Gwazi Magnum
2013-06-07, 05:36 AM
http://www.blogcdn.com/www.comicsalliance.com/media/2011/04/dnd01-1303271736.jpg
Generic Class Expanded
This was inspired by the Generic Classes from Unearthed Arcana.
The general goal's and objectives of this class is to:
1. Try to create more of a balance between Martial and non-Martial characters (I acknowledge there will be no perfect fix to this, but the closer the better).
2. Give players maximum ability and flexibility to make their concept of a character and not be restricted by certain roles or packages of features and abilities.
Also please note it is designed mostly to be used in the following situations.
1. Where it is the only class people may play as
2. For mostly non-optimizing groups who prefer not go beyond the DMG, PHB and MM.
With that said... Here is the Generic Class Expanded.
Please feel free to give any advice on what I can do to balance the class out more and be aware this class is altered and updated often.
Hit Die: d10
Base Save Bonuses: Two good saves and one low save
Class Skills: All skills are class skills
Skill Points at 1st Level: (8 + Int Modifier)x 4
Skill Points: 8 + Int Modifier
Weapon and Armor Proficiency: All simple, martial and exotic weapons, light, medium and heavy armor with all shields (Including tower shields)
Starting Gold: 6d4 x 10 (150 gold)
Starting Age: Equal to Bard, Fighter, Paladin and Ranger
{table=head]Level | Base Attack Bonus | Good Saves | Poor Save | Special
1st|+1|+2|+0|3 Bonus feats, 2 Given Feats, 2 Background Feats
2nd|+2|+3|+0|Bonus feat, AC Bonus
3rd|+3|+3|+1|Bonus feat, Bonus Power
4th|+4|+4|+1|Bonus feat, Bonus Ability
5th|+5|+4|+1|Bonus feat
6th|+6/+1|+5|+2|Bonus feat, Bonus Power
7th|+7/+2|+5|+2|Bonus feat
8th|+8/+3|+6|+2|Bonus feat, Bonus Ability
9th|+9/+4|+6|+3|Bonus feat, Bonus Power
10th|+10/+5|+7|+3|Bonus feat
11th|+11/+6/+1|+7|+3|Bonus feat
12th|+12/+7/+2|+8|+4|Bonus feat, Bonus Power, Bonus Ability
13th|+13/+8/+3|+8|+4|Bonus feat
14th|+14/+9/+4|+9|+4|Bonus feat
15th|+15/+10/+5|+9|+5|Bonus feat, Bonus Power
16th|+16/+11/+6/+1|+10|+5|Bonus feat, Bonus Ability
17th|+17/+12/+7/+2|+10|+5|Bonus feat
18th|+18/+13/+8/+3|+11|+6|Bonus feat, Bonus Power
19th|+19/+14/+9/+4|+11|+6|Bonus feat
20th|+20/+15/+10/+5|+12|+6|2 Bonus feats, Bonus Power, Bonus Ability[/table]
Ability Scores
Not required but it is suggested that you play with class with each of the players starting having the following ability scores.
18, 16, 14, 14, 12, 10.
Bonus Feats
You also gain three other bonus feats at level 1. Each other level up grants one additional bonus feat (With Level 20 giving 2). When you do you may pick from any feat you meet the prerequisites for. Your class level here also counts as any class level for the requirements of class only feats and class features.
You may also select the following class features or feats in place of a bonus feat (Not traditional bonus feats gained from levels 1, 3, 6, 9, 12, 15 and 18 (and on-wards if you reach epic levels).
Under spell casting you may also find a way to trade away HD for more bonus feats.
Class Features
AC Bonus (Sword Sage): Gain Wisdom modifier to AC while in light armor or unarmoured. But you gain no additional AC bonus like the monk does.
Note: Doesn't stack with AC Bonus (Monk).
AC Bonus (Monk): As a monk.
Note: Doesn't stack with AC Bonus (Sword Sage).
Animal Companion, Minor: As the Ranger ability but unlocked at level 1.
Animal Companion, Major: As the Druid ability. Prerequisite: Minor animal companion.
Arcane Channeling: As the Duskblade ability. Prerequisite: Level 3.
Arcane Channeling, Full Attack: As the Duskblade ability. Prerequisite: Level 13.
Aura of Courage: As the Paladin. Prerequisite: Level 3.
Aura of Debilitating : As the Paladin of Slaughter. Prerequisite: Level 3.
Aura of Despair: As the Paladin of Tyranny. Prerequisite: Level 3.
Aura of Resolve: As the Paladin of Freedom. Prerequisite: Level 3.
Awesome Grace: As Paladins divine grace. Prerequisite: Level 2.
Camouflage: As the Ranger ability. Prerequisite: Level 13.
Deadly Touch: As the Paladin of Tyranny or Slaughter. Prerequisite: Level 2.
Evasion: As the monk ability. Prerequisite: Base Reflex Save +3.
Familiar: Like a sorcerer. Prerequisite: Novice Spell Caster
Fast Movement: As the Barbarian.
Flurry of Blows: As monk ability including level 5 and 9 bonuses. Prerequisite: Unarmed Strike
Greater Flurry: As monk ability. Prerequisite: Flurry of blows, Level 11.
Hide in Plain Sight: As the ranger ability. Prerequisite: Level 17, Camouflage.
Improved Evasion: As the monk ability. Prerequisite: Base Reflex Save +7, evasion.
Improved Mettle: As Improved Evasion but for Fortitude and Will Saves. Prerequisite: Base Fortitude or Will Save +7, mettle.
Inspire Courage: As the bard ability, except it only grants a +1 bonus, once per day per character level. It is done through thought and focus too instead of music. Prerequisite: Concentration: 4 ranks.
Inspire Courage, Improved: Your inspire courage ability grants a +2 bonus. Prerequisites: Concentration 11 ranks, inspire courage.
Inspire Courage, Greater: Your inspire courage ability grants a +3 bonus. Prerequisites: Concentration 18 ranks, inspire courage, improved inspire courage.
Insightful Strike: Add your wisdom modifier to weapon damage rolls.
Prerequisites: Level 4
Inspire Competence: As the bard ability. Expends one use of inspire courage. Prerequisites: Perform 4 ranks, inspire courage.
Inspire Heroics: As the bard ability. Expends one use of inspire courage. Prerequisites: Concentration 18 ranks, inspire courage, improved inspire courage.
Lay on hands: As the Paladin ability. Prerequisite: Level 2.
Mettle: As Evasion, but for Fortitude and Will Saves. Prerequisite: Base Will or Fortitude Save +3.
Perfect Saves: Make your low saving throw a high one
Pounce: Gain the Pounce ability
Rage: As the barbarian ability. But you are no longer fatigued from rage at level 12 rather than level 17. Cannot be taken with Whirling Frenzy.
Rage, Greater: Increases rage's bonuses to Strength & Constitution +6, Will +3. Prerequisite: Level 11, Rage. Cannot be taken with Whirling Frenzy.
Rage, Mighty: Increases rage's bonuses to Strength & Constitution +8, Will +4. Prerequisite: Level 20, Greater Rage. Cannot be taken with Whirling Frenzy.
Signature Weapon: As a Kensai. However, the class level needed to enchant the weapon is +5.
Example: Under Kensai you need to be class level 1 to enhance to a +1 weapon. With the Generic Class you need to be class level 6. Prerequisite: Level 6, Weapon Focus (any weapon)
Smite (Opposite Alignment - Chaos/Law): As the Paladin but against your opposite alignment. True Neutral picks between Chaotic or Lawful.
Smite (Opposite Alignment - Good/Evil): As the Paladin but against your opposite alignment. True Neutral picks between Good or Evil.
Sneak Attack: As the rogue ability, but +2d6 on damage rolls.
Sneak Attack, Improved: Add +3d6 to your sneak attack damage. Prerequisite: Level 8, Sneak Attack.
Sneak Attack, Greater: Add +4d6 to your sneak attack damage. Prerequisite: Level 15, Improved Sneak Attack.
Story Teller: As the bardic knowledge ability.
Swift Tracker: As the ranger ability. Prerequisite: Level 8, Track.
Trap Finding/Sense: Combines the rogues class features trap sense and trap finding.
Turn/Rebuke Undead: As the Cleric.
Unarmored Speed Bonus: As the monk.
Unarmed Strike: As monk ability. Once level 4 they are treated as magic weapons in terms of penetrating DR. Gives "Improved Unarmed Combat" as a free bonus feat.
Uncanny Dodge: Combines the barbarian class features uncanny dodge and improved uncanny dodge.
Whirling Frenzy: As the barbarian UA variant ability. But you are no longer fatigued from rage at level 12 rather than level 17. Cannot be taken with Rage.
Whirling Frenzy, Greater: Increases Whirling Frenzy's bonuses to Strength +6, Dodge AC +3 & Will +3. Prerequisite: Level 11, Whirling Frenzy. Cannot be taken with Rage.
Whirling Frenzy, Mighty: Increases Whirling Frenzy's bonuses to Strength +8, Dodge AC +4 & Will +4. Prerequisite: Level 20, Greater Whirling Frenzy. Cannot be taken with Rage.
Wild Shape: As the Druid, Use once a day at Level 5. Gain an additional daily use at Level 6, 7, 10 and 14. Prerequisite: Level 5.
Wild Shape, Large: As the Druid. Prerequisite: Level 8, Wild Shape.
Wild Shape, Tiny: As the Druid. Prerequisite: Level 11, Wild Shape.
Wild Shape, Plant: As the Druid. Prerequisite: Level 12, Wild Shape.
Wild Shape, Huge: As the Druid. Prerequisite: Level 15, Wild Shape, Wild Shape Large.
Home-brewed Feats
Armour Expertise (Light): Ignore the arcane spell failure chance and speed limitation of light armour.
Armour Expertise (Medium): Ignore the arcane spell failure chance and speed limitation of medium armour. Prerequisite: Armour Expertise (Light)
Armour Expertise (Heavy): Ignore the arcane spell failure chance and speed limitation of heavy armour. Prerequisite: Armour Expertise (Medium)
Conditioning: +2 bonus to all saving throws.
Distracting Grace: Add your Charisma modifier to your AC.
Dueling: Gain a +1 bonus to attack rolls, AC and damage when wielding a one handed weapon in both hands and/or a one handed weapon in one hand with nothing in the other hand. Note: If you are using your fist/unarmed strikes as an off-hand attack the bonus from Dueling doesn't apply.
Lightning Speed: Add your charisma modifier to Initiative checks.
Luck of Heroes: +1 luck bonus to all saving throws, +1 luck bonus to AC.
Rational Negotiation: Use your Intelligence Modifier instead for Diplomacy, Bluff, Intimidate and Sense Motive checks.
Strategic Planning: Add your Intelligence modifier to Initiative
Noteworthy Feats
Exotic Armor Proficiency: Proficient in all exotic armor whose weight type you are also proficient in.
Zen Archery: Use your Wisdom modifier instead of your Dexterity modifier to determine attack rolls with ranged attacks.
Altered Existing Feats/Abilities
Battle Clarity: Add Intelligence modifier to Reflex saves
Improved Toughness: +3 HP at Level 1 and +1 HP per HD.
Knowledge Devotion: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
{table=head]Check Result|Bonus Granted
15 or below |+1
16—20|+2
21—25|+3
26—30|+4
31 or higher |+5[/table]
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.
Prerequisite: Knowledge (any) 4 ranks.
Shadow Blade: Use your Dexterity modifier to determine damage with melee weapons rather than your Strength modifier. No longer requires you to be in a Stance in order to be used. Still works as a substitute for weapon finesse for meeting other requirements.
Two Weapon Fighting (All of them): They no longer have a Dexterity Requirement.
Weapon Finesse: Use the higher of your DEX or STR modifier for the attack roll with all melee weapons.
Weapon Focus/Specialization: Now combined into one feat. At level 1 you make take Weapon Focus for +1 to attack rolls and +2 to damage rolls. At level 8 you may take it again for the same benefit.
Also, they now function under the "Weapon Groups" rules from Unearthed Arcana rather than being for one specific weapon. There are no Fighter Level requirements.
Ability Score Conversion from this class (X to Y)
Ability Score|Bonus|Source
Dexterity|Melee weapon attack roll|Weapon Finesse (Feat)
Dexterity|Melee weapon damage roll|Shadow Blade (Feat)
Intelligence|Diplomacy, Bluff, Intimidate & Sense Motive|Rational Negotiation (Feat)
Intelligence|Reflex|Battle Clarity (Feat)
Intelligence|Initiative|Strategic Planning (Feat)
Wisdom|AC|AC Bonus (Class Feature)
Wisdom|Ranged Attack roll|Zen Archery (Feat)
Wisdom|Weapon Damage|Insightful Strike (Class Feature)
Charisma|AC|Distracting Grace (Feat)
Charisma|Initiative|Lightning Speed (Class Feature)
Charisma|Saving Throws|Awesome Grace (Class Feature)
Given Feats
At level 1 you automatically gain the following 2 feats:
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Eschew Materials: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Background Feats
You also may pick 1 Birth Feat and 1 Background Feat during character creation. You may not invest any other feats into getting these at any time. If you would rather not take a Birth and Background feat you may trade them both in for one extra bonus feat at character creation.
Birth Feats
Poor Birth: +2 on Gather Information and Knowledge (Local) checks, +1 to all saving throws. -125gp at character creation.
Common Birth: 4 skill points into any one craft, or profession skill of your choice. +4 skill points to invest into any other skill of your choice (This doesn't give additional skill points at future levels). Free Skill Focus feat to invest into a skill of your choice.
Noble Birth: +450gp at character creation, +2 to Leadership score if you take the Leadership feat.
Career/Living Feats
Craftsman: +2 on craft checks, 25% discount on purchasing raw materials to craft.
Criminal: +2 Intimidation, Sense Motive, Bluff and Gather Information. +100gp at character creation. At each new town roll your Knowledge (Local) skill as if you had Bardic Knowledge. But treat successes instead as knowledge about criminal presence in the town.
Mercantile Background: When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive an extra 300gp to spend as you see fit during character creation.
Other Career/Living: 4 skill points into any one craft or profession skill of your choice. Each time you level up put another point into this skill. You gain +2 Diplomacy and a 50% discount when dealing with people from your craft or profession. If taken with Common Birth, replace the 4 skill points to craft or profession from Common Birth with free skill focus into the profession or craft skill taken with this feat.
Relaxed Noble: +2 Diplomacy & Knowledge (Nobility and Royalty). When you enter a new town roll Knowledge (Nobility & Royalty), treat the results as knowledge about Noble and Royal names, influence and secrets in the town. +600gp at character creation. Prerequisite: Noble Birth
Servant of the Church: 4 skill points into Knowledge (Religion), each level up put another skill point into the the skill. Get a free Holy Symbol at character creation & Turn/Rebuke Undead class ability as a cleric.
University Background: Skill Points per level is 10+Int Mod rather than 8+Int Mod. -100gp at character creation.
Bonus Powers
At Level 3, 6, 9, 12, 15, 18 and 20 you may choose to gain a bonus power listed below. Each power below may only be taken once.
Bonus Feat (Works the same as other Bonus Feats granted by this class)
+1 to two ability scores (Can be taken twice)
+2 to one ability score (Can be taken twice, but for separate ability scores)
Gain a Spell Resistance of 10 + Class Level
Gain a Damage Reduction equal to Class Level * 0.75
Gain Light Fortification:
When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Gain Moderate Fortification:
When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Prerequisites: Light Fortification
Gain Heavy Fortification:
When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Prerequisites: Moderate Fortification
+2 Natural AC (Stacks with other Natural Armor sources)
+2 to all damage rolls & +1 to all attack rolls
Pick an element from a spell you can cast that deals damage, you may covert any damage you do to that damage type instead as a free action.
Prerequisites: Novice Spell Caster
Spell craft Meta-magic
May take this 4 times, each time let's you go one meta-magic level/modifier higher. Prerequisites: Novice Spell Caster
With this class you may apply meta-magic feat to spells for free without increasing the spell level being consumed.
You do so by taking the spell level of the spell being cast and the level modifier applies from Meta-magic feats and add the DC's together.
Then when casting the spell you roll your spell craft skill. If you pass the check you are able to cast the spell with the meta-magic feats without a spell level increase successfully. If you fail, you must exhaust a spell level as if the meta-magic level alterations were applied. If you are unable to cast spells of that level and/or exhausted all your uses of that spell level than you exhaust the spell slot originally being used and the spell fails to be cast.
{table=header]Spell Level|Spellcraft DC
0|5
1st|8
2nd|11
3rd|14
4th|17
5th|20[/table]
{table=header]Metamagic Modifier|0 level spells|1st level spells|2nd level spells|3rd level spells|4th level spells|5th level spells
+1 Metamagic|+1 DC|+2 DC|+3 DC|+4 DC|+5 DC|+6 DC
+2 Metamagic|+2 DC|+4 DC|+6 DC|+8 DC|+10 DC|+12 DC
+3 Metamagic|+3 DC|+6 DC|+9 DC|+12 DC|+15 DC|+18 DC
+4 Metamagic|+4 DC|+8 DC|+12 DC|+16 DC|+20 DC|+24 DC[/table]
Bonus Abilities
You may pick an ability score to give +1 towards, this cannot be the same ability score you invest in from the ability score point usually granted to characters at this level.
At Level 20 you give a +2 bonus to an ability score of your choice and +1 bonus the ability score you invested the typical point from character leveling into.
Example: At Level 4 Katie uses her usually +1 into Intelligence. She cannot now put her point from Bonus Ability into Intelligence so she invests it into Constitution. This results in +1 Intelligence & +1 Constitution.
Example 2: At Level 20 Katie takes the +2 from Bonus Ability and puts it into Intelligence. She then takes her typical +1 from reaching Level 20 and put`s it into Constitution, this automatically makes her invest her other +1 into Constitution resulting in a total +2 to Constitution (1 + 1 = 2). This results in +2 Intelligence & +2 Constitution.
Spell casting
You may also spend Bonus Feats on the ability to cast spells by either increasing the maximum spell level you can cast, increasing the number of known spells or how many spells you may cast per day.
Spell Casting Variants
More Bonus Feats for Spellcasting
At character creation you may reduce your HD by 1 die size (Ex: d10 -> d8). For each time you do this you gain an additional Bonus Feat at level 1 to invest into any of the spell casting abilities in this spoiler page and/or familiar related abilities.
Prepared Caster Variant
Instead of casting spells spontaneously you may choose to simply prepare spells each day like a Wizard without the need for the spell book.
If this variant is taken you may learn 2 additional spells at each level up for any spell level that you know and can cast.
Item Caster Variant
If you take this variant, you gain the ability to gain new spells known by gaining them off of runes, other spell casters, spell books etc.
You require a book or holy symbol to cast spells from. If you are missing the item you may not cast spells anymore unless if you spend 100gp on getting a replacement. You do not gain the Eschew Materials feat at level 1 if you take this variant but may still use one of your bonus feats to obtain it.
Prerequisite: Prepared Caster Variant
Max Spell Level Known
Novice Spell Caster: Gain the ability to spontaneously cast and know 0 and 1st level spells as detailed below.
Apprentice Spell Caster: Gain the ability to spontaneously cast and know 2nd level spells as detailed below. Prerequisite: Novice Spell Caster, Level 3
Journeyman Spell Caster: Gain the ability to spontaneously cast and know 3rd level spells as detailed below. Prerequisite: Apprentice Spell Caster, Level 5.
Expert Spell Caster: Gain the ability to spontaneously cast and know 4th level spells as detailed below. Prerequisite: Journeyman Spell Caster, Level 7.
Master Spell Caster: Gain the ability to spontaneously cast and know 5th level spells as detailed below. Prerequisite: Expert Spell Caster, Level 9.
Spells Known
Spell Keeper
Your spells known is as displayed on the Low Table.
This is what you start off with when you gain the ability to cast spells.
Improved Spell Keeper
Your spells known is as displayed on the Medium Table.
Prerequisites: Spell Keeper
Greater Spell Keeper
Your spells known is as displayed on the High Table.
Prerequisites: Improved Spell Keeper
Low Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|3|1|-|- |-|-
2nd|4 |2|-|-|-|-
3rd|4|2|1|-|-|-
4th|5|3|2|-|-|-
5th|5|3|2|1|-|-
6th|6|4|3|2|-|-
7th|6|4|3|2|1|-
8th|7|5|4|3|2|-
9th|7|5|4|3|2|1
10th|8|5|4|4|3|2
11th|8|5|4|4|3|2
12th|8|5|4|4|3|3
13th|8|5|4|4|3|3
14th|8|5|4|4|3|3
15th|8|5|4|4|3|3
16th|8|5|4|4|3|3
17th|8|5|4|4|3|3
18th|8|5|4|4|3|3
19th|8|5|4|4|3|3
20th|8|5|4|4|3|3[/table]
Medium Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|4|2|-|- |-|-
2nd|5 |2|-|-|-|-
3rd|5|3|1|-|-|-
4th|6|3|2|-|-|-
5th|6|4|2|1|-|-
6th|7|4|3|2|-|-
7th|7|5|3|2|1|-
8th|8|5|4|3|2|-
9th|8|6|4|3|2|1
10th|9|6|5|4|3|2
11th|9|7|5|4|3|2
12th|9|7|6|5|4|3
13th|9|8|6|5|4|3
14th|9|8|7|6|5|4
15th|9|8|7|6|5|4
16th|9|8|7|6|5|5
17th|9|8|7|6|5|5
18th|9|8|7|6|5|5
19th|9|8|7|6|5|5
20th|9|8|7|6|5|5[/table]
High Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|5|3|-|- |-|-
2nd|6 |4|-|-|-|-
3rd|6|4|1|-|-|-
4th|7|5|2|-|-|-
5th|7|5|2|1|-|-
6th|8|6|3|2|-|-
7th|8|6|3|2|1|-
8th|9|7|4|3|2|-
9th|9|7|4|3|2|1
10th|10|8|5|4|3|2
11th|11|8|6|4|4|2
12th|11|9|6|5|4|3
13th|12|9|7|5|5|3
14th|12|10|7|6|5|4
15th|12|10|8|6|6|4
16th|12|10|8|7|6|5
17th|12|10|9|7|7|5
18th|12|10|9|8|7|6
19th|12|10|10|8|8|7
20th|12|10|10|8|8|8[/table]
Spells Per Day
Spell Slinger
Your spells per day is as displayed on the Low Table.
This is what you start off with when you gain the ability to cast spells.
Improved Spell Slinger
Your spells per day is as displayed on the Medium Table.
Prerequisites: Spell Slinger
Greater Spell Slinger
Your spells per day is as displayed on the High Table.
Prerequisites: Improved Spell Slinger
Low Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|2|-|-|-|-|-
2nd|3|0|-|-|-|-
3rd|3|1|-|-|-|-
4th|3|1|0|-|-|-
5th|3|2|1|-|-|-
6th|3|2|1|0|-|-
7th|3|3|2|1|-|-
8th|3|3|2|1|0|-
9th|3|3|3|2|1|-
10th|3|3|3|2|1|0
11th|3|3|3|3|2|1
12th|3|3|3|3|2|1
13th|3|3|3|3|3|2
14th|3|3|3|3|3|2
15th|3|3|3|3|3|3
16th|3|3|3|3|3|3
17th|3|3|3|3|3|3
18th|3|3|3|3|3|3
19th|3|3|3|3|3|3
20th|3|3|3|3|3|3[/table]
Medium Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|3|1|-|-|-|-
2nd|4|2|-|-|-|-
3rd|4|2|1|-|-|-
4th|4|3|2|-|-|-
5th|4|3|2|1|-|-
6th|4|4|3|2|-|-
7th|4|4|3|2|1|-
8th|4|4|4|3|2|-
9th|4|4|4|3|2|1
10th|4|4|4|4|3|2
11th|4|4|4|4|3|2
12th|4|4|4|4|4|3
13th|4|4|4|4|4|3
14th|4|4|4|4|4|4
15th|4|4|4|4|4|4
16th|4|4|4|4|4|4
17th|4|4|4|4|4|4
18th|4|4|4|4|4|4
19th|4|4|4|4|4|4
20th|4|4|4|4|4|4[/table]
High Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|5|3|-|-|-|-
2nd|6|4|-|-|-|-
3rd|6|5|3|-|-|-
4th|6|6|4|-|-|-
5th|6|6|5|4|-|-
6th|6|6|6|5|-|-
7th|6|6|6|6|3|-
8th|6|6|6|6|4|-
9th|6|6|6|6|5|3
10th|6|6|6|6|6|4
11th|6|6|6|6|6|5
12th|6|6|6|6|6|6
13th|6|6|6|6|6|6
14th|6|6|6|6|6|6
15th|6|6|6|6|6|6
16th|6|6|6|6|6|6
17th|6|6|6|6|6|6
18th|6|6|6|6|6|6
19th|6|6|6|6|6|6
20th|6|6|6|6|6|6[/table]
You are able to cast spells spontaneously like a Sorcerer can. You do not need to prepare your spells ahead of time, but you still require 8 hours of uninterrupted rest to regain your spells per day. You can make either Intelligence, Charisma or Wisdom your casting ability score, which is chosen when you first gain the ability to cast spells.
You may take spells from any class spell list provided in any source book. You currently suffer the full spell failure chance from any armor you wear while casting spells. You can ignore said failure chance however by taking the proper Armour Expertise feats.
Stances & Maneuvers
You may also spend Bonus Feats on the ability to use Stances and Maneuvers.
You may choose if how the recharge and function works like Crusader, Swordsage or Warblade.
Apprentice: Get Maneuvers and Stances as based off the Low Table.
Master: Get Maneuvers and Stances as based off the High Table.
Prerequisites: Apprentice
Low Table
{table=head]Maneuvers Known|Maneuvers Readied|Stances Known
1st|5|3|1
2nd|5|4|2
3rd|6|5|2
4th|6|5|2
5th|7|5|2
6th|7|5|2
7th|8|5|2
8th|8|5|3
9th|9|5|3
10th|9|6|3
11th|10|6|3
12th|10|6|3
13th|11|6|3
14th|11|6|4
15th|12|6|4
16th|12|6|4
17th|13|6|4
18th|13|6|4
19th|14|6|4
20th|14|7|4
[/table]
High Table
{table=head]Maneuvers Known|Maneuvers Readied|Stances Known
1st|6|4|1
2nd|7|4|2
3rd|8|5|2
4th|9|5|2
5th|10|6|2
6th|11|6|3
7th|12|6|3
8th|13|7|3
9th|14|7|3
10th|15|8|4
11th|16|8|4
12th|17|8|4
13th|18|9|4
14th|19|9|5
15th|20|10|5
16th|21|10|5
17th|22|10|5
18th|23|11|5
19th|24|11|5
20th|25|12|6
[/table]
You may take maneuvers or stances from any of the groups, as long as you meet their prerequisites.
AC Bonus
You gain a bonus to AC equal to half your BAB rounded down.
Reasons behind some of the things
Base Attack Bonus: So everyone can be effective in melee combat and not completely hopeless. For weapon based characters it`s pretty much required anyways to be effective while for casters and skill users it`s not something to be used much anyways and even if so doesn`t given them anything game breaking.
HD: Character durability. Enough that they can handle themselves in the thick of things if they're smart about it. Low enough that sheer recklessness and stupidity can still get them killed.
Class Skills: Everyone's character is unique. Plus this class is designed for campaigns where it's the only class being used by players so to only make certain skills class skills would screw concepts over. I could go Generic route here and have them pick a number. But I don't want players to build up so many skill points to find out it has to be wasted on cross-class skills.
I don't think it should be game breaking anyway's, if anything it gives them more flavour.
Skill Points: Allows everyone to get their basics down like listen, spot, search. Pick a couple tactic/mechanic vital skills and them hopefully one or two for flavour sake.
Feats each level: So every level up feels like you're gaining something. Besides, assuming you went pure feats instead of special abilities it basically makes you an upgraded Fighter and Fighters aren't so good to begin with and could use a boost. If you do go after special abilities then it's not really an over flooding of feats any more due to the investment into the special abilities.
Spells Maxed at Level 5: To help control the amount of magic flying around. I find 5th level spells are still plenty powerful enough to do devastating effects as spell casters and make going into magic worth it and a powerful weapon. But not to the point that campaigns get destroyed from it and martial characters feel completely outmatched.
Plus, it put's a limit on how much meta magic abuse they can do which gives Martial characters more ability to catch up.
Example: Strongest spell will probably do around 15d6 damage. Pretty good damage. Martials probably lack the insane dice (unless if they go sneak attack) and instead go for flat number boosts like +X damage.
But the damage output is more comparable now and, criticals will allow martials to do similliar if not more damage than spell casters, while spell casters will still have other utilities with their spells as well so they aren't left cheated.
Bonus Spells Known: To help balance the fact for that spell casters now have a lower maximum spell level they may cast. Plus being able to access spells from more than one tree now, it gives more flexibility to branch into different spell lists.
Can pick from any spell list: It does help balance the fact the max spell level is now lower. But the main reason is I find the idea of magic more interesting if it's all magic that any magic user could possibly learn and use. This allows essentially spell casters who can mix and match spells to allow for both more flexibility and magic to be more a mystical power thing than something divided up into different things by different groups. Plus, with this being designed as a class that is to be the only class in a campaign it would be dickish to just outlaw spell trees.
Generic Class Expanded
This was inspired by the Generic Classes from Unearthed Arcana.
The general goal's and objectives of this class is to:
1. Try to create more of a balance between Martial and non-Martial characters (I acknowledge there will be no perfect fix to this, but the closer the better).
2. Give players maximum ability and flexibility to make their concept of a character and not be restricted by certain roles or packages of features and abilities.
Also please note it is designed mostly to be used in the following situations.
1. Where it is the only class people may play as
2. For mostly non-optimizing groups who prefer not go beyond the DMG, PHB and MM.
With that said... Here is the Generic Class Expanded.
Please feel free to give any advice on what I can do to balance the class out more and be aware this class is altered and updated often.
Hit Die: d10
Base Save Bonuses: Two good saves and one low save
Class Skills: All skills are class skills
Skill Points at 1st Level: (8 + Int Modifier)x 4
Skill Points: 8 + Int Modifier
Weapon and Armor Proficiency: All simple, martial and exotic weapons, light, medium and heavy armor with all shields (Including tower shields)
Starting Gold: 6d4 x 10 (150 gold)
Starting Age: Equal to Bard, Fighter, Paladin and Ranger
{table=head]Level | Base Attack Bonus | Good Saves | Poor Save | Special
1st|+1|+2|+0|3 Bonus feats, 2 Given Feats, 2 Background Feats
2nd|+2|+3|+0|Bonus feat, AC Bonus
3rd|+3|+3|+1|Bonus feat, Bonus Power
4th|+4|+4|+1|Bonus feat, Bonus Ability
5th|+5|+4|+1|Bonus feat
6th|+6/+1|+5|+2|Bonus feat, Bonus Power
7th|+7/+2|+5|+2|Bonus feat
8th|+8/+3|+6|+2|Bonus feat, Bonus Ability
9th|+9/+4|+6|+3|Bonus feat, Bonus Power
10th|+10/+5|+7|+3|Bonus feat
11th|+11/+6/+1|+7|+3|Bonus feat
12th|+12/+7/+2|+8|+4|Bonus feat, Bonus Power, Bonus Ability
13th|+13/+8/+3|+8|+4|Bonus feat
14th|+14/+9/+4|+9|+4|Bonus feat
15th|+15/+10/+5|+9|+5|Bonus feat, Bonus Power
16th|+16/+11/+6/+1|+10|+5|Bonus feat, Bonus Ability
17th|+17/+12/+7/+2|+10|+5|Bonus feat
18th|+18/+13/+8/+3|+11|+6|Bonus feat, Bonus Power
19th|+19/+14/+9/+4|+11|+6|Bonus feat
20th|+20/+15/+10/+5|+12|+6|2 Bonus feats, Bonus Power, Bonus Ability[/table]
Ability Scores
Not required but it is suggested that you play with class with each of the players starting having the following ability scores.
18, 16, 14, 14, 12, 10.
Bonus Feats
You also gain three other bonus feats at level 1. Each other level up grants one additional bonus feat (With Level 20 giving 2). When you do you may pick from any feat you meet the prerequisites for. Your class level here also counts as any class level for the requirements of class only feats and class features.
You may also select the following class features or feats in place of a bonus feat (Not traditional bonus feats gained from levels 1, 3, 6, 9, 12, 15 and 18 (and on-wards if you reach epic levels).
Under spell casting you may also find a way to trade away HD for more bonus feats.
Class Features
AC Bonus (Sword Sage): Gain Wisdom modifier to AC while in light armor or unarmoured. But you gain no additional AC bonus like the monk does.
Note: Doesn't stack with AC Bonus (Monk).
AC Bonus (Monk): As a monk.
Note: Doesn't stack with AC Bonus (Sword Sage).
Animal Companion, Minor: As the Ranger ability but unlocked at level 1.
Animal Companion, Major: As the Druid ability. Prerequisite: Minor animal companion.
Arcane Channeling: As the Duskblade ability. Prerequisite: Level 3.
Arcane Channeling, Full Attack: As the Duskblade ability. Prerequisite: Level 13.
Aura of Courage: As the Paladin. Prerequisite: Level 3.
Aura of Debilitating : As the Paladin of Slaughter. Prerequisite: Level 3.
Aura of Despair: As the Paladin of Tyranny. Prerequisite: Level 3.
Aura of Resolve: As the Paladin of Freedom. Prerequisite: Level 3.
Awesome Grace: As Paladins divine grace. Prerequisite: Level 2.
Camouflage: As the Ranger ability. Prerequisite: Level 13.
Deadly Touch: As the Paladin of Tyranny or Slaughter. Prerequisite: Level 2.
Evasion: As the monk ability. Prerequisite: Base Reflex Save +3.
Familiar: Like a sorcerer. Prerequisite: Novice Spell Caster
Fast Movement: As the Barbarian.
Flurry of Blows: As monk ability including level 5 and 9 bonuses. Prerequisite: Unarmed Strike
Greater Flurry: As monk ability. Prerequisite: Flurry of blows, Level 11.
Hide in Plain Sight: As the ranger ability. Prerequisite: Level 17, Camouflage.
Improved Evasion: As the monk ability. Prerequisite: Base Reflex Save +7, evasion.
Improved Mettle: As Improved Evasion but for Fortitude and Will Saves. Prerequisite: Base Fortitude or Will Save +7, mettle.
Inspire Courage: As the bard ability, except it only grants a +1 bonus, once per day per character level. It is done through thought and focus too instead of music. Prerequisite: Concentration: 4 ranks.
Inspire Courage, Improved: Your inspire courage ability grants a +2 bonus. Prerequisites: Concentration 11 ranks, inspire courage.
Inspire Courage, Greater: Your inspire courage ability grants a +3 bonus. Prerequisites: Concentration 18 ranks, inspire courage, improved inspire courage.
Insightful Strike: Add your wisdom modifier to weapon damage rolls.
Prerequisites: Level 4
Inspire Competence: As the bard ability. Expends one use of inspire courage. Prerequisites: Perform 4 ranks, inspire courage.
Inspire Heroics: As the bard ability. Expends one use of inspire courage. Prerequisites: Concentration 18 ranks, inspire courage, improved inspire courage.
Lay on hands: As the Paladin ability. Prerequisite: Level 2.
Mettle: As Evasion, but for Fortitude and Will Saves. Prerequisite: Base Will or Fortitude Save +3.
Perfect Saves: Make your low saving throw a high one
Pounce: Gain the Pounce ability
Rage: As the barbarian ability. But you are no longer fatigued from rage at level 12 rather than level 17. Cannot be taken with Whirling Frenzy.
Rage, Greater: Increases rage's bonuses to Strength & Constitution +6, Will +3. Prerequisite: Level 11, Rage. Cannot be taken with Whirling Frenzy.
Rage, Mighty: Increases rage's bonuses to Strength & Constitution +8, Will +4. Prerequisite: Level 20, Greater Rage. Cannot be taken with Whirling Frenzy.
Signature Weapon: As a Kensai. However, the class level needed to enchant the weapon is +5.
Example: Under Kensai you need to be class level 1 to enhance to a +1 weapon. With the Generic Class you need to be class level 6. Prerequisite: Level 6, Weapon Focus (any weapon)
Smite (Opposite Alignment - Chaos/Law): As the Paladin but against your opposite alignment. True Neutral picks between Chaotic or Lawful.
Smite (Opposite Alignment - Good/Evil): As the Paladin but against your opposite alignment. True Neutral picks between Good or Evil.
Sneak Attack: As the rogue ability, but +2d6 on damage rolls.
Sneak Attack, Improved: Add +3d6 to your sneak attack damage. Prerequisite: Level 8, Sneak Attack.
Sneak Attack, Greater: Add +4d6 to your sneak attack damage. Prerequisite: Level 15, Improved Sneak Attack.
Story Teller: As the bardic knowledge ability.
Swift Tracker: As the ranger ability. Prerequisite: Level 8, Track.
Trap Finding/Sense: Combines the rogues class features trap sense and trap finding.
Turn/Rebuke Undead: As the Cleric.
Unarmored Speed Bonus: As the monk.
Unarmed Strike: As monk ability. Once level 4 they are treated as magic weapons in terms of penetrating DR. Gives "Improved Unarmed Combat" as a free bonus feat.
Uncanny Dodge: Combines the barbarian class features uncanny dodge and improved uncanny dodge.
Whirling Frenzy: As the barbarian UA variant ability. But you are no longer fatigued from rage at level 12 rather than level 17. Cannot be taken with Rage.
Whirling Frenzy, Greater: Increases Whirling Frenzy's bonuses to Strength +6, Dodge AC +3 & Will +3. Prerequisite: Level 11, Whirling Frenzy. Cannot be taken with Rage.
Whirling Frenzy, Mighty: Increases Whirling Frenzy's bonuses to Strength +8, Dodge AC +4 & Will +4. Prerequisite: Level 20, Greater Whirling Frenzy. Cannot be taken with Rage.
Wild Shape: As the Druid, Use once a day at Level 5. Gain an additional daily use at Level 6, 7, 10 and 14. Prerequisite: Level 5.
Wild Shape, Large: As the Druid. Prerequisite: Level 8, Wild Shape.
Wild Shape, Tiny: As the Druid. Prerequisite: Level 11, Wild Shape.
Wild Shape, Plant: As the Druid. Prerequisite: Level 12, Wild Shape.
Wild Shape, Huge: As the Druid. Prerequisite: Level 15, Wild Shape, Wild Shape Large.
Home-brewed Feats
Armour Expertise (Light): Ignore the arcane spell failure chance and speed limitation of light armour.
Armour Expertise (Medium): Ignore the arcane spell failure chance and speed limitation of medium armour. Prerequisite: Armour Expertise (Light)
Armour Expertise (Heavy): Ignore the arcane spell failure chance and speed limitation of heavy armour. Prerequisite: Armour Expertise (Medium)
Conditioning: +2 bonus to all saving throws.
Distracting Grace: Add your Charisma modifier to your AC.
Dueling: Gain a +1 bonus to attack rolls, AC and damage when wielding a one handed weapon in both hands and/or a one handed weapon in one hand with nothing in the other hand. Note: If you are using your fist/unarmed strikes as an off-hand attack the bonus from Dueling doesn't apply.
Lightning Speed: Add your charisma modifier to Initiative checks.
Luck of Heroes: +1 luck bonus to all saving throws, +1 luck bonus to AC.
Rational Negotiation: Use your Intelligence Modifier instead for Diplomacy, Bluff, Intimidate and Sense Motive checks.
Strategic Planning: Add your Intelligence modifier to Initiative
Noteworthy Feats
Exotic Armor Proficiency: Proficient in all exotic armor whose weight type you are also proficient in.
Zen Archery: Use your Wisdom modifier instead of your Dexterity modifier to determine attack rolls with ranged attacks.
Altered Existing Feats/Abilities
Battle Clarity: Add Intelligence modifier to Reflex saves
Improved Toughness: +3 HP at Level 1 and +1 HP per HD.
Knowledge Devotion: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
{table=head]Check Result|Bonus Granted
15 or below |+1
16—20|+2
21—25|+3
26—30|+4
31 or higher |+5[/table]
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.
Prerequisite: Knowledge (any) 4 ranks.
Shadow Blade: Use your Dexterity modifier to determine damage with melee weapons rather than your Strength modifier. No longer requires you to be in a Stance in order to be used. Still works as a substitute for weapon finesse for meeting other requirements.
Two Weapon Fighting (All of them): They no longer have a Dexterity Requirement.
Weapon Finesse: Use the higher of your DEX or STR modifier for the attack roll with all melee weapons.
Weapon Focus/Specialization: Now combined into one feat. At level 1 you make take Weapon Focus for +1 to attack rolls and +2 to damage rolls. At level 8 you may take it again for the same benefit.
Also, they now function under the "Weapon Groups" rules from Unearthed Arcana rather than being for one specific weapon. There are no Fighter Level requirements.
Ability Score Conversion from this class (X to Y)
Ability Score|Bonus|Source
Dexterity|Melee weapon attack roll|Weapon Finesse (Feat)
Dexterity|Melee weapon damage roll|Shadow Blade (Feat)
Intelligence|Diplomacy, Bluff, Intimidate & Sense Motive|Rational Negotiation (Feat)
Intelligence|Reflex|Battle Clarity (Feat)
Intelligence|Initiative|Strategic Planning (Feat)
Wisdom|AC|AC Bonus (Class Feature)
Wisdom|Ranged Attack roll|Zen Archery (Feat)
Wisdom|Weapon Damage|Insightful Strike (Class Feature)
Charisma|AC|Distracting Grace (Feat)
Charisma|Initiative|Lightning Speed (Class Feature)
Charisma|Saving Throws|Awesome Grace (Class Feature)
Given Feats
At level 1 you automatically gain the following 2 feats:
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Eschew Materials: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Background Feats
You also may pick 1 Birth Feat and 1 Background Feat during character creation. You may not invest any other feats into getting these at any time. If you would rather not take a Birth and Background feat you may trade them both in for one extra bonus feat at character creation.
Birth Feats
Poor Birth: +2 on Gather Information and Knowledge (Local) checks, +1 to all saving throws. -125gp at character creation.
Common Birth: 4 skill points into any one craft, or profession skill of your choice. +4 skill points to invest into any other skill of your choice (This doesn't give additional skill points at future levels). Free Skill Focus feat to invest into a skill of your choice.
Noble Birth: +450gp at character creation, +2 to Leadership score if you take the Leadership feat.
Career/Living Feats
Craftsman: +2 on craft checks, 25% discount on purchasing raw materials to craft.
Criminal: +2 Intimidation, Sense Motive, Bluff and Gather Information. +100gp at character creation. At each new town roll your Knowledge (Local) skill as if you had Bardic Knowledge. But treat successes instead as knowledge about criminal presence in the town.
Mercantile Background: When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive an extra 300gp to spend as you see fit during character creation.
Other Career/Living: 4 skill points into any one craft or profession skill of your choice. Each time you level up put another point into this skill. You gain +2 Diplomacy and a 50% discount when dealing with people from your craft or profession. If taken with Common Birth, replace the 4 skill points to craft or profession from Common Birth with free skill focus into the profession or craft skill taken with this feat.
Relaxed Noble: +2 Diplomacy & Knowledge (Nobility and Royalty). When you enter a new town roll Knowledge (Nobility & Royalty), treat the results as knowledge about Noble and Royal names, influence and secrets in the town. +600gp at character creation. Prerequisite: Noble Birth
Servant of the Church: 4 skill points into Knowledge (Religion), each level up put another skill point into the the skill. Get a free Holy Symbol at character creation & Turn/Rebuke Undead class ability as a cleric.
University Background: Skill Points per level is 10+Int Mod rather than 8+Int Mod. -100gp at character creation.
Bonus Powers
At Level 3, 6, 9, 12, 15, 18 and 20 you may choose to gain a bonus power listed below. Each power below may only be taken once.
Bonus Feat (Works the same as other Bonus Feats granted by this class)
+1 to two ability scores (Can be taken twice)
+2 to one ability score (Can be taken twice, but for separate ability scores)
Gain a Spell Resistance of 10 + Class Level
Gain a Damage Reduction equal to Class Level * 0.75
Gain Light Fortification:
When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Gain Moderate Fortification:
When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Prerequisites: Light Fortification
Gain Heavy Fortification:
When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Prerequisites: Moderate Fortification
+2 Natural AC (Stacks with other Natural Armor sources)
+2 to all damage rolls & +1 to all attack rolls
Pick an element from a spell you can cast that deals damage, you may covert any damage you do to that damage type instead as a free action.
Prerequisites: Novice Spell Caster
Spell craft Meta-magic
May take this 4 times, each time let's you go one meta-magic level/modifier higher. Prerequisites: Novice Spell Caster
With this class you may apply meta-magic feat to spells for free without increasing the spell level being consumed.
You do so by taking the spell level of the spell being cast and the level modifier applies from Meta-magic feats and add the DC's together.
Then when casting the spell you roll your spell craft skill. If you pass the check you are able to cast the spell with the meta-magic feats without a spell level increase successfully. If you fail, you must exhaust a spell level as if the meta-magic level alterations were applied. If you are unable to cast spells of that level and/or exhausted all your uses of that spell level than you exhaust the spell slot originally being used and the spell fails to be cast.
{table=header]Spell Level|Spellcraft DC
0|5
1st|8
2nd|11
3rd|14
4th|17
5th|20[/table]
{table=header]Metamagic Modifier|0 level spells|1st level spells|2nd level spells|3rd level spells|4th level spells|5th level spells
+1 Metamagic|+1 DC|+2 DC|+3 DC|+4 DC|+5 DC|+6 DC
+2 Metamagic|+2 DC|+4 DC|+6 DC|+8 DC|+10 DC|+12 DC
+3 Metamagic|+3 DC|+6 DC|+9 DC|+12 DC|+15 DC|+18 DC
+4 Metamagic|+4 DC|+8 DC|+12 DC|+16 DC|+20 DC|+24 DC[/table]
Bonus Abilities
You may pick an ability score to give +1 towards, this cannot be the same ability score you invest in from the ability score point usually granted to characters at this level.
At Level 20 you give a +2 bonus to an ability score of your choice and +1 bonus the ability score you invested the typical point from character leveling into.
Example: At Level 4 Katie uses her usually +1 into Intelligence. She cannot now put her point from Bonus Ability into Intelligence so she invests it into Constitution. This results in +1 Intelligence & +1 Constitution.
Example 2: At Level 20 Katie takes the +2 from Bonus Ability and puts it into Intelligence. She then takes her typical +1 from reaching Level 20 and put`s it into Constitution, this automatically makes her invest her other +1 into Constitution resulting in a total +2 to Constitution (1 + 1 = 2). This results in +2 Intelligence & +2 Constitution.
Spell casting
You may also spend Bonus Feats on the ability to cast spells by either increasing the maximum spell level you can cast, increasing the number of known spells or how many spells you may cast per day.
Spell Casting Variants
More Bonus Feats for Spellcasting
At character creation you may reduce your HD by 1 die size (Ex: d10 -> d8). For each time you do this you gain an additional Bonus Feat at level 1 to invest into any of the spell casting abilities in this spoiler page and/or familiar related abilities.
Prepared Caster Variant
Instead of casting spells spontaneously you may choose to simply prepare spells each day like a Wizard without the need for the spell book.
If this variant is taken you may learn 2 additional spells at each level up for any spell level that you know and can cast.
Item Caster Variant
If you take this variant, you gain the ability to gain new spells known by gaining them off of runes, other spell casters, spell books etc.
You require a book or holy symbol to cast spells from. If you are missing the item you may not cast spells anymore unless if you spend 100gp on getting a replacement. You do not gain the Eschew Materials feat at level 1 if you take this variant but may still use one of your bonus feats to obtain it.
Prerequisite: Prepared Caster Variant
Max Spell Level Known
Novice Spell Caster: Gain the ability to spontaneously cast and know 0 and 1st level spells as detailed below.
Apprentice Spell Caster: Gain the ability to spontaneously cast and know 2nd level spells as detailed below. Prerequisite: Novice Spell Caster, Level 3
Journeyman Spell Caster: Gain the ability to spontaneously cast and know 3rd level spells as detailed below. Prerequisite: Apprentice Spell Caster, Level 5.
Expert Spell Caster: Gain the ability to spontaneously cast and know 4th level spells as detailed below. Prerequisite: Journeyman Spell Caster, Level 7.
Master Spell Caster: Gain the ability to spontaneously cast and know 5th level spells as detailed below. Prerequisite: Expert Spell Caster, Level 9.
Spells Known
Spell Keeper
Your spells known is as displayed on the Low Table.
This is what you start off with when you gain the ability to cast spells.
Improved Spell Keeper
Your spells known is as displayed on the Medium Table.
Prerequisites: Spell Keeper
Greater Spell Keeper
Your spells known is as displayed on the High Table.
Prerequisites: Improved Spell Keeper
Low Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|3|1|-|- |-|-
2nd|4 |2|-|-|-|-
3rd|4|2|1|-|-|-
4th|5|3|2|-|-|-
5th|5|3|2|1|-|-
6th|6|4|3|2|-|-
7th|6|4|3|2|1|-
8th|7|5|4|3|2|-
9th|7|5|4|3|2|1
10th|8|5|4|4|3|2
11th|8|5|4|4|3|2
12th|8|5|4|4|3|3
13th|8|5|4|4|3|3
14th|8|5|4|4|3|3
15th|8|5|4|4|3|3
16th|8|5|4|4|3|3
17th|8|5|4|4|3|3
18th|8|5|4|4|3|3
19th|8|5|4|4|3|3
20th|8|5|4|4|3|3[/table]
Medium Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|4|2|-|- |-|-
2nd|5 |2|-|-|-|-
3rd|5|3|1|-|-|-
4th|6|3|2|-|-|-
5th|6|4|2|1|-|-
6th|7|4|3|2|-|-
7th|7|5|3|2|1|-
8th|8|5|4|3|2|-
9th|8|6|4|3|2|1
10th|9|6|5|4|3|2
11th|9|7|5|4|3|2
12th|9|7|6|5|4|3
13th|9|8|6|5|4|3
14th|9|8|7|6|5|4
15th|9|8|7|6|5|4
16th|9|8|7|6|5|5
17th|9|8|7|6|5|5
18th|9|8|7|6|5|5
19th|9|8|7|6|5|5
20th|9|8|7|6|5|5[/table]
High Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|5|3|-|- |-|-
2nd|6 |4|-|-|-|-
3rd|6|4|1|-|-|-
4th|7|5|2|-|-|-
5th|7|5|2|1|-|-
6th|8|6|3|2|-|-
7th|8|6|3|2|1|-
8th|9|7|4|3|2|-
9th|9|7|4|3|2|1
10th|10|8|5|4|3|2
11th|11|8|6|4|4|2
12th|11|9|6|5|4|3
13th|12|9|7|5|5|3
14th|12|10|7|6|5|4
15th|12|10|8|6|6|4
16th|12|10|8|7|6|5
17th|12|10|9|7|7|5
18th|12|10|9|8|7|6
19th|12|10|10|8|8|7
20th|12|10|10|8|8|8[/table]
Spells Per Day
Spell Slinger
Your spells per day is as displayed on the Low Table.
This is what you start off with when you gain the ability to cast spells.
Improved Spell Slinger
Your spells per day is as displayed on the Medium Table.
Prerequisites: Spell Slinger
Greater Spell Slinger
Your spells per day is as displayed on the High Table.
Prerequisites: Improved Spell Slinger
Low Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|2|-|-|-|-|-
2nd|3|0|-|-|-|-
3rd|3|1|-|-|-|-
4th|3|1|0|-|-|-
5th|3|2|1|-|-|-
6th|3|2|1|0|-|-
7th|3|3|2|1|-|-
8th|3|3|2|1|0|-
9th|3|3|3|2|1|-
10th|3|3|3|2|1|0
11th|3|3|3|3|2|1
12th|3|3|3|3|2|1
13th|3|3|3|3|3|2
14th|3|3|3|3|3|2
15th|3|3|3|3|3|3
16th|3|3|3|3|3|3
17th|3|3|3|3|3|3
18th|3|3|3|3|3|3
19th|3|3|3|3|3|3
20th|3|3|3|3|3|3[/table]
Medium Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|3|1|-|-|-|-
2nd|4|2|-|-|-|-
3rd|4|2|1|-|-|-
4th|4|3|2|-|-|-
5th|4|3|2|1|-|-
6th|4|4|3|2|-|-
7th|4|4|3|2|1|-
8th|4|4|4|3|2|-
9th|4|4|4|3|2|1
10th|4|4|4|4|3|2
11th|4|4|4|4|3|2
12th|4|4|4|4|4|3
13th|4|4|4|4|4|3
14th|4|4|4|4|4|4
15th|4|4|4|4|4|4
16th|4|4|4|4|4|4
17th|4|4|4|4|4|4
18th|4|4|4|4|4|4
19th|4|4|4|4|4|4
20th|4|4|4|4|4|4[/table]
High Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
1st|5|3|-|-|-|-
2nd|6|4|-|-|-|-
3rd|6|5|3|-|-|-
4th|6|6|4|-|-|-
5th|6|6|5|4|-|-
6th|6|6|6|5|-|-
7th|6|6|6|6|3|-
8th|6|6|6|6|4|-
9th|6|6|6|6|5|3
10th|6|6|6|6|6|4
11th|6|6|6|6|6|5
12th|6|6|6|6|6|6
13th|6|6|6|6|6|6
14th|6|6|6|6|6|6
15th|6|6|6|6|6|6
16th|6|6|6|6|6|6
17th|6|6|6|6|6|6
18th|6|6|6|6|6|6
19th|6|6|6|6|6|6
20th|6|6|6|6|6|6[/table]
You are able to cast spells spontaneously like a Sorcerer can. You do not need to prepare your spells ahead of time, but you still require 8 hours of uninterrupted rest to regain your spells per day. You can make either Intelligence, Charisma or Wisdom your casting ability score, which is chosen when you first gain the ability to cast spells.
You may take spells from any class spell list provided in any source book. You currently suffer the full spell failure chance from any armor you wear while casting spells. You can ignore said failure chance however by taking the proper Armour Expertise feats.
Stances & Maneuvers
You may also spend Bonus Feats on the ability to use Stances and Maneuvers.
You may choose if how the recharge and function works like Crusader, Swordsage or Warblade.
Apprentice: Get Maneuvers and Stances as based off the Low Table.
Master: Get Maneuvers and Stances as based off the High Table.
Prerequisites: Apprentice
Low Table
{table=head]Maneuvers Known|Maneuvers Readied|Stances Known
1st|5|3|1
2nd|5|4|2
3rd|6|5|2
4th|6|5|2
5th|7|5|2
6th|7|5|2
7th|8|5|2
8th|8|5|3
9th|9|5|3
10th|9|6|3
11th|10|6|3
12th|10|6|3
13th|11|6|3
14th|11|6|4
15th|12|6|4
16th|12|6|4
17th|13|6|4
18th|13|6|4
19th|14|6|4
20th|14|7|4
[/table]
High Table
{table=head]Maneuvers Known|Maneuvers Readied|Stances Known
1st|6|4|1
2nd|7|4|2
3rd|8|5|2
4th|9|5|2
5th|10|6|2
6th|11|6|3
7th|12|6|3
8th|13|7|3
9th|14|7|3
10th|15|8|4
11th|16|8|4
12th|17|8|4
13th|18|9|4
14th|19|9|5
15th|20|10|5
16th|21|10|5
17th|22|10|5
18th|23|11|5
19th|24|11|5
20th|25|12|6
[/table]
You may take maneuvers or stances from any of the groups, as long as you meet their prerequisites.
AC Bonus
You gain a bonus to AC equal to half your BAB rounded down.
Reasons behind some of the things
Base Attack Bonus: So everyone can be effective in melee combat and not completely hopeless. For weapon based characters it`s pretty much required anyways to be effective while for casters and skill users it`s not something to be used much anyways and even if so doesn`t given them anything game breaking.
HD: Character durability. Enough that they can handle themselves in the thick of things if they're smart about it. Low enough that sheer recklessness and stupidity can still get them killed.
Class Skills: Everyone's character is unique. Plus this class is designed for campaigns where it's the only class being used by players so to only make certain skills class skills would screw concepts over. I could go Generic route here and have them pick a number. But I don't want players to build up so many skill points to find out it has to be wasted on cross-class skills.
I don't think it should be game breaking anyway's, if anything it gives them more flavour.
Skill Points: Allows everyone to get their basics down like listen, spot, search. Pick a couple tactic/mechanic vital skills and them hopefully one or two for flavour sake.
Feats each level: So every level up feels like you're gaining something. Besides, assuming you went pure feats instead of special abilities it basically makes you an upgraded Fighter and Fighters aren't so good to begin with and could use a boost. If you do go after special abilities then it's not really an over flooding of feats any more due to the investment into the special abilities.
Spells Maxed at Level 5: To help control the amount of magic flying around. I find 5th level spells are still plenty powerful enough to do devastating effects as spell casters and make going into magic worth it and a powerful weapon. But not to the point that campaigns get destroyed from it and martial characters feel completely outmatched.
Plus, it put's a limit on how much meta magic abuse they can do which gives Martial characters more ability to catch up.
Example: Strongest spell will probably do around 15d6 damage. Pretty good damage. Martials probably lack the insane dice (unless if they go sneak attack) and instead go for flat number boosts like +X damage.
But the damage output is more comparable now and, criticals will allow martials to do similliar if not more damage than spell casters, while spell casters will still have other utilities with their spells as well so they aren't left cheated.
Bonus Spells Known: To help balance the fact for that spell casters now have a lower maximum spell level they may cast. Plus being able to access spells from more than one tree now, it gives more flexibility to branch into different spell lists.
Can pick from any spell list: It does help balance the fact the max spell level is now lower. But the main reason is I find the idea of magic more interesting if it's all magic that any magic user could possibly learn and use. This allows essentially spell casters who can mix and match spells to allow for both more flexibility and magic to be more a mystical power thing than something divided up into different things by different groups. Plus, with this being designed as a class that is to be the only class in a campaign it would be dickish to just outlaw spell trees.