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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Point Based Class Design, CUSTOM CLASSES!
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<blockquote data-quote="Sravoff" data-source="post: 2503724" data-attributes="member: 33724"><p>Under this system you design your own class. Be it whatever you want. Because many abilities have a low cost, it is highly recomended the player firest come up with a conept and then work with the DM to complete that design. Otherwise you could get some rather powerful classes.</p><p></p><p>Each class should have around 7-9 points when you are completed. Make sure your DM aproves. </p><p></p><p>By using this system you give complete Veto Power to your DM.</p><p></p><p>Bab</p><p> Fighter +1</p><p> Cleric +0</p><p> Wizard -1</p><p></p><p>Saves</p><p> +.25 for every good save beyond the first</p><p></p><p>Skills</p><p> 2 -.5</p><p> 4 +0</p><p> 6 +.5</p><p> 8 +1.5</p><p></p><p>Hit Dice</p><p> d12 +2</p><p> d10 +1.5</p><p> d8 +.75</p><p> d6 +0</p><p> d4 -1</p><p></p><p>Armor</p><p> None -1</p><p> Shields +.25</p><p> Tower +.5</p><p> Light +0</p><p> Medium +.5</p><p> Heavy +1</p><p></p><p>Weapons</p><p> Chosen -1.5</p><p> Simple -.5</p><p> Simple+ +0</p><p> Martial +1</p><p></p><p>Spell Casting</p><p> Cast One Wizard School +3</p><p> Cast Any Wizard School +13</p><p> Cast One Cleric School +2</p><p> Cast Any Cleric School +6</p><p> Half Caster Divine (Ranger Paladin) -1/2 Points</p><p> Halfcaster Arcane (Bard) -1/4 Points</p><p></p><p>Agile Abilities</p><p> Trap Sense +.5 </p><p> Uncanny Dodge +.5</p><p> Evasion +.5</p><p> Speed Increase +.5</p><p> Sneak Attack +.2</p><p> Improvement +.25</p><p> </p><p>Combat Abilities</p><p> Rage +.1</p><p> DR +.1</p><p> Bonus Feats(Monk) +.1</p><p> Special Ability(Rogue) +1.25 </p><p> Bonus Feats(Fighter) +3.5</p><p> Improvement +.25</p><p></p><p>Unarmed/Unarmored</p><p> Slow Fall +1.5</p><p> Unarmed Attacks +.75</p><p> AC Bonus(Fixed) +.5</p><p> AC Bonus(Sts Mod) +1</p><p> Ki Strikes +.1</p><p> Quivering Palm(Must Have Ki Strikes) +.5</p><p> Monkish Hardening(Diamond Soul,Still Mind, ect.) +.1</p><p> Improvement +.25</p><p></p><p>Nature</p><p> Animal Campanion(As Ranger, Improve to Druid) +.75</p><p> Wild Shape +.1</p><p> Druidic Affinity(Wod Stride, Venom Imune, ect.) +.75</p><p> Improvement +.25 </p><p></p><p>Holy</p><p> Turn Undead(As Paladin, Improve to Cleric) +.75</p><p> Domains +.75</p><p> Smite +.75</p><p> Paladinal Grace(Divine Grace, Aura Courage, Lay hands, ect.) +.75</p><p> Remove Disease +.75 </p><p> Improvement +.25 </p><p></p><p>Critisizim/opinions and help is all welcome. It is close to being ready in my opinion but may need some tweaking. The basic idea was from the 2e dungeon master guide. Also if there are any more abilities I either missed or that someone else has please share!</p><p></p><p>Thanks for any replies</p><p></p><p>-Sravoff</p></blockquote><p></p>
[QUOTE="Sravoff, post: 2503724, member: 33724"] Under this system you design your own class. Be it whatever you want. Because many abilities have a low cost, it is highly recomended the player firest come up with a conept and then work with the DM to complete that design. Otherwise you could get some rather powerful classes. Each class should have around 7-9 points when you are completed. Make sure your DM aproves. By using this system you give complete Veto Power to your DM. Bab Fighter +1 Cleric +0 Wizard -1 Saves +.25 for every good save beyond the first Skills 2 -.5 4 +0 6 +.5 8 +1.5 Hit Dice d12 +2 d10 +1.5 d8 +.75 d6 +0 d4 -1 Armor None -1 Shields +.25 Tower +.5 Light +0 Medium +.5 Heavy +1 Weapons Chosen -1.5 Simple -.5 Simple+ +0 Martial +1 Spell Casting Cast One Wizard School +3 Cast Any Wizard School +13 Cast One Cleric School +2 Cast Any Cleric School +6 Half Caster Divine (Ranger Paladin) -1/2 Points Halfcaster Arcane (Bard) -1/4 Points Agile Abilities Trap Sense +.5 Uncanny Dodge +.5 Evasion +.5 Speed Increase +.5 Sneak Attack +.2 Improvement +.25 Combat Abilities Rage +.1 DR +.1 Bonus Feats(Monk) +.1 Special Ability(Rogue) +1.25 Bonus Feats(Fighter) +3.5 Improvement +.25 Unarmed/Unarmored Slow Fall +1.5 Unarmed Attacks +.75 AC Bonus(Fixed) +.5 AC Bonus(Sts Mod) +1 Ki Strikes +.1 Quivering Palm(Must Have Ki Strikes) +.5 Monkish Hardening(Diamond Soul,Still Mind, ect.) +.1 Improvement +.25 Nature Animal Campanion(As Ranger, Improve to Druid) +.75 Wild Shape +.1 Druidic Affinity(Wod Stride, Venom Imune, ect.) +.75 Improvement +.25 Holy Turn Undead(As Paladin, Improve to Cleric) +.75 Domains +.75 Smite +.75 Paladinal Grace(Divine Grace, Aura Courage, Lay hands, ect.) +.75 Remove Disease +.75 Improvement +.25 Critisizim/opinions and help is all welcome. It is close to being ready in my opinion but may need some tweaking. The basic idea was from the 2e dungeon master guide. Also if there are any more abilities I either missed or that someone else has please share! Thanks for any replies -Sravoff [/QUOTE]
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