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Gnudro
2006-08-12, 04:09 AM
Reading through the complete warrior, I read the description and abilities of the Tattooed Monk and loved it. While I wasn't particularly thrilled by the theme of the Tattoed monk, I thought that the mechanics could be adapted slightly to fit a wide variety of classes. Technomancers and grafters seem like they would both work well with this sort of idea.

The Adaptable
HD: d6

Level BAB Strong S. Weak Special
1st +1 +2 +2 +0 Adapt, Ability
2nd +2 +3 +3 +0
3rd +3 +3 +3 +0 Ability
4th +4 +4 +4 +0
5th +5 +4 +4 +0 Ability
6th +6 +5 +5 +0
7th +7 +5 +5 +0 Ability
8th +8 +6 +6 +0
9th +9 +6 +6 +0 Ability
10th +10 +7 +7 +0

Requirements
Base Attack Bonus: +3
Skills: One skill at 8 ranks
Feats: Three Feats

Class Skills: The Adaptable has 10 class skills that are chosen upon beginning the class.
Skill Points at Each Level: 4+ Int modifier

Adapt: The Adaptable starts out with d6 hit points, full base attack bonus, 4+int hitpoints, and two good saves. It also starts out with two "Adaptation Points". Adaptation points can only be gained and spent upon entering the class.

Gaining Adaptation Points:
Lower to d4 hit points: Gain one Adaptation Point
Lower to 2+int skill points: Gain one Adaptation Point
Lower to 3/4 BAB: Gain one Adaptation Point
Lower to 1/2 BAB: Gain two Adaptation Points (Doesn't stack with 3/4)
Make a Good Save into a Poor Save: Gain one Adaptation Point.

Spending Adaptation Points:
Raise to d8 hit points: Spend one Adaptation Point
Raise to d10 hit points: Spend two Adaptation Points
Raise to d12 hit points: Spend three Adaptation Points
Raise to 6+int modifier skills: Spend one Adaptation point
Raise to 8+int modifier: Spend two Adaptation points
Gain a good save: Spend one Adaptation Point
Gain 1/4 spell casting of previous class(1,4,8,10)*: Spend one Adaptation Point
Gain 1/2 spell casting of previous class(1,3,5,7,9,10)*: Spend two Adaptation Points
Gain full spell casting of previous class*: Spend three Adaptation Points.
Gain 4 additional class skills: Spend one Adaptation Point
Become able to use "Abilities" to gain a Fighter Bonus Feat: Spend one Adaptation Point

Become able to use "Abilities" to gain a Monk, Wizard, Cleric, Sorceror, Bard, Rogue, Ranger or Paladin bonus feat: Spend one Adaptation Point

Continue scaling a non-spell casting class ability from a single previous class at normal rate(Example: Continue Monk Speed Progression): Spend one Adaptation Point

*Continuing spell casting progression can be used to continue spell casting of multiple previous types. You need to pay a new adaptation cost for each type of casting you are increasing. Also counts for increasing Psionic, Vestige, True Name, Shadow Magic, and Artificer progression (Maybe Incarnum? not familiar). This ability can be used to continue spell casting progression from two different classes, using the same class of magic. (Druid and Cleric for example). If you wanted to continue full bard, and 1/2 Artificer it would cost 5 adaptation points. You would need to loose class features to gain the additional three required.

Ability:
Every other level the Adaptable gains an ability. Sample abilities are given below. Abilities usually fall into several categories: Always on, X per day, or Spell-like.

Always On: Adaptables can have abilities that are always on. These are usually weaker then X per day or Spell like abilities, as they are always available to the Adaptable. Unlike the other types, Always on abilities grow more powerful, the more Abilities the Adaptable has. For each additional Ability gained, there Always On Abilities increase by a single step. If an Always on Ability is taken at a higher level, it is increased in power, as if it had always been possessed.

Kalshanos Alchemist of the Spheres (Wizard/Adaptable) is working on making the Elixer of Life. He currently is a level 5 adaptable. When he first began working on his Elixer, he developed an immunity to non-magical disease. When he reached level 3 he made a major breakthrough and became immune to poison. When he reached level 5 he became immune to magical aging, and natural aging, he would take no future ability penalties for aging. When he reaches level 7, he will also become immortal, having no maximum age, and no longer require sleep(still needs to rest before preparing his spells). At level 9 he will make his final breakthrough, and no longer need to eat, drink or breath.

X per day: An Adaptable can gain an ability that can be used an amount of times per day, equal to its total number of Abilities. These should be similar to already existing x per day class abilities. A barbarian's rage, or a paladin's smite would be a good example of X per day abilities.

Dolfin the Zephyr(Barbarian/Adaptable) has the ability Mad Dash. Dolfin is a level 3 Adaptable, and can use Mad Dash twice per day. Twice per day he can double his base land speed for a single turn.

Spell Like: An Adaptable can gain a spell like ability. The spell like ability is castable a number of times per day, equal to the amount of Abilities the Adaptable has. The Adaptable's caster level is equal to his current hit dice. The save dc of the spell like ability is equal to the spells level plus 10 plus the highest of the Adaptables Intelligence, Wisdom or Charisma modifiers. An adaptable can select a spell that's spell level is equal to half his adaptable level (round up). They can instead be able to cast a higher level spell if they gave up a casting per day, for every increase in spell level of the spell. The spell like ability can not be changed.

Clark the Bringer of Rain(Druid/Adaptable) has just reached level 9 of the Adaptable class. He wants the ability to create a mighty storm of vengence. Half of his class level is 5, so he normally would not be able to cast such a great spell. He gives up four usages a day to raise the spell level. Because of this the mighty Clark can create a Storm of Vengeance once per day. It's range is 1000 (400 feet +40 per level (6 druid, 9 adaptable). The Save DC is 23 (10+Spell Level+Wisdom Modifier)

Gnudro
2006-08-12, 04:13 AM
Reserved for Alchemist of the Spheres (Sample Adaptable)

Alchemist of the Spheres
HD: d4

Level BAB Will Fort Ref Special
1st +1 +2 +2 +0 Elixer of Life +1 Spellcasting
2nd +2 +3 +3 +0 +1 Spellcasting
3rd +3 +3 +3 +0 Great Resiliancy, +1 Spellcasting
4th +4 +4 +4 +0 +1 Spellcasting
5th +5 +4 +4 +0 Protection from Energy, +1 Spellcasting
6th +6 +5 +5 +0 +1 Spellcasting
7th +7 +5 +5 +0 Mage's Lubrication, +1 Spellcasting
8th +8 +6 +6 +0 +1 Spellcasting
9th +9 +6 +6 +0 True Ressurection. +1 Spellcasting
10th +10 +7 +7 +0 +1 Spellcasting

Skills:Craft, Profession, Knowledge Arcana, Knowledge Planes, Knowledge History, Knowledge Nobility, Knowledge Religion, Spellcraft, Concentration, Appraise
4+Int Modifier

Elixer of Life: As the Alchemist continues their work, they develop various Elixers that enhance their life. At first level they become immune to non-magical disease. At 3rd level they become immune to poison. When they become 5th level they become immune to magical aging, and natural aging(taking no further ability score penalties). When they reach level seven they become immortal (no maximum age) and no longer require sleep, although they still need to rest 8 hours before memorizing their spells. At level 9 they no longer need to eat, drink or breath.

Great Resiliancy: Instilling the strength of the heavens in themselves, the Alchemist becomes more resilient. At 3rd level they gain +2 natural armor. At 5th level this increases to +3, at 7th level +4, and finally +5 at 9th level.

Protection From Energy: (Number of Abilities)/day, as the alchemist advances their studies, they learn how to cause energy to flow through them without harm. They gain the ability to cast Protection from Energy a number of times per day equal to their number of Abilities.

Mage's Lubrication:(Number of Abilities-2)/day, as the Alchemist makes their body more pure, their mind becomes purer as well, and better able to function. Sometimes, with great concentration, an Alchemist can recall a spell they have previously cast.

True Ressurection: 1/day After finally completing the Alchemist's Stone, the Alchemist of the Spheres has power over life and death. They are able to cast True Ressurection once per day, however this ability still comes at great cost. They require the normal material component to work their magic.


Thinking about either adjusting the starting adaptation points, or making full spell-casting cost more. I still want people to be able to make a theurge class. I could either have you start out with no adaptation points, or make 1/2 spell casting cost 3 points, and full cost 4.

Gnudro
2006-08-12, 04:14 AM
Reserved for the Zephyr (Sample Adaptable)

Gnudro
2006-08-12, 04:15 AM
Reserved for the Mechaslasher (Sample Adaptable)

Randomman413
2006-08-12, 08:31 PM
Some more definition of what an 'always on' ability is might help.

Behold_the_Void
2006-08-13, 03:58 AM
I'd probably need to see a bit more crunch on how abilities work. It's cool that it's so open, but that's also so very open to abuse.

Also, why in the world would I become a 10th level Adaptable?