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Phosphate
2012-11-13, 10:28 AM
The Renaissance Man

"At the end of the day, every simpleton should be able to run a marathon, play an instrument, write a poem, cook a goose, pick an elegant bouquet of wildflowers, skin a boar, spot constellations, identify an acid or a base, ride a horse, settle a dispute, bench press his own weight and swing a sword. And do all those things well. But we ought to do them exquisitely." ~ Jean, Renaissance Man


A Renaissance Man is a perfectionist in the true sense of the word. He strives to achieve excellence in all mundane trades, be they related to art, science, diplomacy, or labour.

Organisation: Renaissance Men usually lead or ar the right hand of leaders, so rarely associate with each other.

Race: Most Renaissance Men are humans, although every race can produce them.

Alignment: Renaissance Men are rarely chaotic, because rare is that genius which can master several fields without systematic learning. They are also rarely lawful, as they must have a malleable mind to hold this much varied knowledge. Most of them are True Neutral, followed by Neutral Good and Neutral Evil. However, they don't have any alignment restrictions per se.

Starting Age: simple
Starting Gold: as erudite

Hit Die: d12

Multiclassing Restriction: You lose all Renaissance Man class features if your ECL is higher than double your class level. All class features are regained when this no longer applies.

{table=head]Level|BAB|Fort|Ref|Will|Special |
Floating Knowledge|
Eurekas

1st|+1|+2|+2|+2|Floating Knowledge, Archetype|
1|
0

2nd|+2|+3|+3|+3|Fundamentals, Language|
1|
0

3rd|+3|+3|+3|+3|Immitate (1), Inspire|
2|
0

4th|+4|+4|+4|+4|Jack, Mettle|
2|
0

5th|+5|+4|+4|+4|Eureka, Surgical Precision|
2|
1

6th|+6/+1|+5|+5|+5|Mental Fortitude, Language|
3|
1

7th|+7/+2|+5|+5|+5|Greater Inspire, Immitate (2)|
3|
1

8th|+8/+3|+6|+6|+6|Greater Jack, Damage Minimisation|
4|
1

9th|+9/+4|+6|+6|+6|Improved Mettle, Surgical Annihilation|
4|
2

10th|+10/+5|+7|+7|+7|Warrior at Heart, Language
4|
2

11th|+11/+6/+1|+7|+7|+7|Suggest Eureka, Immitate (3)|
5|
2

12th|+12/+7/+2|+8|+8|+8|Greatest Inspire, Foresight|
5|
2

13th|+13/+8/+3|+8|+8|+8|Greatest Jack, Volatile Mind|
6|
3

14th|+14/+9/+4|+9|+9|+9|Language, Surgical Perfection|
6|
3

15th|+15/+10/+5|+9|+9|+9|Multitask, Immitate (4)|
6|
3

16th|+16/+11/+6/+1|+10|+10|+10|Sublime Inspire, Masterer|
7|
3

17th|+17/+12/+7/+2|+10|+10|+10|Perseverance, Constance|
7|
4

18th|+18/+13/+8/+3|+11|+11|+11|Language, Retake|
8|
4

19th|+19/+14/+9/+4|+11|+11|+11|Immitate (5), Perfect Jack|
8|
4

20th|+20/+15/+10/+5|+12|+12|+12|True Renaissance Man|
8|
4
[/table]

Class Skills: all
Skill points per level (x4 at 1st level): 8 + Int mod

Class Features

Weapon and Armor Proficiency: Renaissance Men are proficient with all types of armor, all shields and all weapons.


Floating Knowledge (Ex): Renaissance Men have a number of Floating Knowledge points which they can link to a certain check or roll. To do so, perform said check or roll, then select an unlinked Floating Knowledge point as a free action. They are now linked. You may link a single roll or check to multiple points, but each requires a separate action. Unlinking FK points is done either by sleeping or meditating in silence for 10 minutes (per point). All linked checks and rolls receive a +2x Insight bonus, where x is the number of points linked to them.

Here is a list of all rolls and checks which may be linked:

any one particular Knowledge skill check
all Survival skill checks
all Search skill checks
all Autohypnosis skill checks
all Sense Motive skill checks
all Forgery skill checks
any one particular Perform skill check
any Bluff check against a certain character
any Intimidate check against a certain character
any Diplomacy check against a certain character
any UMD check on a certain object and all objects identical to it
any Disable Device checks on a certain object and all objects identical to it

all attack rolls against a certain character
all damage rolls with a certain weapon type
all damage rolls against a certain creature type

all Will Saves against mind-affecting effects
all Will Saves against effects which are not mind-affecting
all saves against the effects of a certain character


Archetype: Choose one of the following archetypes when taking your first level in Renaissance Man:

Virtuous Combatant: Once every four levels, instead of increasing just one ability score by 1, increase one mental ability score by 1 and one physical ability score by 1.

Grand Achiever: Once every four levels, in addition to the ability score increase, gain a feat you meet the prerequisites of.

Both of these are retroactive and affect levels you took in other classes.

Fundamentals: A level 2 Renaissance Man can make trained checks with skills in which he doesn't have any ranks.

Language: At level 2, and every 4 levels thereafter, choose a language. You know it.

Immitate (Ex): A level 3 Renaissance Man can do outstanding tricks as well as others that have practiced them for a lifetime. Whenever a character uses an Ex ability within your line of sight , provided the ability is suitable for a character of your size and, if the ability was sourced in a specific class, your class level in Renaissance Man is equal to at least that level, you may choose to learn it, and use it once during the day. With every 4 levels beyond this one, you may use Immitate an additional time during the day.

Inspire (Ex): A level 3 and higher Renaissance Man can give the benefit of his Floating Knowledge points to his allies. To do so, select a willing target with Int 10 or higher within line of sight, and one point to give, as a standard action. While he benefits from that point, you do not. Recalling all points you have given this way is a full round actions. Also, the points return on their own if line of sight is broken.

Jack: A level 4 Renaissance Man gains 1 rank in all skills that are not maxed.

Mettle (Ex): As the Hexblade class skill.

Eureka (Ex): Starting at level 5, a number of times per day as shown in the class table, a Renaissance Man may substitute any one dice roll of any kind (including percentage) for the average value (if the need to round up or down arises, you decide).

Surgical Precision (Ex): From level 5, add your Int mod to the damage you deal with critical strikes.

Mental Fortitude (Ex): From level 6, you are immune to ability damage and drain to Int, Wis, and Cha.

Greater Inspire (Ex): Like Inspire, except you can give as many points as you wish at the same time.

Greater Jack: A level 8 Renaissance Man gains 2 ranks in all skills that are not maxed.

Damage Minimisation: A level 8 Renaissance Man adds this Cha mod to his AC and gains DR/- equal to either his Int or Wis, whichever is lower.

Improved Mettle (Ex): As the Hexblade class feature.

Surgical Annihilation (Ex): From level 9, add your Int mod to attack rolls to confirm critical hits.

Warrior Heart (Ex): A level 10 or higher Renaissance Man can fight with two weapons without incurring any penalty and is treated as a fighter of the same level for the purpose of meeting the prerequisite of all feats.

Suggest Eureka (Ex): A level 11 or higher Renaissance Man can use Eureka to average the rolls of willing targets within line of sight.

Greatest Inspire (Ex): A level 12 or higher Renaissance Man does not lose, but shares the bonuses of the Floating Knowledge points he gives.

Foresight (Ex): Once per day, as augury, except extraordinary.

Greatest Jack (Ex): A level 13 Renaissance Man is treated as having half maximum ranks in all skills in which he has lower.

Volatile Mind (Ex): A level 13 Renaissance Man is under a constant mindblank effect and the time to unlink Floating Knowledge points changes from 10 minutes per point to 5 minutes total.

Surgical Perfection (Ex): A level 14 Renaissance Man treats the range of values at which a weapon threatens a critical as one step wider for every 5 points of Int mod he has, rounded down.

Multitask (Ex): A level 15 Renaissance Man can use two standard actions per round.

Sublime Inspire (Ex): A level 16 Renaissance Man shares the bonuses of his Floating Knowledge points with all allies within line of sight, and the bonus becomes untyped.

Masterer (Ex): A level 16 Renaissance Man gains access to epic uses of skills.

Perseverance (Ex): A level 17 Renaissance Man always rolls his saves twice, choosing the better result.

Constance (Ex): A level 17 Renaissance Man doesn't take -5 penalties for iterative attacks in a full attack.

Retake (Ex): A level 18 Renaissance Man may choose to unlearn one of his levels in any class, effectively losing its features, save bonuses, and BaB, and use that in another class. If he chooses not to, he is set halfway to level 19.

Perfect Jack (Ex): A level 19 Renaissance Man is treated as having maximum ranks in all skills.

True Renaissance Man (Ex): A level 20 Renaissance Man's base stats each become equal to his highest base stat. Also, once per day, when rollind a die, he may choose to just pick a result instead of rolling.