Pyromancer999
2010-08-13, 01:20 PM
The Everyman
"That's just not possible!"
- Regdar, Fighter, after seeing a wizard-like Everyman punch out a burly troll twice his size
The Everyman can be anyone: a tome-bound scholar, a street-thug, a noble. The talents of Everymen everywhere vary widely, and it is rare for any two to have the same abilities. However, they all have one thing in common: they're almost never how they appear to be. Whether they vary only slightly from a core class, or have a selection of abilities rom many classes, they can never quite be categorized as a member of any base class.
Alignment: Alignments vary widely on the good vs. evil axis, as it doesn't take goodness or evil in order to deviate from the norm. However, as they tend to dislike order, many a Everyman is chaotic, with a few neutral on the law vs. chaos axis, and only a handful of lawful Everymen.
Race: Humans, it need not be said, make up the largest amount of Everymen, due to their taste for versitality. After humans, any other race is just as likely as the next to enter the Everyman class, although chaoticly-inclined races tend to have a slightly higher rate of entry.
Relations with other classes: Relationships with other classes vary for each Everyman, but other classes tend to treat them as a member of whatever class their abilities most mimic. That said, Paladins tend to dislike Everymen with varied abilities, as the Paladin thinks that the Everyman has no path in life, while Monks simply shake their heads at such Everymen, thinking that they do not have any path in life, and wander guidelessly.
The Everyman Class Information
HD: 1d4
Skills: Pick any 10 skills. These are your class skills
Skill Points: 4 + Int mod skill points at each level
BAB: 1/2 HD
Saves: Pick one save. This is your good save. Rest are bad.
The Everyman
Level| Class Features
1 | Game Points
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10| Duo Strike
11|
12|
13|
14|
15|
16|
17|
18|
19|
20| Diverse Entity
Everyman Class Feature Descriptions
Weapon Proficiencies: Everymen are proficient with all simple weapons, three martial weapons of the Everyman's choice, and light armor.
Game Points: At each level, an Everyman receives an amount of Game
Points equal to his or her level. Game Points are used to "buy" the class features that the Everyman gains from other classes. Purchasing rules are as listed here:
-All class features are bought from Base classes.
- Each class feature bought costs a number of Game points equal to the level when the original class would gain it. (Ex. 1st level spellcasting and Sneak Attack +1d6 cost 1 Game Point, while Wildshape(gained at 5th level) costs 5 Game Points)
- Game Points unused at one level can be carried over to the next (ex. an Everyman spends all her Game Points but one. She adds this to her pool of Game Points at the next level)
-All Game Points must be expended at 1st level.
-No matter how many Game Points an Everyman has, he cannot purchase a class feature that costs more Game Points than his Everyman level.
-The Everyman may not purchase any level 20 class features
- Game Points can also be used to purchase the following, with the following limits:
-+1 BAB per Game Point, but BAB cannot exceed HD
- +1 per Game Point to any save, but save cannot be higher than a good save would be at that level
-+1d4 to HP per Game Point, can only be done twice per level
-If an Everyman wishes to obtain the improved version of a class feature, she must first must purchase the previous versions (ex. A character plans to purchase Wildshape 2/day(gained at 6th level). Since this is an improved class feature, she must first purchase Wildshape 1/day (5 Game Points), THEN purchase Wildshape 2/day(6 Game Points), costing a total of 11 Game Points)
- Although a character can purchase arcane spellcasting, divine spellcasting, manifesting levels, maneuvering levels,and levels of all other types of magic, the Everyman can only gain such levels from one class that uses that magic system( Ex. An Everyman wishes to purchase arcane spellcasting levels in sorcerer. She may do so, but afterwards cannot purchase spellcasting levels in any other class that uses arcane magic.)
Duo Strike:
"He done punched me, then his fist was on fire! It hurt me real bad, but he looked okay. I wouldn't mess with him if I was you"
- Grog, Half-Orc who got into a fist-fight with an Everyman
At 10th level, twice per day, as a standard action, you may make use of two different class features at the same time as a standard action. This class feature counts as one use of each of the class features used.
Diverse Entity:
"You can't know how to do all that! Your brain would explode!"
-Thom, Wizard, after watching an Everyman put 10 different techniques into use in one minute
At 20th level, the Everyman's diversity reaches the point where his range of skill transforms him. His type changes to Outsider, with the Native subtype, and once per day for a number of rounds equal to his Everyman level, he may use any of his class features without expending any uses.
In concern to PrC Acess:
I wouldn't recommend it, but if you do include PrC Access, the Everyman should meet the prerequisites for the PrC the feature is being drawn from. PrC Features should cost a number of Game Points equal to the minimum level a normal character would have to be to enter the PrC + the PrC class feature's level (ex. if a character wanted a 1st level feature from a PrC that a normal character could get into at 5th level at earliest, then that class feature would cost 5 + 1 = 6 Game Points.
"That's just not possible!"
- Regdar, Fighter, after seeing a wizard-like Everyman punch out a burly troll twice his size
The Everyman can be anyone: a tome-bound scholar, a street-thug, a noble. The talents of Everymen everywhere vary widely, and it is rare for any two to have the same abilities. However, they all have one thing in common: they're almost never how they appear to be. Whether they vary only slightly from a core class, or have a selection of abilities rom many classes, they can never quite be categorized as a member of any base class.
Alignment: Alignments vary widely on the good vs. evil axis, as it doesn't take goodness or evil in order to deviate from the norm. However, as they tend to dislike order, many a Everyman is chaotic, with a few neutral on the law vs. chaos axis, and only a handful of lawful Everymen.
Race: Humans, it need not be said, make up the largest amount of Everymen, due to their taste for versitality. After humans, any other race is just as likely as the next to enter the Everyman class, although chaoticly-inclined races tend to have a slightly higher rate of entry.
Relations with other classes: Relationships with other classes vary for each Everyman, but other classes tend to treat them as a member of whatever class their abilities most mimic. That said, Paladins tend to dislike Everymen with varied abilities, as the Paladin thinks that the Everyman has no path in life, while Monks simply shake their heads at such Everymen, thinking that they do not have any path in life, and wander guidelessly.
The Everyman Class Information
HD: 1d4
Skills: Pick any 10 skills. These are your class skills
Skill Points: 4 + Int mod skill points at each level
BAB: 1/2 HD
Saves: Pick one save. This is your good save. Rest are bad.
The Everyman
Level| Class Features
1 | Game Points
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10| Duo Strike
11|
12|
13|
14|
15|
16|
17|
18|
19|
20| Diverse Entity
Everyman Class Feature Descriptions
Weapon Proficiencies: Everymen are proficient with all simple weapons, three martial weapons of the Everyman's choice, and light armor.
Game Points: At each level, an Everyman receives an amount of Game
Points equal to his or her level. Game Points are used to "buy" the class features that the Everyman gains from other classes. Purchasing rules are as listed here:
-All class features are bought from Base classes.
- Each class feature bought costs a number of Game points equal to the level when the original class would gain it. (Ex. 1st level spellcasting and Sneak Attack +1d6 cost 1 Game Point, while Wildshape(gained at 5th level) costs 5 Game Points)
- Game Points unused at one level can be carried over to the next (ex. an Everyman spends all her Game Points but one. She adds this to her pool of Game Points at the next level)
-All Game Points must be expended at 1st level.
-No matter how many Game Points an Everyman has, he cannot purchase a class feature that costs more Game Points than his Everyman level.
-The Everyman may not purchase any level 20 class features
- Game Points can also be used to purchase the following, with the following limits:
-+1 BAB per Game Point, but BAB cannot exceed HD
- +1 per Game Point to any save, but save cannot be higher than a good save would be at that level
-+1d4 to HP per Game Point, can only be done twice per level
-If an Everyman wishes to obtain the improved version of a class feature, she must first must purchase the previous versions (ex. A character plans to purchase Wildshape 2/day(gained at 6th level). Since this is an improved class feature, she must first purchase Wildshape 1/day (5 Game Points), THEN purchase Wildshape 2/day(6 Game Points), costing a total of 11 Game Points)
- Although a character can purchase arcane spellcasting, divine spellcasting, manifesting levels, maneuvering levels,and levels of all other types of magic, the Everyman can only gain such levels from one class that uses that magic system( Ex. An Everyman wishes to purchase arcane spellcasting levels in sorcerer. She may do so, but afterwards cannot purchase spellcasting levels in any other class that uses arcane magic.)
Duo Strike:
"He done punched me, then his fist was on fire! It hurt me real bad, but he looked okay. I wouldn't mess with him if I was you"
- Grog, Half-Orc who got into a fist-fight with an Everyman
At 10th level, twice per day, as a standard action, you may make use of two different class features at the same time as a standard action. This class feature counts as one use of each of the class features used.
Diverse Entity:
"You can't know how to do all that! Your brain would explode!"
-Thom, Wizard, after watching an Everyman put 10 different techniques into use in one minute
At 20th level, the Everyman's diversity reaches the point where his range of skill transforms him. His type changes to Outsider, with the Native subtype, and once per day for a number of rounds equal to his Everyman level, he may use any of his class features without expending any uses.
In concern to PrC Acess:
I wouldn't recommend it, but if you do include PrC Access, the Everyman should meet the prerequisites for the PrC the feature is being drawn from. PrC Features should cost a number of Game Points equal to the minimum level a normal character would have to be to enter the PrC + the PrC class feature's level (ex. if a character wanted a 1st level feature from a PrC that a normal character could get into at 5th level at earliest, then that class feature would cost 5 + 1 = 6 Game Points.