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Advanced Defender Training 
3rd Gate Defenders sub-classes.

In addition to the standard Character Classes..  Each 3rd born will also train under one of the following categories

Each Sub-class has it's benefits, so choose whatever you think suits your PC and playing style best.

The abilities listed are not a complete list, just early benefits. After 9th, levels come very quick in 2e, so more abilities will be forthcoming, growing in power exponentially

PlaneShifter, these are the most important members of the 3rd Gate Defenders. They can open portals to other Realms and also are responsible for closing unnatural Rifts created by Inter-planar Demons. Their earliest powers go as follows: (all charts are incomplete)

Planeshifter
gain 1 power/2lvl
*Transport self
*Transport other by touch  1/lvl
*Go ethereal 6/day
*Repair Rift
*Open Portal

 

Demon Hunter, Pretty self explanatory, This class is for 3rd Gate Defenders who are equipped to deal with the most vile of the Evil Demons who inhabit the Omni-verse. They are granted immunities to evil and the elements most associated with those creatures. all Damage to Demon-Class enemies is Doubled.

Demon Hunter
gain 1 power/2lvl
*Protection from Evil +1
*50% immune to fire/poison
*Double Damage to Demons
*Improved Invisibility to Evil
2/day gain 1/6hour
*Immune to fire and poison

 

 


Other Criteria for 3rd Gate Defenders:

You would start with 52,000 experience points. 32,000 of which would be spent in the Fighter class (making you 6th level) ,

the other 20,000 could go to any other class. You would gain all the benefits of both classes (similar to 3e Multi-classing rules) but you would be able to spend all additional XP anyway you wish, advancing normally in either class with the only restriction being that one class level may not exceed double the other.

Upon reaching 9th level in any class you will be granted followers in that class (as per 2e Rules). As we get deeper into the quest, battalions may turn into legions, which may turn into armies depending on your character’s success and ambition.

All Player Characters will have the following things in common:

*You will all be princes/princesses, after a fact, Your father/Mother will be the King/Emperor of your homeland and you will be his 3rd-born child. This honored rank among the King’s children eliminates you from contention for your Father’s throne. Instead you are bestowed an even greater Destiny. For it is the law of your Realm that the 3rd born of each Ruler be trained in the arts of war and upon their 18th birthday they must Fulfill their destiny by joining a secretive group known only as the Defenders.

*No matter what race you are, none of you will have ever seen another intelligent species in your lives.

*You will have raised your mount from birth, being involved in every aspect of the creature's training and it is loyal to you beyond measure. (this does not give you the Animal Handling/Training abilities with any other beast.)

*You will be at least 6th level fighters, proficient at mounted combat.

*You will have weapons and armor (of the types of your choice) specially created for you by the greatest craftsmen in your respective kingdoms. You will also be proficient in the minor repair of these items.


Planeshifter abilities:

Transport self: each planeshifter is assigned a special room within the Fortress of Stability. At will, they can transport themselves into this room from anywhere in the Omni-verse

Transport Other: A planeshifter can also transport anyone he wishes, who he is touching, into this same room at the same time he transports himself. One person per level.

Go ethereal: as per spell Ethereal Jaunt.  It's basically the same as Ethereal Jaunt. But in this Quest the Ethereal plane is formed by the GREAT BARRIER. Your physical body becomes insubstantial on the Material Plane, but your life-force remains split between the two Planes. So, a Magic-Missle or Fireball could not hit you, but a well placed (and very lucky) Lightning bolt might disrupt your life-force. I guess I should word that electrical attack not energy. Also for healing, you could not cast a Cure light wounds, since you cannot touch anyone. But a Mass Cure/Resurection spell can pass either way through your connection to each plane, Basically you become the conduit.  

You can go ethereal for 1 min/three Class levels without effect at any one time. Each consecutive minute you remain after that you lose 1d10 of HP for lack of oxygen, this is not dealt until you return to the Material Plane. Remaining Ethereal longer than 20 minutes runs the risk of losing contact with the Material Plane you started in

Open Portal: Create a portal to or from any plane through/via any Main Gate. Much stronger than transport. This can be done at will but takes several minutes.

Repair Rift***

Open Rift***

Demon Hunter abilities are all combat and Save-throw related and are pretty straight forward.

Protection from evil: +1 to all attack rolls, -1 to AC. against evil. No evil Creature can physically touch a Demon Hunter unless the Hunter attacks the Creep first, breaking the seal for that Creep only..

Visionary:

Visionaries always see with true seeing. Only High level illusions will deceive them. And that bastard Xergd’zdat

Turn invisible (6/day)/Mirror image(4/day): as per Mage spells.

Summon spy: 1min/day/level. For each level, a visionary can summon a small wisp each day for x minutes. This wisp works the same as the Wizard's eye spell. This is total time per day. So 6th level has 6 min worth of wisp. (use it for 30 seconds, still have 5min 30sec left that day.)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

These are bonus classes, as you level-up. They do not require XP

All Divisions of 3GD will contain at least one of each of the 4 Sub-classes.

 These are brief descriptions see below for more info on powers

Soul Catcher, The soul catcher class is capable of collecting the essences of Demons and other Magical beings upon their death. When an inter-planar creature dies it's soul is released in the form of energy, this energy also contains the elemental properties of the being it came from. Soul Catchers can Harness this energy and eventually learn to alter it into other forms useful to the 3rd Gate Defenders.

Soul Catcher 
gain 1 power/2lvl
*Drain Evil(3HP/Lvl)
*Capture essence
(dead creeps only)
*Summon felled Soul
*Alter essence
*infuse essence

Visionary, Visionaries are responsible for detecting rifts in the great barrier. They are masters of vision, both Normal and Orocular(telepathic). They can detect when beings cross into realms they are not supposed to be in. They also become capable of reading a Creatures essence, identifying it's core elements to help determine it's Realm of origin.

Visionary 
gain 1 power/2lvl
*turn invisible
6/ per day
*Project Mirror Image 
4/day   gain 1/6 hour
*Summon Spy 1min/lvl/day
*Read Demon powers
(know elements, origin)
*Detect Rift

 


Quick history, go to Zig's Library for complete info on the Omniverse

Eons ago, in a time of great evil and strife, a deal was struck between your ancestors and the ancestors of the Defenders. The Defenders would do their utmost to hold back the evil of the Omniverse, maintaining a new peace in all the Realms whose people agreed to send the 3rd born of each ruler to help maintain the forces needed to wage such an epic struggle against the hordes of darkness.

Your Ancestors agreed. The Defenders then gave them a choice, to become an Open World, who allows free passage to outsiders through the Gates of their Realm. Or become an Iso-World, where Your Realm would send their 3rd born princes, and any Omni-Metal they could mine, but no "Alien" races would be allowed to come to an Iso-World.

Your Ancestors decided that your World was not ready to believe in other Realms and decided to become an Iso-World. Though at least half of your World's leaders still send their 3rd Born through the gate fulfilling the promise of their predecessors

This cycle has gone on for generations in your realm and the names of the 3rd (as they became known) earned honored places in the hearts of the people of their realms. The sacrifice of the 3rd kept all their loved ones safe from the evils which the Defenders work so diligently to hold back. Evils which their sheltered lives could never lend them to imagine.

You can still recall the day your uncle/aunt went on their journey. As your Grandfather’s 3rd born, they too had their destiny laid out for them. Being only a youngling’ at the time, and knowing that your path lie in a similar direction, you most remember the pride with which everyone spoke of your uncle/aunt.

Though your childhood was rich and full, your entire life has been one big training session up until the very day we begin our quest (your 18th birthday, or the equivalent for longer lived races), with each of you on your way to the Defenders to begin your new lives.


You can be any Humanoid or part humanoid race, but you must be able to ride a mount (any 0-10legged mount smaller than a elephant will do, but the creature’s life-span cannot overly exceed your own.) You can be a winged race if you wish but your wings will not have “sprouted” as of the beginning of the quest (your mount cannot be flying yet either). Flight will be granted at a later time if your race/mount is capable. but at the start you will not be old enough (and your mount as of yet untrained in the art). You might even achieve another mode of Flight before your racial benefit.

You can use any standard D&D race you want that follows the preceding criteria, but this is a perfect chance to create a Unique Race of your own design.

All stats on this page are based on 2nd. ed. D&D rules.


Soul Catcher Abilities:

Drain Evil: (3HP/level): Soul Catchers (SC) are able to transfer 3HP/level from any evil creep to himself. At a range of 5 ft per level. This cannot be done if HP drained would exceed the SC's MaxHP. (so if your max was 100 and you drained for 15, you would need to be below 85 to drain Evil) Any creep drained loses any further actions in the current round, and the round following the drain if of a lesser level than the SC. Note: Demon Hunter damage is tripled during this time for demon-class creeps.

Capture essence: Upon a powerful creature's death, a SC can collect the essence and elemental properties of the creep into his SC Power Gem. This can be done at will, by thought, at a max range of 10ft per level (all classes combined). Only creeps totaling less than 10 levels above the SC's can be captured completely, though some parts of such creeps may be collected. Some creeps will only have a fraction of energy. This essence is stored in your black Sapphire Power Gem You can go to the Chamber of Souls in the Fortress at any time and unload your Gem. It will be similar to the bank, keeping intact souls for you to Summon. And the elemental energy you collect for when you can later infuse into your own gems :).

Summon Felled Soul: A SC may choose any 1 completely captured, felled soul he dealt at least 20% of the killing Damage to. This soul can be re-summoned once to gain control of the felled creep which will then fight for you until it dies. The summoned creep cannot be healed, and lasts until it's HP runs out. Once used, the SC must return to the Chamber of souls and choose another felled creep before he can summon again.

Alter essence: This comes with infuse

Infuse essence:***