http://tvtropes.org/pmwiki/pmwiki.php/Main/TookALevelInBadass
Ever have that character that is just plain sub-optimal? Running a joke campaign where you have a character start as the comic relief that you want to become supre-awesome?
Badass Prestige Class
Hit Die: d12
BAB: 1/1
Saves: Fast Fort, Ref, and Will
Requirements
Attributes: Must have no attributes above 15.
Base Attack Bonus: +2
Class Skills
Climb (Str), Intimidate (Cha), Fly (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str)
Skill Ranks at Each Level: 2 + Int Modifier
Class Features
-Attribute Points: Every level, the badass recieves 2 points to allocate to his stats, except his 3rd level, when he gains 4 points.
-Badassery: The Badass prestige class counts as the original class the character held. In the case of a multi-class character, the player chooses the class his levels in Badass counts toward.
-Bonus Feat: The Badass gains a bonus feat at 2nd level.
-Destined Bond: This bond allows the Badass to enhance his weapon as a standard action by calling upon the aid of an astral spirit for 1 minute per character level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, the weapon gains a +1 enhancement bonus. For every three character levels beyond 5th the character possesses, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonusesto a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, anarchic, brilliant energy, defending, disruption, shocking, shocking burst, keen, merciful, and speed. Adding these properties consumes an amount of bonuses equal to the property’s cost (see Table 15-9, pg. 469, PCR). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called, and cannot be changed until the spirit is called again. The astral spirit imparts no bonuses if the weapon is held by anyone other than the badass, but resumes giving bonuses if returned to the badass. These bonuses apply to only one end of a double weapon. A badass can use this ability once per day at 5th character level, and one additional time per day for every four character levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with an astral spirit is destroyed, the badass loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the badass takes a -1 penalty on attack and weapon damage rolls.
Level BAB Fort Ref Will Special Spells
1st +1 +1 +1 +1 +2 Attribute Points, Badassery +1 level of existing arcane or divine spellcasting class
2nd +2 +1 +1 +1 +2 Attribute Points, Bonus Feat +1 level of existing arcane or divine spellcasting class
3rd +3 +2 +2 +2 +4 Attribute Points, Destined Bond +1 level of existing arcane or divine spellcasting class