Sort of classless

Crothian

First Post
Around Christmas I devisewd this system to make a sort of classless system. You basically design your own class using the very simplisitc rules here. It was for a toned down modern horror game. I might have to edit it after see how badly it it copy and pastes.

Classes
Classes consist of six basic elements: Base Attack Bonus, Vitality, Skill Points, Skills, Saving Throws, and Special. When designing your class you have 12 points to spend on the first five. Then you pick a special from those available or talk to the GM about what you have in mind. All characters are considered human therefore they all get a bonus feat at first level (this must be a personality feat), four extra skill points at first level, and one extra skill point every level.

Points each costs

BAB: 1-1/2; 2-3/4; 4-1/1
Vitality: 1-1d6;2-1d8;3-1d10;4-1d12
Skills Points: 1-4;2-6;3-8;4-10
Skills: 1-12;2-18;3-24;4-30
Saves: 1- one good, 2 bad; 2- 3 medium; 3- 2 good, 1 bad; 4- All good

Special: Pick one of the following for each character. These cost no points and everyone gets one.
1) Combat Feats: You get an extra combat feat at levels 1,2,5,8,11,14, 17, 20.
2) Unarmed Attack: You get an improved unarmed attack progression, unarmed attack damage, Unarmed Strike, Stunning Attack, and Flurry of Blows. You also get pick a martial art Feat progression. You get a bonus feat from this progression at levels 5,10,15,20.
3) Skill Mastery at levels 4,12,20. Skill Focus Feat at Levels 2,6,10,14,18. Bonus Feat at Levels 8 and 16
4) Sneak Attack +1d6 every odd level, Evasion at level 4, Uncanny Dodge (Dex Bonus to AC) Level 6, Uncanny Dodge (Can’t be Flanked) Level 10, Improved Evasion Level 16
5) Level 1 Track and Nature’s Warrior, Level 4 Woodland Stealth +2, Level 6 Nature’s Warrior, Level 8: Woodland Stealth +4, Level 12 Nature Warrior, Level 16 Woodland Stealth +6. Bonus Feat at levels 2,10, 18
6) Superior Attributes: +2 to any one attribute at level one, and +1 to any attribute at levels 2,6,10,14,18
7) Psion (See Psion Sheet)
8) Wizard (See Wizard Sheet)
9) Nightspawn (See Nightspawn Sheet)
10) Lycanthrope (See Lycanthrope Sheet)

Nature’s Warrior: When fighting in a single environment he chooses (Forest, swamps, mountains and hills, plains, city, sewers and caves) the characters can add his dexterity bonus to all attack rolls as well as his strength rolls. This only applies to melee attacks.
Woodland Stealth: In any environment that a character has Nature’s Warrior in he gets this bonus to all Hide and Move Silently attempts.
Skill Mastery: Choose a number of skills equal to 3 + Int Modifier. You may now take 10 on these skills even under stressful or distracting conditions.
Unarmed attack progression: You gain an extra attack when your base attack is 4,7,10,13,16, and 19 instead of 6,11, and 16
Unarmed Attack Damage: At level 1 – 1d6, level 4 – 1d8, level 8 – 1d10, level 12 – 1d12, level 16 1d20
Flurry of blows: You may take an extra attack in a round at your best attack bonus, but all attacks are made at –2. This takes a full round action.
Stunning Attack: You can do this once a day per level. When you strike someone with an unarmed attack you do normal damage and they have to make a fortitude saving throw DC 10+ ½ your level+ wisdom modifier or they are stunned for one round. Stunned people can take no actions, loss their dexterity bonus to armor class, and anyone trying to strike him gains a +2 bonus.
Sneak attack: This damage is added whenever you attack some one who is flatfooted (no dexterity bonus or that you are flanking. It can be done as a melee attack or as a ranged attack up to 30 feet.
Evasion: Whenever you make a reflex save you take no damage.
Improved Evasion: Whenever you miss a reflex saving throw you only take half damage
Uncanny Dodge: You never loose your dexterity bonus to armor class at level 6. At level 10 anyone that flanks you does not get the flanking bonus to hit.

Skills: General
Each character picks his own set of Class Skills. When choosing class skills each skill counts as one except for knowledge’s. By spending 3 class skills you gain all knowledge skills as class skills. Certain skills are for Wizards and Psions only. Also, weapon proficiency groups (WPG) are purchased with class skill selections. For the cost of 3 class skills, you may select one WPG. As you gain levels WPGs can only be gained by spending feats. Each character can speak his native language plus one per intelligent modifier. The character may spend 2 skill points to be able to speak and read any new language provided they have spent time in game learning the new language. Everyone automatically gets all Craft and Profession skills as class skills.

Animal Empathy (Cha), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Int) [Arcana, Architecture and Engineering, Bureaucracy, Business, Cultures, Demons and Monsters, Geography, History, Life Sciences, Local, Nature, Physical Science, Psionics, Religion, Streetwise], Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pilot (Dex), Profession (Wis), Read Lips (Int), Repair (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex), Use Rope (Dex),

Skills: Wizard
Alchemy (Int), Concentration (Con), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)

Skills: Psionic
Autohypnosis (Wis), Concentration (Con), Psicraft (Int), Remote View (Int), Stabilize Self (Con), Use Psionic Device (Cha)

Weapon Proficiencies
All characters automatically get Simple Weapons. Certain groups are only available to certain character backgrounds.
Simple: Dagger, light mace, sickle, club, halfspear, heavy mace, morning star, quarterstaff, dart, sling, javelin
Axes, Hammers/Picks: Throwing axe, hand axe, battle axe, great axe, dwarven waraxe (wielded as a Large weapon), halberd, Light hammer, warhammer, light pick, heavy pick, greatclub, sap, Light flail, heavy flail.
Swords: Short sword, long sword, rapier, scimitar, falchion, great sword, bastard sword (wielded as a Large weapon).
Polearms and Lances: Glaive, guisarme, ranseur, longspear, halberd, scythe, Light lance, heavy lance.
Bows: Short and long regular and composite bows, hand, light and heavy crossbows
Pistols: All pistols from revolvers to auto pistols.
Rifles/Shotguns: All bolt action/ semi auto rifles and shotguns.
Full Auto weapons: Full auto machineguns and sub machineguns.
Heavy: Grenade Launchers, LAWs, Missile Launchers, Baazokas, RPGs, and other explosive firing weapons.

I hope you were able to follow this. Comments welcome:D
 
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Mighty broken wizards!

Spell casting is worth lots more than the Rogue progression of abilities.

Lets look and see what the wizard from the PHB looks like for comparison:

BAB - 1 point for crappy progression
Vitality - 0 points for D4 hit dice
Skill points - 0 for only 2 skill points per level
Types of skills - 2 for all knowledge and the spell caster skills
Saves - 1 for 1 good, two bad

We have a grand tally of 4 points!

Letting someone take the wizard spell progression AND have twelve points to spend on the basics leads to a very unbalanced game. It would probably be a good idea to compare all the base classes from the PHB, and whatever points are remaining is what it costs to buy the "special." Se it costs 8 points to buy the wizard special. Let's see what it costs to buy the rogue special.

BAB - 2 points for medium progression
Vitality - 1 point for D6
Skill points - 3 points for 8 points / level
Types of Skills - 4 for the best skill list in the game
Saves - 1 point for 1 good, 2 bad

Grand tally of 11. So it only takes one point to buy the rogue progression of special abilities.
 

First off, you can't spend zero. It's not even an option. You have no weapons that you can use, and it is a modern game. Spellcasters are a little limited at an early level. And it's just spellcasting ability. No familiar, no bonus feats. It's all a little toned down. It's designed so one can build the character they want, not be forced to take someone else's preconcived classes.
 

Crothian, i am very impressed. I am workin' with another DM here in Rome, on the same subject. We are not yet written anything, it is a sort of brainstorming, but we're very close to your ideas.

I have to say that i was thinkin to let BAB be a skill to buy each level, but for the other things we have similar ideas indeed. We were imagining a sort of "flaws" chart to give back some SkillPoints, and i was proposing a sort of swap Skill Points - Feat (you can buy a feat with 20 (?)* skill points) and vice versa (give up a feat will give to your character 15 (?)* skill points).

For your skill chart, i would say that each special profile there should be a very limited number of granted skills as class skill, and then you can buy other as class or cross-class skills...

Thanks,
Steven McRownt

* We are not still sure on the exact points value.
 

I'm just trying to keep it simple. Once you allow swapping like that you really invite huge min maxing.

However, with what your doing, I'd suggest a feat trades for percent of their skill points a level, and to get a feat they need to spend a % of skill points. THis way characters who get more skill points aren't buying a lot of feats, and characters with few skill points can't spend a single feat and get 5 levels worth of skill points.

BAB as a skill is tricky cause it's so low, it progresses a max of one a level. Also, would you allow someone who had +3 at level 5 to buy up to +6 at level 6? That's a huge jump and potentially it could be done.

My system is simple and sort of balanced. The extras are not all equal, but each useful.
 

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