JackMage666
2007-07-05, 08:48 AM
Taken from the suggestion I placed in the "Making Character Race Matter", here's my attempt at what I suggested.
Background classes
Background classes come in 5 steps. At first level, a character picks one Background class based on his race. This class represents the cultural upbringing of the character, and often revert back to the people he were raised with. Consult your DM with any special exception you may need.
Background class levels are taken at 1st, 5th, 10th, 15th, and 20th level, in addition to the characters standard class. This turns any of those levels into a Gestalt level (consult Unearthed Arcana or the SRD for information on Gestalt), and is treated almost identically so. The one difference, though, is BAB stays identical to your normal class.
All humanoids in this system should gain the background class, include NPCs. This will reduce the overall power of the gestalt levels, as well as fluff up commoners in general.
Races
Here is a list of background classes available to each of the standard races (very small now, but it will increase)
Dwarf - Aggressive, Militant, Sage
Elf - Theif, Farmer, Sage
Gnome - Theif, Sage
Halfling - Beggar, Thief
Half-Elf - Beggar, Aggressive, Thief, Sage, Farmer
Half-Orc - Beggar, Aggressive, Militant
Human - Beggar, Aggressive, Thief, Sage, Farmer, Militant
The Classes
Beggar
You come from poor people. Despite this supposed weakness, you make the best of it. You know how to survive when others might fail.
HD - d8
Skills - 2+Int - Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Search (Int), Survival (Wis).
{table=head]Level|Fort Save|Ref Save|Will Save|Special
1st|
+2|
+0|
+0|Endurance, Improved Unarmed Strike
5th|
+4|
+1|
+1|Minor Sustenance, Unarmed Damage (1d4)
10th|
+7|
+3|
+3|Disease Immunity, Unarmed Damage (1d6)
15th|
+9|
+5|
+5|Endure Elements, Unarmed Damage (1d8)
20th|
+12|
+6|
+6|Sustenance, Unarmed Damage (1d10)[/table]
Endurance
At 1st level, a beggar gains Endurance as a bonus feat.
Improved Unarmed Strike
At 1st level, a beggar gains Improved Unarmed Strike as a bonus feat. In addition, as he gains levels, a beggar's damage die for his unarmed strikes increases. A beggar is used to being unable to afford a weapon, and learns to fight with what he can.
Minor Sustenance
At 5th level, a beggar can cut down on his food intake. He only needs to eat half as much food and drink half as much water a day to stay healthy. In addition, he only needs to sleep for 4 hours a night.
Disease Immunity
The natural immunities of his family spread to a 10th level beggar. He becomes immune to all natural diseases, and gains a +4 bonus on saves against supernatural diseases.
Endure Elements
The intense heat or chilling colds do not effect a 15th level beggar, as he is constantly protected by Endure Elements, as the spell. This cannot be dispelled.
Sustenance
At 20th level, a beggar no longer has a need for money. He does not need to eat, drink or sleep, although he still must rest 8 hours to prepare spells.
Aggresive
You come from a people who don't hold their temper well. Your blood flows with a hint of anger, which you can use to your benefit.
HD - d10
Skills - 2+Int - Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str)
{table=head]Level|Fort Save|Ref Save|Will Save|Special
1st|
+2|
+0|
+0|Aggression
5th|
+4|
+1|
+1|Damage Reduction 1/---
10th|
+7|
+3|
+3|Improved Aggression
15th|
+9|
+5|
+5|Damage Reduction 2/---
20th|
+12|
+6|
+6|Tireless Aggression[/table]
Aggression
An Aggressive is a hot-head, particularly in combat. In situation that would get him angry triggers aggression. Any time he is frustrated (DM discretion), or struck by a spell or weapon in combat, Aggression begins. He gains a +2 morale bonus to strength for any purpose that involves bettering the source of his anger (this may include combat, breaking down a door, or bettering a fierce rival in a athletic competition). Aggression last until the source is removed (this may include a surrender by an opponent in combat), or until the target is removed from his sight. However, after it ends, he is fatigued for the next ten minutes.
Aggression stacks with Rage. However, it does not hinder his thought process, and he may cast spells normally.
Damage Reduction
An Aggressive is no stranger to pain and damage, and start to become immune to it. At 5th level, an Aggressive gains Damage Reduction 1/---. This increases to 2/--- at 15th level.
Improved Aggression
At 10th level, the morale bonus to strength from Aggression increases to +4. In addition, he gains a +2 bonus on Will saves for the duration of Aggression.
Tireless Aggression
At 20th level, an Aggressive is so used to being anger, he is no longer fatigued after Aggression.
Thief
Your people were bandits, rogues, and pickpockets. They've given you a bit of their glory.
HD - d6
Skills - 6+Int - Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex)
{table=head]Level|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|Improvised Tools, Lightning Reflexes
5th|
+1|
+4|
+1|Sticky Fingers, Uncanny Dodge
10th|
+3|
+7|
+3|Canny Locksmith, Evasion
15th|
+5|
+9|
+5|Improved Uncanny Dodge, No Door Too Strong
20th|
+6|
+12|
+6|Can't Hold Me, Improved Evasion[/table]
Improvised Tools
Sometimes, you don't have the tools you need, and a Thief realizes that. At 1st level, a Thief does not take a penalty if he lacks th necessary theif tools on Disable Device or Open Lock checks.
Lightning Reflexes
At 1st level, a Thief gains Lightning Reflexes as a bonus feat.
Sticky Fingers
At 5th level, used to stealing an pickpocketing, a Thief gains a +4 competence bonus on Sleight of Hand checks.
Uncanny Dodge
As the Rogue class feature.
Canny Locksmith
A 10th level Thief is not slowed down by most locks, and gains a +4 competence bonus on Open Lock checks. This bonus does stack with Masterwork Thieves Tools, but not from other sources.
Evasion
As the Rogue class feature.
Improved Uncanny Dodge
As the Rogue class feature.
No Door to Strong
A good Thief knows a little magic goes a long way. As a spell-like ability, once per day, a Thief may cast Knock as a caster equal to his character level.
Can't Hold Me
Nothing annoys a Thief like getting caught and grappled by someone larger than them. For up to 5 rounds a day, divided how the Thief chooses, a Thief is treated as if under the effects of Freedom of Movement. This is a spell-like ability.
Improved Evasion
As the Rogue class feature.
Background classes
Background classes come in 5 steps. At first level, a character picks one Background class based on his race. This class represents the cultural upbringing of the character, and often revert back to the people he were raised with. Consult your DM with any special exception you may need.
Background class levels are taken at 1st, 5th, 10th, 15th, and 20th level, in addition to the characters standard class. This turns any of those levels into a Gestalt level (consult Unearthed Arcana or the SRD for information on Gestalt), and is treated almost identically so. The one difference, though, is BAB stays identical to your normal class.
All humanoids in this system should gain the background class, include NPCs. This will reduce the overall power of the gestalt levels, as well as fluff up commoners in general.
Races
Here is a list of background classes available to each of the standard races (very small now, but it will increase)
Dwarf - Aggressive, Militant, Sage
Elf - Theif, Farmer, Sage
Gnome - Theif, Sage
Halfling - Beggar, Thief
Half-Elf - Beggar, Aggressive, Thief, Sage, Farmer
Half-Orc - Beggar, Aggressive, Militant
Human - Beggar, Aggressive, Thief, Sage, Farmer, Militant
The Classes
Beggar
You come from poor people. Despite this supposed weakness, you make the best of it. You know how to survive when others might fail.
HD - d8
Skills - 2+Int - Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Search (Int), Survival (Wis).
{table=head]Level|Fort Save|Ref Save|Will Save|Special
1st|
+2|
+0|
+0|Endurance, Improved Unarmed Strike
5th|
+4|
+1|
+1|Minor Sustenance, Unarmed Damage (1d4)
10th|
+7|
+3|
+3|Disease Immunity, Unarmed Damage (1d6)
15th|
+9|
+5|
+5|Endure Elements, Unarmed Damage (1d8)
20th|
+12|
+6|
+6|Sustenance, Unarmed Damage (1d10)[/table]
Endurance
At 1st level, a beggar gains Endurance as a bonus feat.
Improved Unarmed Strike
At 1st level, a beggar gains Improved Unarmed Strike as a bonus feat. In addition, as he gains levels, a beggar's damage die for his unarmed strikes increases. A beggar is used to being unable to afford a weapon, and learns to fight with what he can.
Minor Sustenance
At 5th level, a beggar can cut down on his food intake. He only needs to eat half as much food and drink half as much water a day to stay healthy. In addition, he only needs to sleep for 4 hours a night.
Disease Immunity
The natural immunities of his family spread to a 10th level beggar. He becomes immune to all natural diseases, and gains a +4 bonus on saves against supernatural diseases.
Endure Elements
The intense heat or chilling colds do not effect a 15th level beggar, as he is constantly protected by Endure Elements, as the spell. This cannot be dispelled.
Sustenance
At 20th level, a beggar no longer has a need for money. He does not need to eat, drink or sleep, although he still must rest 8 hours to prepare spells.
Aggresive
You come from a people who don't hold their temper well. Your blood flows with a hint of anger, which you can use to your benefit.
HD - d10
Skills - 2+Int - Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str)
{table=head]Level|Fort Save|Ref Save|Will Save|Special
1st|
+2|
+0|
+0|Aggression
5th|
+4|
+1|
+1|Damage Reduction 1/---
10th|
+7|
+3|
+3|Improved Aggression
15th|
+9|
+5|
+5|Damage Reduction 2/---
20th|
+12|
+6|
+6|Tireless Aggression[/table]
Aggression
An Aggressive is a hot-head, particularly in combat. In situation that would get him angry triggers aggression. Any time he is frustrated (DM discretion), or struck by a spell or weapon in combat, Aggression begins. He gains a +2 morale bonus to strength for any purpose that involves bettering the source of his anger (this may include combat, breaking down a door, or bettering a fierce rival in a athletic competition). Aggression last until the source is removed (this may include a surrender by an opponent in combat), or until the target is removed from his sight. However, after it ends, he is fatigued for the next ten minutes.
Aggression stacks with Rage. However, it does not hinder his thought process, and he may cast spells normally.
Damage Reduction
An Aggressive is no stranger to pain and damage, and start to become immune to it. At 5th level, an Aggressive gains Damage Reduction 1/---. This increases to 2/--- at 15th level.
Improved Aggression
At 10th level, the morale bonus to strength from Aggression increases to +4. In addition, he gains a +2 bonus on Will saves for the duration of Aggression.
Tireless Aggression
At 20th level, an Aggressive is so used to being anger, he is no longer fatigued after Aggression.
Thief
Your people were bandits, rogues, and pickpockets. They've given you a bit of their glory.
HD - d6
Skills - 6+Int - Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex)
{table=head]Level|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|Improvised Tools, Lightning Reflexes
5th|
+1|
+4|
+1|Sticky Fingers, Uncanny Dodge
10th|
+3|
+7|
+3|Canny Locksmith, Evasion
15th|
+5|
+9|
+5|Improved Uncanny Dodge, No Door Too Strong
20th|
+6|
+12|
+6|Can't Hold Me, Improved Evasion[/table]
Improvised Tools
Sometimes, you don't have the tools you need, and a Thief realizes that. At 1st level, a Thief does not take a penalty if he lacks th necessary theif tools on Disable Device or Open Lock checks.
Lightning Reflexes
At 1st level, a Thief gains Lightning Reflexes as a bonus feat.
Sticky Fingers
At 5th level, used to stealing an pickpocketing, a Thief gains a +4 competence bonus on Sleight of Hand checks.
Uncanny Dodge
As the Rogue class feature.
Canny Locksmith
A 10th level Thief is not slowed down by most locks, and gains a +4 competence bonus on Open Lock checks. This bonus does stack with Masterwork Thieves Tools, but not from other sources.
Evasion
As the Rogue class feature.
Improved Uncanny Dodge
As the Rogue class feature.
No Door to Strong
A good Thief knows a little magic goes a long way. As a spell-like ability, once per day, a Thief may cast Knock as a caster equal to his character level.
Can't Hold Me
Nothing annoys a Thief like getting caught and grappled by someone larger than them. For up to 5 rounds a day, divided how the Thief chooses, a Thief is treated as if under the effects of Freedom of Movement. This is a spell-like ability.
Improved Evasion
As the Rogue class feature.