Hit Die: d8
Class Skills (4 + Int)
Level BAB Saves Special 1 +0 +0/+0/+0 Variable Talents, Protean Learning 2 +1 +0/+0/+0 3 +2 +1/+0/+0 4 +3 +1/+1/+1 5 +3 +1/+1/+1 6 +4 +2/+2/+2 Advanced Protean Learning 7 +5 +2/+2/+2 8 +6 +2/+2/+2 9 +6 +3/+3/+3 10 +7 +3/+3/+3 11 +8 +3/+3/+3 12 +9 +4/+4/+4 13 +9 +4/+4/+4 14 +10 +4/+4/+4 15 +11 +5/+5/+5 16 +12 +5/+5/+5 17 +12 +5/+5/+5 18 +13 +6/+6/+6 19 +14 +6/+6/+6 20 +15 +6/+6/+6
Weapon and Armor Proficiency: An everyman is proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields). An everyman that acquires high BAB from his variable talents feature is also proficient in heavy armor.
Variable Talents: An everyman can fit into any role. At level one, he gains four class points that can be used to purchase any of the following chassis upgrades:
- High base attack bonus progression (1 point)
- High fortitude save progression (1 point)
- High reflex save progression (1 point)
- High will save progression (1 point)
- d10 hit dice each level (1 point)
- d12 hit dice each level (2 points)
- 6+Int skill points per level (1 point)
- 8+Int skill points per level (2 points)
Protean Learning: The everyman is the ultimate jack of all trades and dabbles into just about everything. At every level, he may acquire a class feature from any other base class of equal or lower level. For example, at level one, he could acquire a barbarian's rage, and at level two he could acquire either a rogue's evasion or sneak attack. An everyman cannot acquire spellcasting, manifesting, invocating, meldshaping, shadowcrafting, truenaming, binding, or any other similar ability in this manner.
All class features that scale based on the original class's level scale based on the everyman's level. However, the everyman does not gain new features. For example, rage gains additional uses with level, and favored enemy increases its bonus with level. But the everyman does not gain any of the barbarian's other rage features, like tireless rage or mighty rage, nor does he gain additional favored enemies. He can, however, gain those features with additional Protean Learning slots at the appropriate levels.
An everyman who multiclasses into classes with features he already has stacks levels for the purpose of those features. For instance, a fourth level everyman with a monk's unarmed strike who takes a level in monk would count as a fifth level monk for the purpose of unarmed strike damage but not for any other monk features, such as the AC bonus or speed bonus.
An everyman need not meet any alignment or other restrictions to use his acquired class features. An everyman can pick up a paladin's smite evil ability without being lawful good or following the paladin's code.
Once per day, an everyman can spend an hour studying, training, meditating, or otherwise practicing to change his selected class features. He may change any number of features up to a maximum equal to his intelligence modifier. These features must still meet the level requirements, so a second level everyman cannot change his features to acquire both a ranger's combat style and a paladin's divine grace.
Advanced Protean Learning: Starting at level six, an everyman can use his protean learning ability to pick up the class features of prestige classes. He need not meet the prerequisites of the prestige class to acquire the feature, though some features may not work properly without specific feats or abilities.
For the purpose of features that scale by level, an everyman is considered to be five levels lower. For example, a sixth level everyman who acquires the arcane trickster's ranged legerdemain feature would only count as a first level arcane trickster and, thus, only be able to use it once per day. In addition, the everyman's level scaling ends at whatever level that prestige class does, so a 17th level everyman with ranged legerdemain would only count as level 10 for that ability.