zhdarkstar
2013-10-02, 09:05 PM
Liberal Arts Major
Put an image of your class here!
But you know what I've learned in my seven years here at Coolidge... Timmy? I've learned that you can't treat every situation as a life-and-death matter because you'll die a lot of times. Write that down.
The Liberal Arts Major is the epitome of legitimacy and indecisiveness. They dabble in many fields, while never committing to a focus on just one study.
Role: The options for the Liberal Arts Majors are as unique as the minors they take. Some can take support and face roles with a study of various mental-based courses, whereas others can be more martially focused via an array of sports scholarships. Then, there are those whose indecisiveness has left them with an education so varied that there is no job for them to fill. However, there exists a few whose expert educational planning puts them in a position where investing more money into education allows them more tricks up their sleeves than their contemporaries expected them to ever have.
Alignment: Anyone can become a Liberal Arts Major. Because Liberal Arts Majors know that their continued education relies on living by the rules of their educational institution, those who eventually see graduation tend to be either nonchaotic or nonevil.
Hit Die: d8
Starting Gold: See Financial Aid class feature
Class Skills
A Liberal Arts Major has no class skills of its own except for Knowledge (barcana) (Int).
Skill Ranks per Level: (4 + Int modifier)
LIBERAL ARTS MAJOR
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+0
General Education Plan (freshman), Audit Course, Financial Aid, Indecisive Student, Bonus Feat
2nd
+1
+0
+0
+0
Bonus Feat
3rd
+2
+1
+1
+1
Audit Course
4th
+3
+1
+1
+1
Declare Minor
5th
+3
+1
+1
+1
Audit Course
6th
+4
+2
+2
+2
General Education Plan (sophomore), Bonus Feat
7th
+5
+2
+2
+2
Audit Course
8th
+6/+1
+2
+2
+2
Declare Minor
9th
+6/+1
+3
+3
+3
Audit Course
10th
+7/+2
+3
+3
+3
Bonus Feat
11th
+8/+3
+3
+3
+3
Audit Course, General Education Plan (junior)
12th
+9/+4
+4
+4
+4
Declare Minor
13th
+9/+4
+4
+4
+4
Audit Course
14th
+10/+5
+4
+4
+4
Bonus Feat
15th
+11/+6/+1
+5
+5
+5
Audit Course
16th
+12/+7/+2
+5
+5
+5
Audit Course, General Education Plan (junior)
17th
+12/+7/+2
+5
+5
+5
Audit Course
18th
+13/+8/+3
+6
+6
+6
Bonus Feat
19th
+14/+9/+4
+6
+6
+6
Audit Course
20th
+15/+10/+5
+6
+6
+6
Graduation
Class Features
All of the following are class features of the Liberal Arts Major.
Weapon and Armor Proficiencies: A Liberal Arts Major is proficient with all simple weapons. She is proficient with light armor and bucklers.
General Education Program (Ex): At 1st level, a Liberal Arts Major is considered a freshman and gains a student level (StL) equal to her class level. For every five student levels above 1st, she is granted a higher student classification as listed on the table. If a Liberal Arts Major takes a level in any nonstudent class, she is no longer considered an enrolled student.
In addition, a Liberal Arts Major has to meet certain educational requirements in order to advance in the class. In order to graduate, she must audit at least one course from each of the following categories: Math, Science, Humanities, Extracurricular. If the Liberal Arts Major has not audited a course from at least one category per four student levels, minimum 1, she cannot gain another level in Liberal Arts Major, unless the level gained will allow her to meet that requirement.
Audit Course: At 1st level, and every two levels thereafter, a Liberal Arts Major may select any course for which she meets the prerequisites. Unless specified, each course is considered an Extraordinary ability.
Indecisive Student (Ex): You may choose which two saves have good save progression. Gain a permanent +1 bonus to any two ability scores.
Financial Aid (Ex): At 1st class level, and every character level thereafter, you may take out a loan to cover the tuition cost of any courses audited that level or supplies for those courses. The maximum amount that can be taken out at 1st character level is 1,000 gp. For each character level increase afterwards, the maximum amount is equal to your student level squared multiplied by 500 gp, or (StL^2) x 500 gp. This loan has a 5% interest rate that compounds each character level increase before any payment is calculated or made. It does not have to be repaid until one character level after you cease being an enrolled student. At that point, your loan is split into five payments where your minimum payment due each level thereafter is equal to the total loan balance divided by the remaining payments, rounded down. To put it simply, the first minimum payment is 1/5 of the loan balance, the second is 1/4, and so on, with the fifth payment being the total remaining balance. If you become an enrolled student again afterwards, repayment stops and interest continues to accrue. If a payment cannot be made, your loan is considered to be in default. While in default, your interest rate increases to 10% until you make two consecutive minimum payments. You will also be hunted relentlessly by debt collectors who will recover the delinquent payments by any means necessary.* An enrolled student may make payments at each character level increase after interest is accrued without penalty.
*DM discretion as to whether the character should live or die. Many an adventure start by repaying a debt. DM does not have to use these financial aid rules and may use a different mechanic if desired, adjusting tuition costs to compensate as needed.
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, you may select a bonus feat for which you meet the prerequisites.
Declare Minor: At 4th level, and every four levels thereafter, you may select a single minor for which you meet the prerequisites. Unless specified, each Minor is an Extraordinary ability.
Graduation (Ex): At 20th level, you have reached the end of your undergraduate studies. You gain a permanent +4 bonus to your ability scores, split any way you choose among up to four ability scores. You may select any minors that you qualify for instead of the normal single choice. You are no longer considered an enrolled student.
Archetypes
Pretentious Scholar
Hit Die: d6
Base Attack Bonus: As wizard
Academic Scholarship (Ex): You are considered an honors student for the purpose of qualifying for courses. Gain +2 to any one mental ability score. Gain Merit Scholarship (Freshman) as a bonus course. Reflex and Will become good saves.
This replaces the Indecisive Student class feature and the bonus feat gained at 1st level
Jock Recruit
Hit Die: d10
Base Attack Bonus: As fighter
Athletic Scholarship (Ex): You are considered a student athlete for the purpose of qualifying for courses. Gain +2 to any one physical ability score. Gain Sports Scholarship (Freshman) as a bonus course. Fortitude and Reflex now become good saves.
This replaces the Indecisive Student class feature and the bonus feat gained at 1st level
New Feats
Change Major [General]
Requires: Financial Aid, Audit Course, student level 1st, must have taken a level in a nonstudent class since last student class level before or when taking this feat
Benefit: You may count half of the levels from the class used to qualify for this feat as student levels for the purpose of determining the effects based on your student level, except determining emulated class levels. Any class features that are gained from both classes, such as sneak attack or spellcasting, stack with each other in terms of progression, adding the appropriate amount of emulated class levels to the real class levels to determine the effects. All of the effective levels granted by this feat have a maximum level equal to your Hit Die. You are still considered to be an enrolled student and may take further levels in the nonstudent class. Once you reach student level 20th, you gain the Graduation class feature as if you were a 20th level Liberal Arts Major.
Special: You may take this feat multiple times, each time applying the effects to another nonstudent class.
Extra Audit [General]
Requires: Audit Course, student level 3rd, must be an enrolled student
Benefit: You may select a course for which you meet the prerequisites.
Special: You may select this feat once for every three student levels you possess, up to five times total.
Graduate Studies [General]
Requires: Graduation, character level 21st, Change Major or one level each in at least two classes that grant student levels
Benefit: You are once again considered an enrolled student. At every four student level increases above 20th, you may select an additional minor for which you meet the prerequisites.
Renaissance Man [General]
Requires: General Education Plan (sophomore), Sports Scholarship (Redshirt), audited at least two courses with an Honors Student bonus.
Benefit: You may count as an Honors Student for a number of courses equal to half of your student level, rounded down. You may immediately gain the Honors Student bonuses for any courses used to qualify for this feat.
New Items
Sports Equipment
Each sport has an assortment of gear and enchantments that grants bonuses to athletes in those sports, as well as a selection of gear that is beneficial to all athletes regardless of sport.
Football
Football Helmet
Aura faint abjuration; CL 7th
Slot head; Price 3,500 gp; Weight 1 lb.
Description: This reinforced helmet grants football players a +3 luck bonus to AC. The built-in face mask has a specially tinted visor that provides an equipment bonus to saves against effects that are based on the wearer's eyesight equal to one-quarter of her student level, rounded down. However, it also imposes a -1 penalty to CMD against grapple due to its cagelike design. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a melee attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,750 gp
Quarterback Pads
Light Armor
Armor Bonus +3; Maximum DEX Bonus +5; Armor Check -2
Arcane Spell Failure 15%; Weight 20 lb;* Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of lightweight pads preserves a large range of motion for the wearer and provides an adequate amount of protection against sudden blows while in the passing pocket. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by ranged attacks with thrown weapons.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp
Running Back Pads
Light Armor
Armor Bonus +4; Maximum DEX Bonus +4; Armor Check -3
Arcane Spell Failure 20%; Weight 25 lb;*Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of pads absorbs hits when moving past the opposition without sacrificing mobility. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by moving through a threatened space.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp
Guard Tackle Pads
Medium Armor
Armor Bonus +5; Maximum DEX Bonus +3; Armor Check -4
Arcane Spell Failure 25%; Weight 30 lb;*Speed 20'/15'
Aura moderate abjuration; CL 6th; Price 3,000 gp
Description: This set of heavy-duty pads is designed to take hard blows to defend the wearer's allies. A football player wearing these pads can defend against a charge directed at a nearby ally. As an immediate action, you may make a 5-foot step to place yourself in the path of a charge directed at an ally within 10 feet. The charge resolves against you instead of your ally.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,500 gp
Baseball
Batting Helmet
Aura faint abjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
Description: This helmet grants baseball players a +2 luck bonus to AC. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a ranged attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp
Baserunner Cleats
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1 lb.
Description: These specially designed cleats grant baseball players the ability to use misdirection to move a short distance during ranged attacks made by others. Once per round, you may make an opposed Bluff skill check against an enemy making a ranged attack against an ally as an immediate action. If you succeed, you may move up to half of your speed in one direction as the attack is resolved. This movement does not count against any other movements made in the round. If you fail, then the ranged attack is redirected to you and you may not use Deflect Arrows or Snatch Arrows against the redirected attack. You may use this ability a number of times per day equal to half of your student level, rounded down and minimum 1.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
Catcher's Mitt
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's thickly padded, mitten-like design allows a baseball player to use Deflect Arrows an additional number of times per round equal to one-quarter of your student level, minimum 1.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
First Baseman's Mitt
Aura faint transmutation; CL 5th
Slot hands; Price 2,500 gp; Weight 1 lb.
Description: This baseball glove's long, scoop-like design allows a baseball player to apply Snatch Arrows to a ranged attack targeting an adjacent ally. This counts as a use of Deflect Arrows and an attack of opportunity, but may be used multiple times per round if you can make multiple attacks of opportunity due to a feat, class feature, or other special ability.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp
Infielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's small, open-webbed design allows a baseball player to make an attack of opportunity using the projectile targeted by Snatch Arrows as an immediate action. This attack does not have to be made against the enemy who attacked you. Treat the range increment, damage, and any bonuses as if this attack was made with the weapon from which was originally used. You suffer no penalty for weapon proficiency for attacks made, but apply range penalties as normal.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Pitcher's Glove
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's opaque-webbed design allows a baseball player to make an opposed Sleight of Hand skill check as part of a ranged attack with a thrown weapon. If you pass, your opponent takes a -2 penalty to AC for every 5 above your opponent's result against the attack. If you succeed by 10 or more, your opponent is considered flat-footed against the attack.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
Outfielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's long, flattened design allows a baseball player to apply Snatch Arrows to a ranged attack targeting a nearby ally as an immediate action. In order to use this ability, you must be able to occupy a space that is no further away than half your speed, rounded down, and is between the attacker and your ally. This movement does not affect your ability to take other movements.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Switch-thrower's Glove
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A switch-thrower's glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. The second thumb pocket and finger hole allow a baseball player to switch her glove hand if the other hand is free as a free action. As a result, she can make ranged attacks with thrown weapons using both hands while still having access to the ability granted by the glove.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Batting Gloves
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A batting glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. As a free action, a baseball player can mentally command the gloves to split from a single glove that covers one hand to a pair of gloves that allow her to use both hands freely. While they are split into two gloves, she also gains an equipment bonus to attack and damage rolls equal to one-quarter her student level when wielding melee weapons in two hands
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Bunting
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a bunting weapon may make a 5-foot step when using Deflecting Arrows. This movement does not affect the ability to make any other movement.You may only add this enchantment to a melee weapon that deals bludgeoning damage and not an unarmed strike via any means. You may not use this ability and slugging at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +1
Slugging
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a slugging weapon may make an attack of opportunity when using Deflect Arrows. The target of the attack of opportunity does not have to be the same enemy whose attack was deflected. She uses the range increment of the deflected weapon to determine range penalty, but rolls the attack as a melee attack instead. If the attack hits, it deals the combined damage of both the slugging weapon and the deflected weapon. You may apply any eligible bonuses or effects from both weapons to this attack. You may only use this ability more than once per round if you have an ability that increases both uses of Deflect Arrows and number of attacks of opportunity made in a round, with the maximum being the lesser amount available. You may only add this enchantment to a melee weapon that deals bludgeoning damage, and not an unarmed strike via any means. You may not use this ability and bunting at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +2
Weaponized Baseball
Simple Light Thrown
Price 1 sp; Dmg (S) 1d3; Dmg (M) 1d4
Critical 19-20/x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While baseballs made for mass production are primarily composed of leather and cork, it is not unheard of for specialty balls designed for combat to be made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.
Track & Field
TBD
Wrestling
Wrestling Singlet
Light Armor
Armor Bonus -; Maximum DEX Bonus -; Armor Check -
Arcane Spell Failure -; Weight 1/4 lb; Speed 30'/20'
Aura moderate abjuration; CL 4th; Price 2,000 gp
Description: A wrestling singlet is a special armor designed specifically for wrestlers. It has no armor bonus, maximum Dexterity bonus, armor check penalty, or arcane spell failure, but may be enchanted like any other light armor. A wrestler wearing one gains an equipment bonus to CMB and CMD for grapple and trip equal to one-quarter of her student level, rounded down. For the purposes of abilities and effects, she may consider herself either armored or unarmored, whichever is more advantageous.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for wrestling; Cost 1,000 gp
Wrestling Shoes
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant wrestlers better traction without sacrificing mobility. The wearer gets an equipment bonus to CMD against bull rush and overrun equal to one-quarter of her student level, rounded down.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
Soccer
Cleats of Kicking
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant soccer players the largest striking surface possible. This allows them to apply more force without sacrificing accuracy. She may apply her Strength modifier instead of her Dexterity modifer on ranged attacks using a soccer ball.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for soccer; Cost 750 gp
Weaponized Soccer Ball
Simple Light Thrown
Price 5 sp; Dmg (S) 1d4; Dmg (M) 1d6
Critical x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While soccer balls made for mass production are primarily composed of leather surrounding an air bladder, it is not unheard of for specialty balls designed for combat to have panels made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.
General
TBD
Put an image of your class here!
But you know what I've learned in my seven years here at Coolidge... Timmy? I've learned that you can't treat every situation as a life-and-death matter because you'll die a lot of times. Write that down.
The Liberal Arts Major is the epitome of legitimacy and indecisiveness. They dabble in many fields, while never committing to a focus on just one study.
Role: The options for the Liberal Arts Majors are as unique as the minors they take. Some can take support and face roles with a study of various mental-based courses, whereas others can be more martially focused via an array of sports scholarships. Then, there are those whose indecisiveness has left them with an education so varied that there is no job for them to fill. However, there exists a few whose expert educational planning puts them in a position where investing more money into education allows them more tricks up their sleeves than their contemporaries expected them to ever have.
Alignment: Anyone can become a Liberal Arts Major. Because Liberal Arts Majors know that their continued education relies on living by the rules of their educational institution, those who eventually see graduation tend to be either nonchaotic or nonevil.
Hit Die: d8
Starting Gold: See Financial Aid class feature
Class Skills
A Liberal Arts Major has no class skills of its own except for Knowledge (barcana) (Int).
Skill Ranks per Level: (4 + Int modifier)
LIBERAL ARTS MAJOR
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+0
General Education Plan (freshman), Audit Course, Financial Aid, Indecisive Student, Bonus Feat
2nd
+1
+0
+0
+0
Bonus Feat
3rd
+2
+1
+1
+1
Audit Course
4th
+3
+1
+1
+1
Declare Minor
5th
+3
+1
+1
+1
Audit Course
6th
+4
+2
+2
+2
General Education Plan (sophomore), Bonus Feat
7th
+5
+2
+2
+2
Audit Course
8th
+6/+1
+2
+2
+2
Declare Minor
9th
+6/+1
+3
+3
+3
Audit Course
10th
+7/+2
+3
+3
+3
Bonus Feat
11th
+8/+3
+3
+3
+3
Audit Course, General Education Plan (junior)
12th
+9/+4
+4
+4
+4
Declare Minor
13th
+9/+4
+4
+4
+4
Audit Course
14th
+10/+5
+4
+4
+4
Bonus Feat
15th
+11/+6/+1
+5
+5
+5
Audit Course
16th
+12/+7/+2
+5
+5
+5
Audit Course, General Education Plan (junior)
17th
+12/+7/+2
+5
+5
+5
Audit Course
18th
+13/+8/+3
+6
+6
+6
Bonus Feat
19th
+14/+9/+4
+6
+6
+6
Audit Course
20th
+15/+10/+5
+6
+6
+6
Graduation
Class Features
All of the following are class features of the Liberal Arts Major.
Weapon and Armor Proficiencies: A Liberal Arts Major is proficient with all simple weapons. She is proficient with light armor and bucklers.
General Education Program (Ex): At 1st level, a Liberal Arts Major is considered a freshman and gains a student level (StL) equal to her class level. For every five student levels above 1st, she is granted a higher student classification as listed on the table. If a Liberal Arts Major takes a level in any nonstudent class, she is no longer considered an enrolled student.
In addition, a Liberal Arts Major has to meet certain educational requirements in order to advance in the class. In order to graduate, she must audit at least one course from each of the following categories: Math, Science, Humanities, Extracurricular. If the Liberal Arts Major has not audited a course from at least one category per four student levels, minimum 1, she cannot gain another level in Liberal Arts Major, unless the level gained will allow her to meet that requirement.
Audit Course: At 1st level, and every two levels thereafter, a Liberal Arts Major may select any course for which she meets the prerequisites. Unless specified, each course is considered an Extraordinary ability.
Indecisive Student (Ex): You may choose which two saves have good save progression. Gain a permanent +1 bonus to any two ability scores.
Financial Aid (Ex): At 1st class level, and every character level thereafter, you may take out a loan to cover the tuition cost of any courses audited that level or supplies for those courses. The maximum amount that can be taken out at 1st character level is 1,000 gp. For each character level increase afterwards, the maximum amount is equal to your student level squared multiplied by 500 gp, or (StL^2) x 500 gp. This loan has a 5% interest rate that compounds each character level increase before any payment is calculated or made. It does not have to be repaid until one character level after you cease being an enrolled student. At that point, your loan is split into five payments where your minimum payment due each level thereafter is equal to the total loan balance divided by the remaining payments, rounded down. To put it simply, the first minimum payment is 1/5 of the loan balance, the second is 1/4, and so on, with the fifth payment being the total remaining balance. If you become an enrolled student again afterwards, repayment stops and interest continues to accrue. If a payment cannot be made, your loan is considered to be in default. While in default, your interest rate increases to 10% until you make two consecutive minimum payments. You will also be hunted relentlessly by debt collectors who will recover the delinquent payments by any means necessary.* An enrolled student may make payments at each character level increase after interest is accrued without penalty.
*DM discretion as to whether the character should live or die. Many an adventure start by repaying a debt. DM does not have to use these financial aid rules and may use a different mechanic if desired, adjusting tuition costs to compensate as needed.
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, you may select a bonus feat for which you meet the prerequisites.
Declare Minor: At 4th level, and every four levels thereafter, you may select a single minor for which you meet the prerequisites. Unless specified, each Minor is an Extraordinary ability.
Graduation (Ex): At 20th level, you have reached the end of your undergraduate studies. You gain a permanent +4 bonus to your ability scores, split any way you choose among up to four ability scores. You may select any minors that you qualify for instead of the normal single choice. You are no longer considered an enrolled student.
Archetypes
Pretentious Scholar
Hit Die: d6
Base Attack Bonus: As wizard
Academic Scholarship (Ex): You are considered an honors student for the purpose of qualifying for courses. Gain +2 to any one mental ability score. Gain Merit Scholarship (Freshman) as a bonus course. Reflex and Will become good saves.
This replaces the Indecisive Student class feature and the bonus feat gained at 1st level
Jock Recruit
Hit Die: d10
Base Attack Bonus: As fighter
Athletic Scholarship (Ex): You are considered a student athlete for the purpose of qualifying for courses. Gain +2 to any one physical ability score. Gain Sports Scholarship (Freshman) as a bonus course. Fortitude and Reflex now become good saves.
This replaces the Indecisive Student class feature and the bonus feat gained at 1st level
New Feats
Change Major [General]
Requires: Financial Aid, Audit Course, student level 1st, must have taken a level in a nonstudent class since last student class level before or when taking this feat
Benefit: You may count half of the levels from the class used to qualify for this feat as student levels for the purpose of determining the effects based on your student level, except determining emulated class levels. Any class features that are gained from both classes, such as sneak attack or spellcasting, stack with each other in terms of progression, adding the appropriate amount of emulated class levels to the real class levels to determine the effects. All of the effective levels granted by this feat have a maximum level equal to your Hit Die. You are still considered to be an enrolled student and may take further levels in the nonstudent class. Once you reach student level 20th, you gain the Graduation class feature as if you were a 20th level Liberal Arts Major.
Special: You may take this feat multiple times, each time applying the effects to another nonstudent class.
Extra Audit [General]
Requires: Audit Course, student level 3rd, must be an enrolled student
Benefit: You may select a course for which you meet the prerequisites.
Special: You may select this feat once for every three student levels you possess, up to five times total.
Graduate Studies [General]
Requires: Graduation, character level 21st, Change Major or one level each in at least two classes that grant student levels
Benefit: You are once again considered an enrolled student. At every four student level increases above 20th, you may select an additional minor for which you meet the prerequisites.
Renaissance Man [General]
Requires: General Education Plan (sophomore), Sports Scholarship (Redshirt), audited at least two courses with an Honors Student bonus.
Benefit: You may count as an Honors Student for a number of courses equal to half of your student level, rounded down. You may immediately gain the Honors Student bonuses for any courses used to qualify for this feat.
New Items
Sports Equipment
Each sport has an assortment of gear and enchantments that grants bonuses to athletes in those sports, as well as a selection of gear that is beneficial to all athletes regardless of sport.
Football
Football Helmet
Aura faint abjuration; CL 7th
Slot head; Price 3,500 gp; Weight 1 lb.
Description: This reinforced helmet grants football players a +3 luck bonus to AC. The built-in face mask has a specially tinted visor that provides an equipment bonus to saves against effects that are based on the wearer's eyesight equal to one-quarter of her student level, rounded down. However, it also imposes a -1 penalty to CMD against grapple due to its cagelike design. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a melee attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,750 gp
Quarterback Pads
Light Armor
Armor Bonus +3; Maximum DEX Bonus +5; Armor Check -2
Arcane Spell Failure 15%; Weight 20 lb;* Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of lightweight pads preserves a large range of motion for the wearer and provides an adequate amount of protection against sudden blows while in the passing pocket. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by ranged attacks with thrown weapons.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp
Running Back Pads
Light Armor
Armor Bonus +4; Maximum DEX Bonus +4; Armor Check -3
Arcane Spell Failure 20%; Weight 25 lb;*Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of pads absorbs hits when moving past the opposition without sacrificing mobility. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by moving through a threatened space.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp
Guard Tackle Pads
Medium Armor
Armor Bonus +5; Maximum DEX Bonus +3; Armor Check -4
Arcane Spell Failure 25%; Weight 30 lb;*Speed 20'/15'
Aura moderate abjuration; CL 6th; Price 3,000 gp
Description: This set of heavy-duty pads is designed to take hard blows to defend the wearer's allies. A football player wearing these pads can defend against a charge directed at a nearby ally. As an immediate action, you may make a 5-foot step to place yourself in the path of a charge directed at an ally within 10 feet. The charge resolves against you instead of your ally.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,500 gp
Baseball
Batting Helmet
Aura faint abjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
Description: This helmet grants baseball players a +2 luck bonus to AC. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a ranged attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp
Baserunner Cleats
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1 lb.
Description: These specially designed cleats grant baseball players the ability to use misdirection to move a short distance during ranged attacks made by others. Once per round, you may make an opposed Bluff skill check against an enemy making a ranged attack against an ally as an immediate action. If you succeed, you may move up to half of your speed in one direction as the attack is resolved. This movement does not count against any other movements made in the round. If you fail, then the ranged attack is redirected to you and you may not use Deflect Arrows or Snatch Arrows against the redirected attack. You may use this ability a number of times per day equal to half of your student level, rounded down and minimum 1.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
Catcher's Mitt
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's thickly padded, mitten-like design allows a baseball player to use Deflect Arrows an additional number of times per round equal to one-quarter of your student level, minimum 1.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
First Baseman's Mitt
Aura faint transmutation; CL 5th
Slot hands; Price 2,500 gp; Weight 1 lb.
Description: This baseball glove's long, scoop-like design allows a baseball player to apply Snatch Arrows to a ranged attack targeting an adjacent ally. This counts as a use of Deflect Arrows and an attack of opportunity, but may be used multiple times per round if you can make multiple attacks of opportunity due to a feat, class feature, or other special ability.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp
Infielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's small, open-webbed design allows a baseball player to make an attack of opportunity using the projectile targeted by Snatch Arrows as an immediate action. This attack does not have to be made against the enemy who attacked you. Treat the range increment, damage, and any bonuses as if this attack was made with the weapon from which was originally used. You suffer no penalty for weapon proficiency for attacks made, but apply range penalties as normal.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Pitcher's Glove
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's opaque-webbed design allows a baseball player to make an opposed Sleight of Hand skill check as part of a ranged attack with a thrown weapon. If you pass, your opponent takes a -2 penalty to AC for every 5 above your opponent's result against the attack. If you succeed by 10 or more, your opponent is considered flat-footed against the attack.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
Outfielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's long, flattened design allows a baseball player to apply Snatch Arrows to a ranged attack targeting a nearby ally as an immediate action. In order to use this ability, you must be able to occupy a space that is no further away than half your speed, rounded down, and is between the attacker and your ally. This movement does not affect your ability to take other movements.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Switch-thrower's Glove
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A switch-thrower's glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. The second thumb pocket and finger hole allow a baseball player to switch her glove hand if the other hand is free as a free action. As a result, she can make ranged attacks with thrown weapons using both hands while still having access to the ability granted by the glove.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Batting Gloves
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A batting glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. As a free action, a baseball player can mentally command the gloves to split from a single glove that covers one hand to a pair of gloves that allow her to use both hands freely. While they are split into two gloves, she also gains an equipment bonus to attack and damage rolls equal to one-quarter her student level when wielding melee weapons in two hands
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp
Bunting
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a bunting weapon may make a 5-foot step when using Deflecting Arrows. This movement does not affect the ability to make any other movement.You may only add this enchantment to a melee weapon that deals bludgeoning damage and not an unarmed strike via any means. You may not use this ability and slugging at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +1
Slugging
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a slugging weapon may make an attack of opportunity when using Deflect Arrows. The target of the attack of opportunity does not have to be the same enemy whose attack was deflected. She uses the range increment of the deflected weapon to determine range penalty, but rolls the attack as a melee attack instead. If the attack hits, it deals the combined damage of both the slugging weapon and the deflected weapon. You may apply any eligible bonuses or effects from both weapons to this attack. You may only use this ability more than once per round if you have an ability that increases both uses of Deflect Arrows and number of attacks of opportunity made in a round, with the maximum being the lesser amount available. You may only add this enchantment to a melee weapon that deals bludgeoning damage, and not an unarmed strike via any means. You may not use this ability and bunting at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +2
Weaponized Baseball
Simple Light Thrown
Price 1 sp; Dmg (S) 1d3; Dmg (M) 1d4
Critical 19-20/x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While baseballs made for mass production are primarily composed of leather and cork, it is not unheard of for specialty balls designed for combat to be made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.
Track & Field
TBD
Wrestling
Wrestling Singlet
Light Armor
Armor Bonus -; Maximum DEX Bonus -; Armor Check -
Arcane Spell Failure -; Weight 1/4 lb; Speed 30'/20'
Aura moderate abjuration; CL 4th; Price 2,000 gp
Description: A wrestling singlet is a special armor designed specifically for wrestlers. It has no armor bonus, maximum Dexterity bonus, armor check penalty, or arcane spell failure, but may be enchanted like any other light armor. A wrestler wearing one gains an equipment bonus to CMB and CMD for grapple and trip equal to one-quarter of her student level, rounded down. For the purposes of abilities and effects, she may consider herself either armored or unarmored, whichever is more advantageous.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for wrestling; Cost 1,000 gp
Wrestling Shoes
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant wrestlers better traction without sacrificing mobility. The wearer gets an equipment bonus to CMD against bull rush and overrun equal to one-quarter of her student level, rounded down.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp
Soccer
Cleats of Kicking
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant soccer players the largest striking surface possible. This allows them to apply more force without sacrificing accuracy. She may apply her Strength modifier instead of her Dexterity modifer on ranged attacks using a soccer ball.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for soccer; Cost 750 gp
Weaponized Soccer Ball
Simple Light Thrown
Price 5 sp; Dmg (S) 1d4; Dmg (M) 1d6
Critical x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While soccer balls made for mass production are primarily composed of leather surrounding an air bladder, it is not unheard of for specialty balls designed for combat to have panels made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.
General
TBD