Okay. I spent some time specifying skills each class can learn. Of course, standard rules apply... you have to spend 1 point for 1 rank in class skills, 1 point for 0.5 ranks in cross-class (non-prohibited) skills, and you can't spend points in prohibited skills.
By the time these kids reach level 1 (and all that entails), they will have more skills that the equivelent level 1 class, and might even have picked up a skill or two normally prohibited to that class. I think that's only fair, considering these kids are going to EARN that.
Bright (Wizard Equivelent)
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Class Skills: Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Any) (Int), Use Magic Device (Cha)
Prohibited Skills: Alchemy, Animal Empathy, Climb, Concentration, Heal, Open Lock, Read Lips, Profession, Tumble
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Wizard Level 1 at 1000xp.
Caring (Cleric Equivelent)
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Class Skills: Diplomacy (Cha), Heal (Wis), Animal Empathy (Cha), Hide (Dex), Knowledge (Any) (Int)
Prohibited Skills: Concentration, Decipher Script, Forgery, Intimidate, Open Lock, Read Lips, Pick Pocket, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Cleric Level 1 at 1000xp.
Prankster (Rogue Equivelent)
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Class Skills: Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Move Silently (Dex)
Prohibited Skills: Alchemy, Animal Empathy, Concentration, Heal, Open Lock, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 4 + int modifier, 1d4 + int modifier every 100xp thereafter
Becomes Rogue Level 1 at 1000xp.
Exclusive Feat: Set Trap
Roughhouser (Fighter Equivelent)
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Class Skills: Climb (Str), Jump (Str), Swim (Str), Intimidate (Cha), Tumble (Dex)
Prohibited Skills: Alchemy, Animal Empathy, Concentration, Decipher Script, Heal, Open Lock, Read Lips, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 3 + int modifier, 1d3 + int modifier every 100xp thereafter
Becomes Fighter Level 1 at 1000xp.
Simple Weapon Proficiency
Explorer (Ranger Equivelent)
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Class Skills: Hide (Dex), Intuit Direction (Wis), Knowledge (Nature) (Int), Swim (Str), Wilderness Lore (Wis)
Prohibited Skills: Alchemy, Concentration, Decipher Script, Forgery, Heal, Profession, Read Lips, Scry, Spellcraft, Use Magic Device
Skill Points: 3 + int modifier, 1d3 + int modifier every 100xp thereafter
Becomes Ranger Level 1 at 1000xp
Simple Weapon Proficiency
Martial (Ranged Only) Weapon Proficiency
Young Paladin (Paladin Equivelent)
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Okay, I've had enough of this for right this moment... could someone fill this one in for me? Have roughly 5 class skills and roughly 10 prohibited, give or take one or two.
Here are a few feats I think'll be useful...
Aquire Prohibited Skill
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Prerequisite: None
Benefit: This feat allows the character to place skill points into otherwise prohibited abilities.
Special: This feat may be taken multiple times, but only once per skill desired.
Faithful Pet
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Prequisite: Child, Animal Empathy (1 rank) or Handle Animal (2 ranks)
Benefit: The feat allows a child to have a tame, 1HD or smaller non-magical animal companion. This animal loves the child, and will attempt to protect him or her from harm if possible. The animal also understands simple comands which include "Come", "Heel", "Stay", "Sit", "Lay Down", "Go", and "Fetch". The child must make a successful check to get the animal to obey these commands. Combine ranks in Animal Empathy and Handle Animal for this check.
Improvise Trap
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Prerequisite: Prankster Class
Benefit: This feat allows a child to set up simple traps from common materials.
Croud Manuevering
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Prerequisite: None
Benefit: This feat allows the character to move with his or her full movement speed, even through a heavy croud.
Enhanced Run
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Prerequisite: None
Benefit: This feat allows the character to move at twice their normal movement rate.
Now, I have three requests...
1) Would someone fill in the skills for Young Paladin/Playground Monitor for me (as requested above)? Yeah yeah, I'm lazy... but it's getting late at night and I'm tired.
2) How do you suggest I handle GIVING feats? These won't be the only ones, of course... just what came to me off the top of my head. I'm also looking for more feats that could work.
3) Can anyone think up some nice stats for a Monster Under the Bed (And Alternatively Behind the Dresser when Mother Dusts)?