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SiggyDevil
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« on: September 27, 2010, 08:08:59 PM » |
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The Universal Class Also known as The Hero.
This is yet another attempt at rebalancing Dungeons and Dragons class issues, somewhere around number 5 by my efforts. All players and monsters follow these rules and select a template to specialize their abilities. Old class abilities are now all feats, learned at levels as appropriate to the original class.
Hit Points • Add a character's Constitution score to their Hit Points at first level, in addition to adding the bonus from the Constitution modifier per level. • Class templates provide more Hit Points for levels beyond 1. A character can not progress beyond first level if they do not have a class template.
Skill Points • 4 Combat Skill Points each level. • 4 Non-Combat Skill Points each level. • An additional amount equal to Intelligence bonus number of Skill Points are also gained each level. These points may go to any type of skill. • Do not multiply Skill Points by 4 for Level 1. Instead, each time a natural 20 skill check is rolled, add one rank up to a maximum of +3 for each skill, and no more than once each week. • An Intelligence score low enough to subtract Skill Points takes away from any amount in the Combat and Non-Combat skill pools of the player's choosing.
Feats • 4 feats at level 1. • +1 feat each level after the first.
Saves • All Save bonuses advance at a rate of 1/2 level, rounded down. They stack with the bonus from the class template and any other bonuses.
Attacks • Everyone has full Base Attack Bonus progression (+1 BAB each level). • Attacks made after the first in a Full Attack are all -5 penalty to hit. • Full Attacks are a single standard action. • Melee damage dealt is equal to the Strength bonus for each limb holding a weapon. When using the Power Attack feat, add the extra damage for each limb holding a weapon.
Proficiencies • All Light Armor, Shields, and Simple Weapons may be used without penalty.
Specials • The number of Specials known is equal to a character's Intelligence modifier, and an additional +1 Special known each level. • The title of "Special" includes Spells, Invocations, Psionic Powers (assume maximum power points spent), Maneuvers, and similar. Specials must be trained to ready for the day. • The maximum Special level known for a character is half their level, rounded up, whenever applicable. If a spell or power belongs to multiple class lists, use the lower slot level. A character's ability scores don't put an upper limit to the highest Special slot level known. • Save DCs are derived from the Charisma score (10 + 1/2 level + CHA modifier). • An Intelligence score low enough to subtract Specials known is prevented from learning and using them. until their level or traits raise the total number of Specials known above zero.
Mana Usage • "Mana" is a numeric total equal to the Wisdom score. Magical Specials deplete it when used, and can't be used if there is no Mana and if they have a Mana cost. • Specials of the highest Special level known for a character cost 2 Mana. • Specials of the second highest Special level known cost 1 Mana. • Specials lower than the second highest Special level cost nothing. • Mana recovers entirely after a night of sleep, or at a rate equal to the character's Wisdom bonus +1 (rounded up) after each hour of rest. Exceptions: • Extraordinary Specials don't use Mana. • Invocations use 1 less Mana than normal. • Class ability Invocations (and other Spell-Like Abilities) such as Eldritch Blast don't cost Mana.
Training • Learning or re-learning a Special, Skill, or Feat takes 1 week and a D20 roll against DC 11. Failing the check means training time was without results. This is assuming a written guide or tutor can be found, otherwise the duration of training is measured in seasons (10-12 weeks), with 4 seasons in a year.
Class Templates (choose one):
No Class (default) Hit Points Use CON score for starting HP Skill Points 4 Combat skills 4 Non-Combat skills + INT Skill Points Specials 1 Special per level + INT Specials known Use WIS score for Mana WIS + 1 Mana recovery each hour Feats Simple Weapons proficiency Light Armor proficiency
Warrior Hit Points +15 HP each level Saves +2 Fortitude Feats Melee Focus Range Focus Martial and Exotic Weapon proficiency Medium and Heavy Armor proficiency Guts
Expert Hit Points +10 HP each level Skill Points +4 Skill Points each level Saves +2 Reflex Feats +1 Feat Martial Weapon proficiency Medium Armor proficiency Evasion Other Traits +2 Competence bonus to Initiative rolls
Mage Hit Points +5 HP each level Saves +2 Will Specials +2 Specials known +8 Mana +2 Mana recovery per hour Feats Mettle Special Focus Other Traits Detect Magic as a Supernatural ability Prestidigitation as a Supernatural ability Read Magic OR Summon Instrument as a Supernatural ability
Balanced Hit Points +10 HP each level Skill Points +2 Skill Points each level Saves +1 to all saves Specials +1 Specials known +4 Mana +1 Mana recovery per hour Feats +1 Feat Martial Weapon proficiency Medium Armor proficiency
Feats List Feats must be trained. See the section "Training" previously. Unless mentioned otherwise, a feat may not be taken more than once.
Dodge +1 Insight bonus to AC and again every 5 levels after (6, 11, and 16).
Aim +1 Insight bonus to attack rolls and again every 5 levels (6, 11, and 16).
Dash +10 Competence bonus to Movement Speed and again every 5 levels after (6, 11, and 16). This feat may not be taken more than 3 times.
Train Ability +2 bonus to any single ability score. This feat may not be taken more than 3 times per ability score.
Stamina Plus +5 HP each level. This feat may not be taken more 3 times.
Extra Skills Gain +2 skill point per level. For each level after, gain +2 skill point as well. This feat may not be taken more 4 times.
Extra Specials +1 Special known. +4 Mana +1 Mana recovery per hour This feat may not be taken more than 3 times.
Special Focus Attack rolls and save DCs of Specials the character uses get +1 bonus. This feat may not be taken more than 3 times.
Train Saves +1 bonus to all Saves. This feat may not be taken more than 3 times.
Armored Casting The character may cast arcane spells without Arcane Spell Failure in any armor they are proficient in.
Martial Weapons Training The character is proficient with Martial Weapons.
Exotic Weapons Training Requires Martial Weapon proficiency. The character is proficient with Exotic Weapons.
Melee Focus The character gets a +2 Competence bonus to melee attack rolls and +1 melee damage per level if they are proficient with Martial Weapons. The character gets a +5 Competence bonus to melee attack rolls and +2 melee damage per level if they are proficient with Exotic Weapons.
Range Focus The character gets a +1 Competence bonus to ranged attack rolls if they are proficient with Martial Weapons. The character gets a +2 Competence bonus to ranged attack rolls if they are proficient with Exotic Weapons.
Medium Armor Training The character is proficient with Medium Armor.
Heavy Armor Training Requires Medium Armor proficiency. The character is proficient with Heavy Armor.
Unique Style Replace any single ability score bonus instance with that of another score. This feat may be taken no more than three times, applying a different bonus to a different instance each time. Example: Replacing Strength with Dexterity for the purpose of melee attack rolls, using Strength instead of Intelligence to determine extra Specials known, or Charisma applied to Will saves instead of Wisdom.
Guts The character takes no damage or effect on a successful Fortitude save against an effect. After level 11 the character takes half damage even on a failed Fortitude save against an effect.
Evasion The character takes no damage or effect on a successful Reflex save against an effect. After level 11 the character takes half damage even on a failed Reflex save against an effect.
Mettle The character takes no damage or effect on a successful Will save against an effect. After level 11 the character takes half damage even on a failed Will save against an effect.
Skills
Combat Skills These skills are either can be used during combat, or used to avoid combat.
Autohypnosis Balance Climb Concentration Disguise Escape Artist Heal Hide Jump Listen Move Silently Ride Spellcraft Spot Swim Truespeak Tumble Use Magic Device
Non-combat Skills These skills are not capable of being used during combat or have no direct effect on combat. Social skills are included here although they might be used to deter or incite hostility.
Appraise Bluff Craft Decipher Script Diplomacy Disable Device Forgery Gather Information Handle Animal Intimidate Knowledge Open Lock Perform Profession Search Sense Motive Sleight of Hand Speak Language Survival Use Rope
Monster Type Conversions In general, monsters follow the same universal level rules for players. Everyone gets the same basic HP, Skill Points, Base Attack progression, specials, and number of feats, which makes conversion a simple process of figuring out which class template to apply. Some monster types have unusual traits such as Darkvision, immunities, or lacking certain ability scores. Apply these kinds of changes normally, but don't alter the number of feats, Skill Points, HP per level, and similar level traits. A mindless (null ability in Intelligence) monster gains no Feats or Skill Points, but retains Specials as by their level.
No Class [Level 1 only] • Humanoid (unless another class template is chosen for the PC)
Warrior • Construct • Dragon • Elemental (Earth or Water) • Giant • Ooze
Expert • Monstrous Humanoid • Elemental (Air or Fire) • Vermin
Mage • Aberration • Fey • Undead
Balanced • Animal (-4 or -5 Specials and Skill Points due to INT score of 2 or 1) • Elemental (Mixed) • Magical Beast • Outsider • Plant
Specials Conversion • Extraordinary Abilities don't cost Mana. They aren't magical. • Spell-Like Abilities: If an SpL is normally at-will, it costs no Mana. If an SpL is normally between 1 per hour to 3 per day, it costs 1 Mana. If an SpL is normally 1 per day, it costs 2 Mana. • Supernatural Abilities don't cost Mana. Changing a SpL ability to Su costs one feat per spell effect; after doing so, the character may either leave the Special in their known list, or remove it (doing the latter doesn't deny the use of the Supernatural ability).
[size=18]Partial Premade Characters[/size] These are to showcase the extreme ranges of specialization using the Universal Class. • Ability scores: Elite Array, 15 14 13 12 10 8 • STR DEX CON INT WIS CHA
The Fighter, a standard double swords person • Warrior • STR 19 DEX 13 CON 14 INT 12 WIS 10 CHA 8 Train Ability (STR) x2 Two Weapon Fighting Stamina Plus HP at level 1: 36 Melee Attack Bonus: Longsword +10 or +6/+6 Longsword Damage: 1d8+6 twice Specials: Magic Weapon or Divine Favor (Attack +11 and 1d8+7), or Wolf Fang Strike (Maneuver) Expeditious Retreat
The Archer, avoids direct combat but aims clear • Warrior • STR 12 DEX 19 CON 14 INT 13 WIS 10 CHA 8 Train Ability (DEX) x2 Rapid Shot Point Blank Shot HP at level 1: 31 Ranged Attack Bonus: +7 or +5/+5 Arrow Damage: 1d8 Specials: Magic Weapon or Divine Favor (Attack +8 and 1d8+1), or Child of Shadow (Maneuver) Expeditious Retreat
The Archer, version 2 • Expert • STR 12 DEX 19 CON 14 INT 13 WIS 10 CHA 8 Train Ability (DEX) x2 Rapid Shot Point Blank Shot Sneak Attack (Rogue) HP at level 1: 26 Ranged Attack Bonus: +5 or +3/+3 Arrow Damage: 1d8 or 1d8 + 1d6 Sneak Specials: Magic Weapon or Divine Favor (Attack +6 and 1d8+1), or Child of Shadow (Maneuver) Expeditious Retreat
The Boxer, will punch your lights out Heihachi style • Warrior • STR 19 DEX 13 CON 14 INT 12 WIS 10 CHA 8 Train Ability (STR) x2 Flurry of Blows (Monk) Unarmed Strike (Monk) HP at level 1: 31 Punching Attack Bonus: +10 (or +8/+8 with FoB) Punching Damage: 1d6+6 Specials: Magic Fang or Divine Favor (Attack +11 or +9/+9, and 1d6+7) Shocking Grasp, Inflict Light Wounds, or Burning Blade (Maneuver)
The Brute, big and tough • Warrior • STR 14 DEX 13 CON 15 INT 12 WIS 10 CHA 8 Stamina Plus x3 Power Attack HP at level 1: 47 Greatsword Attack Bonus: +10 (or +9 with Power Attack) Greatsword Damage: 2d6+5 (or 2d6+7 with Power Attack) Specials: Enlarge Person (STR 16, DEX 11, Reach +5', Greatsword Damage: 2d8+6 or 2d8+8) Stand Still
The Skillmaster, master of many tricks • Expert • STR 8 DEX 14 CON 13 INT 21 WIS 12 CHA 10 Train Ability (INT) x3 Extra Skills x2 HP at level 1: 24 Number of Skills at maximum ranks: 21 Specials: Mage Hand Detect Secret Doors Identify Comprehend Languages Jump Spiderwalk (Invocation)
The Naked Dodger, avoids getting hit while naked • Expert • STR 10 DEX 21 CON 13 INT 14 WIS 12 CHA 8 Train Ability (DEX) x3 Dodge x2 HP at level 1: 24 AC: 17 (naked) Specials: Shield of Faith Mage Armor Shield AC with all spells active: 27 (naked)
The Runner, runs • Expert • STR 12 DEX 14 CON 15 INT 13 WIS 10 CHA 8 Dash x3 Run Stamina Plus HP at level 1: 22 Specials: Expeditious Retreat Jump, or Sudden Leap (Maneuver) Movement Speed: 60 Movement Speed with Specials: 90
The Glass Cannon, shoots but can't take the hits • Mage • STR 8 DEX 10 CON 12 INT 21 WIS 14 CHA 13 Train Ability (INT) x3 Extra Specials HP at level 1: 18 Spells Known: 8 Mana: 22 Specials: Magic Missile Lesser Orb of Lightning Lesser Orb of Cold Eldritch Blast (Invocation) Burning Hands Color Spray Grease Entangle
The Tankmage, ironclad mage with a pet • Mage • STR 8 DEX 10 CON 15 INT 14 WIS 13 CHA 12 Armored Casting Medium Armor Proficiency Heavy Armor Proficiency Stamina Plus HP at level 1: 22 Spells known: 5 Mana: 21 Specials: Magic Missile Lesser Orb of Fire Summon Monster 1 (celestial hound) Cure Light Wounds Shield
The Saint, a healer that resists like crazy by level 2 • Mage • STR 8 DEX 10 CON 12 INT 13 WIS 14 CHA 21 Train Ability (CHA) x3 Train Saves x2 HP at level 1: 18 Spells Known: 4 Mana: 22 Specials: Mount Cure Light Wounds Sanctuary Mana: Saves at level 1: Fortitude 3 Reflex 2 Will 4 Level 2: Divine Grace (Paladin) Saves at level 2: Fortitude 9 Reflex 8 Will 10
The Samurai, ki powered • Warrior • STR 15 DEX 10 CON 13 INT 12 WIS 8 CHA 18 Train Ability (CHA) x2 Skill Focus: Iajutsu Focus +3 Stamina Plus HP at level 1: 34 Specials: Magic Weapon Cause Fear, Command, or Sapphire Nightmare Blade (Maneuver)
The Cleric, typical but not as powerful • Warrior • STR 8 DEX 10 CON 13 INT 14 WIS 15 CHA 12 Extra Specials x2 Stamina Plus Turn Undead (Cleric) HP at level 1: 34 Spells Known: 7 Mana: 31 Mana recovery +5 Specials: Detect Undead Bless Cure Light Wounds Shield of Faith Divine Favor Magic Weapon Protection from Evil
The Grappler, unarmed wrestler • Warrior • STR 17 DEX 13 CON 14 INT 12 WIS 10 CHA 8 Improved Grapple Stamina Plus Unarmed Strike (Monk) Train Ability (STR) HP at level 1: 34 Specials: Daze Expeditious Retreat
The Rogue, an old classic thief • Expert • STR 12 DEX 19 CON 14 INT 13 WIS 8 CHA 10 Train Ability (DEX) x2 Sneak Attack (Rogue) Trapfinding (Rogue) Weapon Finesse HP at level 1: 26 Specials: Silent Image Ghost Sound
The Bard, musical master • Expert • STR 8 DEX 12 CON 11 INT 14 WIS 13 CHA 15 Extra Specials x2 Bardic Music (Bard) Bardic Knowledge (Bard) Animal Companion (Druid) or Summon Familiar (Wizard) HP at level 1: 21 Mana: 21 Specials: Sleep Summon Instrument Cure Light Wounds Hideous Laughter Summon Nature's Ally 1 or Summon Monster 1
The Noble, gosh darn nobles • Balanced • STR 8 DEX 11 CON 12 INT 15 WIS 13 CHA 14 Bardic Knowledge (Bard) Combat Expertise Improved Disarm Extra Skills x2 HP at level 1: 23 Number of Skills at maximum ranks: 12 Specials: Unseen Servant Disguise Self Mount Identify
The Ranger, Aragorn style • Warrior • STR 14 DEX 15 CON 13 INT 12 WIS 10 CHA 8 Point Blank Shot Rapid Shot Two Weapon Fighting Animal Companion (Druid) HP at level 1: 29 Specials: Entangle Summon Nature's Ally 1
The Monk, classic Shaolin • Balanced • STR 14 DEX 13 CON 15 INT 12 WIS 10 CHA 8 Unarmed Strike (Monk) Flurry of Blows (Monk) Dash Melee Focus HP at level 1: 27 Specials: Cure Light Wounds Inflict Light Wounds Shield of Faith
The Magus/Spellsword, hybrid "gish" • Warrior • STR 14 DEX 12 CON 13 INT 15 WIS 10 CHA 8 Spellstrike (Pathfinder Magus) Spell Combat (Pathfinder Magus) Eldritch Blast (Invocation) Stamina Plus HP at level 1: 34 Specials: Hideous Blow (Invocation) Chill Touch Color Spray Shocking Grasp Shield
The Barbarian, ball of rage • Warrior • STR 17 DEX 13 CON 14 INT 12 WIS 10 CHA 8 Rage (Barbarian) Dash Stamina Plus Train Ability (STR) HP at level 1: 36 Specials: Enlarge Person Jump
The Paladin, mounted holy knight • Warrior • STR 14 DEX 10 CON 15 INT 12 WIS 10 CHA 13 Detect Evil (Paladin) Smite Evil (Paladin) Stamina Plus Train Ability (DEX) HP at level 1: 37 Specials: Cure Light Wounds Mount
NPC
The Thug, an NPC character • No Template • STR 15 DEX 15 CON 12 INT 10 WIS 9 CHA 8 Train Ability (STR) Train Ability (DEX) x2 Dash HP at level 1: 13 Specials: Magic Weapon
The Farmer, an NPC character • No Template • STR 12 DEX 9 CON 13 INT 10 WIS 11 CHA 8 Skill Focus: Craft Skill Focus: Profession Skill Focus: Survival Skill Focus: Handle Animal HP at level 1: 14 Specials: Speak With Animals
The Bodyguard, an NPC character • No Template • STR 17 DEX 12 CON 13 INT 10 WIS 9 CHA 8 Train Ability (STR) Martial Weapons Training Melee Focus Stamina Plus HP at level 1: 18 Bastard Sword Attack: +6 Bastard Sword Damage: 1d10+3 AC with Heavy Shield and Chainmail: 18 Specials: Cure Light Wounds
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