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The Uncommoner (a class for those that are commoners, but not really)
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<blockquote data-quote="Redthistle" data-source="post: 6772978" data-attributes="member: 6778305"><p>This is a workable alternative. The character I developed to get a better idea of the class started to become unwieldy in the 2nd tier; it already had too many options. </p><p></p><p>It seems to me that steeldragons' scaled-down, prestige-class suggestion captures the essence of what bedir than was seeking: a starting role that can move into any other class of choice by 4th level. Getting Expertise for one skill or toolkit at 1st level, and the respective features of the archetypes at 3rd level provide lasting benefits.</p><p></p><p>>>></p><p></p><p>Another idea is that some of the features for Factotum and Expert at 6th, 9th, 12th, 15th, and 18th level could be re-worked into level-3 appropriate archetypes of their own, such that, for example, the existing Factotum 3rd-level feature would be renamed Factotum (Bard). </p><p></p><p>[These archetypes do not make sense for a player character planning on going on in the same class as the one specified in the archetype (class), at least not for min/maxers; but for anyone wanting a taste of something different, this prestige archetype might fill that niche.]</p><p></p><p>So, the Uncommoner would choose one of the following archetypes at 3rd level:</p><p></p><p>>Factotum (Bard's Respite). As written by bedir than.</p><p></p><p>>A Factotum (Rogue's Apprentice) would gain the benefits as bedir than proposed them.</p><p></p><p>>Factotum (Ranger's Agenda) will grant Healing Poultices and proficiency in all simple weapons as described, but does not gain Extra Attack until character (not class) level 12 (since even Fighters do not gain Extra Attack until the 5th level of that class) but the Factotum Extra Attack does stack with any Extra Attacks gained from other classes.</p><p></p><p>>Factotum (Mystical Knowledge) grants 2 spells of the player's choice from any one class, which cannot be cast at a level higher than the lowest level of the spell. The Factotum must have encountered the spell, via scroll, book, or casting, in order to learn it. The DC and casting ability for this spell is Intelligence, regardless of the original class's casting ability. </p><p>-On reaching character (not class) level 12, the Factotum can choose 1 additional spell from the same class list selected at 3rd level. The spell's casting level can be no higher than 4th level.</p><p>-Each of these spells can be used only once per day, and do not require spell slots. Expended spells are regained after a long rest.</p><p></p><p>>Factotum (Martial Knowledge) grants proficiency with two martial weapons of the Factotum's choice, and also with medium armor. The Factotum also gains 2 maneuvers and 2 Superiority Dice (d6s), as in the Fighter Battlemaster Archetype.</p><p>-At character (not class) level 12, the Factotum may select 1 more manueuver, the number of Superiority Dice increases to 4, and the dice become d8s.</p><p></p><p>>Expert (Uncompromisingly Skilled). As bedir than proposed it, except that the d20-roll improvements would be at character (not class) levels 9 and 18, respectively.</p><p></p><p>>Expert (Focused). As proposed by bedir than.</p><p></p><p>>Expert (Accomplished). As bedir than proposed for 9th level, except that here we'll grab the Extra Attack feature proposed for the 12th-level Expert. The Extra Attack is only acquired at 12th level, and stacks with any Extra Attacks gained from other classes. [Gaining an additional Background, imho, might be too big a gift-bag, so that one I'm scratching.]</p><p></p><p>>Expert (Brawler). The Expert gains the feat Tavern Brawler. The improvised attack and unarmed attack damage increases to 2d4 at character (not class) level 9, and to 4d4 at character (not class) level 15.</p><p>-Sacrificial Defense. As bedir than proposed it, except that the Expert must make a Strength saving throw vs. DC 10 each time the improvised shield prevents the Expert from being hit due to the increased AC (i.e., if the PC has AC 14 without the improvised shield and has a Dexterity modifier of +2 granting AC 18 with the improvised shield, any attack that hits AC 14 through 17 requires a saving throw). On a failed save, the improvised shield is destroyed.</p><p></p><p>>Expert (Hearty). As bedir than proposed it, except that Slow Fall is not gained until character (not class) level 9, and the falling damage amount you take is reduced by an amount equal to three times your character (not class) level.</p><p></p><p>>>>>>>>>></p><p></p><p>Does this match up more with expectations?</p></blockquote><p></p>
[QUOTE="Redthistle, post: 6772978, member: 6778305"] This is a workable alternative. The character I developed to get a better idea of the class started to become unwieldy in the 2nd tier; it already had too many options. It seems to me that steeldragons' scaled-down, prestige-class suggestion captures the essence of what bedir than was seeking: a starting role that can move into any other class of choice by 4th level. Getting Expertise for one skill or toolkit at 1st level, and the respective features of the archetypes at 3rd level provide lasting benefits. >>> Another idea is that some of the features for Factotum and Expert at 6th, 9th, 12th, 15th, and 18th level could be re-worked into level-3 appropriate archetypes of their own, such that, for example, the existing Factotum 3rd-level feature would be renamed Factotum (Bard). [These archetypes do not make sense for a player character planning on going on in the same class as the one specified in the archetype (class), at least not for min/maxers; but for anyone wanting a taste of something different, this prestige archetype might fill that niche.] So, the Uncommoner would choose one of the following archetypes at 3rd level: >Factotum (Bard's Respite). As written by bedir than. >A Factotum (Rogue's Apprentice) would gain the benefits as bedir than proposed them. >Factotum (Ranger's Agenda) will grant Healing Poultices and proficiency in all simple weapons as described, but does not gain Extra Attack until character (not class) level 12 (since even Fighters do not gain Extra Attack until the 5th level of that class) but the Factotum Extra Attack does stack with any Extra Attacks gained from other classes. >Factotum (Mystical Knowledge) grants 2 spells of the player's choice from any one class, which cannot be cast at a level higher than the lowest level of the spell. The Factotum must have encountered the spell, via scroll, book, or casting, in order to learn it. The DC and casting ability for this spell is Intelligence, regardless of the original class's casting ability. -On reaching character (not class) level 12, the Factotum can choose 1 additional spell from the same class list selected at 3rd level. The spell's casting level can be no higher than 4th level. -Each of these spells can be used only once per day, and do not require spell slots. Expended spells are regained after a long rest. >Factotum (Martial Knowledge) grants proficiency with two martial weapons of the Factotum's choice, and also with medium armor. The Factotum also gains 2 maneuvers and 2 Superiority Dice (d6s), as in the Fighter Battlemaster Archetype. -At character (not class) level 12, the Factotum may select 1 more manueuver, the number of Superiority Dice increases to 4, and the dice become d8s. >Expert (Uncompromisingly Skilled). As bedir than proposed it, except that the d20-roll improvements would be at character (not class) levels 9 and 18, respectively. >Expert (Focused). As proposed by bedir than. >Expert (Accomplished). As bedir than proposed for 9th level, except that here we'll grab the Extra Attack feature proposed for the 12th-level Expert. The Extra Attack is only acquired at 12th level, and stacks with any Extra Attacks gained from other classes. [Gaining an additional Background, imho, might be too big a gift-bag, so that one I'm scratching.] >Expert (Brawler). The Expert gains the feat Tavern Brawler. The improvised attack and unarmed attack damage increases to 2d4 at character (not class) level 9, and to 4d4 at character (not class) level 15. -Sacrificial Defense. As bedir than proposed it, except that the Expert must make a Strength saving throw vs. DC 10 each time the improvised shield prevents the Expert from being hit due to the increased AC (i.e., if the PC has AC 14 without the improvised shield and has a Dexterity modifier of +2 granting AC 18 with the improvised shield, any attack that hits AC 14 through 17 requires a saving throw). On a failed save, the improvised shield is destroyed. >Expert (Hearty). As bedir than proposed it, except that Slow Fall is not gained until character (not class) level 9, and the falling damage amount you take is reduced by an amount equal to three times your character (not class) level. >>>>>>>>> Does this match up more with expectations? [/QUOTE]
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