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<blockquote data-quote="Crothian" data-source="post: 125344" data-attributes="member: 232"><p>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. </p><p></p><p>Classes</p><p>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. </p><p></p><p>Points each costs</p><p></p><p>BAB: 1-1/2; 2-3/4; 4-1/1</p><p>Vitality: 1-1d6;2-1d8;3-1d10;4-1d12</p><p>Skills Points: 1-4;2-6;3-8;4-10</p><p>Skills: 1-12;2-18;3-24;4-30</p><p>Saves: 1- one good, 2 bad; 2- 3 medium; 3- 2 good, 1 bad; 4- All good</p><p></p><p>Special: Pick one of the following for each character. These cost no points and everyone gets one.</p><p>1) Combat Feats: You get an extra combat feat at levels 1,2,5,8,11,14, 17, 20.</p><p>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.</p><p>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</p><p>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</p><p>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</p><p>6) Superior Attributes: +2 to any one attribute at level one, and +1 to any attribute at levels 2,6,10,14,18</p><p>7) Psion (See Psion Sheet)</p><p>8) Wizard (See Wizard Sheet)</p><p>9) Nightspawn (See Nightspawn Sheet)</p><p>10) Lycanthrope (See Lycanthrope Sheet)</p><p></p><p>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.</p><p>Woodland Stealth: In any environment that a character has Nature’s Warrior in he gets this bonus to all Hide and Move Silently attempts.</p><p>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.</p><p>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</p><p>Unarmed Attack Damage: At level 1 – 1d6, level 4 – 1d8, level 8 – 1d10, level 12 – 1d12, level 16 1d20</p><p>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.</p><p>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. </p><p>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.</p><p>Evasion: Whenever you make a reflex save you take no damage.</p><p>Improved Evasion: Whenever you miss a reflex saving throw you only take half damage</p><p>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.</p><p> </p><p>Skills: General</p><p>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.</p><p></p><p>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), </p><p></p><p>Skills: Wizard</p><p>Alchemy (Int), Concentration (Con), Scry (Int), Spellcraft (Int), Use Magic Device (Cha) </p><p></p><p>Skills: Psionic</p><p>Autohypnosis (Wis), Concentration (Con), Psicraft (Int), Remote View (Int), Stabilize Self (Con), Use Psionic Device (Cha)</p><p></p><p>Weapon Proficiencies</p><p>All characters automatically get Simple Weapons. Certain groups are only available to certain character backgrounds.</p><p>Simple: Dagger, light mace, sickle, club, halfspear, heavy mace, morning star, quarterstaff, dart, sling, javelin</p><p>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. </p><p>Swords: Short sword, long sword, rapier, scimitar, falchion, great sword, bastard sword (wielded as a Large weapon). </p><p>Polearms and Lances: Glaive, guisarme, ranseur, longspear, halberd, scythe, Light lance, heavy lance.</p><p>Bows: Short and long regular and composite bows, hand, light and heavy crossbows</p><p>Pistols: All pistols from revolvers to auto pistols.</p><p>Rifles/Shotguns: All bolt action/ semi auto rifles and shotguns.</p><p>Full Auto weapons: Full auto machineguns and sub machineguns.</p><p>Heavy: Grenade Launchers, LAWs, Missile Launchers, Baazokas, RPGs, and other explosive firing weapons.</p><p></p><p>I hope you were able to follow this. Comments welcome<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crothian, post: 125344, member: 232"] 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 [/QUOTE]
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