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Satyr
2010-07-08, 02:11 AM
Skillmonkeys:
Bard:

Spellless Bard
These Bards do not gain the usual spells. Instead they gain 8 instead of the usual 6 skill points per level, and a bonus feat on 1st, 4th, 8th 12th, 16th and 20th level. At 3rd level and every 3 levels afterwards, a spellless Bard learns a new skill trick. The spellless bard must qualify for every feat and skill trick as usual.
A spellless Bard counts as a mundane character for the purpose of gestalt building.

Temotei
2010-07-08, 02:13 AM
Why not call it Cunning Bard?

Satyr
2010-07-08, 02:49 AM
Factotum Variations
The Factotum is probably one of the most fun and thus popular characters around. These Variations are supposed to allow payers to use their individual Factotum of choice.
Players are thoroughly invited to take the Factotum as one of their two Gestalt branches, and adjust them to their very needs and taste.


General:
A Factotum may chose to base his inspiration abilities (such as Cunning Insight and the like) on Charisma or Wisdom instead of intelligence. Which one of these abilities is used is only up to the player, and they are all treated equally.
The only limitation is that the ability of spellcasting used for the Arcane Dilletante or any similar spellcasting ability must be based on a different ability than the other abilities. Some of the alternative abilities for the Opportunisitic Piety traits are also based on different abilities.


Replaces Trapfinding:
A Factotum may chose any of these abilities instead of their trapfinding ability.

Detect Alignment (Su)
A Factotum with this ability gain the ability to detect one alignment of their choice like the spell at will.

Detect Supernatural (Su)
A Factotum with this Abilities can detect supernatural powers and abilities. This works as a Detect Psionics Power or a Detect Magic spell, but can also be used to detect supernatural abilities. This ability can be used at will.

Favored Enemy (ex)
A Factotum with this ability gains the Favored Enemy ability which is identical to the Ranger's ability of the same name. A Factotum does not increase his favored enemy when it increases in level, nor does he gains additional favored enemies, but they may spend one hour once per day to shift their favored enemy to another target.

Lore (ex)
This ability works like the Bardic Knowledge ability, but is based on the Factotum's class level.

Unarmed Damage (ex)
The Factotum gains the improved unarmed strike feat the unarmed damage ability of a monk of its size but of half the usual level.

Weapon Aptitude (Ex)
A Factotum with this ability gains the Weapon Aptitude which works like the Warblade ability of the same name.

Wild Empathy (Ex)
A Factotum with this ability gains the Wild Empathy class ability like the Druid's ability of the same name.



Replaces Arcane Dilettante
These features are suposed to create viable non-magical alternatives to the usual Factotum, e.g. for low magic campaigns where these alternatives would be more suitable. Alternatively, these features allow the access to alternative magic systems.

Battle Trained (ex)
A character with this ability is more focused on combat and warfare than usual. Instead of any supernatural powers, the characters is war-wise and knows dozens of tricks and battle knacks. Every time the character would gain a new spell, they gain a bonus feat from the Fighter Bonus feat list, or the Font of Inspiration feat. The Factotum must qualify for the feats as usual.
A battle-trained Factotum counts as a mundane character for the purpose of gestalt building.

Divine Diletante (su)
This ability works exactly like Arcane Diletante but instead of arcane spells, the Factotum has access to divine spells from the Cleric spell list, but not from specific domains.
A Factotum with this alternative class feature counts as a limited spellcasting character for the purpose of gestalt building.

Inspiring Dilettante (ex)
A Factotum with this class trait gains the ability to project an aura which exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A factotum can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
Unless otherwise noted, a factotum's aura affects all allies within 60 feet (including himself) who can hear the factotum. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus.
At 2nd level, an inspiring Dilletante gains one Aura which can be picked from the Dragon Shaman or Marshal list (both minor and major auras) and grant a bonus of +1. When the Factotum advances in level, he gains the ability to project additional auras, and the effect of these auras also grew more powerful, as indicated in the table below.
A Factotum with this alternative class feature counts as a mundane character for the purpose of gestalt building.

Martial Dilettante (ex)
A Martial Dilletante may pick three Martial disciplines. At the start of each day, a Factotum with this class feature choose a number of maneuvers from these two schools equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on the Table below; these maneuvers are readied at the start of every encounter.
Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
A Martial Dilettante counts as a Martial Adept for the purpose of the Gestalt class combinations.

Meld-Shaping Amateur (su)
A Factotum with this ability has mastered the most basic forms of essentia manipulation and meldshaping. Starting at 2nd level, the character may chose a number of soulmelds from the Incarnate or Soulborn Soulmeld lists, and a pool of essentia as indicated on the table below. The ability to shape soulmelds is limited but advances with the class level advancement. The meldshaper level for these soulmelds is equal to the Factotum’s class level. Starting at 2nd level, the Factotum has only access to one least soulmeld; he gains access to more soulmelds as he advances in level. The Meld-Shaping Amateur may create Chakra Binds as indicated on the table below, but obviously only with the soulmelds available to him.
A Factotum with this alternative class feature counts as a limited spellcasting character for the purpose of gestalt building.

Pact Initiate (su)
A Factotum with this ability has entered a spiritual pact with a powerful outsider or fey and learnt to use invocations of low power as if he were a warlock. Starting at 2nd level, the Pact Initiate Factotum may learn a small number of invocations which can be found in the table below. Unlike the spells gained by the Arcane Initate ability, the invocations of a Pact Initiate cannot be changed once they are chosen. Activating an invocation costs one inspiration point and they remain active for one encounter or 5 minutes. A Pact Initiate can activate his 24 hour invocations, but doing so would block an inspiration point for the same time.
A Factotum with this alternative class feature counts as a limited spellcasting character for the purpose of gestalt building.

Psychic Dilletante (Su)
A Factotum with this ability has limited psionic powers. Starting at second level, he learns psionic powers from the Psion/Wilder and Psychic Warrior Power List, but not from the list of specific Psion discipline. The character gains a daily allotment of power points and powers which can be found on the table below. Additionally, a psionic Dilletante gains extra PP based on his chosen mental ability. A Psionic Dilletante learns new powers when he gets them, but may change the powers known to him with an hour of reclusive meditation. However, he may always know only one power of the highest level known to him. Manifesting a psionic power does not cost inspiration points, but the Factotum may spend inspiration points instead of Power Points on a 1:1 base. The Factotum’s manifester level is equal to his class level.
A Factotum with this alternative class feature counts as a limited spellcasting character for the purpose of gestalt building.


Skirmisher (ex)
The Factotum gains the Skirmish ability, which works identical to the Scout’s ability of the same name. The damage and AC bonuses resulting from this ability are listed in the table below.
A Factotum with this alternative class feature counts as a mundane character for the purpose of gestalt building.

Special Training (ex)
Special Training is an option for Factotums who are supposed to cover unusual areas of expertises which are unusual and not covered by the standard skills and abilities.
Special Training usually includes bonuses to several skills (usually five to six). In addition, Factotums with a special training gain bonus feats or abilities on level 2, 7, 14 and 20.
The two following Special Training Varieties are meant as examples, and players are invited to come up with their own ideas.
A Factotum with this alternative class feature counts as a mundane character for the purpose of gestalt building.

Mariner: Every time the Factotum would have gained a new spell due to Arcane Dilletante class feature, a Mariner Factotum gains a +1 bonus to Balance, Climb, Profession (Sailor), Swim and Use Rope (up to +8 at 20th level). They may count these bonuses as additional skill ranks to fulfil the prerequisites of feats, skill tricks or prestige classes. Starting at 2nd level, a mariner gains a +1 bonus to Attack rolls and Defense when fighting on slippery ground, in the water or on board of a ship or a similar vessel. This bonus increases to +2 on 14th and +4 on 20th level. Starting on level 7, a mariner gains a swim speed equal to his land based movement.

Rider: Every time the Factotum would have gained a new spell due to Arcane Dilletante class feature, a Horseman Factotum gains a +1 bonus to Handle Animals and Ride (up to +8 at 20th level). At 2nd level, a Rider Factotum gains Mounted Combat as a bonus feat. On 7th level, they gain an animal companion as if they were a Ranger of the same class level, but this companion must be a warhorse, warpony or riding dog (for small characters). On 14th level and 20th level, they gain a bonus feat related to riding or mounted combat, such as spirited charge.

Factotum Alternative Class Features I
{table=head]Level|Inspiring Factotum Auras|Martial Dilettante Maneuvers|Skirmish Damage|Pact Initiate Invocations

2nd|
1 Aura, Bonus +1|
1 Maneuver, level 1|
+1d6|
1 least

4th|
2 Auras|
2 Maneuvers,level 1|
+1d6, AC+1|
2 least

7th|
3 Auras, Bonus +2|
3 Maneuvers,level 2|
2d6, AC+1|
3 least

9th|
4 Auras|
4 Maneuvers,level 3|
2d6, AC+2|
3 least, 1 lesser

12th|
5 Auras|
5 Maneuvers,level 4|
3d6, AC+2|
3 least, 2 lesser

14th|
6 Auras, Bonus +3|
6 Maneuvers, level 5|
3d6, AC+3|
3 least, 3 lesser

17th|
7 Auras|
7 Maneuvers,level 6|
4d6, AC+3|
3 least, 3 lesser, 1 greater

20th|
8 Auras, Bonus +4|
8 Maneuvers,level 7|
4d6, AC+4|
3 least, 3 lesser, 2 greater[/table]


Factotum Alternative Class Features II
{table=head]Level|Psionic Factotum PP |Psionic Factotum Powers/Level|Meldshaping Amateur Chakra Binds / Essentia|Meldshaping Amateur Soulmelds

2nd|
1 |
1 Power, level 1|
0; Essentia 1|
1 least

4th|
3|
2 Powers, level 1|
0; Essentia 2|
2 least

7th|
6|
3 Powers, level 2|
1; Essentia 3|
3 least

9th|
10|
4 Powers, level 3|
1; Essentia 4|
3 least, 1 lesser

12th|
15|
5 Powers, level 4|
2, Essentia 5|
3 least, 2 lesser

14th|
21|
6 Powers, level 5|
2; Essentia 6|
3 least, 3 lesser

17th|
28|
7 Powers, level 6|
3; Essentia 7|
3 least, 3 lesser, 1 greater

20th|
36|
8 Powers, level 7|
4; Essentia 8|
3 least, 3 lesser, 2 greater[/table]


Replaces Cunning Strike

Cunning Aim (ex)
A Factotum with this ability may spend a spend 1 inspiration point and use a move action to focus a target to add 1d8 points of precision damage to any attack with a ranged weapon.

Cunning Flurry (ex)
The Factotum can spend 1 inspiration point to gain an extra attack at your highest base attack bonus, though all attacks made this round (including the extra one) take a -2 penalty. The Factotum may not spend more than 1 inspiration point per turn on this ability.

Cunning Assault (ex)
The Factotum may spend 1 inspiration point to charge through difficult terrain, allies who would otherwise block the path and ignore the AC penalty from a charge. Spending an additional inspiration points allows the Factotum to not provoke Attacks of Opportunity during his charge due to movement.

Psychic Strike (ps)
(Requires: Psychic Dilletante)
The Factotum may use a Psychic Strike (as the Soulknife ability) instead of a Sneak Attack. The usual rules for Psychic Strike and Cunning Strike apply as usual.


Replaces Opportunistic Piety
Just like the Arcane Dilettante ability, the Opportunistic Piety ability could be replaced in the low magic campaign. Opportunistic Piety or any of these alternative class features do not change the categorization of the Factotum concerning Gestalt combinations.

Eldritch Disciple (Su)
A Factotum with this ability gains the ability to use an Eldritch Blast like the Warlock’s ability of the same name. Starting at 5th level, the Eldritch Blast deals damage equal to 2d6 + his chosen mental ability modifier. This damage increases by 1d6 every five levels. Using an Eldritch Blast costs one inspiration point. If a character has both this ability and the Pact Initiate alternative class feature, he can learn Eldritch Essence and Blast Shape invocations; using these does not count additional inspiration points.

Ferocity (ex)
A Factotum with this ability can spend 1 inspiration point to gain the Pounce ability for one turn. Alternatively, the character gains the ability to rage as if he were a barbarian of the same class level concerning more powerful rage abilities like Greater Rage.
This ability may be used (3+Str) times per day, gaining 1 additional daily use every 5 levels after 5th.

Hardiness (ex)
A Factotum with this ability may spend 1 inspiration point to gain a number of temporary hitpoints equal to twice his Factotum class level plus his Constitution bonus. Alternatively, the character may spend 1 inspiration point to reroll a failed Saving Throw. The second roll however must be accepted.
This ability may be used (3+Con) times per day, gaining 1 additional daily use every 5 levels after 5th.

Inspiration (ex)
The Factotum can spend 1 inspiration point to grant one ally within 30' radius an additional move action. Alternatively, the character may use the Inspire Courage ability like a Bard of the same level.
This ability may be used (3+Cha) times per day, gaining 1 additional daily use every 5 levels after 5th.

Opportunistic Devotion (su)
A Factotum with this ability is more dedicated to the faith, but sacrifices the ability to heal injuries. At 5th level, the Factotum gains one Devotion feat of his choice, and may spend inspiration points instead of Turning Attempts to empower this feat (but only this feat) for (3+ Wis) times per day, gaining 1 additional daily use every 5 levels after 5th. The character can still harm or turn undead as if he had the Oportunistic Piety ability, but they cannot use these abilities to heal.

Manifestation of the Pure Will (su)
(requires Psychic Factotum)
The Factotum may once per turn as a free action spend one inspiration point to gain psionic focus. Alternatively, the Factotum may spend 1 inspiration point to gain the Wild Surge [and psychic enervation] ability like a Wilder of the same class level.
This ability may be used (3+chosen ability modifier) times per day, gaining 1 additional daily use every 5 levels after 5th.

Secrets of Healing (su)
A character with this ability has dedicated his attention to the treatment of injuries and has sacrificed other more pious activities. He does not have the ability to harm or turn undead, but his healing abilities are further advanced. The character may spend 1 inspiration point to heal his Factotum levelx3 + his Intelligence modifier. Alternatively, the character may spend 1 inspiration point to Remove Paralysis, Remove Disease, Remove Fear, or Neutralize Poison, like the spell of the same level.
This ability may be used (3+Wis) times per day, gaining 1 additional daily use every 5 levels after 5th.

Tactics (ex)
A Factotum with this ability can spend 1 inspiration point to become a very competent flanker and combattant. Any foe threatened by the Factotum and another ally is treated as flanked until the beginning of his next turn. Alternatively, the Factotum may spend 1 inspiration point to gain a +4 bonus to trip, disarm, bullrush or overrun an enemy or to resist such an attempt.
This ability may be used (3+Int) times per day, gaining 1 additional daily use every 5 levels after 5th.

Trickery (ex)
The Factotum can spend 1 inspiration point to make a Crippling Strike (as the rogue special ability) against a target able to be affected by a sneak attack as a standard action or to make a Defensive Roll (as the rogue special ability) as an immediate action.
This ability may be used (3+Dex) times per day, gaining 1 additional daily use every 5 levels after 5th.

Satyr
2010-07-08, 07:47 AM
Fighters, Martial Adepts and the like

Most of these alternative class features can be used by almost all primary fronbtline fighters. As the campaign focuses strongly on the Tome of Battle characters, these additional options may help to diversify the different characters.

Shield Adaptation
Crusader Alternative Class Feature
Replaces: Proficiency with Tower Shields
Level: 1
Instead of the Tower Shield, the character gains familiarity with any one exotic shield of his choice.

Armor Mastery
Crusader Alternative Class Feature
Replaces: Smite Ability
Level: 6th, 12th
The Crusader does not gain the Smite class feature. Instead, he or she gains Armor Mastery.
Armor Mastery (ex): Starting at 6th level, the character may ignore any speed penalties resulting from wearing medium armor and suffers only from half the amount of Armor Check Penalties when wearing a medium armor. On 12th level, this ability is also granted for heavy armors.

Discerning Insight
Crusader Alternative Class Feature
Replaces: Diehard bonus feat
Level: 1st, 10th
The Crusader does not gain the Diehard Bonus feat on 10th level. Instead, he or she gains the Discerning Insight ability and gains Sense Motive as an additional class skill. A Character must be lawful to take this ability.
Discerning Insight (ex): Starting he crusader gains a bonus to Sense Motive checks equal to his Initiator Level to determine if someone lies, does not tell the whole truth etc. The character turns into a very well adjusted lie detector.



Nakedness of Protection
General Alternative Class Feature
Replaces: Medium Armor proficiency, Light Armor proficiency
Level: 1
The character loses the familiarity with any worn armor, but not with shields. Instead they gain the Nakedness of Protection ability.
Nakedness of Protection (ex): The character is so used to fight without armor and is so well built, that he or she is treated to wear a light armor at all time, as long as they show much skin. Male characters with this feature should show a naked upper body, female characters may wear a bra or something to the same effect (a naked midriff however is mandatory).
Characters with this feature may not become familiar with any armor.
A character with the Nakedness of Protection is always treated as if he or she is wearing a light armor that grants an Armor Class of 3 points, has no armor check penalty and a maximum Dexterity Bonus of +8, and a 10% Arcane Spell Failure Chance. Obviously, it has no weight, but it still counts as a light armor (e.g. for the abilities of a Monk).
This is no natural armor, even though it does not require any items and “occupy” the armor body slot. Due to the impressing appearance of a warrior who does not need to wear armor (and can show off his body like this), a Warblade with this ability gains a +2 bonus to Intimidate skill checks.

At any time, a warblade with the Nakedness of Protection ability can retreat and meditate to further enchant his ‘magical’ skin as if it were an armor. This requires a sacrifice of gold or magical items worth the difference in the market price of the magical armor his or her skin will become and the current market price of the enchantments. This sacrifice does not need to be gold – the warblade may sacrifice magic items or other items worth the required amount, rather than selling them (at half value) to pay for the sacrifice.

The Warblade must spend one day per 1,000 gp value of sacrifice. During this time, he or she must spend at least eight hours with meditation, drills and weapon training.

Enchantments of this kind sometimes appear as elaborate tattoos on the skin of the wearer

A Warforged or any other character who already has an integrated armor cannot take this ability.

If a character also has Heavy Armor Proficiency and picks this alternative class feature, they also gain an additional bonus feat from the fighter bonus feat list. The character must qualify for the feat as usual.
http://www.ugurcanyuce.net/images/fantasy/large/web5_009.jpg
Real Men don't need stupid armor. Or shirts. or in 2/3 of all cases, pants.

Unarmed Swordsage
Swordsage Alternative Class Feature
Replaces: Familiarity with Martial Weapons, Familiarity with light Armor
Level: 1

A Swordsage with this ability gains a damage progression and Flurry of Blows abilities equal to those of a Monk of the same level, including the Ki Strike ability (on the same level as the a monk). The swordsage’s armor class bonus is replaced with the AC bonus of a monk of the same level and only affects the character if he does not wear any armor.
The character is familiar with all monk weapons (in addition to all simple weapon and his or her unarmed attacks) and gains the Improved Unarmed Strike feat as a bonus feat.
Note: This is a clarification of the standard Unarmed Swordsage mentioned in Tome of Battle.

lesser_minion
2010-07-08, 08:15 AM
Nakedness of Protection
General Alternative Class Feature

I don't really see any sense in making a class feature that just hands armour to unarmoured characters, and restricting the clothing they can wear seems a little over-the-top.

Even succubi don't lose their deflection bonus if they wear clothes. Running into battle half-naked is a personal choice on the part of the character, not something the rules should enforce (Vow of Nudity exalted were never exactly serious, so they sort-of get a break).

I'd suggest making this into a dodge bonus that doesn't apply while the character claims an armour bonus.

The whole "wear a piece of animal skin to give yourself the strength of that animal" can be a new ACF in its own right.

Jallorn
2010-07-08, 10:42 AM
-snip-
Inspiring Dilettante (ex)
A Factotum with this class trait gains the ability to project an aura which exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A factotum can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
Unless otherwise noted, a factotum's aura affects all allies within 60 feet (including himself) who can hear the factotum. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus.
At 2nd level, an inspiring Dilletante gains one Aura which can be picked from the Dragon Shaman or Marshal list (both minor and major auras) and grant a bonus of +1. When the Factotum advances in level, he gains the ability to project additional auras, and the effect of these auras also grew more powerful, as indicated in the table below.
A Factotum with this alternative class feature counts as a mundane character for the purpose of gestalt building.
-snip-

You just made the Marshal completely obsolete. Even more than it already was. That's not necessarily a bad thing though.


I don't really see any sense in making a class feature that just hands armour to unarmoured characters, and restricting the clothing they can wear seems a little over-the-top.

Even succubi don't lose their deflection bonus if they wear clothes. Running into battle half-naked is a personal choice on the part of the character, not something the rules should enforce (Vow of Nudity exalted were never exactly serious, so they sort-of get a break).

I'd suggest making this into a dodge bonus that doesn't apply while the character claims an armour bonus.

The whole "wear a piece of animal skin to give yourself the strength of that animal" can be a new ACF in its own right.

I think this one is a bit of a joke too.

Satyr
2010-07-08, 11:26 AM
I don't really see any sense in making a class feature that just hands armour to unarmoured characters, and restricting the clothing they can wear seems a little over-the-top.

This ability is not necessarily one of the more serious ones, but it is supposed to cover the chainmail bikini and loincloth style fantasy. Or the public image of the Spartan army. In some campaigns, this might make fun, in others, it is probably inappropriate, but by any means, it shouldn't be taken too seriously.


You just made the Marshal completely obsolete. Even more than it already was. That's not necessarily a bad thing though.

Yes, this was pretty much the intention of this. It's not like that this ability is by any means more powerful than the flexible spellcasting arts of the standard Factotum, which basically means that the Marshal is pretty bad to begin with. I conscider it to be on the threshold to an NPC class, really.

Glimbur
2010-07-08, 11:48 AM
This thread (http://www.giantitp.com/forums/showthread.php?p=8707199#post8707199) has more ideas.