Made My Own Class System [Long, PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
DreadArchon

12-31-06, 06:50 PM
I'm new to D&D, having played only for a few weeks, though I played the first Neverwinter Nights a lot, so I know more than the average newbie. The game I'm in uses the Unearthed Arcana Generic Classes, and they reminded me of the classes in the Warlord card game, so I set out to tweak the UA system based on the card game (never mind that the card game has its own campaign setting for that), figuring that I might at some point end up DM'ing a game since the DM of our secondary game moved away. Short story long, we haven't run the last few sessions and I got bored and... yeah.

I'm mostly worried about balancing these classes and themes against each other, not against existing classes. Begin copy and paste:

These classes are not intended to be used with the conventional class system or the other (published) generic class system, as it is basically an expansion of the other generic class system. This class system is not intended for use with prestige classes, though some may work regardless (DM discretion). It should work with Unearthed Arcana Bloodlines, but is not specifically intended for use with other variant rules.

New General Feats

Familiar: A spellcaster (of any sort) may gain access to familiars as a feat.

Favored Enemy: Any character may gain access to the favored enemy progression of a Ranger as a feat choice. This may apply retroactively, simply because a character with more experience against a certain creature type will learn faster if he later chooses to study that creature type in detail. Example: A level 4 Expert takes his next level as a Warrior and chooses this feat. A level 5 Ranger would have two favored enemies at this point, one at +2 and one at +4, so the Expert/Warrior chooses two favored enemies and specifies which is at +4 and which is at +2. He gains a new enemy at +2 and +2 to a specified enemy when he becomes character level ten (without having to take a feat for it).

Sneak Attack I: The character gains Sneak Attack +2d6. The character must have 4 ranks Heal skill (think of Heal as "Knowledge: Medicine and Anatomy").

Sneak Attack II: The character's sneak attack improves by +3d6 (total +5d6 in most cases). This requires 12 ranks Heal and Sneak Attack I.

Sneak Attack III: The character's sneak attack improves by +4d6 (total +9d6 in most cases). This requires 18 ranks Heal and Sneak Attack II.

Sneak Attack, Epic: A character may take Sneak Attack III an additional time at 26 ranks Heal and one additional time for every 8 ranks thereafter.

Trapfinding: As the Rogue ability of the same name. Highly recommended for characters expecting to disarm traps with any frequency in their careers.

Wild Empathy: As the Druid ability of the same name. Prerequisite: 4 ranks Handle Animal.

Themes
Each class has several themes to choose from. A character chooses the theme for each of his classes when taking the first level in that class. All themes give a bonus feat at class level 1 and additional feats at later levels. If a character already has a certain thematic feat when it would be given out, he may choose another (non-thematic) feat instead. A character need not specify a theme, in which case he may choose any thematic feat from his class of equal or lower level when he qualifies for a thematic feat. However, a character who has not specified a theme may never take the feat which would have been given as a bonus at level 1. Example: An Expert chooses theme A at level 1. He receives feat B at level 1, feat C at level 3, and feat F at level 6. A second Expert chooses no theme. He receives no thematic feat at level one and may take thematic feats C, D, or E at level 3. He takes C. At level 6, he may take thematic feats F, G, or H, or D or E if he so desires. He may never take feat B (as a thematic feat or standard feat choice, he may obtain it in other ways if they exist).

Theme Prerequisites
Many themes have prerequisites. A theme prerequisite consists of a single skill (in parentheses after the theme title). If a character gains a level as a class with a certain theme, the character must spend skill points sufficient to bring the skill's ranks up to at least three higher than the level of the related class. (If this cannot be done, the level cannot be gained). Examples: A level 1 Sorceror Elementalist must have 4 ranks in Knowledge: Arcana. When he levels up, he must put another point into Knowledge: Arcana if leveling as a Sorceror. A level 3 War Mage with no ranks in Knowledge: Arcana who wishes to gain a single level as a Sorceror Elementalist must spend 4 points in Knowledge: Arcana when leveling up. If the War Mage did not have sufficient Intelligence to gain 4 skill points as a Sorceror (the base skill points for a Sorceror is only 2), he would not be able to gain a level as a Sorceror Elementalist. However, if the War Mage already had full ranks in Knowledge: Arcana (6 for a level 3 War Mage), he would be able to gain a level as a Sorceror Elementalist without being required to put any points into Knowledge: Arcana.

Skills
The skills points for each class are expressed as X/Y + Int modifier. X is the number of skill points that the character may spend on any skill when leveling, Y is the number of skill points that may only be spent on Craft, Knowledge, Perform, Profession, Speak Language, or Use Rope skills. Bonus points may always be spent on any skill. Each value is multiplied by four at character level 1, as normal. If the character has a negative Intelligence modifier, the first point of penalty comes out of restricted skill points (the Y value) and any additional penalty comes out of free skill points (the X value).

Multiclassing
There is no penalty for multiclassing, and a character may multiclass by taking the same class twice with a different theme. (A character may be a War Mage Dancer and Sorceror Dragon Disciple, a War Mage Dancer and War Mage Dragon Disciple, etc.). A character may not choose a new class until after he has eight levels in each current class.
(Revision, italicized, 16:30 03Jan2006)

CLASSES

WARRIOR
Hit Die: d12
Base Attack Bonus: Full
Base Saves: One good, two poor (player's choice at first level)
Theme Feats: First level and level multiples of ten, plus bonus feats as a fighter
Proficiencies: All simple weapons, all armor and shields; all martial or three specified weapons
Spells: None
Skill Points: 2/2 + Int modifier (x4 at first level)
Class Skills: Balance, Climb, Craft, Escape Artist, Handle Animal, Heal, Intimidate, Jump,
Knowledge: Nobility, Profession, Ride, Survival, Swim, Use Rope
Packages: Archer, Brawler, Duelist, Dreadnought, Paladin, Rider

Warriors train in physical combat. They have the most hit points, the most feats, and the best attack bonus of any class. Warriors may take feats restricted to fighters (and possibly other physical combat classes, subject to DM approval.)

WARRIOR THEMES
Archer - Uses ranged weapons, (but despite the name) not necessarily bows.
Level 1: Ranged attacks made by this character do not provoke attacks of opportunity.
Level 10: Ammunition used by this character may be recovered, though if it was magical it becomes
mundane. (A standard action is necessary to recover each round of ammunition, should it occur
during combat or other time-limited situations.)
Level 20: The Warrior may use his Warrior levels for a Hail of Arrows (one shot at full bonus against every
target in range, maximum number of targets equal to Warrior level, takes a Full Round Action).

Brawler - Usually a martial artist of some sort, his body is his weapon.
Level 1: When fighting unarmed or with gauntlets only, the character gains +1 to attack, damage, and
dodge AC, plus one for every five levels of Warrior he has. However, the character always takes
his armor check penalty as a penalty to attack and dodge AC (but not damage). (This works for
natural weapons too, if the character has them.)
Level 10: Unarmed or with gauntlets, the Warrior may use Flurry of Blows (at -2 penalty to all attack rolls).
(This works for natural weapons too, if the character has them.)
Level 20: Evasion (Improved Evasion if the character already had Evasion) and Uncanny Dodge
(Improved Uncanny Dodge if the character already had Uncanny Dodge)

Duelist - Uses a single held weapon as effortlessly as his own limbs.
Level 1: When fighting with a single one-handed weapon, the character gains +1 to attack, damage, and
dodge AC, plus one for every five levels of Warrior he has. However, the character takes his
armor check penalty as a penalty to attack and dodge AC (but not damage). This does not apply
to thrown weapons, bows other than hand crossbows, or wands, though it applies to magic rods.
Level 10: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 20: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge) and
Evasion (Improved Evasion if the character already had Evasion)

Dreadnought - Is virtually unstoppable.
Level 1: The character gains Damage Reduction 1/- with +1/- for every six levels of Warrior he has.
Level 10: The character gains Fast Healing +1.
Level 20: The character is immune to all fear and death effects.

Paladin (Knowledge: Religion) - Fights to further the goals of his deity.
Level 1: Using his Warrior levels, the character may Smite Evil a number of times per day equal to his
Charisma modifier. (If devoted to an Evil deity, the character Smites Good instead.) If the
character has War Mage Paladin levels, they stack with his Warrior levels.
Level 10: Immune to all diseases and fear effects.
Level 20: The Warrior may Lay on Hands with his Warrior levels. The energy from this ability is always of
the type which will heal the user. If for some reason this character is healed only by negative
energy, for example, the touch flows negative energy (which damages most creatures). If multiple
energy types heal this character (say the character is healed by fire for some reason), he may
choose what type of energy to flow. If the character has War Mage Paladin levels, they stack with
his Warrior levels.

Rider (Ride) - Rides into battle on his trusty mount.
Level 1: If the Warrior takes a steed as a cohort (with the Leadership feat), the steed does not gain XP as
normal but rather has the same XP as its master (which makes it the same level rather than two
lower). If the master loses XP, the steed does not go down to the master's new level, but instead
retains its current XP until the master's increases above it.
Level 10: The Warrior and his mount make an excellent team. If the Warrior has a steed as a cohort, they
may intuit (as an extraordinary ability) each other's intentions. The Warrior's player controls the
steed to the same extent as his own character, making things like "Guide With Knees" and trick
training unnecessary. (The Warrior and his steed do not share knowledge or any actual form of
communication link, however, so decisions they make must have some basis on what the Warrior
and his mount individually perceive and comprehend.)
Level 20: If the Warrior has a steed as a cohort, they may share communication, knowledge, and
perception while both are conscious. This ability requires the level 10 Rider ability to work.



EXPERT
Hit Die: d6
Base Attack Bonus: 3/4
Base Saves: Two good, one poor (player's choice at first level)
Theme Feats: Two at first level (one thematic, one bonus) and one each at level multiples of three
Proficiencies: Simple weapons and two other weapons (chosen), light armor
Spells: None
Skill Points: 7/3 + Int modifier (x4 at first level)
Class Skills: All except Concentration, Knowledge: Arcana and Planes, Spellcraft, Use Magic Device
Packages: Acrobat, Assassin, Dungeoneer, Guide, Scout, Stalker

Experts are well-trained in many tasks, though not as good at physical combat as Warriors and War Mages. Experts represent the largest variety of character concepts.

EXPERT THEMES
Acrobat (Tumble) - Able to move with incredible ease and grace. Often a thief, performer, or duelist.
Level 1: The character may always take 10 on Balance, Climb, Jump, and Tumble checks.
Level 3: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 6: Evasion (Improved Evasion if the character already had Evasion)
Level 9: Evasion (Improved Evasion if the character already had Evasion)
Level 12: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 15: Skirmish (+4d6/+4 AC) (stackable)
Level 18: The Expert gains permanent Freedom of Movement and +10 to base speed, both when not
wearing medium or heavy armor and not carrying a heavy load. Acrobat only.

Assassin (Heal) - Solves problems with violence.
Level 1: The Expert may use Death Attack (DC = 10 + Int mod + 1/2 Expert levels).
(Revision, 16:31 03Jan2006)
Level 3: Sneak Attack +3d6 (stackable), Trap Sense +2.
Level 6: The Expert may use poisons without risk (as an SRD Assassin could) and may apply poison to a
weapon as a move action (rather than a standard action).
Level 9: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 12: Sneak Attack +3d6 (stackable), +4 to saves against poison
Level 15: Evasion (Improved Evasion if the character already had Evasion)
Level 18: The Expert may Hide in Plain Site without needing concealment of any sort. This is a
supernatural ability, requiring a standard action to use, and the character must move
at least five feet in the round that the ability is used (a five-foot step counts for this).

Dungeoneer (Knowledge: Dungeoneering) - Gets into and out of dangerous dungeons.
Level 1: The Expert gains Trap Sense +1, increasing by one for every two levels of Expert and applying to
all saves against traps (rather than just reflex saves).
Level 3: Evasion (Improved Evasion if the character already had Evasion)
Level 6: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 9: Evasion (Improved Evasion if the character already had Evasion)
Level 12: Defensive Roll feat
Level 15: While not wearing medium or heavy armor and while not carrying a heavy load, the Expert can
move across any non-magical impeding terrain without damage, effects, or penalties, as long as
the terrain can support at least half of the Expert's weight (sans gear) and the Expert keeps
moving. The terrain need not support the character well, it must merely be able to hold the
required weight. For example, the Expert may run across spikes or a collapsible floor that
requires a lot of force, but he may not run across most fluids (acid, lava). He may, however, use
this ability while climbing or crawling. This is a supernatural ability (it can be suppressed by an antimagic field). Dungeoneer only.
Level 18: The Expert may use Disable Device, Open Lock, or Sleight of Hand at 30 feet. This
increases the DC of the task by five. This is a supernatural ability, so an antimagic field
can block it (and it usually will for important, well-guarded objectives).

Guide (Survival) - Travels through towns and wilderness, usually to help others do so.
Level 1: Woodland Stride (moves unimpeded over non-magical difficult terrain) and Trackless Step
Level 3: The Expert's vision improves. He gains Low-Light Vision if he lacks it, gains 60-foot Darkvision
if he has Low-Light Vision, and triples his Darkvision range if he already has Darkvision.
Level 6: The Expert ignores effects that cause Fatigue and becomes merely Fatigued if subjected to an
effect that would cause Exhaustion. Guide only.
Level 9: Evasion (Improved Evasion if the character already had Evasion)
Level 12: Immune to all poisons
Level 15: The Expert gains Tremorsense to 10 feet. Guide Only.
Level 18: The Expert gains permanent Freedom of Movement and +10 to base speed, both when not
wearing medium or heavy armor and not carrying a heavy load. Guide only.

Scout (Spot) - Makes paths (through anywhere) safe, gathers information, or locates things.
Level 1: Woodland Stride (moves unimpeded over non-magical difficult terrain) and Trackless Step
Level 3: The Expert's base movement increases by 10 feet when the Expert is not wearing medium or
heavy armor and is not carrying a heavy load. The Expert also gains Skirmish (+2d6/+2 AC).
Level 6: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 9: Evasion (Improved Evasion if the character already had Evasion)
Level 12: Blindsight 10 feet, Skirmish (+2d6/+2 AC) (stackable). Scout only.
Level 15: While not wearing medium or heavy armor and while not carrying a heavy load, the Expert can
move across any non-magical impeding terrain without damage, effects, or penalties, as long as
the terrain can support at least half of the Expert's weight (sans gear) and the Expert keeps
moving. The terrain need not support the character well, it must merely be able to hold the
required weight. For example, the Expert may run across spikes or a collapsible floor that
requires a lot of force, but he may not run across most fluids (acid, lava). He may, however, use
this ability while climbing or crawling. This is a supernatural ability (it can be suppressed by an antimagic field). Scout only.
Level 18: The Expert gains permanent Freedom of Movement and +10 to base speed, both when not
wearing medium or heavy armor and not carrying a heavy load. Scout only.

Stalker (Hide) - Focuses on not being seen. May be a thief, spy, sniper, etc.
Level 1: The Expert may take ten on all Hide and Move Silent checks and gains Darkvision to 30 feet. If
the Expert already had Low-Light Vision, he gains Darkvision to 60 feet. If the Expert already had
Darkvision, the range of his Darkvision triples.
Level 3: Skill Focus Hide and Skill Focus Move Silent feats (either may be replaced by a bonus feat of the
player's choice if the player has already taken the feat being given), Sneak Attack +1d6 (stacking).
Level 6: Evasion (Improved Evasion if the character already had Evasion)
Level 9: The Expert may hide anywhere (he does not require any actual concealment), as long as he is not observed when he begins hiding. This is a supernatural ability (move action). Stalker only.
Level 12: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 15: The Expert gains permanent 10% concealment, which stacks with other sources.
Level 18: The Expert may use Dimension Door as a spell-like ability once per minute.
DreadArchon

12-31-06, 07:00 PM
PART 2
SORCEROR
Hit Die: d4
Base Attack Bonus: Half
Base Saves: Will good (Wis or Cha caster) or Fort good (Int caster), others poor
Theme Feats: First level and level multiples of five
Proficiencies: Simple weapons
Spells: Known: add one to all values on the (standard) Sorceror spells known table
Castings Daily: add one to all values on the Wizard spells per day table
Skill Points: 1/1 + Int modifier (x4 at first level)
Class Skills: Concentration, Craft, Decipher Script, Knowledge: Arcana and Planes and Religion,
Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device, Use Rope
Packages: Cleric, Dragon Disciple, Druid, Elementalist, Necromancer, Scholar, Soldier

Sorcerors are dedicated magic users. At a character's first Sorceror level, the player decides whether the character's casting stat is Intelligence (a character who learns magic by intense study), Wisdom (a character who casts spells by an intuitive understanding of magic), or Charisma (a character who casts spells by sheer force of will). They may learn and cast spells from the Cleric, Druid, and Sorceror/Wizard spell lists, there is no distinction between divine and arcane casting (including for feats). A Sorceror may swap out spells when he levels up, replacing unwanted spells with new ones. At each new level, the number of spell levels that the Sorceror may exchange is equal to half his ranks in Spellcraft (e.g. a level 5 Sorceror with 8 ranks in Spellcraft could swap 4 levels of spells, such as a single level 2 and two level 1's).

Casting spells as a Sorceror requires forceful activity, with verbal components being nearly shouted and somatic components being very vigorous. Casting is spontaneous (as a core rules Sorceror), except that metamagic does not automatically increase the casting time of a spell. Sorceror spellcasting is different from War Mage spellcasting, so abilities which apply specifically to spells of one class do not apply to those of the other class in the event of a multiclassed character.

Sorcerors may specialize in a school as a Wizard could. A Necromancer may only specialize in Necromancy and a Cleric may only specialize in Conjuration, though neither is required to specialize.

SORCEROR THEMES
Cleric - Uses his skills to further the cause of some specific deity.
Level 1: The Sorceror may Turn (if Good or Neutral) or Rebuke (if Neutral or Evil) Undead (must choose if
Neutral), 3 + Cha mod times per day (using Sorceror levels).
Level 5: The Sorceror is immune to fear effects. This ability may be suppressed at will, and while it's
active the character gives off a moderate alignment aura matching his deity's alignment. This is
a supernatural effect.
Level 10: As a standard action, the Sorceror may summon any specific body of a being bearing the
Sorceror's Arcane Mark. This only works on beings at or below -8 health (i.e. dead or very close
to it). This may be used a number of times per day equal to the character's casting stat bonus.
If the target is not eligible, a daily use is not expended (making this useful for checking on
someone's condition in many cases). This is a spell-like ability.
Level 15: Material and XP components of the Sorceror's spells are 10% cheaper.
Level 20: The Sorceror is immune to death effects and level/ability drain that would last longer than one
day (but not necessarily negative energy attacks). This ability may be suppressed at will, and
while it's active the Sorceror gives off a moderate Conjuration aura. This is a supernatural effect.

Dragon Disciple - Focuses on developing draconic properties of his blood. A character must choose a
dragon color at first level for this theme, and he must speak Draconic to choose this theme. A
War Mage Dragon Disciple multiclassing in Sorceror Dragon Disciple must choose the same color
dragon for each class. A character with a dragon bloodline must choose his bloodline color for
his class theme color. There are no alignment restrictions in color selection. Characters lacking themes who choose Dragon Disciple feats must select a specific dragon color as would a
full Dragon Disciple.
Level 1: The Sorceror has a fairly large (i.e. difficult to conceal but not usually obtrusive or clumsy) set of
wings of the same type as his color line. Gaining these wings is a first step in focusing on one's
Draconic blood, and they serve as a focus for the Sorceror's efforts. They start weak, gradually
gaining strength as the character brings out his abilities. The character may fly, but with poor
maneuverability and only with a speed of 2 feet per Sorceror level. War Mage levels also count if
the character takes the War Mage Dragon Disciple theme, as do bloodline levels if the character has a dragon bloodline. The character looses five feet of speed if carrying a heavy load (armor or
medium loads aren't a significant issue) and he must maintain a speed of ten feet per round to
stay flying, but he never takes falling damage if he is able to move his wings freely.
Level 5: Once per day, the Sorceror may use a weak version of his dragon type's breath weapon. The
breath weapon does 1d4 damage of the dragon's element per two Sorceror levels (War Mage
levels also count if the character has this feat as a War Mage as well, but dragon bloodline levels
do not count as those levels might provide their own, second breath weapon) and fills a 20 foot
cone. Dragon elemental associations are: fire (Red, Gold, Brass), ice (Silver, White), lightning
(Blue, Bronze), and acid (Black, Green, Copper). The DC of the reflex save against the breath
weapon is equal to 10 + 1/2 relevant levels + Constitution bonus.
Level 10: The Sorceror gains 5 points of resistance to his dragon's element, stacking with other sources.
Level 15: The Sorceror grows small (hard to see: DC 25 Spot check to observe) scales, as well as claws.
He is considered proficient with his claws. To use a clawed hand, the Sorceror's fingers on that
hand must all be exposed, and the Sorceror must not be holding anything with that hand. Each of
the character's hands counts as a dagger of appropriate size when used as a claw (except that it
may not be targeted as a manufactured weapon). Alternatively, if the character chooses to fight
"unarmed," his attacks do +2 damage. The Sorceror's scales add 2 to his natural armor class.
If a character gains this ability multiple times, 1) the claws are unaffected 2) the scales become
visible at a glance (if exposed, of course) and 3) the natural armor increase stacks.
Level 20: The Sorceror gains Blindsight to ten feet as a supernatural ability. If the Sorceror has Blindsight
from other sources, he may see ten feet farther than before with this ability.

Druid (Knowledge: Nature) - Loves nature and uses magic to maintain harmony with the natural world.
Level 1: The Sorceror may use Wild Shape to become a Small or Medium animal once per day plus one
use per day per four levels of Sorceror.
Level 5: Woodland Stride (moves unimpeded over non-magical difficult terrain)
Level 10: Immune to all poisons
Level 15: 3 + Cha modifier times per day, the Sorceror may use his Sorceror levels to Awe/Rebuke Plants
(plant creatures) as an evil cleric could Awe/Rebuke Undead.
Level 20: The Sorceror may use Wild Shape to become a Tiny, Large, or Huge animal, or a plant creature
(this functions as it would for an SRD Druid). Druid Only.

Elementalist (Knowledge: Arcana) - Is attuned to a specific element. The Sorceror must choose the element at first level. The choices are Fire, Water, Earth, Air, and Void. A character worshipping
a deity of a specific element may not become an Elementalist with a different element than the
deity. A character with an elemental bloodline must choose the element of his bloodline, but
dragon, giant, or other partially elemental bloodlines do not impose restrictions.
Level 1: Elemental affinity skill:
Fire: The Sorceror may eat anything combustible as though it were nutritious food, and when not
starving the character cannot become too hot or too cold (though he may still take
elemental damage as normal). Note that "nutritious" does not mean "safe." If eating
normally inedible plants, for example, one should not eat poisonous plants.
Water: The Sorceror gains a swim speed equal to twice his Sorceror level.
Earth: The Sorceror gains a burrow speed equal to his Sorceror level. This is a supernatural
ability, so it does not function in an antimagic field. The Sorceror may burrow through
rock, and regardless of whether he is in rock or dirt the Sorceror leaves a useable tunnel
with a diameter of half his height (he burrows head-first or feet-first, his choice).
Air: The Sorceror becomes abnormally buoyant in Air. Though he may not fly as a result of this,
he treats vertical jumps (in air) as horizontal and gains climb speed equal to his Sorceror
level (in air). He also counts all falls as half height (in air).
Void: The Sorceror never becomes too hot or too cold (though he may still take elemental
damage as normal). He does not age (but may be killed as normal).
Level 5: Energy Substitution feat in the Sorceror's element if he does not already have it, bonus feat of
player's choice if he does. If Earth Elementalist, the new damage type is subdual (nonlethal). If
the rules being used would normally make nonlethal damage substitution modify a spell's casting
level, this does not apply in this case. The Sorceror also gains the ability to use Lay on Hands
with half his Sorceror levels, except that the ability flows energy of the Sorceror's element. This is
separate from any other feat dealing with Lay on Hands. For purposes of Earth Elementalist
energy types, nonlethal damage from spells is considered physical damage which may
bypass damage reduction as a magical attack (e.g. a fireball goes from doing lethal fire damage
to nonlethal physical damage, rather than nonlethal fire damage). Elementalist only.
Level 10: The Sorceror gains 5 points of resistance to his chosen element, stacking with other sources.
The elements are fire (Fire), acid (Water), lightning (Air), and cold (Void). If an Earth Elementalist,
the Sorceror instead gains damage reduction 2/-. Bonuses from this feat are stackable.
Level 15: 1 [sic] + Cha modifier times per day, the Sorceror may use his Sorceror levels to Awe/Rebuke
Elemental creatures of his element as an evil cleric could Awe/Rebuke Undead. If this character
is not an Elementalist, he must specify the element he targets when taking the feat.
Level 20: Damage mitigated by the level 10 Elementalist feat heals the Sorceror.

Necromancer - Seeks control over death and undeath. This is usually unpopular with good deities and
beings, though non-good alignment is not enforced.
Level 1: The Sorceror may control twice as many undead as would normally be allowed in any situation.
Level 5: The Sorceror may summon dead bodies as part of a spell requiring dead bodies. This makes the
casting time of the spell a minimum of one full round. The Sorceror may specify the condition of
the bodies but may not summon a specific corpse (the bodies generally come from forgotten
graves, old large graveyards, untended battlefields, etc.--in general, inconspicuous places).
The only bodies that may be summoned are those of extremely common creatures which leave
distinct, useable remains.
Level 10: As a standard action, the Sorceror may summon any specific body of a being bearing the
Sorceror's Arcane Mark. This only works on beings at or below -8 health (i.e. dead or very close
to it). This may be used a number of times per day equal to the character's casting stat bonus.
If the target is not eligible, a daily use is not expended (making this useful for checking on
someone's condition in many cases). This is a spell-like ability.
Level 15: Material and XP components of the Sorceror's spells are 10% cheaper.
Level 20: The Sorceror is immune to death effects and level/ability drain that would last longer than one
day (but not necessarily negative energy attacks). This ability may be suppressed at will, and
while it's active the Sorceror gives off a moderate Necromancy aura. This is a supernatural effect.

Scholar (Spellcraft) - Studies the nature of magic. (This is relative. An Int caster who isn't Scholar-
themed probably studies a bit more than a Cha or Wis Scholar, and an Int Scholar is usually the
sort that you'd expect to find locked away in his tower most of the time.)
Level 1: The Sorceror has 2 spell levels worth of spell-like abilities, counting level 0 spells as 1/2 level.
Each spell used as a spell-like ability may only be used a single time per day, though it is
acceptable to buy a single spell multiple times. The spells used must be declared at first level and
must be spells that the Sorceror is able to cast at the time of declaration. The Sorceror may
change one half level worth of spells each time he gains another level of Sorceror, and he may "save up" these levels for later use.
Level 5: Bonus feat of player's choice.
Level 10: The Sorceror gains 2 spell levels worth of spell-like abilities, as above. All aspects stack; if the
Sorceror is a Scholar, he now also gains an additional half level of spells to change per level.
This does not apply retroactively.
Level 15: Bonus feat of player's choice.
Level 20: The Sorceror gains 2 spell levels worth of spell-like abilities, as above. All aspects stack; if the
Sorceror is a Scholar or took the level 10 feat, he now also gains an additional half level of spells to change per level. This does not apply retroactively.

Soldier - Emphasis on combat, often a mercenary or adventurer. This is common for NPC's.
Level 1: Sorceror levels have a d6 hit die for this character. Gain proficiency in shields (but not tower
shields) and light armor.
Level 5: The Sorceror ignores arcane spell failure from light armor.
Level 10: The Sorceror ignores arcane spell failure from bucklers and light shields.
Level 15: The Sorceror ignores arcane spell failure from heavy shields. May only be taken if the character
already has the level 10 feat.
Level 20: The Sorceror does not fail concentration checks on a natural 1.



WAR MAGE
Hit Die: d6
Base Attack Bonus: 3/4
Base Saves: Two good, one poor (player's choice at first level)
Theme Feats: First level and level multiples of three
Proficiencies: All simple and martial weapons, all armor and shields
Spells: Known & castings daily as a Bard
Skill Points: 4/2 + Int modifier (x4 at first level)
Class Skills: Balance, Concentration, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal,
Intimidate, Jump, Knowledge: (Any), Listen, Perform, Profession, Ride, Sense Motive, Speak
Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Packages: Bard, Dancer, Dragon Disciple, Geomancer, Paladin, Soldier, Technomancer

War Mages are specially trained to cast spells in unusual fashions, typically but not always while wearing heavy armor and holding shields. Unless specified otherwise by a theme (Dancers and Geomancers), a War Mage may choose his casting stat like a Sorceror can. War Mages cast spontaneously, but their spells are not as forceful as those of a Sorceror. They may cast with gentler motions for somatic components (described below) and they may speak in a low (but not quite wispering) voice for verbal components (making them much harder to hear if they are not close to the listener). However, applying metamagic to spells does increase them to full-round actions, excluding swift action, immediate action, free action, or Quickened spells. War Mages select spells from the Bard, Paladin, and Ranger spell lists. They may not specialize in a school. War Mages devoted to evil deities may cast Blackguard spells, but if personally evil they lose the ability to cast Good-aligned spells. (Good War Mages may cast Evil spells without restriction, though they may usually find it undesirable to do so.)

A War Mage may swap out spells when he levels up, replacing unwanted spells with new ones. At each new level, the number of spell levels that the War Mage may exchange is equal to half his ranks in Spellcraft (e.g. a level 5 War Mage with 8 ranks in Spellcraft could swap 4 levels of spells, such as a single level 2 and two level 1's).

War Mages wearing armor or shields reduce their spell failure chance for War Mage spells by five percentage points per class level. For example, a level two War Mage reduces the 10% failure chance from leather armor to 0% or the 25% failure chance from leather armor with a heavy shield to 15%.

WAR MAGE THEMES
Bard (Perform: Singing or Instrument Type) - Boost allies with magic music. All spells cast by this
character are considered to have Verbal components and may not be cast silently.
Level 1: The War Mage has the Bardic Music and may use the various aspects of this ability as if a Bard.
Level 3: Bonus feat of player's choice, limited to feats requiring Bardic Music; The War Mage also gets
the Skill Focus feat in his theme prerequisite performance style, and may select any other feat if
he has that Skill Focus already.
Level 6: A Bard may use his Inspire Courage song to Inspire Fear instead. This affects anyone hearing
the Bard, though the Bard may make exceptions at will (i.e. party memebers are usually made
exempt). Affected creatures receive penalties equal to the bonuses that Inspire Courage would
normally cause. This is a mind-affecting ability and functions as normal for a Bard song. As this
requires Inspire Courage, it is limited to Bards.
Level 9: Sonic Resistance 5 (stacks with other sources)
Level 12: Bardic Knowledge, Sonic Resistance 5 (stacks with other sources)
Level 15: Bonus feat of player's choice, limited to metamagic and feats requiring Bardic Music
Level 18: Bonus feat of player's choice, limited to metamagic and feats requiring Bardic Music

Dancer (Perform: Dancing) - Casts spells using a unique method: A magically-attuned creature disrupts
the material on its plane as it moves. With careful study of this phenomenon, a creature may
learn to "stir up" magical properties of the plane it is on so as to make local reality partially subject
to the creature's will--enough to cast spells. Learning this special art is almost always done by
apprenticeship and practice, but it is sufficiently complicated that these feats may not be taken
by characters with less than 12 initial Intelligence. As they require free movement, these feats may not be used while wearing armor, carrying a shield, or carrying a heavy load.
Level 1: The War Mage is a Dancer. His casting stat is Dexterity, and he makes Tumble checks in place
of Concentration checks (for spell-related situations). Bonuses to Concentration checks, such as
the Combat Casting feat, do not apply to these Tumble checks. His spells always have a somatic
component (which may not be removed by feats, etc.) and never have a verbal component. He
may not Quicken his spells. His poor save may not be Reflex. If for some reason he is stuck in
armor and unable to remove it, he may attempt to cast a spell, but his spells have a failure chance
(which may not be reduced or ignored) equal to ten times his armor check penalty (minimum
10%, maximum 90%). All of this applies only to War Mage spells. Finally, a Dancer has a faint
magical aura (no specific spell school).
Level 3: Evasion (Improved Evasion if the character already had Evasion), Skirmish (+2d6/+2 AC) (stacks)
Level 6: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 9: Evasion (Improved Evasion if the character already had Evasion), Defensive Roll feat
Level 12: Uncanny Dodge (Improved Uncanny Dodge if the character already had Uncanny Dodge)
Level 15: While not wearing medium or heavy armor and while not carrying a heavy load, the Dancer can
move across any non-magical impeding terrain without damage, effects, or penalties, as long as
the terrain can support at least half the Dancer's weight (sans gear) and the Dancer keeps
moving. The terrain need not support the character well, it must merely be able to hold the
required weight. For example, the Dancer may run across spikes or a collapsible floor that
requires a lot of force, but he may not run across most fluids (acid, lava). He may, however, use
this ability while climbing or crawling. This is a supernatural ability (it can be suppressed by an antimagic field). Dancer only.
Level 18: The War Mage gains permanent Freedom of Movement and +10 to base speed. Dancer only.

Dragon Disciple - Focuses on developing draconic properties of his blood. A character must choose a
dragon color at first level for this theme, and he must speak Draconic to choose this theme. A
War Mage Dragon Disciple multiclassing in Sorceror Dragon Disciple must choose the same color
dragon for each class. A character with a dragon bloodline must choose his bloodline color for
his class theme color. There are no alignment restrictions in color selection. Characters lacking themes who choose Dragon Disciple feats must select a specific dragon color as would a
full Dragon Disciple.
Level 1: The War Mage has a fairly large (i.e. difficult to conceal but not usually obtrusive or clumsy) set of
wings of the same type as his color line. Gaining these wings is a first step in focusing on one's
Draconic blood, and they serve as a focus for the War Mage's efforts. They start weak, gradually
gaining strength as the character brings out his abilities. The character may fly, but with poor
maneuverability and only with a speed of 2 feet per War Mage level. Sorceror levels also count if
the character takes the Sorceror Dragon Disciple theme, as do bloodline levels if the character has a dragon bloodline. The character looses five feet of speed if carrying a heavy load (armor or
medium loads aren't a significant issue) and he must maintain a speed of ten feet per round to
stay flying, but he never takes falling damage if he is able to move his wings freely.
Level 3: Once per day, the War Mage may use a weak version of his dragon type's breath weapon. The
breath weapon does 1d4 damage of the dragon's element per two War Mage levels (Sorceror
levels also count if the character has this feat as a Sorceror as well, but dragon bloodline levels
do not count as those levels might provide their own, second breath weapon) and fills a 20 foot
cone. Dragon elemental associations are: fire (Red, Gold, Brass), ice (Silver, White), lightning
(Blue, Bronze), and acid (Black, Green, Copper). The DC of the reflex save against the breath
weapon is equal to 10 + 1/2 relevant levels + Constitution bonus.
Level 6: The War Mage grows small (hard to see: DC 25 Spot check to observe) scales, as well as claws.
He is considered proficient with his claws. To use a clawed hand, the War Mage's fingers on that
hand must all be exposed, and the War Mage must not be holding anything with that hand. Each
of the character's hands counts as a dagger of appropriate size when used as a claw (except that
it may not be targeted as a manufactured weapon). Alternatively, if the character chooses to fight
"unarmed," his attacks do +2 damage. The War Mage's scales add 2 to his natural armor class.
If a character gains this ability multiple times, 1) the claws are unaffected 2) the scales become
visible at a glance (if exposed, of course) and 3) the natural armor increase stacks.
Level 9: The War Mage gains 5 points of resistance to his dragon's element, stacking with other sources.
Level 12: The War Mage gains draconic teeth. He may chew up almost anything (this is more of a slicing
effect than a grinding effect, should it become relevant). Further, he may deliver bite attacks while
grappling (and only while grappling--his jaw doesn't change much, and isn't really suited to biting
attacks). In any situation where the War Mage could attempt to damage his opponent during a
grapple or pin, he may instead make a Full Attack action with his bite, ripping his opponent to
shreds with one or more vicious bites from his powerful teeth. The character's bite attacks do
piercing damage equal to the unarmed damage that an SRD Monk would do (using War Mage
levels in place of Monk levels) and count as Adamantite for damage reduction purposes. Finally,
the War Mage gains scales as he would had he received the level 6 Dragon Disciple feat (again).
Level 15: The War Mage gains Blindsight to ten feet as a supernatural ability. If the War Mage has
Blindsight from other sources, he may see ten feet farther than before with this ability.
Level 18: The War Mage gains +2 Con, +2 Cha, +2 Str, and +5 to saves against mind-affecting effects.
He also gains a tail resembling that of his dragon variety. It's not prehensile, but he can control
it reasonably well and gains +4 to Balance checks from it.

Geomancer (Knowledge: The Planes) - Casts spells using a unique method: The character has a deep,
intuitive understanding of the planes and their relation to magic. He has become a powerful
conduit for magic, able to cast spells almost as easily as a normal creature can breathe. Like a
Dancer, his abilities almost always come from a long apprenticeship rather than personal initiative,
but they require sufficient understanding and force of will that these feats may not be taken by
characters with initial stats less than 10 in Intelligence, Wisdom, or Charisma.
Level 1: The War Mage is a Geomancer, trained by a mystic traditional art to conduct magical power
as mortals may virtually never do. His casting stat is Constitution. Casting a spell deals nonlethal
damage to the War Mage equal to the level of spell slot used in the casting (0-level spell slots do
no damage). Unarmed attacks (but not natural weapons) by this character count as magical for
purposes of overcoming damage reduction. Finally, a Geomancer has a faint magical aura (not
associated with any particular spell school).
Level 3: The War Mage's spells ignore antimagic fields. This does not apply to items, spell-like abilities,
spells or abilities from other classes, etc.--only to War Mage spells cast directly by this character.
This does not prevent counterspelling, dispelling, or other anti-spell effects. Geomancer only.
Level 6: The War Mage gains a metamagic feat of his choice and Spell Resistance equal to his War Mage
levels plus ten. Geomancer only.
Level 9: The War Mage heals naturally at twice the usual rate and gains a bonus metamagic feat.
Level 12: Evasion (Improved Evasion if the character already had Evasion)
Level 15: The War Mage gains the Empty Body feat (from the SRD Monk) using his War Mage levels.
Level 18: The War Mage becomes a magical creature and is from this point on treated as an Outsider
for purposes of spells and effects rather than whatever he was before (this does not change his racial abilities, stat adjustments, etc.). He gains damage reduction 10/magic. He may still be
raised from the dead as though his previous race. He also no longer fails Concentration checks
on a natural 1.

Paladin (Knowledge: Religion) - Fights to further the goals of his deity.
Level 1: Using his War Mage levels, the character may Smite Evil a number of times per day equal to his
Charisma modifier. (If devoted to an Evil deity, the character Smites Good instead.) If the
character has Warrior Paladin levels, they stack with his War Mage levels.
Level 3: Detect Evil at will (Detect Good if devoted to an Evil deity)
Level 6: The War Mage may Lay on Hands with his War Mage levels. The energy from this ability is
always of the type which will heal the user. If for some reason this character is healed only by
negative energy, for example, the touch flows negative energy (which damages most creatures).
If multiple energy types heal this character (say the character is healed by fire for some reason),
he may choose what type of energy to flow. If the character has Warrior Paladin levels,
they stack with his War Mage levels.
Level 9: Immune to all diseases, plus gain a Fighter bonus feat (may take fighter-only feats for this)
Level 12: Remove Disease once per day
Level 15: The War Mage is immune to Fear, and allies within 20 feet gain +4 to saves against Fear effects
while the War Mage remains conscious.
Level 18: Fighter bonus feat (may take fighter-only feats for this)

Soldier - Emphasis on combat, often a mercenary or adventurer. This is common for NPC's.
Level 1: War Mage levels have a d10 hit die for this character. The War Mage also gains a
Fighter bonus feat and the ability to take feats limited to SRD Fighters.
Level 3: The War Mage ignores armor-related spell failure at 10% per level rather than 5%.
Level 6: Fighter bonus feat (may take fighter-only feats for this)
Level 9: Fighter bonus feat (may take fighter-only feats for this)
Level 12: Fighter bonus feat (may take fighter-only feats for this)
Level 15: Fighter bonus feat (may take fighter-only feats for this)
Level 18: The War Mage does not fail concentration checks on a natural 1.

Technomancer (Use Magic Device) - Blurs the line between magic and science. Focused on items.
Level 1: The War Mage may take 10 on Use Magic Device checks and magic items used by this character have a chance of counting as mundane. Such items must be prepared ahead of time by the War
Mage. To prepare an item requires special tools (which a Technomancer starts with and which
cost about the same as Thieve's Tools to replace). Preparing an item takes one hour, at the end
of which the War Mage makes a Use Magic Device check with his War Mage levels as an
additional bonus. Once prepared, an item's chance of counting as mundane at any given time is
a percentage equal to the result of the check (rounded to the next 5% to simplify rolls). When
targeted by something that requires a magical target (e.g. Mage's Disjunction), roll to determine
whether the prepared item is affected. The War Mage may not attempt to re-prepare the same
item until the next time he levels up. The War Mage may not prepare scrolls, but he may prepare
wands, rods, etc. such that their effects have a chance of being mundane.
Level 3: Bonus item creation or crafting-related feat of player's choice
Level 6: Trap Sense +2
Level 9: Items created by this character may be made for 10% cheaper.
Level 12: Bonus item creation or crafting-related feat of player's choice
Level 15: Bonus item creation or crafting-related feat of player's choice
Level 18: Magic items repaired by this character regain their magical properties even when they normally
wouldn't (such as with Mending).
Lunas_Argent

01-02-07, 11:39 AM
Cool, very, very cool. To be honest, I didnt read the whole thing, but ,cool.
SokenzanMarauder

01-02-07, 11:12 PM
Jesus Christ that's freakin' AWESOME!

Only thing I noticed was the spelling of Dreadnought. It's Dreadnaught. :p

Aside from that, this is a much improved version of 'Generic' Classes from UA and I'll probably end up using it in one of my many games.

-Gene
unundindur

01-03-07, 10:20 AM
Interesting. A combination between ADnD kits and UA generic classes.

I still prefer a totally free system, and thus i work on one (in the signature), but your work looks very good :)

I once dabbled with almost exact same setup and found it to be quite cool.

As to the kits I don't have time to read through each one carefully, but I see a few that I find noteworthy. At level 3 an assassin can deal 5d6 sneak attack damage, which I find quite high (2d6 for sneak attack I and 3d6 for assassin ability).

The death attack DC is also far to low as written, but I expect this to be a typo :) You likely meant 10+int+half class level, which makes it on par with the PrC.

and a few questions. Why can't you multiclass within your "archetype"? For example an assassin/acrobat? I think that would be fair.

I hope this was of some help, cause I love when people improve the basic formula ;)
unundindur

01-03-07, 10:22 AM
There seems to be a mixup between soldier and warmage :) Under soldier there is a list of abilities that refer to a warmage instead.
DreadArchon

01-03-07, 05:28 PM
Soldier is a theme set of War Mage. I tried to make class references within a theme refer to the class rather than the theme (so you wouldn't get "lost" in the text), so War Mage Soldier feats should reference War Mage within their texts when applicable (and Sorceror Soldier feats should refer to Sorcerors, if the copy-paste-edits all went well :P )

But you guys have caught two things for me--the Death Attack DC needs the +10 (oops) and multiclassing within a class/archetype should probably be allowed (I wrote that before I put the level limits on multiclassers but never took it out).

Edit: And the dictionaries I have access to seem to favor "Dreadnought" over "Dreadnaught," though "Dreadnaught" still appears as a variant. Also, Assassins doing more Sneak Attack than usual is somewhat the point, as Death Attack isn't useful as often as one might like it to be.
DreadArchon

01-05-07, 05:39 PM
:bump:
Ra-Tiel

01-05-07, 06:53 PM
Nice work, although I'm a bit partial against classes recently.

When I started working on my own campaign setting (the Worldgate <shameless plug>here and here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?23006)</shameless plug> :D ) I went through literally dozens of ideas for classes, class mechanics, spellcasting systems, and so on.

But none did it for me. Therefore I stuck all that in the trash and worked out the basics of a classless skillbased system. The preview file in the CBG forum thread shows a bit of what I mean.

I decided to do so because balancing skills and feats (and spellcasting as well as all other "supernatural" abilities are based on feats) any character can access is much easier than balancing several classes and their exclusive abilities against each other.

Nonetheless, you've put some serious work into your idea and I highly respect that and wish you well for it. :D However, just as a basic question: why are the theme abilities gained at different levels? Some themes gain them at levels 1, 3, 6, ... while others receive them at levels 1, 5, 10, ... . Any particular reasoning for that? :confused:
DreadArchon

01-06-07, 04:51 PM
:D However, just as a basic question: why are the theme abilities gained at different levels? Some themes gain them at levels 1, 3, 6, ... while others receive them at levels 1, 5, 10, ... . Any particular reasoning for that? :confused:

In the core 3.5 system, skill horses and half-casters end up with piles of weird abilities as their defining class features, so they got more here. Pure casters have weird abilities too, but they don't get as much because they have a huge list of spells to do whatever they want with. The Fighter seems to be regarded as a bit weak, and I agree, so I gave it a little to balance against the (now slightly stronger) other classes, but the class is still primarily "I have a whole bunch of feat choices and I hit stuff."
Ra-Tiel

01-06-07, 05:22 PM
In the core 3.5 system, skill horses and half-casters end up with piles of weird abilities as their defining class features, so they got more here. Pure casters have weird abilities too, but they don't get as much because they have a huge list of spells to do whatever they want with. The Fighter seems to be regarded as a bit weak, and I agree, so I gave it a little to balance against the (now slightly stronger) other classes, but the class is still primarily "I have a whole bunch of feat choices and I hit stuff."
Ahh, I see.

It's exactly that what I meant with my previous statement about the difficulites of balancing classes against each other.

However, would it be possible to make all classes gain abilities at levels 1, 3, 6, ... but the "fighters" get slightly better abilities/dynamic abilities that scale better with level, while the "casters" get slightly worse abilities/static abilities that do not scale with level? You could spread out several abilities for example, like the sorcerer[necromancer]'s ability to control more undead (eg 1x, 1.5x, 2x) or the discount on XP and material components (eg 2%, 5%, 10%)

It just bugs me personally when I see two different mechanics for one and the same thing (rate of class abilities in this case), especially in a new system that is designed from the ground up. :)
Shaftiel

01-08-07, 08:24 PM
You've obviously put a lot of thought into this and it looks good... have you seen Bitnine's version here? (http://boards1.wizards.com/showthread.php?t=116750) If nothing else, it might give you some more ideas.

-Shaftiel
DreadArchon

01-09-07, 07:40 PM
Thanks for the link. I actually tried to design a system more like his at one point, but I had balance issues and scrapped it.

I had a "Primary Class, Secondary Class, Tertiary Class" approach, where your Primary Class was set but you could multiclass with the other two. The things that improve constantly with level (BAB, skill points, saves, major spell progression, etc.) were in the Primary Class, class abilities and feats were usually in the Secondary Class, and fluffier (but still crunchy) character improvements were Tertiary (a Cleric Domain for anyone religious rather than just Clerics, Dragon Disciple wings on a rogue, Monk unarmed damage for your Paladin, etc.).