Fax Celestis
2007-09-23, 10:08 PM
Definition Classes are a way of defining a character within their roles. Base classes each present an archetype, though the archetypes are generally so broad that two characters can be unrecognizable as members of the same class. Definition classes, therefore, are designed to narrow the archetype for a given character while remaining within the bounds of normal system mechanics.
Some basic rules can be applied to Definition Classes, as follows:
*Definition Classes each have a prerequisite, delineated by intended archetype. The groups are as follows:
:*Arcanist: Any class that casts arcane spells is within the Arcanist archetype.
:*Divine: Any class with the Turn Undead or Lay on Hands abilities, or the ability to cast divine spells are within the Divine archetype.
:*Leader: Any class with Diplomacy as a class skill or a class feature that targets "all allies" is within the Leader archetype.
:*Skilled: Any class with 6+Int or greater skills per level is within the Skilled archetype.
:*Stealthy: Any class that receives extra dice of damage to attacks under specific conditions is within the Stealthy archetype.
:*Warrior: Any class that receives +1 Base Attack Bonus per level is within the Warrior archetype.
:*Wild: Any class with the Wild Empathy class feature is within the Wild archetype.
*Definition Classes count as levels in the class used to enter them for the purposes of level-dependent effects and abilities (such as a Paladin's Lay on Hands class feature), and for the purposes of multiclassing. They do not, however, actually advance that class in any way. A second level Rogue, for instance, who proceeds to take three levels of Second-Story Man will be considered a fifth-level Rogue for all purposes except determining his class features (including skills, hit dice, and other similar level-dependent features).
*Definition Classes must be entered at or after a specific level, as determined in their requirements. Second-Story Man, for instance, has a prerequisite of "Archetype: Second Level Skilled", and can only be entered by someone with at least two levels in the Skilled archetype.
Second-Story Man
Prerequisites
Skills: Climb 4 ranks, Open Lock 4 ranks, Search 4 ranks
Archetype: Second-level Skilled
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +2 | +0 | Adroit Agility
2nd | +1 | +0 | +3 | +0 | Break and Enter, Knock
3rd | +2 | +1 | +3 | +1 | +1d6 Sneak Attack, Climb 30'[/table]
Class Skills (8+Int): Appraise, Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Architecture), Knowledge (Dungeoneering), Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Adroit Agility (Ex): Starting at first level, a second-story man adds three times his second-story man level to Balance, Climb, Jump, and Tumble checks as an insight bonus.
Break and Enter (Ex): Starting at second level, a second-story man adds his Strength modifier to Open Lock, Disable Device, and Escape Artist checks.
Knock (Sp): Starting at second level, a second-story man may use knock as a spell-like ability once per day per point of Charisma modifier.
Sneak Attack: See the Rogue class feature.
Climb 30': At third level, a second-story man gains a 30' climb speed. A second-story man has a +8 racial bonus on all Climb checks. He must make a Climb check to climb any wall or slope with a DC of more than 0, but he always can choose to take 10, even if rushed or threatened while climbing. If he chooses an accelerated climb, he moves at double its climb speed and makes a single Climb check at a -5 penalty. He cannot run while climbing. He retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing second-story man. Also, second-story men add their Dexterity modifier to Climb checks instead of their Strength modifier, if it is higher.
Pickpocket
Prerequisites
Skills: Hide 4 ranks, Move Silently 4 ranks, Sleight of Hand 4 ranks
Archetype: Skilled level 2
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +2 | +0 | Ill-Gotten Gains
2nd | +1 | +0 | +3 | +0 | Blend Into The Crowd
3rd | +2 | +1 | +3 | +1 | Sneak Attack +1d6, Cutpurse[/table]
Class Skills (6+Int): Appraise, Bluff, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Local), Move Silently, Open Lock, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Magic Device
Ill-Gotten Gains (Ex): At first level, a pickpocket receives three times his pickpocket class level to Sleight of Hand, Bluff, Gather Information, and Disguise checks as an insight bonus.
Blend Into The Crowd (Ex): At second level, a pickpocket adds his Charisma modifier to Hide, Move Silently, and Knowledge (Local) checks.
Sneak Attack: As the Rogue class feature.
Cutpurse: At third level, a pickpocket can attempt to steal a small item from a foe he attacks. Whenever a pickpocket attacks a flat-footed or flanked foe and has a free hand, he may make a Sleight of Hand check. If this check beats his foe's Armor Class, he may steal one Tiny or smaller item from the target. If the item in question is in his target's hand, he must make a disarm attempt (as normal) in order to wrest the item from his foe's grasp.
Streetfighter
Prerequisites
Skills: Tumble 5 ranks, Sneak Attack +1d6
Archetype: Skilled level 2
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +0 | Sneak Attack +1d6, Weapon Finesse
2nd | +2 | +3 | +3 | +0 | Dexterous Strike
3rd | +3 | +3 | +3 | +1 | Sneak Attack +2d6, Hamstring[/table]
Class Skills (6+Int): Balance, Bluff, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Sense Motive, Sleight Of Hand, Spot, Survival, Swim, Tumble
Sneak Attack: As the Rogue class feature.
Weapon Finesse: A first level streetfighter gains Weapon Finesse as a bonus feat.
Dexterous Strike (Ex): A second level streetfighter adds his Dexterity modifier to damage rolls when fighting with weapons that can be used with Weapon Finesse and when making a Sneak Attack. If a streetfighter makes a Sneak Attack with a weapon that can be used with Weapon Finesse, he adds twice his Dexterity modifier to the damage roll.
Hamstring (Ex): A third level streetfighter can hobble a foe with a precise strike. By sacrificing a die of Sneak Attack damage, a streetfighter can reduce the land speed of his foe to one-half their speed for one round plus one additional round per point of Dexterity modifier. Multiple applications of this ability do not stack penalties, only renew the duration.
Some basic rules can be applied to Definition Classes, as follows:
*Definition Classes each have a prerequisite, delineated by intended archetype. The groups are as follows:
:*Arcanist: Any class that casts arcane spells is within the Arcanist archetype.
:*Divine: Any class with the Turn Undead or Lay on Hands abilities, or the ability to cast divine spells are within the Divine archetype.
:*Leader: Any class with Diplomacy as a class skill or a class feature that targets "all allies" is within the Leader archetype.
:*Skilled: Any class with 6+Int or greater skills per level is within the Skilled archetype.
:*Stealthy: Any class that receives extra dice of damage to attacks under specific conditions is within the Stealthy archetype.
:*Warrior: Any class that receives +1 Base Attack Bonus per level is within the Warrior archetype.
:*Wild: Any class with the Wild Empathy class feature is within the Wild archetype.
*Definition Classes count as levels in the class used to enter them for the purposes of level-dependent effects and abilities (such as a Paladin's Lay on Hands class feature), and for the purposes of multiclassing. They do not, however, actually advance that class in any way. A second level Rogue, for instance, who proceeds to take three levels of Second-Story Man will be considered a fifth-level Rogue for all purposes except determining his class features (including skills, hit dice, and other similar level-dependent features).
*Definition Classes must be entered at or after a specific level, as determined in their requirements. Second-Story Man, for instance, has a prerequisite of "Archetype: Second Level Skilled", and can only be entered by someone with at least two levels in the Skilled archetype.
Second-Story Man
Prerequisites
Skills: Climb 4 ranks, Open Lock 4 ranks, Search 4 ranks
Archetype: Second-level Skilled
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +2 | +0 | Adroit Agility
2nd | +1 | +0 | +3 | +0 | Break and Enter, Knock
3rd | +2 | +1 | +3 | +1 | +1d6 Sneak Attack, Climb 30'[/table]
Class Skills (8+Int): Appraise, Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Architecture), Knowledge (Dungeoneering), Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Adroit Agility (Ex): Starting at first level, a second-story man adds three times his second-story man level to Balance, Climb, Jump, and Tumble checks as an insight bonus.
Break and Enter (Ex): Starting at second level, a second-story man adds his Strength modifier to Open Lock, Disable Device, and Escape Artist checks.
Knock (Sp): Starting at second level, a second-story man may use knock as a spell-like ability once per day per point of Charisma modifier.
Sneak Attack: See the Rogue class feature.
Climb 30': At third level, a second-story man gains a 30' climb speed. A second-story man has a +8 racial bonus on all Climb checks. He must make a Climb check to climb any wall or slope with a DC of more than 0, but he always can choose to take 10, even if rushed or threatened while climbing. If he chooses an accelerated climb, he moves at double its climb speed and makes a single Climb check at a -5 penalty. He cannot run while climbing. He retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing second-story man. Also, second-story men add their Dexterity modifier to Climb checks instead of their Strength modifier, if it is higher.
Pickpocket
Prerequisites
Skills: Hide 4 ranks, Move Silently 4 ranks, Sleight of Hand 4 ranks
Archetype: Skilled level 2
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +2 | +0 | Ill-Gotten Gains
2nd | +1 | +0 | +3 | +0 | Blend Into The Crowd
3rd | +2 | +1 | +3 | +1 | Sneak Attack +1d6, Cutpurse[/table]
Class Skills (6+Int): Appraise, Bluff, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Local), Move Silently, Open Lock, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Magic Device
Ill-Gotten Gains (Ex): At first level, a pickpocket receives three times his pickpocket class level to Sleight of Hand, Bluff, Gather Information, and Disguise checks as an insight bonus.
Blend Into The Crowd (Ex): At second level, a pickpocket adds his Charisma modifier to Hide, Move Silently, and Knowledge (Local) checks.
Sneak Attack: As the Rogue class feature.
Cutpurse: At third level, a pickpocket can attempt to steal a small item from a foe he attacks. Whenever a pickpocket attacks a flat-footed or flanked foe and has a free hand, he may make a Sleight of Hand check. If this check beats his foe's Armor Class, he may steal one Tiny or smaller item from the target. If the item in question is in his target's hand, he must make a disarm attempt (as normal) in order to wrest the item from his foe's grasp.
Streetfighter
Prerequisites
Skills: Tumble 5 ranks, Sneak Attack +1d6
Archetype: Skilled level 2
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +0 | Sneak Attack +1d6, Weapon Finesse
2nd | +2 | +3 | +3 | +0 | Dexterous Strike
3rd | +3 | +3 | +3 | +1 | Sneak Attack +2d6, Hamstring[/table]
Class Skills (6+Int): Balance, Bluff, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Sense Motive, Sleight Of Hand, Spot, Survival, Swim, Tumble
Sneak Attack: As the Rogue class feature.
Weapon Finesse: A first level streetfighter gains Weapon Finesse as a bonus feat.
Dexterous Strike (Ex): A second level streetfighter adds his Dexterity modifier to damage rolls when fighting with weapons that can be used with Weapon Finesse and when making a Sneak Attack. If a streetfighter makes a Sneak Attack with a weapon that can be used with Weapon Finesse, he adds twice his Dexterity modifier to the damage roll.
Hamstring (Ex): A third level streetfighter can hobble a foe with a precise strike. By sacrificing a die of Sneak Attack damage, a streetfighter can reduce the land speed of his foe to one-half their speed for one round plus one additional round per point of Dexterity modifier. Multiple applications of this ability do not stack penalties, only renew the duration.