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Character Customization 1
Character Customization
Written By Joe Mucchiello
Published By Throwing Dice Games
The following is an excerpt from Throwing Dice Games’ latest release Character Customization. This is taken from
Part 4: Prestige Classes. In the sections before this one is a primer on prestige class design. The champion template is
one of four templates described. And the Orc Champion is one of the sample prestige classes.
PRESTIGE CLASSES AS TEMPLATES
Monster templates are one of the best things about the system. In
fact the idea should have been pushed into more parts of the sys-
tem. Spells like silent image, minor image, major image, etc should
all be template-based. But, that is another book.
Prestige classes should be viewed as templates. Most prestige
classes are designed all at once to fulfill a specific niche in a cam-
paign. This is fine when only you and your players will use the
class but goes awry when you want to transport the prestige class to
someone else’s campaign.
Prestige class design should come in two steps. In one step, one
designs the mechanics of the class. In the other step, one designs
the campaign background of the class. You are free to do these two
steps in either order. The important part is to delineate the two
tasks. When designing prestige classes for your own campaign you
will most likely perform the background step first. But if you want
your prestige class to be portable to other campaigns, you should
design its mechanics first, independently of your campaign.
To make this easier, the layout of a prestige class description
should reflect the two steps. The mechanics portion of the design is
listed first as a template. It is followed by the campaign specific
background along with other template notes and additional re-
quirements.
THROWING IT ALL AWAY
Not all prestige class concepts make viable templates. While deve-
loping a prestige class by separating the game rules from the role-
playing aspect makes it easier to balance the class. Sometimes the
prestige class template is awkward to work with.
Other times the subject matter of the class does not lend itself
to having parameters. In these cases, add the flavor text directly to
the template and the result is a normal prestige class description.
PRESTIGE CLASS TEMPLATES
The mechanics of a prestige class are mostly found in these tem-
plates. The following section describes the format of each prestige
class template that follows.
PRESTIGE CLASS TEMPLATE TITLE
Describe the overall concept of the class here. What niche does it
fulfill? Explain why certain classes might be better off using it.
Template Parameters
This section is only necessary for prestige classes that improve a
normal ability that can be generalized to a similar ability. Typical
template parameters are listed below:
Parameter: Describe what the parameter should contain. Try
not to include too many parameters in a template as that can make
the write-up awkward. In subsequent sections of the template, refer
to the parameter by placing it in brackets: [Parameter]. Typical
parameters include skills, weapons, terrains, monster types, mon-
ster subtypes, spell subtypes, the choice between arcane and divine,
etc. Skills are the most frequent template parameters.
Requirements
Describe the requirements of the class. Requirements should be
listed in this order. Omit elements that are not needed: Alignment,
Ability Scores (in a comma separated list), Base Attack Bonus,
Base Saving Throws (list individually), Skills (listed individually
indicating the minimum number of ranks needed, not the minimum
bonus), Feats (in a comma separated list), Spellcasting, and Special
(for anything else).
Requirement: The level/rank of the requirement or a descrip-
tion of it.
Class Features
List the class features. Standard features should be listed first in
this order, followed by template specific features: Hit Die, Class
Skills, Skill Points at Each Level, Weapon and Armor Proficiency
and Spells per Day.
Feature: Each feature should have its own paragraph describ-
ing it.
Class Table
The class table describes the class’s BAB, saving throws, when it
gains features and any other level based changes.
CHAMPION TEMPLATE
Champion is a prestige class template for any race or social group
who supports fighting men to defend the group. Elite members of
this fighting group can become champions of the group.
A champion’s role is somewhat dependent on the group’s
alignment and views toward fighting.
Template Parameters
The champion template has five parameters:
Inspiration Method: Usually Diplomacy but some groups may
favor Intimidating champions. Groups unified by monetary con-
cerns may even favor champions with high Bluff skill.
Required Feats: Two or more feats indicative of the group’s
overall fighting style.
Bonus Feats: A list of 5 or 6 feats that improve upon the re-
quired feats and exemplify the group’s fighting style.
Code: This is a list of 2 or 3 things that the champion is obli-
gated to do to retain his status as a champion of the group.
Redemption: A task an ex-champion must accomplish to re-
gain champion status.
Note: “Group” is used to refer to the champion’s affiliation.
Sometimes it is noted in brackets when used like a parameter.
Other times the word group is used without brackets to aid read-
ability.
Requirements
To become a champion, characters must meet at least these re-
quirements:
BAB: +5
[Inspiration Method]: 5 ranks
Knowledge (tactics): 2 ranks
Feats: [Required Feats]
Requires the use of the Dungeons & Dragons®
Player's Handbook, Third Edition, published
by Wizards of the Coast®
, Inc.
33DDUUWW33UUHHVVWLWLJJHHOODDVVVVHHVV
2 Character Customization
Class Features
The champion has the following class features:
Hit Die: d10.
Class Skills: The champion’s class skills are as follows:
Ability Skills
Strength Climb, Jump, Swim
Dexterity Balance, Ride
Intelligence Knowledge (tactics), Knowledge ([group])
Wisdom Spot,
Charisma [Inspiration Method]
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: A champion is proficient
with all simple and martial weapons, light armor, medium armor,
and shields.
Restrictions: Champions must follow a code of conduct. Fail-
ure to obey these restrictions causes the champion to become an ex-
champion. The code of conduct includes: [Code].
Leadership (Ex): The champion gains the leadership feat even
if he does not meet the requirements. The champion’s cohort is
always allowed to be no more than one level lower than the cham-
pion regardless of the champion’s leadership score.
Bonus Feat: The champion gains a feat from the following list
at levels 2, 5 and 8: [Bonus Feats].
Boost Allies (Ex): The champion may take a standard action,
that does not provoke an attack of opportunity, to rally his allies.
All combatants who are members of the champion’s group who can
see or hear the champion’s rallying cry gain a +1 morale bonus to
all attack rolls, damage rolls, saving throws and skill and ability
checks. Boost Allies has a maximum range of 20 feet per champion
level. The bonus lasts one round per level of the champion. This
bonus goes up to +2 at level 7 and +3 at level 10.
Second Cohort (Ex): The champion gains another cohort as he
had taken the leadership feat a second time. The second cohort is
always allowed to be no more than one level
lower the champion’s level regardless of the
champion’s leadership score. The cham-
pion’s first cohort’s level may now be
equal to that of the champion’s level.
Ex-Champions
Should the champion fall out of
favor with his group, he
loses access to the
leadership feat,
second cohort,
boost allies
ability, and can
no longer gain
levels in the
champion
prestige class. Ex-
champions who
fulfill the
[Redemption]
requirement,
regain full access
to their champion
abilities and may
take additional
levels in
champion.
Table 4-4: Champion Template
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1 +1 +2 +2 +0 Leadership
2 +2 +3 +3 +0 Bonus Feat
3 +3 +3 +3 +1 Boost Allies +1
4 +4 +4 +4 +1
5 +5 +4 +4 +1 Bonus Feat
6 +6 +5 +5 +2 Second Cohort
7 +7 +5 +5 +2 Boost Allies +2
8 +8 +6 +6 +2 Bonus Feat
9 +9 +6 +6 +3
10 +10 +7 +7 +3 Boost Allies +3
PRESTIGE CLASSES
These prestige classes are based on the previous templates. The
next section describes the layout of prestige classes based on tem-
plates followed by some sample prestige classes based on the tem-
plates and modifier templates described above.
PRESTIGE CLASS TITLE
Describe the campaign specific background of the prestige class.
Game Rule Information
Template: Indicate which template, and any class modifiers,
the class is based on (with any template parameters specified here).
Additional Requirements: List campaign specific require-
ments for entry into the prestige class here.
Additional/Restricted Class Skills: If necessary, list any
changes to the class skill list here.
If there are changes to any of the features, or additional restric-
tions, add them here. Although major changes are not encouraged
here, a template with a broad enough parameter might include a
feature here where the character locks the parameter
down when he takes his first level of the prestige class.
For example, the weapon parameter of the ranged
thaumaturge template might not be important to a certain
prestige class based on it. In this case, you would add a
class feature here that would force the character to choice
the ranged weapon instead of locking it down like the
Arcane Archer prestige class (below) does.
ORC CHAMPION
Charismatic orcs are rare and wondrous people. Without
the strength to back up their charisma, they become
rogues. Orcs respect fighting ability based on who is
standing at the end of a fight. The champion’s Boost
Allies ability helps increase the number of standing orcs
at the end of a fight. This is the sign of a great leader, an
orc among orcs.
Game Rule Information
Template: Champion [Inspiration Method: Intimi-
date; Required Feats: Power Attack; Bonus Feats: Bent
Charge, Great Charge, Great Sunder, Greater Bull Rush,
Improved Bull Rush, Improved Charge, Mighty Sunder,
Reckless Attack, Sunder; Code: That which is good for
the tribe must be done unless you can get away with;
Redemption: Single handedly defeat a known foe of the
tribe.]
IllustrationCopyright2003,byD.MalachiPenney
//LLFHFHQQVVLLQQJJ,,QQIIRRUUPPDDWLWLRRQQ
Character Customization 3
Dungeons  Dragons®
and Wizards of the Coast®
are registered trademarks
of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
with permission.
‘d20 System’and the ‘d20 System’logo are trademarks of Wizards of the
Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms
of the d20 System License version 4.0. A copy of this License can be found
at www.wizards.com/d20.
Character Customization is published by Throwing Dice Games. Visit our
website at http://www.throwingdice.com.
Open Game Content: The text of this work starting with the Introduction
and ending just before this Licensing Information section is Open Game
Content as defined in the Open Game License version 1.0a. No artwork or
text within any artwork is Open Game Content.
Product Identity: “Character Customization” and “Throwing Dice Games”
are claimed as Product Identity in this work as described in Section 7 of the
Open Game License. No other Product Identity is claimed in this work.
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Re-
served.
1. Definitions: (a)Contributors means the copyright and/or trademark
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rial of Open Game Content. (h) You or Your means the licensee in
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2. The License: This License applies to any Open Game Content that
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Open Game Content that you Use. No terms may be added to or subtracted
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3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open
Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your Contri-
butions are Your original creation and/or You have sufficient rights to grant
the rights conveyed by this License.
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15. COPYRIGHT NOTICE
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System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002, Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
and JD Wiker.
Learning Extra Arcane Spells, Copyright © 2001 by Nicholas HM
Caldwell, first published by The Guild Companion
(http://www.guildcompanion.com)
Eight Cheiromantic Feats Copyright 2002, Jim Stenberg  Joseph Muc-
chiello, Jr. Published by Throwing Dice Games.
Character Customization Copyright 2003, Joseph Mucchiello, Jr. Published
by Throwing Dice Games.

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Character Customization

  • 1. Character Customization 1 Character Customization Written By Joe Mucchiello Published By Throwing Dice Games The following is an excerpt from Throwing Dice Games’ latest release Character Customization. This is taken from Part 4: Prestige Classes. In the sections before this one is a primer on prestige class design. The champion template is one of four templates described. And the Orc Champion is one of the sample prestige classes. PRESTIGE CLASSES AS TEMPLATES Monster templates are one of the best things about the system. In fact the idea should have been pushed into more parts of the sys- tem. Spells like silent image, minor image, major image, etc should all be template-based. But, that is another book. Prestige classes should be viewed as templates. Most prestige classes are designed all at once to fulfill a specific niche in a cam- paign. This is fine when only you and your players will use the class but goes awry when you want to transport the prestige class to someone else’s campaign. Prestige class design should come in two steps. In one step, one designs the mechanics of the class. In the other step, one designs the campaign background of the class. You are free to do these two steps in either order. The important part is to delineate the two tasks. When designing prestige classes for your own campaign you will most likely perform the background step first. But if you want your prestige class to be portable to other campaigns, you should design its mechanics first, independently of your campaign. To make this easier, the layout of a prestige class description should reflect the two steps. The mechanics portion of the design is listed first as a template. It is followed by the campaign specific background along with other template notes and additional re- quirements. THROWING IT ALL AWAY Not all prestige class concepts make viable templates. While deve- loping a prestige class by separating the game rules from the role- playing aspect makes it easier to balance the class. Sometimes the prestige class template is awkward to work with. Other times the subject matter of the class does not lend itself to having parameters. In these cases, add the flavor text directly to the template and the result is a normal prestige class description. PRESTIGE CLASS TEMPLATES The mechanics of a prestige class are mostly found in these tem- plates. The following section describes the format of each prestige class template that follows. PRESTIGE CLASS TEMPLATE TITLE Describe the overall concept of the class here. What niche does it fulfill? Explain why certain classes might be better off using it. Template Parameters This section is only necessary for prestige classes that improve a normal ability that can be generalized to a similar ability. Typical template parameters are listed below: Parameter: Describe what the parameter should contain. Try not to include too many parameters in a template as that can make the write-up awkward. In subsequent sections of the template, refer to the parameter by placing it in brackets: [Parameter]. Typical parameters include skills, weapons, terrains, monster types, mon- ster subtypes, spell subtypes, the choice between arcane and divine, etc. Skills are the most frequent template parameters. Requirements Describe the requirements of the class. Requirements should be listed in this order. Omit elements that are not needed: Alignment, Ability Scores (in a comma separated list), Base Attack Bonus, Base Saving Throws (list individually), Skills (listed individually indicating the minimum number of ranks needed, not the minimum bonus), Feats (in a comma separated list), Spellcasting, and Special (for anything else). Requirement: The level/rank of the requirement or a descrip- tion of it. Class Features List the class features. Standard features should be listed first in this order, followed by template specific features: Hit Die, Class Skills, Skill Points at Each Level, Weapon and Armor Proficiency and Spells per Day. Feature: Each feature should have its own paragraph describ- ing it. Class Table The class table describes the class’s BAB, saving throws, when it gains features and any other level based changes. CHAMPION TEMPLATE Champion is a prestige class template for any race or social group who supports fighting men to defend the group. Elite members of this fighting group can become champions of the group. A champion’s role is somewhat dependent on the group’s alignment and views toward fighting. Template Parameters The champion template has five parameters: Inspiration Method: Usually Diplomacy but some groups may favor Intimidating champions. Groups unified by monetary con- cerns may even favor champions with high Bluff skill. Required Feats: Two or more feats indicative of the group’s overall fighting style. Bonus Feats: A list of 5 or 6 feats that improve upon the re- quired feats and exemplify the group’s fighting style. Code: This is a list of 2 or 3 things that the champion is obli- gated to do to retain his status as a champion of the group. Redemption: A task an ex-champion must accomplish to re- gain champion status. Note: “Group” is used to refer to the champion’s affiliation. Sometimes it is noted in brackets when used like a parameter. Other times the word group is used without brackets to aid read- ability. Requirements To become a champion, characters must meet at least these re- quirements: BAB: +5 [Inspiration Method]: 5 ranks Knowledge (tactics): 2 ranks Feats: [Required Feats] Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast® , Inc.
  • 2. 33DDUUWW33UUHHVVWLWLJJHHOODDVVVVHHVV 2 Character Customization Class Features The champion has the following class features: Hit Die: d10. Class Skills: The champion’s class skills are as follows: Ability Skills Strength Climb, Jump, Swim Dexterity Balance, Ride Intelligence Knowledge (tactics), Knowledge ([group]) Wisdom Spot, Charisma [Inspiration Method] Skill Points at Each Level: 2 + Int modifier. Weapon and Armor Proficiency: A champion is proficient with all simple and martial weapons, light armor, medium armor, and shields. Restrictions: Champions must follow a code of conduct. Fail- ure to obey these restrictions causes the champion to become an ex- champion. The code of conduct includes: [Code]. Leadership (Ex): The champion gains the leadership feat even if he does not meet the requirements. The champion’s cohort is always allowed to be no more than one level lower than the cham- pion regardless of the champion’s leadership score. Bonus Feat: The champion gains a feat from the following list at levels 2, 5 and 8: [Bonus Feats]. Boost Allies (Ex): The champion may take a standard action, that does not provoke an attack of opportunity, to rally his allies. All combatants who are members of the champion’s group who can see or hear the champion’s rallying cry gain a +1 morale bonus to all attack rolls, damage rolls, saving throws and skill and ability checks. Boost Allies has a maximum range of 20 feet per champion level. The bonus lasts one round per level of the champion. This bonus goes up to +2 at level 7 and +3 at level 10. Second Cohort (Ex): The champion gains another cohort as he had taken the leadership feat a second time. The second cohort is always allowed to be no more than one level lower the champion’s level regardless of the champion’s leadership score. The cham- pion’s first cohort’s level may now be equal to that of the champion’s level. Ex-Champions Should the champion fall out of favor with his group, he loses access to the leadership feat, second cohort, boost allies ability, and can no longer gain levels in the champion prestige class. Ex- champions who fulfill the [Redemption] requirement, regain full access to their champion abilities and may take additional levels in champion. Table 4-4: Champion Template Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +2 +2 +0 Leadership 2 +2 +3 +3 +0 Bonus Feat 3 +3 +3 +3 +1 Boost Allies +1 4 +4 +4 +4 +1 5 +5 +4 +4 +1 Bonus Feat 6 +6 +5 +5 +2 Second Cohort 7 +7 +5 +5 +2 Boost Allies +2 8 +8 +6 +6 +2 Bonus Feat 9 +9 +6 +6 +3 10 +10 +7 +7 +3 Boost Allies +3 PRESTIGE CLASSES These prestige classes are based on the previous templates. The next section describes the layout of prestige classes based on tem- plates followed by some sample prestige classes based on the tem- plates and modifier templates described above. PRESTIGE CLASS TITLE Describe the campaign specific background of the prestige class. Game Rule Information Template: Indicate which template, and any class modifiers, the class is based on (with any template parameters specified here). Additional Requirements: List campaign specific require- ments for entry into the prestige class here. Additional/Restricted Class Skills: If necessary, list any changes to the class skill list here. If there are changes to any of the features, or additional restric- tions, add them here. Although major changes are not encouraged here, a template with a broad enough parameter might include a feature here where the character locks the parameter down when he takes his first level of the prestige class. For example, the weapon parameter of the ranged thaumaturge template might not be important to a certain prestige class based on it. In this case, you would add a class feature here that would force the character to choice the ranged weapon instead of locking it down like the Arcane Archer prestige class (below) does. ORC CHAMPION Charismatic orcs are rare and wondrous people. Without the strength to back up their charisma, they become rogues. Orcs respect fighting ability based on who is standing at the end of a fight. The champion’s Boost Allies ability helps increase the number of standing orcs at the end of a fight. This is the sign of a great leader, an orc among orcs. Game Rule Information Template: Champion [Inspiration Method: Intimi- date; Required Feats: Power Attack; Bonus Feats: Bent Charge, Great Charge, Great Sunder, Greater Bull Rush, Improved Bull Rush, Improved Charge, Mighty Sunder, Reckless Attack, Sunder; Code: That which is good for the tribe must be done unless you can get away with; Redemption: Single handedly defeat a known foe of the tribe.] IllustrationCopyright2003,byD.MalachiPenney
  • 3. //LLFHFHQQVVLLQQJJ,,QQIIRRUUPPDDWLWLRRQQ Character Customization 3 Dungeons Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. ‘d20 System’and the ‘d20 System’logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. Character Customization is published by Throwing Dice Games. Visit our website at http://www.throwingdice.com. Open Game Content: The text of this work starting with the Introduction and ending just before this Licensing Information section is Open Game Content as defined in the Open Game License version 1.0a. No artwork or text within any artwork is Open Game Content. Product Identity: “Character Customization” and “Throwing Dice Games” are claimed as Product Identity in this work as described in Section 7 of the Open Game License. No other Product Identity is claimed in this work. OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Re- served. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Learning Extra Arcane Spells, Copyright © 2001 by Nicholas HM Caldwell, first published by The Guild Companion (http://www.guildcompanion.com) Eight Cheiromantic Feats Copyright 2002, Jim Stenberg Joseph Muc- chiello, Jr. Published by Throwing Dice Games. Character Customization Copyright 2003, Joseph Mucchiello, Jr. Published by Throwing Dice Games.