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Ziegander
2008-12-12, 01:08 AM
The Everyman

*LOOKING FOR A PICTURE*

HD: d8

Saves: Good Fortitude, Poor Reflex and Will

{table=head]Lv | Base Attack | Special | ISP | 1st | 2nd | 3rd | 4th | 5th
1. | +0 | Inspiration, Tough It Out, The Tough Get Going | 3 | - | - | - | - | -
2. | +1 | Emulate Adventurer, Tools of the Trade | 4 | -| - | -| -| -
3. | +2 | School of Hard Knocks | 4 | -| -| -
4. | +3 | Emulate Adventurer | 5 | 0| -| -| -| -|
5. | +3 | Put Your Back Into It | 5| 1| - -| -| -
6. | +4 | Emulate Adventurer | 6| 1| -| -| -| -
7. | +5 | Beginner's Luck 1/hour | 6| 2| 0| -| -| -
8. | +6/+1 | Mettle | 7| 2| 1| -| -| -
9. | +6/+1 | Emulate Adventurer | 7| 3| 1| -| -| -
10. | +7/+2 | Grit Your Teeth | 8| 3| 2| 0| -| -
11. | +8/+3 | Thickskinned | 8| 4| 2| 1| -| -
12. | +9/+4 | Emulate Adventurer | 9 | 4| 3| 1| -| -
13. | +9/+4 | Inspired Toughness | 9 | 4 | 3| 2| 0| -
14. | +10/+5 | Beginner's Luck 1/enc | 10| 4| 4| 2| 1| -
15. | +11/+6/+1 | Emulate Adventurer | 10 | 4| 4| 3| 2| -
16. | +12/+7/+2 | Stoic Determination | 11 | 4| 4| 3| 2| 0
17. | +12/+7/+2 | College of Constitution | 11 | 4| 4| 4| 3| 1
18. | +13/+8/+3 | Emulate Adventurer | 12 | 4| 4| 4| 3| 2
19. | +14/+9/+4 | Adventures Eternal | 12 | 4| 4 | 4 | 4| 3
20. | +15/+10/+5 | Epic Everyman | 13 | 4| 4| 4| 4| 4[/table]

Class Skills (4+Int): Choose any eight.

Proficiencies: All simple weapons and improvised weapons, all light armor, but no shields.

Inspiration: Everymen draw upon a vast reserve of stamina, lore, and intuition to fuel many of their abilities. This inspiration allows him to empower his abilities. At the beginning of each encounter, or after five minutes, a Everyman recovers up to the number of inspiration points as determined by his level (see table above). During any round, or after 1 minute, in which the Everyman does not spend any inspiration points he regains inspiration points equal to 1/3 his total inspiration points.

Tough It Out: By spending an inspiration point you can add your constitution modifier to your choice of AC, Reflex saves, or Will saves for 1 round.

The Tough Get Going: By spending an inspiration point you add 5ft/point of Constitution modifier to your base land speed for 1 round.

Emulate Adventurer: Each time you gain this ability choose a class feature from the special column of any other base class but gained by that class at least one level lower than your class level. You gain the chosen class feature. If the feature gains extra uses or improves over the course of the original class' levels your version does not (however you can take the same feature multiple times with Emulate Adventurer). You cannot gain Inspiration, Spellcasting, Maneuvers/Stances, Meldshaping, Psionics, etc with Emulate Adventurer.

Tools of the Trade: Choose any four improvised weapons. While wielding any of the chosen weapons you gain a +1 bonus to attack rolls, damage rolls, and AC. This bonus improves to +2 at 5th level, +3 at 9th, +4 at 13th, and +5 at 17th. You can craft your own Masterwork Improvised Weapons and can get them otherwise enhanced through magic as normal for Masterwork equipment.

School of Hard Knocks: Any time you make a skill or ability check you may deal a number of nonlethal damage to yourself up to your Constitution modifier to add that number to the check result. You may only do this once for any single skill or ability check, but may do this any number of times each day even for the same types of skill or ability checks (Example: You can only use this once on a single Open Lock check, but you can use it as many times per day as you wish on any number of other Open Lock checks).

Spellcasting: You have been studying the spellcasting of your more astute or gifted magical peers and starting at 4th level gain the ability to cast a small number of arcane and/or divine spells. In order to cast a spell you must have either an Intelligence or Wisdom score of at least 10+spell level and you must spend Inspiration points equal to the spell's level, but your bonus spells per day and the save DCs of spells you cast are determined by your Constitution modifier. You learn a single spell, of any spell level available to you, drawn from any spell list, at each level, which can be either arcane or divine, and you ignore all arcane spell failure of armors you wear. You spells per day are as the table above indicates, and your caster level is your class level.

Put Your Back Into It!: By spending one inspiration point you add your Constitution modifier to a single damage roll. You may spend additional inspiration points to multiply the bonus to the damage roll. If you spend two points this way, you may make a free Trip attempt against the struck foe. If you spend three points this way, a foe damaged by your attack must make a Fort save (DC 10+1/2 Commoner level+Your Constitution modifier) or become dazed for 1 round.

Beginner's Luck: Starting at 7th level you may reroll any dice roll once per hour after seeing the result, but before hearing the success or failure, and take the better of the two results. At 14th level you can use this ability once each encounter (or once per minute).

Mettle: Starting at 8th level, an Everyman can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an effect that would normally have a lesser effect on a successful save (such as against Will Half or Fortitude Partial) he negates the effect entirely. This ability only functions while the Everyman is conscious.

Grit Your Teeth: By spending two inspiration points you ignore any Fort or Will save based effect for a number of rounds equal to your Constitution modifier, after which time if the duration is still active you suffer the effects as normal until the duration is up. You may only use this ability once for any given effect.

Thickskinned: Choose either Reflex or Will. From 11th level on, you add your Constitution modifier to your AC and to the chosen save. You may still improve your AC, Reflex or Will saves with Tough It Out.

Inspired Toughness: By spending 1 inspiration point you gain temporary hp equal to your Constitution modifier for 1d4 rounds. If you spend 2 inspiration points on this ability in a single encounter you gain damage reduction equal to your Constitution modifier for 1d4 rounds. If you spend 3 inspiration points on this ability in a single encounter your allies gain temporary hp equal to twice your Constitution modifier for 1d4 rounds. If you spend 4 inspiration points on this ability your allies gain damage reduction equal to your Constitution modifier for 1d4 rounds.

Stoic Determination: By spending 4 inspiration points you gain the Improved Mettle ability for 1d4 rounds.

College of Constitution: Choose any four skills. You may take a 20 with the chosen skills at any time as long as you deal yourself nonlethal damage equal to your Constitution modifier. You may forgo the normal time extension for taking a 20 if you choose to deal yourself nonlethal damage equal to triple your Constitution modifier.

Adventures Eternal: The first time each encounter you are reduced to fewer than 0 hitpoints you automatically spend 1 inspiration point to regain hitpoints equal to your Constitution modifier. At this time you may elect to spend any number of additional inspiration points to regain hitpoints equal to the number of points spent times your Constitution modifier.

Epic Everyman: Your exploits have thrilled the hearts of common children for years. You are no longer a man, you are a legend in your own right, and you're just as astonished as anyone else. The attitude of any NPCs of your race improves by two steps, and the attitude of any NPCs of your creature type (Humanoid, Magical Beast, Outsider, etc), but not of your race, improve by one. You also gain a +4 circumstance bonus to all Charisma based skill checks. You have certainly become more eloquent in your travels, but you begin to notice that people just treat you differently. Maybe it's because of your down to earth approach, maybe it's because they admire your common roots, who knows? Don't question it.

Lappy9000
2008-12-12, 01:32 AM
The Beveryman

http://www.popstarsplus.com/images/BruceSpringsteenPicture.jpg

HD: d8

Saves: Good Fortitude, Poor Reflex and Will

{table=table]Lv | Base Attack | Special | ISP | 1st | 2nd | 3rd | 4th | 5th
1. | +0 | Inspiration, Tough It Out, The Tough Get Going | 3 | - | - | - | - | -
2. | +1 | Emulate Adventurer, Tools of the Trade | 4 | -| - | -| -| -
3. | +2 | School of Hard Knocks | 4 | -| -| -
4. | +3 | Emulate Adventurer | 5 | 0| -| -| -| -|
5. | +3 | Put Your Back Into It | 5| 1| - -| -| -
6. | +4 | Emulate Adventurer | 6| 1| -| -| -| -
7. | +5 | Beginner's Luck 1/hour | 6| 2| 0| -| -| -
8. | +6/+1 | Mettle | 7| 2| 1| -| -| -
9. | +6/+1 | Emulate Adventurer | 7| 3| 1| -| -| -
10. | +7/+2 | Grit Your Teeth | 8| 3| 2| 0| -| -
11. | +8/+3 | Thickskinned | 8| 4| 2| 1| -| -
12. | +9/+4 | Emulate Adventurer | 9 | 4| 3| 1| -| -
13. | +9/+4 | Inspired Toughness | 9 | 4 | 3| 2| 0| -
14. | +10/+5 | Beginner's Luck 1/enc | 10| 4| 4| 2| 1| -
15. | +11/+6/+1 | Emulate Adventurer | 10 | 4| 4| 3| 2| -
16. | +12/+7/+2 | Stoic Determination | 11 | 4| 4| 3| 2| 0
17. | +12/+7/+2 | College of Constitution | 11 | 4| 4| 4| 3| 1
18. | +13/+8/+3 | Emulate Adventurer | 12 | 4| 4| 4| 3| 2
19. | +14/+9/+4 | Adventures Eternal | 12 | 4| 4 | 4 | 4| 3
20. | +15/+10/+5 | Epic Everyman | 13 | 4| 4| 4| 4| 4[/table]

Class Skills (4+Int): Choose any eight.

Proficiencies: All simple weapons and improvised weapons, all light armor, but no shields.

Inspiration: Everymen draw upon a vast reserve of stamina, lore, and intuition to fuel many of their abilities. This inspiration allows him to empower his abilities. At the beginning of each encounter, or after five minutes, a Everyman recovers up to the number of inspiration points as determined by his level (see table above). During any round, or after 1 minute, in which the Everyman does not spend any inspiration points he regains inspiration points equal to 1/3 his total inspiration points.

Tough It Out: By spending an inspiration point you can add your constitution modifier to your choice of AC, Reflex saves, or Will saves for 1 round.

The Tough Get Going: By spending an inspiration point you add 5ft/point of Constitution modifier to your base land speed for 1 round.

Emulate Adventurer: Each time you gain this ability choose a class feature possessed by any other class but gained by that class at least one level lower than your class level. You gain the chosen class feature.

Tools of the Trade: Choose any four improvised weapons. While wielding any of the chosen weapons you gain a +1 bonus to attack rolls, damage rolls, and AC. This bonus improves to +2 at 5th level, +3 at 9th, +4 at 13th, and +5 at 17th. You can craft your own Masterwork Improvised Weapons and can get them otherwise enhanced through magic as normal for Masterwork equipment.

School of Hard Knocks: Any time you make a skill or ability check you may deal a number of nonlethal damage to yourself up to your Constitution modifier to add that number to the check result. You may only do this once per check.

Spellcasting: You have been studying the spellcasting of your more astute or gifted magical peers and starting at 4th level gain the ability to cast a small number of arcane and/or divine spells. In order to cast a spell you must have either an Intelligence or Wisdom score of at least 10+spell level and you must spend Inspiration points equal to the spell's level, but your bonus spells per day and the save DCs of spells you cast are determined by your Constitution modifier. You learn a single spell, of any spell level available to you, drawn from any spell list, at each level, which can be either arcane or divine, and you ignore all arcane spell failure of armors you wear.

Put Your Back Into It!: By spending one inspiration point you add your Constitution modifier to a single damage roll. You may spend additional inspiration points to multiply the bonus to the damage roll. If you spend two points this way, you may make a free Trip attempt against the struck foe. If you spend three points this way, a foe damaged by your attack must make a Fort save (DC 10+1/2 Commoner level+Your Constitution modifier) or become dazed for 1 round.

Beginner's Luck: Starting at 7th level you may reroll any dice roll once per hour after seeing the result, but before hearing the success or failure, and take the better of the two results. At 14th level you can use this ability once each encounter (or once per minute).

Mettle: Starting at 8th level, an Everyman can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an effect that would normally have a lesser effect on a successful save (such as against Will Half or Fortitude Partial) he negates the effect entirely. This ability only functions while the Everyman is conscious.

Grit Your Teeth: By spending two inspiration points you ignore any Fort or Will save based effect for a number of rounds equal to your Constitution modifier, after which time if the duration is still active you suffer the effects as normal until the duration is up. You may only use this ability once for any given effect.

Thickskinned: Choose either Reflex or Will. From 11th level on, you add your Constitution modifier to your AC and to the chosen save. You may still improve your AC, Reflex or Will saves with Tough It Out.

Inspired Toughness: By spending 1 inspiration point you gain temporary hp equal to your Constitution modifier for 1d4 rounds. If you spend 2 inspiration points on this ability in a single encounter you gain damage reduction equal to your Constitution modifier for 1d4 rounds. If you spend 3 inspiration points on this ability in a single encounter your allies gain temporary hp equal to twice your Constitution modifier for 1d4 rounds. If you spend 4 inspiration points on this ability your allies gain damage reduction equal to your Constitution modifier for 1d4 rounds.

Stoic Determination: By spending 4 inspiration points you gain the Improved Mettle ability for 1d4 rounds.

College of Constitution: Choose any four skills. You may take a 20 with the chosen skills at any time as long as you deal yourself nonlethal damage equal to your Constitution modifier. You may forgo the normal time extension for taking a 20 if you choose to deal yourself nonlethal damage equal to triple your Constitution modifier.

Adventures Eternal: The first time each encounter you are reduced to fewer than 0 hitpoints you automatically spend 1 inspiration point to regain hitpoints equal to your Constitution modifier. At this time you may elect to spend any number of additional inspiration points to regain hitpoints equal to the number of points spent times your Constitution modifier.

Epic Everyman: Your exploits have thrilled the hearts of common children for years. You are no longer a man, you are a legend in your own right, and you're just as astonished as anyone else. The attitude of any NPCs of your race improves by two steps, and the attitude of any NPCs of your creature type (Humanoid, Magical Beast, Outsider, etc), but not of your race, improve by one. You also gain a +4 circumstance bonus to all Charisma based skill checks. You have certainly become more eloquent in your travels, but you begin to notice that people just treat you differently. Maybe it's because of your down to earth approach, maybe it's because they admire your common roots, who knows? Don't question it.

These aren't your Dad's puns, these are TURBO PUNS!!!!

Sorry, I needed to get that out of my system. Seriously, though, this could use some more fluff. It's difficult to tell what things fit and what things don't (I'm currently wondering about the 8 picked skill points and spell casting). Are you trying to build a factotum-like class accessible to the common man?

EDIT: Ah, saw your post in the Adventuring Commoner thread. NEvermind, then.

Ziegander
2008-12-12, 04:36 AM
These aren't your Dad's puns, these are TURBO PUNS!!!!

:smalltongue: Rawberry! Shockolate!


Sorry, I needed to get that out of my system. Seriously, though, this could use some more fluff. It's difficult to tell what things fit and what things don't (I'm currently wondering about the 8 picked skill points and spell casting). Are you trying to build a factotum-like class accessible to the common man?

EDIT: Ah, saw your post in the Adventuring Commoner thread. NEvermind, then.

I thought the title of the thread and the class features would speak for themselves. :smalleek:

If not I'll try to include some more fluff. I'm just lazy. It's what it sounds like - an ordinary-ish guy adventuring with extraordinary guys that gets by on determination, inspiration, and picking up his friends' talents.

Ziegander
2008-12-13, 07:20 AM
A few edits made to clarify and balance out the mechanics. No other comments?