Jeff the Green
2013-11-15, 02:47 AM
Introduction/Author's Note
It's always bugged me that skill monkeys never got the Tome of Battle treatment. Oh, sure, there's the swordsage, but they're still fundamentally martial adepts with some good skills. So I thought I'd give it a shot.
The idea here is to create a class that has some battle capability (after all, D&D is combat-based), but is fundamentally about mundane options to non-combat situations. I've therefore created a system that builds on the existing skill system to give each skill much more interesting uses.
The equivalent of "spells", "powers", or "maneuvers" in this system is the Knack. As part of performing the knack the watchamadingle (I know, I know; it's a placeholder) rolls one or two skill checks. Each knack has a number of possible effects, each with its own DC (or DCs, if the knack requires multiple skills). Once the watchamadingle makes the roll, he chooses an effect from among the ones whose DCs he beat. (If he didn't beat any, the knack fails.)
I'm also a fan of wager mechanics, so I've included one in this system. When the watchamadingle makes a wager, he chooses an effect before rolling. If he beats the effect's DC, that effect occurs and the watchamadingle gains a payoff depending on by how much he beat the DC. If he fails on the skill check, though, the knack fails even if he beat another effect's DC and he suffers a forfeit.
Anyway, as indicated by the [WIP] tag, this is very much a work in progress. I've only created four knacks, and some of the class features need work. I'd appreciate any help, including knacks you want to write, anyone feels like giving. :smallsmile:
To do list:
Improve specialty feat list.
Improve specialty ability list.
Reword skilled strike/skilled resistance?
Fluff text.
Name it something other than "Watchamadingle"
Knacks. Lots of them.
Whatchamadingle
http://www.wizards.com/dnd/images/cx_gallery/86368.jpg
quote from a watchamadingle
Hitdie
d6.
NAME OF CLASS
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Knacks, specialty
2nd|
+1|
+0|
+0|
+3|Exceptional ally
3rd|
+2|
+1|
+1|
+3|Skilled strike
4th|
+3|
+1|
+1|
+4|Specialty feat
5th|
+3|
+1|
+1|
+4|-
6th|
+4|
+2|
+2|
+5|Specialty ability
7th|
+5|
+2|
+2|
+5|-
8th|
+6|
+2|
+2|
+6|Skilled defense
9th|
+6|
+3|
+3|
+6|Specialty feat
10th|
+7|
+3|
+3|
+7|-
11th|
+8|
+3|
+3|
+7|-
12th|
+9|
+4|
+4|
+8|Specialty ability
13th|
+9|
+4|
+4|
+8|Skilled resistance
14th|
+10|
+4|
+4|
+9|Specialty feat
15th|
+11|
+5|
+5|
+9|-
16th|
+12|
+5|
+5|
+10|-
17th|
+12|
+5|
+5|
+10|-
18th|
+13|
+6|
+6|
+11|Specialty ability
19th|
+14|
+6|
+6|
+11|Specialty feat
20th|
+15|
+6|
+6|
+12|-[/table]
Class Skills (4 + Int modifier per level, x4 at 1st level): All.
[B]Class Features
All of the following are Class Features of the whatchamadingle.
Weapon and Armor Proficiency
A whatchamadingle is proficient with all simple weapons, light armor, and shields. She may gain additional proficiencies depending on the specialty she chooses.
Knacks
A whatchamadingle's greatest tools are her knacks, unique talents that in some ways may resemble spells but are in fact entirely mundane. They therefore function even in antimagic fields and cannot be dispelled. Each knack belongs to one of the whatchamadingle's specialties. While a whatchamadingle may choose knacks from a specialty other than her own, she must always have more knacks from her specialty than from any other. For example, if a whatchamadingle with the charlatan specialty has six charlatan knacks, five gumshoe knacks, and three outrider knacks, she cannot gain another gumshoe knack until she gains a new charlatan knack.
A 1st-level whatchamadingle begins knowing four knacks and gains an additional knack each level. Starting at sixth level, and every even level thereafter, a whatchamadingle can choose to learn a new knack in place of one she already knows. In effect, the whatchamadingle "loses" the old knack in exchange for the new one. A whatchamadingle may swap only a single knack at any given level, and must choose whether or not to swap the knack at the same time that he gains a new knack known for the level.
Specialty
Whatchamadingles may be found in any walk of life, from prowling city streets to procuring military intelligence to stalking the wilds. While they share many features, each has a specialty, a group of knacks and other abilities that allow them to excel in their chosen path. At first level the whatchamadingle chooses her specialty; thereafter this choice may not be changed. Each specialty has associated skills and a key ability. At each level, a watchamadingle gains one rank in each of her specialty's associated skills without investing skill points. She can buy ranks in the associated skills normally, though she is still limited to a maximum number of ranks equal to her character level + 3.
Acrobat
An acrobat's associated skills are Balance, Climb, Escape Artist, Jump, and Tumble. Her key ability score is Intelligence.
Charlatan
Charlatans approach every situation with deceit. Whether working a swindle or stealing secrets from their country's enemies, charlatans rely on their ability to deceive and mislead in even the most extraordinary situations.
A charlatan's associated skills are Bluff, Disguise, Forgery, Intimidate, and Sleight of Hand. Her key ability is Charisma.
Gumshoe
A gumshoe's associated skills are Appraise, Forgery, Gather Information, Search, and Sense Motive. Her key ability is Intelligence.
Hunter
A hunter's associated skills are Hide, Handle Animal, Heal, Listen, Move Silently, Spot, and Survival. Her key ability is Wisdom.
Hunters gain proficiency with all ranged martial weapons, bolas, nets, and lassosBoED.
Outrider
An outrider's associated skills are Hide, Listen, Move Silently, Profession (siege engineer), Ride, and Spot. Her key ability is Wisdom.
Outriders gain proficiency with all martial weapons and a single exotic weapon of their choice
Exceptional Ally
A watchamadingle is so familiar with her specialty's associated skills that she proves to be exceptional when working to perform these skills with her ally's. Starting at 2nd-level, When successfully aided on a skill check in one of her specialty's associated skills, or when aiding another on these skills, the bonus a whatchamadingle applies or gains is increased by 1 + 1/five levels.
Skilled Strike
At 3rd level a whatchamadingle gains a bonus to her attack rolls equal to her key ability bonus under certain conditions depending on her specialty. An acrobat gains this bonus on any attack made during a round in which she moves at least 10 feet; a charlatan gains this bonus when attacking an enemy that is flat-footed; a gumshoe gains this bonus against creatures she has correctly identified with an appropriate Knowledge skill; a hunter gains this ability when she has concealment or cover; and an outrider gains this bonus when attacking an enemy that she is flanking.
Specialty Feat
At 4th level, and again every five levels thereafter, a whatchamadingle gains a bonus feat selected from a short list depending on her specialty. Some of the feats require the whatchamadingle to have reached a certain level, though whatchamadingle need not have any of the prerequisites normally required for these feats to select them. All whatchamadingles can select any Skill Focus as a bonus feat at any level, regardless of her specialty.
Acrobat
4th level – Acrobatic, Agile, Agile AthleteRotW, BrachiationCAdv
9th level –
Charlatan
4th level – Deceitful, Improved Feint, Persuasive, Wanderer's DiplomacyPHBII
9th level – Combat PanachePHBII, Fade into ViolencePHBII, Master ManipulatorPHBII, Pack FeintDrC, Sociable PersonalityRoD
Gumshoe
4th level – Inside ConnectionRoD, Investigator, Negotiator
9th level –
Hunter
4th level – Alertness, Self Sufficient, Track
9th level –
Outrider
4th level – Alertness, Self Sufficient, Quick Reconnoiter, Track
9th level –
Specialty Ability
A 6th level, and then again at 12th and 18th levels, a watchamadingle gains a special ability chosen from a list depending on her specialty.
Acrobat
Sneak attack +1d6, +1d6/3 levels
Evasion
Improved Evasion (requires evasion)
Uncanny dodge
Improved uncanny dodge (requires uncanny dodge)
Defensive Roll
Charlatan
Feign death (as Rogue ACFEoE)
Slippery mind
Voice of the city (as Ranger ACF (http://www.wizards.com/default.asp?x=dnd/we/20070228a)
Tongue of the sun and moon (requires voice of the city)
Gumshoe
Trapfinding and trap sense +1/3 levels
Swift tracking (requires Urban Tracking feat; the gumshoe can cut the time between Gather Information checks in half without taking the -5 penalty, and can cut the time between Gather Information checks by 75% (so to 15 minutes), but takes a -10 penalty on the checks.)
Dark knowledge (as ArchivistHoH; requires bardic knowledge)
Bardic knowledge
Hunter
Sudden strike +1d6/2 levels (rounded up)
Hide in plain sight (as Ranger)
Camouflage
Scent
Death attack (as Assassin; requires Sudden Strike; DC 10 + half the watchamadingle's class level + whatchamadingle's Int modifier)
Outrider
Skirmish (as ScoutCA)
Animal companion (as Druid but from limited list; see below)
Expanded animal companion list (any animal from Druid list)
Distracting attack (as Ranger ACFPHBII)
Skilled Defense
At 8th level a whatchamadingle gains a bonus to her AC equal to her key ability bonus. This bonus does not apply when the watchamadingle is flat-footed or denied her Dexterity bonus to AC.
Skilled Resistance
At 13th level a whatchamadingle gains a bonus to certain saving throws equal to her key ability bonus. An acrobat gains this bonus on Reflex saves and saving throws against any effect that would restrict her movement; a charlatan gains this bonus on Will saves and any effect that would change her form, force her to speak truthfully, or read her thoughts; a gumshoe gains this bonus on saving throws on Will saves and saves against abjuration effects; a hunter gains this bonus on Fortitude saves and effects produced by animals, magical beasts, and fey; and an outrider gains this bonus on Fortitude saves and illusion effects.
Outrider's Animal Companion
1st level
Camel
Caribou
Pony
Riding dog
Warhorse, heavy
Warhorse, light
4th level or higher (Level -3)
Dire Bat
Dire Hawk
7th level or higher (Level -6)
Rhinocerous
Dire eagleRoS
10th level or higher (Level -9)
Horrid HorseMMII/ECS
Dragonhawk
13th level or higher (Level -12)
Elephant
16th level or higher (Level -15)
Dire Rhinocerous
RocSandstorm
Triceratops
19th level or higher (Level -18)
Horrid Elephant
Horrid Rhinocerous
It's always bugged me that skill monkeys never got the Tome of Battle treatment. Oh, sure, there's the swordsage, but they're still fundamentally martial adepts with some good skills. So I thought I'd give it a shot.
The idea here is to create a class that has some battle capability (after all, D&D is combat-based), but is fundamentally about mundane options to non-combat situations. I've therefore created a system that builds on the existing skill system to give each skill much more interesting uses.
The equivalent of "spells", "powers", or "maneuvers" in this system is the Knack. As part of performing the knack the watchamadingle (I know, I know; it's a placeholder) rolls one or two skill checks. Each knack has a number of possible effects, each with its own DC (or DCs, if the knack requires multiple skills). Once the watchamadingle makes the roll, he chooses an effect from among the ones whose DCs he beat. (If he didn't beat any, the knack fails.)
I'm also a fan of wager mechanics, so I've included one in this system. When the watchamadingle makes a wager, he chooses an effect before rolling. If he beats the effect's DC, that effect occurs and the watchamadingle gains a payoff depending on by how much he beat the DC. If he fails on the skill check, though, the knack fails even if he beat another effect's DC and he suffers a forfeit.
Anyway, as indicated by the [WIP] tag, this is very much a work in progress. I've only created four knacks, and some of the class features need work. I'd appreciate any help, including knacks you want to write, anyone feels like giving. :smallsmile:
To do list:
Improve specialty feat list.
Improve specialty ability list.
Reword skilled strike/skilled resistance?
Fluff text.
Name it something other than "Watchamadingle"
Knacks. Lots of them.
Whatchamadingle
http://www.wizards.com/dnd/images/cx_gallery/86368.jpg
quote from a watchamadingle
Hitdie
d6.
NAME OF CLASS
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Knacks, specialty
2nd|
+1|
+0|
+0|
+3|Exceptional ally
3rd|
+2|
+1|
+1|
+3|Skilled strike
4th|
+3|
+1|
+1|
+4|Specialty feat
5th|
+3|
+1|
+1|
+4|-
6th|
+4|
+2|
+2|
+5|Specialty ability
7th|
+5|
+2|
+2|
+5|-
8th|
+6|
+2|
+2|
+6|Skilled defense
9th|
+6|
+3|
+3|
+6|Specialty feat
10th|
+7|
+3|
+3|
+7|-
11th|
+8|
+3|
+3|
+7|-
12th|
+9|
+4|
+4|
+8|Specialty ability
13th|
+9|
+4|
+4|
+8|Skilled resistance
14th|
+10|
+4|
+4|
+9|Specialty feat
15th|
+11|
+5|
+5|
+9|-
16th|
+12|
+5|
+5|
+10|-
17th|
+12|
+5|
+5|
+10|-
18th|
+13|
+6|
+6|
+11|Specialty ability
19th|
+14|
+6|
+6|
+11|Specialty feat
20th|
+15|
+6|
+6|
+12|-[/table]
Class Skills (4 + Int modifier per level, x4 at 1st level): All.
[B]Class Features
All of the following are Class Features of the whatchamadingle.
Weapon and Armor Proficiency
A whatchamadingle is proficient with all simple weapons, light armor, and shields. She may gain additional proficiencies depending on the specialty she chooses.
Knacks
A whatchamadingle's greatest tools are her knacks, unique talents that in some ways may resemble spells but are in fact entirely mundane. They therefore function even in antimagic fields and cannot be dispelled. Each knack belongs to one of the whatchamadingle's specialties. While a whatchamadingle may choose knacks from a specialty other than her own, she must always have more knacks from her specialty than from any other. For example, if a whatchamadingle with the charlatan specialty has six charlatan knacks, five gumshoe knacks, and three outrider knacks, she cannot gain another gumshoe knack until she gains a new charlatan knack.
A 1st-level whatchamadingle begins knowing four knacks and gains an additional knack each level. Starting at sixth level, and every even level thereafter, a whatchamadingle can choose to learn a new knack in place of one she already knows. In effect, the whatchamadingle "loses" the old knack in exchange for the new one. A whatchamadingle may swap only a single knack at any given level, and must choose whether or not to swap the knack at the same time that he gains a new knack known for the level.
Specialty
Whatchamadingles may be found in any walk of life, from prowling city streets to procuring military intelligence to stalking the wilds. While they share many features, each has a specialty, a group of knacks and other abilities that allow them to excel in their chosen path. At first level the whatchamadingle chooses her specialty; thereafter this choice may not be changed. Each specialty has associated skills and a key ability. At each level, a watchamadingle gains one rank in each of her specialty's associated skills without investing skill points. She can buy ranks in the associated skills normally, though she is still limited to a maximum number of ranks equal to her character level + 3.
Acrobat
An acrobat's associated skills are Balance, Climb, Escape Artist, Jump, and Tumble. Her key ability score is Intelligence.
Charlatan
Charlatans approach every situation with deceit. Whether working a swindle or stealing secrets from their country's enemies, charlatans rely on their ability to deceive and mislead in even the most extraordinary situations.
A charlatan's associated skills are Bluff, Disguise, Forgery, Intimidate, and Sleight of Hand. Her key ability is Charisma.
Gumshoe
A gumshoe's associated skills are Appraise, Forgery, Gather Information, Search, and Sense Motive. Her key ability is Intelligence.
Hunter
A hunter's associated skills are Hide, Handle Animal, Heal, Listen, Move Silently, Spot, and Survival. Her key ability is Wisdom.
Hunters gain proficiency with all ranged martial weapons, bolas, nets, and lassosBoED.
Outrider
An outrider's associated skills are Hide, Listen, Move Silently, Profession (siege engineer), Ride, and Spot. Her key ability is Wisdom.
Outriders gain proficiency with all martial weapons and a single exotic weapon of their choice
Exceptional Ally
A watchamadingle is so familiar with her specialty's associated skills that she proves to be exceptional when working to perform these skills with her ally's. Starting at 2nd-level, When successfully aided on a skill check in one of her specialty's associated skills, or when aiding another on these skills, the bonus a whatchamadingle applies or gains is increased by 1 + 1/five levels.
Skilled Strike
At 3rd level a whatchamadingle gains a bonus to her attack rolls equal to her key ability bonus under certain conditions depending on her specialty. An acrobat gains this bonus on any attack made during a round in which she moves at least 10 feet; a charlatan gains this bonus when attacking an enemy that is flat-footed; a gumshoe gains this bonus against creatures she has correctly identified with an appropriate Knowledge skill; a hunter gains this ability when she has concealment or cover; and an outrider gains this bonus when attacking an enemy that she is flanking.
Specialty Feat
At 4th level, and again every five levels thereafter, a whatchamadingle gains a bonus feat selected from a short list depending on her specialty. Some of the feats require the whatchamadingle to have reached a certain level, though whatchamadingle need not have any of the prerequisites normally required for these feats to select them. All whatchamadingles can select any Skill Focus as a bonus feat at any level, regardless of her specialty.
Acrobat
4th level – Acrobatic, Agile, Agile AthleteRotW, BrachiationCAdv
9th level –
Charlatan
4th level – Deceitful, Improved Feint, Persuasive, Wanderer's DiplomacyPHBII
9th level – Combat PanachePHBII, Fade into ViolencePHBII, Master ManipulatorPHBII, Pack FeintDrC, Sociable PersonalityRoD
Gumshoe
4th level – Inside ConnectionRoD, Investigator, Negotiator
9th level –
Hunter
4th level – Alertness, Self Sufficient, Track
9th level –
Outrider
4th level – Alertness, Self Sufficient, Quick Reconnoiter, Track
9th level –
Specialty Ability
A 6th level, and then again at 12th and 18th levels, a watchamadingle gains a special ability chosen from a list depending on her specialty.
Acrobat
Sneak attack +1d6, +1d6/3 levels
Evasion
Improved Evasion (requires evasion)
Uncanny dodge
Improved uncanny dodge (requires uncanny dodge)
Defensive Roll
Charlatan
Feign death (as Rogue ACFEoE)
Slippery mind
Voice of the city (as Ranger ACF (http://www.wizards.com/default.asp?x=dnd/we/20070228a)
Tongue of the sun and moon (requires voice of the city)
Gumshoe
Trapfinding and trap sense +1/3 levels
Swift tracking (requires Urban Tracking feat; the gumshoe can cut the time between Gather Information checks in half without taking the -5 penalty, and can cut the time between Gather Information checks by 75% (so to 15 minutes), but takes a -10 penalty on the checks.)
Dark knowledge (as ArchivistHoH; requires bardic knowledge)
Bardic knowledge
Hunter
Sudden strike +1d6/2 levels (rounded up)
Hide in plain sight (as Ranger)
Camouflage
Scent
Death attack (as Assassin; requires Sudden Strike; DC 10 + half the watchamadingle's class level + whatchamadingle's Int modifier)
Outrider
Skirmish (as ScoutCA)
Animal companion (as Druid but from limited list; see below)
Expanded animal companion list (any animal from Druid list)
Distracting attack (as Ranger ACFPHBII)
Skilled Defense
At 8th level a whatchamadingle gains a bonus to her AC equal to her key ability bonus. This bonus does not apply when the watchamadingle is flat-footed or denied her Dexterity bonus to AC.
Skilled Resistance
At 13th level a whatchamadingle gains a bonus to certain saving throws equal to her key ability bonus. An acrobat gains this bonus on Reflex saves and saving throws against any effect that would restrict her movement; a charlatan gains this bonus on Will saves and any effect that would change her form, force her to speak truthfully, or read her thoughts; a gumshoe gains this bonus on saving throws on Will saves and saves against abjuration effects; a hunter gains this bonus on Fortitude saves and effects produced by animals, magical beasts, and fey; and an outrider gains this bonus on Fortitude saves and illusion effects.
Outrider's Animal Companion
1st level
Camel
Caribou
Pony
Riding dog
Warhorse, heavy
Warhorse, light
4th level or higher (Level -3)
Dire Bat
Dire Hawk
7th level or higher (Level -6)
Rhinocerous
Dire eagleRoS
10th level or higher (Level -9)
Horrid HorseMMII/ECS
Dragonhawk
13th level or higher (Level -12)
Elephant
16th level or higher (Level -15)
Dire Rhinocerous
RocSandstorm
Triceratops
19th level or higher (Level -18)
Horrid Elephant
Horrid Rhinocerous