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)
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)