Spider Dreams

The Classes and Skills: d20 compatable

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The Classes

 

There are eleven basic classes in "Slade Stevens' ...Overworld."  They are:  Artist/Entertainer, Barbarian, Cop, Fighter, Healer/Medic, Programmer, Raider/Guide, Shaman, Soldier, Technician, and Thief/Detective.  Some of these classes are culture-specific, while others change slightly between cultures.

            The Barbarian (without the Rage ability), Fighter, and Thief/Detective (Rogue) use the class descriptions from the Dungeons and Dragons 3rd Edition "Player's Handbook," along with the feats, skill points, saves, and hit dice of those classes.

            The Healer/Medic is the physician of the Overworld cultures, and the specialist doctors of the CorpState.  Healers (Overworld cultures) and Medics (Consumer-Associates) may choose to specialize in one area of medicine.  The following are examples (from the Overworld culture point of view); others may be added:  Blood (blood-borne pathogens, arterial and vascular damage), Bone (breaks and fractures), Breath (airborne diseases, lung damage), Digestive (stomach problems, internal damage), Neural (nerve system damage, paralysis, brain chemistry), and Psychometry (insanity, mind-affecting chemicals).  These areas of specialization give the Healer/Medic a +4 bonus to checks related to the field (such as heal checks for broken bones, or identifying a chemical that has a mind-affecting agent).  The Healer/Medic also gains the following bonus feats:  At 1st level, First Aid and Triage; at 2nd level, Combat Medicine.  The character also gains bonus feats (from the General category or the Medic category) at 4th, 8th, 13th, and 16th level.  They also gain a bonus language (and read/write if they are from an illiterate culture) every 5 levels (5th, 10th, 15th, and 20th).

They use the same skill points, saves, and hit dice as the Cleric class in the PHB.

            The Technician is skilled in figuring out mechanical devices, how they work and how they are best repaired.  At 1st level, the Technician gains the bonus feat of Intuition.  The character may choose one of the following areas:  Mechanical (motorized engines and gear-driven machines), Electrical (wire-circuit power sources, battery-driven devices), Electronic (computer hardware), Hydraulic (fluid-driven machines and power sources), Aerodynamic (wind/air flow dependent devices).  (Other Intuitions may be acquired as bonus feats.)  The Intuition feat allows the technician to add a +5 Insight bonus to checks that apply to that type of mechanism.  For example, a character with Mechanical Intuition might be able to find the problem with a helicopters engine (a Search check at +5) and repair the problem (a Repair check at +5), but wont be able to repair the rotors properly to get it flying.  Every five levels (5th, 10th, 15th, and 20th), the Technician gains a bonus feat.

They use the same skill points, saves, and hit dice as the Sorcerer class in the PHB.

 

(The other classes will be detailed in the full version of "Slade Stevens' ...Overworld.")

The Skills

 

The skills detailed in the Dungeons and Dragons 3rd Edition "Player's Handbook" are the same, with the following exceptions:  Alchemy becomes Chemistry, Concentration is used when performing any complex action while distracted (driving with children in the vehicle, or treating wounds in the middle of combat), Use Magic Device becomes Use New Technology (applies when a character attempts to figure out how to use unfamiliar devices).  Scry and Spellcraft do not apply.

Other skills in "Slade Stevens' ...Overworld":

Knowledge (Int, trained only)       There are other classes of knowledge, which include the sciences (medicine, anatomy/physiology, psychology, physics, mechanics, hardware, software, and so on), and profession-related Knowledge (such as investigation, or method acting).  These types of Knowledge give a character a +2 synergy bonus, for 5 or more ranks, for skills related to the Knowledge.  For example, a character with Knowledge:  Method Acting would gain a +2 synergy bonus to their Bluff, Disguise, or Sense Motive skill.  This bonus may apply to more than one skill.  For every 5 ranks in the Knowledge skill (5, 10, 15, 20, etc) a new +2 synergy bonus may be applied to another similar skill.  This bonus must be assigned, and the synergy bonus does not stack.

Knowledge: Computer Use is used when attempting to use electronic devices, working with new or unfamiliar software, and attempting to retrieve information from hard drives or discs.

 

Operate Machinery (Wis, untrained)   This skill includes the use of machines for purposes other than transportation.  Using forklifts, cranes, or other heavy machines for their intended purpose falls under this skill.  The base DC for simple machinery (such as a forklift) is 15 (untrained increases the DC by 5).

 

Operate Vehicle (Wis, untrained)     The category of transportation that this skill is used for includes any singular directional vehicle (such as a boat, car, or motorcycle).  The base DC for simple vehicles (such as a bicycle) is 10 (untrained increases the DC by 5).  For multi-directional vehicles (helicopters, airplanes, submarines), the Pilot Vehicle skill is required.

 

Pilot Vehicle (Int, untrained)        This skill is used for navigating any multi-directional vehicles (helicopters, airplanes, or submarines), including launching and landing them without damage.  The base DC (for a small single-propeller airplane) is 15 (untrained increases the DC by 10).

 

Repair (Int, trained only)            This skill is used in the repair of machinery and other devices.  The DC for a simple repair is 10.

 

Speak Language (Int, special)     Any character from an Overworld culture must spend 2 ranks to read or write one language (including their native language), in addition to spending the 2 skill points to speak a new language.

 

Use Technology (Wis, trained only)    This skill is used to figure out how to operate unfamiliar technology, and to discover the purpose of new technological devices.  The more complex an item is (and the more functions that it has), the higher the DC.  To discover an item's basic function, the DC is 15.  A failure leads to a misleading idea of its function.


"Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, published by Wizards of the Coast(R)"

 

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