Class Construction Rules for Pathfinder

Class Construction Rules for Pathfinder

In the system to create a new alternate class, you Fantasy Class Blending Rules select common class features and specific class abilities which match your character's concept. To stay within 1000 CCP, you'll have to make some hard choices. Overview Have you ever wanted to play a rogue with a bit of No character or class can have everything. But a sorcerous background? many character concepts are possible through dialing back specific abilities. For example, This system lets you create the character you want perhaps you can't include all the spellcasting ability through creating a custom class. It gives point of a Wizard, but instead of being marginal for all values to the different class abilities and then you spells you can restrict the class to just a couple of can pick and choose the abilities important to your schools and progress as a full Wizard with those character concept. schools of spells. Without this system, the only way to do this in the most popular fantasy role-playing games is to multi-class. But multi-classing generally runs into one of two problems: • If you try to keep your character's levels in each class equal, you quickly become average at many tasks but not great at any. • If you don't keep the character's levels about equal, the abilities with the fewest levels become so poor that they are nearly useless. This book starts with a breakdown of features common to all classes (hit dice, proficiencies, etc.) Then we detail the character points for abilities related to the first two classes. Next we show an example of blending those two classes. After that we continue through all the core classes by breaking down another class and showing an example of blending the latest class with a class shown earlier. Caveats Like any point-buy system, these class construction rules can be abused. If you are a player, accept feedback from your GM. If you are a GM post your class on a forum and get a second opinion. System Overview The system uses “Class Construction Points” (CCP for short.) Each of the core classes are balanced to approximately 1000 CCP. club, dagger, heavy crossbow, light 0 Common Class Features crossbow, and quarterstaff (Wizard) club, dagger, dart, quarterstaff, scimitar, 5 Hit die, base attack bonus progression, skill points, scythe, sickle, shortspear, sling, and spear armor selection and weapon selection choices must (Druid) be made for each class. That is to say each class club, crossbow (light or heavy), dagger, 10 has a hit die, base attack bonus progression, etc. handaxe, javelin, kama, nunchaku, But each class makes different choices for each of quarterstaff, sai, shortspear, short sword, these attributes. shuriken, siangham, sling, and spear (Monk) The following tables succinctly assign point values All Simple Weapons 20 for these attributes’ options: Simple and one “favored” weapon (Cleric) 25 Hit Die Simple and longsword, rapier, sap, short 30 sword, shortbow, and whip (Bard) Hit Die CCP Simple and hand crossbow, rapier, sap, 30 d6 0 shortbow, and short sword (Rogue) d8 60 All Simple and Martial Weapons 60 d10 120 d12 180 Notes If your concept uses a different set of weapons, it is Base Attack Bonus Progression suggested you find the closest match in the weapon Base Attack Bonus Progression CCP chart and use approximately the same point value. Low (as a Wizard) 0 Medium (as a Bard) 60 High (as a Fighter) 160 Skill Points/Level Skill Points/Level CCP 0 0 2 60 4 120 8 180 Armor Armor CCP None 0 Light 20 Light & Medium, but no Metal 35 Light & Medium 40 Light, Medium and Heavy 65 Shields except Tower Shields 15 Shields including Tower Shields 20 Weapons Weapons CCP Bard Based Class Abilities Barbarian Based Class Bard abilities center on Knowledge and amplifying Abilities the abilities of others. They are broken down into the following groups: The barbarian class can be broken down into four • ability groups: Spellcasting: Bards have some spellcasting • Rage: The character can enter a state of ability, however it is already somewhat limited to allow for the other bard abilities. rage and in this state he does more damage • and has some extra powers at higher levels. Knowledge: Several class abilities exercise • Maneuverability: A few feats improve the the legends and stories a bard knows. • barbarian’s ability to move on the Performance: Bards have several musical battlefield. abilities which distract or influence others. • • Trap Sense: The character gets a bonus to Inspire: Other performance abilities detecting traps which increases as the improve comrades' abilities. character progresses in level. • Damage Reduction: At higher levels the Bard Based Class Abilities CCP first few points of each hit do not affect the Spells as Bard 250 • character. Bard spells/day • Bard spells known • Barbarian Based Class Abilities CCP Bard spell study/use rules Rage 280 Knowledge 130 • st • Rage @ 1st level Bardic Knowledge @ 1 level • th • Rage Powers @ 2nd, 4th, 6th, 8th, 10th, Lore Master 1/day @ 5 • th 12th, 14th, 16th, 18th, & 20th Jack of All Trades @ 10 th • Greater Rage @ 11th • Lore Master 2/day @ 11 th • Indomitable Will @ 14th • Lore Master 3/day @ 17 • Tireless Rage @ 17th Performance 175 st • Mighty Rage @ 20th • Bardic Performance @ 1 level • st Maneuverability 35 Countersong @1 st • Fast Movement @1st level • Distraction @ 1 st • Uncanny dodge @2nd • Fascinate @ 1 nd th th • Improved uncanny dodge @ 5th • Versatile Performance @ 2 , 6 , 10 , th th Trap Sense 50 14 ,18 • th • +1 @ 3rd level Suggestion @6 • th • +2 @ 6th Dirge of Doom @8 • th • +3 @ 9th Soothing Performance @12 • th • +4 @ 12th Frightening Tune @15 • th • +5 @ 15th Mass Suggestion @18 • th • +6 @ 18th Deadly Performance @20 Damage Reduction 120 Inspire 130 • st • 1/- @ 7th level Inspire Courage +1 @ 1 level • rd • 2/- @ 10th Inspire Competence +2 @ 3 • th • 3/- @ 13th Inspire Courage +2 @ 5 • th • 4/- @ 16th Inspire Competence +3 @ 7 • th • 5/- @ 19th Inspire Competence +4 @11 • Inspire Courage +3 @11th • Inspire Competence +5 @15th • Inspire Courage +4 @17th • Inspire Competence +6 @19th Example: A Barbarian/Bard Knowledge 130 • Bardic Knowledge @ 1st level As stated in the introduction, an example class • Lore Master 1/day @ 5th blend is presented after each class is broken down. • Jack of All Trades @ 10th Of course, that isn’t possible after the first class and • Lore Master 2/day @ 11th here we only have two classes broken down so this • Lore Master 3/day @ 17th example must be a Barbarian/Bard. Inspire 130 • Inspire Courage +1 @ 1st level Looking at each class’s abilities, let’s imagine a • rd Barbarian who is a leader. As a leader it makes Inspire Competence +2 @ 3 • th sense to give him the bard’s “Inspire” ability group. Inspire Courage +2 @ 5 • th Also, to make him more bard-like, let’s give this Inspire Competence +3 @ 7 • th class the bard’s “Knowledge” ability group. Some Inspire Competence +4 @11 • th may see that as a bad fit for a barbarian, but perhaps Inspire Courage +3 @11 th there are some who valued knowledge. Perhaps his • Inspire Competence +5 @15 parents were a shaman, village elder, etc. • Inspire Courage +4 @17th • Inspire Competence +6 @19th But to gain those two abilities we need to drop 260 Hit Die: 60 class creation points from the barbarian. Rage is • d8 identified with a barbarian more than anything else, Base Attack Bonus: 160 so while some class blends that are primarily • High barbarians may not have rage, dropping it should Skill Points/Level: 120 only occur if you really want to keep everything • 6 else. Armor: 55 • Light, Medium & Shields (except So what if we drop Damage Reduction, Trap Sense tower shields) and Maneuverability class ability groups? That Weapons: 60 matches the needed 260 points. While we lose a few • All Simple and Martial useful abilities, we gain the bard abilities we want. Total 995 You may also want the bard’s extra two skill points Alternatively, you could keep the barbarian’s to make six per level instead of four per level. In maneuverability or trap sense ability groups instead that case you could drop the hit die to d10 to make of the two extra skill points instead of the d12 to up the 60 points needed. d10 switch. (And have some more points leftover.) The following chart shows the class described above including the skill point change. Barbarian with Inspire and Knowledge Class Abilities CCP Rage 280 • Rage @ 1st level • Rage Powers @ 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th • Greater Rage @ 11th • Indomitable Will @ 14th • Tireless Rage @ 17th • Mighty Rage @ 20th Cleric Based Class Abilities Example: A Cleric/Bard Clerics are primarily about their spellcasting A cleric/bard combination can be the ultimate group (prayers) and channelling energy. However, we can supporter through healing and inspiring others. break it out a little more to allow more However, we have to drop the channel energy customization options: abilities unless you truly see the character as going • Spellcasting: one core cleric ability. to the back of the group during all combats. In that • Channel energy: healing and influencing case, you can drop the BAB and HD. undead. -Skill points increased • Orisons: 0-level spells for clerics. • Domains: These are related to the cleric's Class Abilities CCP deity. They grant a special power and an extra spell Spells as Cleric 400 per level. • Cleric spells/day • Cleric spells known Cleric Based Class Abilities CCP • Cleric spell study/use rules Spells as Cleric 400 Orisons 90 • Cleric spells/day Knowledge 130 • Cleric spells known

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