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Noctis Vigil
2012-05-26, 06:14 AM
This is actually a continuation of an earlier idea found here (http://www.giantitp.com/forums/showthread.php?t=218520). I never finished up all the T6 classes I had in mind, so I'm reposting my old ones from that thread and posting some new ones as well. Mostly, the classes here are intended as options for NPCs, although they make good options for combinations with a stronger class if you want to experiment with gestalting.

Pickpocket
{TABLE=head]Level|
BAB|Fort|Ref|Will|Class Abilities

1|
+0|+0|+2|+0|1d6

2|
+1|+0|+3|+0|Trapfinding

3|
+2|+1|+3|+1|

4|
+3|+1|+4|+1|

5|
+3|+1|+4|+1|2d6

6|
+4|+2|+5|+2|

7|
+5|+2|+5|+2|

8|
+6/+1|+2|+6|+2|

9|
+6/+1|+3|+6|+3|

10|
+7/+2|+3|+7|+3|3d6

11|
+8/+3|+3|+7|+3|

12|
+9/+4|+4|+8|+4|

13|
+9/+4|+4|+8|+4|

14|
+10/+5|+4|+9|+4|

15|
+11/+6/+1|+5|+9|+5|4d6

16|
+12/+7/+2|+5|+10|+5|

17|
+12/+7/+2|+5|+10|+5|

18|
+13/+8/+3|+6|+11|+6|

19|
+14/+9/+4|+6|+11|+6|

20|
+15/+10/+5|+6|+12|+6|5d6[/TABLE]
Hit Die: D6
Skill Points: 4 + Int mod per level
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex)

Proficiencies: Pickpockets are proficient with all simple weapons and light armor, but no shields.

Sneak Attack: As the standard Rogue ability, only you gain damage at the indicated levels instead.

Trapfinding: As the Rogue ability.

Worshiper

Requirements: Must serve a deity or higher cause
{TABLE=head]Level|
BAB|Fort|Ref|Will|Spells Known|1st|2nd|3rd|4th

1|
+0|+2|+0|+0|Cure or Inflict Minor Wounds|2|-|-|-

2|
+1|+3|+0|+0||3|-|-|-

3|
+1|+3|+1|+1||3|-|-|-

4|
+2|+4|+1|+1|Cure or Inflict Light Wounds|3|0|-|-

5|
+2|+4|+1|+1||3|1|-|-

6|
+3|+5|+2|+2||4|2|-|-

7|
+3|+5|+2|+2||4|2|-|-

8|
+4|+6|+2|+2||5|3|-|-

9|
+4|+6|+3|+3|Cure or Inflict Moderate Wounds|5|3|0|-

10|
+5|+7|+3|+3||5|3|1|-

11|
+5|+7|+3|+3||5|4|2|-

12|
+6/+1|+8|+4|+4||5|4|2|-

13|
+6/+1|+8|+4|+4||6|4|3|-

14|
+7/+2|+9|+4|+4|Cure or Inflict Serious Wounds|6|4|3|0

15|
+7/+2|+9|+5|+5||6|4|3|1

16|
+8/+3|+10|+5|+5||6|5|3|2

17|
+8/+3|+10|+5|+5||6|5|4|2

18|
+9/+4|+11|+6|+6||6|5|4|3

19|
+9/+4|+11|+6|+6||6|5|4|3

20|
+10/+5|+12|+6|+6||6|5|4|3[/TABLE]
Hit Die: D4
Skill Points: 2 + Int mod per level
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int)

Proficiencies: Worshipers are proficient with all simple weapons. They proficient with light armor, but not shield.

Spells: A Worshiper is limited to what spells they can cast. Like a Sorcerer, they simply know their spells and do not need to prepare them ahead of time. Unlike a Sorcerer, they do not have a spell list to choose which spells to know; the spells they know are determined by their level.

An evil Worshiper must take Inflict spells, and a good Worshiper must take Cure spells; neutral Worshiper must pick which they get, but once the choice is made it can never be changed. At 1st level, the Worshiper knows either Cure Minor Wounds or Inflict Minor Wounds as a first-level Worshiper spell. At 4th level, they know either Cure Light Wounds or Inflict Light Wounds as a second-level Worshiper spell. At 9th level, they know either Cure Moderate Wounds or Inflict Moderate Wounds as a third-level Worshiper spell. At 14th level, they know either Cure Serious Wounds or Inflict Serious Wounds as a fourth-level Worshiper spell. They do not learn any other spells, and those four spells compose the class's full spell list.

To cast a spell, a Worshiper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Worshiper’s spell is 10 + the spell level + the Worshiper’s Wisdom modifier. The Worshiper gains additional spells per day for high Wisdom score.

Martial Initiate

Requirements: Must be Lawful
{TABLE=head]Level|
BAB|Fort|Ref|Will|Class Abilities

1|
+0|+2|+2|+0|Improved Unarmed Strike

2|
+1|+3|+3|+0|Wis Mod to AC

3|
+2|+3|+3|+1|

4|
+3|+4|+4|+1|Unarmored AC Bonus +1

5|
+3|+4|+4|+1|

6|
+4|+5|+5|+2|Speed Boost +10 Feet

7|
+5|+5|+5|+2|Unarmed Damage Bonus +2

8|
+6/+1|+6|+6|+2|

9|
+6/+1|+6|+6|+3|Unarmored AC Bonus +2

10|
+7/+2|+7|+7|+3|Minor Flurry

11|
+8/+3|+7|+7|+3|

12|
+9/+4|+8|+8|+4|Speed Boost +20 Feet

13|
+9/+4|+8|+8|+4|Unarmed Damage Bonus +4

14|
+10/+5|+9|+9|+4|Unarmored AC Bonus +3

15|
+11/+6/+1|+9|+9|+5|

16|
+12/+7/+2|+10|+10|+5|

17|
+12/+7/+2|+10|+10|+5|

18|
+13/+8/+3|+11|+11|+6|Speed Boost +30 Feet

19|
+14/+9/+4|+11|+11|+6|Unarmored AC Bonus +4

20|
+15/+10/+5|+12|+12|+6|Unarmed Damage Bonus +6[/TABLE]
Hit Die: D8
Skill Points: 2 + Int mod per level
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), and Tumble (Dex)

Proficiencies: Martial Initiates are proficient with the quarterstaff, the nunchaku and the kama. They gain no proficiencies in any armor or shields.

Improved Unarmed Strike: A Martial Initiate gains this as a bonus feat at second level.

Wisdom Modifier to AC: A Martial Initiate gains his Wis mod as a bonus to his AC while wearing no armor and carrying a light load. This bonus applies even if the Martial Initiate is flat footed or is subject to a touch attack. If he wears armor, carries a medium or heavy load, or is helpless, he does not gain this bonus.

Unarmored AC Bonus: A Martial Initiate gains a bonus to his AC as listed at the appropriate level while wearing no armor and carrying a light load. This bonus applies even if the Martial Initiate is flat footed or is subject to a touch attack. If he wears armor, carries a medium or heavy load, or is helpless, he does not gain this bonus.

Unarmed Damage Bonus: While fighting unarmed, a Martial Initiate deals extra damage as shown on the list at the appropriate levels.

Minor Flurry: A Martial Initiate gets one additional attack at his highest BAB when he makes a full attack action.

Holy Warrior

Requirements: Must be Lawful Good
{TABLE=head]Level|
BAB|Fort|Ref|Will|Class Abilities

1|
+1|+2|+0|+0|Code of Conduct

2|
+2|+3|+0|+0|Detect Evil

3|
+3|+3|+1|+1|Smite Evil 1/Day

4|
+4|+4|+1|+1|

5|
+5|+4|+1|+1|

6|
+6/+1|+5|+2|+2|Lay On Hands

7|
+7/+2|+5|+2|+2|

8|
+8/+3|+6|+2|+2|Smite Evil 2/Day

9|
+9/+4|+6|+3|+3|

10|
+10/+5|+7|+3|+3|Divine Health

11|
+11/+6/+1|+7|+3|+3|

12|
+12/+7/+2|+8|+4|+4|

13|
+13/+8/+3|+8|+4|+4|Smite Evil 3/Day

14|
+14/+9/+4|+9|+4|+4|Divine Grace

15|
+15/+10/+5|+9|+5|+5|

16|
+16/+11/+6/+1|+10|+5|+5|

17|
+17/+12/+7/+2|+10|+5|+5|

18|
+18/+13/+8/+3|+11|+6|+6|Smite Evil 4/Day

19|
+19/+14/+9/+4|+11|+6|+6|

20|
+20/+15/+10/+5|+12|+6|+6|[/TABLE]
Hit Die: D8
Skill Points: 2 + Int mod per level
Class Skills: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Ride (Dex), and Sense Motive (Wis).

Proficiencies: Holy Warriors are proficient with all simple weapons, the longsword and the lance. They are proficient with light armor and medium armor, and with light shields.

Code of Conduct, Detect Evil, Smite Evil, Lay On Hands, Divine Health, Divine Grace: As the Paladin abilities of the same name.

Caller
{TABLE=head]Level|
BAB|Fort|Ref|Will|Spells Known|1st|2nd|3rd|4th

1|+0|+0|+0|+2|Summon Monster I|0|-|-|-

2|+1|+0|+0|+3|Familiar|1|-|-|-

3|+1|+1|+1|+3||1|-|-|-

4|+2|+1|+1|+4||1|-|-|-

5|+2|+1|+1|+4|Summon Monster II|2|0|-|-

6|+3|+2|+2|+5||2|1|-|-

7|+3|+2|+2|+5||2|1|-|-

8|+4|+2|+2|+6||3|1|-|-

9|+4|+3|+3|+6|Summon Monster III|3|2|0|-

10|+5|+3|+3|+7||3|2|1|-

11|+5|+3|+3|+7||4|2|1|-

12|+6|+4|+4|+8||4|3|1|-

13|+6|+4|+4|+8|Summon Monster IV|4|3|2|0

14|+7|+4|+4|+9||4|3|2|1

15|+7|+5|+5|+9||4|4|2|1

16|+8|+5|+5|+10||4|4|3|1

17|+8|+5|+5|+10||4|4|3|2

18|+9|+6|+6|+11||4|4|3|2

19|+9|+6|+6|+11||4|4|4|2

20|+10|+6|+6|+12||4|4|4|3[/TABLE]
Hit Dice: d4
Skill Points: 2 + Intelligence Bonus per level
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Weapon and Armor Proficiency: Callers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Caller’s gestures, which can cause their spells with somatic components to fail.

Spells: A Caller is limited to what spells they can cast. Like a Sorcerer, they simply know their spells and do not need to prepare them ahead of time. Unlike a Sorcerer, they do not have a spell list to choose which spells to know; the spells they know are determined by their level.

At 1st level, the Caller knows Summon Monster I as a first-level Caller spell. At 5th level, they know Summon Monster II as a second-level Caller spell. At 9th level, they know Summon Monster III as a third-level Caller spell. At 13th level, they know Planar Ally, Lesser as a fourth-level Caller spell. They do not learn any other spells, and those four spells compose the class's full spell list.

Callers are arcane spellcasters, and suffer Arcane Spell Failure when attempting to cast in armor.

To cast a spell, a Caller must have an Intelligence score equal to at least 10 + the spell level. The Caller gains additional spells per day for high Intelligence; in spaces where it reads 0 spells per day of that level, they only have spells if they get bonus spells for high Intelligence.

Familiar: As a standard familiar, only treat him as half his level to determine Familiar abilities.

Elementalist
{TABLE=head]Level|
BAB|Fort|Ref|Will|Powers Known|Power Points/Day

1|+0|+0|+0|+2|Energy Ray|1

2|+1|+0|+0|+3||2

3|+1|+1|+1|+3||3

4|+2|+1|+1|+4||4

5|+2|+1|+1|+4||5

6|+3|+2|+2|+5|Energy Push|6

7|+3|+2|+2|+5||7

8|+4|+2|+2|+6||8

9|+4|+3|+3|+6||9

10|+5|+3|+3|+7||10

11|+5|+3|+3|+7||11

12|+6|+4|+4|+8|Energy Missile|12

13|+6|+4|+4|+8||13

14|+7|+4|+4|+9||14

15|+7|+5|+5|+9||15

16|+8|+5|+5|+10||16

17|+8|+5|+5|+10||17

18|+9|+6|+6|+11|Energy Burst|18

19|+9|+6|+6|+11||19

20|+10|+6|+6|+12||20[/TABLE]
Hit Dice: d4
Skill Points: 2 + Intelligence Bonus per level
Class Skills: Autohypnosis (Wis), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int)

Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the use of his power manifestation.

Powers: An Elementalist is limited to what powers they can manifest. An Elementalist’s ability to manifest powers is limited by the power points he has available, one point per level.

The powers he can manifest are determined by his level. At 1st level, the Elementalist knows Energy Ray as a first-level Elementalist power. At 6th level, they know Energy Push as a second-level Elementalist power. At 12th level, they know Energy Missile as a third-level Elementalist power. At 18th level, they know Energy Burst as a fourth-level Elementalist power. They do not learn any other powers, and those four powers compose the class's full power list.

To manifest a power, an Elementalist must have an Intelligence score of at least 10 + the power’s level. The Difficulty Class for saving throws against an Elementalist's powers is 10 + the power’s level + the Elementalist’s Intelligence modifier.

An Elementalist's manifester level goes up slowly, once every odd level (1 at 1st, 2 at third, et cetra).

Savage

Requirements: Must be Chaotic
{TABLE=head]Level|
BAB|Fort|Ref|Will|Class Abilities

1|
+1|+2|+0|+0|Illiteracy

2|
+2|+3|+0|+0|Rage 1/day

3|
+3|+3|+1|+1|

4|
+4|+4|+1|+1|Fast Movement

5|
+5|+4|+1|+1|

6|
+6/+1|+5|+2|+2|Rage 2/day

7|
+7/+2|+5|+2|+2|

8|
+8/+3|+6|+2|+2|

9|
+9/+4|+6|+3|+3|

10|
+10/+5|+7|+3|+3|Rage 3/day

11|
+11/+6/+1|+7|+3|+3|Damage Reduction 1/-

12|
+12/+7/+2|+8|+4|+4|

13|
+13/+8/+3|+8|+4|+4|

14|
+14/+9/+4|+9|+4|+4|Rage 4/day

15|
+15/+10/+5|+9|+5|+5|

16|
+16/+11/+6/+1|+10|+5|+5|Damage Reduction 2/-

17|
+17/+12/+7/+2|+10|+5|+5|

18|
+18/+13/+8/+3|+11|+6|+6|Rage 5/day

19|
+19/+14/+9/+4|+11|+6|+6|

20|
+20/+15/+10/+5|+12|+6|+6|[/TABLE]
Hit Die: D10
Skill Points: 2 + Int mod per level
Class Skills: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Proficiencies: Savages are proficient with all simple weapons, the handaxe, the warhammer, the greataxe and the greatclub. They are proficient with light armor and with light shields.

Illiteracy, Rage, Fast Movement, Damage Reduction: As the Barbarian class abilities of the same name.

Pyro
{TABLE=head]Level|
BAB|Fort|Ref|Will|Spells Known|1st|2nd|3rd|4th

1|+0|+0|+0|+2|Burning Hands|0|-|-|-

2|+1|+0|+0|+3||1|-|-|-

3|+1|+1|+1|+3||1|-|-|-

4|+2|+1|+1|+4||1|-|-|-

5|+2|+1|+1|+4|Scorching Ray|2|0|-|-

6|+3|+2|+2|+5||2|1|-|-

7|+3|+2|+2|+5||2|1|-|-

8|+4|+2|+2|+6||3|1|-|-

9|+4|+3|+3|+6|Fireball|3|2|0|-

10|+5|+3|+3|+7||3|2|1|-

11|+5|+3|+3|+7||4|2|1|-

12|+6|+4|+4|+8||4|3|1|-

13|+6|+4|+4|+8|Wall of Fire|4|3|2|0

14|+7|+4|+4|+9||4|3|2|1

15|+7|+5|+5|+9||4|4|2|1

16|+8|+5|+5|+10||4|4|3|1

17|+8|+5|+5|+10||4|4|3|2

18|+9|+6|+6|+11||4|4|3|2

19|+9|+6|+6|+11||4|4|4|2

20|+10|+6|+6|+12||4|4|4|3[/TABLE]
Hit Dice: d4
Skill Points: 2 + Intelligence Bonus per level
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Weapon and Armor Proficiency: Pyros are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Pyro’s gestures, which can cause their spells with somatic components to fail.

Spells: A Pyro is limited to what spells they can cast. Like a Sorcerer, they simply know their spells and do not need to prepare them ahead of time. Unlike a Sorcerer, they do not have a spell list to choose which spells to know; the spells they know are determined by their level.

At 1st level, the Pyro knows Burning Hands as a first-level Pyro spell. At 5th level, they know Scorching Ray as a second-level Pyro spell. At 9th level, they know Fireball as a third-level Pyro spell. At 13th level, they know Wall of Fire as a fourth-level Pyro spell. They do not learn any other spells, and those four spells compose the class's full spell list.

Pyros are arcane spellcasters, and suffer Arcane Spell Failure when attempting to cast in armor.

To cast a spell, a Pyro must have an Intelligence score equal to at least 10 + the spell level. The Pyro gains additional spells per day for high Intelligence; in spaces where it reads 0 spells per day of that level, they only have spells if they get bonus spells for high Intelligence.

Huntsman
{TABLE=head]Level|
BAB|Fort|Ref|Will|Class Abilities

1|
+1|+2|+2|+0|Track

2|
+2|+3|+3|+0|Wild Empathy

3|
+3|+3|+3|+1|

4|
+4|+4|+4|+1|Animal Companion

5|
+5|+4|+4|+1|

6|
+6/+1|+5|+5|+2|1st Favored Enemy

7|
+7/+2|+5|+5|+2|

8|
+8/+3|+6|+6|+2|Woodland Stride

9|
+9/+4|+6|+6|+3|

10|
+10/+5|+7|+7|+3|Swift Tracker

11|
+11/+6/+1|+7|+7|+3|

12|
+12/+7/+2|+8|+8|+4|2nd Favored enemy

13|
+13/+8/+3|+8|+8|+4|

14|
+14/+9/+4|+9|+9|+4|

15|
+15/+10/+5|+9|+9|+5|Camouflage

16|
+16/+11/+6/+1|+10|+10|+5|

17|
+17/+12/+7/+2|+10|+10|+5|

18|
+18/+13/+8/+3|+11|+11|+6|3rd Favored Enemy

19|
+19/+14/+9/+4|+11|+11|+6|

20|
+20/+15/+10/+5|+12|+12|+6|[/TABLE]
Hit Die: D6
Skill Points: 2 + Int mod per level
Class Skills: Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Proficiencies: Huntsmen are proficient with all simple ranged weapons, all bows (except exotic bows), and one simple melee weapon of their choice. They are proficient with light armor, but not shields.

Track: A Huntsman gains Track as a bonus feat.

Wild Empathy: As the Ranger ability, save you only add one-half your Huntsman level to your checks.

Animal Companion: This ability functions like the Druid ability of the same name, except that the Huntsman’s effective Druid level is one-quarter his Huntsman level. A Huntsman may select from the alternative lists of animal companions just as a Druid can, though again his effective Druid level is one-quarter his Huntsman level. Like a Druid, a Huntsman cannot select an alternative animal if the choice would reduce his effective Druid level below 1st.

Favored Enemy: As the Ranger ability of the same name, save he can only choose from the following list of enemies: Aberration, Animal, Dragon, Magical Beast, Monstrous Humanoid, Plant, or Vermin.

Woodland Stride, Swift Tracker, Camouflage: As the Ranger abilities of the same name.

Naturalist

Requirements: Must be Neutral on one alignment axis
{TABLE=head]Level|
BAB|Fort|Ref|Will|Spells Known|1st|2nd|3rd|4th

1|+0|+0|+0|+2|Summon Nature's Ally I|0|-|-|-

2|+1|+0|+0|+3||1|-|-|-

3|+1|+1|+1|+3||1|-|-|-

4|+2|+1|+1|+4||1|-|-|-

5|+2|+1|+1|+4|Summon Nature's Ally II|2|0|-|-

6|+3|+2|+2|+5|Wild Shape 1/day|2|1|-|-

7|+3|+2|+2|+5||2|1|-|-

8|+4|+2|+2|+6||3|1|-|-

9|+4|+3|+3|+6|Summon Nature's Ally III|3|2|0|-

10|+5|+3|+3|+7||3|2|1|-

11|+5|+3|+3|+7||4|2|1|-

12|+6|+4|+4|+8|Wild Shape 2/day|4|3|1|-

13|+6|+4|+4|+8|Summon Nature's Ally IV|4|3|2|0

14|+7|+4|+4|+9||4|3|2|1

15|+7|+5|+5|+9||4|4|2|1

16|+8|+5|+5|+10||4|4|3|1

17|+8|+5|+5|+10||4|4|3|2

18|+9|+6|+6|+11|Wild Shape 3/day|4|4|3|2

19|+9|+6|+6|+11||4|4|4|2

20|+10|+6|+6|+12||4|4|4|3[/TABLE]
Hit Dice: d6
Skill Points: 2 + Intelligence Bonus per level
Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Weapon and Armor Proficiency: Naturalists are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Spells: A Naturalist is limited to what spells they can cast. Like a Sorcerer, they simply know their spells and do not need to prepare them ahead of time. Unlike a Sorcerer, they do not have a spell list to choose which spells to know; the spells they know are determined by their level.

At 1st level, the Naturalist knows Summon Nature's Ally I as a first-level Naturalist spell. At 5th level, they know Summon Nature's Ally II as a second-level Naturalist spell. At 9th level, they know Summon Nature's Ally III as a third-level Naturalist spell. At 13th level, they know Summon Nature's Ally IV as a fourth-level Naturalist spell. They do not learn any other spells, and those four spells compose the class's full spell list.

To cast a spell, a Naturalist must have an Wisdom score equal to at least 10 + the spell level. The Naturalist gains additional spells per day for high Wisdom; in spaces where it reads 0 spells per day of that level, they only have spells if they get bonus spells for high Wisdom.

Wild Shape: As the Druid ability of the same name, only treat your effective Druid level as one-quarter your Naturalist level.

Grave Digger

Requirements: Non-Good
{TABLE=head]Level|
BAB|Fort|Ref|Will|Spells Known|1st|2nd|3rd|4th

1|+0|+0|+0|+2|Summon Undead I|0|-|-|-

2|+1|+0|+0|+3||1|-|-|-

3|+1|+1|+1|+3||1|-|-|-

4|+2|+1|+1|+4||1|-|-|-

5|+2|+1|+1|+4|Summon Undead II|2|0|-|-

6|+3|+2|+2|+5||2|1|-|-

7|+3|+2|+2|+5||2|1|-|-

8|+4|+2|+2|+6||3|1|-|-

9|+4|+3|+3|+6|Summon Undead III|3|2|0|-

10|+5|+3|+3|+7||3|2|1|-

11|+5|+3|+3|+7||4|2|1|-

12|+6|+4|+4|+8||4|3|1|-

13|+6|+4|+4|+8|Animate Dead|4|3|2|0

14|+7|+4|+4|+9||4|3|2|1

15|+7|+5|+5|+9||4|4|2|1

16|+8|+5|+5|+10||4|4|3|1

17|+8|+5|+5|+10||4|4|3|2

18|+9|+6|+6|+11||4|4|3|2

19|+9|+6|+6|+11||4|4|4|2

20|+10|+6|+6|+12||4|4|4|3[/TABLE]
Hit Dice: d6
Skill Points: 2 + Intelligence Bonus per level
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Weapon and Armor Proficiency: Callers are proficient with all simple weapons and the scythe. They are not proficient with any type of armor or shield. Armor of any type interferes with a Grave Digger’s gestures, which can cause their spells with somatic components to fail.

Spells: A Grave Digger is limited to what spells they can cast. Like a Sorcerer, they simply know their spells and do not need to prepare them ahead of time. Unlike a Sorcerer, they do not have a spell list to choose which spells to know; the spells they know are determined by their level.

At 1st level, the Grave Digger knows Summon Undead I as a first-level Grave Digger spell. At 5th level, they know Summon Undead II as a second-level Grave Digger spell. At 9th level, they know Summon Undead III as a third-level Grave Digger spell. At 13th level, they know Animate Dead as a fourth-level Grave Digger spell. They do not learn any other spells, and those four spells compose the class's full spell list.

Grave Digger are arcane spellcasters, and suffer Arcane Spell Failure when attempting to cast in armor.

To cast a spell, a Grave must have an Intelligence score equal to at least 10 + the spell level. The Grave Digger gains additional spells per day for high Intelligence; in spaces where it reads 0 spells per day of that level, they only have spells if they get bonus spells for high Intelligence.

Street Performer

Requirements: Non-Lawful.
{TABLE=head]Level|
BAB|Fort|Ref|Will|Special|Spells Per Day

1|+0|+0|+0|+2|Spells|
2

2|+1|+0|+0|+3|Gossip|
3

3|+1|+1|+1|+3|New Spell|
3

4|+2|+1|+1|+4|Street Musician|
4

5|+2|+1|+1|+4|New Spell|
4

6|+3|+2|+2|+5||
5

7|+3|+2|+2|+5|New Spell|
5

8|+4|+2|+2|+6||
6

9|+4|+3|+3|+6|New Spell|
6

10|+5|+3|+3|+7||
7

11|+5|+3|+3|+7|New Spell|
7

12|+6|+4|+4|+8||
8

13|+6|+4|+4|+8|New Spell|
8

14|+7|+4|+4|+9||
9

15|+7|+5|+5|+9|New Spell|
9

16|+8|+5|+5|+10||
10

17|+8|+5|+5|+10|New Spell|
10

18|+9|+6|+6|+11||
11

19|+9|+6|+6|+11|New Spell|
11

20|+10|+6|+6|+12||
12[/TABLE]
Hit Dice: d6
Skill Points: 4 + Intelligence Bonus per level
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex).

Weapon and Armor Proficiency: Street Performers are proficient with all simple weapons and the rapier. They are not proficient with any type of armor or shield. Armor of any type interferes with a Street Performer’s gestures, which can cause their spells with somatic components to fail.

Spells: A Street Performer is limited to what spells they can cast. Like a Sorcerer, they simply know their spells and do not need to prepare them ahead of time.

At 1st level, the Street Performer knows 3 zero level spells from the Bard spell list. At 3rd level, and every odd level thereafter, he learns one more zero level spell from the Bard spell list of his choice.

Street Performers are arcane spellcasters, and suffer Arcane Spell Failure when attempting to cast in armor.

To cast a spell, a Street Performer must have a Charisma score of at least 10. The Street Performer gains additional spells per day for high Charisma; use the bonus spell slots listed in the 1st level spell slots listing on this table (http://www.d20srd.org/srd/theBasics.htm#tableAbilityModifiersandBonusSpells) to determine bonus spells. Saving throws for a Street Performer's spells is equal to 10 + Charisma modifier.

Gossip: This functions as the Bardic Knowledge ability, but his Bard level is equal to one half his Street Performer level.

Street Musician: This functions as the Bardic Music ability, but the Street Performer may not Countersong with it, and his Bard level is equal to one half his Street Performer level.

Cespenar
2012-05-26, 06:37 AM
Overall cool, but I have to say, even my nonexistent optimization skills are giving me a warning about the Naturalist. Even when it's 1/day, Wild Shape is very powerful, considering it lasts for a great deal of time. I'd say limit the Wild Shape by treating the Naturalist having an effective druid level of 1/4 its Naturalist levels.

Otherwise it feels upwards of Tier 4 to me.

Noctis Vigil
2012-05-26, 07:15 AM
Overall cool, but I have to say, even my nonexistent optimization skills are giving me a warning about the Naturalist. Even when it's 1/day, Wild Shape is very powerful, considering it lasts for a great deal of time. I'd say limit the Wild Shape by treating the Naturalist having an effective druid level of 1/4 its Naturalist levels.

Otherwise it feels upwards of Tier 4 to me.

T4? Dang, definite overshoot there. T5 is OK to some degree, but T4 is just no. Edited to your suggestion, and thanks for the input. :smallsmile:

Cespenar
2012-05-26, 07:43 AM
No problem. :smallsmile:

While we're at it, Martial Initiate feels weaker than all the rest. Monk was already a weak class as it is, and this reduction may have brought him somewhere too low. I'd personally choose a Warrior over it every day, if I got the chance. Maybe give it the Monk bonus feats at some of its empty levels?

Also on a minor note, perhaps rename "Church Goer" as "Acolyte"?

Noctis Vigil
2012-05-26, 09:53 AM
Hmm. I don't like Acolyte, but I did change the name to Worshiper.

I added Minor Flurry to the Martial Initiate at 10th level. Adds a bit more Monk-like feel to the class, and certainly doesn't break it any.

Quellian-dyrae
2012-05-26, 03:20 PM
These are cool. The Huntsman seems a bit off in that it's the only one with two good saves (even the Martial Initiate got reduced to one), and actually a better HD than the class it is based off of.

The Elementalist seems a bit weak compared to the other casters. 20 PP per day means a max of two fully-augmented powers, whereas the others are getting 3 of their highest level slots, plus lower level slots.

Looks good though, nice way to add some diversity to faceless NPC hordes.

Noctis Vigil
2012-05-27, 11:40 AM
These are cool. The Huntsman seems a bit off in that it's the only one with two good saves (even the Martial Initiate got reduced to one), and actually a better HD than the class it is based off of.

The Elementalist seems a bit weak compared to the other casters. 20 PP per day means a max of two fully-augmented powers, whereas the others are getting 3 of their highest level slots, plus lower level slots.

Looks good though, nice way to add some diversity to faceless NPC hordes.

I was actually thinking of giving a couple of these better saves, but I wasn't sure which. And I think the hit die of the Huntsman will be dropped down.

As for the Elementalist, do you think I should give him more PP? I think boosting it to a max of 30 or 40 wouldn't break it too much, but psionics are so very flexible...

Quellian-dyrae
2012-05-27, 03:02 PM
Actually, you know what, it might not even matter. Thinking about it more, the elementalist gets a greater advantage from its bonus PP from ability modifiers, which will probably even things out.

Noctis Vigil
2012-05-28, 08:44 PM
New class is up: the Grave Digger.

Isn't there an undead familiar in one of the books? I had thought to give it to him, but couldn't find it.

Noctis Vigil
2012-08-16, 05:19 AM
It's been some time since I updated this, but I added a new class: Street Performer.

EDIT: OP has been fixed so all the tables display correctly now. No idea why some of them were broken, they were all basically identical, and I found no errors in how they were written.

Vadskye
2012-08-16, 09:36 PM
The quest to make T6 classes like this fills me with glee. Come to think of it, these would make great NPCs... Mind if I plunder your booty, if you know what I mean (and I think you do)?

Noctis Vigil
2012-08-17, 12:13 AM
Of course you may, my good man! Be sure and let me know how well they work for you! They've had precious little actual playtesting.

Just out of curiosity, are their any other archetypes people want to see T6 versions of? I'll try anything but a T6 class with martial maneuvers. I'm currently still working on a T6 Warlock and a T6 Binder.