MeTheGameGuy
2008-03-28, 04:01 AM
The Metagamer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Mathematic Vision, Know The Knowledge
2nd|
+1|
+0|
+3|
+3|Min-Maxer
3rd|
+1|
+1|
+3|
+3|Forgot To Write That Down, Mathematic Vision 2/day
4th|
+2|
+1|
+4|
+4|Min-Maxer 2/day
5th|
+2|
+1|
+4|
+4|Emergency d20s
6th|
+3|
+2|
+5|
+5|Mathematic Vision + Min-Maxer 4/day
7th|
+3|
+2|
+5|
+5|That Landed On A 20
8th|
+4|
+3|
+6|
+6|Mathematic Vision + Min-Maxer 8/day
9th|
+4|
+3|
+6|
+6|Just Look At My Sheet
10th|
+5|
+3|
+7|
+7|Improved Mathematic Vision[/table]
There are those who devote themselves to the art of swordplay. There are those who master the arcane arts of magic. There are those who strive to fulfill the wishes of their deities, or to bump uglies... I mean, smite evil. And then there are those who realise that they live within a role-playing game, governed by simple mathematical laws. These “metagamers” discover the basic rules of their universe in the form of three tomes, known only as the PHB, DMG and MM. They scribe the very essence of their being onto a scrap of parchment known as a “character sheet”. Finally, they learn to evade death and succeed impossibly by fooling the god of this universe, the “DM”.
Hit Die: d6
Requirements
To qualify to become a metagamer, a character must fulfill all of the following criteria:
Knowledge (Metagaming): Must be trained in this skill (1 rank).
Sleight of Hand: 8 ranks.
Bluff: 8 ranks.
Special: A metagamer must level in this class without being noticed by the DM. This takes a Sleight of Hand check DC 15 + the level which the metagamer is about to receive. This check must be rolled, not taken 10 or 20. If failed the metagamer cannot level this class for a week (the XP is not lost, but no metagamer leveling can take place for the week).
Class Skills
The metagamer's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Escape Artist (Dex), Knowledge (Int), Move Silently (Dex), Sleight of Hand (Dex), Profession (Wis), Speak Language and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the metagamer prestige class.
Weapon and Armour Proficiency: Metagamers are proficient with all simple weaponry and light armour, but not shields.
Mathematic Vision (Su): Once per day, the metagamer can discover the value of any number. This includes numbers such as DCs, ACs, current or max hit points, nonlethal damage, etc. The DM decides if she will give the requested number. If the DM decides not to give the number, the ability is not lost, but the character will not learn the number. At 3rd, 6th and 8th level the number of Mathematic Visions per day doubles (2 Visions at 3rd level, 4 Visions at 6th level, and 8 at 8th). This ability is useful to see the DC of climbing a wall to decide whether to attempt the climb, to see an enemy's hit points to decide whether to use a powerful spell or just stab him a few times, or to learn the AC of an enemy to decide whether to bother trying to hit him in the first place.
Know The Knowledge (Ex): A metagamer can use metagaming knowledge without penalty if he succeeds on a Knowledge (Metagaming) check (DC set by DM). This includes only PHB knowledge. To use DMG or MM knowledge the metagamer must also make a Sleight of Hand check, DC 15. Other source books also need a Sleight of Hand check, DC 18. This can be used to find the damage dice for a weapon, a monster's weakness, or the capacity of a Bag of Holding.
Min-Maxer (Ex): At 2nd level, the metagamer gains the ability to switch around the ability numbers on his character sheet. This allows him to, for instance, move most of his ability scores into Strength to pull open a stuck door, into Intelligence to formulate a cunning plan, into Constitution if he meets an enemy with a poisonous attack, or into Dexterity to pick an Amazing lock. The switch lasts for 1 minute. This switch can only be made with a successful Sleight of Hand check. The DC is 10 plus the number of ability points being moved. If you fail the check, you still lose the ability, but your stats will not be switched. You cannot create ability points with this ability. They must be taken from one ability to add to another. You cannot decrease an ability to below 10, or to more than double its original value. This ability can be used once per hour. At 4th, 6th and 8th level this number doubles. (2 Min-Maxers at 4th level, 4 Min-Maxers at 6th level, and 8 at 8th).
Forgot To Write That Down (Ex): At 3rd level, the metagamer gains the ability to completely ignore the effects of a single action, including attacks made against the metagamer, spells cast at them, and area spells containing them. To do this, the metagamer must make a Bluff check, DC 15+10% of the damage the metagamer wishes to ignore. Level drain is 100 damage per level. Ability drains are 50 damage per point. If the check succeeds, the metagamer “forgets” to write the damage, negative levels, ability drain, or other effect on his character sheet, completely negating the action taken against him. If the check is failed, the DM realises. The metagamer is not forced to fix his character sheet, but he cannot use the ability again that day. The metagamer may otherwise continue to use this ability all day, but the Bluff DC increases by +4 for each use. The DC returns to normal the next day. This ability can only be used once per encounter.
Emergency d20s (Ex): At 5th level, the metagamer procures a set of dice. He can use these to reroll any roll he makes. He can reroll only once, and must use the reroll, even if it is lower. This ability can be used once per hour. If his dice are lost or stolen, this ability is lost until he can find some new dice.
That Landed On A 20 (Ex): At 7th level, the metagamer gains the ability to take 20 on any d20 roll, without taking 20 times as long. He does this by rotating the d20 before the GM has a chance to see it. This requires a Bluff check, DC decided by DM, and a Sleight of Hand check, DC 15 plus the difference between 20 and the normally rolled number. If he succeeds, he has taken 20 for free. If he fails either check, he cannot use the ability again for a week. Like Forgot To Write That Down, the DC increases by +4 for every use. The +4 to DC is removed after a week. This ability can be used for any d20 roll, except for the roll used to use the ability in the first place.
Just Look At My Sheet (Su): At 9th level, the metagamer gains the ability to change all character sheets. This takes a Sleight of Hand check DC 20:
{table=head]Change|DC Modifier
Current HP|+1 per 5 points
Max HP|+2 per point
Saving Throw|+1 per point
Initiative|+1 per point
Skill|+4 per rank
Ability|+5 per point
Feat|+12 per feat
Spells Per Day|+5 per spell
Spells Known|+10 per spell
Languages|+4 per language
Nonlethal|+1 per 10 points
Ammunition|+1 per 5 shots
Alignment|+5 per step
Role Playing|-5
Other Change|Ask Your DM
Someone Else's Sheet|+10
[/table]
Your current HP cannot exceed your maximum. Adding to a saving throw or initiative takes the form of a temporary modifier. An alignment step is changing one axis by one point (LE to LN, CG to NG, TN to NG). Role Playing changes include name, hair colour, skin colour, and such. You can change the character sheet for any player or monster, with a +10 DC penalty. If the other player is willing to have their sheet changed, you do not take the +10 penalty. For every additional use of this ability +4 is added to the DC. If you succeed at the check, whatever change you requested is made. If you fail, you cannot use the ability again for a month. The additional change +4 penalty is removed a month after it is applied. After using this ability you must make a Bluff check each day the change is to remain, with a +2 to DC for each additional day.
Improved Mathematic Vision (Sp): At 10th level, the metagamer gains this extended form of Mathematic Vision. This ability is cast like True Seeing. When cast, the metagamer can see the numbers for things he merely looks at. This Vision lasts for 1 minute. A disallowed number does not end the Vision. Using this ability counts as two regular Mathematic Visions, so the metagamer only gets four.
This is my first homebrew, so it's probably awfully unbalanced. Please provide constructive criticism!
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Mathematic Vision, Know The Knowledge
2nd|
+1|
+0|
+3|
+3|Min-Maxer
3rd|
+1|
+1|
+3|
+3|Forgot To Write That Down, Mathematic Vision 2/day
4th|
+2|
+1|
+4|
+4|Min-Maxer 2/day
5th|
+2|
+1|
+4|
+4|Emergency d20s
6th|
+3|
+2|
+5|
+5|Mathematic Vision + Min-Maxer 4/day
7th|
+3|
+2|
+5|
+5|That Landed On A 20
8th|
+4|
+3|
+6|
+6|Mathematic Vision + Min-Maxer 8/day
9th|
+4|
+3|
+6|
+6|Just Look At My Sheet
10th|
+5|
+3|
+7|
+7|Improved Mathematic Vision[/table]
There are those who devote themselves to the art of swordplay. There are those who master the arcane arts of magic. There are those who strive to fulfill the wishes of their deities, or to bump uglies... I mean, smite evil. And then there are those who realise that they live within a role-playing game, governed by simple mathematical laws. These “metagamers” discover the basic rules of their universe in the form of three tomes, known only as the PHB, DMG and MM. They scribe the very essence of their being onto a scrap of parchment known as a “character sheet”. Finally, they learn to evade death and succeed impossibly by fooling the god of this universe, the “DM”.
Hit Die: d6
Requirements
To qualify to become a metagamer, a character must fulfill all of the following criteria:
Knowledge (Metagaming): Must be trained in this skill (1 rank).
Sleight of Hand: 8 ranks.
Bluff: 8 ranks.
Special: A metagamer must level in this class without being noticed by the DM. This takes a Sleight of Hand check DC 15 + the level which the metagamer is about to receive. This check must be rolled, not taken 10 or 20. If failed the metagamer cannot level this class for a week (the XP is not lost, but no metagamer leveling can take place for the week).
Class Skills
The metagamer's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Escape Artist (Dex), Knowledge (Int), Move Silently (Dex), Sleight of Hand (Dex), Profession (Wis), Speak Language and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the metagamer prestige class.
Weapon and Armour Proficiency: Metagamers are proficient with all simple weaponry and light armour, but not shields.
Mathematic Vision (Su): Once per day, the metagamer can discover the value of any number. This includes numbers such as DCs, ACs, current or max hit points, nonlethal damage, etc. The DM decides if she will give the requested number. If the DM decides not to give the number, the ability is not lost, but the character will not learn the number. At 3rd, 6th and 8th level the number of Mathematic Visions per day doubles (2 Visions at 3rd level, 4 Visions at 6th level, and 8 at 8th). This ability is useful to see the DC of climbing a wall to decide whether to attempt the climb, to see an enemy's hit points to decide whether to use a powerful spell or just stab him a few times, or to learn the AC of an enemy to decide whether to bother trying to hit him in the first place.
Know The Knowledge (Ex): A metagamer can use metagaming knowledge without penalty if he succeeds on a Knowledge (Metagaming) check (DC set by DM). This includes only PHB knowledge. To use DMG or MM knowledge the metagamer must also make a Sleight of Hand check, DC 15. Other source books also need a Sleight of Hand check, DC 18. This can be used to find the damage dice for a weapon, a monster's weakness, or the capacity of a Bag of Holding.
Min-Maxer (Ex): At 2nd level, the metagamer gains the ability to switch around the ability numbers on his character sheet. This allows him to, for instance, move most of his ability scores into Strength to pull open a stuck door, into Intelligence to formulate a cunning plan, into Constitution if he meets an enemy with a poisonous attack, or into Dexterity to pick an Amazing lock. The switch lasts for 1 minute. This switch can only be made with a successful Sleight of Hand check. The DC is 10 plus the number of ability points being moved. If you fail the check, you still lose the ability, but your stats will not be switched. You cannot create ability points with this ability. They must be taken from one ability to add to another. You cannot decrease an ability to below 10, or to more than double its original value. This ability can be used once per hour. At 4th, 6th and 8th level this number doubles. (2 Min-Maxers at 4th level, 4 Min-Maxers at 6th level, and 8 at 8th).
Forgot To Write That Down (Ex): At 3rd level, the metagamer gains the ability to completely ignore the effects of a single action, including attacks made against the metagamer, spells cast at them, and area spells containing them. To do this, the metagamer must make a Bluff check, DC 15+10% of the damage the metagamer wishes to ignore. Level drain is 100 damage per level. Ability drains are 50 damage per point. If the check succeeds, the metagamer “forgets” to write the damage, negative levels, ability drain, or other effect on his character sheet, completely negating the action taken against him. If the check is failed, the DM realises. The metagamer is not forced to fix his character sheet, but he cannot use the ability again that day. The metagamer may otherwise continue to use this ability all day, but the Bluff DC increases by +4 for each use. The DC returns to normal the next day. This ability can only be used once per encounter.
Emergency d20s (Ex): At 5th level, the metagamer procures a set of dice. He can use these to reroll any roll he makes. He can reroll only once, and must use the reroll, even if it is lower. This ability can be used once per hour. If his dice are lost or stolen, this ability is lost until he can find some new dice.
That Landed On A 20 (Ex): At 7th level, the metagamer gains the ability to take 20 on any d20 roll, without taking 20 times as long. He does this by rotating the d20 before the GM has a chance to see it. This requires a Bluff check, DC decided by DM, and a Sleight of Hand check, DC 15 plus the difference between 20 and the normally rolled number. If he succeeds, he has taken 20 for free. If he fails either check, he cannot use the ability again for a week. Like Forgot To Write That Down, the DC increases by +4 for every use. The +4 to DC is removed after a week. This ability can be used for any d20 roll, except for the roll used to use the ability in the first place.
Just Look At My Sheet (Su): At 9th level, the metagamer gains the ability to change all character sheets. This takes a Sleight of Hand check DC 20:
{table=head]Change|DC Modifier
Current HP|+1 per 5 points
Max HP|+2 per point
Saving Throw|+1 per point
Initiative|+1 per point
Skill|+4 per rank
Ability|+5 per point
Feat|+12 per feat
Spells Per Day|+5 per spell
Spells Known|+10 per spell
Languages|+4 per language
Nonlethal|+1 per 10 points
Ammunition|+1 per 5 shots
Alignment|+5 per step
Role Playing|-5
Other Change|Ask Your DM
Someone Else's Sheet|+10
[/table]
Your current HP cannot exceed your maximum. Adding to a saving throw or initiative takes the form of a temporary modifier. An alignment step is changing one axis by one point (LE to LN, CG to NG, TN to NG). Role Playing changes include name, hair colour, skin colour, and such. You can change the character sheet for any player or monster, with a +10 DC penalty. If the other player is willing to have their sheet changed, you do not take the +10 penalty. For every additional use of this ability +4 is added to the DC. If you succeed at the check, whatever change you requested is made. If you fail, you cannot use the ability again for a month. The additional change +4 penalty is removed a month after it is applied. After using this ability you must make a Bluff check each day the change is to remain, with a +2 to DC for each additional day.
Improved Mathematic Vision (Sp): At 10th level, the metagamer gains this extended form of Mathematic Vision. This ability is cast like True Seeing. When cast, the metagamer can see the numbers for things he merely looks at. This Vision lasts for 1 minute. A disallowed number does not end the Vision. Using this ability counts as two regular Mathematic Visions, so the metagamer only gets four.
This is my first homebrew, so it's probably awfully unbalanced. Please provide constructive criticism!