kinem
2019-10-16, 09:17 PM
Bystander [joke 3.5 base class]
HD: d12
BAB: Poor (l/2 Level)
Good saves: Fort, Reflex, Will
Skill points: 4 per level (x4 at 1st level)
Class skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
Level Class Features:
1 Sanctuary SLA, Improved Total Defense
2 Innocence +1
3 Evasion
4 Uncanny Dodge
5 Innocence +2
6 Sneak Defense -1d6
7 Improved Toughness [Bonus Feat]
8 Improved Uncanny Dodge
9 Innocence +3
10 Improved Evasion
11 Repulsion SLA
12 Sneak Defense -2d6
13 Innocence +4
14 Great Fortitude [Bonus Feat], Mettle
15 Lightning Reflexes [Bonus Feat]
16 Iron Will [Bonus Feat]
17 Innocence +5
18 Sneak Defense -3d6
19 Mind Blank (self only) SLA
20 Prismatic Sphere SLA
Weapon and Armor Proficiency:
A Bystander is proficient with all armor and shields, but not with weapons.
SLA: The Bystander can cast the given Spell-Like Ability at will as a standard action. The save DC is Cha based.
Improved Total Defense: When using the Total Defense action, the Bystander gets a Dodge bonus to AC equal to 4 + class level instead of the usual 4.
Innocence: The Bystander gains the listed bonus on AC, saving throws, Spell Resistance if the Bystander has any, and Bluff checks against attacks, spells, or other abilities used by anyone who the Bystander has never attacked or used a spell or ability to directly damage. The passage of time does not restore the bonus unless both the other person and the Bystander no longer remember what the Bystander did. Indirect damage that involves the agency of another (such as concealing a pit that another walks into, or summoning a monster who attacks) does not count for this purpose, but inadvertent damage does (such as that caused by casting a fireball into an area that the Bystander thought was unoccupied).
Sneak Defense: Whenever the Bystander is using a Total Defense action, when he takes damage he can roll the given dice and reduce the amount of damage taken by that number. This does not stack with Damage Reduction (use the better value) but applies to all forms of attack.
HD: d12
BAB: Poor (l/2 Level)
Good saves: Fort, Reflex, Will
Skill points: 4 per level (x4 at 1st level)
Class skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
Level Class Features:
1 Sanctuary SLA, Improved Total Defense
2 Innocence +1
3 Evasion
4 Uncanny Dodge
5 Innocence +2
6 Sneak Defense -1d6
7 Improved Toughness [Bonus Feat]
8 Improved Uncanny Dodge
9 Innocence +3
10 Improved Evasion
11 Repulsion SLA
12 Sneak Defense -2d6
13 Innocence +4
14 Great Fortitude [Bonus Feat], Mettle
15 Lightning Reflexes [Bonus Feat]
16 Iron Will [Bonus Feat]
17 Innocence +5
18 Sneak Defense -3d6
19 Mind Blank (self only) SLA
20 Prismatic Sphere SLA
Weapon and Armor Proficiency:
A Bystander is proficient with all armor and shields, but not with weapons.
SLA: The Bystander can cast the given Spell-Like Ability at will as a standard action. The save DC is Cha based.
Improved Total Defense: When using the Total Defense action, the Bystander gets a Dodge bonus to AC equal to 4 + class level instead of the usual 4.
Innocence: The Bystander gains the listed bonus on AC, saving throws, Spell Resistance if the Bystander has any, and Bluff checks against attacks, spells, or other abilities used by anyone who the Bystander has never attacked or used a spell or ability to directly damage. The passage of time does not restore the bonus unless both the other person and the Bystander no longer remember what the Bystander did. Indirect damage that involves the agency of another (such as concealing a pit that another walks into, or summoning a monster who attacks) does not count for this purpose, but inadvertent damage does (such as that caused by casting a fireball into an area that the Bystander thought was unoccupied).
Sneak Defense: Whenever the Bystander is using a Total Defense action, when he takes damage he can roll the given dice and reduce the amount of damage taken by that number. This does not stack with Damage Reduction (use the better value) but applies to all forms of attack.