Drolyt
2010-01-11, 09:56 PM
Ok my idea is to do away with the army of prestige classes that allow you to basically merge two classes by creating a Dual-Classing system. This is part of a series in which I'm experimenting with different rules for an upcoming d20 revision (you can see all my homebrew here (http://www.giantitp.com/forums/showthread.php?t=138867). Note that these classes are designed so that if you continued their progression then at 30th level you would have all class abilities from both classes.
The Rules:
To Dual Class, you create a new class (hereafter called the Dual-Class) by choosing two of the "half-classes" in this post. Dual-Classes are proficient with all Weapons and Armor either "Half-Class" is proficient in. To determine the size of Dual-Classes hit dice and how many skills you gain per level, add the value from the two classes together. For example, a Fighter has a d5 hit die and a Rogue has a d3 hit die, so a Fighter/Rogue gets a d8, and a Fighter has 1 Skill Point + Half Int Modifier per level while a Rogue has 4 + Half Int Modifier per level, so a Fighter/Rogue would have 5 + Int Modifier per level. This is the same as averaging the hit dice and skill points of the original classes. If you obtain an odd numbered hit die (for example, a Fighter/Wizard would result in a d7) then you round up for odd numbered levels and round down for even numbered levels (that is, at first level a Fighter/Wizard would roll a d8, but next level he would roll a d6). It is fine for Skill Points per level to be an odd number, even if normally that never happens. The Dual-Classes class skill list is made by combining all the skills on both half-classes lists. To find Base Attack and Save Bonuses at each level, add the corresponding bonuses from each class together, minding any fractions but rounding down at the end. For example, a first level Fighter/Wizard would have BAB 0 (.5 + 0 then round down), Base Fort +1 (1 + 0), Base Ref 0 (0 + 0), and Base Will +1 (0 + 1). Finally, the Dual-Class gains all special abilities listed for both classes, including any spellcasting. For example our Fighter/Rogue at first level gains a Fighter Bonus Feat, Sneak Attack +1d6, and Trapfinding. Note that class abilities given in the Classes description but not on their table (such as the Cleric's Aura) are a part of the Dual-Class unless noted otherwise but are not listed in the tables (for consistencies sake). Special Abiliities that rely on class level work off of the Dual-Classes level (for example a 15 level Wizard/Cleric's Aura is as strong as a 15th level Cleric's and his Familiar is that of a 15th level Wizard's).
The Fighter:
Hit Die: d5
Skills 1 + Half Int Modifier/level, four time that much at first level
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Fighter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0.5|
+1|
+0|
+0|Bonus Feat
2nd|
+1|
+1.5|
+0|
+0|
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Bonus Feat
4th|
+2|
+2|
+0.5|
+0.5|
5th|
+2.5|
+2|
+0.5|
+0.5|
6th|
+3|
+2.5|
+1|
+1|Bonus Feat
7th|
+3.5|
+2.5|
+1|
+1|
8th|
+4|
+3|
+1|
+1|
9th|
+4.5|
+3|
+1.5|
+1.5|Bonus Feat
10th|
+5|
+3.5|
+1.5|
+1.5|
11th|
+5.5|
+3.5|
+1.5|
+1.5|
12th|
+6|
+4|
+2|
+2|Bonus Feat
13th|
+6.5|
+4|
+2|
+2|
14th|
+7|
+4.5|
+2|
+2|
15th|
+7.5|
+4.5|
+2.5|
+2.5|Bonus Feat
16th|
+8|
+5|
+2.5|
+2.5|
17th|
+8.5|
+5|
+2.5|
+2.5|
18th|
+9|
+5.5|
+3|
+3|Bonus Feat
19th|
+9.5|
+5.5|
+3|
+3|
20th|
+10|
+6|
+3|
+3|[/table]
The Rogue
Hit Die: d3
Skill Points: 4+ Half Int Modifier, 4 times that much at first level
Class Skills: The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Rogue
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+1|
+0|Sneak Attack +1d6, Trapfinding
2nd|
+0.5|
+0|
+1.5|
+0|
3rd|
+1|
+0.5|
+1.5|
+0.5|Evasion
4th|
+1.5|
+0.5|
+2|
+0.5|Sneak Attack +2d6
5th|
+1.5|
+0.5|
+2|
+0.5|Trap Sense +1
6th|
+2|
+1|
+2.5|
+1|Uncanny Dodge
7th|
+2.5|
+1|
+2.5|
+1|Sneak Attack +3d6
8th|
+3|
+1|
+3|
+1|
9th|
+3|
+1.5|
+3|
+1.5|Trap Sense +2
10th|
+3.5|
+1.5|
+3.5|
+1.5|Sneak Attack +4d6
11th|
+4|
+1.5|
+3.5|
+1.5|
12th|
+4.5|
+2|
+4|
+2|Improved Uncanny Dodge
13th|
+4.5|
+2|
+4|
+2|Sneak Attack +5d6
14th|
+5|
+2|
+4.5|
+2| Trap Sense +3
15th|
+5.5|
+2.5|
+4.5|
+2.5|Special Ability
16th|
+6|
+2.5|
+5|
+2.5|Sneak Attack +6d6
17th|
+6|
+2.5|
+5|
+2.5|
18th|
+6.5|
+3|
+5.5|
+3|Trap Sense +4
19th|
+7|
+3|
+5.5|
+3|Sneak Attack +7d6
20th|
+7.5|
+3|
+6|
+3|Special Ability[/table]
The Monk
Alignment: Any Lawful
Hit Die: d4
Skills Per Level: 2 + Half Int Modifier, x4 at first level.
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Monk
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike|AC Bonus|Unarmored Speed Bonus
1st|
+0|
+1|
+1|
+1|Flurry of Blows (-2), Unarmed Strike|1d6|+0|+0 ft.
2nd|
+0.5|
+1.5|
+1.5|
+1.5|Bonus Feat|1d6|+0|+0 ft.
3rd|
+1|
+1.5|
+1.5|
+1.5|Bonus Feat, Evasion|1d6|+0|+0 ft.
4th|
+1.5|
+2|
+2|
+2|Still Mind|1d6|+0|+10 ft.
5th|
+1.5|
+2|
+2|
+2||1d6|+0|+10 ft.
6th|
+2|
+2.5|
+2.5|
+2.5|Ki Strike (Magic), Slow Fall 20'|1d8|+0|+10 ft.
7th|
+2.5|
+2.5|
+2.5|
+2.5|Flurry of Blows (-1)|1d8|+1|+10 ft.
8th|
+3|
+3|
+3|
+3|Purity of Body|1d8|+1|+10 ft.
9th|
+3|
+3|
+3|
+3|Bonus Feat, Slow Fall 30'|1d8|+1|+20 ft.
10th|
+3.5|
+3.5|
+3.5|
+3.5|Wholeness of Body|1d8|+1|+20 ft.
11th|
+4|
+3.5|
+3.5|
+3.5||1d8|+1|+20 ft.
12th|
+4.5|
+4|
+4|
+4|Slow Fall 40'|1d10|+1|+20 ft.
13th|
+4.5|
+4|
+4|
+4|Improved Evasion|1d10|+1|+30 ft.
14th|
+5|
+4.5|
+4.5|
+4.5|Flurry of Blows (-0)|1d10|+1|+30 ft.
15th|
+5.5|
+4.5|
+4.5|
+4.5|Ki Strike (Lawful), Slow Fall 50'|1d10|+2|+30 ft.
16th|
+6|
+5|
+5|
+5|Greater Flurry|1d10|+2|+30 ft.
17th|
+6|
+5|
+5|
+5|Diamond Body|1d10|+2|+30 ft.
18th|
+6.5|
+5.5|
+5.5|
+5.5|Abundant Step, Slow Fall 60'|2d6|+2|+40 ft.
19th|
+7|
+5.5|
+5.5|
+5.5|Diamond Soul|2d6|+2|+40 ft.
20th|
+7.5|
+6|
+6|
+6||2d6|+2|+40 ft.[/table]
The Wizard
d2
Skill Points: 1 + Half Int Modifier per level, x4 at first level
Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Wizard
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+1|Familiar|3|0*
2nd|
+0.5|
+0|
+0|
+1.5|Scribe Scroll|3|1|-
3rd|
+0.5|
+0.5|
+0.5|
+1.5||4|2|-|-
4th|
+1|
+0.5|
+0.5|
+2||4|2|-|-|-
5th|
+1|
+0.5|
+0.5|
+2||4|2|1|-|-|-
6th|
+1.5|
+1|
+1|
+2.5||4|3|2|-|-|-|-
7th|
+1.5|
+1|
+1|
+2.5|Bonus Feat|4|3|2|-|-|-|-|-
8th|
+2|
+1|
+1|
+3||4|3|2|1|-|-|-|-|-|-
9th|
+2|
+1.5|
+1.5|
+3||4|3|3|2|-|-|-|-|-|-
10th|
+2.5|
+1.5|
+1.5|
+3.5||4|4|3|2|-|-|-|-|-|-
11th|
+2.5|
+1.5|
+1.5|
+3.5||4|4|3|2|1|-|-|-|-|-
12th|
+3|
+2|
+2|
+4||4|4|3|3|2|-|-|-|-|-
13th|
+3|
+2|
+2|
+4||4|4|4|3|2|-|-|-|-|-
14th|
+3.5|
+2|
+2|
+4.5|Bonus Feat|4|4|4|3|2|1|-|-|-|-
15th|
+3.5|
+2.5|
+2.5|
+4.5||4|4|4|3|3|2|-|-|-|-
16th|
+4|
+2.5|
+2.5|
+5||4|4|4|4|3|2|-|-|-|-
17th|
+4|
+2.5|
+2.5|
+5||4|4|4|4|3|2|1|-|-|-
18th|
+4.5|
+3|
+3|
+5.5||4|4|4|4|3|3|2|-|-|-
19th|
+4.5|
+3|
+3|
+5.5||4|4|4|4|4|3|2|-|-|-
20th|
+5|
+3|
+3|
+6||4|4|4|4|4|3|2|1|-|-[/table]
* At first level a half Wizard's only first level spells per day are those he gets from a high Intelligence score.
The Cleric
Alignment: Must be within one step of Deities
d4
Skills Per Level: 1 + Half Int Modifier x4 at first level
Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Cleric
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+1|
+0|
+1|Turn or Rebuke Undead|3|0*+1
2nd|
+0.5|
+1.5|
+0|
+1.5||3|1+1|-
3rd|
+1|
+1.5|
+0.5|
+1.5||4|2+1|-|-
4th|
+1.5|
+2|
+0.5|
+2||4|2+1|-|-|-
5th|
+1.5|
+2|
+0.5|
+2||4|2+1|1+1|-|-|-
6th|
+2|
+2.5|
+1|
+2.5||5|3+1|2+1|-|-|-|-
7th|
+2.5|
+2.5|
+1|
+2.5||5|3+1|2+1|-|-|-|-|-
8th|
+3|
+3|
+1|
+3||5|3+1|2+1|1+1|-|-|-|-|-|-
9th|
+3|
+3|
+1.5|
+3||5|3+1|3+1|2+1|-|-|-|-|-|-
10th|
+3.5|
+3.5|
+1.5|
+3.5||6|4+1|3+1|2+1|-|-|-|-|-|-
11th|
+4|
+3.5|
+1.5|
+3.5||6|4+1|3+1|2+1|1+1|-|-|-|-|-
12th|
+4.5|
+4|
+2|
+4||6|4+1|3+1|3+1|2+1|-|-|-|-|-
13th|
+4.5|
+4|
+2|
+4||6|4+1|4+1|3+1|2+1|-|-|-|-|-
14th|
+5|
+4.5|
+2|
+4.5||6|4+1|4+1|3+1|2+1|1+1|-|-|-|-
15th|
+5.5|
+4.5|
+2.5|
+4.5||6|4+1|4+1|3+1|3+1|2+1|-|-|-|-
16th|
+6|
+5|
+2.5|
+5||6|4+1|4+1|4+1|3+1|2+1|-|-|-|-
17th|
+6|
+5|
+2.5|
+5||6|5+1|4+1|4+1|3+1|2+1|1+1|-|-|-
18th|
+6.5|
+5.5|
+3|
+5.5||6|5+1|4+1|4+1|3+1|3+1|2+1|-|-|-
19th|
+7|
+5.5|
+3|
+5.5||6|5+1|4+1|4+1|4+1|3+1|2+1|-|-|-
20th|
+7.5|
+6|
+3|
+6||6|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-|-[/table]
*At first level a Half-Cleric's only first level spells per day are those he gains from having a high Wisdom score and his domain spell.
The Sorcerer
d2
Skill Points: 1 + Half Int Modifier per level, x4 at first level
Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Sorcerer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+1|Familiar|5|3
2nd|
+0.5|
+0|
+0|
+1.5||6|4|-
3rd|
+0.5|
+0.5|
+0.5|
+1.5||6|5|-|-
4th|
+1|
+0.5|
+0.5|
+2||6|5|-|-|-
5th|
+1|
+0.5|
+0.5|
+2||6|6|3|-|-|-
6th|
+1.5|
+1|
+1|
+2.5||6|6|4|-|-|-|-
7th|
+1.5|
+1|
+1|
+2.5||6|6|4|-|-|-|-|-
8th|
+2|
+1|
+1|
+3||6|6|5|3|-|-|-|-|-|-
9th|
+2|
+1.5|
+1.5|
+3||6|6|6|4|-|-|-|-|-|-
10th|
+2.5|
+1.5|
+1.5|
+3.5||6|6|6|4|-|-|-|-|-|-
11th|
+2.5|
+1.5|
+1.5|
+3.5||6|6|6|5|3|-|-|-|-|-
12th|
+3|
+2|
+2|
+4||6|6|6|6|4|-|-|-|-|-
13th|
+3|
+2|
+2|
+4||6|6|6|6|4|-|-|-|-|-
14th|
+3.5|
+2|
+2|
+4.5||6|6|6|6|5|3|-|-|-|-
15th|
+3.5|
+2.5|
+2.5|
+4.5||6|6|6|6|6|4|-|-|-|-
16th|
+4|
+2.5|
+2.5|
+5||6|6|6|6|6|4|-|-|-|-
17th|
+4|
+2.5|
+2.5|
+5||6|6|6|6|6|5|3|-|-|-
18th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
19th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
20th|
+5|
+3|
+3|
+6||6|6|6|6|6|6|5|3|-|-[/table]
Spells Known
{table=head]Level|0|1|2|3|4|5|6|7|8|9
1st|4|2|-|-|-|-|-|-|-|-
2nd|5|2|-|-|-|-|-|-|-|-
3rd|5|3|-|-|-|-|-|-|-|-
4th|6|3|-|-|-|-|-|-|-|-
5th|6|3|1|-|-|-|-|-|-|-
6th|6|4|2|-|-|-|-|-|-|-
7th|6|4|2|-|-|-|-|-|-|-
8th|7|4|2|1|-|-|-|-|-|-
9th|7|5|3|2|-|-|-|-|-|-
10th|8|5|3|2|-|-|-|-|-|-
11th|8|5|3|2|1|-|-|-|-|-
12th|8|5|4|3|2|-|-|-|-|-
13th|9|5|4|3|2|-|-|-|-|-
14th|9|5|4|3|2|1|-|-|-|-
15th|9|5|5|4|3|2|-|-|-|-
16th|9|5|5|4|3|2|-|-|-|-
17th|9|5|5|4|3|2|1|-|-|-
18th|9|5|5|4|4|3|2|-|-|-
19th|9|5|5|4|4|3|2|-|-|-
20th|9|5|5|4|4|3|2|1|-|-
[/table]
If using my homebrew Sorcerer (found here (http://www.giantitp.com/forums/showthread.php?t=137490)) simply make the following adjustments:
Spells/Day: Unchanged
Spells Known: Your spells known are now the same as your spells/day, and you add bonus spells if you have a high charisma. You know all 0th level spells.
Feats: Gain Eschew Materials as a bonus feat at 2nd level and gain a bonus feat (which must be a Metamagic feat, a Heritage feat, or a Draconic feat) at levels 7, 14, 21, and 28.
Metamagic Sorcerers do not take a longer time to cast metamagic enhanced spells, and can therefore use quicken spell.
Skills: Make 2 + Half Int Modifier and add all Knowledge (Int) skills as well as Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), and Gather Information. (Cha)
The Paladin
Alignment: Lawful Good
Hit Die: d5
Skills 1 + Half Int Modifier/level, four time that much at first level
Class Skills: The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Paladin
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+0.5|
+1|
+0|
+0|Aura of Good, Detect Evil|-|-|-|-
2nd|
+1|
+1.5|
+0|
+0| Smite Evil 1/day|-|-|-|-
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Divine Grace, Lay on Hands|-|-|-|-
4th|
+2|
+2|
+0.5|
+0.5|Aura of Courage|-|-|-|-
5th|
+2.5|
+2|
+0.5|
+0.5|Divine Health|-|-|-|-
6th|
+3|
+2.5|
+1|
+1|Turn Undead**|0*|-|-|-
7th|
+3.5|
+2.5|
+1|
+1|Special Mount|0*|-|-|-
8th|
+4|
+3|
+1|
+1|Smite Evil 2/Day|0*|-|-|-
9th|
+4.5|
+3|
+1.5|
+1.5|Remove Disease 1/Week|1|-|-|-
10th|
+5|
+3.5|
+1.5|
+1.5||1|-|-|-
11th|
+5.5|
+3.5|
+1.5|
+1.5||1|-|-|-
12th|
+6|
+4|
+2|
+2||1|0*|-|-
13th|
+6.5|
+4|
+2|
+2|Remove Disease 2/Week|1|0*|-|-
14th|
+7|
+4.5|
+2|
+2||1|0*|-|-
15th|
+7.5|
+4.5|
+2.5|
+2.5|Smite Evil 3/Day|1|1|-|-
16th|
+8|
+5|
+2.5|
+2.5||1|1|0*|-
17th|
+8.5|
+5|
+2.5|
+2.5||1|1|0*|-
18th|
+9|
+5.5|
+3|
+3|Remove Disease 3/Week|1|1|1|-
19th|
+9.5|
+5.5|
+3|
+3||1|1|1|-
20th|
+10|
+6|
+3|
+3||1|1|1|-[/table]
*When the table indicates 0 spells per day you can only cast spells of that level if your Wisdom score gives you bonus spells. **As a Cleric of your level Paladin Level -3
The Ranger
Hit Die: d4
Skills 3 + Half Int Modifier/level, four time that much at first level
Class Skills: The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Ranger
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+0.5|
+1|
+1|
+0|1st Favored Enemy, Wild Empathy|-|-|-|-
2nd|
+1|
+1.5|
+1|
+0|Track|-|-|-|-
3rd|
+1.5|
+1.5|
+1.5|
+0.5|Combat Style|-|-|-|-
4th|
+2|
+2|
+2|
+0.5|Endurance|-|-|-|-
5th|
+2.5|
+2|
+2|
+0.5|Divine Health|-|-|-|-
6th|
+3|
+2.5|
+2.5|
+1|Animal Companion**|0*|-|-|-
7th|
+3.5|
+2.5|
+2.5|
+1|2nd Favored Enemy|0*|-|-|-
8th|
+4|
+3|
+3|
+1||0*|-|-|-
9th|
+4.5|
+3|
+3|
+1.5|Improved Combat Style|1|-|-|-
10th|
+5|
+3.5|
+3.5|
+1.5|Woodland Stride|1|-|-|-
11th|
+5.5|
+3.5|
+3.5|
+1.5||1|-|-|-
12th|
+6|
+4|
+4|
+2|Swift Tracker|1|0*|-|-
13th|
+6.5|
+4|
+4|
+2|Evasion|1|0*|-|-
14th|
+7|
+4.5|
+4.5|
+2||1|0*|-|-
15th|
+7.5|
+4.5|
+4.5|
+2.5|3rd Favored Enemy|1|1|-|-
16th|
+8|
+5|
+5|
+2.5|Combat Style Mastery|1|1|0*|-
17th|
+8.5|
+5|
+5|
+2.5||1|1|0*|-
18th|
+9|
+5.5|
+5.5|
+3||1|1|1|-
19th|
+9.5|
+5.5|
+5.5|
+3|Camouflage|1|1|1|-
20th|
+10|
+6|
+6|
+3||1|1|1|-[/table]
* When 0 spells per day are indicated a Ranger gains only those spells he would gain from a high Wisdom score. **As Druid of half the Ranger's Level.
The Barbarian
Alignment: Any Nonlawful
Hit Die: d6
Skills 2 + Half Int Modifier/level, four time that much at first level
Class Skills: The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Note that due to the Nature of Dual-Classing, Barbarians using this system are never Illiterate. A PC may choose to be anyways if they want.
Barbarian
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0.5|
+1|
+0|
+0|Rage 1/Day
2nd|
+1|
+1.5|
+0|
+0|Fast Movement
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Uncanny Dodge
4th|
+2|
+2|
+0.5|
+0.5|Trap Sense +1
5th|
+2.5|
+2|
+0.5|
+0.5|
6th|
+3|
+2.5|
+1|
+1|Rage 2/Day
7th|
+3.5|
+2.5|
+1|
+1|Improved Uncanny Dodge
8th|
+4|
+3|
+1|
+1|
9th|
+4.5|
+3|
+1.5|
+1.5|Trap Sense +2
10th|
+5|
+3.5|
+1.5|
+1.5|Damage Reduction 1/-
11th|
+5.5|
+3.5|
+1.5|
+1.5|
12th|
+6|
+4|
+2|
+2|Rage 3/Day
13th|
+6.5|
+4|
+2|
+2|Trap Sense +3
14th|
+7|
+4.5|
+2|
+2|
15th|
+7.5|
+4.5|
+2.5|
+2.5|Damage Reduction 2/-
16th|
+8|
+5|
+2.5|
+2.5|Greater Rage
17th|
+8.5|
+5|
+2.5|
+2.5|
18th|
+9|
+5.5|
+3|
+3|Rage 4/Day
19th|
+9.5|
+5.5|
+3|
+3|Trap Sense +4
20th|
+10|
+6|
+3|
+3|Damage Reduction 3/-[/table]
The Druid
Alignment: Must be within one step of Deities
d4
Skills Per Level: 2 + Half Int Modifier x4 at first level
Class Skills: The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Druid
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+1|
+0|
+1|Nature Sense, Wild Empathy|3|0*
2nd|
+0.5|
+1.5|
+0|
+1.5|Animal Companion|3|1|-
3rd|
+1|
+1.5|
+0.5|
+1.5|Woodland Stride|4|2|-|-
4th|
+1.5|
+2|
+0.5|
+2|Trackless Step|4|2|-|-|-
5th|
+1.5|
+2|
+0.5|
+2||4|2|1|-|-|-
6th|
+2|
+2.5|
+1|
+2.5|Resist Nature's Lure|5|3|2|-|-|-|-
7th|
+2.5|
+2.5|
+1|
+2.5|Wild Shape (1/Day)|5|3|2|-|-|-|-|-
8th|
+3|
+3|
+1|
+3||5|3|2|1|-|-|-|-|-|-
9th|
+3|
+3|
+1.5|
+3|Wild Shape 2/Day|5|3|3|2|-|-|-|-|-|-
10th|
+3.5|
+3.5|
+1.5|
+3.5|Wild Shape 3/Day|6|4|3|2|-|-|-|-|-|-
11th|
+4|
+3.5|
+1.5|
+3.5||6|4|3|2|1|-|-|-|-|-
12th|
+4.5|
+4|
+2|
+4|Wild Shape (Large)|6|4|3|3|2|-|-|-|-|-
13th|
+4.5|
+4|
+2|
+4|Venom Immunity|6|4|4|3|2|-|-|-|-|-
14th|
+5|
+4.5|
+2|
+4.5||6|4|4|3|2|1|-|-|-|-
15th|
+5.5|
+4.5|
+2.5|
+4.5|Wild Shape (4/Day)|6|4|4|3|3|2|-|-|-|-
16th|
+6|
+5|
+2.5|
+5|Wild Shape (Tiny)|6|4|4|4|3|2|-|-|-|-
17th|
+6|
+5|
+2.5|
+5||6|5|4|4|3|2|1|-|-|-
18th|
+6.5|
+5.5|
+3|
+5.5|Wild Shape (Plant)|6|5|4|4|3|3|2|-|-|-
19th|
+7|
+5.5|
+3|
+5.5|A Thousand Faces|6|5|4|4|4|3|2|-|-|-
20th|
+7.5|
+6|
+3|
+6||6|5|5|4|4|3|2|1|-|-[/table]
*At a level when a Druid gains 0 spells per day of a given spell level he gains only those spells per day he would get from a high wisdom score.
Beguiler
Hit Die: d3
Skill Points: 3 + Half Int Modifier per level, x4 at first level
Class Skills: The Beguiler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str) Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex) Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Weapon and Armor Proficiency Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, short sword, and shortbow. Beguiler's are proficient with light armor, but not with shields.
Beguiler
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+1|Armored Mage, Trapfinding|5|3
2nd|
+0.5|
+0|
+0|
+1.5||6|4|-
3rd|
+0.5|
+0.5|
+0.5|
+1.5|Cloaked Casting (+1 DC), surprise casting|6|5|-|-
4th|
+1|
+0.5|
+0.5|
+2|Advanced Learning|6|5|-|-|-
5th|
+1|
+0.5|
+0.5|
+2||6|6|3|-|-|-
6th|
+1.5|
+1|
+1|
+2.5||6|6|4|-|-|-|-
7th|
+1.5|
+1|
+1|
+2.5|Silent Spell|6|6|4|-|-|-|-|-
8th|
+2|
+1|
+1|
+3||6|6|5|3|-|-|-|-|-|-
9th|
+2|
+1.5|
+1.5|
+3|Surprise casting (move action)|6|6|6|4|-|-|-|-|-|-
10th|
+2.5|
+1.5|
+1.5|
+3.5|Advanced Learning|6|6|6|4|-|-|-|-|-|-
11th|
+2.5|
+1.5|
+1.5|
+3.5||6|6|6|5|3|-|-|-|-|-
12th|
+3|
+2|
+2|
+4|Cloaked Casting (+2 to overcome SR)|6|6|6|6|4|-|-|-|-|-
13th|
+3|
+2|
+2|
+4||6|6|6|6|4|-|-|-|-|-
14th|
+3.5|
+2|
+2|
+4.5||6|6|6|6|5|3|-|-|-|-
15th|
+3.5|
+2.5|
+2.5|
+4.5|Still Spell|6|6|6|6|6|4|-|-|-|-
16th|
+4|
+2.5|
+2.5|
+5|Advanced Learning|6|6|6|6|6|4|-|-|-|-
17th|
+4|
+2.5|
+2.5|
+5||6|6|6|6|6|5|3|-|-|-
18th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
19th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
20th|
+5|
+3|
+3|
+6||6|6|6|6|6|6|5|3|-|-[/table]
Warblade
Hit Die: d6
Skills 2 + Half Int Modifier/level, four time that much at first level
Class Skills: The Warblade’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration, Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Martial Lore (?), and Swim (Str), Tumble (Dex).
Weapon and Armor Proficiency A Warblade is proficient with all simple and martial melee weapons (including those that can be used as thrown weapons), with Light and Medium Armor, and with all Shields (except Tower Shields)
Warblade
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Redied|Stances Known
1st|
+0.5|
+1|
+0|
+0|Battle Clarity (Reflex Saves), Weapon Apptitude|3|3|1
2nd|
+1|
+1.5|
+0|
+0||3|3|1
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Uncanny Dodge|4|3|1
4th|
+2|
+2|
+0.5|
+0.5|Battle Ardor (Critical Confirmation)|4|3|1
5th|
+2.5|
+2|
+0.5|
+0.5||5|3|1
6th|
+3|
+2.5|
+1|
+1||5|4|2
7th|
+3.5|
+2.5|
+1|
+1|Bonus Feat|5|4|2
8th|
+4|
+3|
+1|
+1||6|4|2
9th|
+4.5|
+3|
+1.5|
+1.5|Improved Uncanny Dodge|6|4|2
10th|
+5|
+3.5|
+1.5|
+1.5|Battle Cunning (Damage)|6|4|2
11th|
+5.5|
+3.5|
+1.5|
+1.5||7|4|2
12th|
+6|
+4|
+2|
+2|||7|4|2
13th|
+6.5|
+4|
+2|
+2|Bonus Feat|7|4|2
14th|
+7|
+4.5|
+2|
+2||8|4|2
15th|
+7.5|
+4.5|
+2.5|
+2.5||8|5|3
16th|
+8|
+5|
+2.5|
+2.5|Battle Skill (Opposed Checks)|8|5|3
17th|
+8.5|
+5|
+2.5|
+2.5||9|5|3
18th|
+9|
+5.5|
+3|
+3||9|5|3
19th|
+9.5|
+5.5|
+3|
+3|Bonus Feat|10|5|3
20th|
+10|
+6|
+3|
+3||10|5|3[/table]
More to come latter, any feedback would be appreciated.
Edit history: Original post only contained Fighter. Edit: Minor Clarification Edit 2: Rogue Added. Edit 3: Added the Monk, but no special abilities yet. Not sure how much I should give them. Edit 4: Added the Wizard. Removed the Monk until I can figure out how to table him (special abilities progression is finalized, however). Edit 5: Added the Cleric Edit 6: Fixed the Rogue. Edit 7: Cleanup and Rules Clarification Edit 8:Clarifcation on unlisted abilities. Edit 9: Added note on epic levels and clarified level dependent abilities. Edit 10: Added Sorcerer Edit 11: Added Sorcerer Spells Known and note on using my homebrew Sorcerer Edit 12: Added Paladin Edit 13: I now understand how to do Tables on this site. Monk finished. Edit 14: Added Weapon and Armor Proficiencies. Not sure how I missed that. Also added alignment restrictions to the Paladin, Cleric, and Monk. Edit 15: Added Ranger. Edit 16: Added the Barbarian Edit 17: Added the Druid. Almost there! Edit 18: Did Warblade and Beguiler for my game, so I am adding them.
The Rules:
To Dual Class, you create a new class (hereafter called the Dual-Class) by choosing two of the "half-classes" in this post. Dual-Classes are proficient with all Weapons and Armor either "Half-Class" is proficient in. To determine the size of Dual-Classes hit dice and how many skills you gain per level, add the value from the two classes together. For example, a Fighter has a d5 hit die and a Rogue has a d3 hit die, so a Fighter/Rogue gets a d8, and a Fighter has 1 Skill Point + Half Int Modifier per level while a Rogue has 4 + Half Int Modifier per level, so a Fighter/Rogue would have 5 + Int Modifier per level. This is the same as averaging the hit dice and skill points of the original classes. If you obtain an odd numbered hit die (for example, a Fighter/Wizard would result in a d7) then you round up for odd numbered levels and round down for even numbered levels (that is, at first level a Fighter/Wizard would roll a d8, but next level he would roll a d6). It is fine for Skill Points per level to be an odd number, even if normally that never happens. The Dual-Classes class skill list is made by combining all the skills on both half-classes lists. To find Base Attack and Save Bonuses at each level, add the corresponding bonuses from each class together, minding any fractions but rounding down at the end. For example, a first level Fighter/Wizard would have BAB 0 (.5 + 0 then round down), Base Fort +1 (1 + 0), Base Ref 0 (0 + 0), and Base Will +1 (0 + 1). Finally, the Dual-Class gains all special abilities listed for both classes, including any spellcasting. For example our Fighter/Rogue at first level gains a Fighter Bonus Feat, Sneak Attack +1d6, and Trapfinding. Note that class abilities given in the Classes description but not on their table (such as the Cleric's Aura) are a part of the Dual-Class unless noted otherwise but are not listed in the tables (for consistencies sake). Special Abiliities that rely on class level work off of the Dual-Classes level (for example a 15 level Wizard/Cleric's Aura is as strong as a 15th level Cleric's and his Familiar is that of a 15th level Wizard's).
The Fighter:
Hit Die: d5
Skills 1 + Half Int Modifier/level, four time that much at first level
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Fighter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0.5|
+1|
+0|
+0|Bonus Feat
2nd|
+1|
+1.5|
+0|
+0|
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Bonus Feat
4th|
+2|
+2|
+0.5|
+0.5|
5th|
+2.5|
+2|
+0.5|
+0.5|
6th|
+3|
+2.5|
+1|
+1|Bonus Feat
7th|
+3.5|
+2.5|
+1|
+1|
8th|
+4|
+3|
+1|
+1|
9th|
+4.5|
+3|
+1.5|
+1.5|Bonus Feat
10th|
+5|
+3.5|
+1.5|
+1.5|
11th|
+5.5|
+3.5|
+1.5|
+1.5|
12th|
+6|
+4|
+2|
+2|Bonus Feat
13th|
+6.5|
+4|
+2|
+2|
14th|
+7|
+4.5|
+2|
+2|
15th|
+7.5|
+4.5|
+2.5|
+2.5|Bonus Feat
16th|
+8|
+5|
+2.5|
+2.5|
17th|
+8.5|
+5|
+2.5|
+2.5|
18th|
+9|
+5.5|
+3|
+3|Bonus Feat
19th|
+9.5|
+5.5|
+3|
+3|
20th|
+10|
+6|
+3|
+3|[/table]
The Rogue
Hit Die: d3
Skill Points: 4+ Half Int Modifier, 4 times that much at first level
Class Skills: The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Rogue
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+1|
+0|Sneak Attack +1d6, Trapfinding
2nd|
+0.5|
+0|
+1.5|
+0|
3rd|
+1|
+0.5|
+1.5|
+0.5|Evasion
4th|
+1.5|
+0.5|
+2|
+0.5|Sneak Attack +2d6
5th|
+1.5|
+0.5|
+2|
+0.5|Trap Sense +1
6th|
+2|
+1|
+2.5|
+1|Uncanny Dodge
7th|
+2.5|
+1|
+2.5|
+1|Sneak Attack +3d6
8th|
+3|
+1|
+3|
+1|
9th|
+3|
+1.5|
+3|
+1.5|Trap Sense +2
10th|
+3.5|
+1.5|
+3.5|
+1.5|Sneak Attack +4d6
11th|
+4|
+1.5|
+3.5|
+1.5|
12th|
+4.5|
+2|
+4|
+2|Improved Uncanny Dodge
13th|
+4.5|
+2|
+4|
+2|Sneak Attack +5d6
14th|
+5|
+2|
+4.5|
+2| Trap Sense +3
15th|
+5.5|
+2.5|
+4.5|
+2.5|Special Ability
16th|
+6|
+2.5|
+5|
+2.5|Sneak Attack +6d6
17th|
+6|
+2.5|
+5|
+2.5|
18th|
+6.5|
+3|
+5.5|
+3|Trap Sense +4
19th|
+7|
+3|
+5.5|
+3|Sneak Attack +7d6
20th|
+7.5|
+3|
+6|
+3|Special Ability[/table]
The Monk
Alignment: Any Lawful
Hit Die: d4
Skills Per Level: 2 + Half Int Modifier, x4 at first level.
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Monk
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike|AC Bonus|Unarmored Speed Bonus
1st|
+0|
+1|
+1|
+1|Flurry of Blows (-2), Unarmed Strike|1d6|+0|+0 ft.
2nd|
+0.5|
+1.5|
+1.5|
+1.5|Bonus Feat|1d6|+0|+0 ft.
3rd|
+1|
+1.5|
+1.5|
+1.5|Bonus Feat, Evasion|1d6|+0|+0 ft.
4th|
+1.5|
+2|
+2|
+2|Still Mind|1d6|+0|+10 ft.
5th|
+1.5|
+2|
+2|
+2||1d6|+0|+10 ft.
6th|
+2|
+2.5|
+2.5|
+2.5|Ki Strike (Magic), Slow Fall 20'|1d8|+0|+10 ft.
7th|
+2.5|
+2.5|
+2.5|
+2.5|Flurry of Blows (-1)|1d8|+1|+10 ft.
8th|
+3|
+3|
+3|
+3|Purity of Body|1d8|+1|+10 ft.
9th|
+3|
+3|
+3|
+3|Bonus Feat, Slow Fall 30'|1d8|+1|+20 ft.
10th|
+3.5|
+3.5|
+3.5|
+3.5|Wholeness of Body|1d8|+1|+20 ft.
11th|
+4|
+3.5|
+3.5|
+3.5||1d8|+1|+20 ft.
12th|
+4.5|
+4|
+4|
+4|Slow Fall 40'|1d10|+1|+20 ft.
13th|
+4.5|
+4|
+4|
+4|Improved Evasion|1d10|+1|+30 ft.
14th|
+5|
+4.5|
+4.5|
+4.5|Flurry of Blows (-0)|1d10|+1|+30 ft.
15th|
+5.5|
+4.5|
+4.5|
+4.5|Ki Strike (Lawful), Slow Fall 50'|1d10|+2|+30 ft.
16th|
+6|
+5|
+5|
+5|Greater Flurry|1d10|+2|+30 ft.
17th|
+6|
+5|
+5|
+5|Diamond Body|1d10|+2|+30 ft.
18th|
+6.5|
+5.5|
+5.5|
+5.5|Abundant Step, Slow Fall 60'|2d6|+2|+40 ft.
19th|
+7|
+5.5|
+5.5|
+5.5|Diamond Soul|2d6|+2|+40 ft.
20th|
+7.5|
+6|
+6|
+6||2d6|+2|+40 ft.[/table]
The Wizard
d2
Skill Points: 1 + Half Int Modifier per level, x4 at first level
Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Wizard
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+1|Familiar|3|0*
2nd|
+0.5|
+0|
+0|
+1.5|Scribe Scroll|3|1|-
3rd|
+0.5|
+0.5|
+0.5|
+1.5||4|2|-|-
4th|
+1|
+0.5|
+0.5|
+2||4|2|-|-|-
5th|
+1|
+0.5|
+0.5|
+2||4|2|1|-|-|-
6th|
+1.5|
+1|
+1|
+2.5||4|3|2|-|-|-|-
7th|
+1.5|
+1|
+1|
+2.5|Bonus Feat|4|3|2|-|-|-|-|-
8th|
+2|
+1|
+1|
+3||4|3|2|1|-|-|-|-|-|-
9th|
+2|
+1.5|
+1.5|
+3||4|3|3|2|-|-|-|-|-|-
10th|
+2.5|
+1.5|
+1.5|
+3.5||4|4|3|2|-|-|-|-|-|-
11th|
+2.5|
+1.5|
+1.5|
+3.5||4|4|3|2|1|-|-|-|-|-
12th|
+3|
+2|
+2|
+4||4|4|3|3|2|-|-|-|-|-
13th|
+3|
+2|
+2|
+4||4|4|4|3|2|-|-|-|-|-
14th|
+3.5|
+2|
+2|
+4.5|Bonus Feat|4|4|4|3|2|1|-|-|-|-
15th|
+3.5|
+2.5|
+2.5|
+4.5||4|4|4|3|3|2|-|-|-|-
16th|
+4|
+2.5|
+2.5|
+5||4|4|4|4|3|2|-|-|-|-
17th|
+4|
+2.5|
+2.5|
+5||4|4|4|4|3|2|1|-|-|-
18th|
+4.5|
+3|
+3|
+5.5||4|4|4|4|3|3|2|-|-|-
19th|
+4.5|
+3|
+3|
+5.5||4|4|4|4|4|3|2|-|-|-
20th|
+5|
+3|
+3|
+6||4|4|4|4|4|3|2|1|-|-[/table]
* At first level a half Wizard's only first level spells per day are those he gets from a high Intelligence score.
The Cleric
Alignment: Must be within one step of Deities
d4
Skills Per Level: 1 + Half Int Modifier x4 at first level
Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Cleric
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+1|
+0|
+1|Turn or Rebuke Undead|3|0*+1
2nd|
+0.5|
+1.5|
+0|
+1.5||3|1+1|-
3rd|
+1|
+1.5|
+0.5|
+1.5||4|2+1|-|-
4th|
+1.5|
+2|
+0.5|
+2||4|2+1|-|-|-
5th|
+1.5|
+2|
+0.5|
+2||4|2+1|1+1|-|-|-
6th|
+2|
+2.5|
+1|
+2.5||5|3+1|2+1|-|-|-|-
7th|
+2.5|
+2.5|
+1|
+2.5||5|3+1|2+1|-|-|-|-|-
8th|
+3|
+3|
+1|
+3||5|3+1|2+1|1+1|-|-|-|-|-|-
9th|
+3|
+3|
+1.5|
+3||5|3+1|3+1|2+1|-|-|-|-|-|-
10th|
+3.5|
+3.5|
+1.5|
+3.5||6|4+1|3+1|2+1|-|-|-|-|-|-
11th|
+4|
+3.5|
+1.5|
+3.5||6|4+1|3+1|2+1|1+1|-|-|-|-|-
12th|
+4.5|
+4|
+2|
+4||6|4+1|3+1|3+1|2+1|-|-|-|-|-
13th|
+4.5|
+4|
+2|
+4||6|4+1|4+1|3+1|2+1|-|-|-|-|-
14th|
+5|
+4.5|
+2|
+4.5||6|4+1|4+1|3+1|2+1|1+1|-|-|-|-
15th|
+5.5|
+4.5|
+2.5|
+4.5||6|4+1|4+1|3+1|3+1|2+1|-|-|-|-
16th|
+6|
+5|
+2.5|
+5||6|4+1|4+1|4+1|3+1|2+1|-|-|-|-
17th|
+6|
+5|
+2.5|
+5||6|5+1|4+1|4+1|3+1|2+1|1+1|-|-|-
18th|
+6.5|
+5.5|
+3|
+5.5||6|5+1|4+1|4+1|3+1|3+1|2+1|-|-|-
19th|
+7|
+5.5|
+3|
+5.5||6|5+1|4+1|4+1|4+1|3+1|2+1|-|-|-
20th|
+7.5|
+6|
+3|
+6||6|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-|-[/table]
*At first level a Half-Cleric's only first level spells per day are those he gains from having a high Wisdom score and his domain spell.
The Sorcerer
d2
Skill Points: 1 + Half Int Modifier per level, x4 at first level
Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Sorcerer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+1|Familiar|5|3
2nd|
+0.5|
+0|
+0|
+1.5||6|4|-
3rd|
+0.5|
+0.5|
+0.5|
+1.5||6|5|-|-
4th|
+1|
+0.5|
+0.5|
+2||6|5|-|-|-
5th|
+1|
+0.5|
+0.5|
+2||6|6|3|-|-|-
6th|
+1.5|
+1|
+1|
+2.5||6|6|4|-|-|-|-
7th|
+1.5|
+1|
+1|
+2.5||6|6|4|-|-|-|-|-
8th|
+2|
+1|
+1|
+3||6|6|5|3|-|-|-|-|-|-
9th|
+2|
+1.5|
+1.5|
+3||6|6|6|4|-|-|-|-|-|-
10th|
+2.5|
+1.5|
+1.5|
+3.5||6|6|6|4|-|-|-|-|-|-
11th|
+2.5|
+1.5|
+1.5|
+3.5||6|6|6|5|3|-|-|-|-|-
12th|
+3|
+2|
+2|
+4||6|6|6|6|4|-|-|-|-|-
13th|
+3|
+2|
+2|
+4||6|6|6|6|4|-|-|-|-|-
14th|
+3.5|
+2|
+2|
+4.5||6|6|6|6|5|3|-|-|-|-
15th|
+3.5|
+2.5|
+2.5|
+4.5||6|6|6|6|6|4|-|-|-|-
16th|
+4|
+2.5|
+2.5|
+5||6|6|6|6|6|4|-|-|-|-
17th|
+4|
+2.5|
+2.5|
+5||6|6|6|6|6|5|3|-|-|-
18th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
19th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
20th|
+5|
+3|
+3|
+6||6|6|6|6|6|6|5|3|-|-[/table]
Spells Known
{table=head]Level|0|1|2|3|4|5|6|7|8|9
1st|4|2|-|-|-|-|-|-|-|-
2nd|5|2|-|-|-|-|-|-|-|-
3rd|5|3|-|-|-|-|-|-|-|-
4th|6|3|-|-|-|-|-|-|-|-
5th|6|3|1|-|-|-|-|-|-|-
6th|6|4|2|-|-|-|-|-|-|-
7th|6|4|2|-|-|-|-|-|-|-
8th|7|4|2|1|-|-|-|-|-|-
9th|7|5|3|2|-|-|-|-|-|-
10th|8|5|3|2|-|-|-|-|-|-
11th|8|5|3|2|1|-|-|-|-|-
12th|8|5|4|3|2|-|-|-|-|-
13th|9|5|4|3|2|-|-|-|-|-
14th|9|5|4|3|2|1|-|-|-|-
15th|9|5|5|4|3|2|-|-|-|-
16th|9|5|5|4|3|2|-|-|-|-
17th|9|5|5|4|3|2|1|-|-|-
18th|9|5|5|4|4|3|2|-|-|-
19th|9|5|5|4|4|3|2|-|-|-
20th|9|5|5|4|4|3|2|1|-|-
[/table]
If using my homebrew Sorcerer (found here (http://www.giantitp.com/forums/showthread.php?t=137490)) simply make the following adjustments:
Spells/Day: Unchanged
Spells Known: Your spells known are now the same as your spells/day, and you add bonus spells if you have a high charisma. You know all 0th level spells.
Feats: Gain Eschew Materials as a bonus feat at 2nd level and gain a bonus feat (which must be a Metamagic feat, a Heritage feat, or a Draconic feat) at levels 7, 14, 21, and 28.
Metamagic Sorcerers do not take a longer time to cast metamagic enhanced spells, and can therefore use quicken spell.
Skills: Make 2 + Half Int Modifier and add all Knowledge (Int) skills as well as Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), and Gather Information. (Cha)
The Paladin
Alignment: Lawful Good
Hit Die: d5
Skills 1 + Half Int Modifier/level, four time that much at first level
Class Skills: The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Paladin
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+0.5|
+1|
+0|
+0|Aura of Good, Detect Evil|-|-|-|-
2nd|
+1|
+1.5|
+0|
+0| Smite Evil 1/day|-|-|-|-
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Divine Grace, Lay on Hands|-|-|-|-
4th|
+2|
+2|
+0.5|
+0.5|Aura of Courage|-|-|-|-
5th|
+2.5|
+2|
+0.5|
+0.5|Divine Health|-|-|-|-
6th|
+3|
+2.5|
+1|
+1|Turn Undead**|0*|-|-|-
7th|
+3.5|
+2.5|
+1|
+1|Special Mount|0*|-|-|-
8th|
+4|
+3|
+1|
+1|Smite Evil 2/Day|0*|-|-|-
9th|
+4.5|
+3|
+1.5|
+1.5|Remove Disease 1/Week|1|-|-|-
10th|
+5|
+3.5|
+1.5|
+1.5||1|-|-|-
11th|
+5.5|
+3.5|
+1.5|
+1.5||1|-|-|-
12th|
+6|
+4|
+2|
+2||1|0*|-|-
13th|
+6.5|
+4|
+2|
+2|Remove Disease 2/Week|1|0*|-|-
14th|
+7|
+4.5|
+2|
+2||1|0*|-|-
15th|
+7.5|
+4.5|
+2.5|
+2.5|Smite Evil 3/Day|1|1|-|-
16th|
+8|
+5|
+2.5|
+2.5||1|1|0*|-
17th|
+8.5|
+5|
+2.5|
+2.5||1|1|0*|-
18th|
+9|
+5.5|
+3|
+3|Remove Disease 3/Week|1|1|1|-
19th|
+9.5|
+5.5|
+3|
+3||1|1|1|-
20th|
+10|
+6|
+3|
+3||1|1|1|-[/table]
*When the table indicates 0 spells per day you can only cast spells of that level if your Wisdom score gives you bonus spells. **As a Cleric of your level Paladin Level -3
The Ranger
Hit Die: d4
Skills 3 + Half Int Modifier/level, four time that much at first level
Class Skills: The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Ranger
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+0.5|
+1|
+1|
+0|1st Favored Enemy, Wild Empathy|-|-|-|-
2nd|
+1|
+1.5|
+1|
+0|Track|-|-|-|-
3rd|
+1.5|
+1.5|
+1.5|
+0.5|Combat Style|-|-|-|-
4th|
+2|
+2|
+2|
+0.5|Endurance|-|-|-|-
5th|
+2.5|
+2|
+2|
+0.5|Divine Health|-|-|-|-
6th|
+3|
+2.5|
+2.5|
+1|Animal Companion**|0*|-|-|-
7th|
+3.5|
+2.5|
+2.5|
+1|2nd Favored Enemy|0*|-|-|-
8th|
+4|
+3|
+3|
+1||0*|-|-|-
9th|
+4.5|
+3|
+3|
+1.5|Improved Combat Style|1|-|-|-
10th|
+5|
+3.5|
+3.5|
+1.5|Woodland Stride|1|-|-|-
11th|
+5.5|
+3.5|
+3.5|
+1.5||1|-|-|-
12th|
+6|
+4|
+4|
+2|Swift Tracker|1|0*|-|-
13th|
+6.5|
+4|
+4|
+2|Evasion|1|0*|-|-
14th|
+7|
+4.5|
+4.5|
+2||1|0*|-|-
15th|
+7.5|
+4.5|
+4.5|
+2.5|3rd Favored Enemy|1|1|-|-
16th|
+8|
+5|
+5|
+2.5|Combat Style Mastery|1|1|0*|-
17th|
+8.5|
+5|
+5|
+2.5||1|1|0*|-
18th|
+9|
+5.5|
+5.5|
+3||1|1|1|-
19th|
+9.5|
+5.5|
+5.5|
+3|Camouflage|1|1|1|-
20th|
+10|
+6|
+6|
+3||1|1|1|-[/table]
* When 0 spells per day are indicated a Ranger gains only those spells he would gain from a high Wisdom score. **As Druid of half the Ranger's Level.
The Barbarian
Alignment: Any Nonlawful
Hit Die: d6
Skills 2 + Half Int Modifier/level, four time that much at first level
Class Skills: The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Note that due to the Nature of Dual-Classing, Barbarians using this system are never Illiterate. A PC may choose to be anyways if they want.
Barbarian
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0.5|
+1|
+0|
+0|Rage 1/Day
2nd|
+1|
+1.5|
+0|
+0|Fast Movement
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Uncanny Dodge
4th|
+2|
+2|
+0.5|
+0.5|Trap Sense +1
5th|
+2.5|
+2|
+0.5|
+0.5|
6th|
+3|
+2.5|
+1|
+1|Rage 2/Day
7th|
+3.5|
+2.5|
+1|
+1|Improved Uncanny Dodge
8th|
+4|
+3|
+1|
+1|
9th|
+4.5|
+3|
+1.5|
+1.5|Trap Sense +2
10th|
+5|
+3.5|
+1.5|
+1.5|Damage Reduction 1/-
11th|
+5.5|
+3.5|
+1.5|
+1.5|
12th|
+6|
+4|
+2|
+2|Rage 3/Day
13th|
+6.5|
+4|
+2|
+2|Trap Sense +3
14th|
+7|
+4.5|
+2|
+2|
15th|
+7.5|
+4.5|
+2.5|
+2.5|Damage Reduction 2/-
16th|
+8|
+5|
+2.5|
+2.5|Greater Rage
17th|
+8.5|
+5|
+2.5|
+2.5|
18th|
+9|
+5.5|
+3|
+3|Rage 4/Day
19th|
+9.5|
+5.5|
+3|
+3|Trap Sense +4
20th|
+10|
+6|
+3|
+3|Damage Reduction 3/-[/table]
The Druid
Alignment: Must be within one step of Deities
d4
Skills Per Level: 2 + Half Int Modifier x4 at first level
Class Skills: The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Druid
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+1|
+0|
+1|Nature Sense, Wild Empathy|3|0*
2nd|
+0.5|
+1.5|
+0|
+1.5|Animal Companion|3|1|-
3rd|
+1|
+1.5|
+0.5|
+1.5|Woodland Stride|4|2|-|-
4th|
+1.5|
+2|
+0.5|
+2|Trackless Step|4|2|-|-|-
5th|
+1.5|
+2|
+0.5|
+2||4|2|1|-|-|-
6th|
+2|
+2.5|
+1|
+2.5|Resist Nature's Lure|5|3|2|-|-|-|-
7th|
+2.5|
+2.5|
+1|
+2.5|Wild Shape (1/Day)|5|3|2|-|-|-|-|-
8th|
+3|
+3|
+1|
+3||5|3|2|1|-|-|-|-|-|-
9th|
+3|
+3|
+1.5|
+3|Wild Shape 2/Day|5|3|3|2|-|-|-|-|-|-
10th|
+3.5|
+3.5|
+1.5|
+3.5|Wild Shape 3/Day|6|4|3|2|-|-|-|-|-|-
11th|
+4|
+3.5|
+1.5|
+3.5||6|4|3|2|1|-|-|-|-|-
12th|
+4.5|
+4|
+2|
+4|Wild Shape (Large)|6|4|3|3|2|-|-|-|-|-
13th|
+4.5|
+4|
+2|
+4|Venom Immunity|6|4|4|3|2|-|-|-|-|-
14th|
+5|
+4.5|
+2|
+4.5||6|4|4|3|2|1|-|-|-|-
15th|
+5.5|
+4.5|
+2.5|
+4.5|Wild Shape (4/Day)|6|4|4|3|3|2|-|-|-|-
16th|
+6|
+5|
+2.5|
+5|Wild Shape (Tiny)|6|4|4|4|3|2|-|-|-|-
17th|
+6|
+5|
+2.5|
+5||6|5|4|4|3|2|1|-|-|-
18th|
+6.5|
+5.5|
+3|
+5.5|Wild Shape (Plant)|6|5|4|4|3|3|2|-|-|-
19th|
+7|
+5.5|
+3|
+5.5|A Thousand Faces|6|5|4|4|4|3|2|-|-|-
20th|
+7.5|
+6|
+3|
+6||6|5|5|4|4|3|2|1|-|-[/table]
*At a level when a Druid gains 0 spells per day of a given spell level he gains only those spells per day he would get from a high wisdom score.
Beguiler
Hit Die: d3
Skill Points: 3 + Half Int Modifier per level, x4 at first level
Class Skills: The Beguiler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str) Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex) Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Weapon and Armor Proficiency Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, short sword, and shortbow. Beguiler's are proficient with light armor, but not with shields.
Beguiler
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+1|Armored Mage, Trapfinding|5|3
2nd|
+0.5|
+0|
+0|
+1.5||6|4|-
3rd|
+0.5|
+0.5|
+0.5|
+1.5|Cloaked Casting (+1 DC), surprise casting|6|5|-|-
4th|
+1|
+0.5|
+0.5|
+2|Advanced Learning|6|5|-|-|-
5th|
+1|
+0.5|
+0.5|
+2||6|6|3|-|-|-
6th|
+1.5|
+1|
+1|
+2.5||6|6|4|-|-|-|-
7th|
+1.5|
+1|
+1|
+2.5|Silent Spell|6|6|4|-|-|-|-|-
8th|
+2|
+1|
+1|
+3||6|6|5|3|-|-|-|-|-|-
9th|
+2|
+1.5|
+1.5|
+3|Surprise casting (move action)|6|6|6|4|-|-|-|-|-|-
10th|
+2.5|
+1.5|
+1.5|
+3.5|Advanced Learning|6|6|6|4|-|-|-|-|-|-
11th|
+2.5|
+1.5|
+1.5|
+3.5||6|6|6|5|3|-|-|-|-|-
12th|
+3|
+2|
+2|
+4|Cloaked Casting (+2 to overcome SR)|6|6|6|6|4|-|-|-|-|-
13th|
+3|
+2|
+2|
+4||6|6|6|6|4|-|-|-|-|-
14th|
+3.5|
+2|
+2|
+4.5||6|6|6|6|5|3|-|-|-|-
15th|
+3.5|
+2.5|
+2.5|
+4.5|Still Spell|6|6|6|6|6|4|-|-|-|-
16th|
+4|
+2.5|
+2.5|
+5|Advanced Learning|6|6|6|6|6|4|-|-|-|-
17th|
+4|
+2.5|
+2.5|
+5||6|6|6|6|6|5|3|-|-|-
18th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
19th|
+4.5|
+3|
+3|
+5.5||6|6|6|6|6|6|4|-|-|-
20th|
+5|
+3|
+3|
+6||6|6|6|6|6|6|5|3|-|-[/table]
Warblade
Hit Die: d6
Skills 2 + Half Int Modifier/level, four time that much at first level
Class Skills: The Warblade’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration, Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Martial Lore (?), and Swim (Str), Tumble (Dex).
Weapon and Armor Proficiency A Warblade is proficient with all simple and martial melee weapons (including those that can be used as thrown weapons), with Light and Medium Armor, and with all Shields (except Tower Shields)
Warblade
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Redied|Stances Known
1st|
+0.5|
+1|
+0|
+0|Battle Clarity (Reflex Saves), Weapon Apptitude|3|3|1
2nd|
+1|
+1.5|
+0|
+0||3|3|1
3rd|
+1.5|
+1.5|
+0.5|
+0.5|Uncanny Dodge|4|3|1
4th|
+2|
+2|
+0.5|
+0.5|Battle Ardor (Critical Confirmation)|4|3|1
5th|
+2.5|
+2|
+0.5|
+0.5||5|3|1
6th|
+3|
+2.5|
+1|
+1||5|4|2
7th|
+3.5|
+2.5|
+1|
+1|Bonus Feat|5|4|2
8th|
+4|
+3|
+1|
+1||6|4|2
9th|
+4.5|
+3|
+1.5|
+1.5|Improved Uncanny Dodge|6|4|2
10th|
+5|
+3.5|
+1.5|
+1.5|Battle Cunning (Damage)|6|4|2
11th|
+5.5|
+3.5|
+1.5|
+1.5||7|4|2
12th|
+6|
+4|
+2|
+2|||7|4|2
13th|
+6.5|
+4|
+2|
+2|Bonus Feat|7|4|2
14th|
+7|
+4.5|
+2|
+2||8|4|2
15th|
+7.5|
+4.5|
+2.5|
+2.5||8|5|3
16th|
+8|
+5|
+2.5|
+2.5|Battle Skill (Opposed Checks)|8|5|3
17th|
+8.5|
+5|
+2.5|
+2.5||9|5|3
18th|
+9|
+5.5|
+3|
+3||9|5|3
19th|
+9.5|
+5.5|
+3|
+3|Bonus Feat|10|5|3
20th|
+10|
+6|
+3|
+3||10|5|3[/table]
More to come latter, any feedback would be appreciated.
Edit history: Original post only contained Fighter. Edit: Minor Clarification Edit 2: Rogue Added. Edit 3: Added the Monk, but no special abilities yet. Not sure how much I should give them. Edit 4: Added the Wizard. Removed the Monk until I can figure out how to table him (special abilities progression is finalized, however). Edit 5: Added the Cleric Edit 6: Fixed the Rogue. Edit 7: Cleanup and Rules Clarification Edit 8:Clarifcation on unlisted abilities. Edit 9: Added note on epic levels and clarified level dependent abilities. Edit 10: Added Sorcerer Edit 11: Added Sorcerer Spells Known and note on using my homebrew Sorcerer Edit 12: Added Paladin Edit 13: I now understand how to do Tables on this site. Monk finished. Edit 14: Added Weapon and Armor Proficiencies. Not sure how I missed that. Also added alignment restrictions to the Paladin, Cleric, and Monk. Edit 15: Added Ranger. Edit 16: Added the Barbarian Edit 17: Added the Druid. Almost there! Edit 18: Did Warblade and Beguiler for my game, so I am adding them.