The Non Descript Useful Adventuring Class


Homebrew and House Rules


So I thought it would be kinda interesting to see if you could make a class that is basically just a good adventurer. And by that I mean he's just plain good at adventuring but doesn't really have theme to him.

I guess you could call it a pure mechanical class designed to be good at being a D&D character hehehe.

you can of course easily slap almost any RP over this.

btw this is basically a cherrypick so it'll probably be overpowered like crazy but we'll see what happens ;)

So
Class : NDUAC (Non Descript Useful Adventuring Class)

d10 HD
full BAB
3 good saves (like monk)
5+INT skills

Level 1 Bonus Feat: (same as a the bonus human feat)
Level 2 Evasion, Fast Movement
Level 3 Trapsense + 1/3 NDUAC level

Level 4 Spell Like Abilities lv0 : Choose 1 school of magic, choose ANY one 0 level spell, you can cast it once per day. DC = 10 + 1/2 the NDUAC's level + the NDUAC's Charisma modifier.

Level 5 Bardic Knowledge

Level 6 Spell Like Abilities lv1: choose ANY one 1st level spell from your chosen school, you can cast it once per day

Level 7 Damage reduction: You gain DR (1/3 NDUAC level)/-

Level 8 Spell Like Abilities lv2: choose ANY one 2nd level spell from your chosen school, you can cast it once per day

Level 9 Spell Resistance: You gain 11+NDUAC level SR
Level 10 Skilled Adventure: you are considered trained in any skill you need to make a check for (you include the 3+ bonus for being trained in that roll)
Level 11 Spell Like Abilities lv3: choose ANY one 3rd level spell from your chosen school, you can cast it once per day

Level 12 Improved Evasion
Level 13 Spell Like Abilities lv4: choose ANY one 4th level spell from your chosen school, you can cast it once per day
Level 14 Energy Resistance = NDUAC level (any one type chosen each morning)
Level 15 Spell Like Abilities lv5: choose ANY one 5th level spell from your chosen school, you can cast it once per day

Level 16 Fluid Energy Resistance (can change type once per minute)
Level 17 Spell Like Abilities lv6: choose ANY one 6th level spell from your chosen school, you can cast it once per day
Level 18 +2 all stats
Level 19 Spell Like Abilities lv7: choose ANY one 7th level spell from your chosen school, you can cast it once per day

Level 20 Pure Win: mmm a tasty capstone maybe free wish once per year ;)

If you really want to break it down its basically
Good saves and abilities to avoid taking damage on a save
Damage Reduction
Spell resistance
Energy Resistance
Spell Like abilities
Good BAB
Good HP

Heh probably needs to be toned down and I must admit I does kinda go against the whole idea of an adventuring GROUP. On the other hand you'd pretty much feel like you character could handle anything which is always nice


So everything the game has to offer except story, character, plot or balance.

Well good luck.


I'd like to see how one of these fares against a greater iron golem.
All that without any armour or weapon proficiencies, of course.

;-)

RPG Superstar 2012 Top 32

I would imagine something like this:

The Dude

BAB: +3/4
Good Saves: Fort, Reflex, Will
Hit Dice: 1d8

Class Skills: Pick any 10
Skill Ranks per level: 6 + Int modifier

Proficient with all Simple Weapons, a number of Martial Weapons equal to initial Int bonus (minimum 1), Light Armor, and Shields.

LEVEL ABILITY
1. Bonus Feat, Power Pool, Reserve Pool Power
2. Bonus Feat, Power
3. Power
4. Power
5. Bonus Feat, Power
6. Power
7. Power
8. Bonus Feat, Improved Powers, Power
9. Power
10. Power
11. Bonus Feat, Power
12. Power
13. Power
14. Bonus Feat, Greater Powers, Power
15. Power
16. Power
17. Bonus Feat, Power
18. Power
19. Power
20. Bonus Feat, Ultimate Power.

Bonus Feat. At levels 1, 2, 5, 8, 11, 14, 17, and 20, the dude can choose any feat he qualifies for.

Power Pool (Su). At level 1, the dude gains a power pool of points equal to his Charisma bonus + 1/2 his class level (minimum 1). The dude spends points from his power pool to gain access to powers. In addition, if the dude still has at least 1 point in his power pool, he gains access to a reserve power.

Power (Su). At each level, the dude can choose 1 power. He spends 1 or more points from his power pool to activate a power, as described in the specific power's description. At 8th level, the gains access to Improved Powers. At 14th level he gains access to Greater Powers. At 20th level he gains access to an Ultimate Power.

Reserve Power (Su). As long as the dude's Power Pool has at least 1 point in it, he can access a reserve power constantly or at will, depending on the nature of the reserve power.

Powers and Reserve Powers will be similar to a barbarian's rage powers, bardic music abilities, cleric domain abilities, monk ki powers, paladin smite and lay on hands abilities, rogue talents, sorcerer bloodline abilities, wizard school abilities, etc. etc.

Some Improved, Greater, and Ultimate Powers will be the ability tto access multiple or additional reserve powers.

The Exchange

There was the Factotum back in 3.5 Dungeonscape, who was pretty much the ultimate Jack of All Trades, Master of None. He could mimic others' class features, cast a very small amount of spells, find traps, and do all sorts of other stuff... basically, you want to make that class. Look it up, I don't remember a lot of the specifics, but I do know that it was an Int based class that had a lot of variable class features that makes him a godsend to dungeon-delving groups

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