is very useful if you want to make golems and other construct defenders, beyond your homunculi, and (especially if you are a Gnome) Bind Elemental is incredibly powerful, if hard to come by.<br />
<br />
===Eberron General===<br />
====Heroic Spirit vs. Action Boost====<br />
If you come down to having to choose between having more Action Points, and having more powerful Action Points, the Artificer is better off having more AP. Many infusions are slow to cast, but can be sped up by burning an Action Point. So, if you get caught by surprise and want to be fighting at full power, you’re going to be burning at least one AP per combat just to get started. That’s above and beyond what everybody else is using for skill checks and saves. If anybody is going to run out of AP in a given level, it’s the Artificer.<br />
<br />
====Dragonmarks====<br />
Obviously the Mark of Making is the best of the Dragonmarks for an Artificer. However, the Mark of Finding will grant you a free Identify spell per day, which is always useful, and the Mark of Healing will let you be a much more effective healer for the party. Other than these, Dragonmarks are more for flavor and won’t really help you become a better Artificer.<br />
<br />
===Artificer Specific===<br />
====The Artisan Feats====<br />
First things first, please be sure you know that the errata fixed these and no longer allows them to stack with themselves. You can’t take one four times and make items for free. That out of the way, you should seriously consider at least one of these feats. Most useful would be Extraordinary Artisan, which grants you a 25% reduction in the gp cost of making items. This will be a big help for your entire career, especially at higher levels where a 25% discount can equal tens of thousands of gp. Next up is Legendary Artisan for the 25% reduction in the xp cost. This will stretch your Craft Reserve (more on this later) even farther, meaning you can make more magical items without having to spend any of your own xp. The only one you shouldn’t really take is Exceptional Artisan, which grants you only a 25% reduction in crafting time. If time is that essential in your game, you would be far better served by constructing a Dedicated Wright and letting it work on your items while you are out adventuring.<br />
<br />
====Attune Magic Weapon====<br />
This one is practically a no-brainer, as long as you have the spare feats for it. As an Artificer, you are virtually the ONLY person in the party that is guaranteed to have a magical weapon. With this feat, you get a +1 to hit and a +1 to damage using an attuned weapon. Its effectively a free +1 to every magic weapon you have (although it won’t help you get past Epic damage reduction). Its everything that Weapon Focus is, applies to any kind of weapon, and even throws in half of Weapon Specialization, for any weapon. The only reason you would want to take Weapon Focus when Attune Magic Weapon is available is because they stack with each other.<br />
<br />
====Extra Rings====<br />
This is a strong feat. Very strong. So strong it will cost any other character two EPIC level feats (Extra Slot) to duplicate. It lets you benefit from four magic rings at one time instead of just two. Especially since you will have the ability to craft your own rings, this feat is invaluable.<br />
<br />
====Wand Mastery====<br />
Good for Blastificer's in particular, but good for any Artificer thats going to rely a lot on wands. Ups the save DC and effective caster level of wands you use by 2. Means its harder for your opponent to make a save against them, and it means you get more damage out of each shot. As in, if your wand is crafted as a 5th level Fireball wand, this feat will make the wand do damage as if it were a 7th level Fireball wand. Given how expensive it is to up the caster level on wands, this one can go a long way.<br />
<br />
===Magic of Eberron feats===<br />
====Cull Wand Essence====<br />
Lets you turn any wand into an attack wand. You’re going to be carrying a lot of wands on you anyway, this feat lets you get double duty out of utility wands. Blastificers won’t get much use out of this one, but your generic Artificer that doesn’t want to have to pack a million and one wands, this one comes in handy. Not a must have, but definitely something to keep in mind if you just need a feat to take.<br />
<br />
====Improved Homunculus====<br />
If you plan on making good use of your Homunculi, like a pack of Iron Defenders, this is an important feat to have. You can upgrade the movement options of your homunculus (like giving your iron defender the ability to fly), letting them deliver Sneak Attacks, or any number of other VERY useful abilities. You can skip this one if you aren’t using your homunculi for much, but if you like the little guys, you definitely want this feat.<br />
<br />
====Rapid Infusion====<br />
This one is a must have feat. Lets you speed up infusions as if you had spent an action point without actually spending one. Sure, its limited to once a day, but it will drastically cut down on your reliance on AP just to stay in the fight. Once you meet the prereqs, there’s really no reason not to take this one.<br />
<br />
====Wand Surge====<br />
A must have feat for Blastificers. Burning AP instead of wand charges means you can pimp those wands for all they’re worth without magic as huge of a dent in your wallet while you’re at it.<br />
<br />
====Etch Schema====<br />
Not exactly a must have feat for anyone, but a good feat for everyone at the same time. It lets you craft Minor Schema, which are essentially like Eternal Scrolls. Schema are very important in Eberron, so its nice to be able to make and use them. Very flavorful. But, perhaps more importantly, Minor Schema count as magical items, and get a +2 to activating any magical device you know how to make, and you get a +2 for having activated the item before. So you’re looking at +4 to your UMD checks to activate these things (after the first time), and it really streamlines your item creation for commonly made items. Plus, anyone with the spell stored in the schema can use the schema, so its actually an infinite scroll that the other spellcasters in your party can use without fuss or muss.<br />
<br />
<br />
<br />
----<br />
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[[Category:Artificer]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Artificer_Player%27s_Guide_(3.5e_Optimized_Character_Build)&diff=125312Artificer Player's Guide (3.5e Optimized Character Build)2007-08-20T13:45:39Z<p>Mkill: part 1 and 2</p>
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<div>{{author<br />
|author_name=Endymion<br />
|date_created=<!-- Insert date here --><br />
|status=to be done<br />
|isnotuser=I'm not a user<!-- if you have a username for this wiki delete this parameter--><br />
}}<br />
<br />
=The Unofficial Artificer Player's Guide 2.0=<br />
<br />
This is a copy of the [http://forums.gleemax.com/showthread.php?t=534502 The Unofficial Artificer Player's Guide 2.0 from the WotC Board] (as soon as I have the time). Permission from the original author (Endymion) was received by private message.<br />
<br />
==I. Introduction==<br />
At the most basic level, the Artificer is a 20 level base class that focuses on the ability to craft magical items, and gains a number of abilities and features that make it easier to craft these items. It does this, primarily, through the Use Magic Device skill. The Artificer does not have a spell list, meaning it is incapable of casting spells, but it has the unique ability to make Use Magic Device checks in place of casting spell prereqs when crafting, meaning they can "fake" any spell in the books, in order to make any non-artifact level magic item in the game.<br />
<br />
Their high Use Magic Device (UMD) check also means that the Artificer excels at using scrolls, wands, and even items with racial/alignment/class restrictions. Thanks to this extreme magical flexibility, combined with several other class features, the Artificer makes the ultimate stand-in character. Artificers aren't great fighters, rogues, wizards, or clerics, but with the right magical items, they can sure fake it!<br />
<br />
==II. Races==<br />
One of the first questions to be asked after someone decides to play an Artificer is what race to make them. Which races make good Artificers? The answer is, they all do. Well, most of them do anyway.<br />
<br />
'''The PHB Races'''<br />
<br />
===Humans===<br />
The humans have three major factors in their favor when it comes to being an Artificer. First is their bonus feat. There are more good feats for an Artificer to take than a single character can take, so the bonus feat goes a long way. Second, the skillpoints. Depending on what kind of Artificer you want to be, you are going to need ranks in many differant skills, and the human skillpoint bonus can be the differance between picking which skills you like more, and picking between which must-have skills you can afford to pick. Last, but not least, is the fact that humans can be marked members of House Cannith. Not only does the Mark of Making synergize with the class very nicely, but House Cannith is THE source of all things crafting in Eberron, magic and mundane. While any race can potentially join the house, only humans can be blood members with the Mark of Making, and hence only humans can really reach the heights of the organization.<br />
<br />
===Gnomes===<br />
Gnomes make excellent Artificers for three major reasons. One, their keen sense of smell grants them a +2 to checks relating to alchemy, which is an area Artificers do quite well in. Second, they are Small size, which grants them bonuses to attacks, their AC, Hide checks, and actually makes them stronger in comparison. While they half their carrying load, properly scaled items only weight 1/4 normal. Meaning they actually gain the ability to carry 25% more gear than the Medium sized Artificers, as long as everything they carry is sized for Small characters. The other is that, in Eberron, the Gnomes hold a near monopoly on the ability to bind elementals into weapons, armors, and vehicles. If you plan on making elementally bound items, you can avoid a lot of hassles by choosing to be a gnome.<br />
<br />
===Half-Elves===<br />
While half-elves do not have any racial bonuses to skills or abilities that benefit an Artificer, they do have the ability to manifest the Mark of Storms, and to be a member of House Lylander. House Lylander runs most of the airships in Eberron, and have a very easy time controlling those airships with their dragonmark. If you know there will be airships involved in your game, or you want to eventually have your own airship, a half-elf is the way to go, and there are definate attractions for the Artificer in having and running his or her own airship.<br />
<br />
===Elves===<br />
Elves have Favored Class: Wizard, meaning they can dip into Wizard without penalty in order to gain a spell list. They also gain a bonus to Dexterity, and come with proficiency in the bow. Where the default Artificer will rely greatly on their crossbow, the elven Artificer will rely on the bow, the superior of the two choices. The elves of Areneal also have an almost total monopoly on the special material soarwood, which is a primary material in the construction of airships. An Areneal Artificer could potentially have an easier time getting ahold of this rare wood than the other races.<br />
<br />
===Halflings===<br />
The halflings share the Dexterity bonus of the Elves, making them better at hitting with thier ranged attacks. They also gain the bonus to saves, and their Small size gives them the same advantages as the Gnomes gain. You trade the Gnome's skill at Alchemy and potential ease of gaining Bind Elemental, and in return become better at hitting your targets and are less likely to spend precious Action Points on making a Save thanks to your racial bonuses. If you're going to be a Small sized Artificer, Halfling is a good way to go, especially if you don't want to get tied up in the schemes of the gnomes.<br />
<br />
===Dwarves<br />
Dwarves face an initial roadblock in being an Artificer because of the -2 to Charisma they suffer. With so much of the class revolving around Use Magic Device, a Charisma based skill, the Dwarves are handicapped from the start. However, their +2 to Constitution helps up the Artificer's rather weak d6 hitdice. There is also the racial +2 bonus to Craft checks involving metal or stone, which covers the bulk of weapons, armor, and many constructs. In addition, Dwarves in Eberron hold the monopoly on the banking system. As such, there would be an implied level of trust when dealing with Dwarves, which means if your Artificer wanted to set up a shop and sell their magical goods, you've got a long tradition of Dwarves being trustworthy with your money to help back you up.<br />
<br />
===Half-Orc===<br />
Half-Orcs suffer a hit to both Intelligence and Charisma, the two key abilities for the Artificer class, which makes them rather poor choices for your traditional Artificer build. However, the Artificer has some abilities, namely certain Infusions (we'll get to that later) that allow it to do some particularly nasty damage in combat. Combined with the class's proficiency in Medium armor, there is definate potential to make some brutal melee builds using the Artificer, which would make great use of the half-orc's Strength bonus. If you want a more traditional buffing/crafting/ranged combat Artificer though, you might want to stay away from this one.<br />
<br />
'''The Eberron Races'''<br />
===Warforged===<br />
At first glance, the Warforged are poor choices for an Artificer, but look twice, they have definate advantages that can make the WF a powerhouse Artificer. Warforged cannot fully benefit from healing magic, but a WF Artificer is capable of using his Repair infusions on himself, bypassing this weakness entirely. Or, barring that, the skills used to repair Warforged are also class skills for the Artificer that would allow the WF to repair himself without wasting Infusions. The Artificer also gains several infusions that work only on Constructs, which the WF Artificer can use on himself. And perhaps best of all, there is a Warforged only item called the Wand Sheath that stored a wand inside of the forearm, with some great benefits. The Artificer, especially in the middle levels, relies heavily on wands, giving the Warforged Artificer a definate advantage here.<br />
<br />
===The Kalashtar===<br />
As a normal Artificer, the Kalashtar rank with the elves and halflings in terms of usefulness. However, there is a variant Artificer, the Psionic Artificer (covered later on) that would benefit greatly from being a Psionic race. Given that the Kalashtar are the prominant PC psionic race in Eberron, that puts them at the top of the list for Psionic Artificers.<br />
<br />
===Changelings===<br />
Like the Kalashtar, the Changlings are middle ground Artificers without bringing in some extra material. However, if your DM allows material from Races of Eberron (and most do), there is a feat that allows the Changling to actually count as the subtype of what they change into. This means that the Changling with this feat would actually count as an Elf while in the form of an Elf, and would not have to make UMD checks to use racially restricted Elf-Only magical items, for example. Essentially, with the right feat, the Changlings can throw an entire section of UMD checks out the window, which means they can use those racially restricted items much more reliably than your default Artificer.<br />
<br />
===Shifters===<br />
Shifters suffer from hits to both Intelligence and Charisma, and are generally presented as being less inclined to build magical items on their own, making them poor choices for Artificers. However, their multiple shifter traits can add a new level of versatility for Artificers. Bottom line here, though, is that there is very little reason to be a Shifter Artificer other than for roleplaying reasons. Of all the races, mechanically speaking, Shifters make the worst Artificers.<br />
<br />
<br />
<br />
----<br />
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[[Category:Artificer]]</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Worst_10_of_D%26D_3rd_edition&diff=125310Discussion:Worst 10 of D&D 3rd edition2007-08-20T13:04:45Z<p>Mkill: </p>
<hr />
<div>== The Worst 10 of D&D 3rd edition == <br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>05:07, 19 August 2007 (MDT)</small></small> ===<br />
<br />
While everyone is checking what Wizard's is up to for the next edition, I'd like to take a look back and see what's been the worst in the last edition. All of this is my very personal opinion so feel free to discuss and disagree.<br />
<br />
;10. Races Inflation<br />
<br />
A bit like the old FR kept creating yet another subrace of elves / gnomes / dwarves / whatever, there have been too many races published in some sourcebook or another. Anybody remember the hippie gnomes from RoS (or whatever their real name was), or the flimsy Spellscales? Or those strange anthropomorphic lizards with some scales left from Magic of Incarnum (the other stuff may have been good, but the races in there sucked). And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans. Really, I wonder how often all those crappy races ever made it into play, especially since none of them have ever been properly placed in a campaign setting, so none of them had a proper history or even a reason to be there.<br />
<br />
;9. The Swashbuckler<br />
<br />
The Swashbuckler stands here as one example for "great concept, sucky game design" that plagued some of the bonus classes scattered around many sourcebooks. Swashbucklers are especially notorious as they get a pretty good class feature at 3rd level, but nothing worth mentioning before or after that. So nobody ever went past 3rd level in that class. <br />
<br />
While the Healer, the Marshall, the Spellthief, the CW Samurai and some others could have been mentioned here just as well, I chose the Swashbuckler because I really liked the concept, so I find it especially sad how it was screwed up.<br />
<br />
;8. Prestige Classes<br />
<br />
Yes, it sounded like a great idea when DMG 3.0 came out, but Prestige Classes never delivered. I've never seen a character that was defined by a PrC in a way that basic classes and some individual description and personality couldn't have. From the 200+ prestige classes ever published by WotC alone, most were simply forgotten in obscurity, for they were just too strange or too limited. Anybody remember the Oozemage? Well, I just made that one up, but how many books do you have to check now to prove there has never been an Oozemage? Apart from the fact that the whole idea is repulsive enough nobody wants to play one. <br />
<br />
The only PrCs that ever became famous were the one's that were useless (Virtuoso) and the one's that were hideously overpowered (Planar Shepherd). <br />
<br />
The other thing I really hate about PrCs is how they take the character development focus away from creating a rounded up, multifaceted character to fulfilling stupid PrC requirements.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
The official D&D rules columns have earned quite a reputation for wrong rules interpretations, often adding more to the confusion than solving. Nothing shows more that D&D3 had too many complicated rules details. <br />
<br />
;6. Splat Book Invasion<br />
<br />
D&D3 saw tons of splat books in print, i.e. books that contain nothing but new character options and other goodies. In fact, until the ECS came out, there was no real decent campaign background material. A Greyhawk hardcover was never printed, which I don't mind but don't declare it standard background setting if you don't intend to publish the setting. The FR book was just a giant stat block in tiny font size, without any real flavor coming through.<br />
<br />
But after all, it was the gamers' own fault, because all they would ever buy in hordes was new splat books.<br />
<br />
;5. Save the Fighter threads<br />
<br />
At some point after 3.5 was out somebody decided that the Fighter was not good enough anymore, and the first "save the fighter" thread was born. Since then, the Internet has been regularly flooded by people with zero knowledge about good game design but a glorious mission to rewrite the fighter. 90% of those rewrites were crap. Most people already failed before they started, because they didn't understand what the real problem with the fighter was in the first place. <br />
<br />
;4. 3.5 edition<br />
<br />
If look back and take the time to honestly compare 3.0 edition, the 3.5 edition PHB and some of the changes and additions that were published after that, you can't help but notice that 3.5 was rushed, too early, and too conservative. Some of the changes were good and useful, such as the rewritten ranger. But you don't need to rewrite the whole product line to change one class. A lot of the 3.5 changes required a lot of effort with limited game effects, such as checking that every monster had the correct number of feats. Who cares. <br />
<br />
On the other hand, necessary simplifications to streamline the game were left for later editions, such as removing multiclassing penalties. I never understood why that crap was not removed for 3.5. <br />
<br />
If 3.5 would have been done about 2 years later, it could have included later additions like swift and immediate actions, the polymorph nerf, action points, Eberron races, the Warlock or the artificer, and maybe even a maneuver system like ToB. <br />
<br />
3.5 edition even had a bad effect on WotC sales, as nobody wanted the old 3.0 splatbooks anymore, and people were cautious about the new ones coming out.<br />
<br />
;3. Vancian Magic<br />
<br />
I don't know why they finally manage to throw out that damn spell preparation, but it should have been gone in every edition since 3.0. Looks like they will still keep it for 4.0. Ahrg.<br />
<br />
;2. Level adjustment<br />
<br />
While the idea of a system that allows you to use some of the mosters as PCs is very nifty, LA was awful. The rules were clunky and hard to understand. LA was frequently slapped on races where it was not necessary because they work fine without (Genasi, Hobgoblin, Blue). For a few notable exceptions, LA was much too low (Half-Ogre). And if you tried to play a monster with a high LA, you'd be way behind expectations because you don't hit anything and you hardly have any hit points. LA also screwed you if you tried a monster spellcaster.<br />
<br />
;1. Mialee<br />
<br />
Hehe, I guess you didn't expect this one :) But face it: It was the iconic sexy elf chick that was drawing you to the hobby in the first place. Numerous fantasy games have used the hot elf chick to lure the nerdy, lonely fanbase. <br />
<br />
But D&D3 refused to deliver. That anthropomorphic cricket they used for their elven wizard was just not what we wanted to fantasize about. There is no illustration of Mialee in any book where she doesn't look some kind of wrong.<br />
<br />
Really, a game where the hottest chick is a ''Dread Necromancer'' ... hm, well, then on the other hand D&D is much cooler than I thought after all. Who cares for elves when there's Asian goth chicks. Hehe.<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>05:14, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;1. Mialee<br />
<br />
Mialee didn't bring me to the game; I wanted to play D&D because I thought it would be cool.<br />
<br />
=== [[User:Sepsis|Sepsis]]&nbsp;<small><small>10:17, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;10. Races Inflation<br />
<br />
So true the possibilities for the "core" races (Dwarf, Elf, Gnome, Halfling, Human, etc.) are near endless (with good roleplaying and a decent DM). Hopefully they spend more time on thier potential then including more pointless Races. And God please no Kobold (or other "Humanoid") races.<br />
<br />
;9. The Swashbuckler<br />
<br />
Again, too true. Bonus Classes were a nice idea, but poorly implemented. If the Skill/Feat system allows most of these are superfulous anyway. I hope they disappear.<br />
<br />
;8. Prestige Classes<br />
<br />
In agreement again, good idea, bad implementation. As above with "bonus classes" I hope these fade away.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
No comment...you said it all.<br />
<br />
;6. Splat Book Invasion<br />
<br />
I was a bigger fan of splat books then yourself. I would rather Wizards made more of those (at least ones with more Campaign Setting Style options and rules...less Character options) then wasting time and effort on pre-made Campaign Settings.<br />
<br />
;5. Save the Fighter threads<br />
<br />
The Fighter has been (and always will be) one of my most favorite Classes. I never saw them as broken or nerfed in any way.<br />
<br />
;4. 3.5 edition<br />
<br />
I'm not sure the transition from 3.0 to 3.5 was as hard a pill to swallow for most as the conversion to 4.0. The problem being too many folks feel they "just switched to 3.5" a few years ago, instead of seeing 3.0 and 3.5 as permutations of the same line.<br />
<br />
;3. Vancian Magic<br />
<br />
I leave Magic to the spell casting Players. Never much liked their headaches so I must say "No Comment" on this one.<br />
<br />
;2. Level adjustment<br />
<br />
As a DM who never really allowed "Monster Characters" this was seldomn an issue for me. As above with the Races, I'll restate that there is enough variety in what we have without trying to shoehorn in a ton of Races that really should be left to the realm of Player advisaries, just because Players want to play a evil Monster. I say, want to run a Monster? Fine your Human Character has a 2 Charisma...now your a MONSTER. <grin><br />
<br />
;1. Mialee<br />
<br />
As a fan of good fantasy art it's always a shame when a potentially "hot" fantasy chick gets the short end. Yes they should have given her some better PR.<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>10:20, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;8 Not all presteige classes where rubbish<br />
<br />
true necromacer was brilliant for creating a better necromancer (I like undead, so that one stuck in my mind) and Arachnomancer was cool (the spider thing rules, although they should have only had the underdark version: the Drow of the underdark one was not as good) On the hole, things such as the "Blindmage Sorcerer" (I made that one up on the spot) would never do well (most prestige classes out the window there) but the odd one or two in every few books where good, memorable prestige classes. For example, drow of the underdark should only include two or three: Arachnomancer, Spider Rider (that one is mine, but it will rule when it is finnished) and eye of lolth (that was cool). two or three heavily thought out and well implemented prestreige classes in the odd book might work better than six or more in every book. Good idea, and some good classes, but most where pointless. I don't wan't them to fade away, but become rarer and better.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070819155204</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 19 15:52 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
<blockquote><br />
;''10. Races Inflation''<br />
<br />
''... And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans.''<br />
</blockquote><br />
<br />
Actually, I've found a number of builds where Illumians work better than humans.<br />
<br />
Elans... the only real benefit I've found is that they can take the feats Rapid Strike and Improved Rapid Strike.<br />
<br />
<blockquote>''true necromacer was brilliant for creating a better necromancer...''</blockquote><br />
<br />
No. No it wasn't. True necro was '''not''' the best way to go for mastering undead. A single-classed cleric made a better undead master than a true necro. Dread necro is my favorite way to go. You should see the [http://forums.gleemax.com/showthread.php?t=599129 Necromancer's Handbook] on the subject.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
<br />
=== [[User:Rakankou|Rakankou]]&nbsp;<small><small>17:07, 19 August 2007 (MDT)</small></small> ===<br />
;10 Races Inflation<br> <br />
The Chaos Gnomes (hippie RoS gnomes) weren't very much different from regular gnomes, if you ask me; I agree with you, however. Most of the extra races were mediocre at best and only really useful for one role (if they were that lucky). As poorly developed as many were, few of my players ever picked out something truly unusual. Most everyone seems content to play something simple like an Elf or Half-Orc, and Humans are omnipresent in every good adventuring group. In stead of making countless separate races and subraces, I think a system of specializing the core races might have been a better idea, provided it wasn't too complicated; that would have allowed the more outlandish players to play monster characters to satisfy their exotic desires.<br />
<br />
;8 Prestige Classes<br> <br />
Actually, there was --more or less --an Oozemage. It wasn't a spellcasting PrC, but it delivered enough abilities to make you think it might have been. The Thrall of Jubilex (BoVD) delivered on that.<br />
<br />
;3 Vancian Magic<br> <br />
I couldn't agree with you more. Spell preparation just slows the whole game down and encourages the spellcasters to cheat, anyway (which is far too easy when the DM has six or more other players to watch at the same time). I don't know how many times a wizard in my group has erased a few things to exchange a Mass Invisibility for a twinned Fireball or somesuch --or maybe clerics switching out something for a well-timed Revivify. I can deal with the spell slots and all, but I have to agree that the system needs some work.<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:27, 19 August 2007 (MDT)</small></small> ===<br />
<br />
@Sledged: I can't say whether Illumians were any good, rules-wise. I never bothered to read them, as I found the idea of a race with some glowing symbols around their head rather silly. That idea was better suited to some Prestige Class or Template or something. If they write a race, I want it to have a useful history, a place in the campaign world, a means of multiplying, their own lands, a reasonable way of economic survival etc. --[[User:Mkill|Mkill]] 21:27, 19 August 2007 (MDT)<br />
<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>03:01, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I would say the worst of D&D 3.5 was D&D miniatures: they where poor quality, but worst of all they where randomised into boxes so you couldn't get the model you want without having to buy lots of boxes, and then you waste several times more money on the model than it was worth.<br />
<br />
And the miniatures game was pretty pointless anyway: why play a game where you have no real choice to what models you use and no control of a real army, when there are others where you can get a huge army with full control of what you buy with other games?<br />
<br />
I there is one thing that needs improving is the miniatures range if anyone is ever going to want to use them.<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>07:04, 20 August 2007 (MDT)</small></small> ===<br />
<br />
Good point. I'd also like to add that D&D3 had too many rules that only made sense if you put miniatures on the table, such as AOOs for moving and 5ft. steps. The game was designed so you could only play it with miniatures. I know at least one Fantasy gaming system that has better core combat rules (the German "Arcane Codex"): it works fine without miniatures, it allows more maneuvers and it even takes up less pages. And you can do interesting stuff even without the right feat.<br />
<br />
The main drawback of miniatures is that it takes away your imagination. When all you see is unmoving miniatures, it's hard to picture a lively fight in a three-dimensional environment in your mind. That is why some games like Feng Shui explicitely say you shouldn't use miniatures to play. --[[User:Mkill|Mkill]] 07:04, 20 August 2007 (MDT)<br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:What_Do_You_Want_to_See_in_4E%3F&diff=125309Discussion:What Do You Want to See in 4E?2007-08-20T12:53:30Z<p>Mkill: /* Mkill&nbsp;<small><small>06:52, 20 August 2007 (MDT)</small></small> */</p>
<hr />
<div>== What Do You Want to See in 4E? == <br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070817135545</h3><br />
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|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 17 13:55 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
The title says it all, but specifically what changes would you like to see (no matter how realistic or unrealistic it may seem)?<br />
<br />
I'd like to see psionics be more than just a point-based spellcasting system of mechanics. I miss the feel of 2E psionics, and so far the d20 system has yet to fill that void. However, [http://www.greenronin.com/ Green Ronin's] ''[http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr1306&Category_Code= The Psychic's Handbook]'' has come pretty damn close.<br />
<br />
Also, I've never cared for the seemingly arbitrary assignment of spells to classes. Every supplement that introduces new spells only does it from the perspective of the core spellcasting classes. If I make a wu jen, there's no readily available mechanic for me to determine what spells in the ''Draconomicon'' are appropriate for the wu jen's spell list and what level they should be. I'd like to see the categorization of spells by class disappear and be replaced with categorization by arcane and divine. From this point each class would explicitly write out the criteria that a spell has to meet in order to be available for that class. Example: For the bard class I'd say something like:<br />
<br />
<blockquote>''A bard casts arcane spells from schools X, Y, and Z that have verbal components, they also cast ''cure'' spells, which, even though they are listed as divine spells, are cast as arcane spells. A bard cast spells with the language-dependent descriptor at a +1 caster level.''</blockquote><br />
<br />
What would you like to see in 4E?<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
<br />
=== [[User:MorkaisChosen|MorkaisChosen]]&nbsp;<small><small>06:54, 19 August 2007 (MDT)</small></small> ===<br />
<br />
'''I want to see what they've done to make fighters worthwhile for somethjing more than "a couple of levels for some extra feats before I hit [INSERT PRESTIGE CLASS HERE]." I know they're doing something, but I just hope it's good... [[User:MorkaisChosen|MorkaisChosen]] 06:54, 19 August 2007 (MDT)'''<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>08:15, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I agree that class-specific spell lists should be a thing of the past. There should be only general spell descriptors, and for example the cleric is able to cast all spells with descriptor A, B and C, the bard with B and D, and the wizard all spells with C, F and G. Or something like that. So when there is a new spell, and it's a "C" spell, you know it's for clerics and wizards.<br />
<br />
;Asian-themed classes, weapons and other stuff<br />
<br />
What I'd be interested in is what they planned with the monk class, and with all other asian-themed material that is scattered somewhere through the book. For my tastes, they should gather it all and create one "asian-themed" sourcebook, with appropriate classes, weapons, monsters, and some more general ideas to give a campain or a part of a game world some asian flavor. That's better than having a Ninja here and a Wu Jen there. --[[User:Mkill|Mkill]] 08:15, 19 August 2007 (MDT)<br />
<br />
=== [[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT) ===<br />
<br />
Here's some stuff I would like to see in 4th edition:<br />
<br />
*'''More Invocation-using classes:''' I want at least one core class that can use invocations and some 4th edition supplements that are dedicated to invocation-users, adding more classes (base and prestige), feats, monsters, races, and invocations (examples could be: ''The Expanded Eldritch Handbook'', ''The Complete Innate'', and ''The Invocation Compendium''). <br />
<br />
*'''At least one core Warrior/Arcane Spellcaster hybrid base class:''' The addition of a core class that can fight good and use arcane spells would be a nice to see in 4th edition. They could probably make the duskblade and/or the hexblade core, or make a new class altogether.<br />
<br />
*'''A two-weapon fighting fix:''' The rules for two-weapon fighting needs to be reworked so that it is just as viable as other styles of fighting and takes up less feats to do effectively.<br />
<br />
*'''Reworking of several races:''' There are several races in Dnd that are underpowered, such as the half-orc and the half-elf, that do need to be reworked. In addition, I would like to see nonstandard races (such as goblins, kobolds, orcs, gnolls, and hobgoblins) built from the ground up as viable races rather than cannon fodder, and races with a level adjustment be actually worth the level adjustment given.<br />
<br />
*'''More guidelines/formulas for creating custom-made magic items:''' It would be nice to have more guidelines and formulas for setting the price for homebrewed magic items.<br />
<br />
*'''A free, online SRD for 4th edition:''' After all the core books come out, Wizards should make a online SRD just like the one they made for 3.5th edition so people can get the jest of the rules and see if the books are worth byeing.<br />
<br />
*'''And finally, an end to:'''<br />
:*'''Multiclassing penalties:''' Xp penalties for multiclassing should have been abandoned in 3rd edition. Enough said.<br />
<br />
:*'''The whole idea that Necromancy/Undead/Negative Energy use is inherently evil:''' In Dnd, the current idea is that creating, summoning, or becoming undead is evil, regardless of the intention or the result of doing so. Frankly, I find this to be idiotic, so I want the following changes to happen:<br />
:*1) All spells that create/summon undead to lose the Evil descriptor unless they specifically summon/create an evil-aligned undead.<br />
<br />
:*2) Allow sentient undead to be of any alignment they want to be, and change the alignment of mindless undead to true neutral<br />
<br />
:*3) Have it so that whether a cleric channels negative or positive energy (and thus determining rebuke/turn undead and spontaneous casting of inflict or cure spells) be determined on the deity worshiped rather than alignment. For example, if a cleric of a god of death would channel negative energy, rebuke undead, and spontaneously cast inflict spells, even if the cleric is good-aligned, and a cleric of a god of healing would channel positive energy, turn undead, and spontaneously cast cure spells, even if the cleric is evil.<br />
<br />
:*'''Alignment restrictions for classes:''' Frankly, I find that they tend to restrict roleplaying, and should be removed for all classes except the cleric.<br />
<br />
Those are things that I hope to see in 4th edition. --[[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>06:52, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I do agree that 4th edition should see invocation classes. But they can keep their status as an alternative to arcane magic and be published in one of the first supplements, I don't want the PHB to be too stuffed. Since the Warlock fulfills the Skirmisher role now, it would be nice if they complement him with a melee invoker (kind of like my [[Overlord]] class and a party supporter invoker (like a Marshall with invocations). I'd also like to see a good-aligned version of the Warlock.<br />
<br />
As for the 4.0 SRD, that was already confirmed.<br />
<br />
I'm a bit iffy on the neutral necromancy thing. While this might be an interesting concept for a campaign / gameworld, in standard D&D Necromancy is evil. The sourcebooks should explain this better, but the general concept is okay. After all, most undead feed on the living (ghouls, vampires), spread disease (mummy) and they are generally a perversion of life. Btw., for an alternative "positive energy undead" see the Eberron Deathless.<br />
<br />
What I do like to see is alternative powers to Turn Undead for clerics. Turning Undead just does not fit every deity.<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:What_Do_You_Want_to_See_in_4E%3F&diff=125308Discussion:What Do You Want to See in 4E?2007-08-20T12:52:31Z<p>Mkill: </p>
<hr />
<div>== What Do You Want to See in 4E? == <br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070817135545</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 17 13:55 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
The title says it all, but specifically what changes would you like to see (no matter how realistic or unrealistic it may seem)?<br />
<br />
I'd like to see psionics be more than just a point-based spellcasting system of mechanics. I miss the feel of 2E psionics, and so far the d20 system has yet to fill that void. However, [http://www.greenronin.com/ Green Ronin's] ''[http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr1306&Category_Code= The Psychic's Handbook]'' has come pretty damn close.<br />
<br />
Also, I've never cared for the seemingly arbitrary assignment of spells to classes. Every supplement that introduces new spells only does it from the perspective of the core spellcasting classes. If I make a wu jen, there's no readily available mechanic for me to determine what spells in the ''Draconomicon'' are appropriate for the wu jen's spell list and what level they should be. I'd like to see the categorization of spells by class disappear and be replaced with categorization by arcane and divine. From this point each class would explicitly write out the criteria that a spell has to meet in order to be available for that class. Example: For the bard class I'd say something like:<br />
<br />
<blockquote>''A bard casts arcane spells from schools X, Y, and Z that have verbal components, they also cast ''cure'' spells, which, even though they are listed as divine spells, are cast as arcane spells. A bard cast spells with the language-dependent descriptor at a +1 caster level.''</blockquote><br />
<br />
What would you like to see in 4E?<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
<br />
=== [[User:MorkaisChosen|MorkaisChosen]]&nbsp;<small><small>06:54, 19 August 2007 (MDT)</small></small> ===<br />
<br />
'''I want to see what they've done to make fighters worthwhile for somethjing more than "a couple of levels for some extra feats before I hit [INSERT PRESTIGE CLASS HERE]." I know they're doing something, but I just hope it's good... [[User:MorkaisChosen|MorkaisChosen]] 06:54, 19 August 2007 (MDT)'''<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>08:15, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I agree that class-specific spell lists should be a thing of the past. There should be only general spell descriptors, and for example the cleric is able to cast all spells with descriptor A, B and C, the bard with B and D, and the wizard all spells with C, F and G. Or something like that. So when there is a new spell, and it's a "C" spell, you know it's for clerics and wizards.<br />
<br />
;Asian-themed classes, weapons and other stuff<br />
<br />
What I'd be interested in is what they planned with the monk class, and with all other asian-themed material that is scattered somewhere through the book. For my tastes, they should gather it all and create one "asian-themed" sourcebook, with appropriate classes, weapons, monsters, and some more general ideas to give a campain or a part of a game world some asian flavor. That's better than having a Ninja here and a Wu Jen there. --[[User:Mkill|Mkill]] 08:15, 19 August 2007 (MDT)<br />
<br />
=== [[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT) ===<br />
<br />
Here's some stuff I would like to see in 4th edition:<br />
<br />
*'''More Invocation-using classes:''' I want at least one core class that can use invocations and some 4th edition supplements that are dedicated to invocation-users, adding more classes (base and prestige), feats, monsters, races, and invocations (examples could be: ''The Expanded Eldritch Handbook'', ''The Complete Innate'', and ''The Invocation Compendium''). <br />
<br />
*'''At least one core Warrior/Arcane Spellcaster hybrid base class:''' The addition of a core class that can fight good and use arcane spells would be a nice to see in 4th edition. They could probably make the duskblade and/or the hexblade core, or make a new class altogether.<br />
<br />
*'''A two-weapon fighting fix:''' The rules for two-weapon fighting needs to be reworked so that it is just as viable as other styles of fighting and takes up less feats to do effectively.<br />
<br />
*'''Reworking of several races:''' There are several races in Dnd that are underpowered, such as the half-orc and the half-elf, that do need to be reworked. In addition, I would like to see nonstandard races (such as goblins, kobolds, orcs, gnolls, and hobgoblins) built from the ground up as viable races rather than cannon fodder, and races with a level adjustment be actually worth the level adjustment given.<br />
<br />
*'''More guidelines/formulas for creating custom-made magic items:''' It would be nice to have more guidelines and formulas for setting the price for homebrewed magic items.<br />
<br />
*'''A free, online SRD for 4th edition:''' After all the core books come out, Wizards should make a online SRD just like the one they made for 3.5th edition so people can get the jest of the rules and see if the books are worth byeing.<br />
<br />
*'''And finally, an end to:'''<br />
:*'''Multiclassing penalties:''' Xp penalties for multiclassing should have been abandoned in 3rd edition. Enough said.<br />
<br />
:*'''The whole idea that Necromancy/Undead/Negative Energy use is inherently evil:''' In Dnd, the current idea is that creating, summoning, or becoming undead is evil, regardless of the intention or the result of doing so. Frankly, I find this to be idiotic, so I want the following changes to happen:<br />
:*1) All spells that create/summon undead to lose the Evil descriptor unless they specifically summon/create an evil-aligned undead.<br />
<br />
:*2) Allow sentient undead to be of any alignment they want to be, and change the alignment of mindless undead to true neutral<br />
<br />
:*3) Have it so that whether a cleric channels negative or positive energy (and thus determining rebuke/turn undead and spontaneous casting of inflict or cure spells) be determined on the deity worshiped rather than alignment. For example, if a cleric of a god of death would channel negative energy, rebuke undead, and spontaneously cast inflict spells, even if the cleric is good-aligned, and a cleric of a god of healing would channel positive energy, turn undead, and spontaneously cast cure spells, even if the cleric is evil.<br />
<br />
:*'''Alignment restrictions for classes:''' Frankly, I find that they tend to restrict roleplaying, and should be removed for all classes except the cleric.<br />
<br />
Those are things that I hope to see in 4th edition. --[[User:Pirate-Sorcerer|Pirate-Sorcerer]] 22:21, 19 August 2007 (MDT)<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>06:52, 20 August 2007 (MDT)</small></small> ===<br />
<br />
I do agree that 4th edition should see invocation classes. But they can keep their status as an alternative to arcane magic and be published in one of the first supplements, I don't want the PHB to be too stuffed. <br />
<br />
Since the Warlock fulfills the Skirmisher role now, it would be nice if they complement him with a melee invoker (kind of like my [[Overlord]] class and a party supporter invoker (like a Marshall with invocations). I'd also like to see a good-aligned version of the Warlock.<br />
<br />
As for the 4.0 SRD, that was already confirmed.<br />
<br />
I'm a bit iffy on the neutral necromancy thing. While this might be an interesting concept for a campaign / gameworld, in standard D&D Necromancy is evil. The sourcebooks should explain this better, but the general concept is okay. After all, most undead feed on the living (ghouls, vampires), spread disease (mummy) and they are generally a perversion of life.<br />
<br />
What I do like to see is alternative powers to Turn Undead for clerics. Turning Undead just does not fit every deity.<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Worst_10_of_D%26D_3rd_edition&diff=125282Discussion:Worst 10 of D&D 3rd edition2007-08-20T03:27:14Z<p>Mkill: </p>
<hr />
<div>== The Worst 10 of D&D 3rd edition == <br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>05:07, 19 August 2007 (MDT)</small></small> ===<br />
<br />
While everyone is checking what Wizard's is up to for the next edition, I'd like to take a look back and see what's been the worst in the last edition. All of this is my very personal opinion so feel free to discuss and disagree.<br />
<br />
;10. Races Inflation<br />
<br />
A bit like the old FR kept creating yet another subrace of elves / gnomes / dwarves / whatever, there have been too many races published in some sourcebook or another. Anybody remember the hippie gnomes from RoS (or whatever their real name was), or the flimsy Spellscales? Or those strange anthropomorphic lizards with some scales left from Magic of Incarnum (the other stuff may have been good, but the races in there sucked). And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans. Really, I wonder how often all those crappy races ever made it into play, especially since none of them have ever been properly placed in a campaign setting, so none of them had a proper history or even a reason to be there.<br />
<br />
;9. The Swashbuckler<br />
<br />
The Swashbuckler stands here as one example for "great concept, sucky game design" that plagued some of the bonus classes scattered around many sourcebooks. Swashbucklers are especially notorious as they get a pretty good class feature at 3rd level, but nothing worth mentioning before or after that. So nobody ever went past 3rd level in that class. <br />
<br />
While the Healer, the Marshall, the Spellthief, the CW Samurai and some others could have been mentioned here just as well, I chose the Swashbuckler because I really liked the concept, so I find it especially sad how it was screwed up.<br />
<br />
;8. Prestige Classes<br />
<br />
Yes, it sounded like a great idea when DMG 3.0 came out, but Prestige Classes never delivered. I've never seen a character that was defined by a PrC in a way that basic classes and some individual description and personality couldn't have. From the 200+ prestige classes ever published by WotC alone, most were simply forgotten in obscurity, for they were just too strange or too limited. Anybody remember the Oozemage? Well, I just made that one up, but how many books do you have to check now to prove there has never been an Oozemage? Apart from the fact that the whole idea is repulsive enough nobody wants to play one. <br />
<br />
The only PrCs that ever became famous were the one's that were useless (Virtuoso) and the one's that were hideously overpowered (Planar Shepherd). <br />
<br />
The other thing I really hate about PrCs is how they take the character development focus away from creating a rounded up, multifaceted character to fulfilling stupid PrC requirements.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
The official D&D rules columns have earned quite a reputation for wrong rules interpretations, often adding more to the confusion than solving. Nothing shows more that D&D3 had too many complicated rules details. <br />
<br />
;6. Splat Book Invasion<br />
<br />
D&D3 saw tons of splat books in print, i.e. books that contain nothing but new character options and other goodies. In fact, until the ECS came out, there was no real decent campaign background material. A Greyhawk hardcover was never printed, which I don't mind but don't declare it standard background setting if you don't intend to publish the setting. The FR book was just a giant stat block in tiny font size, without any real flavor coming through.<br />
<br />
But after all, it was the gamers' own fault, because all they would ever buy in hordes was new splat books.<br />
<br />
;5. Save the Fighter threads<br />
<br />
At some point after 3.5 was out somebody decided that the Fighter was not good enough anymore, and the first "save the fighter" thread was born. Since then, the Internet has been regularly flooded by people with zero knowledge about good game design but a glorious mission to rewrite the fighter. 90% of those rewrites were crap. Most people already failed before they started, because they didn't understand what the real problem with the fighter was in the first place. <br />
<br />
;4. 3.5 edition<br />
<br />
If look back and take the time to honestly compare 3.0 edition, the 3.5 edition PHB and some of the changes and additions that were published after that, you can't help but notice that 3.5 was rushed, too early, and too conservative. Some of the changes were good and useful, such as the rewritten ranger. But you don't need to rewrite the whole product line to change one class. A lot of the 3.5 changes required a lot of effort with limited game effects, such as checking that every monster had the correct number of feats. Who cares. <br />
<br />
On the other hand, necessary simplifications to streamline the game were left for later editions, such as removing multiclassing penalties. I never understood why that crap was not removed for 3.5. <br />
<br />
If 3.5 would have been done about 2 years later, it could have included later additions like swift and immediate actions, the polymorph nerf, action points, Eberron races, the Warlock or the artificer, and maybe even a maneuver system like ToB. <br />
<br />
3.5 edition even had a bad effect on WotC sales, as nobody wanted the old 3.0 splatbooks anymore, and people were cautious about the new ones coming out.<br />
<br />
;3. Vancian Magic<br />
<br />
I don't know why they finally manage to throw out that damn spell preparation, but it should have been gone in every edition since 3.0. Looks like they will still keep it for 4.0. Ahrg.<br />
<br />
;2. Level adjustment<br />
<br />
While the idea of a system that allows you to use some of the mosters as PCs is very nifty, LA was awful. The rules were clunky and hard to understand. LA was frequently slapped on races where it was not necessary because they work fine without (Genasi, Hobgoblin, Blue). For a few notable exceptions, LA was much too low (Half-Ogre). And if you tried to play a monster with a high LA, you'd be way behind expectations because you don't hit anything and you hardly have any hit points. LA also screwed you if you tried a monster spellcaster.<br />
<br />
;1. Mialee<br />
<br />
Hehe, I guess you didn't expect this one :) But face it: It was the iconic sexy elf chick that was drawing you to the hobby in the first place. Numerous fantasy games have used the hot elf chick to lure the nerdy, lonely fanbase. <br />
<br />
But D&D3 refused to deliver. That anthropomorphic cricket they used for their elven wizard was just not what we wanted to fantasize about. There is no illustration of Mialee in any book where she doesn't look some kind of wrong.<br />
<br />
Really, a game where the hottest chick is a ''Dread Necromancer'' ... hm, well, then on the other hand D&D is much cooler than I thought after all. Who cares for elves when there's Asian goth chicks. Hehe.<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>05:14, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;1. Mialee<br />
<br />
Mialee didn't bring me to the game; I wanted to play D&D because I thought it would be cool.<br />
<br />
=== [[User:Sepsis|Sepsis]]&nbsp;<small><small>10:17, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;10. Races Inflation<br />
<br />
So true the possibilities for the "core" races (Dwarf, Elf, Gnome, Halfling, Human, etc.) are near endless (with good roleplaying and a decent DM). Hopefully they spend more time on thier potential then including more pointless Races. And God please no Kobold (or other "Humanoid") races.<br />
<br />
;9. The Swashbuckler<br />
<br />
Again, too true. Bonus Classes were a nice idea, but poorly implemented. If the Skill/Feat system allows most of these are superfulous anyway. I hope they disappear.<br />
<br />
;8. Prestige Classes<br />
<br />
In agreement again, good idea, bad implementation. As above with "bonus classes" I hope these fade away.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
No comment...you said it all.<br />
<br />
;6. Splat Book Invasion<br />
<br />
I was a bigger fan of splat books then yourself. I would rather Wizards made more of those (at least ones with more Campaign Setting Style options and rules...less Character options) then wasting time and effort on pre-made Campaign Settings.<br />
<br />
;5. Save the Fighter threads<br />
<br />
The Fighter has been (and always will be) one of my most favorite Classes. I never saw them as broken or nerfed in any way.<br />
<br />
;4. 3.5 edition<br />
<br />
I'm not sure the transition from 3.0 to 3.5 was as hard a pill to swallow for most as the conversion to 4.0. The problem being too many folks feel they "just switched to 3.5" a few years ago, instead of seeing 3.0 and 3.5 as permutations of the same line.<br />
<br />
;3. Vancian Magic<br />
<br />
I leave Magic to the spell casting Players. Never much liked their headaches so I must say "No Comment" on this one.<br />
<br />
;2. Level adjustment<br />
<br />
As a DM who never really allowed "Monster Characters" this was seldomn an issue for me. As above with the Races, I'll restate that there is enough variety in what we have without trying to shoehorn in a ton of Races that really should be left to the realm of Player advisaries, just because Players want to play a evil Monster. I say, want to run a Monster? Fine your Human Character has a 2 Charisma...now your a MONSTER. <grin><br />
<br />
;1. Mialee<br />
<br />
As a fan of good fantasy art it's always a shame when a potentially "hot" fantasy chick gets the short end. Yes they should have given her some better PR.<br />
<br />
=== [[User:Sam Kay|Sam Kay]]&nbsp;<small><small>10:20, 19 August 2007 (MDT)</small></small> ===<br />
<br />
;8 Not all presteige classes where rubbish<br />
<br />
true necromacer was brilliant for creating a better necromancer (I like undead, so that one stuck in my mind) and Arachnomancer was cool (the spider thing rules, although they should have only had the underdark version: the Drow of the underdark one was not as good) On the hole, things such as the "Blindmage Sorcerer" (I made that one up on the spot) would never do well (most prestige classes out the window there) but the odd one or two in every few books where good, memorable prestige classes. For example, drow of the underdark should only include two or three: Arachnomancer, Spider Rider (that one is mine, but it will rule when it is finnished) and eye of lolth (that was cool). two or three heavily thought out and well implemented prestreige classes in the odd book might work better than six or more in every book. Good idea, and some good classes, but most where pointless. I don't wan't them to fade away, but become rarer and better.<br />
<br />
<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070819155204</h3><br />
{| class="d20" style="padding: 0; margin: 0; text-align: left; width: 100%; border: none;" cellspacing="0"<br />
|- class="even"<br />
| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 19 15:52 (MDT)</span></span><br />
|-<br />
| style="border: none;" |<br />
<blockquote><br />
;''10. Races Inflation''<br />
<br />
''... And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans.''<br />
</blockquote><br />
<br />
Actually, I've found a number of builds where Illumians work better than humans.<br />
<br />
Elans... the only real benefit I've found is that they can take the feats Rapid Strike and Improved Rapid Strike.<br />
<br />
<blockquote>''true necromacer was brilliant for creating a better necromancer...''</blockquote><br />
<br />
No. No it wasn't. True necro was '''not''' the best way to go for mastering undead. A single-classed cleric made a better undead master than a true necro. Dread necro is my favorite way to go. You should see the [http://forums.gleemax.com/showthread.php?t=599129 Necromancer's Handbook] on the subject.<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
<br />
=== [[User:Rakankou|Rakankou]]&nbsp;<small><small>17:07, 19 August 2007 (MDT)</small></small> ===<br />
;10 Races Inflation<br> <br />
The Chaos Gnomes (hippie RoS gnomes) weren't very much different from regular gnomes, if you ask me; I agree with you, however. Most of the extra races were mediocre at best and only really useful for one role (if they were that lucky). As poorly developed as many were, few of my players ever picked out something truly unusual. Most everyone seems content to play something simple like an Elf or Half-Orc, and Humans are omnipresent in every good adventuring group. In stead of making countless separate races and subraces, I think a system of specializing the core races might have been a better idea, provided it wasn't too complicated; that would have allowed the more outlandish players to play monster characters to satisfy their exotic desires.<br />
<br />
;8 Prestige Classes<br> <br />
Actually, there was --more or less --an Oozemage. It wasn't a spellcasting PrC, but it delivered enough abilities to make you think it might have been. The Thrall of Jubilex (BoVD) delivered on that.<br />
<br />
;3 Vancian Magic<br> <br />
I couldn't agree with you more. Spell preparation just slows the whole game down and encourages the spellcasters to cheat, anyway (which is far too easy when the DM has six or more other players to watch at the same time). I don't know how many times a wizard in my group has erased a few things to exchange a Mass Invisibility for a twinned Fireball or somesuch --or maybe clerics switching out something for a well-timed Revivify. I can deal with the spell slots and all, but I have to agree that the system needs some work.<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>21:27, 19 August 2007 (MDT)</small></small> ===<br />
<br />
@Sledged: I can't say whether Illumians were any good, rules-wise. I never bothered to read them, as I found the idea of a race with some glowing symbols around their head rather silly. That idea was better suited to some Prestige Class or Template or something. If they write a race, I want it to have a useful history, a place in the campaign world, a means of multiplying, their own lands, a reasonable way of economic survival etc. --[[User:Mkill|Mkill]] 21:27, 19 August 2007 (MDT)<br />
<br />
<br />
<!-- REMOVE THIS LINE to add comments<br />
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{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=User_talk:Sam_Kay&diff=125205User talk:Sam Kay2007-08-19T14:26:06Z<p>Mkill: Wiki style</p>
<hr />
<div>{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Talk:Hobbits_(DnD_Race)<br />
|section=<br />
|notifier=Sledged<br />
|date_time=14:09, 17 August 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Fang_Weapon_(DnD_Equipment)<br />
|section=Comments<br />
|notifier=Green Dragon<br />
|date_time=15:15, 13 August 2007 (MDT)<br />
}}<br />
}}<br />
<br />
==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working, how well you know the Wiki Format, and how well you know D&D. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 11:34, 5 June 2007 (MDT)<br />
<br />
== Monstrous Spider Existance ==<br />
<br />
Can anyone tell me how monstrous spiders exist in D&D (where they made magically or by Lolth)? [[User:Sam Kay|Sam Kay]] 07:28, 23 June 2007 (MDT)<br />
<br />
:Up to the DM really. To some DMs, they are natural to the world (think of Mirkwood in Lord of the Rings). To others maybe monsters are all a result of some planar gate being opened. Maybe Monstrous spiders are magically infused regular spiders. And yes, you could even say they were made by Lloth. --[[User:Aarnott|Aarnott]] 08:54, 23 June 2007 (MDT)<br />
<br />
::You know the spider's in mirkwood are not natural. They are demons corrupted by the evil valar morgoth! But spider's that size could not be natural. They would be unable to breath![[User:Sam Kay|Sam Kay]] 09:09, 23 June 2007 (MDT)<br />
<br />
:::Here I thought they were just natural Mirkwood dwellers... Cool! True they would be unable to breathe unless magically/divinely/genetically modified. Maybe they grew to have lungs at that size (different evolutionary path on that particular world). Maybe they just magically work (like an enlarge type spell that is infused with their nature so that they are not subject to dispelling or antimagic). Perhaps they are divinely that way (I mean come on, try to explain time stop, resurrection, etc)! It is really up to the DM should they want to explain the origin. It can also be up to the designer should the designer want to explain the origin. --[[User:Aarnott|Aarnott]] 12:13, 25 June 2007 (MDT)<br />
<br />
== Trademarks ==<br />
<br />
Most of Middle-Earth is trademarked and/or copyrighted. Those who publish Middle-Earth RPG's pay for the right to use those names. Alas, we can not host this material here. I wish that we could. The one thing that I can guarantee is that someone with the rights to this IP will soon send us a messages saying, "Remove this." They are generally protective of their rights. Quite honestly, this is not a fight any of us is willing to make. --[[User:Dmilewski|Dmilewski]] 14:33, 17 August 2007 (MDT)<br />
<br />
:The Fair use of copyright act allows use of copyright so long as you give credit to the copyright holder and don't use it to gain proft (I just reasearched it). <br />
<br />
{{quote|What is fair use?<br />
In copyright law, there is a concept of fair use, also known as; free use, fair dealing, or fair practice.<br />
<br />
Fair use sets out certain actions that may be carried out, but would not normally be regarded as an infringement of the work.<br />
<br />
The idea behind this is that if copyright laws are too restrictive, it may stifle free speech, news reporting, or result in disproportionate penalties for inconsequential or accidental inclusion.<br />
<br />
What does fair use allow?<br />
Under fair use rules, it may be possible to use quotations or excerpts, where the work has been made available to the public, (i.e. published). Provided that:<br />
<br />
The use is deemed acceptable under the terms of fair dealing.<br />
That the quoted material is justified, and no more than is necessary is included.<br />
That the source of the quoted material is mentioned, along with the name of the author.<br />
Typical free uses of work include:<br />
Inclusion for the purpose of news reporting.<br />
Incidental inclusion.<br />
National laws typically allow limited private and educational use.<br />
What is incidental inclusion?<br />
This is where part of a work is unintentionally included. A typical examples of this would be a case where holiday movie inadvertently captured part of a copyright work, such as some background music, or a poster that just happened to on a wall in the background.<br />
<br />
Points to keep in mind...<br />
The actual specifics of what is acceptable will be governed by national laws, and although broadly similar, actual provision will vary from country to country.<br />
<br />
Cases dealing with fair dealing can be complex, as decisions are based on individual circumstances and judgements. This can be a very difficult area of copyright law.<br />
<br />
To avoid problems, if you are in any doubt, you are advised to always get the permission of the owner, prior to use.|quote}}<br />
<br />
Also, I did ask green dragon and blue dragon a long time before adding this;<br />
<br />
{{quote|<br />
;The Lord of the rings <br />
I am a huge fan of said book, and I have created a D&D campaign setting based on it. I would be interested in putting it on D&D wiki, but it is quite big so I thought I should check with you. It also has quite abit of SRD and modified SRD in it, which may need sorting out. And it is in a word document (I don't know how to turn it into D&Dwiki formatting without spending 1000+ years converting it bit by bit). It may need some work to make it entirely sound. I will not submit it without your permision, and I would also like abit of advice for converting it to wiki format please. Thanks! Sam Kay 12:57, 11 June 2007 (MDT) <br />
<br />
The CS will work on here, please add it. Also, about the formatting, what word do you have? I think Word 07 has a text to wiki-code converter, which may be very helpful to you. However, if you do not, Open Office (free) may have an extension that does that... If neither work I believe Blue Dragon make a PDF to wiki-code programm which he may be able to modify... Tell me if it works, or what is happening. Thanks. --Green Dragon 19:36, 11 June 2007 (MDT) <br />
<br />
I have word 03. Where can I get open office? Thanks for your help. Sam Kay 09:07, 12 June 2007 (MDT)<br />
<br />
Open Office here. However, once again, I am not 100% sure if they have an extension... Your best bet really may be to ask Blue Dragon if he could modify his converting script. --Green Dragon 09:11, 12 June 2007 (MDT) <br />
<br />
Well, I am unable to get open office (administrater ect.) so I will ask Blue Dragon. Thanks.Sam Kay 09:34, 12 June 2007 (MDT) <br />
<br />
No problem. --Green Dragon 09:46, 12 June 2007 (MDT) <br />
Retrieved from "http://www.dandwiki.com/wiki/User_talk:Green_Dragon/Archive_6"|quote}}<br />
<br />
{{quote|<br />
;Lord of the Rings <br />
Hey, Blue Dragon! I have created a D&D campaign setting based on said book, and when I asked green dragon, he said I should put it on D&D wiki. However, it is in a word (2003) document, and I don't know how to convert it into wiki formatting without taking forever. When I asked Green Dragon, he said you had a PDF wiki-code program that might help. Could you please help me convert it? Thanks. Sam Kay 09:44, 12 June 2007 (MDT) <br />
<br />
Sure, this sounds like a great idea! Upload your .doc file, and I will look at parsing it and try to get it up soon. I did build a xml-to-wiki program, and it would probably just take a little bit of tweaking to get it to work with RTF. Upload to it to DnD Media Repository, and I will take a look at it. — Blue Dragon (talk) 10:36, 12 June 2007 (MDT) <br />
How do I do that? Sam Kay 10:48, 12 June 2007 (MDT) <br />
Go to this page, and sign in with your D&D Wiki username and password, and then fill out the form. Let me know if you have any other problems. — Blue Dragon (talk) 12:34, 12 June 2007 (MDT) <br />
<br />
Thanks for that, I have now managed to upload it. it is Here. Sam Kay 14:19, 12 June 2007 (MDT) <br />
<br />
Hm... this book in .doc format is a lot harder to convert than what I used for .xml. I will try <br />
<br />
some things, but don't expect quick progress. — Blue Dragon (talk) 19:09, 13 June 2007 (MDT) <br />
<br />
Let me know how you like the current formatting. — Blue Dragon (talk) 13:18, 14 June 2007 (MDT) <br />
<br />
I really like the curent formatting. I think the page is ready to put on the campaign setting pages now. I have made some minour text adjustments (correcting my text mistakes, adding several things to the orks ect), so it is now ready. Sam Kay 05:28, 16 June 2007 (MDT)|quote}}<br />
<br />
Also, look at the [http://lotr.wikia.com/wiki/Main_Page lord of the rings wiki]. They are perfecvtly legal without lots of legality things (all they have to do is give credit to tolkien- which will happen of said page). The only reason why copyright material is not normally allowed on wikis is because no credit is gioven to the auther. --[[User:Sam Kay|Sam Kay]] 06:46, 18 August 2007 (MDT)<br />
<br />
::If Green Dragon is OK with this, then I'll be OK with this. As a favor to yourself, please look up Trademarks. The rights for trademarks are very different than the rights for copyright, with a completely different set of pitfalls. My hesitation here is with trademark issues. <br />
<br />
::I look forward to your good work. (Really. I don't want to pick a fight. I'm just acting with due diligence. For example, we don't have permission to use WotC trademarks, and using such a trademark can get our license to use the OGL revoked. This is why you don't see anything like Vecna or Mordenkain on this site.)--[[User:Dmilewski|Dmilewski]] 18:45, 18 August 2007 (MDT)<br />
<br />
:::Green dragon asked me to do that as well, and I am ahead of you: I asked "one wiki to rule them all" (the Lord of thre Rings wiki)to see what they knew of copyright things (they have things like "hobbit" on their site). --[[User:Sam Kay|Sam Kay]] 04:16, 19 August 2007 (MDT)<br />
<br />
== Wiki style ==<br />
<br />
Hi Sam Kay, <br />
<br />
I noticed that on [[Hobbits (DnD Race)]], you put a link behind a headline, as in <br />
<br />
<nowiki>=[http://lotr.wikia.com/wiki/Hobbit Hobbit]=</nowiki><br />
<br />
That's bad style. First of all, not everybody will know the LotR wiki, so it's better of you put it in something like:<br />
<br />
:<nowiki>For more information, see the [http://lotr.wikia.com/wiki/Hobbit Hobbit] on LotR Wiki.</nowiki><br />
<br />
So they know where you are leading them. Second, Headlines are for thematic separation of text. As such, they should not lead somewhere else, that's what links in the text are for. Apart from the fact that blue headlines don't look good. --[[User:Mkill|Mkill]] 08:26, 19 August 2007 (MDT)</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:What_Do_You_Want_to_See_in_4E%3F&diff=125204Discussion:What Do You Want to See in 4E?2007-08-19T14:15:08Z<p>Mkill: </p>
<hr />
<div>== What Do You Want to See in 4E? == <br />
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<h3 style="height: 0px; border-bottom: 1px solid; overflow: hidden; padding: 0; margin: 0;">Sledged-20070817135545</h3><br />
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| style="font-size: larger; border: none; font-weight: bold;" | [[User:Sledged|Sledged]] <span style="font-weight: normal; font-size: smaller">([[User talk:Sledged|talk]])<br/><span style="font-size: smaller;">2007 August 17 13:55 (MDT)</span></span><br />
|-<br />
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The title says it all, but specifically what changes would you like to see (no matter how realistic or unrealistic it may seem)?<br />
<br />
I'd like to see psionics be more than just a point-based spellcasting system of mechanics. I miss the feel of 2E psionics, and so far the d20 system has yet to fill that void. However, [http://www.greenronin.com/ Green Ronin's] ''[http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr1306&Category_Code= The Psychic's Handbook]'' has come pretty damn close.<br />
<br />
Also, I've never cared for the seemingly arbitrary assignment of spells to classes. Every supplement that introduces new spells only does it from the perspective of the core spellcasting classes. If I make a wu jen, there's no readily available mechanic for me to determine what spells in the ''Draconomicon'' are appropriate for the wu jen's spell list and what level they should be. I'd like to see the categorization of spells by class disappear and be replaced with categorization by arcane and divine. From this point each class would explicitly write out the criteria that a spell has to meet in order to be available for that class. Example: For the bard class I'd say something like:<br />
<br />
<blockquote>''A bard casts arcane spells from schools X, Y, and Z that have verbal components, they also cast ''cure'' spells, which, even though they are listed as divine spells, are cast as arcane spells. A bard cast spells with the language-dependent descriptor at a +1 caster level.''</blockquote><br />
<br />
What would you like to see in 4E?<br />
|-<br />
| style="border-left: none; border-right: none; border-bottom: none; font-size: 0.95em;" | ''There's no better laugh than the one that you're ashamed to share with your mother.''<div class="right">—''Stephen Notley, creator of [http://www.angryflower.com/ Bob the Angry Flower]''</div><br />
|}<br />
<br />
<br />
=== [[User:MorkaisChosen|MorkaisChosen]]&nbsp;<small><small>06:54, 19 August 2007 (MDT)</small></small> ===<br />
<br />
'''I want to see what they've done to make fighters worthwhile for somethjing more than "a couple of levels for some extra feats before I hit [INSERT PRESTIGE CLASS HERE]." I know they're doing something, but I just hope it's good... [[User:MorkaisChosen|MorkaisChosen]] 06:54, 19 August 2007 (MDT)'''<br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>08:15, 19 August 2007 (MDT)</small></small> ===<br />
<br />
I agree that class-specific spell lists should be a thing of the past. There should be only general spell descriptors, and for example the cleric is able to cast all spells with descriptor A, B and C, the bard with B and D, and the wizard all spells with C, F and G. Or something like that. So when there is a new spell, and it's a "C" spell, you know it's for clerics and wizards.<br />
<br />
;Asian-themed classes, weapons and other stuff<br />
<br />
What I'd be interested in is what they planned with the monk class, and with all other asian-themed material that is scattered somewhere through the book. For my tastes, they should gather it all and create one "asian-themed" sourcebook, with appropriate classes, weapons, monsters, and some more general ideas to give a campain or a part of a game world some asian flavor. That's better than having a Ninja here and a Wu Jen there. --[[User:Mkill|Mkill]] 08:15, 19 August 2007 (MDT)<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Worst_10_of_D%26D_3rd_edition&diff=125186Discussion:Worst 10 of D&D 3rd edition2007-08-19T11:08:44Z<p>Mkill: </p>
<hr />
<div>== The Worst 10 of D&D 3rd edition == <br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>05:07, 19 August 2007 (MDT)</small></small> ===<br />
<br />
While everyone is checking what Wizard's is up to for the next edition, I'd like to take a look back and see what's been the worst in the last edition. All of this is my very personal opinion so feel free to discuss and disagree.<br />
<br />
;10. Races Inflation<br />
<br />
A bit like the old FR kept creating yet another subrace of elves / gnomes / dwarves / whatever, there have been too many races published in some sourcebook or another. Anybody remember the hippie gnomes from RoS (or whatever their real name was), or the flimsy Spellscales? Or those strange anthropomorphic lizards with some scales left from Magic of Incarnum (the other stuff may have been good, but the races in there sucked). And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans. Really, I wonder how often all those crappy races ever made it into play, especially since none of them have ever been properly placed in a campaign setting, so none of them had a proper history or even a reason to be there.<br />
<br />
;9. The Swashbuckler<br />
<br />
The Swashbuckler stands here as one example for "great concept, sucky game design" that plagued some of the bonus classes scattered around many sourcebooks. Swashbucklers are especially notorious as they get a pretty good class feature at 3rd level, but nothing worth mentioning before or after that. So nobody ever went past 3rd level in that class. <br />
<br />
While the Healer, the Marshall, the Spellthief, the CW Samurai and some others could have been mentioned here just as well, I chose the Swashbuckler because I really liked the concept, so I find it especially sad how it was screwed up.<br />
<br />
;8. Prestige Classes<br />
<br />
Yes, it sounded like a great idea when DMG 3.0 came out, but Prestige Classes never delivered. I've never seen a character that was defined by a PrC in a way that basic classes and some individual description and personality couldn't have. From the 200+ prestige classes ever published by WotC alone, most were simply forgotten in obscurity, for they were just too strange or too limited. Anybody remember the Oozemage? Well, I just made that one up, but how many books do you have to check now to prove there has never been an Oozemage? Apart from the fact that the whole idea is repulsive enough nobody wants to play one. <br />
<br />
The only PrCs that ever became famous were the one's that were useless (Virtuoso) and the one's that were hideously overpowered (Planar Shepherd). <br />
<br />
The other thing I really hate about PrCs is how they take the character development focus away from creating a rounded up, multifaceted character to fulfilling stupid PrC requirements.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
The official D&D rules columns have earned quite a reputation for wrong rules interpretations, often adding more to the confusion than solving. Nothing shows more that D&D3 had too many complicated rules details. <br />
<br />
;6. Splat Book Invasion<br />
<br />
D&D3 saw tons of splat books in print, i.e. books that contain nothing but new character options and other goodies. In fact, until the ECS came out, there was no real decent campaign background material. A Greyhawk hardcover was never printed, which I don't mind but don't declare it standard background setting if you don't intend to publish the setting. The FR book was just a giant stat block in tiny font size, without any real flavor coming through.<br />
<br />
But after all, it was the gamers' own fault, because all they would ever buy in hordes was new splat books.<br />
<br />
;5. Save the Fighter threads<br />
<br />
At some point after 3.5 was out somebody decided that the Fighter was not good enough anymore, and the first "save the fighter" thread was born. Since then, the Internet has been regularly flooded by people with zero knowledge about good game design but a glorious mission to rewrite the fighter. 90% of those rewrites were crap. Most people already failed before they started, because they didn't understand what the real problem with the fighter was in the first place. <br />
<br />
;4. 3.5 edition<br />
<br />
If look back and take the time to honestly compare 3.0 edition, the 3.5 edition PHB and some of the changes and additions that were published after that, you can't help but notice that 3.5 was rushed, too early, and too conservative. Some of the changes were good and useful, such as the rewritten ranger. But you don't need to rewrite the whole product line to change one class. A lot of the 3.5 changes required a lot of effort with limited game effects, such as checking that every monster had the correct number of feats. Who cares. <br />
<br />
On the other hand, necessary simplifications to streamline the game were left for later editions, such as removing multiclassing penalties. I never understood why that crap was not removed for 3.5. <br />
<br />
If 3.5 would have been done about 2 years later, it could have included later additions like swift and immediate actions, the polymorph nerf, action points, Eberron races, the Warlock or the artificer, and maybe even a maneuver system like ToB. <br />
<br />
3.5 edition even had a bad effect on WotC sales, as nobody wanted the old 3.0 splatbooks anymore, and people were cautious about the new ones coming out.<br />
<br />
;3. Vancian Magic<br />
<br />
I don't know why they finally manage to throw out that damn spell preparation, but it should have been gone in every edition since 3.0. Looks like they will still keep it for 4.0. Ahrg.<br />
<br />
;2. Level adjustment<br />
<br />
While the idea of a system that allows you to use some of the mosters as PCs is very nifty, LA was awful. The rules were clunky and hard to understand. LA was frequently slapped on races where it was not necessary because they work fine without (Genasi, Hobgoblin, Blue). For a few notable exceptions, LA was much too low (Half-Ogre). And if you tried to play a monster with a high LA, you'd be way behind expectations because you don't hit anything and you hardly have any hit points. LA also screwed you if you tried a monster spellcaster.<br />
<br />
;1. Mialee<br />
<br />
Hehe, I guess you didn't expect this one :) But face it: It was the iconic sexy elf chick that was drawing you to the hobby in the first place. Numerous fantasy games have used the hot elf chick to lure the nerdy, lonely fanbase. <br />
<br />
But D&D3 refused to deliver. That anthropomorphic cricket they used for their elven wizard was just not what we wanted to fantasize about. There is no illustration of Mialee in any book where she doesn't look some kind of wrong.<br />
<br />
Really, a game where the hottest chick is a ''Dread Necromancer'' ... hm, well, then on the other hand D&D is much cooler than I thought after all. Who cares for elves when there's Asian goth chicks. Hehe.<br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Worst_10_of_D%26D_3rd_edition&diff=125185Discussion:Worst 10 of D&D 3rd edition2007-08-19T11:08:12Z<p>Mkill: </p>
<hr />
<div>== The Worst 10 of D&D 3rd edition == <br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>05:07, 19 August 2007 (MDT)</small></small> ===<br />
<br />
While everyone is checking what Wizard's is up to for the next edition, I'd like to take a look back and see what's been the worst in the last edition. All of this is my very personal opinion so feel free to discuss and disagree.<br />
<br />
;10. Races Inflation<br />
<br />
A bit like the old FR kept creating yet another subrace of elves / gnomes / dwarves / whatever, there have been too many races published in some sourcebook or another. Anybody remember the hippie gnomes from RoS (or whatever their real name was), or the flimsy Spellscales? Or those strange anthropomorphic lizards with some scales left from Magic of Incarnum (the other stuff may have been good, but the races in there sucked). And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans. Really, I wonder how often all those crappy races ever made it into play, especially since none of them have ever been properly placed in a campaign setting, so none of them had a proper history or even a reason to be there.<br />
<br />
;9. The Swashbuckler<br />
<br />
The Swashbuckler stands here as one example for "great concept, sucky game design" that plagued some of the bonus classes scattered around many sourcebooks. Swashbucklers are especially notorious as they get a pretty good class feature at 3rd level, but nothing worth mentioning before or after that. So nobody ever went past 3rd level in that class. <br />
<br />
While the Healer, the Marshall, the Spellthief, the CW Samurai and some others could have been mentioned here just as well, I chose the Swashbuckler because I really liked the concept, so I find it especially sad how it was screwed up.<br />
<br />
;8. Prestige Classes<br />
<br />
Yes, it sounded like a great idea when DMG 3.0 came out, but Prestige Classes never delivered. I've never seen a character that was defined by a PrC in a way that basic classes and some individual description and personality couldn't have. From the 200+ prestige classes ever published by WotC alone, most were simply forgotten in obscurity, for they were just too strange or too limited. Anybody remember the Oozemage? Well, I just made that one up, but how many books do you have to check now to prove there has never been an Oozemage? Apart from the fact that the whole idea is repulsive enough nobody wants to play one. <br />
<br />
The only PrCs that ever became famous were the one's that were useless (Virtuoso) and the one's that were hideously overpowered (Planar Shepherd). <br />
<br />
The other thing I really hate about PrCs is how they take the character development focus away from creating a rounded up, multifaceted character to fulfilling stupid PrC requirements.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
The official D&D rules columns have earned quite a reputation for wrong rules interpretations, often adding more to the confusion than solving. Nothing shows more that D&D3 had too many complicated rules details. <br />
<br />
;6. Splat Book Invasion<br />
<br />
D&D3 saw tons of splat books in print, i.e. books that contain nothing but new character options and other goodies. In fact, until the ECS came out, there was no real decent campaign background material. A Greyhawk hardcover was never printed, which I don't mind but don't declare it standard background setting if you don't intend to publish the setting. The FR book was just a giant stat block in tiny font size, without any real flavor coming through.<br />
<br />
But after all, it was the gamers' own fault, because all they would ever buy in hordes was new splat books.<br />
<br />
;5. Save the Fighter threads<br />
<br />
At some point after 3.5 was out somebody decided that the Fighter was not good enough anymore, and the first "save the fighter" thread was born. Since then, the Internet has been regularly flooded by people with zero knowledge about good game design but a glorious mission to rewrite the fighter. 90% of those rewrites were crap. Most people already failed before they started, because they didn't understand what the real problem with the fighter was in the first place. <br />
<br />
;4. 3.5 edition<br />
<br />
If look back and take the time to honestly compare 3.0 edition, the 3.5 edition PHB and some of the changes and additions that were published after that, you can't help but notice that 3.5 was rushed, too early, and too conservative. Some of the changes were good and useful, such as the rewritten ranger. But you don't need to rewrite the whole product line to change one class. A lot of the 3.5 changes required a lot of effort with limited game effects, such as checking that every monster had the correct number of feats. Who cares. <br />
<br />
On the other hand, necessary simplifications to streamline the game were left for later editions, such as removing multiclassing penalties. I never understood why that crap was not removed for 3.5. <br />
<br />
If 3.5 would have been done about 2 years later, it could have included later additions like swift and immediate actions, the polymorph nerf, action points, Eberron races, the Warlock or the artificer, and maybe even a maneuver system like ToB. <br />
<br />
3.5 edition even had a bad effect on WotC sales, as nobody wanted the old 3.0 splatbooks anymore, and people were cautious about the new ones coming out.<br />
<br />
<br />
;3. Vancian Magic<br />
<br />
I don't know why they finally manage to throw out that damn spell preparation, but it should have been gone in every edition since 3.0. Looks like they will still keep it for 4.0. Ahrg.<br />
<br />
;2. Level adjustment<br />
<br />
While the idea of a system that allows you to use some of the mosters as PCs is very nifty, LA was awful. The rules were clunky and hard to understand. LA was frequently slapped on races where it was not necessary because they work fine without (Genasi, Hobgoblin, Blue). For a few notable exceptions, LA was much too low (Half-Ogre). And if you tried to play a monster with a high LA, you'd be way behind expectations because you don't hit anything and you hardly have any hit points. LA also screwed you if you tried a monster spellcaster.<br />
<br />
;1. Mialee<br />
<br />
Hehe, I guess you didn't expect this one :) But face it: It was the iconic sexy elf chick that was drawing you to the hobby in the first place. Numerous fantasy games have used the hot elf chick to lure the nerdy, lonely fanbase. <br />
<br />
But D&D3 refused to deliver. That anthropomorphic cricket they used for their elven wizard was just not what we wanted to fantasize about. There is no illustration of Mialee in any book where she doesn't look some kind of wrong.<br />
<br />
Really, a game where the hottest chick is a ''Dread Necromancer'' ... hm, well, then on the other hand D&D is much cooler than I thought after all. Who cares for elves when there's Asian goth chicks. Hehe.<br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkillhttps://www.dandwiki.com/w/index.php?title=Discussion:Worst_10_of_D%26D_3rd_edition&diff=125183Discussion:Worst 10 of D&D 3rd edition2007-08-19T11:07:33Z<p>Mkill: New page: == The Worst 10 of D&D 3rd edition == === ~~~&nbsp;<small><small>~~~~~</small></small> === While everyone is checking what Wizard's is up to for the next edition, I'd like to take a loo...</p>
<hr />
<div>== The Worst 10 of D&D 3rd edition == <br />
<br />
=== [[User:Mkill|Mkill]]&nbsp;<small><small>05:07, 19 August 2007 (MDT)</small></small> ===<br />
<br />
While everyone is checking what Wizard's is up to for the next edition, I'd like to take a look back and see what's been the worst in the last edition.<br />
<br />
;10. Races Inflation<br />
<br />
A bit like the old FR kept creating yet another subrace of elves / gnomes / dwarves / whatever, there have been too many races published in some sourcebook or another. Anybody remember the hippie gnomes from RoS (or whatever their real name was), or the flimsy Spellscales? Or those strange anthropomorphic lizards with some scales left from Magic of Incarnum (the other stuff may have been good, but the races in there sucked). And then those iffy "we were human but we turned into something better" (even though nothing really beats a bonus feat). I'm looking at you, Illumians and Elans. Really, I wonder how often all those crappy races ever made it into play, especially since none of them have ever been properly placed in a campaign setting, so none of them had a proper history or even a reason to be there.<br />
<br />
;9. The Swashbuckler<br />
<br />
The Swashbuckler stands here as one example for "great concept, sucky game design" that plagued some of the bonus classes scattered around many sourcebooks. Swashbucklers are especially notorious as they get a pretty good class feature at 3rd level, but nothing worth mentioning before or after that. So nobody ever went past 3rd level in that class. <br />
<br />
While the Healer, the Marshall, the Spellthief, the CW Samurai and some others could have been mentioned here just as well, I chose the Swashbuckler because I really liked the concept, so I find it especially sad how it was screwed up.<br />
<br />
;8. Prestige Classes<br />
<br />
Yes, it sounded like a great idea when DMG 3.0 came out, but Prestige Classes never delivered. I've never seen a character that was defined by a PrC in a way that basic classes and some individual description and personality couldn't have. From the 200+ prestige classes ever published by WotC alone, most were simply forgotten in obscurity, for they were just too strange or too limited. Anybody remember the Oozemage? Well, I just made that one up, but how many books do you have to check now to prove there has never been an Oozemage? Apart from the fact that the whole idea is repulsive enough nobody wants to play one. <br />
<br />
The only PrCs that ever became famous were the one's that were useless (Virtuoso) and the one's that were hideously overpowered (Planar Shepherd). <br />
<br />
The other thing I really hate about PrCs is how they take the character development focus away from creating a rounded up, multifaceted character to fulfilling stupid PrC requirements.<br />
<br />
;7. FAQ and Sage Advice<br />
<br />
The official D&D rules columns have earned quite a reputation for wrong rules interpretations, often adding more to the confusion than solving. Nothing shows more that D&D3 had too many complicated rules details. <br />
<br />
;6. Splat Book Invasion<br />
<br />
D&D3 saw tons of splat books in print, i.e. books that contain nothing but new character options and other goodies. In fact, until the ECS came out, there was no real decent campaign background material. A Greyhawk hardcover was never printed, which I don't mind but don't declare it standard background setting if you don't intend to publish the setting. The FR book was just a giant stat block in tiny font size, without any real flavor coming through.<br />
<br />
But after all, it was the gamers' own fault, because all they would ever buy in hordes was new splat books.<br />
<br />
;5. Save the Fighter threads<br />
<br />
At some point after 3.5 was out somebody decided that the Fighter was not good enough anymore, and the first "save the fighter" thread was born. Since then, the Internet has been regularly flooded by people with zero knowledge about good game design but a glorious mission to rewrite the fighter. 90% of those rewrites were crap. Most people already failed before they started, because they didn't understand what the real problem with the fighter was in the first place. <br />
<br />
;4. 3.5 edition<br />
<br />
If look back and take the time to honestly compare 3.0 edition, the 3.5 edition PHB and some of the changes and additions that were published after that, you can't help but notice that 3.5 was rushed, too early, and too conservative. Some of the changes were good and useful, such as the rewritten ranger. But you don't need to rewrite the whole product line to change one class. A lot of the 3.5 changes required a lot of effort with limited game effects, such as checking that every monster had the correct number of feats. Who cares. <br />
<br />
On the other hand, necessary simplifications to streamline the game were left for later editions, such as removing multiclassing penalties. I never understood why that crap was not removed for 3.5. <br />
<br />
If 3.5 would have been done about 2 years later, it could have included later additions like swift and immediate actions, the polymorph nerf, action points, Eberron races, the Warlock or the artificer, and maybe even a maneuver system like ToB. <br />
<br />
3.5 edition even had a bad effect on WotC sales, as nobody wanted the old 3.0 splatbooks anymore, and people were cautious about the new ones coming out.<br />
<br />
<br />
;3. Vancian Magic<br />
<br />
I don't know why they finally manage to throw out that damn spell preparation, but it should have been gone in every edition since 3.0. Looks like they will still keep it for 4.0. Ahrg.<br />
<br />
;2. Level adjustment<br />
<br />
While the idea of a system that allows you to use some of the mosters as PCs is very nifty, LA was awful. The rules were clunky and hard to understand. LA was frequently slapped on races where it was not necessary because they work fine without (Genasi, Hobgoblin, Blue). For a few notable exceptions, LA was much too low (Half-Ogre). And if you tried to play a monster with a high LA, you'd be way behind expectations because you don't hit anything and you hardly have any hit points. LA also screwed you if you tried a monster spellcaster.<br />
<br />
;1. Mialee<br />
<br />
Hehe, I guess you didn't expect this one :) But face it: It was the iconic sexy elf chick that was drawing you to the hobby in the first place. Numerous fantasy games have used the hot elf chick to lure the nerdy, lonely fanbase. <br />
<br />
But D&D3 refused to deliver. That anthropomorphic cricket they used for their elven wizard was just not what we wanted to fantasize about. There is no illustration of Mialee in any book where she doesn't look some kind of wrong.<br />
<br />
Really, a game where the hottest chick is a ''Dread Necromancer'' ... hm, well, then on the other hand D&D is much cooler than I thought after all. Who cares for elves when there's Asian goth chicks. Hehe.<br />
<br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Mkill