Table of Contents
Table of Contents 1
Classes 4
Allowed Classes 4
Bushfighter 4
Game Rule Information 4
Class Skills 4
Class Features 4
Martial Artist 5
Game Rule Information 5
Class Skills 5
Class Features 5
Multi-classing to Martial Artist 5
Morning Child 6
Morning Child Spell List 6
Void Dancer 7
Void Blade 7
Prestige Classes 8
Blade Dancer (Oriental Adventures) 8
Demon Hunter (Knight of the Chalice from Defenders of the Faith) 8
Dragon Monk (Shintao Monk from Oriental Adventures) 8
Drunken Master (Sword and Fist) 8
Duelist (Sword and Fist) 8
Elemental Savant (Tome and Blood) 8
Fatespinner (Tome and Blood) 8
Ghostwalker (Tome and Blood) 8
Hunter of the Dead (Defenders of the Faith) 8
Inquisitor (Church Inquisitor from Defenders of the Faith) 8
Low Scout (Shadow Scout from Oriental Adventures) 8
Noble 8
Class Skills 8
Riddle Monk (Hanshin Mystic from Oriental Adventures) 9
Sacred Fist (Defenders of the Faith) 9
Shape Shifter (Oriental Adventures) 9
Tattooed Monk (Oriental Adventures) 9
Void Disciple (Oriental Adventures) 9
Weapon Master (Oriental Adventures) 9
Equipment 10
Firearms 10
Weapon Descriptions 10
Weapon Statistics 11
Magical Firearms 11
Combat Rules 12
Hit Points 12
New Terms and Definitions 12
Overview 12
Distributing Hit Points 12
Distributing Damage 12
Vitality reduced to 0 12
Character is Exhausted 12
Critical Hits 12
Flat-Footed 12
Subdual Damage 13
Injury and Death 13
What Vitality Points Represent 13
What Wound Points Represent 13
Effects of Damage 13
Unconscious and Subdued (-1 to -9 Wound Points) 13
Unconscious and Dying (-1 to –9 Wound Points) 13
Stabilisation and Recovery 13
First Aid 13
Natural Healing 14
Magical Healing 14
Temporary Vitality Points 14
Defence 14
Using Defence 14
Figuring Defence 14
Defence Examples 15
Flat-feet and Defence 15
Armour and Defence 16
Inanimate Objects 16
Monks 16
Shields 16
Protection 16
Effects of Protection 16
Figuring Protection 16
Additional Protection-related Rules 16
Called Shots 17
The Cost of a Called Shot 17
The Effect of a Called Shot 17
Defeating Armour with a Called Shot 18
Turning Undead 20
Additional Combat Rules 20
Penetration 20
Deft Attack (replaces Sneak Attack) 20
New Combat Feats 21
Brute Force [General] 21
Reckless Abandon [General] 21
Martial Arts 22
Introduction 22
How It Works 22
The Entry Level Feat 22
Initiation into the Way [General Feat] 22
The Skill 22
Technique [None; Trained Only] 22
The Manoeuvres 23
Block 23
Blood Choke 23
Bonus Attack of Opportunity 24
Break Weapon 24
Catch Weapon 24
Combination 25
Counter-throw 26
Defensive Stance 26
Deflect Projectile 26
Enhanced Disarm 27
Enhanced Escape 27
Enhanced Grapple 27
Enhanced Push 27
Enhanced Strike 27
Enhanced Throw 27
Enhanced Trip 27
Expert Disarm 27
Extra Strike 27
Flying Strike 27
Forceful Blow 28
Grappling Expertise 28
Greater Throw 28
Ground and Pound 28
Improved Iterative Attacks 28
Instant Stand 29
Lock 29
Martial Arts Weapon 29
Nerve Strike 29
Push 30
Reverse Hold 30
Roll with the Blow 30
Stable Footing 31
Sweep 31
Throw 31
Unarmed Combat Expertise 31
The Feats 31
Acrobatic Fighting Style [Martial Arts] 31
Army of One [Martial Arts] 32
Bonus Manoeuvres [Martial Arts] 32
Countermove [Martial Arts] 32
Grapple with Larger Weapons [Martial Arts] 32
Gun Fu [Martial Arts] 32
Hidden Strike [Martial Arts] 32
Hurl Weapon [Martial Arts] 33
Improved Iterative Attacks with Larger Weapons [Martial Arts] 33
Improved Threat Range [Martial Arts] 33
Iron Fist [Martial Arts] 33
Lethal Anatomy [Martial Arts] 33
Martial Defence [Martial Arts] 33
Martial Evasion [Martial Arts] 33
Martial Deft Attack [Martial Arts] 33
Master of Defence [Martial Arts] 33
Overwhelming Force [Martial Arts] 34
Precision [Martial Arts] 34
Preparatory Stance [Martial Arts] 34
Prone Fighting [Martial Arts] 34
Resuscitation [Martial Arts] 34
Seeking Strike [Martial Arts] 34
Situational Awareness [Martial Arts] 34
Sticky Touch [Martial Arts] 34
Weapon Oriented Style [Martial Arts] 35
Zen Accuracy [Martial Arts] 35
Zen Damage [Martial Arts] 35
Martial Artist Only Feats 35
Blur of Movement [Martial Artist] 35
Candle Punch [Martial Artist] 35
Combat Precognition [Martial Artist] 35
Combat Savant [Martial Artist] 36
Feather Touch [Martial Artist] 36
Floating Step [Martial Artist] 36
Flying Leap [Martial Artist] 36
Homing Weapon [Martial Artist] 36
Lingering Leap [Martial Artist] 37
See without Sight [Martial Artist] 37
Spiritual Strike [Martial Artist] 37
Sticky Feet [Martial Artist] 37
Theft of Breath [Martial Artist] 37
Mundane Skills and Feats 38
Skills 38
Feats 38
Psionics 39
New Feats 39
CONTINUAL POWER [METAPSIONIC] 39
CREATURE CAPACITOR [PSIONIC] 39
SEQUESTER POWER [PSIONIC] 39
TRANSCEND LIMITS [PSIONIC] 39
New Powers 39
Chrysalis 39
Double Dimension 39
Greater Mindlink 40
Id Cascade 40
Improved Teleport 40
Mindquake 40
Probability Mantle 40
Psianimate Dead 41
Stabilize Construct 41
Power Scaling Rule 41
Secondary Disciplines and Powers Discovered 42
House Rules 43
Ability Scores 43
Creation Points System 43
Backgrounds 43
Rewards 43
Combat Intimidation 44
Critical Hits and Misses 45
Opposed Rolls 45
Harm Spell 45
Luck Points (Green Things) 45
Skill Focus 45
Feats 45
Resting and Spells 45
Classes
Allowed Classes
Only a few of the normal D&D classes exist on Jeva, plus several new ones. The allowed classes are : Barbarian, Bushfighter, Fighter, Martial Artist, Morning Child, Rogue, Void Dancer, and Void Blade.
Bushfighter
The Bushfighter is a non-magical variant of the Ranger class.
Game Rule Information
Abilities: Dexterity is important for Bushfighters because they tend to wear light armour and strike from stealth. Several of their abilities are based upon Dexterity, and several others on Wisdom.
Alignment: Any.
Hit die: d10
Class Skills
Animal Empathy (Cha, exclusive skill), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at First Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Starting Package: A Bushfighter starts with the following feats:
Light Armour Proficiency, Martial Weapon Proficiency (all), Medium Armour Proficiency, Simple Weapon Proficiency, Shield Proficiency, Tracking
Trailblazing: At 1st level, the Bushfighter gains the ability to find the best route through unfamiliar areas or difficult terrain.
When travelling overland, the Bushfighter can make a Wilderness Lore check to reduce travel time. With a result of 15 or better, the total travel time is reduced by 25%. On a 25 or better, the time is reduced by 50%.
Up to three individuals may be guided by the Bushfighter with no penalty. For every additional three individuals (or fraction thereof), apply a -2 penalty to the Bushfighters Wilderness Lore check.
Uncanny Dodge: Starting at 2nd level, the Bushfighter gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilised.)
At 6th level, the Bushfighter can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies an enemy the ability to use a flank attack to Deft Attack the Bushfighter.
The exception to this defence is an opponent with Deft Attack abilities at least four levels higher than the Bushfighter; this type of opponent can flank the Bushfighter and Deft Attack him.
Chosen Prey: At 4th level, the Bushfighter becomes a master hunter. He can study a particular opponent and designate it as his prey. Against that opponent, the Bushfighter gains a +1 bonus to Attack rolls and Bluff, Listen, Search, Sense Motive, Spot, and Wilderness Lore (for tracking only) checks. This bonus increases by +1 every four levels after 4th level (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th).
The chosen prey bonus normally applies to a single, intelligent individual or a species of animal-intelligence creature (Intelligence 3 or less, such as lions, tigers, or bears). The bonus may also be applied to a small group of related targets (total number of individuals cannot exceed the Bushfighter’s class level), such as a team of bandits or a particular family of monsters terrorising the region.
The chosen prey bonus may be applied to a large group, such as all the members of particular army or a type of creatures (all undead, all aberrations). In this case, the bonus is halved, rounded down.
Before a gaming session starts, the player of a Bushfighter must declare his chosen prey. Generally, the prey must be a creature or individual with which the Bushfighter is familiar.
If the character does not know about a particular group, he cannot choose it. The chosen prey cannot be changed until a particular adventure ends; usually, a couple of weeks are necessary for the Bushfighter to change his focus. (The DM approves all chosen prey selections.)
A Bushfighter may not have more than one chosen prey at a time.
Deft Attack: At 10th level, a Bushfighter acquires the ability to perform Deft Attack attacks on his enemies.
If a Bushfighter is able to catch an opponent when she is unable to defend herself effectively from an attack, he gains a bonus to hit and the chance of scoring a critical hit. Any time a Bushfighter’s target would be denied her Dexterity bonus to AC (if any) or when the Bushfighter flanks the target, the Bushfighter’s attack deals extra damage.
Ranged attacks count as Deft Attack attacks if the target is within 30 feet. The Bushfighter cannot strike with deadly accuracy from beyond that range.
Master of the Wilderness: At 11th level, a Bushfighter masters survival skills. When making a skill check with Intuit Direction or Wilderness Lore, he may take 10 even if stress and distractions would normally prevent him from doing so.
Master of Reconnaissance: At 13th level, a Bushfighter masters observation skills. When making a skill check with Listen or Spot, he may take 10 even if stress and distractions would normally prevent him from doing so.
Master of Stealth: At 15th level, a Bushfighter masters stealth-related skills. When making a skill check with Hide or Move Silently, he may take 10 even if stress and distractions would normally prevent him from doing so.
Damage Reduction: At 19th level, a Bushfighter has become toughened by constant life in the “bush.” He acquires Damage Reduction 2/- as an extraordinary ability.
Table BF-1: Bushfighter Class Progression
Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Defence Bonus / Special1 / +1 / +2 / +2 / +0 / +2 / Starting package, trailblazing
2 / +2 / +3 / +3 / +0 / +3 / Uncanny dodge (Dex bonus to AC)
3 / +3 / +3 / +3 / +1 / +3
4 / +4 / +4 / +4 / +1 / +4 / Chosen Prey +1
5 / +5 / +4 / +4 / +1 / +4
6 / +6/+1 / +5 / +5 / +2 / +5 / Uncanny dodge (can’t be flanked)
7 / +7/+2 / +5 / +5 / +2 / +5
8 / +8/+3 / +6 / +6 / +2 / +6 / Chosen Prey +2
9 / +9/+4 / +6 / +6 / +3 / +6
10 / +10/+5 / +7 / +7 / +3 / +7 / Deft Attack Attack +4/+0
11 / +11/+6/+1 / +7 / +7 / +3 / +7 / Master of the Wilderness
12 / +12/+7/+2 / +8 / +8 / +4 / +8 / Chosen Prey +3
13 / +13/+8/+3 / +8 / +8 / +4 / +8 / Master of Reconnaissance
14 / +14/+9/+4 / +9 / +9 / +4 / +9 / Deft Attack Attack +4/+1
15 / +15/+10/+5 / +9 / +9 / +5 / +9 / Master of Stealth
16 / +16/+11/+6/+1 / +10 / +10 / +5 / +10 / Chosen Prey +4
17 / +17/+12/+7/+2 / +10 / +10 / +5 / +10
18 / +18/+13/+8/+3 / +11 / +11 / +6 / +11 / Deft Attack Attack +5/+1
19 / +19/+14/+9/+4 / +11 / +11 / +6 / +11 / Damage Reduction 2/-
20 / +20/+15/+10/+5 / +12 / +12 / +6 / +12 / Chosen Prey +5
Martial Artist
The Martial Artist combines martial arts training with some psionic-like powers.
Game Rule Information
Martial Artists have the following game statistics:
Abilities: Wisdom powers the Martial Artist’s psionic powers, and Intelligence helps him develop a wide variety of strong psionic skills. Dexterity is important because the Martial Artist wears little or no armour.
Class Skills
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int mod.
Class Features
Starting Package: A Martial Artist starts with the
following feats:
• Initiation into the Way,
• Meditation,
• Psionic Talent,
• Simple Weapon Proficiency, and
• Four proficiencies with specific Martial or Exotic weapons.
A Martial Artist gets Unarmed Combat Expertise, Improved Iterative Attacks, Nerve Strike (Stun), and
four Martial Arts Weapons as bonus martial arts Manoeuvres.
Superior Unarmed Damage: A Martial Artist is highly trained in the art of unarmed combat. He is able to focus his internal, spiritual energy into his unarmed body and strike for superior damage, regardless of his
size. This damage is dependent on the character’s level, and can get as high as 1d20 per unarmed blow.
Bonus Feats: At 1st level, 2nd level, and every other level thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th), a Martial Artist gets a bonus feat. This feat may be a Martial Arts feat or one of the Martial Artist Only feats in the Martial Arts section below