JusticeZero
2013-03-26, 02:28 PM
Was trying to kick the non-caster classes back upstairs to usefulness. Any thoughts?
The Expert
Hit Die: 6 max, 4 median: d6. (IE, 1:10 hp, 2:14, 3:18, 4:22, 5:26, 6:30, as the campaign assumes 4 hp "level zero bonus", 1st level max hp, each level afterward "median hp, round up")
Base Save Bonuses: Three good saves.
Class Skills: All skills are considered class skills.
Skill Points: 8 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency: All simple weapons, one martial weapon; light armor.
Reliable: At 1st level, the Expert can, once a day, reroll any skill check they make and chose the result they prefer. They gain a second reroll at 6th level.
Talented: At 2nd level, the Expert gains a +1 bonus to any skill checks they make. At 5th level, the bonus increases to +2.
Knowledge: An expert may make a special knowledge check with a bonus equal to his expert level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the expert has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. An expert may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
This ability is identical to the Bardic Knowledge ability gained as part of the Bard class, and counts as it for all prerequisites.
Brilliant Assistant: At 4th level, the Expert gains a bonus of +2 on any check to use the Aid Other action and never suffers from non-proficiency on the check. In addition, the person being aided receives a bonus of +4 rather than the normal +2.
Magic: The Expert learns spells, using the spell progression of a Ranger (0 first level spells per day at level 4, rising to 1 at 6th). These spells are from the following list: Cure/Cause Light Wounds, Detect Magic, Magic Weapon, Read Magic, Comprehend Languages, Identify, True Strike. They are cast as Divine spells, and need not be decided upon ahead of time.
Mystic Crafter: At 2nd level, the Expert can copy spells as if they were a Wizard, in spite of being unable to cast them. They can learn/scribe spells from any list, by copying from scrolls or spellbooks. They do not gain any spells from leveling, and must get the spells from other sources. These learned spells are only useful for adding the ability to use these spells from spell trigger items or for purposes of crafting magic items.
Bonus Feats: The expert gets one bonus feat at 1st level, another at 3rd level, and one at 5th level.
The Warrior
Hit Die: Max 10, median 6 (d10).
Base Save Bonuses: One good save and two poor saves.
Class Skills: Choose any eight skills as class skills, plus Craft.
Skill Points: 4 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency: All simple and martial weapons; light and medium armor; shields (but not tower shields).
Bonus Feats: A warrior gets one bonus feat at every class level.
Surging Confidence: At 2nd level, every time the warrior reduces a foe to 0 hp or less using melee or missile combat, they can as a free action immediately grant any one character within 30 feet of the defeated enemy who can see the enemy fall one temporary hit point, plus one additional hit point for every three HD the defeated enemy posesses. These temporary hp last for one minute.
Shock And Awe: At 6th level, any time a Warrior confirms a critical hit against an enemy, they can inspire all allies within 30 feet of the foe struck with a +1 morale bonus to hit and damage, lasting one minute. If the attack has a critical damage multiplier of x3 or more, it also grants a +1 morale bonus to saving throws for the same time.
Battle Reflexes: At 5th level, the Warrior's training and experience in battle has made it so that they intuitively sense and respond to threats before they even realize what is going on. At the beginning of the surprise round, before the enemy acts, the Warrior is allowed to roll initiative and declare a standard action that they will do when their initiative comes around. They remain flat footed until their action in the normal combat round.
The Expert
Hit Die: 6 max, 4 median: d6. (IE, 1:10 hp, 2:14, 3:18, 4:22, 5:26, 6:30, as the campaign assumes 4 hp "level zero bonus", 1st level max hp, each level afterward "median hp, round up")
Base Save Bonuses: Three good saves.
Class Skills: All skills are considered class skills.
Skill Points: 8 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency: All simple weapons, one martial weapon; light armor.
Reliable: At 1st level, the Expert can, once a day, reroll any skill check they make and chose the result they prefer. They gain a second reroll at 6th level.
Talented: At 2nd level, the Expert gains a +1 bonus to any skill checks they make. At 5th level, the bonus increases to +2.
Knowledge: An expert may make a special knowledge check with a bonus equal to his expert level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the expert has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. An expert may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
This ability is identical to the Bardic Knowledge ability gained as part of the Bard class, and counts as it for all prerequisites.
Brilliant Assistant: At 4th level, the Expert gains a bonus of +2 on any check to use the Aid Other action and never suffers from non-proficiency on the check. In addition, the person being aided receives a bonus of +4 rather than the normal +2.
Magic: The Expert learns spells, using the spell progression of a Ranger (0 first level spells per day at level 4, rising to 1 at 6th). These spells are from the following list: Cure/Cause Light Wounds, Detect Magic, Magic Weapon, Read Magic, Comprehend Languages, Identify, True Strike. They are cast as Divine spells, and need not be decided upon ahead of time.
Mystic Crafter: At 2nd level, the Expert can copy spells as if they were a Wizard, in spite of being unable to cast them. They can learn/scribe spells from any list, by copying from scrolls or spellbooks. They do not gain any spells from leveling, and must get the spells from other sources. These learned spells are only useful for adding the ability to use these spells from spell trigger items or for purposes of crafting magic items.
Bonus Feats: The expert gets one bonus feat at 1st level, another at 3rd level, and one at 5th level.
The Warrior
Hit Die: Max 10, median 6 (d10).
Base Save Bonuses: One good save and two poor saves.
Class Skills: Choose any eight skills as class skills, plus Craft.
Skill Points: 4 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency: All simple and martial weapons; light and medium armor; shields (but not tower shields).
Bonus Feats: A warrior gets one bonus feat at every class level.
Surging Confidence: At 2nd level, every time the warrior reduces a foe to 0 hp or less using melee or missile combat, they can as a free action immediately grant any one character within 30 feet of the defeated enemy who can see the enemy fall one temporary hit point, plus one additional hit point for every three HD the defeated enemy posesses. These temporary hp last for one minute.
Shock And Awe: At 6th level, any time a Warrior confirms a critical hit against an enemy, they can inspire all allies within 30 feet of the foe struck with a +1 morale bonus to hit and damage, lasting one minute. If the attack has a critical damage multiplier of x3 or more, it also grants a +1 morale bonus to saving throws for the same time.
Battle Reflexes: At 5th level, the Warrior's training and experience in battle has made it so that they intuitively sense and respond to threats before they even realize what is going on. At the beginning of the surprise round, before the enemy acts, the Warrior is allowed to roll initiative and declare a standard action that they will do when their initiative comes around. They remain flat footed until their action in the normal combat round.