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View Full Version : Base Class Contest XXXXIII - Hey, I Know That Guy!



sengmeng
2018-05-14, 11:14 AM
Hey, I Know That Guy!

Welcome to Base Class Contest number forty-three! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of everyday heroes; anything is possible, from a fireman who's actually made of fire, to a policeman who's department deals with the supernatural, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on June 22nd, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?527915-Base-Class-Contest-Chat-Thread-V-I-Scored-at-the-Top-of-My-Base-Class). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

You know the drill...

Go!

sengmeng
2018-05-14, 11:16 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2018-05-14, 12:23 PM
The Wanderer

https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/56d49ac3e707eb7a02e3bc87/1456773850791/chazaqielF.jpg?format=1500w
Image: Chazaquiel, Angel of Fog by Peter Mohrbacher

"Two roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;

Then took the other, as just as fair,
And having perhaps the better claim,
Because it was grassy and wanted wear;
Though as for that the passing there
Had worn them really about the same,

And both that morning equally lay
In leaves no step had trodden black.
Oh, I kept the first for another day!
Yet knowing how way leads on to way,
I doubted if I should ever come back.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference."
- Robert Frost, The Road Not Taken

The wanderer is everyone and yet no-one. A wanderer can emulate almost any role in a party, using its exceptional ability to learn almost any skill.

Adventures: Wanderers can have practically any motivations. A wanderer might adventure to find themselves, to gain new skills or for any other reason that might attract an adventurer.

Characteristics: Wanderers are capable of almost anything if built for it.

Alignment: A wanderer can have any alignment. The wanderer is the everyman: anyone can be one.

Religion: Wanderers follow all kinds of deities, and the worship of a deity only sometimes influences the wanderer's powers.

Background: Not traditionally schooled, or else schooled by a variety of different institutions in a smattering of skills, Wanderers mainly learn through practice and self-teaching.

Races: Any race can produce wanderers, although humans are most suited to the class. Some abilities of illumians, an even more versatile subset of humans, can be activated by wanderers despite generally being suited to multiclass characters.

Other Classes: Wanderers's reactions to others and vice versa are as diverse as the wanderers themselves are.

Role: Wanderers can do almost anything that another class can if they build for it.

Adaptation: The three power levels given are designed to allow a DM to tweak the power of the wanderer to put it in line with other classes' power, allowing the wanderer to fight alongside wizards without being overshadowed or to support fighters without obviating them.

GAME RULE INFORMATION
Wanderers have the following game statistics.
Abilities: Any.
Alignment: Any.
Hit Die: d4
Starting Age: As bard
Starting Gold: As druid.

Class Skills:
All skills are class skills of the wanderer.
Skill Points at 1st Level: (2 + Int modifier) Χ 4
Skill Points at Each Additional Level: 2 + Int modifier

Table: The Wanderer


Level
BAB
Maximum BAB
Saves
Maximum Saves
Special

Build Points by Power Level

0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+1
+0
+2
Path of the Wanderer

98/80/76


3
1
—
—
—
—
—
—
—
—


2nd
+1
+2
+0
+3


141/109/94


4
2
—
—
—
—
—
—
—
—


3rd
+1
+3
+1
+3


191/141/112


4
2
—
—
—
—
—
—
—
—


4th
+2
+4
+1
+4


249/177/132


4
3
1
—
—
—
—
—
—
—


5th
+2
+5
+1
+4


317/217/152


4
3
2
—
—
—
—
—
—
—


6th
+3
+6/+1
+2
+5


396/261/174


4
3
2
1
—
—
—
—
—
—


7th
+3
+7/+2
+2
+5


485/309/196


4
4
3
2
—
—
—
—
—
—


8th
+4
+8/+3
+2
+6


587/362/219

4
4
3
2
1
—
—
—
—
—


9th
+4
+9/+4
+3
+6


700/420/242

4
4
3
3
2
—
—
—
—
—


10th
+5
+10/+5
+3
+7


828/482/267

4
4
4
3
2
1
—
—
—
—


11th
+5
+11/+6/+1
+3
+7


969/550/292

4
4
4
3
3
2
—
—
—
—


12th
+6/+1
+12/+7/+2
+4
+8


1124/623/318

4
4
4
4
3
2
1
—
—
—


13th
+6/+1
+13/+8/+3
+4
+8


1295/700/345

4
4
4
4
3
3
2
—
—
—


14th
+7/+2
+14/+9/+4
+4
+9


1481/784/372

4
4
4
4
4
3
2
1
—
—


15th
+7/+2
+15/+10/+5
+5
+9


1683/872/400

4
4
4
4
4
3
3
2
—
—


16th
+8/+3
+16/+11/+6/+1
+5
+10


1901/966/428

4
4
4
4
4
4
3
2
1
—


17th
+8/+3
+17/+12/+7/+2
+5
+10


2137/1066/458

4
4
4
4
4
4
3
3
2
—


18th
+9/+4
+18/+13/+8/+3
+6
+11


2390/1172/488

4
4
4
4
4
4
4
3
2
1


19th
+9/+4
+19/+14/+9/+4
+6
+11


2661/1283/518

4
4
4
4
4
4
4
3
3
2


20th
+10/+5
+20/+15/+10/+5
+6
+12


2950/1400/550

4
4
4
4
4
4
4
4
3
3



Class Features

The following are the class features of the wanderer.

Weapon and Armour Proficiency
The wanderer is not proficient in any weapons or armour.

Path of the Wanderer
The wanderer is weird.

Initially, as well as having no proficiencies, few skill points, no class features other than this one and an awful hit die, the wanderer has no strong saves and the lowest base attack bonus progression. They also do not get any of the spells listed on the table!

However, the wanderer gains build points, a resource with which it learns all of its class features and spells, gains additional skill points, and improves its base attack bonus, saving throws and hit die. The number of build points is given on Table: The Wanderer - three values are given, the first of which will allow a wanderer to play at the high power level, the second at the medium power level and the third at the low power level. Wizards, clerics and psions are at the high power level; swordsages, bards and psychic warriors are at the medium power level; fighters and monks are at the low power level. The dungeon master should choose which power level is right for their game, or choose their own progression for build points.

There are a variety of things which the wanderer can spend build points on:

Hit Die: Wanderers can spend 1 build point to increase their hit die size at a particular level by one step - but their first-level hit die costs double. For example, a 3rd-level wanderer could spend 3 build points to change their first- and second-level hit dice to d6s. Wanderers can't increase their hit dice above d12. The wanderer can change their hit die size retroactively; in this case, do not re-roll, just add 1 (or 2 at first level): if characters are rolling for hit dice, the wanderer can increase the hit die size of a newly-gained level before rolling.

(If you are playing a game with a houserule where all hit dice are maximised, or the wanderer has the paragon creature template, or for some other reason all the wanderer's hit dice are maximised, the first-level hit die does not cost double to increase. The wanderer is refunded build points retroactively if the cost of increasing the first-level hit die is decreased).
Skill Points: Wanderers can spend 1 build point to gain 1 skill point, with no limits beyond the standard limit on how many skill points they can possibly spend.
Base Attack Bonus: Wanderers can spend 10 build points to increase their base attack bonus by 1. However, they cannot increase the base attack bonus gained from wanderer levels to greater than their wanderer level.
Base Save Bonuses: For each saving throw, the wanderer can spend 5 build points to increase their base saving throw bonus for that save by 1. However, they cannot increase the base save bonus gained from wanderer levels to greater than half their wanderer level, plus 2 (this value is given on Table: The Wanderer by level). If their progression is increased above this value (for example, you increase your reflex save to +3 at level 2 by spending 15 build points. At level 3, your save increases by 1 automatically, putting it up to 4, when the maximum is 3) your save bonus is reduced back to the maximum - your build points are refunded, but can only be spent on something you could have spent them on at the level when you initially spent them.
Weapon, Armour and Shield Proficiency: The wanderer may pay 1 build point to become proficient in the club, the dagger and the quarterstaff, another build point to become proficient in the light crossbow, the heavy crossbow, the spear and the longspear, 1 more to be proficient in all simple weapons, 2 more to be proficient in the short sword, shortbow and rapier, 3 more to be proficient in all martial weapons, 2 more to be proficient in one exotic weapon and 5 more to be proficient in all weapons:

1 point: Club, dagger, quarterstaff.
2 points: Club, crossbow (light and heavy), dagger, quarterstaff, spear, longspear.
3 points: All simple.
5 points: All simple plus short sword, shortbow, rapier.
8 points: All simple and martial.
10 points: All simple and martial, one exotic.
15 points: All.

For armour, 2 points are required to be proficient in all light armour, another 3 for all medium, and another 5 for all heavy.

2 points: All light
5 points: All light and medium
10 points: All light, medium and heavy

For shields, 2 points are needed to be proficient in shields, and another 1 to be proficient in tower shields as well.

Spellcasting: Wanderers can learn to cast either arcane spells drawn from the arcane wanderer spell list or divine spells drawn from the divine wanderer spell list. In the former case, they must choose either to cast spells in a prepared manner similar, but not identical, to a wizard, or in a spontaneous manner just as a sorcerer does. Else, they either prepare spells much as a cleric does, or cast them spontaneously just as a favoured soul does. The wanderer may not acquire multiple types of spellcasting.

The arcane wanderer spell list is the sorcerer/wizard spell list, plus any spells from the bard list which aren't already on the sorcerer/wizard list. The divine wanderer spell list is the cleric spell list, plus any spells from the druid list which aren't already on the cleric list, plus any spells from the paladin list which aren't already on the cleric or druid list, plus any spells from the ranger list which aren't already on the druid list. For example, resist energy is level 2 for a wanderer, even though the ranger gets it at level 1. However, the divine wanderer list has alarm, which isn't a cleric, druid, or paladin spell, at level 1, as the ranger gets it.

Prepared Arcane: To learn, prepare, or cast a prepared arcane spell, the wanderer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared arcane spell is 10 + the spell level + the wanderer’s Intelligence modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Intelligence score.

Unlike a spontaneous arcane wanderer, a prepared arcane wanderer may know any number of spells, though they too must be bought with build points. They must choose and prepare their spells ahead of time by getting a good night’s sleep and spending 1 hour meditating on the nature of magic. While meditating, the wanderer decides which spells to prepare.

When the wanderer buys the ability to cast a level of spells, they automatically learn two spells of that level, and gain zero spells per day of that level, modified by their Intelligence modifier. The exception is that when the wanderer learns to cast cantrips, they automatically learn all cantrips on the arcane wanderer spell list and gain one cantrip per day. Wanderers have no spellbook, so they prepare all spells from memory, just like wizards can prepare read magic from memory. On the other hand, this also means that they can't learn spells from scrolls or other casters' spellbooks: they can only learn spells by spending build points.

Spontaneous Arcane: To learn or cast a spontaneous arcane spell, the wanderer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared arcane spell is 10 + the spell level + the wanderer’s Charisma modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Charisma score.

Unlike a prepared arcane wanderer, a spontaneous arcane wanderer cannot know any more spells than the number given on Table: Maximum Wanderer Spells Known. They must by their spells known with build points. They do not, however, need to prepare their spells ahead of time: they can cast any spell they know so long as they have not used up their daily spell allotment for spells of that level.

When the wanderer buys the ability to cast a level of spells, they automatically learn one spell of that level, and gain zero spells per day of that level, modified by their Charisma modifier. The exception is that when the wanderer learns to cast cantrips, they learn four cantrips and gain one cantrip per day.

Prepared Divine: To learn, prepare, or cast a prepared divine spell, the wanderer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared divine spell is 10 + the spell level + the wanderer’s Wisdom modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Wisdom score.

Unlike a spontaneous divine wanderer, a prepared divine wanderer knows all spells on the divine wanderer spell list. Each wanderer must spend a time at which they must spend one hour meditating on the nature of magic in order to regain their spells. Time spent resting has no effect on whether or not a prepared divine wanderer can prepare spells. While meditating, the wanderer decides which spells to prepare.

When the wanderer buys the ability to cast a level of spells, they gain zero spells per day of that level, modified by their Wisdom modifier. The exception is that when the wanderer learns to cast cantrips, they gain one cantrip per day.

Spontaneous Divine: To learn or cast a spontaneous divine spell, the wanderer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared divine spell is 10 + the spell level + the wanderer’s Charisma modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Charisma score.

Unlike a prepared divine wanderer, a spontaneous arcane wanderer cannot know any more spells than the number given on Table: Maximum Wanderer Spells Known. They must by their spells known with build points. They do not, however, need to prepare their spells ahead of time: they can cast any spell they know so long as they have not used up their daily spell allotment for spells of that level.

When the wanderer buys the ability to cast a level of spells, they automatically learn one spell of that level, and gain zero spells per day of that level, modified by their Charisma modifier. The exception is that when the wanderer learns to cast cantrips, they learn four cantrips and gain one cantrip per day.

Table: Maximum Wanderer Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
4
2
—
—
—
—
—
—
—
—


2nd
5
2
—
—
—
—
—
—
—
—


3rd
5
3
—
—
—
—
—
—
—
—


4th
6
3
1
—
—
—
—
—
—
—


5th
6
4
2
—
—
—
—
—
—
—


6th
7
4
2
1
—
—
—
—
—
—


7th
7
5
3
2
—
—
—
—
—
—


8th
8
5
3
2
1
—
—
—
—
—


9th
8
5
4
3
2
—
—
—
—
—


10th
9
5
4
3
2
1
—
—
—
—


11th
9
5
5
4
3
2
—
—
—
—


12th
9
5
5
4
3
2
1
—
—
—


13th
9
5
5
4
4
3
2
—
—
—


14th
9
5
5
4
4
3
2
1
—
—


15th
9
5
5
4
4
4
3
2
—
—


16th
9
5
5
4
4
4
3
2
1
—


17th
9
5
5
4
4
4
3
3
2
—


18th
9
5
5
4
4
4
3
3
2
1


19th
9
5
5
4
4
4
3
3
3
2


20th
9
5
5
4
4
4
3
3
3
3



The following table denotes how much it costs to unlock the ability to cast spells of a certain level, to learn a spell of that level, where applicable, and how much a spell per day of that level costs.



Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


Prepared Arcane Unlock
8
16
28
46
70
100
136
178
226
280


Prepared Divine Unlock
10
20
40
70
110
160
220
290
370
460


Spontaneous Arcane Unlock
6
12
22
37
57
82
112
147
187
232


Spontaneous Divine Unlock
7
15
25
40
60
85
115
150
190
235


Prepared Arcane Known
N/A
1
2
3
4
5
6
7
8
9


Spontaneous Arcane Known
1
2
4
6
8
10
12
14
16
18


Spontaneous Divine Known
1
2
4
6
8
10
12
14
16
18


Prepared Arcane Slot
2
4
8
14
22
32
44
58
74
92


Prepared Divine Slot
3
6
10
16
24
34
46
60
76
94


Spontaneous Arcane Slot
1
2
6
12
20
30
42
56
72
90


Spontaneous Divine Slot
1
3
7
13
21
31
43
57
73
91



Wanderer class features (http://www.giantitp.com/forums/showthread.php?558705-Base-Class-Contest-XXXXIII-Hey-I-Know-That-Guy!&p=23137898#post23137898).

rferries
2018-05-14, 05:21 PM
The Humble Hero

https://i.imgur.com/xd9TAtp.jpg

I'm nobody special - just lucky, I guess.

Some heroes wield mighty weapons or cast powerful spells on their quests. Not so the Humble Hero - he succeeds through good old-fashioned hard work, the help of his friends, and more than a little luck.

Adventures: Although a Humble Hero might originally intend to return to his normal life, he often finds it difficult to stop adventuring once he starts. There's always another evil to be defeated, or another opportunity to exploit... and deep down, he actually enjoys the change of pace from his mundane life.

Characteristics: A Humble Hero can hold his own in combat, to a degree. However he works best at assembling specialised heroes and providing on-the-spot solutions when magic and brute force fail.

Alignment: Most Humble Heroes are good-aligned, but there are certainly a few who choose to operate out of (un)enlightened self-interest. They have no tendency towards law or chaos (and in fact are often neutral on the ethical axis).

Religion: Humble Heroes can be as devout or agnostic as any other non-divine class.

Background: A Humble Hero comes from equally humble beginnings, but rises to the challenges life throws at him - be they monsters preying on his home village, villains manipulating his nation, or even more dire threats.

Races: Humans are the most common Humble Heroes by far, followed by halflings and perhaps a few gnomes. Dwarves, elves, half-orcs, and other races instead follow their cultural traditions, generally preferring conventional classes.

Other Classes: Humble Heroes get along with members of all other classes. In fact, one of their key strengths is utilising the powers of their party members to their maximum effectiveness.

Role: A Humble Hero isn't the best warrior, and has little or no arcane talent. However, he can rally his allies for a common cause - and seems to attract new allies to fill roles that a party otherwise lacks.

Adaptation: A Humble Hero fits best into the common fantasy trope of a human leading a rag-tag bunch of demihumans of assorted classes. He can even be used in solo campaigns, by giving him full command of allies generated through the Fire-Forged Friend ability.

The Humble Hero
Humble Heroes have the following game statistics.

Abilities: A Humble Hero generally relies on mundane methods in combat, and so benefits from high physical ability scores (Constitution, Dexterity, and Strength). Otherwise, Charisma powers his class features but he has little use for high Intelligence and Wisdom scores (unless roleplaying as the party leader of course).

Alignment: Any.

Hit Die: d8

Starting Age: As barbarian.

Starting Gold: As monk.

Class Skills
All skills are class skills for a Humble Hero.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Table: The Humble Hero


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0



+2



+2



+2


Competence, Destiny


2nd

+1



+3



+3



+3


Fortune's Grace


3rd

+2



+3



+3



+3


Determination


4th

+3



+4



+4



+4


Teamwork Feat


5th

+3



+4



+4



+4


Inspiration


6th

+4



+5



+5



+5


Fire-Forged Friends


7th

+5



+5



+5



+5


Improved Competence


8th

+6/+1



+6



+6



+6


Teamwork Feat


9th

+6/+1



+6



+6



+6





10th

+7/+2



+7



+7



+7


Improved Determination


11th

+8/+3



+7



+7



+7


Destiny Fulfilled


12th

+9/+4



+8



+8



+8


Teamwork Feat


13th

+9/+4



+8



+8



+8





14th

+10/+5



+9



+9



+9





15th

+11/+6/+1



+9



+9



+9





16th

+12/+7/+2



+10



+10



+10


Teamwork Feat


17th

+12/+7/+2



+10



+10



+10


Mythical


18th

+13/+8/+3



+11



+11



+11





19th

+14/+9/+4



+11



+11



+11





20th

+15/+10/+5



+12



+12



+12


Teamwork Feat



Class Features
All of the following are class features of the Humble Hero.

Weapon and Armor Proficiencies
A Humble Hero is proficient with all simple and martial weapons. He is proficient with light and medium armour and with shields (except tower shields).

Competence (Ex)
A Humble Hero can get almost any job done, with a little time and effort. He may use any skill untrained and may always take 10 on a skill check, even if rushed or threatened.

Improved Competence
At 7th level, a Humble Hero may always take 20 on a skill check, without requiring extra time or automatically incurring penalties for failure.

Destiny (Ex)
A Humble Hero is destined for greatness, no matter how unassuming he may first appear or might think himself to be. He treats a natural roll of 1 on a d20 as a natural roll of 10.

Destiny Fulfilled
At 11th level a Humble Hero has become legendary (http://www.d20srd.org/srd/spells/legendLore.htm). He treats a natural roll of 1 on a d20 as a natural roll of 20.

Fortune's Grace (Ex)
Where a Humble Hero's armour and friends fail, his luck protects him. At 2nd level he adds his Charisma bonus as a luck bonus to his saving throws and his Armour Class.

Determination (Ex)
A Humble Hero fights on, no matter the odds. At 3rd level, whenever he successfully saves against an attack with a partial effect on a successful save, he instead suffers no effects from the attack.

Improved Determination
At 10th level, whenever a Humble Hero fails a save against an attack with a partial effect on a successful save, he instead suffers the partial effect.

Teamwork Feat (Ex)
A Humble Hero makes his party into a whole greater than the sum of its parts. At 4th level he chooses a [Teamwork] feat (https://www.d20pfsrd.com/feats/teamwork-feats/) and grants it as a bonus feat to himself and all his party members, ignoring all prerequisites except for other [Teamwork] feats. He chooses an additional [Teamwork] feat at 8th level and every four levels thereafter. A character gains all such feats upon joining the Hero's party and loses them upon leaving. Cohorts, familiars, animal companions, and special mounts all gain these feats as well.

Inspiration (Ex)
A Humble Hero's heroism inspires his allies. At 5th level he adds his Charisma modifier as a morale bonus to the attack rolls, saving throws, and skill checks of all allies within 100 feet that can see, hear, or otherwise perceive him. He does not benefit from his own Inspiration.

Fire-Forged Friends (Ex)
A Humble Hero eventually becomes a trusted companion and leader, one way or the other. At 6th level each of his fellow party members gains a specific benefit enhancing one (and only one) of their classes, as given below. Each companion gains the benefit corresponding to the class in which they have the most levels (in case of a tie, the Humble Hero chooses the benefit to grant to that companion).

At the DM's option, if a particular benefit would not apply to any of the Humble Hero's companions (e.g. the Arcane Caster benefit for a party without a sorcerer or wizard), the hero instead gains a cohort of his choice of one of the corresponding classes. Cohorts are attracted exactly as described for the Leadership feat, save that the Humble Hero's Leadership score is always equal to his Humble Hero class level + one-half his level in other classes + his Charisma modifier. Cohorts gained in this way may not multiclass and do not gain the corresponding benefit (unless there is another Humble Hero in the party).

Other than potentially gaining cohorts, a Humble Hero does not benefit from his own Fire-Forged Friends ability or that of other Humble Heroes. If a companion ceases adventuring with the Humble Hero, they lose the benefit of this class feature (and the Hero gains a cohort if appropriate).

Table: Fire-Forged Friends


Type
Corresponding Classes
Benefits


Arcane Caster
Sorcerer, Wizard
Practiced Spellcaster (http://www.giantitp.com/forums/showthread.php?557918-Practiced-X-Revised-(feats)&p=23044734#post23044734) (for the corresponding class) as a bonus feat, though the party member must meet the prerequisites. Unlike the standard feat, this benefit can increase the party member's ability to cast spells beyond their character level.


Divine Caster
Cleric, Druid
Practiced Spellcaster (http://www.giantitp.com/forums/showthread.php?557918-Practiced-X-Revised-(feats)&p=23044734#post23044734) (for the corresponding class) as a bonus feat, though the party member must meet the prerequisites. Unlike the standard feat, this benefit can increase the party member's ability to cast spells beyond their character level.


Trickster
Bard, Rogue
Lesser shadow magic (http://www.giantitp.com/forums/showthread.php?558107-Bestow-Curse-Love-Spell-Polymorph-Medusa-Raise-Undead-Army-Shadow-Magic-(spells)&p=23051108) 3x/day as a spell-like ability. This ability improves to shadow magic at the party member's 11th level, and to greater shadow magic at their 17th level. Caster level = party member's character level, save DC 10 + spell level + party member's Charisma modifier.


Warrior
Barbarian, Fighter, Monk, Paladin, Ranger
The party member may make a full attack as a standard action. Iterative attacks during a full attack are made at the party member's full base attack bonus.




Mythical (Ex)
The Humble Hero one day becomes the hero (or villain) of his own story, and reality reshapes to accommodate his adventures. At 17th level he gains the ability to duplicate the effects of miracle three times per day as an immediate action, save that the effects are the nonmagical results of random chance in the Humble Hero's favour (e.g. he should avoid requesting a fireball, but could instead ask for a sudden natural brushfire with similar effects; in place of a dominate person effect he could ask for a bonus on Diplomacy checks against the target; a finger of death might manifest as a natural heart attack, and so forth).

Lanth Sor
2018-05-15, 11:17 AM
Professional

https://i.imgur.com/i9WZgcQ.jpg

I, my dear, am a professional.

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Professional's have the following game statistics.
Abilities: Professionals favor high wisdom to enhance their class features. Secondary attributes depend on individual professions.
Alignment: Any
Hit Die: d8
Starting Training: 4 years of apprenticeship
Starting Gold: 6d6 x 10g

Class Skills
The professional's class skills (and the key ability for each skill) are Autohypnosis (Wis), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int) Move Silently (Dex), Open Lock (Dex), Spellcraft (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Dex), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Professional


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Profession Talent


1st

+0

+0

+0

+0
Primary Profession, Bonus Feat

2


2nd

+1

+0

+0

+0
Bonus Feat

3


3rd

+1

+1

+1

+1
Secondary Profession

4


4th

+2

+1

+1

+1
Bonus Feat

5


5th

+2

+1

+1

+1
Professional of Renown

7


6th

+3

+2

+2

+2
Bonus Feat

8


7th

+3

+2

+2

+2
Tertiary Profession

9


8th

+4

+2

+2

+2
Bonus Feat

10


9th

+4

+3

+3

+3
Historical Professional

12


10th

+5

+3

+3

+3
Bonus Feat

13


11th

+5

+3

+3

+3
Professor, Quaternary Profession

14


12th

+6

+4

+4

+4
Bonus Feat

15


13th

+6

+4

+4

+4
Legendary Professional

17


14th

+7

+4

+4

+4
Bonus Feat

18


15th

+7

+5

+5

+5
Quinary Profession

19


16th

+8

+5

+5

+5
Bonus Feat

20


17th

+8

+5

+5

+5
Mythic Professional

22


18th

+9

+6

+6

+6
Bonus Feat

23


19th

+9

+6

+6

+6
Senary Profession

24


20th

+10

+6

+6

+6
True Professional, Bonus Feat

25



Class Features
All of the following are class features of the professional.

Weapon and Armor Proficiencies: Professional's are proficient with all simple weapons and no armor or shields.

Primary Profession (Ex): The Professional chooses one profession as their primary profession. Their primary profession is what most people will refer to them as. Their greatest talents are bound to this profession. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills. Yo must always have 2 more profession talents in your primary profession then any other profession.

Bonus Feat: At the first level and every even level there after the professional gains a bonus feat they qualify for.

Secondary Profession (Ex): At the 3rd level the Professional chooses one profession as their secondary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Professional of Renown (Ex): Starting at the 5th level the professional gains enough renown to garner loyal customers where ever they go. Whenever they meet someone new the gm rolls a d100 to determine if they know you. The chance someone knows you is class level + primary profession skill bonus. The chance can be modified by circumstances, like a blacksmith in a small village hearing meeting the royal blacksmith may get a 20% increase to thier chance to know the royal blacksmith, while the royal black smith would gain no bonus to identify the small town blacksmith.

If someone knows the professional, the professional must make a profession check with their primary profession, DC 15 + the skill bonus of the person that knows of them. On success of 15 or more they are adoring fans. On success of 7 or more they are interested in learning form you and you may be their hero. On successful roll you are respected. On a failed roll less then 3 they see you as a rival

Renown Table


Result
Reputation


Success by 20 or more
They are your adoring fan and spend their free money on your things and getting closer to you.


Success by 10 or more
They see you as one of the greats and would love to be taught by you.


Success by 1
They respect your talent at the trade and hold you in high regard.


Success
They respect your talent and see you as a rival.


Failure by 1
They see your skill and feel challenged by it and see you as a rival.


Failure by 2
They see your skill and find it sufficient but not great.


Failure by 10 or more
They see your skill and find it wanting.


Failure by 20 or more
They see you as a unskilled novice.



Tertiary Profession (Ex): At the 7th level the Professional chooses one profession as their Tertiary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Historical Professional (Ex): At the 9th level the professional's renown has reached the point where skills will most likely end up in history books as someone of great talent. Add 25 to the percent chance of someone knowing you, and base DC is reduced by 5.

Quaternary Profession (Ex): At the 11th level the Professional chooses one profession as their Quaternary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Legendary Professional (Ex): At the 13th level the professional's renown will mark his skill in the annuls of history long after the truth of the stories can be verified. Add an additional 25% to the percent chance of someone knowing you, and base DC is reduced by an additional 5.

Quinary Profession (Ex): At the 15th level the Professional chooses one profession as their Quinary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Mythic Professional (Ex): At the 17th level the professional's renown has reached the highest of heavens and deepest hells, their skill will be recounted in tales throughout creation. There is a 90% chance of someone knowing you , and base DC is reduced by an additional 10.

Senary Profession (Ex): At the 19th level the Professional chooses one profession as their Senary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

True Professional (Ex): At the 20th level the professional gains a talent that is the magnum opus of their craft described in their primary profession.

Lanth Sor
2018-05-15, 11:20 AM
Professions Tab

Profession Boon: A benefit related to the profession that gets better for each profession talent you have for that profession.
Profession Talents: Options you can choose as long as you have chosen the profession as one of your Professional class features.
Magnum Opus: The benefit gained upon reaching 20 if you choose this profession as you primary profession.
Professional DCs: Many professional talents have a DC. Unless otherwise noted the DC is DC 10 + 1/2 (skill ranks - 3) + skill ability mod.
Profession Skill: When a talent reference profession skill or skill with out additional definition it is implicitly referencing the specific Profession(Name of profession) skill it is listed under. So the DC for surviving a assassin's one shot with 13 ranks in profession(assassin) and 14 wisdom would be 17(10 base + 5 due to ranks + 2 due to wisdom modifier).
Mastercraft: These are items far and above normal items. They have exorbitant prices and boast impressive quality to match. Mastercraft items are broken down into tiers. Masterwork is the first tier. Making an item of a tier higher than 1 requires specialized training. To make a mastercraft item increase the masterwork craft DC by 5 per tier of increase. The new value of the item is base value + masterwork tier². Each tier grants the ability to apply 1 mastercraft mod to the item.


Alchemist
Alchemist's Boon: You may make masterwork alchemy items. A masterwork Alchemical item has its DC increased by 1 or uses your professional DC whichever is greater. Masterwork alchemy items cost 50g more or 5 times their base cost whichever is greater. You can make mastercraft alchemy items. The highest tier mastercraft alchemy item you can make is 1 + 1 per alchemist talent.

Talents

Alchemist's Training: You may use Profession(Alchemist) in place of any craft skill used to make items related to alchemy and gain any bonuses that apply to the related craft skill while making such items to you profession roll.
Bomb Bouncing: When throwing a alchemy item double the items range increment.
Enhanced Yield Mod: You may apply this masterwork mod to any alchemy item that deals its damage all at once. The item deals 1 additional damage die. This can be applied multiple times each time adding a die.
Inured to the Fumes: You gain your skill ranks as a bonus to saves vs inhaled effects. At skill rank 10 gain immunity to inhaled effects.
Poison Use: You may apply poison as a swift action and you never have a chance of poisoning yourself.
Virulent Poison Mod: You may apply this mastercraft mod to any poison. The poison deals applies its secondary effect an additional time. The second instance of the secondary effect happens at the same interval after the secondary effect, as the secondary effect happens after the initial effect. This mod uses 2 tiers per time applied. This can be applied multiple times adding an additional instance of secondary damage each time.
Viscous Application Mod: You may apply this mastercraft mod to any alchemy item that is used up upon after preforming an action while it is applied(such as poison). This mod causes the alchemy application to have an additional use before the application is inert. This can be applied multiple times, adding and additional use per application.
Robust Elixir Mod: You may apply this mastercraft mod to any nonmagical beneficial alchemy item intended to be imbibed. The alchemy item provides 20% more benefit. All numerical benefits are multiplied by 1.2. This can be applied multiple times, adding an additional 20% or .2 to the multiplication.
The Rarest Ingredients: You learn the secret of wizard free "magic" potions. You can craft potions identical those created through the brew potion feat. These potions however are non-magical and any benefit they provide is an Alchemical bonus. Such a potion has a mastercraft tier of 2 per spell level. 0 level spells potions are tier 1. Such potions use the price of their magical counterpart as their masterwork value. The initial time taken allows for 0 level potions, each time after the first allows for 1 higher level. This may be taken multiple times. Requires skill rank 6, +3 ranks per previous time taken.
Philosopher's Stone: Learn to craft a uncommonly potent tool. The philosopher's stone is a porous rock used as a filtration medium, granting +10 to craft alchemy checks. After use in crafting 50,000g worth of items its core starts to develop a liquid in its core and the stones bonus increase by 1. The bonus increases by 1 per 50,000g worth of crafting it's used in. Once it has a +20 bonus it cannot improve further. If broken while it has liquid inside the liquid can be drank or poured onto a non-precious metal transforming it into a precious metal of the alchemist's choosing. The metal created must have equal or less weight then the metal used, and the stone can only make enough precious metal to match 1/5th the value stored while crafting. Alternatively it can be consumed causing the imbiber to hold age for 1 year per 1000g. Requires 19 ranks.
Alchemical Crucible: You learn the secret of creating an alchemical crucible. An alchemical crucible can be of any size but the size and users skill determine the limit to potential creations. A diminutive crucible can reforge (15 + skill bonus)² gold worth of materials into a creation. If multiple of the same item are used then an item of quality equal to the total value put in comes out. So 100 diamonds worth 100g could be used to make one diamond worth 10,000g. The crucible is stonework pot with dimensions inside equal to a cauldron of its size. Alchemical crucible costs 100g to make diminutive size and weighs 5lb. Making larger crucibles costs and weight follow normal size increase changes. Any item crafted in a crucible must fit inside it.
Advance Crucible Work:

Magnum Opus: Seeing Truth Crafting alchemy items takes 1 minute. Mastercraft alchemy items take an additional minute per tier.


Aristocrat
Aristocrat's Boon: Gain a +1 per talent to all skill rolls when dealing with anyone who has an estate that costs more than 50g to maintain per month. The estate cannot be a place of business as its primary purpose.

Talents

Cohort: Gain a cohort as per the leadership feat. This cohort is a level 1 in a NPC class until you reach level 3. The cohort is not willing to adventure until you have another cohort they will aid in maintaining any estate or business you own.
Entourage: Gain an additional cohort. While adventuring you may only have a single cohort accompany you. You may take this an additional time per level.
Inheritance: You gain a stipend equal to 5% of all your estates values each month. This is to maintain the properties and pay for maids, ground keepers, taxes, and the like. You may choose to keep some of this money but it will be noticed if people aren't paid.
Regal Continuance: As a swift action benefit from a nonmagical version of sanctuary. The save DC is your professional DC. If a creature succeeds on the will save they are immune to it for the remainder of the encounter. You may only use this as your first action in a turn.
Long Nights: You learn to maximize your time taking brief naps when your attentions aren't required reducing your requires rest period by half. This effects the required rest period for daily abilities. This stacks with Time is Money reducing required time to 1/4th normal.
Dressed to Kill: You know how to dress and the magnificent outfits cause other to balk. If you wear clothes that provide no defensive benefit to AC you gain a deflection bonus to AC equal to the garments market vvalue divided by 1000 and square rooted. This benefit is lost if you gain a armor bonus to AC.






Magnum Opus: Seated on a Throne of [Choose One]

Swords When in a war you are aware of, you gain +1d6 to any d20 roll against any opposing faction in the war. Requires BAB +15.
Trust When in a conversing in an open forum with more then 10 people, you gain +1d6 to any d20 roll to sway their opinion. Additionally there is a 1% someone does not know you.
Secrets: When in a group of 5 or more people, gain +1d6 to any d20 roll to pass or receive a secret message, suppress a truth, or reveal a secret.



Assassin
Assassin's Boon: Gain +1 bonus to hit when sneak attack would apply per odd talent. Gain +1d6 sneak attack damage per even talent.

Talents

Another Face in the Crowd: When in Urban terrain gain +10 to any skill check to conceal your identity or presence as long as there are at least 5 other people not looking for you.
Ambush Tactics: Gain an ambush feat you qualify for. This may be taken multiple times.
Assassination Strike: As a standard attack action take a moment to study a target and make a single attack against them and double all assassin's boon bonuses on the attack. Assassination Strike doubling of benefits apply before any other changes sneak attack die.
Case the Joint: You may use profession(assassin) in place of spot, listen, search.
Favorite Toy: You may choose a valid favored enemy and gain a bonus to any rolls against them equal to 1/4 your skill
One Kill: If your assassination strike dealt 50% of the targets current HP they must fort save or die. Requires skill rank 10.
One Shot: If your assassination strike dealt 75% of the targets current HP they must fort save or die. DC 10 + 1/2 (skill ranks - 3) + skill ability mod.
Poison Use: You may apply poison as a swift action and you never have a chance of poisoning yourself.
Stab in the Face: If the target of an attack that deals sneak attack damage can see you, but does not consider you an enemy your sneak attack die increases by 1 step.
Stalk The Prey: Gain track as a bonus feat and you may uses profession(Assassin) for any tracking checks.
Two Birds One Stone: If you kill a target with Assassination Strike you may make a second attack against a new target that benefits form assassination strike. Requires BAB +6

Magnum Opus: True Death Your assassination strike is so deadly it cuts the soul. You sever the connection between body and soul, any effect that uses the body treats the corpse as if it was disintegrated to determine if the effect works. The darkness around their murder also causes the soul to have to make a will save to answer any contact attempted.

Blacksmith
Blacksmith's Boon: Any masterwork item you craft using profession blacksmith can make truly unique items. The blacksmith gains the ability to apply the Mastercraft Mod to items. The highest tier mastercraft alchemy item you can make is 1 + 1 per Blacksmith talent.

Mastercraft Mod: Multiply masterwork bonus of the item by x2. This can be applied multiple times, increasing the multiplier by x1 each time. This may only be applied 1/4 Profession(Blacksmith) Ranks, rounded up.

Talents

Custom Weapon Modification(Chosen Quality): Choose a weapon quality, such as Trip, Finesse, or brace, you may now apply it as a mastercraft mod for weapons.
Hardened Mod: You may as a Mastercraft mod increase the hardness of an item by 1/5th its base hardness, minimum of 1.
Inured to the Flame: Fire resistance 2 per skill ranks. At level 18 resistance becomes immunity.
Inured to the Forge: Increases the highest temperature they can withstand by 20 degrees per skill ranks.
Integrated (Tool or weapon) Mod: This mastercraft mod adds a masterwork tool or light weapon to an item.
Smith Training: You may use Profession(Blacksmith) in place of any craft skill used to make items related to blacksmithing and gain any bonuses that apply to the related craft skill while making such items to you profession roll.
Scars of the Forge: The blacksmiths skin becomes hard and calloused granting +1 natural armor per 3 skill ranks.
Scars from a 1000 cuts: Gain damage reduction equal to con mod, not to exceed Profession(Blacksmith) Ranks.
Sharper Blade Mod: The weapon deals 2 additional damage as base weapon damage. This can be applied multiple times, increasing the damage by 2 each time. This may only be applied 1/4 Profession(Blacksmith) Ranks, rounded up.
Sturdy Mod: You may as a Mastercraft mod increase the HP of an item by 1/5th its base HP, minimum of 2.

Magnum Opus: Perfected Form 1/year the blacksmith may automatically succeed at a Profession(blacksmith) check. This achieves the highest degree of success possible on the check. When taking 10 for profession blacksmith you gain an additional +5 to the result. You may take 10 on profession blacksmith checks regardless of situation.

Merchant
Merchant's Boon: Gain a +1 per merchant talent to all skill rolls when buying/selling goods and services.

Talents

Apprentice: Gain a cohort as per the leadership feat. This cohort must only take levels in classes you have levels in. This cohort may only learn talents you have. When the cohort leaves your service or reaches level 8 they are no longer restricted in class choice or talents.
Caravan Veteran: When traveling in group with at least one wagon all people gain the benefits of Time is Money and Food is for the Idle.
Food is for the Idle: You require 1/10th the normal required food for a member of your race.
Guards: Your talented at getting the best price even when it comes to protection. When hiring people to preform guard tasks for you subtract 1/4th your skill ranks(min 1) from the person being employed level for determining how much they must be paid.
Time is Money: You learn to maximize your time taking brief naps when your attentions aren't required reducing your requires rest period by half. This effects the required rest period for daily abilities. This stacks with Long Nights reducing required time to 1/4th normal.
Everything Has a Price: You may convince someone to sell an item normally not for sale. The check can be made with bluff, diplomacy, or intimidate with a DC of 30. If the item is particularly difficult replace the DC may increase by as much as 20. Requires skill rank 8.
Special Order: You may put in a request for a item that is filled in 1d20 days. The item treats the town as if it were 2 sizes larger. This may be taken multiple times, each time increasing the effective size of the town in regard to the request. Every size past 2 increases required for the item increase the time to find the item by 1d20 days.
Know the Market You can make an merchant check to find the best place to sell an item. Each check has a DC base on the item's value, 5 + 1/1000g. This can be taken multiple times each time increasing the divide by 1000g. IE 1st time 1/1000g, 2nd time 1/2000g, etc. Additionally the place with the best price will buy the item at 35% markup from standard sell value, +5% per time taken.




Magnum Opus: King of the Deal When buying items they are automatically 25% cheaper then for anyone else, and items you sell always sell for 25% more then they would normally. You can find any item if you just ask the right people, having the funds is another question. Any item you special order cost 10% less. When negotiating you may take 15 on any diplomacy, bluff, intimidate, or sense motive checks.


Soldier
Soldier Boon: For each solider profession talent your base attack bonus increases by 1. This increase cannot cause your BAB received from the profession class to exceed your class level. Any increase that would bring your base attack bonus past class level is instead gained as competence bonus to any roll effected by BAB.
Talents

Advanced Weapons Training(Weapon Group): Whenever you take a feat that requires you to specify a weapon you may instead specify the chosen weapon group. Requires Basic Weapon Training with the chosen weapon group.
Basic Weapons Training(Weapon Group): Gain proficiency with a chosen weapon group.
Captain: Your presence on the battlefield is such a morale boost, that your allies begin combat as if under the effects of aid spell, caster level equal to skill ranks. This is an extraordinary ability and not a magic effect. Requires 16+ ranks in profession(Solider)
Combat Drills: Gain a fighter bonus feat. You may take this option once per skill rank.
Corporal: You have become uncommonly talented at leading in a tactical level. You may preform teamwork feats you have with any ally as if they had the feat. The allies gain any benefits of your teamwork feat as if they also had the feat. Gain a teamwork feat. Requires 8+ ranks in profession(Solider).
General: You are a legendary battlefield tactician. Anyone you consider an ally is treated as if they had any teamwork feats you possess as long as they can see you. Requires 21+ ranks in profession(Solider)
Guard Duty: As a swift action you can designate a target as your Ward. A ward may be a person, room, or small encampment. You gain 1/2 your skill ranks to any skill checks identifying and dealing with threats to your ward.
Heavy Infantry Training: You gain proficiency with Heavy Armor and Shields(including Tower).
Infantry Training: You gain proficiency with martial weapons, light armor, medium armor.
Man at Arms: Your professional levels count as fighter levels. Gain 1 bonus fighter feats.
Personal Guard: When you designate a single person as your ward you my give up 1 AC per skill rank to grant your ward the same amount of AC as a shield bonus. This shield bonus applies to touch AC. If the attack misses because of this bonus the attack checks against the professional's Flat-footed AC if it hits the professional is treated as the attacks target.
Town Guard: When designating a target of Guard duty you may designate a structure or town as your ward. Designating a town reduces the bonus to 1/4 your skill ranks. Requires Guard Duty.

Magnum Opus: Warmaster Mode: You may enter a state of mind that allows use profession solider in place of any d20 roll you are required to make while in combat or planning for combat. Warmaster mode is very taxing and deals 1 con drain per round. This drain ignores all immunizes. If you do not have a Constitution score It instead applies to Charisma. If you do not have either score it applies to wisdom. No matter which attribute it applies to if drain caused by warmaster mode causes the ability score to reach 0 or deals drain while your ability score is at or below 0 you are killed/destroyed.

Lanth Sor
2018-05-15, 11:25 AM
More Professions

Alabenson
2018-05-15, 03:26 PM
The Rescuer

Not all heroes rely on magical skill or mastery of the initiator's art to save lives. Rescuers are individuals dedicated to goal of saving lives however possible, even if doing so puts their own lives at risk. Willing to rush into almost any imaginable sort of danger (and many sorts that would be unimaginable to most) rescuers use a combination of martial skill and medical know-how to save anyone who might be in harm's way.

Adventures: Rescuers frequently take a mission-based approach to adventuring, gravitating to instances where people have found themselves in peril. Other rescuers attach themselves to a particular adventuring party, seeing their fellow adventures as those who are most likely going to be in need of being rescued.

Characteristics: Rescuers possess a wide variety of skills, which enable them to manage virtually whatever situation they find themselves having to deal with. In particular, rescuers have extensive training in mundane methods of healing, enabling them to pull those they're saving from the brink of death. Additionally, rescuers are capable combatants and are especially talented at finding ways of disabling their foes without actually killing them. Finally, rescuers have a unique talent when it comes to keeping track of their allies, meaning they always seem to know when they need to rush to save them.

Alignment: While virtually all rescuers follow a selfless creed of self-endangerment for the benefit of others, there is nothing stopping a wicked individual from learning their skills. As such, rescuers may be of any alignment.

Religion: Most rescuers are at least nominally religious, offering prayers to their deity of choice before taking on a particularly hazardous mission or otherwise putting themselves in danger. While deities of healing such as Pelor are certainly popular, quite a few rescuers will choose to venerate deities of luck, having seen chance decided people's fate far too many times.

Background: Rescuers are often trained in small academies where they can develop the multitude of skills they need to succeed in their missions. Such academies are usually connected to either a local guard troop or the national military, training rescuers to supplement their other forces. On rare occasions, however, an individual may learn these skills through focused individual effort and study. While such instances are rare, these self-taught rescuers can be among the most dedicated members of the class.

Races: The bulk of rescuers are humans and half-elves, whose flexibility lends itself well towards mastering the numerous skills a rescuer needs to succeed. Half-orcs make up a surprisingly substantial minority, craving the respect that rescuers are frequently afforded and finding themselves well adapted to the the physical demands of the profession.

Other Classes: Rescuers tend to get along well with most other classes, as almost any adventurer can see the value in having someone around who's dedicated to making sure they make it through the adventure alive. Paladins in particular respect the selfless nature of many rescuers, though some of the more severe members of the class can chafe at rescuers preference for non-lethal tactics. Rogues, meanwhile, are often more standoffish around rescuers due to their frequent association with town guards.

Role: Like rogues, rescuers are capable of acting as scouts thanks to their typically high awareness and trapfinding ability, though they lack the rogue's talent for stealth. In combat, rescuers rely on their training to quickly disable their opponents and render them unconscious or otherwise unable to fight back. Additionally, while rescuers lack the ability to provide magical healing their extensive mastery of mundane healing techniques can help save their allies from otherwise lethal situations.

GAME RULE INFORMATION
Rescuers have the following game statistics
Abilities: Wisdom is extremely useful to rescuers as it is the key ability for many of their skills and powers a number of their abilities. As rescuers often find themselves in melee combat, Strength and Constitution are also valuable. Finally, Dexterity can also be useful to rescuers as they are typically lightly armored.
Alignment: Rescuers can be of any alignment.
Hit Die: D8
Starting Age: As bard
Starting Gold: As cleric

Class Skills:
Balance, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Gather Information, Handle Animal, Heal, Jump, Knowledge (local), Listen, Open Lock, Profession, Search, Sense Motive, Speak Language, Spot, Swim, Tumble, Use Rope
Skill Points at 1st level: (8 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 8 + Intelligence Modifier



LevelBABFortRefWillSpecial



1st+0+2+2+2 Subduing Strikes+1d4, Trapfinding



2nd+1+3+3+3 Focused Skill, Medical Training



3rd+2+3+3+3 AC Bonus, Status


4th+3+4+4+4 Subduing Strikes +2d4



5th+3+4+4+4 Focused Skill, Stunning Strike



6th+4+5+5+5 Medical Training (Second Wind)


7th+5+5+5+5 Subduing Strikes +3d4



8th+6+6+6+6 Focused Skill


9th+6+6+6+6 Status (know conditions)



10th+7+7+7+7 Medical Training (Rapid Heal checks), Subduing Strikes +4d4


11th+8+7+7+7 Focused Skill, Improved Stunning Strike



12th+9+8+8+8 Rush to the Rescue



13th+9+8+8+8 Subduing Strikes +5d4


14th+10+9+9+9 Focused Skill, Medical Training (Improved First Aid)


15th+11+9+9+9 Status (telepathy)


16th+12+10+10+10 Subduing Strikes +6d4


17th+12+10+10+10 Focused Skill, Greater Stunning Strike


18th+13+11+11+11 Medical Training (resuscitation)


19th+14+11+11+11 Subduing Strikes +7d4


20th+15+12+12+12 Adrenaline Rush, Focused Skill



Weapon and Armor Proficiencies: Rescuers are proficient with all simple and martial weapons. A rescuer is proficient with light armor, but not shields.

Subduing Strikes (Ex): Whenever possible rescuers prefer to avoid killing their opponents, opting instead to render them unconscious if at all possible. To this end, rescuers possess significant training in the art of inflicting non-lethal damage. A rescuer takes no penalty on their attacks when attempting to deal non-lethal damage with a weapon that would typically deal normal damage. Furthermore, whenever the rescuer makes an attack that would deal non-lethal damage their attack inflicts an additional 1d4 points of non-lethal damage. This extra damage increases to +2d4 at 4th level and every three levels past that (+3d4 at 7th, +4d4 at 10th, +5d4 at 13th, +6d4 at 16th and +7d4 at 19th).

Trapfinding (Ex): A rescuer can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.

Focused Skill (Ex): At 2nd level a rescuer may select any Strength or Dexterity-based skill that they possess at least 1 rank in. From that point on, the rescuer receives an insight bonus to all uses of that skill equal to their Wisdom modifier. At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th) a rescuer may select an additional skill to which this bonus applies.

Medical Training (Ex): While rescuers lack access to true healing magic, they possess extensive skill with mundane medical techniques. Starting at 2nd level, a rescuer receives an insight bonus on all Heal checks equal to one-half their class level (rounded down). Furthermore, a rescuer may use the Heal skill without provoking Attacks of Opportunity.
At 6th level, a rescuer gains the ability to grant their allies a second wind to carry them through a fight (or at least get them sufficiently mobile to get out of danger). As a standard action, a rescuer can grant a living creature a number of temporary hp equal to double the rescuer's class level with a DC 25 Heal check. These temporary hp last for 1 hour before fading, and once the rescuer makes their check they may not make another such heal check for that creature for that day.
Starting at 10th level, a rescuer's develops the ability to treat common injuries much more rapidly. A rescuer gains the ability to perform any use of the Heal skill that would typically take a standard action (such as first aid) as a move action instead. Additionally, by taking a -20 penalty on the check a rescuer may attempt to perform any of these uses of the Heal skill as a swift action.
At 14th level, a rescuer develops the ability to treat additional conditions with the Heal skill. These new uses each take a standard action (this time is not reduced by the normal time reduction ability gained at 6th level).
As a DC 20 Heal check, the rescuer may remove dazed, fatigued, or sickened condition from an individual.
As a DC 25 Heal check, the rescuer may remove the exhausted, nauseated, or stunned condition from an individual.
As a DC 35 Heal check, the rescuer may remove a negative level, the blinded or the deafened condition from an individual.
A rescuer may only attempt to remove one condition with a given Heal check.
At 18th level, a rescuer's mastery of medical techniques reaches its zenith, enabling them to bring someone back from the brink of death. As a full round action, the rescuer may attempt to revive a creature that has just died and is relatively whole with a special Heal check. The DC for this check is 40 for a creature that has been dead for 1 round, and the DC increase by 5 for each additional round the creature has been dead. If the check succeeds, the target is brought back to -1 hp and is considered stable, with no loss of level.

AC Bonus (Ex): Starting at 3rd level a rescuer receives a bonus to their AC equal to their Wisdom modifier (if positive) as long as they are unencumbered and wearing no more than light armor. This bonus to AC applies even against touch attacks or when the rescuer is flatfooted, however the rescuer loses this bonus if they are immobilized or helpless, wears medium or heavy armor or carries a medium or heavy load.

Status (Su): Rescuers often find themselves needing to work with teams in order to succeed in their missions and as such have developed the ability to keep track of their allies even if separated. Starting at 3rd level, a rescuer may designate a number of willing individuals equal to the rescuer's Wisdom modifier that the rescuer can track. As long as a designated individual remains within a distance of 100 ft. per class level of the rescuer the rescuer instinctively knows the general location and approximate health of that individual. If the rescuer has direct line of effect to a designated individual then they can determine that individual's precise location, otherwise the rescuer can only determine the approximate direction and distance of the individual. Additionally, the rescuer knows if a targeted individual is healthy (at full hp), injured (below full hp but above half hp), badly injured (below half hp but above 0 hp), dying (0 to -9 hp), or dead.
A rescuer may designate a willing individual within 10 ft to be a target of their status ability as a full-round action. Once this designation is made, the individual remains targeted by this ability until the rescuer rescinds the designation, which they may do as a free action. If the rescuer's Wisdom modifier is somehow reduced below the current number of creatures they have targeted by this ability the rescuer must select which individuals will no longer be targeted by this ability.
Beginning at 9th level, the rescuer automatically knows any conditions that affect an individual targeted by their status ability and is aware of any active spell effects on the targeted individual. This knowledge only extends to the type of condition or name of the spell in question and does not provide any information regarding the source of the spell or effect.
At level 15, the rescuer is able to strengthen the mental bond created by their status ability to enable mental communication. Any individual effected by a given rescuer's status ability gains the ability to telepathically communicate with the rescuer or any individual the rescuer has targeted with their ability as long as all individuals are within range of the rescuer's status ability.

Stunning Strike (Ex): At 5th level, a rescuer furthers their ability to disrupt their opponents in combat by striking at key pressure points. As a standard action, the rescuer may make a melee attack that deals no damage. If the attack hits, the target must succeed on a Fortitude save (DC = 10 + 1/2 the rescuer's class level (rounded up) + the rescuer's Wisdom modifier) or be stunned for 1 round. The rescuer may use this ability a number of times per day equal to 3 + their Wisdom modifier.

Improved Stunning Strike (Ex): Beginning at 11th level, whenever an opponent fails their save against the rescuer's stunning strike ability they are stunned for 1d4 rounds.
Furthermore, a rescuer of 11th level or higher may use their stunning strike ability to stun creatures that normally would be immune to stunning. Such creatures receive a +4 bonus on their Fortitude saves to avoid being stunned and are stunned for 1 round on a failed save instead of 1d4.

Rush to the Rescue (Ex): Starting at 12th level, a rescuer develops the ability to react at incredible speeds when their allies need them the most. Whenever an ally within 30 feet of the rescuer drops below 0 hp or is otherwise rendered helpless, the rescuer may take an immediate move action.

Greater Stunning Strike (Ex): A normal creature who fails their save against the stunning strike ability of a rescuer of 15th level or higher is now stunned for 2d4 rounds, and is stunned for 1 round even on a successful save.
Furthermore, creatures that are normally immune to stunning no longer receive a bonus to their Fortitude saves to avoid being stunned and are now stunned for 1d4 rounds on a failed save.

Adrenaline Rush (Ex): At level 20, a rescuer masters the ability to harness the adrenal rush that accompanies danger to act with preternatural quickness for a brief period. During the first round of any combat encounter the rescuer may choose to activate this ability as a swift action. If the rescuer chooses to do so, all of their movement speeds are doubled and they gain the ability to take an extra standard action each round on their turn. These benefits last for a number of rounds equal to the rescuer's Wisdom modifier. In order to use this ability the rescuer must choose to activate it during the first round they are able to act during a given encounter.
The rescuer can use this ability three times per day.

Alabenson
2018-05-18, 10:57 AM
Rescuer Variant: The Tracker
The tracker is specialist in locating and chasing down individuals no matter where they may be hiding, trading knowledge of how to deal with traps and certain combat techniques for an unparalleled ability to find anyone anywhere.
Class Skills:
Add Knowledge (nature) and Survival to the tracker's class skills. Remove Disable Device and Open Lock from their class skill list.
Class Features:
The tracker has all the class features as a rescuer except as noted below.
Gain:
Track: The tracker gains Track as a bonus feat at 1st level.
Quarry (Su): At 5th level, the tracker gains the ability to designate a single creature as their quarry as a full round action. To designate a creature as their quarry, a target must either be within 30 ft. of the tracker or the tracker must know the target's name and have a relatively accurate description of the target's appearance. Once designated, the target will remain the tracker's quarry until they are killed or the tracker rescinds the designation, which they can do as a free action. A tracker can only have one creature designated as their quarry at a time. As long as the tracker and their quarry remain on the same plane, the tracker has at least a vague idea of where their quarry is. If the tracker has direct line of sight to their quarry then they automatically can identify their target, regardless of any disguises or illusions hiding the quarry's identity. If the tracker is within at least 100 ft. per class level of their quarry, they can determine the rough direction and distance they are from their target. If the target is beyond that distance, the tracker can only determine the rough direction their quarry is in (North, West, South, etc.).
At 11th level, the tracker gains the ability to track their quarry even across planar boundaries. If a tracker's quarry is on a different plane, the tracker can automatically identify which plane they are on and can detect any portals to that plane within 100 ft. per class level.
Starting at 15th level, the tracker's quarry ability gains the power to bypass most methods of magically blocking magical detection short of mind blank, wish, or miracle, and even these powerful spells offer no guarantees. If a tracker's quarry has one of these spells cast on them or has the spell as a continuous effect (such as from an item), then the tracker must make a Wisdom check with a DC equal to the caster level of the spell. If the tracker fails, then their ability to track their quarry is suppressed for 24 hours, or until the effect blocking it is removed. If the tracker succeeds, however, then their quarry ability functions normally for 24 hours, at which point they must succeed at another Wisdom check of the effect is still active.
Lose:
Trapfinding: The tracker does not receive the trapfinding ability at 1st level.
Stunning Strike: The tracker does not receive the stunning strike ability at 5th level.
Improved Stunning Strike: The tracker does not receive the improved stunning strike ability at 11th level.
Greater Stunning Strike: The tracker does not receive the greater stunning strike ability at 15th level.

Rescuer Variant: The Undercover Agent
The undercover agent is a specialist in deception, trading the rescuer's medical knowledge for the ability to take on false identities able to withstand nearly any level of scrutiny.
Class Skills:
Add Bluff, Disguise and Intimidate to the undercover agent's skill list. Remove Heal from the skill list.
Class Features:
The undercover agent has all the class features as a rescuer except as noted below.
Gain:
Cover Identity (Ex): At 2nd level, the undercover agent develops a specific false identity. The undercover agent receives a circumstance bonus to Disguise checks to disguise themselves as their cover identity equal to one-half their class level (rounded up) and may add their Wisdom modifier to Bluff checks made to remain in-character. Furthermore, even efforts to magically read the undercover agent's identity can be fooled by this disguise; an individual targeting the undercover agent with a spell such as detect evil or detect thoughts must succeed at a caster level check opposed by the undercover agent's Bluff check or receive information consistent with the cover identity. An undercover agent may retire a given cover identity and create a new one, however this process takes a week of uninterrupted practice.
At levels 6, 10, 14, and 18, the undercover agent may develop an additional cover identity.
Lose:
Medical Training: The undercover agent does not receive the Medical Training ability at 2nd level, nor the additional benefits at 6th, 10th, 14th and 18th level.

Jormengand
2018-06-09, 11:11 AM
Wanderer Class Features

The following class features are also available to the Wanderer. They are indexed for searching: you can search for a class feature that appears for a particular class at a particular level by using the # symbol, the standard abbreviation for the class, and the level in question. A dash (-) after level 1 or 2 is used to prevent level 10-19 or 20 from appearing in the search. For example, #Rog1- will allow you to find the Sneak Attack and Trapfinding class features. #Rog will find all rogue features, and #Rog1 will find all rogue features which appear on level 1 or 10-19, in case that's helpful for some reason. Epic levels aren't indexed for searching because there are infinitely many of them.

The section below doesn't list what the class features actually do - either for legal reasons, or because the abilities are written in the SRD (http://www.d20srd.org/index) and you can look them up there in the unlikely case that you aren't already familiar with them.

Importantly, a wanderer cannot have any parameter of an ability that is stronger than if they actually took levels in the class that grants the most of that ability at that level. For example, a wanderer cannot have a sneak attack feature that is better than 1d6 at first level, 2d6 at 3rd level, and so forth, nor can they learn to use their bardic music to inspire greatness before a bard could. If the ability is from a prestige class, it may have "Delayed progression X", where X is a numerical value, meaning that you must subtract X from your wanderer level when determining whether or not you can take the class feature and also when determining your effective level in the class which has that feature if it scales with level. For example, Enhance Arrow has Delayed Progression 6, meaning that you must be 7th level to take it at all, and must be 9th level to increase the bonus to +2.

Further, you cannot take any ability that is available only to a class's epic progression unless your wanderer level is as high as your character level would need to be in order to take that ability by progressing in the prestige class.. For example, while Delayed Progression 6 implies that you can take Enhance Arrow +6 at 17th wanderer level (as it is an 11th-level arcane archer ability), you actually must be level 21. In effect, epic class features actually have a delayed progression equal to 20, minus the number of levels long the class is.

Finally, if you take an ability that allows you to choose from a list of abilities but some of those abilities have prerequisites (the most salient example being bonus feats), you can only take options as though you'd taken no more than one of the options on each level you're entitled to take one - for example, a 22nd-level epic wanderer can't suddenly take the 12 bonus feats they're entitled to and then use them to take nothing but epic feats, because they couldn't have done that if they'd actually taken the bonus feats on the levels they became available. They could, however, take just one epic bonus feat - the 22nd-level bonus feat - without having to take all the rest of the bonus feats first. Effectively, this is just another way of saying that you can't use, for example, your first-level bonus feat to take epic feats by taking things in all the wrong orders.

Any class feature that isn't listed here hasn't been priced for one of many possible reasons: it might be that it's difficult to put a price on, that a player is only likely to take it if they're planning to abuse it, or simply because there are far, far too many class features in the game for all of them to be priced. Just because they're not listed here doesn't mean you can't take one; ask your DM what they think is a fair price.

Archivist Arc
Ardent* Ard
Artificer Art
Barbarian Brb
Bard Brd
Battle Dancer BaD
Beguiler Beg
Binder Bdr
Cleric Clr
Crusader Crs
Death Master DeM
Divine Mind DvM
Dragon Shaman DrS
Dragonfire Adept DFA
Dread Necromancer DrN
Druid Drd
Duskblade DBl
Factotum Fct
Favoured Soul FvS
Fighter Fgt
Healer Hea
Hexblade Hex
Incarnate Inc
Jester Jes
Knight Kgt
Lurk Lrk
Marshal (MHB) Msl
Monk Mnk
Mountebank Mbk
Mystic Mys
Ninja Nja
Paladin Pal
Psion (XPH) Psi
Psychic Rogue PsR
Psychic Warrior PsW
Ranger Rgr
Rogue Rog
Samurai Sam
Savant Sav
Scout Sct
Sha'ir ShI
Shadowcaster ShC
Shugenja Shu
Sorcerer Sor
Soulborn SlB
Soulknife SlC
Spellthief SpT
Spirit Shaman SpS
Swashbuckler Swb
Swordsage SwS
Totemist Tot
Truenamer TrN
Warblade WrB
Warlock Wlk
Warmage WMg
Wilder Wil
Wizard Wiz
Wu Jen WuJ

Arcane Archer AAr
Arcane Trickster ATr
Archmage* ArM
Assassin Asn
Blackguard Blk
Dragon Disciple DgD
Duelist Due
Dwarven Defender DwD
Eldritch Knight ElK
Hierophant Hpt
Horizon Walker* HzW
Loremaster LrM
Mystic Theurge* MyT
Red Wizard RdW
Shadowdancer ShD
Thaumaturgist Thm

*No class features from this class are available to the wandererThese costs may seem weird in places, but I'm assuming that you're only going to take an ability if you actually care about it. I don't think that, for example, turn undead is quite on par with the ability to cast four first-level divine spells spontaneously out of four that you know, except that if you're taking turn undead, it's probably because you're either taking divine metamagic or planning on turning lots of undead, whereas for most clerics, it usually just sits there unused for most of the game. Similarly, I don't think that many people would take the knight's impetuous endurance rather than scribing a new fifth-level spell, but they might if they consistently found themselves able to pass saves on a 2. Essentially, just because turn undead is priced at 30 doesn't mean that it's almost as useful for most clerics as their spellcasting, just that if you're making a conscious decision to buy it, it's because it's worth almost as much as your spellcasting.

In fact, some of the abilities are priced knowing that you'll only buy them if you're actually getting a discount, such as divine grace - it's pointless to spend 30 points on it when you could spend 30 points increasing your saves the same amount or more directly, so only people with 16 or more charisma (or who have all high saves already) are likely to take it. This is fine - supernatural abilities can be turned off, after all. It does mean that the wanderer makes a better sorcerer-paladin multiclass than an actual sorcerer-paladin multiclass, but most multiclass builds are subpar anyway, and the "Sorcadin" is far from an exception in this regard.

Absorb Spell #SpT7 #SpT20
10 build points, and another 10 for the 20th-level ability. Doesn't require steal spell, but you must pay for your spell capacity as though you had steal spell if you don't.

Abundant Step #Mnk12
16 build points

AC Bonus #BaD1- #Mnk1 #Nja1- #SwS2- #DwD1- #DwD4 #DwD7 #DwD10
Either the monk/ninja or the battledancer version of the AC bonus costs 10 build points, plus 5 build points for each point of AC it grants other than the wisdom- or charisma-based part of the bonus. The swordsage version costs 5 points more than that. The dwarven defender version just costs 10 build points per point of AC it grants and has delayed progression 7.

Acrobatic Charge #SwB7 #Due6
Delayed Progression 1. 15 build points.

Acrobatics #Nja6 #Nja12 #Nja18
2 build points for each +2 of bonus.

Animal Companion #Drd1- #Rgr4
10 build points, plus 8 per 3 effective druid levels. You can only have one ability with this sentence in its description.

Arcane Channeling #DBl3 #DBl13
The 3rd-level version costs 10 build points and the 13th-level version costs another 30.

Arcane Sight #SpT9
30 build points.

Arcane Resistance #Hex2
25 build points

Armoured Mage #Brd1- #Beg1- #DBl1- #DBl4 #DBl7 #Hex1- #SpT1- #WMg1-
For 10 build points, the wanderer can cast arcane wanderer spells in light armour with no arcane spell failure chance. The duskblade version costs 15 build points for the first-level version, 5 more for the 4th-level version and yet 5 more for the 7th-level version. The warmage version costs 15 build points for the first-level version and 5 more for the 8th-level version.

Armour Mastery #Kgt4 #Kgt9
10 points for medium armour and another 5 for heavy.

Arrow of Death #AAr10
Delayed Progression 6. 2 build points.

Artificer Knowledge #Art1-
2 build points.

Artisan Bonus #Art1-
1 build point.

Aspect of the Dead #DeM15
30 build points.

Aura of Courage #Pal3
8 build points.

Aura of Despair #Blk3
8 build points.

A Thousand Faces #Drd13
10 build points.

Aura of Unluck #Hex12 #Hex16 #Hex20
10 build points per daily use.

Bardic Music #Brd1- #Brd3 #Brd6 #Brd8 #Brd9 #Brd12 #Brd14 #Brd15 #Brd18 #Brd20
Each use per day costs 1 build point. You need to pay for each ability you want to learn separately, except that you get countersong for no build points. Fascinate costs 1, Inspire Competence costs 2, Suggestion (requires Fascinate) requires 4, Song of Freedom costs 8, Inspire Heroics costs 10, and Mass Suggestion (requires Suggestion) costs 12. Each point of inspire courage bonus costs a number of build points equal to the total bonus (so 2 build points to increase from +1 to +2 and 3 build points to increase from +2 to +3, for example). Inspire Greatness costs 6, plus another 2 for each creature that can be affected beyond the first.

Battle Ardour #WrB3
5 build points.

Battle Cunning #WrB7
10 build points.

Battle Mastery #WrB15
8 build points.

Battle Skill #WrB11
3 build points.

Beguiling Stare #Mbk1-
15 build points.

Bladewind #SlK9
8 build points. Requires mind blade.

Blindsense #Sct10 #DgD5
Delayed Progression 5. 10 build points.

Blindsight #Sct20
20 build points. Requires blindsense.

Bonus Feat #Arc1- #Arc10 #Arc20 #Art1 #Art2 #Art3 #Art5 #Art6 #Art8 #Art9 #Art12 #Art14 #Art16 #Art20 #Beg5 #Beg10 #Bdr4 #Bdr11 #Bdr18 #Crs10 #DvM1- #DrS2- #DrS8 #DrS16 #DFA1- #DrN19 #DBl2- #FvS3 #FvS12 #Fgt1- #Fgt2- #Fgt4 #Fgt6 #Fgt8 #Fgt10 #Fgt12 #Fgt14 #Fgt16 #Fgt18 #Fgt20 #Hea2- #Hex5 #Hex10 #Hex15 #Hex20 #Jes2- #Jes6 #Kgt2- #Kgt5 #Kgt10 #Kgt15 #Msl1- #Mnk1- #Mnk2- #Mnk6 #Psi1- #Psi5 #Psi10 #Psi15 #Psi20 #PsR11 #PsR14 #PsR17 #PsR20 #PsW1- #PsW2- #PsW5 #PsW8 #PsW11 #PsW14 #PsW17 #PsW20 #Rgr1- #Rgr3 #Rog10 #Rog13 #Rog16 #Rog19 #Sam1- #Sam5 #Sam8 #Sav2- #Sav7 #Sav12 #Sav17 #Sct4 #Sct8 #Sct12 #Sct16 #Sct20 #ShC2- #ShC? #SlB3 #SlB7 #SlB11 #SlK1- #SlK6 #SlK9 #SwB1- #TrN6 #TrN8 #TrN15 #WrB5 #WrB9 #WrB13 #WrB17 #WMg7 #WMg10 #WMg15 #WMg20 #Wiz1- #Wiz5 #Wiz10 #Wiz15 #Wiz20 #WuJ1- #ElK1- #Hpt1- #Hpt2- #Hpt3 #Hpt4 #Hpt5 #LrM1- #LrM3 #LrM5 #LrM7 #LrM9 #RdW5 #Thm2-
Any bonus feat costs you 10 build points; you're not restricted to a set list. Use the fighter progression to tell how many bonus feats you can have as a maximum, even though some classes get them a little faster.

Brains over Brawn #Fct3
25 build points. Remember that initiative checks are dexterity checks!

Breath Weapon #DrS4 #DrS6 #DrS8 #DrS10 #DrS12 #DrS14 #DrS16 #DrS18 #DrS20 #DFA1- #DFA3 #DFA5 #DFA7 #DFA9 #DFA11 #DFA14 #DFA17 #DFA20 #DgD3 #DgD7 #DgD10
3 build points per damage die for the smallest breath, 4 per die for the medium DrS/large DFA one and 5 for the large DrS one. You can choose what type of breath weapon you have - line or cone, and acid, fire, cold or electricity. The dragon disciple version has delayed progression 5 but only costs 1 build point per 2 damage dice.

Bulwark of Defence #Kgt3
15 build points.

Camouflage #Rgr13 #Sct8
10 build points. Ignore the scout's restrictions on the use of this ability.

Canny Defence #Due1-
Delayed Progression 6. 7 build points.

Change Aura #DvM8 #DvM14 #DvM18
Free! Requires psychic aura.

Claws and Bite #DgD2-
Delayed Progression 5. 15 build points.

Cloaked Casting #Beg2 #Beg8 #Beg14 #Beg20
5 build points for the first version, 2 more for the second version, 5 more for the third and 8 more for the fourth.

Commune with Dragon Spirit #DrS14
2 build points per question you can ask.

Craft Homonculus #Art4
5 build points.

Crippling Strike #Rog10 #Rog13 #Rog16 #Rog19
15 build points

Damage Reduction/Lich Body #Brb7 #Brb10 #Brb13 #Brb16 #Brb19 #DFA6 #DFA16 #DrN2- #DrN7 #DrN11 #DrN15 #FvS20 #Wlk3 #Wlk7 #Wlk11 #Wlk15 #Wlk19 #DwD6 #DwD10
Each point of DR/- costs 4 build points. Each point of DR/magic costs 1 build point. Each point of DR/bludgeoning and magic costs 2 build points. Material-based DR costs 3 build points. You can take multiple types of DR, but remember that they won't stack!

The dwarven defender version has delayed progression 7.

Dance of Death's Embrace #BaD20
0 build points. Seriously, you've already spent enough on those tumble ranks.

Dance of Reckless Bravery #BaD2-
1 build point.

Dance of the Crushing Python #BaD14
1 build point.

Dance of the Floating Step #BaD8
3 build points.

Dance of the Pouncing Tiger #BaD11
5 build points.

Dance of the Soaring Eagle #BaD17
25 build points.

Dance of the Vexing Snake #BaD5
3 build points.

Dancer's Strike #BaD6 #BaD12 #BaD18
1 build point for the 6th-level version, another build point for the 12th-level version and 2 more for the 18th-level version.

Dark Knowledge #Arc1- #Arc3 #Arc5 #Arc6 #Arc8 #Arc9 #Arc11 #Arc12 #Arc14 #Arc15 #Arc18
Each use per day of the ability costs 5 build points. You automatically know tactics; learning any of the other abilities costs 5 build points each.

Death Attack #Asn1-
Delayed Progression 5. 20 build points.

Detect Alignment #Inc1- #Pal1- #Blk1-
Choose any one alignment component to detect for 5 build points.

Detect Magic #SpT2- #Wlk2-
3 build points for the spellthief version and 5 for the warlock version.

Diamond Body/Venom Immunity #Mnk11 #Drd9
5 build points.

Dire Hexblade's Curse #Hex19
The cost of hexblade's curses is tripled instead of doubled.

Disable Trap #Art1-
2 build points.

Discover Spells #SpT13
7 build points. Requires steal spell.

Divine Grace/Dark Blessing #DvM4 #Pal2- #Blk1-
Delayed Progression 1. 30 build points.

Domains #Clr1- #Mys1-
Wanderers don't get domain spells, but they do have the ability to take some domain powers.They can take any two of them at the following costs:

Abyss 2, Air 2, Alteration 4, Ancestor 4, Animal 2, Arborea 3, Artifice 8, Baator 10, Balance 5, Bestial 5, Cavern 1, Celerity see Fast Movement/Bonus Speed, Chaos 2, Charm 4, Community 5, Competition 2, Courage see Aura of Courage, Craft 10, Creation 12, Darkness see Bonus Feat, Death 6, Deathbound 10, Decay 6, Destiny 6, Destruction 3, Domination see Bonus Feat, Dream 4, Drow see Bonus Feat, Dwarf see Bonus Feat, Earth 2, Elf see Bonus Feat, Envy 3, Evil 2, Family 10, Fate see Uncanny Dodge, Feast 2, Fire 2, Force 2, Glory 5, Gluttony 8, Gnome 4, Good 2, Greed 5, Halfling 2, Hatred 2, Healing 2, Hunger 5, Illusion 4, Inquisition 2, Knowledge 4, Law 2, Liberation 2, Life 8, Luck 5, Lust 4, Madness 20, Magic 8, Mentalism 5, Metal 10, Mind 5, Moon 2, Mysticism 3, Nobility 3, Ocean 5, Oracle 15, Orc 4, Passion 5, Pestilence 2, Planning see Bonus Feat, Plant 2, Portal 2, Pride 5, Protection 5, Purification 8, Renewal 4, Repose 6, Retribution 1, Rune see Bonus Feat, Scalykind 1, Shadow see Bonus Feat, Sky 2, Slime 1, Sloth 1, Spell 3, Spider 1, Storm see Energy Resistance, Strength 3, Suffer 1, Summoner 12, Sun 3 (Requires Turn Undead), Time see Bonus Feat, Trade 10, Travel 25, Tyranny 5, Undeath see Bonus Feat, War see Weapon Proficiency and Bonus Feat, Water 2, Wealth see Bonus Feat, Windstorm 4, Winter 4, Wrath 1.

The wanderer must obey their deity's domain list, and cannot take a domain power not listed above.

Draconic Resolve #DrS4
5 build points.

Draconic Wings #DrS19
35 build points.

Dragonkin #DFA4
1 build point.

Effortless Healing #Hea7
7 build points.

Elude Touch #Wil2-
10 build points.

Empty Body #Mnk19
40 build points.

Energy Immunity #DrS9
30 build points. If you have a breath weapon from being a wanderer, you get immunity to that damage type, and similarly, if you later get a breath weapon it must be of the type you're immune to. Else, you can choose one energy type.

Energy Resistance #FvS5 #FvS10 #FvS15 #ShI5 #Wlk10 #Wlk20
Each point of resistance to a specific energy type costs 1 build point. You can upgrade one energy resistance to immunity by paying a cost equal to the difference between the cost of resistance and immunity.

Enhance Arrow #AAr1 #AAr3 #AAr5 #AAr7 #AAr9
Delayed Progression 6. 5 build points.

Evasion #Lrk9 #Mnk2 #Nja12 #PsR2- #Rgr9 #Rog2- #Sct5 #SwS9 #ShD2-
10 build points.

Extended Summoning #Thm3
Delayed Progression 7. 40 build points.

Familiar/Summon Familiar #DrN7 #Hex4 #Sor1- #Wiz1-
5 build points, plus 2 more build points per 2 effective sorcerer levels. You can only have one ability with this sentence in its description.

Fast Movement/Bonus Speed #Brb1- #BaD4 #BaD10 #BaD16 #Mnk3 #Mnk6 #Mnk9 #Mnk12 #Mnk15 #Mnk18 #Sct3 #Sct11
5 build points per 10-foot increase. Ignore any armour restrictions listed in your class.

Favoured Enemy #Rgr1 #Rgr5 #Rgr10 #Rgr15 #Rgr20
3 build points for the first favoured enemy and 6 for each thereafter.

Fiendish Servant #Blk5
Delayed Progression 6. 18 build points, plus 8 for every 3 effective levels after 11th. The servant only scales by paying build points for it, not with effective character level. You can only have one ability with this sentence in its description.

Flawless Stride #Sct6
15 build points

Flurry of Blows #Mnk1- #Mnk5 #Mnk9 #Mnk11
10 build points for the first-level version, another 5 for the 5th, 5 more for the 9th and 10 more for the 11th.

Free Draw #SlK5
2 build points. Requires mind blade.

Free Movement #Sct18
40 build points.

Frightful Presence #Sam20
10 build points.

Furious Counterstrike #Crs1-
Triple the cost of Steely Resolve retroactively and forevermore.

Ghost Mind #Nja14
15 build points.

Ghost Sight #Nja16
10 build points.

Grant Move Action #Msl4 #Msl8 #Msl12 #Msl16 #Msl20
3 build points per daily use.

Greater Hexblade's Curse #Hex7
The cost of hexblade's curses is retroactively and forevermore doubled.

Greater Lore #LrM6
Delayed Progression 7. 15 build points.

Greater Rage #Brb11
2 build points for each usage per day of rage, and increases the cost of further rages by 2. Requires rage.

Great Leap #Nja4
4 build points

Hail of Arrows #AAr8
Delayed progression 6.

Hexblade's Curse #Hex1- #Hex5 #Hex9 #Hex13 #Hex17
4 build points per use.

Hide in Plain Sight #Rgr17 #Sct14 #Asn8 #ShD1
15 build points. Ignore the scout's restrictions on this ability. The assassin/shadowdancer version of the ability has delayed progression 7 and costs another 10 build points.

Imbue Arrow #AAr2-
Delayed progression 6. 50 build points.

Impetuous Endurance #Kgt17
5 build points.

Impromptu Sneak Attack #ArT3 #ArT7
Delayed Progression 7. 10 build points per daily use. Despite the name, does not require sneak attack.

Improved Evasion #Mnk9 #PsR11 #PsR14 #PsR17 #PsR20 #Rog10 #Rog13 #Rog16 #Rog19 #SwS17 #ShD10
15 build points. Requires evasion.

Improved Flanking #SwB8
10 build points.

Improved Poison Use #Nja9
5 build points. Requires poison use.

Improved Shield Ally #Kgt14
10 build points. Requires shield ally.

Improved Uncanny Dodge #Brb5 #Rog8 #WrB6 #Asn5 #DwD6 #ShD5
8 build points. Requires uncanny dodge.

Incarnum Radiance #Inc3 #Inc5 #Inc8 #Inc10 #Inc13 #Inc15 #Inc18 #Inc20
Build points equal to the number of uses per day, times the bonus that the good or lawful aura would give you (even if you have one of the other auras). You can only pick one aura and you must have the correct alignment component for it (so a lawful good wanderer could pick the lawful or good aura).

Indomitable Soul #Crs2-
10 build points.

Indomitable Will #Brb14
1 build point. Requires rage.

Initiative Boost #Lrk6
15 build points. Not compatible with Brains Over Brawn.

Insightful Strike #SwB3
8 build points.

Jester's Audacity #Jes1- #Jes5 #Jes10 #Jes15 #Jes20
10 build points for each point of bonus.

Ki Strike #Mnk4 #Mnk10 #Mnk16
2 build points for the 4th-level version, 2 more for the 10th-level version and 2 more for the 16th-level version.

Knife to the Soul #SlK13
1 build point per psychic strike die. Requires psychic strike and mind blade.

Knowledge Focus #TrN2- #TrN7 #TrN10 #TrN14
3 build points per bonus.

Lay on Hands #Pal2-
3 build points per effective paladin level.

Lore Mastery #Arc2- #Arc7 #Arc13 #Arc17
4 build points for the feature; 2 build points for each increase.

Lucky #SwB11
4 build points.

Master of the Dead #DeM1
15 build points.

Mental Bastion #DrN4 #DrN14
1 per +2 bonus.

Metamagic Spell Completion #Art11
2 build points.

Metamagic Spell Trigger #Art7
2 build points.

Mettle #Crs13 #Hex3
15 build points.

Mighty Rage #Brb20
3 build points for each usage per day of rage, and increases the cost of further rages by 3. Requires greater rage.

Mind Blade #SlK1- #SlK4 #SlK8 #SlK12 #SlK16 #SlK20
1 build point for the mind blade, 5 build points for each point of enhancement bonus it has.

Mind Blade Enhancement #SlK6 #SlK10 #SlK14 #SlK18
5 build points for each point of enhancement. Requires mind blade.

Multiple Throw #SlK17
1 build point. Requires throw mind blade and mind blade.

Natural Armour/Scales #DrS7 #DrS12 #DrS17 #DFA2- #DFA8 #DFA13 #DFA18 #DgD1- #DgD4 #DgD7 #DgD10
Ignore the dragon disciple progression when determining the maximum. 10 build points per increase; this does stack with any other natural armour you have.

Negative Energy Resistance #DrN9
2 build points.

Opportunist #Rog10 #Rog13 #Rog16 #Rog19
10 build points.

Perfect Self #Mnk20
27 build points.

Phase Arrow #AAr6
Delayed Progression 6. 4 build points.

Poison Use #Nja3 #Asn1- #Blk1-
Delayed Progression 1. 5 build points.

Precise Strike #Due5 #Due10
7 build points per die. Abilities with this sentence in the description are mutually exclusive.

Psychic Aura #DvM1-
The ability to manifest an aura costs 4 build points, plus another 4 for each increase in power, plus 1 for each 5 feet the aura extends, doubled if you can manifest 2 auras or tripled if you can manifest 3. You cannot take mantles, but can automatically manifest the energy mantle's aura as though you had that mantle.

Psychic Strike #SlK3 #SlK7 #SlK11 #SlK15 #SlK19
5 build points per die. Requires mind blade. Abilities with this sentence in the description are mutually exclusive.

Purity of Body #Mnk5
5 build points.

Quick to Act/Improved Reaction #SwS1- #SwS5 #SwS10 #SwS15 #SwS20 #Due2- #Due8-
Delayed Progression 6. 5 build points per point of bonus. For clarity, the maximum is 1 at 1st level, 2 at 5th, 3 at 10th, 4 at 14th and 5 at 20th level.

Quivering Palm #Mnk15
8 build points.

Rage #Brb1- #Brb4 #Brb8 #Brb12 #Brb16 #Brb20
Each use of rage per day costs 5 build points. (7 with greater rage or tireless rage, 9 with greater and tireless rage, 10 with mighty rage, 12 with mighty and tireless rage).

Ranged Legerdemain #ArT1- #ArT5 #ArT9
Delayed Progression 7. 3 build points per daily use. Change the first 13 words in the last sentence of the ability description to read "He can only do so".

Remove Disease #Pal6 #Pal9 #Pal12 #Pal15 #Pal18
1 build point per weekly use.

Save Bonus Against Poison #Asn2- #Asn4 #Asn6 #Asn8 #Asn10
Delayed progression 5. 1 build point (no matter how high the bonus gets).

Say My Name and I Am There #TrN20
30 build points.

Seeker Arrow #AAr4
Delayed Progression 6. 2 build points.

See the Named #TrN9
3 build points

Sending #TrN13
10 build points.

Sense Elements #Shu1- #Shu5 #Shu10 #Shu15 #Shu20
1 build point per daily use.

Shadow Jump #PsR11 #PsR14 #PsR17 #PsR20 #ShD4 #ShD6 #ShD8 #ShD10
1 build point per 20 feet. 2 build points for the ability to use as a move action (see psychic rogue).

Shape Mind Blade #SlK5
3 build points. Requires mind blade. In order to split the blade into two short swords, it must have at least a +1 bonus as standard.

Share Incarnum Radiance #Inc7 #Inc17
Double the cost of your incarnum radiance; triple it instead if you are not fatigued by sharing your incarnum radiance.

Shield Ally #Kgt6
10 build points.

Shield Block #Kgt2- #Kgt11 #Kgt20
5 build points for each point of bonus.

Skill Assistance #Sav1- #Sav4 #Sav8 #Sav12 #Sav16 #Sav20
2 build points per skill.

Skirmish #Sct1- #Sct3 #Sct5 #Sct7 #Sct9 #Sct11 #Sct13 #Sct15 #Sct17 #Sct19
8 build points per die and 8 build points per point of AC bonus. Abilities with this sentence in the description are mutually exclusive.

Slippery Mind/Follow the Guide #Lrk15 #PsR11 #PsR14 #PsR17 #PsR20 #Rog10 #Rog13 #Rog16 #Rog19 #SpS5 #SwB17 #ShD7
10 build points

Slow Fall #Mnk2 #Mnk4 #Mnk6 #Mnk8 #Mnk10 #Mnk12 #Mnk14 #Mnk16 #Mnk18 #Mnk20
1 build point for each 10 feet, or 10 for any distance.

Smite #Crs6 #Crs18 #Pal1- #Pal5 #Pal10 #Pal15 #Pal20 #SlB1- #SlB5 #SlB10 #SlB15 #SlB20 #Blk1- #Blk5 #Blk10
3 build points per daily use, or 2 if alignment-restricted. You can spend 1 build point per daily use to upgrade to an unrestricted smite, but cannot otherwise have restricted and unrestricted smites. Possible alignment restrictions are smite lawful, smite chaotic, smite good, smite evil, and smite extremist (CE, LE, CG, and LG).

Sneak Attack #PsR1- #PsR4 #PsR7 #PsR10 #PsR13 #PsR16 #PsR19 #Rog1- #Rog3 #Rog5 #Rog7 #Rog9 #Rog11 #Rog13 #Rog15 #Rog17 #Rog19 #Sav3 #Sav9 #Sav15 #SpT1- #SpT5 #SpT9 #SpT13 #SpT17 #ArT2- #ArT4 #ArT6 #ArT8 #ArT10 #Asn1- #Asn3 #Asn5 #Asn7 #Asn9 #Blk4 #Blk7 #Blk10
10 build points per die. Abilities with this sentence in the description are mutually exclusive.

Special Mount #Pal5
18 build points, plus 8 for every 4 effective paladin levels after 5th. You can only have one ability with this sentence in its description.

Spellgrace #SpT2 #SpT11 #SpT20
10 build points per point of bonus.

Spell Power #DBl6 #DBl11 #DBl16 #DBl18
1 build point for each point of bonus.

Spontaneous Casting #Clr1- #Drd1-
Either version costs 1 build point for each level of spells it applies to; you may have both.

Steal Energy Resistance #SpT3 #SpT11 #SpT20
5 build points, plus another 3 build points for the 11th-level version and 2 more for the 20th-level version.

Steal Spell #SpT1- #SpT4 #SpT6 #SpT8 #SpT10 #SpT12 #SpT14 #SpT16 #SpT18
10 build points, plus another 10 per level stealable after first, plus 1 per spell level that can be stored at once. Requires sneak attack.

Steal Spell Effect #SpT2-
10 build points, plus 1 per effective spellthief level including first and second.

Steal Spell-Like Ability #SpT5
10 build points. Requires sneak attack.

Steal Spell Resistance #SpT15
10 build points. Requires sneak attack 3d6.

Steely Resolve #Crs1- #Crs4 #Crs8 #Crs12 #Crs16 #Crs20
1 build point for each 5 points of damage the delayed damage pool can hold.

Still Mind #Arc4 #Mnk3
3 build points.

Sudden Strike #Nja1- #Nja3 #Nja5 #Nja7 #Nja9 #Nja11 #Nja13 #Nja15 #Nja17 #Nja19
8 build points per die. Abilities with this sentence in the description are mutually exclusive.

Summon Shadow #ShD3
Delayed Progression 7. 18 build points, plus 8 per 3 effective shadowdancer levels after 3rd.

Surprise Casting #Beg2- #Beg6
10 build points for the first version and another 10 for the second.

Sustaining Shadow #ShC5 #ShC10 #ShC15 #ShC20
2 build points for the first version, another 5 for the second, 10 more for the third and 12 more for the fourth.

Sustenance of the Dead #DeM10
5 build points.

Swift Tracker #Rgr8
5 build points.

Throw Mind Blade #SlK2-
1 build point. Requires mind blade.

Tireless Rage #Brb17
2 build points for each usage per day of rage, and increases the cost of further rages by 2. Requires rage.

Tongue of the Sun and Moon #Mnk17
10 build points.

Touch of Vitality #DrS7 #DrS11
6 build points for each effective dragon shaman level for just the standard healing; 5 more build points for the ability to heal conditions.

Trackless Step #Drd3 #Sct3
4 build points.

Trapfinding #Fct1- #Mbk1- #Nja1- #Rog1- #Sav1- #Sct1- #SpT1-
2 build points.

Trap Sense #Brb3 #Brb6 #Brb9 #Brb12 #Brb15 #Brb18 #Rog3 #Rog6 #Rog9 #Rog12 #Rog15 #Rog18 #DwD4 #DwD8
1 build point per point of bonus.

True Incarnation #Inc20
20 build points.

True Lore #LrM10
Delayed Progression 7. 50 build points.

Turn or Rebuke Undead #Clr1- #DeM1- #DrN1- #Pal4 #Blk3
30 build points. You turn or rebuke undead as a cleric of your level would.

Umbral Sight #ShC3 #ShC11
5 build points for the first version, and another 20 for the second version.

Unarmed Strike #BaD1- #BaD4 #BaD8 #BaD12 #BaD16 #BaD20 #Mnk1- #Mnk4 #Mnk8 #Mnk12 #Mnk16 #Mnk20
2 build points, plus 2 more per damage die increase.

Uncanny Dodge #Brb2- #Rog4 #Sct2- #WrB2- #Asn2- #DwD2- #ShD2-
8 build points.

Undead Mastery #DrN8
30 build points.

Undead Minion #DeM1-
10 build points, plus 10 more build points per increase in power or 8 more build points per list higher than the base list the creature is selected from. For example, a ghoul with +2 bonus HD, strength, and dexterity costs 28 build points total and the wanderer must be at least 8th level. You can only have one ability with this sentence in its description.

Vigilant Defender #Kgt5
5 build points.

Warmage Edge #WMg1-
12 build points.

Watchful Spirit #WuJ1-
3 build points.

Weakening Critical #SwB14
5 build points

Wholeness of Body #Mnk7
2 build points per effective monk level.

Wild Empathy #Drd1- #Rgr1- #SpS1- #Tot1-
1 build point per effective druid level. Ignore the totemist's bonus.

Wild Shape #Drd5-
15 build points per use. 15 extra build points for each of large, tiny, plant and huge (requires large). 30 build points per use of elemental wild shape, and 15 for huge elemental.

Wings #FvS17 #DgD9
30 build points for the favoured soul version. The dragon disciple version has delayed progression 5 and costs 15 build points.

Woodland Stride #Drd2- #Rgr7
5 build points.

Wounding Critical #SwB19
5 build points.

Zealous Surge #Crs3
4 build points.


Wanderers, Multiclassing, Epic and Gestalt

A wanderer is meant as an alternative to multiclassing. Therefore, a wanderer may not be a multiclass character - no character may take a level in wanderer if they have any levels in another class, nor may a wanderer take any levels in another class. This includes racial paragon classes and prestige classes, but not racial hit dice. If you have racial spellcasting, consider it completely independently of your wanderer spellcasting; ignore any part of a rule that says they stack.

Epic levels are partially covered in the class feature section above. However, there are a few things further to note. While epic wanderer levels do not provide any base attack or base save bonuses (they provide epic attack and save bonuses as normal instead), you can continue to increase your base attack and save bonuses up to +20 and +12 respectively by spending build points. Similarly, you can continue to increase your spellcasting potential even though that would not normally happen automatically at epic levels. The epic spellcasting and improved spellcasting capacity feats work as they say they do, even if the latter would bring you over the number of spell slots the wanderer can ordinarily have.

In order to find the number of build points you have at a certain level, you can use these formulae, rounding up each time, where L is your level:

High power level: 61+35L+L2+L2.5
Medium power level: 54+25L+L2.25
Low power level: 60+15L+1.75

Finally, wanderers present a unique problem in gestalt builds. Ordinarily, there is some redundancy and overlap between the two classes in the gestalt build, which weakens them. However, a wanderer in a gestalt build would simply be able to be strong where the other class is weak, and weak where the other class is strong. Instead of this, a gestalt wanderer multiplies their build points per level by one and a half, but does not use the standard gestalt rules. If playing a variant with more than two classes at each level, a wanderer uses half the listed build points for each class they would usually take, plus half the listed build points (twice the value for three classes, two and a half times the value for four, triple the value for five, and so forth).


Sample Wanderer Build: Unblessed

The Unblessed are a ragtag group of warriors who, angry that others have access to magical powers simply through divine favour or luck of ancestry, take it upon themselves to destroy these spellcasters whenever they can get away with it, or at least to cripple magocracies. They do this by wielding the spellcasters' powers against them. However, they are exceptionally fragile in physical combat; they use their agility and reflexes to avoid it. Unblessed also have a limited number of skill points, though a lot of places to spend them.


LevelBABFortRefWillSpecial
AC Bonus
1st+1+2+2+2AC bonus, Steal Spell (0 or 1st), Unarmed Strike, Sneak Attack 1d6
+0
2nd+2+2+2+2Steal Spell Effect
+0
3rd+3+3+3+3Sneak Attack 2d6
+0
4th+2+3+3+3Steal Spell (2nd)
+0
5th+5+3+3+3Sneak Attack 3d6
+1
6th+6/+1+4+4+4Spellgrace +1, Steal Spell (3rd)
+1
7th+7/+2+4+4+4Sneak Attack 4d6
+1
8th+8/+3+4+4+4Absorb Spell, Steal Spell (4th)
+1
9th+9/+4+5+5+5Sneak Attack 5d6
+1
10th+10/+5+6+5+6Impromptu Sneak Attack 1/day, Steal Spell (5th)
+2
11th+11/+6/+1+6+5+6Sneak Attack 6d6
+2
12th+12/+7/+2+7+6+7Spellgrace +2, Steal Spell (6th)
+2
13th+13/+8/+3+7+7+7Sneak Attack 7d6
+2
14th+14/+9/+4+7+7+7Impromptu Sneak Attack 2/day, Steal Spell (7th)
+2
15th+15/+10/+5+8+8+8Sneak Attack 8d6
+3
16th+16/+11/+6/+1+9+9+9Steal Spell (8th)
+3
17th+17/+12/+7/+2+9+9+9Sneak Attack 9d6
+3
18th+18/+13/+8/+3+11+11+11Steal Spell (9th)
+3
19th+19/+14/+9/+4+11+11+11Sneak Attack 10d6
+3
20th+20/+15/+10/+5+12+12+12Absorb Spell (Immediate Casting), Spellgrace +3
+4

Hit Die: 1d4

Class Skills:
All skills are class skills of the unblessed.
Skill Points at 1st Level: (2+Int modifier) Χ 4
Skill Points at Each Additional Level: 2+Int modifier

Weapon and Armour Proficiency
Unblessed are proficient with no weapons or armour; they fight unarmed to deadly effect.

AC bonus
The unblessed adds either their wisdom or charisma bonus to their armour class, and also gains the bonus listed above, when unencumbered and unarmoured.

Unarmed Strike
An unblessed's unarmed strike deals as much damage as a monk of the same level's, except at 20th level when it only does as much as a 16th-level monk's.

Others
See the arcane trickster for the impromptu sneak attack ability and the spellthief for the other class features.

sengmeng
2018-06-09, 01:04 PM
Knower of Things

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

I drink and I know things
--Tyrion Lannister, Knower of Things

The first thing a Knower of Things knows is that knowledge is power. Whether it’s practical how-to skills, strategy, tactics, obscure lore, friends with a particular set of skills, or dirty secrets, a Knower of Things knows how to get things done, or at least who to ask, what dirt they have on them, and when to call in favors.

Adventures: Knowers of Things generally don’t adventure. They prefer to use the best, most efficient strategy to further their goals, and that often means having someone else do the leg work. Still, sometimes they are the best expert they know.

Characteristics: Knowers of Things are master manipulators and sages. Almost any ability that’s based on having the correct knowledge is in their grasp.

Alignment: Knowers of Things can be of any alignment, but most know that neutrality fosters the best attitude for gaining knowledge and employing the best strategies. Good is stupid when it hamstrings you; Evil is stupid when it gets you too much attention. Law and Chaos likewise have little to offer if taken to extremes.

Religion: Pragmatism is the defining characteristic of most Knowers of Things, and survival is often their goal. They worship with this attitude in mind, and rare is the Knower of Things who is more pious than is practical. Outward displays of religious devotion are often more useful than real ones, and it is rarely beneficial to have your real beliefs known.

Background: Knowers of Things start off as sycophants most often, jockeying for real power with their wits, until their network of spies, contacts, secrets, and knowledge make them indispensable. They often start down this road out of necessity, and are shaped by survival. Knowers of Things rarely train apprentices in their art.

Races: Presumably, Knowers of Things could come from any race, but so far, all known Knowers of Things have been halflings.

Other Classes: Knowers of Things shine when working with others. In fact, they are so good at working with others that sometimes there’s no work left over for the Knower of Things to do.

Role: Knowers of Things make good sages and party faces, and work best in support of others. They are also often the most likely to have some obscure skill or item that comes in handy.

Adaptation: The Knower of Things fits in most settings, but especially those with political intrigue, and they have little utility when facing mindless enemies who can’t be bargained with or distracted in some way. In a setting or campaign with almost no non-combat challenges, the Knower of Things might not fit- at least, as a PC.

GAME RULE INFORMATION
Knower of Things's have the following game statistics.
Abilities: Intelligence is by far the most important ability for a Knower of things, with very little utility coming from their physical stats, and only limited benefit from high Wisdom or Charisma.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard
Starting Gold: 5d6 x 10 gp.

Class Skills
The Knower of Things's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (10 + Int modifier) x 4
Skill Points at Each Additional Level: 10 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Drinking, Knowing Things, Special Ability


2nd

+1

+3

+0

+3
Special Ability


3rd

+1

+3

+1

+3
Calling on the Avatars of Bestial Wisdom


4th

+2

+4

+1

+4
Bonus Feat


5th

+2

+4

+1

+4
Iron Liver


6th

+3

+5

+2

+5
Special Ability


7th

+3

+5

+2

+5
Bonus Feat


8th

+4

+6

+2

+6



9th

+4

+6

+3

+6
Special Ability


10th

+5

+7

+3

+7
Adamantine Liver


11th

+5

+7

+3

+7
Bonus Feat


12th

+6

+8

+4

+8



13th

+6

+8

+4

+8
Special Ability


14th

+7

+9

+4

+9
Bonus Feat


15th

+7

+9

+5

+9
Beloved of the Avatars


16th

+8

+10

+5

+10
Special Ability


17th

+8

+10

+5

+10
Bonus Feat


18th

+9

+11

+6

+11
Special Ability


19th

+9

+11

+6

+11
Bonus Feat


20th

+10

+12

+6

+12
Special Ability, Bonus Feat



Class Features
All of the following are class features of the Knower of Things.

Weapon and Armor Proficiencies: Knowers of Things are proficient in all martial and simple weapons, and take only half the normal non-proficiency penalty for using weapons they aren’t proficient in, including improvised weapons. They are proficient with light and medium armor, and shields except for tower shields.

Knowing Things: Knowers of Things buy Knowledge skill ranks at a rate of two ranks per skill point. They are still limited to their level plus three for their maximum rank. If a Knower of Things has half of a skill point left over, it does not provide any benefit but can be applied to a Knowledge skill when they next level up.

Drinking: All that knowledge is a heavy burden, and the Knower of Things often self-medicates the toll of that burden with alcohol. A Knower of Things processes alcohol differently than normal people. Every shot of hard liquor, glass of wine, or pint of beer or ale causes one point of Intelligence damage, but it does not change the Knower of Things’ Intelligence modifier or affect any skill check or the ability to cast spells if they know them. However, they still go unconscious if their Intelligence score is reduced to zero. Each drink gives the Knower of Things one Alcohol Charge, which are used to fuel certain class abilities. Using an Alcohol Charge does not remove any Intelligence damage caused by drinking, but each hour they lose one Alcohol Charge, and heal one point of Intelligence damage (but only Intelligence damage caused by this class ability). Any other effect that heals Intelligence damage, drain, or burn also removes an equal amount of Alcohol Charges. Resting does not change the rate of loss of Alcohol Charges or Intelligence damage, but a normal night’s sleep of eight hours would still remove eight damage and eight charges. They may only store Alcohol Charges equal to their levels in Knower of Things.

Special Ability: At 1st level and wherever it says "Special Ability" on the class table, the Knower of Things chooses a special ability from the list below. Special abilities may only be taken once, some could be taken before they are usable, and some have prerequisites. Alternatively, the Knower of Thongs can choose a feat he qualifies for.Drunken Skill: The Knower of Things can add 1d8 to any one skill check by expending an Alcohol Charge.

Know-how: The Knower of Things adds his Intelligence bonus to all skill checks with cross-class skills if he has ranks in that skill

Knack: Knowers of Things buy ranks in cross-class skills at the normal rate for class skills of one skill point per rank instead of half a rank. They still are limited to having half their class skills’ maximum ranks as the maximum rank for cross-class skills.

I Know a Guy: The Knower of Things may make a Knowledge (Local) check and expend at least one alcohol charge to call on an old friend or acquaintance to aid him in some way. The contact is assumed to be hiding until the Knower of Things signals his need, so the Knowledge (Local) check is used as a Hide and Move Silently check opposed by any hostile or unfriendly creatures in the vicinity. If the Knowledge (Local) check succeeds, the contact either attacks a target of the Knower of Things’ choice, or appears beside him. The alcohol charges are expended either way, but the Knower of Things cannot attempt a new Knowledge (Local) check with any of the same hostile or unfriendly creatures present until 24 hours have passed. The level of the contact is equal to the number of alcohol charges spent and he stays for as many rounds as the result of the Knowledge (Local) check. He will be single class Rogue, Bard, Ranger, or Monk, and his equipment can be of masterwork quality but no magic items, and is subtracted from the Knower of Things’ wealth. The contact can have their build pre-made or on the spot, but will always have maximum ranks in Hide and Move Silently. However, that contact becomes permanent unless killed; the Knower of Things can have only one contact per level. A contact receives a portion of the experience points of any combat they participate in and changes the effective level of the party as any other character would. Contacts can also be leveled up by spending more alcohol charges than was previously used to call on them, but their level does not lower, so if a contact of 4th level is called on with eight charges, he becomes a level eight contact and cannot be called with less than eight alcohol charges thereafter.

Social Genius: The Knower of Things uses his Intelligence modifier in place of his Charisma modifier for all Charisma-related skill checks.

Facilitator: The Knower of Things grants a bonus equal to his Intelligence bonus when using the Aid Another action, if it is higher than the normal bonus.

Distilled Spirit Guide: The Knower of Things singles out one of the Avatars of Bestial Wisdom as his personal spirit guide. The restriction to being below 10 intelligence is lifted when calling on that Avatar.

Blatant Cheating: The Knower of Things selects a feat. He gains the benefits of that feat and does not need to meet prerequisites based on class, base attack bonus, creature type, or ability scores. He does not count as having that feat for the purposes of prerequisites, and he cannot pick an epic feat unless his level is 21 or higher.

Drunken Gibberish: The Knower of Things doesn’t know how to cast spells, but he knows how to disrupt them. He can counter a spell by speaking gibberish similar to the vocal component and spending alcohol charges equal to the level of the spell. Spells with no vocal component can still be countered, but they count as two levels higher. The Knower of Things must still identify the spell with the spellcraft skill and ready an action to counterspell.

I Know Just the Thing: The Knower of Things can “spend” money to be prepared with the right item whenever he needs it. Money spent this way disappears permanently but is kept track of as credit. Thereafter, the Knower of Things can retrieve any item he could plausibly fit on his person by spending five alcohol points and drawing it forth. The item’s value is subtracted from the credit at a 5x multiplier for mundane items (including masterwork), and a 10x multiplier for magical or wondrous items. Unique items such as artifacts cannot be recreated with this ability. Spending money for credit takes an hour long ritual, but using the credit is a free action.

Armchair General:
prerequisite:Facilitator
By spending an alcohol charge, the Knower of Things can shout out tactical advice to use the Aid Another action in combat by making a Knowledge check instead of an attack. The Knowledge skill needed corresponds to the target’s creature type according to the Knowledge Devotion ability (humanoids may count as Knowledge (Local) or Knowledge (Royalty and Nobility) or neither if they don’t fit those categories). The DC is 10 + the HD of the target. He does not need to threaten the target and can spend an additional alcohol charge to grant double his Intelligence bonus. The ally being aided must be able to hear and understand the tactical advice to benefit from it.

I Know I Have Another One Around Here Somewhere:
prerequisite: I Know Just the Thing
The Knower of Things can use credit from I Know Just the Thing to make a copy of any item he has on his person. This costs the normal price of the item, but the copy disappears after a number of rounds equal to the Alcohol Charges he chooses to expend. This ability can function with unique items, as long as an accurate price for them exists.

Always Slightly Buzzed:
prerequisite: Adamantine Liver
After taking this ability, the Knower of Things permanently has one damage to his Intelligence score, but just like the damage from the Drinking class ability, it does not change his modifier or interfere with his ability to cast spells. The price of abilities that function with Alcohol Charges is reduced by 1/3; so every two charges he spends fuels his abilities as if he had spent three. His abilities cannot use charges over his level in a single use, however; fueling an ability with 18 charges would cost 12, but he would still need to be level 18 or higher.
Calling on the Avatars of Bestial Wisdom: At third level, the Knower of Things learns his greatest secret: how to call on these great spirit guides, who aid his decision making. If his current Intelligence score is below ten, he may spend an Alcohol Charge to call for the guidance of one of the Avatars of Bestial Wisdom.
The Unmated Amphibian This avatar is a creature most foul, but his delving into the depths of repulsive habits gains him insight into the foulness of others. As a free action, you may spend up to your maximum amount of alcohol charges to make an Intimidate check against any creature that can hear and understand you as the Unmated Amphibian tells you that creature's filthiest secret and you reveal that knowledge to them. Your Intimidate check gains +2 per alcohol charge spent, and if you succeed by 10 or more, the creature is treated as if they failed a save versus a suggestion spell.

The Wolf of Madness This avatar's wisdom often seems like the worst advice, but the Wolf of Madness resides on the edge of reality, and can alter it to fit his views. His view is that the solution to all problems is to tear something to shreds, however. So while his advice to the relatively frail Knower of Things is to engage all nearby foes in hand to hand combat, he confers on his pupil the ability to possibly succeed at it. The Knower of Things flies into a rage identical to a Barbarian's rage, except his base attack bonus also increases to match his levels in Knower of Things plus any base attack bonus from other class levels. His bonus is +4 to strength and constitution, and the duration is 3 + his improved constitution modifier if he spends one alcohol charge, and he gains another +1 to Strength and Constitution and another round of duration for every four additional alcohol charges he spends.

The Wolf of Bravery This avatar has only one secret to tell: there is never a moment where hope is completely gone. The Wolf of Bravery tells the Knower of Things what to say to rally his allies. As a standard action, the Knower of Things spends an alcohol charge and gives a rousing speech, granting a +2 morale bonus to attack and damage to all allies who can see and understand him. He can spend additional alcohol charges to grant an additional +1
per 4 charges expended. The duration is a number of rounds equal to the Knower of Things' intelligence bonus plus the charges expended.

The Feline of Enterprise This avatar knows the secret to success: investing. In an hour long ritual, the Knower of Things spends alcohol charges and sacrifices gold or valuable goods to the Feline of Enterprise, who then invests the wealth and returns with the dividends. The rate of return is a percentage of the investment equal to 100 + (2d10 + charges spent - 15), which can mean that the return is less than the investment.

The Hound of Guidance The oldest and most diverse in knowledge of the avatars, the Hound of Guidance is asked a question and gives an answer, as the augury spell, with a caster level equal to the alcohol charges spent.
Iron Liver: At fifth level, the Knower of Things does not take Intelligence damage from using his Drinking ability if he has no Alcohol Charges stored.

Adamantine Liver: At tenth level, the Knower of Things’ Iron Liver ability is replaced with this ability. The Knower of Things no longer takes intelligence damage if he has two or fewer alcohol charges stored.

Beloved of the Avatars: at fifteenth level, once per day, the Knower of Things may call on an Avatar of Bestial Wisdom without consuming Alcohol Charges. It is enhanced as if he had spent all available Alcohol Charges on it.

Jormengand
2018-06-29, 04:48 AM
By the power vested in me by being the only one on the ball, I declare this contest over - not before time - and entry is now closed.

Voting thread (http://www.giantitp.com/forums/showthread.php?562550-Base-Class-Contest-XXXXIII-Voting-Thread).