Beelzebub1111
2006-02-05, 03:01 AM
The logic behind this class is to have them not good in combat but be invaluble because of their wide variety of skills
The Master
HD: d4
BAB: 1/2 level (as wizard)
Ford: poor
Reflex: good
Will: poor
Class Skills: All except Autohypnosis, Concentration, Psycraft and Spellcraft
Skill Points: 10+int (x4 at first level)
Weapon Proficiencies: Club, Dagger, Sap, Gauntlet, unarmed strike
Abilities:
1st: Trapfinding, Bonus Feat
2nd:
3rd: Trap Sense +1
4th: Bonus Feat
5th: Mastery +1
6th: Trap Sense +2
7th: Bonus Feat
8th: Use what's at hand
9th: Trap Sense +3
10th: Quick Search, Bonus Feat, Mastery +2
11th:
12th: Trap Sense +4
13th: Bonus Feat
14th:
15th: Trap Sense +5, Mastery +3
16th: Bonus Feat
17th:
18th: Trap Sense +6
19th: Bonus Feat
20th: Mastery +4
Bonus Feat
Choose a feat from the list:
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Decietful, Deft Hands, Diligent, Investigator, Negotator, Nimble Fingers, Persuasive, Self-Sufficent, Skill Focus, or Stealthy
Mastery
At 5th level, The Master gets a +1 bonus on all skills that he has ranks in. This bonus increases by +1 at 10th, 15th, and 20th levels
Use what's at hand
At 8th level, The Master may now use improvised tools at no penalty
Quick Search
At 10th level, Searching for the master takes half the time as normal with no penalties
I need to flesh it out a bit in the later levels but I'm going for somthing like a rogue but instead of combat abilities, more skills that can be useful in many situations. The whole pont of this class is to be a sort of...rogue stand in. better than the rogue as far as skills go, but pretty bad in combat. I would appreciate the help
EDIT: Added Hit Dice, Changed Skill Points Per Level
EDIT: Removed Evaision and Uncany Dodge, Added Weapon Profiencies
The Master
HD: d4
BAB: 1/2 level (as wizard)
Ford: poor
Reflex: good
Will: poor
Class Skills: All except Autohypnosis, Concentration, Psycraft and Spellcraft
Skill Points: 10+int (x4 at first level)
Weapon Proficiencies: Club, Dagger, Sap, Gauntlet, unarmed strike
Abilities:
1st: Trapfinding, Bonus Feat
2nd:
3rd: Trap Sense +1
4th: Bonus Feat
5th: Mastery +1
6th: Trap Sense +2
7th: Bonus Feat
8th: Use what's at hand
9th: Trap Sense +3
10th: Quick Search, Bonus Feat, Mastery +2
11th:
12th: Trap Sense +4
13th: Bonus Feat
14th:
15th: Trap Sense +5, Mastery +3
16th: Bonus Feat
17th:
18th: Trap Sense +6
19th: Bonus Feat
20th: Mastery +4
Bonus Feat
Choose a feat from the list:
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Decietful, Deft Hands, Diligent, Investigator, Negotator, Nimble Fingers, Persuasive, Self-Sufficent, Skill Focus, or Stealthy
Mastery
At 5th level, The Master gets a +1 bonus on all skills that he has ranks in. This bonus increases by +1 at 10th, 15th, and 20th levels
Use what's at hand
At 8th level, The Master may now use improvised tools at no penalty
Quick Search
At 10th level, Searching for the master takes half the time as normal with no penalties
I need to flesh it out a bit in the later levels but I'm going for somthing like a rogue but instead of combat abilities, more skills that can be useful in many situations. The whole pont of this class is to be a sort of...rogue stand in. better than the rogue as far as skills go, but pretty bad in combat. I would appreciate the help
EDIT: Added Hit Dice, Changed Skill Points Per Level
EDIT: Removed Evaision and Uncany Dodge, Added Weapon Profiencies