Phosphate
2012-05-11, 05:22 PM
The Skillful Pragmatist
The Skillful Pragmatist is a handyman like no other: jack of all trades, master of some, better than masters at 2 or 3. And most importantly, he can effectually translate his vast expertise into battle using clever techniques, suggestion, and sometimes plain old brawn.
Alignment
Any.
Hit Die
d8.
Class Skills: All of them.
Skill Points: 8 + Int modifier (x4 at 1st level)
{table=head]Level|BAB|Fort|Ref|Will|Special |
Cap Expansion|
Masteries
1st|+1|+0|+0|+0|Tried and True, Cold Hearted Killer|
0|
1
2nd|+2|+0|+0|+0|Step Back|
0|
1
3rd|+3|+1|+1|+1|Bodily Ascent|
0|
1
4th|+4|+1|+1|+1|Spot Weakness, Mental Discipline|
1|
1
5th|+5|+1|+1|+1|Costly Miss|
1|
1
6th|+6/+1|+2|+2|+2|Slight Above Average, Sudden Danger|
1|
2
7th|+7/+2|+2|+2|+2|Peace Cry|
1|
2
8th|+8/+3|+2|+2|+2|Hold Position|
2|
2
9th|+9/+4|+3|+3|+3|Vertical Dodge, Syncretism|
2|
2
10th|+10/+5|+3|+3|+3|Epiphany|
2|
2
11th|+11/+6/+1|+3|+3|+3|Stride|
2|
3
12th|+12/+7/+2|+4|+4|+4|Expectant|
3|
3
13th|+13/+8/+3|+4|+4|+4|I Refuse to Die|
3|
3
14th|+14/+9/+4|+4|+4|+4|Well Above Average, Dismantler|
3|
3
15th|+15/+10/+5|+5|+5|+5|Spot from Afar|
3|
3
16th|+16/+11/+6/+1|+5|+5|+5|Quick Fix|
4|
4
17th|+17/+12/+7/+2|+5|+5|+5|Shortcuts|
4|
4
18th|+18/+13/+8/+3|+6|+6|+6|Mind Pattern, Focus|
4|
4
19th|+19/+14/+9/+4|+6|+6|+6|Rip the Veil|
4|
4
20th|+20/+15/+10/+5|+6|+6|+6|Jack of all trades, master of all|
5|
4
[/table]
Class Features
All of the following are class features of the skillful pragmatist. All of the features are extraordinary in nature.
Multiclassing Penalty: A character whose character level is double his pragmatist class level or higher loses all class features.
Weapon and Armor Proficiency: A pragmatist is proficient with all simple weapons, light armor, and light shields. Whenever he levels, except the first level, he may expend up to 8 skill points to gain proficiency with one martial or exotic weapon per 2 points.
Cap Expansion: A pragmatist adds the listed number to the maximum rank he can have in all skills.
Masteries: At level 1, and every 5 levels thereafter, choose 1 skill. You have maximum ranks in those skills. When you select a skill in this manner, you may choose to redistribute any skill points you have in that skill to other skills. You may do so only once with the skill.
Tried and True: You may add your wis mod instead of your int mod for skill points gained per level.
Cold Hearted Killer: You may add your intimidate rank/2 (rounded down) to one melee damage roll per round. Also, after you murder an opponent in battle, in the same round, you may use intimidate on another opponent as a swift action.
Step Back: By level 2, whenever an opponent attacks you in melee combat and misses, if your ranks in Escape Artist are higher than his BaB, you may then immediately move up to 10 feet+5 feet for every size you are above medium in any direction, as long as it is a straight line. This does not provoke attacks of opportunity.
Bodily Ascent: By level 3, whenever you are grappling with a foe, you may make a Climb check as a full round action against the foe's AC to get on top of him. You get a -4 penalty for every size the target is smaller and a +2 bonus for every size the target is larger than you. If you succeed the check, the grapple ends, you may move in any square adjacent to the target, the target cannot grapple you next round, and the target receives damage equal to double your unarmed strike damage, plus your str mod. Additionally, the target must make a reflex save against a DC of 10+Climb Ranks/2+Str mod or fall prone.
Spot Weakness: By level 4, you may make a Search check as a standard action against a creature 60 feet away or less that is immune to criticals. For every point that the search beats 25, you and your allies will be able to deal critical and precision damage to the target for 1 round.
Mental Discipline: By level 4, you may use Wis as relevant modifier instead of Cha or Int for all cha and int-based skills.
Costly Miss: By level 5, whenever you are missed by a melee attack, you may make a Bluff roll opposed by your opponent's Balance roll. If you win, everyone attacking the opponent for 2 rounds will gain the benefit of flanking.
Slight Above Average: By level 6, you may take 12 instead of 10 with all skills that allow you to take 10.
Sudden Danger: By level 6, you may make a Move Silently check against a specific opponent's Listen check as a nonaction at the beginning of the round. If you win, and then charge that opponent and hit him in melee, treat him as flat-footed during the attack, and dazed the following round if you don't miss.
Peace Cry: By level 7, as an immediate action, when an opponent succeeded on an attack roll against you, you may make a diplomacy check with the DC equal to the attack roll. If you beat the attack roll, subtract every point of the difference from the damage you receive. You can only use this feature on creatures that have 3 Int or more and 20 Wis or less.
Hold Position: By level 8, when you are targeted by a full attack, if your ranks in Balance exceed the opponent's BaB, and the first attack misses you, the opponent instantly loses all other attacks and ends his round.
Vertical Dodge: A level 9 pragmatist with at least 8 ranks in Jump cannot be tripped. Furthermore, he may make Jump checks instead of reflex saves.
Syncretism: Synergy gives +3 to skill use instead of +2.
Epiphany: By level 10, after you deal lethal damage to an opponent in melee, you may make a Knowledge (Religion) check opposed to his Sense Motive as a swift action. If you win, the opponent cannot attack you for 1 round.
Stride: By level 11, you may ignore difficult terrain for a number of rounds from the beginning of the encounter equal to the number of ranks in Knowledge (Nature) added to the number of ranks in Knowledge (Local).
Expectant: By level 12, you may make a Sense Motive check against an opponent's Bluff or Hide check (his choice) as a swift action. If you win, you ignore his concealment, if any, and gain a +4 insight bonus to the attack roll. You may subsequently use this as an immediate action when you are being attacked. If you do, you gain a +4 insight bonus to AC.
I Refuse to Die: By level 13, you may make a survival check right after a critical hit is confirmed against you. Whatever damage it deals, it will leave you with either as many hit points you have now, or 15, whichever is higher. Also, whatever damage it deals, you don't need to save against death from massive damage.
Well Above Average: By level 14, you may take 14 instead of 12 with all skills that allow you to take 10.
Dismantler: By level 14, once per round, you may add your Knowledge (Engineering) ranks to damage when attacking objects or constructs, or add half your Disable Device ranks to attack roll against a construct or living construct (you cannot do both).
Spot from Afar: By level 15, when you are attacked with a ranged weapon or ranged touch attack, you can make a spot check with the DC equal to the attack roll+1 for every 50 feet. If you win, gain a +4 dodge bonus to AC against that attack only.
Quick Fix: By level 16, if your hit points are equal to your Heal rank or lower, you may choose to gain 10 hit points as a swift action per round.
Shortcuts: By level 17, you may use Dimension Door Knowledge (the planes) ranks/4 per day, with a caster level equal to half your character level.
Mind Pattern: By level 18, you may use Detect Thoughts at will with a caster level equal to your ranks in Decipher Script, but only if your Sense Motive and Concentration ranks are 8 or higher.
Focus: By level 18, you may take 14 on all skills under any conditions, except being unconscious, sleeping, or dead.
Rip the Veil: By level 19, you may become ethereal OR incorporeal for a number of rounds per day equal with your ranks in Escape Artist.
Jack of all trades, master of all: At level 20, you gain 1 rank in all untrained skills and 2 ranks in all trained skills.
The Skillful Pragmatist is a handyman like no other: jack of all trades, master of some, better than masters at 2 or 3. And most importantly, he can effectually translate his vast expertise into battle using clever techniques, suggestion, and sometimes plain old brawn.
Alignment
Any.
Hit Die
d8.
Class Skills: All of them.
Skill Points: 8 + Int modifier (x4 at 1st level)
{table=head]Level|BAB|Fort|Ref|Will|Special |
Cap Expansion|
Masteries
1st|+1|+0|+0|+0|Tried and True, Cold Hearted Killer|
0|
1
2nd|+2|+0|+0|+0|Step Back|
0|
1
3rd|+3|+1|+1|+1|Bodily Ascent|
0|
1
4th|+4|+1|+1|+1|Spot Weakness, Mental Discipline|
1|
1
5th|+5|+1|+1|+1|Costly Miss|
1|
1
6th|+6/+1|+2|+2|+2|Slight Above Average, Sudden Danger|
1|
2
7th|+7/+2|+2|+2|+2|Peace Cry|
1|
2
8th|+8/+3|+2|+2|+2|Hold Position|
2|
2
9th|+9/+4|+3|+3|+3|Vertical Dodge, Syncretism|
2|
2
10th|+10/+5|+3|+3|+3|Epiphany|
2|
2
11th|+11/+6/+1|+3|+3|+3|Stride|
2|
3
12th|+12/+7/+2|+4|+4|+4|Expectant|
3|
3
13th|+13/+8/+3|+4|+4|+4|I Refuse to Die|
3|
3
14th|+14/+9/+4|+4|+4|+4|Well Above Average, Dismantler|
3|
3
15th|+15/+10/+5|+5|+5|+5|Spot from Afar|
3|
3
16th|+16/+11/+6/+1|+5|+5|+5|Quick Fix|
4|
4
17th|+17/+12/+7/+2|+5|+5|+5|Shortcuts|
4|
4
18th|+18/+13/+8/+3|+6|+6|+6|Mind Pattern, Focus|
4|
4
19th|+19/+14/+9/+4|+6|+6|+6|Rip the Veil|
4|
4
20th|+20/+15/+10/+5|+6|+6|+6|Jack of all trades, master of all|
5|
4
[/table]
Class Features
All of the following are class features of the skillful pragmatist. All of the features are extraordinary in nature.
Multiclassing Penalty: A character whose character level is double his pragmatist class level or higher loses all class features.
Weapon and Armor Proficiency: A pragmatist is proficient with all simple weapons, light armor, and light shields. Whenever he levels, except the first level, he may expend up to 8 skill points to gain proficiency with one martial or exotic weapon per 2 points.
Cap Expansion: A pragmatist adds the listed number to the maximum rank he can have in all skills.
Masteries: At level 1, and every 5 levels thereafter, choose 1 skill. You have maximum ranks in those skills. When you select a skill in this manner, you may choose to redistribute any skill points you have in that skill to other skills. You may do so only once with the skill.
Tried and True: You may add your wis mod instead of your int mod for skill points gained per level.
Cold Hearted Killer: You may add your intimidate rank/2 (rounded down) to one melee damage roll per round. Also, after you murder an opponent in battle, in the same round, you may use intimidate on another opponent as a swift action.
Step Back: By level 2, whenever an opponent attacks you in melee combat and misses, if your ranks in Escape Artist are higher than his BaB, you may then immediately move up to 10 feet+5 feet for every size you are above medium in any direction, as long as it is a straight line. This does not provoke attacks of opportunity.
Bodily Ascent: By level 3, whenever you are grappling with a foe, you may make a Climb check as a full round action against the foe's AC to get on top of him. You get a -4 penalty for every size the target is smaller and a +2 bonus for every size the target is larger than you. If you succeed the check, the grapple ends, you may move in any square adjacent to the target, the target cannot grapple you next round, and the target receives damage equal to double your unarmed strike damage, plus your str mod. Additionally, the target must make a reflex save against a DC of 10+Climb Ranks/2+Str mod or fall prone.
Spot Weakness: By level 4, you may make a Search check as a standard action against a creature 60 feet away or less that is immune to criticals. For every point that the search beats 25, you and your allies will be able to deal critical and precision damage to the target for 1 round.
Mental Discipline: By level 4, you may use Wis as relevant modifier instead of Cha or Int for all cha and int-based skills.
Costly Miss: By level 5, whenever you are missed by a melee attack, you may make a Bluff roll opposed by your opponent's Balance roll. If you win, everyone attacking the opponent for 2 rounds will gain the benefit of flanking.
Slight Above Average: By level 6, you may take 12 instead of 10 with all skills that allow you to take 10.
Sudden Danger: By level 6, you may make a Move Silently check against a specific opponent's Listen check as a nonaction at the beginning of the round. If you win, and then charge that opponent and hit him in melee, treat him as flat-footed during the attack, and dazed the following round if you don't miss.
Peace Cry: By level 7, as an immediate action, when an opponent succeeded on an attack roll against you, you may make a diplomacy check with the DC equal to the attack roll. If you beat the attack roll, subtract every point of the difference from the damage you receive. You can only use this feature on creatures that have 3 Int or more and 20 Wis or less.
Hold Position: By level 8, when you are targeted by a full attack, if your ranks in Balance exceed the opponent's BaB, and the first attack misses you, the opponent instantly loses all other attacks and ends his round.
Vertical Dodge: A level 9 pragmatist with at least 8 ranks in Jump cannot be tripped. Furthermore, he may make Jump checks instead of reflex saves.
Syncretism: Synergy gives +3 to skill use instead of +2.
Epiphany: By level 10, after you deal lethal damage to an opponent in melee, you may make a Knowledge (Religion) check opposed to his Sense Motive as a swift action. If you win, the opponent cannot attack you for 1 round.
Stride: By level 11, you may ignore difficult terrain for a number of rounds from the beginning of the encounter equal to the number of ranks in Knowledge (Nature) added to the number of ranks in Knowledge (Local).
Expectant: By level 12, you may make a Sense Motive check against an opponent's Bluff or Hide check (his choice) as a swift action. If you win, you ignore his concealment, if any, and gain a +4 insight bonus to the attack roll. You may subsequently use this as an immediate action when you are being attacked. If you do, you gain a +4 insight bonus to AC.
I Refuse to Die: By level 13, you may make a survival check right after a critical hit is confirmed against you. Whatever damage it deals, it will leave you with either as many hit points you have now, or 15, whichever is higher. Also, whatever damage it deals, you don't need to save against death from massive damage.
Well Above Average: By level 14, you may take 14 instead of 12 with all skills that allow you to take 10.
Dismantler: By level 14, once per round, you may add your Knowledge (Engineering) ranks to damage when attacking objects or constructs, or add half your Disable Device ranks to attack roll against a construct or living construct (you cannot do both).
Spot from Afar: By level 15, when you are attacked with a ranged weapon or ranged touch attack, you can make a spot check with the DC equal to the attack roll+1 for every 50 feet. If you win, gain a +4 dodge bonus to AC against that attack only.
Quick Fix: By level 16, if your hit points are equal to your Heal rank or lower, you may choose to gain 10 hit points as a swift action per round.
Shortcuts: By level 17, you may use Dimension Door Knowledge (the planes) ranks/4 per day, with a caster level equal to half your character level.
Mind Pattern: By level 18, you may use Detect Thoughts at will with a caster level equal to your ranks in Decipher Script, but only if your Sense Motive and Concentration ranks are 8 or higher.
Focus: By level 18, you may take 14 on all skills under any conditions, except being unconscious, sleeping, or dead.
Rip the Veil: By level 19, you may become ethereal OR incorporeal for a number of rounds per day equal with your ranks in Escape Artist.
Jack of all trades, master of all: At level 20, you gain 1 rank in all untrained skills and 2 ranks in all trained skills.