Rigor_Mortis
2010-08-19, 03:45 PM
I plan on running a true Classless campaign in the future and have more or less come up with a method of character generation for this campaign.
Any critique is appreciated. Or if there is something that I can borrow from somewhere that would work well for this, please let me know!
All characters start with a base number of points; these points are then used to purchase HD, Saves, BA, Skill Points, and any additional abilities for their character.
A character will be classified based on their highest ability score. So a character with Strength as their highest ability will be a Strength Character. This will determine the number of points each level a character receives to purchase more abilities, and also which stat to use if an ability uses an undefined key ability score that is usually determined through the characters class.
Abilities will be given costs based on their level of power:
Basic abilities with a single level that don’t confer a bonus of more than a low level spell or spell effect (+2 bonus equivalent) are going to be treated as Feats with regards to purchase.
Enhanced abilities with a single level that confer lesser benefits or a moderate level spell or spell effects (+4 bonus equivalent) will be 4 points in value.
Character Creation:
Starting points (Level One): 18 points
Each Additional level: 1d6 + (highest ability modifier)
Weapon Proficiencies: All Simple + Choose any 2
- Each Additional: 2 points per weapon (Any Martial, Exotic, Simple)
Armor Proficiency: Choose any 1
- Each Additional: 4 points per Proficiency (i.e. Light, Medium), 2 points for Shields
Starting Feats: Any 2 (Must meet Prerequisites)
- Each Additional Feat: 2 points, 4 points for building feats (The chosen feat has a separate feat as a pre-requisite)
- Feats that stack upon themselves: (Toughness) only cost 2 points each time
Starting Skill List: Treat all Skills as “Class Skills”
Race: A level adjustment of +1 can be bought off for 10 points
Alternative Character Options:
A player may choose to forgo acquiring armor or weapon proficiencies and instead gain additional points to purchase Skills/Abilities/Stats.
Armorless: If a character chooses to start with no armor proficiencies, refund 4 points.
Weaponless: If a character chooses to start without Simple Weapons, refund 3 points. If a character chooses to start without any weapons, refund 6 points.
Ability Point Costs:
Hit Dice
{table=head]HD|Cost
D4|+2 Points
D6| 0 Points
D8|-2 Points
D10|-4 Points
D12|-6 Points
[/table]
Base Attack
{table=head]Progression|Cost
Half (+10/+5)| 0 Points
Three Quarter (+15/+10+5)|-4 Points
Full (+20/+15/+10/+5)|-8 Points
[/table]
Saves
{table=head]Type|Cost
One Full: (12,6,6) Any order| 0 Points
Two Full: (12,12,6) Any order|-4 Points
Three Full: (12,12,12)|-8 Points
[/table]
Skill points
{table=head]Progression|Cost
(2 + int mod)| 0 Points
(4 + int mod)|-2 Points
(6 + int mod)|-4 Points
(8 + int mod)|-6 Points
[/table]
Magic and Psionics / Spellcasting and Manifesting:
A character does not start with the innate ability to cast spells or manifest psionic powers. This ability must be purchased separately. Once purchased it allows the ability to cast or manifest up to 1st level Spells or Powers, (a character must then purchase their actual spells.)
Starting at level 4 (And increasing by 1 every 2 characters levels after i.e. 6, 8, 10...) the maximum Spell/Power level allowed increases by 1. In order to cast spells at higher levels however, a character must Unlock that Spell/Power level by purchasing it as listed.
Spellcasting has 2 options; Spontaneous or Spellbook.
Power Points: Take the highest Power Points at the characters current Power level on the Psions chart in the EPHB.
Initial Spellcasting/Manifesting Ability: 6 points
Unlocking Spell/Manifest levels: 3 points per spell/power level
Spell Purchasing: 2 Options for Spellcasting
Spontaneous: The character purchases individual spells and casts them the way a Sorcerer would. Spells/day follows the Sorcerer Chart in the PHB.
Spellbook: The character may choose any spell to use that day in their chosen domains, but must declare which spells are being researched each day.
* Domains known = Spell level +1, So a character who can cast up to 1st level spells has 2 Domains. Once chosen, these Domains cannot be changed.
Spell/Manifester Level
{table=head]Level|Req Level|Cost
0th Level Spells| 1| 2 Points/spell
1st Level Spells| 1| 2 Points/spell
2nd Level Spells| 2| 2 Points/spell
3rd Level Spells| 4| 2 Points/spell
4th Level Spells| 6| 2 Points/spell
5th Level Spells| 8| 3 Points/spell
6th Level Spells| 10| 3 Points/spell
7th Level Spells| 12| 3 Points/spell
8th Level Spells| 14| 4 Points/spell
9th Level Spells| 16| 4 Points/spell
[/table]
Special Abilities
Character must meet all pre-requisites for the chosen ability
{table=head]Ability|Cost
Barbarian Rage| 4 Points, and 2 Points for each upgrade
Uncanny Dodge| 4 Points, 2 additional for Improved
Damage Reduction| 4 points, 2 per upgrade*
Bardic Knowledge| 6 Points
Bardic Music| 6 Points
Turn Undead| 6 Points
Animal Companion| 6 Points
Wildshape| 8 Points, 4 per size upgrade, 2 per times/day upgrade**
Flurry of Blows| 6 Points, 4 to upgrade to Greater
Special Mount| 8 Points
Favored Enemy| 2 Points per enemy/upgrade
Sneak Attack| 4 points, 4+(upgrade level) per upgrade***
Trap Sense| 4 points, 2+(upgrade level) per upgrade
Familiar| 4 Points
Scribe Scroll| 6 points
Brew Potion| 6 Points
[/table]
*Type is chosen when purchased, dr/- costs double
**Size mod cannot exceed character HD-2
***+3d6 Sneak Attack would be Initial cost + Upgrade for 2nd HD+ Upgrade for 3rd HD = 4+ (4+2) + (4+3) =17 Points
Any critique is appreciated. Or if there is something that I can borrow from somewhere that would work well for this, please let me know!
All characters start with a base number of points; these points are then used to purchase HD, Saves, BA, Skill Points, and any additional abilities for their character.
A character will be classified based on their highest ability score. So a character with Strength as their highest ability will be a Strength Character. This will determine the number of points each level a character receives to purchase more abilities, and also which stat to use if an ability uses an undefined key ability score that is usually determined through the characters class.
Abilities will be given costs based on their level of power:
Basic abilities with a single level that don’t confer a bonus of more than a low level spell or spell effect (+2 bonus equivalent) are going to be treated as Feats with regards to purchase.
Enhanced abilities with a single level that confer lesser benefits or a moderate level spell or spell effects (+4 bonus equivalent) will be 4 points in value.
Character Creation:
Starting points (Level One): 18 points
Each Additional level: 1d6 + (highest ability modifier)
Weapon Proficiencies: All Simple + Choose any 2
- Each Additional: 2 points per weapon (Any Martial, Exotic, Simple)
Armor Proficiency: Choose any 1
- Each Additional: 4 points per Proficiency (i.e. Light, Medium), 2 points for Shields
Starting Feats: Any 2 (Must meet Prerequisites)
- Each Additional Feat: 2 points, 4 points for building feats (The chosen feat has a separate feat as a pre-requisite)
- Feats that stack upon themselves: (Toughness) only cost 2 points each time
Starting Skill List: Treat all Skills as “Class Skills”
Race: A level adjustment of +1 can be bought off for 10 points
Alternative Character Options:
A player may choose to forgo acquiring armor or weapon proficiencies and instead gain additional points to purchase Skills/Abilities/Stats.
Armorless: If a character chooses to start with no armor proficiencies, refund 4 points.
Weaponless: If a character chooses to start without Simple Weapons, refund 3 points. If a character chooses to start without any weapons, refund 6 points.
Ability Point Costs:
Hit Dice
{table=head]HD|Cost
D4|+2 Points
D6| 0 Points
D8|-2 Points
D10|-4 Points
D12|-6 Points
[/table]
Base Attack
{table=head]Progression|Cost
Half (+10/+5)| 0 Points
Three Quarter (+15/+10+5)|-4 Points
Full (+20/+15/+10/+5)|-8 Points
[/table]
Saves
{table=head]Type|Cost
One Full: (12,6,6) Any order| 0 Points
Two Full: (12,12,6) Any order|-4 Points
Three Full: (12,12,12)|-8 Points
[/table]
Skill points
{table=head]Progression|Cost
(2 + int mod)| 0 Points
(4 + int mod)|-2 Points
(6 + int mod)|-4 Points
(8 + int mod)|-6 Points
[/table]
Magic and Psionics / Spellcasting and Manifesting:
A character does not start with the innate ability to cast spells or manifest psionic powers. This ability must be purchased separately. Once purchased it allows the ability to cast or manifest up to 1st level Spells or Powers, (a character must then purchase their actual spells.)
Starting at level 4 (And increasing by 1 every 2 characters levels after i.e. 6, 8, 10...) the maximum Spell/Power level allowed increases by 1. In order to cast spells at higher levels however, a character must Unlock that Spell/Power level by purchasing it as listed.
Spellcasting has 2 options; Spontaneous or Spellbook.
Power Points: Take the highest Power Points at the characters current Power level on the Psions chart in the EPHB.
Initial Spellcasting/Manifesting Ability: 6 points
Unlocking Spell/Manifest levels: 3 points per spell/power level
Spell Purchasing: 2 Options for Spellcasting
Spontaneous: The character purchases individual spells and casts them the way a Sorcerer would. Spells/day follows the Sorcerer Chart in the PHB.
Spellbook: The character may choose any spell to use that day in their chosen domains, but must declare which spells are being researched each day.
* Domains known = Spell level +1, So a character who can cast up to 1st level spells has 2 Domains. Once chosen, these Domains cannot be changed.
Spell/Manifester Level
{table=head]Level|Req Level|Cost
0th Level Spells| 1| 2 Points/spell
1st Level Spells| 1| 2 Points/spell
2nd Level Spells| 2| 2 Points/spell
3rd Level Spells| 4| 2 Points/spell
4th Level Spells| 6| 2 Points/spell
5th Level Spells| 8| 3 Points/spell
6th Level Spells| 10| 3 Points/spell
7th Level Spells| 12| 3 Points/spell
8th Level Spells| 14| 4 Points/spell
9th Level Spells| 16| 4 Points/spell
[/table]
Special Abilities
Character must meet all pre-requisites for the chosen ability
{table=head]Ability|Cost
Barbarian Rage| 4 Points, and 2 Points for each upgrade
Uncanny Dodge| 4 Points, 2 additional for Improved
Damage Reduction| 4 points, 2 per upgrade*
Bardic Knowledge| 6 Points
Bardic Music| 6 Points
Turn Undead| 6 Points
Animal Companion| 6 Points
Wildshape| 8 Points, 4 per size upgrade, 2 per times/day upgrade**
Flurry of Blows| 6 Points, 4 to upgrade to Greater
Special Mount| 8 Points
Favored Enemy| 2 Points per enemy/upgrade
Sneak Attack| 4 points, 4+(upgrade level) per upgrade***
Trap Sense| 4 points, 2+(upgrade level) per upgrade
Familiar| 4 Points
Scribe Scroll| 6 points
Brew Potion| 6 Points
[/table]
*Type is chosen when purchased, dr/- costs double
**Size mod cannot exceed character HD-2
***+3d6 Sneak Attack would be Initial cost + Upgrade for 2nd HD+ Upgrade for 3rd HD = 4+ (4+2) + (4+3) =17 Points