Eloel
2008-12-04, 10:26 AM
This idea has been on my mind for quite some time, yet I'm not sure if it would work/be balanced. This class would be the only class for any game, and would replace all classes.
It would have half BAB progression (like the sorcerer), weak Fortitude save progression, weak Reflex save progression, weak Will save progression, have no special abilities, no spells, no proficiencies with any weapons or armor nor shields. It would also have a d4 as a hit dice. It would start with 2+Int skill points/level.
Now, before anyone calls this "massively underpowered", here comes the customizable part. You gain 25 extra feats(points) at first level. You can use that points to improve anything below.
Hit Dice
Points Used - 0 - 1 - 2 - 3 - 4 -
Hit Dice - d4 - d6 - d8 - d10 - d12 -
Skill Points
Points Used - 0 - 1 - 2 - 3 - 4 -
Skill Points - 2 - 4 - 6 - 8 - 10 -
# of class skills
Points Used - 0 - 1 - 2 - 3 - 4 -
Class Skills - 0 - 8 - 16 - 24 - All -
Base Attack Bonus Progression
Points Used - 0 - 1 - 2 - 3 - 4 -
BAB - 0 - 0.25 - 0.5 - 0.75 - 1 -
Save Progression (take different for each)
Points Used - 0 - 1 -
Saves - 0.33 - 0.5 -
Spells per day
Points Used - 0 - 2 - 4 - 6 - 8 -
Spells/day - 0 - Ranger-Like - Bard-Like - Wizard-Like - Sorcerer-Like -
Spells Known
Points Used - 0 - 2 - 4 -
Spells Known - 0 - Half-Sorc - Sorcerer -
Changed/Added Feats
Martial Weapon Proficiency [General]
Prerequisite
Simple Weapon Proficiency
Benefit
You make attack rolls with Martial Weapons normally.
Normal
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Exotic Weapon Proficiency [General]
Prerequisite
Martial Weapon Proficiency
Benefit
You make attack rolls with the selected Exotic Weapon normally.
Normal
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Magic-User [General]
Benefit
You can now take magic-related feats.
Magic Proficiency [General]
Benefit
You can choose one of Arcane/Divine. You are now proficient with those spells.
Normal
You can only cast spells that are castable by both.
Example
Without this feat, you can cast Light, but not Create Water, nor Acid Splash.
Special
You can only take this feat once.
Improved Magic Proficiency [General]
Prerequisite
Magic Proficiency
Benefit
You can choose one of Bard/Ranger/Druid/Paladin. You are now proficient with those spells.
Normal
You can only cast spells that are common to all Arcane or Divine casters.
Special
You can only take this feat once.
Greater Magic Proficiency [General]
Cost
4 feats
Prerequisite
Improved Magic Proficiency
Benefit
You can choose one of Wizard/Cleric. You are now proficient with those spells.
Normal
You can only cast spells that are common to all Arcane or Divine casters.
Special
You can only take this feat once.
Spontaneous Casting [General]
Prerequisite
Spell Preparing
Benefit
You choose between Cure spells, Summon Nature's Ally spells and Inflict spells. You can now lose spells of same level or more to cast spells with the chosen inscriptor in name.
On-Spot Casting [General]
Prerequisite
All 4 Spontaneous Casting feats.
Benefit
You can cast any spell you know without preparing beforehand.
Spell Preparing [General]
Benefit
You can prepare your spells beforehand from your spells-known list, using a spellbook.
Improved Spell Preparing [General]
Cost
Two Feats
Prerequisite
Spell Preparing
Benefit
You can prepare your spells from your spells-known list, without a spellbook.
Greater Spell Preparing [General]
Cost
Three Feats
Prerequisite
Improved Spell Preparing
Benefit
You can prepare your spells from your spellbook.
Class Abilities added as Feats
Fast Movement [General]
Benefit
You gain +10 feet land speed per every 3 HD you have. This feat only works if you are not wearing heavy armor, and are not carrying a heavy load.
Rage [General]
Prerequisite
Non-lawful Alignment
Benefit
You get Rage (as the barbarian ability) once per day for every 4 levels you have, plus 1.
Uncanny Dodge [General]
Benefit
You don't lose your Dexterity bonus to your AC, even if you're caught flat-footed, or are struck by an invisible attacker.
Improved Uncanny Dodge [General]
Prerequisite
Uncanny Dodge
Benefit
You can no longer be flanked by anyone with a lower level than yourLevel+4.
Trap Sense [General]
Benefit
You gain +1 reflex save against traps, and +1 dodge bonus to AC against attacks made by traps.
Damage Reduction [General]
Benefit
You get 1/- damage reduction for every 4 HDs you have.
Improved Rage [General]
Prerequisite
Rage, BAB +10
Benefit
Whenever you rage, you get an additional +2 Strength, +2 Constitution and +1 to your Will saves.
Greater Rage [General]
Prerequisite
Improved Rage, BAB +15
Benefit
Whenever you rage, you get an additional +2 Strength, +2 Constitution and +1 to your Will saves. This stacks with the bonuses granted by Improved Rage.
Tireless Rage [General]
Prerequisite
Greater Rage, Endurance
Benefit
You are no longer fatigued after your rage.
Tireless Rage [General]
Prerequisite
Greater Rage, Endurance
Benefit
You are no longer fatigued after your rage.
Bardic Knowledge [General]
Benefit
As the Bard ability of the same name.
Bard Effect [General]
Benefit
You get one daily use of Bardic Music.
You can gain Bard Effect multiple times. Each time you take the feat, it adds 1 to the total uses of Bardic Music per day.
Bardic Music [General]
Prerequisite
Bard Effect, Non-Lawful Alignment
Benefit
You choose one type of Bard music, you can now expand one of your daily uses of Bard Effect to that type of music. The prerequisites still apply, except the minimum Bard level needed.
You can gain Bardic Music multiple times. Each time you take the feat, it applies to a new type of Music.
You can get Inspire Courage multiple times. Each time you get it, it adds 1 to the bonus (up to 5)
Turn or Rebuke Undead [General]
Benefit
As the Cleric ability of the same name.
Nature Sense[General]
Benefit
You get +2 bonus on Knowledge(nature) and Survival checks.
Animal Companion [General]
Prerequisite
4 ranks in Knowledge(Nature), Wild Empathy
Benefit
As the Druid ability of the same name.
Wild Empathy[General]
Benefit
As the Druid ability of the same name. You add half your Charisma, instead of CHA modifier and Druid level.
Woodland Stride[General]
Benefit
You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Magically manipulated terrain still gives you the normal penalty.
Trackless Step[General]
Prerequisite
5 ranks in Survival
Benefit
You leave no trail in natural surroundings if you don't want to.
Resist Nature's Lure[General]
Prerequisite
7 ranks in Knowledge(nature)
Benefit
You gain +4 resistance against spell-like abilities of fey.
Immunity to Poison[General]
Prerequisite
12 ranks in Survival, +8 Fort Save
Benefit
You are immune to all poisons.
A Thousand Faces[General]
Prerequisite
12 ranks in Disguise, 12 ranks in Bluff
Benefit
You gain Disguise Self as a spell-like ability you can use once per hour. It lasts 3 minutes per your ranks in Disguise.
Greater Unarmed Strike[General]
Prerequisite
Improved Unarmed Strike
Benefit
Your Unarmed Strike dice improves by one step for every 5 HD you have.
Evasion[General]
Prerequisite
+4 Reflex save
Benefit
If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You don't get this bonus if you're helpless.
Improved Evasion[General]
Prerequisite
+8 Reflex save, Evasion
Benefit
You only take half damage on a failed Reflex save. You don't get this bonus if you're helpless.
Still Mind[General]
Benefit
You gain +2 bonus on saving throws against spells and abilities from School of Enchantment.
Favored Enemy Progression[General]
Benefit
You gain 1 favored enemy per 5 levels, plus 1. Everytime you gain a favored enemy, you improve bonuses against one of the favored enemy's by +2. You get +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against your favored enemies.
Swift Track[General]
Prerequisite
Track, 8 ranks in Survival
Benefit
You can move at your normal speed while following tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Sneak Attack Progression[General]
Benefit
You deal +1d6 damage against enemies you flank, or enemies that are denied their Dex bonus to their AC for every 2 levels you have.
Trapfinding[General]
Benefit
You can use Search skill to find traps, when the task has a DC of over 20.
Summon Familiar[General]
Benefit
As the Sorcerer ability of the same name.
BAB and Class Skills revised.
It would have half BAB progression (like the sorcerer), weak Fortitude save progression, weak Reflex save progression, weak Will save progression, have no special abilities, no spells, no proficiencies with any weapons or armor nor shields. It would also have a d4 as a hit dice. It would start with 2+Int skill points/level.
Now, before anyone calls this "massively underpowered", here comes the customizable part. You gain 25 extra feats(points) at first level. You can use that points to improve anything below.
Hit Dice
Points Used - 0 - 1 - 2 - 3 - 4 -
Hit Dice - d4 - d6 - d8 - d10 - d12 -
Skill Points
Points Used - 0 - 1 - 2 - 3 - 4 -
Skill Points - 2 - 4 - 6 - 8 - 10 -
# of class skills
Points Used - 0 - 1 - 2 - 3 - 4 -
Class Skills - 0 - 8 - 16 - 24 - All -
Base Attack Bonus Progression
Points Used - 0 - 1 - 2 - 3 - 4 -
BAB - 0 - 0.25 - 0.5 - 0.75 - 1 -
Save Progression (take different for each)
Points Used - 0 - 1 -
Saves - 0.33 - 0.5 -
Spells per day
Points Used - 0 - 2 - 4 - 6 - 8 -
Spells/day - 0 - Ranger-Like - Bard-Like - Wizard-Like - Sorcerer-Like -
Spells Known
Points Used - 0 - 2 - 4 -
Spells Known - 0 - Half-Sorc - Sorcerer -
Changed/Added Feats
Martial Weapon Proficiency [General]
Prerequisite
Simple Weapon Proficiency
Benefit
You make attack rolls with Martial Weapons normally.
Normal
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Exotic Weapon Proficiency [General]
Prerequisite
Martial Weapon Proficiency
Benefit
You make attack rolls with the selected Exotic Weapon normally.
Normal
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Magic-User [General]
Benefit
You can now take magic-related feats.
Magic Proficiency [General]
Benefit
You can choose one of Arcane/Divine. You are now proficient with those spells.
Normal
You can only cast spells that are castable by both.
Example
Without this feat, you can cast Light, but not Create Water, nor Acid Splash.
Special
You can only take this feat once.
Improved Magic Proficiency [General]
Prerequisite
Magic Proficiency
Benefit
You can choose one of Bard/Ranger/Druid/Paladin. You are now proficient with those spells.
Normal
You can only cast spells that are common to all Arcane or Divine casters.
Special
You can only take this feat once.
Greater Magic Proficiency [General]
Cost
4 feats
Prerequisite
Improved Magic Proficiency
Benefit
You can choose one of Wizard/Cleric. You are now proficient with those spells.
Normal
You can only cast spells that are common to all Arcane or Divine casters.
Special
You can only take this feat once.
Spontaneous Casting [General]
Prerequisite
Spell Preparing
Benefit
You choose between Cure spells, Summon Nature's Ally spells and Inflict spells. You can now lose spells of same level or more to cast spells with the chosen inscriptor in name.
On-Spot Casting [General]
Prerequisite
All 4 Spontaneous Casting feats.
Benefit
You can cast any spell you know without preparing beforehand.
Spell Preparing [General]
Benefit
You can prepare your spells beforehand from your spells-known list, using a spellbook.
Improved Spell Preparing [General]
Cost
Two Feats
Prerequisite
Spell Preparing
Benefit
You can prepare your spells from your spells-known list, without a spellbook.
Greater Spell Preparing [General]
Cost
Three Feats
Prerequisite
Improved Spell Preparing
Benefit
You can prepare your spells from your spellbook.
Class Abilities added as Feats
Fast Movement [General]
Benefit
You gain +10 feet land speed per every 3 HD you have. This feat only works if you are not wearing heavy armor, and are not carrying a heavy load.
Rage [General]
Prerequisite
Non-lawful Alignment
Benefit
You get Rage (as the barbarian ability) once per day for every 4 levels you have, plus 1.
Uncanny Dodge [General]
Benefit
You don't lose your Dexterity bonus to your AC, even if you're caught flat-footed, or are struck by an invisible attacker.
Improved Uncanny Dodge [General]
Prerequisite
Uncanny Dodge
Benefit
You can no longer be flanked by anyone with a lower level than yourLevel+4.
Trap Sense [General]
Benefit
You gain +1 reflex save against traps, and +1 dodge bonus to AC against attacks made by traps.
Damage Reduction [General]
Benefit
You get 1/- damage reduction for every 4 HDs you have.
Improved Rage [General]
Prerequisite
Rage, BAB +10
Benefit
Whenever you rage, you get an additional +2 Strength, +2 Constitution and +1 to your Will saves.
Greater Rage [General]
Prerequisite
Improved Rage, BAB +15
Benefit
Whenever you rage, you get an additional +2 Strength, +2 Constitution and +1 to your Will saves. This stacks with the bonuses granted by Improved Rage.
Tireless Rage [General]
Prerequisite
Greater Rage, Endurance
Benefit
You are no longer fatigued after your rage.
Tireless Rage [General]
Prerequisite
Greater Rage, Endurance
Benefit
You are no longer fatigued after your rage.
Bardic Knowledge [General]
Benefit
As the Bard ability of the same name.
Bard Effect [General]
Benefit
You get one daily use of Bardic Music.
You can gain Bard Effect multiple times. Each time you take the feat, it adds 1 to the total uses of Bardic Music per day.
Bardic Music [General]
Prerequisite
Bard Effect, Non-Lawful Alignment
Benefit
You choose one type of Bard music, you can now expand one of your daily uses of Bard Effect to that type of music. The prerequisites still apply, except the minimum Bard level needed.
You can gain Bardic Music multiple times. Each time you take the feat, it applies to a new type of Music.
You can get Inspire Courage multiple times. Each time you get it, it adds 1 to the bonus (up to 5)
Turn or Rebuke Undead [General]
Benefit
As the Cleric ability of the same name.
Nature Sense[General]
Benefit
You get +2 bonus on Knowledge(nature) and Survival checks.
Animal Companion [General]
Prerequisite
4 ranks in Knowledge(Nature), Wild Empathy
Benefit
As the Druid ability of the same name.
Wild Empathy[General]
Benefit
As the Druid ability of the same name. You add half your Charisma, instead of CHA modifier and Druid level.
Woodland Stride[General]
Benefit
You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Magically manipulated terrain still gives you the normal penalty.
Trackless Step[General]
Prerequisite
5 ranks in Survival
Benefit
You leave no trail in natural surroundings if you don't want to.
Resist Nature's Lure[General]
Prerequisite
7 ranks in Knowledge(nature)
Benefit
You gain +4 resistance against spell-like abilities of fey.
Immunity to Poison[General]
Prerequisite
12 ranks in Survival, +8 Fort Save
Benefit
You are immune to all poisons.
A Thousand Faces[General]
Prerequisite
12 ranks in Disguise, 12 ranks in Bluff
Benefit
You gain Disguise Self as a spell-like ability you can use once per hour. It lasts 3 minutes per your ranks in Disguise.
Greater Unarmed Strike[General]
Prerequisite
Improved Unarmed Strike
Benefit
Your Unarmed Strike dice improves by one step for every 5 HD you have.
Evasion[General]
Prerequisite
+4 Reflex save
Benefit
If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You don't get this bonus if you're helpless.
Improved Evasion[General]
Prerequisite
+8 Reflex save, Evasion
Benefit
You only take half damage on a failed Reflex save. You don't get this bonus if you're helpless.
Still Mind[General]
Benefit
You gain +2 bonus on saving throws against spells and abilities from School of Enchantment.
Favored Enemy Progression[General]
Benefit
You gain 1 favored enemy per 5 levels, plus 1. Everytime you gain a favored enemy, you improve bonuses against one of the favored enemy's by +2. You get +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against your favored enemies.
Swift Track[General]
Prerequisite
Track, 8 ranks in Survival
Benefit
You can move at your normal speed while following tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Sneak Attack Progression[General]
Benefit
You deal +1d6 damage against enemies you flank, or enemies that are denied their Dex bonus to their AC for every 2 levels you have.
Trapfinding[General]
Benefit
You can use Search skill to find traps, when the task has a DC of over 20.
Summon Familiar[General]
Benefit
As the Sorcerer ability of the same name.
BAB and Class Skills revised.