Catch
2006-07-25, 04:08 PM
[Edit:] Added the mandatory fruit reference. Maybe that will draw some attention. ::) Also added prerequisites.
For a while now, I've been looking for a PrC that really fits the adventurer archetype. Part duelist, part sneak, part spellcaster, and the jack of all trades who's seen and done just about everything. I've been trying to fit all that into a character (without playing a bard), so I really wanted to make a PrC that fit what I was thinking of.
The difficulty lies in that I haven't made a class in so long, I'm having difficulty spacing out the abilities over ten levels. Here's what I have so far:
Prerequisites:
BAB: +4, 8 ranks in any three skills.
Just enough to make it attainable at level 5, I think. Nothing all that steep; this isn't supposed to be an extremley powerful or exlusive class.
Hit die: d8
BAB: As Cleric
Saves: Poor Fortitide, Strong Reflex and Will
Skills: 6+int, class skills as Expert
Wanderer's Knowledge: Same as Bardic Knowledge.
Experienced: Treats all (Trained Only) skills as having 1/2 rank, and gains an insight bonus to any one skill (whether you have ranks in it or not), which is chosen at the beginning of each day.
I plan on starting the bonus at +2, and then increasing to +4, and finally +6, and with each upgrade, it takes less time to change which skill gains a bonus. I.e., 1 day, then 1 hour, then five minutes. This ability is to simulate the "Jack of All Trades" idea, and favoring the idea of adaptability.
Canny: Gains an insight bonus to attack rolls or AC (your choice) and can be changed at the beginning of your turn.
I'll start this off at +1, and then increase it to +2.
Jaded: Gains a luck bonus to all saves.
Same as before, I'll start this off at +1, and then increase it to +2.
Lucky: May reroll one d20 roll per day, but must accept the second result.
Fearless: Self explanatory.
I'll probably use this for the 10th level ability.
I'm also thinking of adding Uncanny Dodge and Improved Uncanny Dodge, as they fit the archetype.
Now, I want spellcasting for this class, but not much. I was thinking of using the Assassin's spell progression, though with a different spell list. Mostly utility spells and buffs, I think, with maybe a healing spell or illusion tossed in there for kicks.
So, now that I've outlined what I want to do, can you pleasant and supremely knowledgable folks assist me in spacing things out over ten levels and making it mechanically sound? That would help me immensely. Heck, I'll even let you name it.
For a while now, I've been looking for a PrC that really fits the adventurer archetype. Part duelist, part sneak, part spellcaster, and the jack of all trades who's seen and done just about everything. I've been trying to fit all that into a character (without playing a bard), so I really wanted to make a PrC that fit what I was thinking of.
The difficulty lies in that I haven't made a class in so long, I'm having difficulty spacing out the abilities over ten levels. Here's what I have so far:
Prerequisites:
BAB: +4, 8 ranks in any three skills.
Just enough to make it attainable at level 5, I think. Nothing all that steep; this isn't supposed to be an extremley powerful or exlusive class.
Hit die: d8
BAB: As Cleric
Saves: Poor Fortitide, Strong Reflex and Will
Skills: 6+int, class skills as Expert
Wanderer's Knowledge: Same as Bardic Knowledge.
Experienced: Treats all (Trained Only) skills as having 1/2 rank, and gains an insight bonus to any one skill (whether you have ranks in it or not), which is chosen at the beginning of each day.
I plan on starting the bonus at +2, and then increasing to +4, and finally +6, and with each upgrade, it takes less time to change which skill gains a bonus. I.e., 1 day, then 1 hour, then five minutes. This ability is to simulate the "Jack of All Trades" idea, and favoring the idea of adaptability.
Canny: Gains an insight bonus to attack rolls or AC (your choice) and can be changed at the beginning of your turn.
I'll start this off at +1, and then increase it to +2.
Jaded: Gains a luck bonus to all saves.
Same as before, I'll start this off at +1, and then increase it to +2.
Lucky: May reroll one d20 roll per day, but must accept the second result.
Fearless: Self explanatory.
I'll probably use this for the 10th level ability.
I'm also thinking of adding Uncanny Dodge and Improved Uncanny Dodge, as they fit the archetype.
Now, I want spellcasting for this class, but not much. I was thinking of using the Assassin's spell progression, though with a different spell list. Mostly utility spells and buffs, I think, with maybe a healing spell or illusion tossed in there for kicks.
So, now that I've outlined what I want to do, can you pleasant and supremely knowledgable folks assist me in spacing things out over ten levels and making it mechanically sound? That would help me immensely. Heck, I'll even let you name it.