Class Swapping V1.5


Homebrew and House Rules


In the last thead, I was trying to homebrew a system that allows full progression in several classes, yet keeps the power level on par with a normal character. My last edition of the system was probably less polished than earlier, and left the player underpowered. People kept telling me to gestalt, or use the savant or vindicator/vigilante(I only glanced at the name). In my next post, I will show my newest edition of the system.

Any suggestions would be greatly appreciated.


Show me the system then! I'm curious.


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Sorry about the wait. Things got a little busy yesterday. Here it is:

(Needs Naming)
In this system, characters can have anywhere between 2-10 classes progressing independently of each other.

Progression:
The character has two separate progression rates, Class and Universal. Classes progress as normal, while The Universal level is determined by averaging the class levels. The core features (HD, BAB, saves, skill ranks, ability score increases, and spell point progression ) uses the Universal progression. Any other features (feats, spellcasting ability, and special class features) progress with their respective class (see below for feat rules).

Core Features:
The character chooses the highest HD, BAB, saves, skill ranks, ability score increases, and spells per day from the classes they have access to.

Feature Slots:
At 1st Universal level, and at regular intervals (I still need a formula), the character gains a feature slot, to a maximum of 2 slots for each class they have access to at level 20. These slots are used to store a single class feature or chosen feat from any class they have access to, allowing them to be used when their originating classes are inactive. Feats and features stored in these slots functions using the Universal level or the originating class's level, whichever is worse.

Spellcasting:
The character has three spell point pools (Arcane, Divine, and Psychic; I can't decide if extracts should have it's own pool or draw from the Arcane pool). In determining the best spell point progression for each pool, first find the maximum spell level (4th<6th<9th), then find the maximum base spells per level (4<5<6), and then find the starting spells per level (1<2<3). They use the ability score tied to that spell point progression to determine your bonus spell points. They transfer spell slots for spell points at the rate of one point per spell level. Spells cost a number of charges equal to it&apos;s highest spell level among classes the character has with the same magic type. They cannot use spells from a class unless that class is active or the spellcasting ability is stored in one of the feature slots.

Switching Classes:
Switching the active class can be done at will, but takes 1 minute of quiet meditation each time. During this time, they may choose new features to store in their feature slots.

My Recommendations:
Players should keep and maintain a cheat sheet summarizing the features each of their classes can use at their level. The DM should not allow any of their players to become Swiss army knives (being able to fill any role in the party).&nbsp; The characters should have a theme and choose classes, archetypes, feats, spells, and other options that adhere to that theme (examples include Tactical Genius, Pyromancer, Guardian Angel, Eldrich Engineer, and Lore Master).


/bump


Goddity wrote:
Show me the system then! I'm curious.

It is up now.

Any suggestions would be greatly appreciated.


I hope you guys had a happy Easter!


It is definitely interesting. It does require a bit of paperwork, you could get some interesting synergies though. And happy Easter to you as well.


Lazaryus wrote:

Sorry about the wait. Things got a little busy yesterday. Here it is:

(Needs Naming)
In this system, characters can have anywhere between 2-10 classes progressing independently of each other.

Progression:
The character has two separate progression rates, Class and Universal. Classes progress as normal, while The Universal level is determined by averaging the class levels. The core features (HD, BAB, saves, skill ranks, ability score increases, and spell point progression ) uses the Universal progression. Any other features (feats, spellcasting ability, and special class features) progress with their respective class (see below for feat rules).

Core Features:
The character chooses the highest HD, BAB, saves, skill ranks, ability score increases, and spells per day from the classes they have access to.

Feature Slots:
At 1st Universal level, and at regular intervals (I still need a formula), the character gains a feature slot, to a maximum of 2 slots for each class they have access to at level 20. These slots are used to store a single class feature or chosen feat from any class they have access to, allowing them to be used when their originating classes are inactive. Feats and features stored in these slots functions using the Universal level or the originating class's level, whichever is worse.

Spellcasting:
The character has three spell point pools (Arcane, Divine, and Psychic; I can't decide if extracts should have it's own pool or draw from the Arcane pool). In determining the best spell point progression for each pool, first find the maximum spell level (4th<6th<9th), then find the maximum base spells per level (4<5<6), and then find the starting spells per level (1<2<3). They use the ability score tied to that spell point progression to determine your bonus spell points. They transfer spell slots for spell points at the rate of one point per spell level. Spells cost a number of charges equal to it's highest spell level among classes the...

Wow. That. Is long. If only I knew how to do spoilers.


I wish I knew how to do spoilers.


Seems solid. What is the exact definition of a class feature?


Lazaryus wrote:
I wish I knew how to do spoilers.

{spoiler=title here}Text Here{/spoiler}

Replace {} with []. It's in the "how to format your text" thing at the bottom of the posting text box.


Alchemist extracts should be considered arcane for simplicity.

I think you need to be a bit clearer about your spell point system. I am not quite understanding how they work.

I think the idea is neat, though some classes are already swiss army knives; it is very unlikely this won't lead to that more. But it's fun.


Goddity wrote:
Seems solid. What is the exact definition of a class feature?

Anything found under the "Special" column of the class table, spellcasting ability included, counts as a valid class feature to store using a feature slot. If you store a spellcasting ability from one of your classes, you gain just the spells gained from that class, not all the spells you know.


Lazaryus wrote:
Goddity wrote:
Seems solid. What is the exact definition of a class feature?
Anything found under the "Special" column of the class table, spellcasting ability included, counts as a valid class feature to store using a feature slot. If you store a spellcasting ability from one of your classes, you gain just the spells gained from that class, not all the spells you know.

I should add that if you choose a feature to store that gives options to choose from, you can only choose those options that you have chosen for the class itself, but if it scales like the weapon training, you have to make the same option order, too.


Create Mr. Pitt wrote:

Alchemist extracts should be considered arcane for simplicity.

I think you need to be a bit clearer about your spell point system. I am not quite understanding how they work.

I think the idea is neat, though some classes are already swiss army knives; it is very unlikely this won't lead to that more. But it's fun.

Ok. Extracts will be considered Arcane.

Level one spell slots give one point each, level two slots give two points each, and so on.


Lazaryus wrote:
Level one spell slots give one point each, level two slots give two points each, and so on.

Spells cost a number of charges equal to the highest spell level among classes you have access to that uses the same casting discipline (a level 4 paladin spell being cast by a player that has access to the cleric class, which has that spell at level 9, uses 9 charges instead of 4, but would still cost 4 charges if he had access to the wizard class instead of cleric).

As for the whole Swiss army knife thing, I just don't want to listen everyone blaming each other for not switching to healers when they could have done so themselves.


I still should come up with a name for this system.

What I have so far for feature slot progression:
2 classes: 5th, 10th, 15th, 20th?
5 classes: every even/odd level?
10 classes:every level.


Lazaryus wrote:
Lazaryus wrote:
Goddity wrote:
Seems solid. What is the exact definition of a class feature?
Anything found under the "Special" column of the class table, spellcasting ability included, counts as a valid class feature to store using a feature slot. If you store a spellcasting ability from one of your classes, you gain just the spells gained from that class, not all the spells you know.
I should add that if you choose a feature to store that gives options to choose from, you can only choose those options that you have chosen for the class itself, but if it scales like the weapon training, you have to make the same option order, too.

I should add that you can also choose a feat you chose in another class.


Can anyone help me with the feature slot progression rates for 2-9 classes. The rules are:
First slot at 1st,
Last slot at 20th,
Have twice as many slots at 20th as classes,
And gain slots at equal intervals.

Any suggestions would be greatly appreciated.


Okay so I figured out the feature slot progression for 2-10 classes. Here they are:

2 Class Feature Slot Progression:
1st, 8th, 14th, 20th

3 Class Feature Slot Progression:
1st, 5th, 9th, 13th, 17th, 20th

4 Class Feature Slot Progression:
1st, 4th, 7th, 10th, 12th, 15th, 18th, 20th

5 Class Feature Slot Progression:
1st, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th

6 Class Feature Slot Progression:
1st, 3rd, 5th, 7th, 8th, 10th, 12th, 14th, 15th, 17th, 19th, 20th

7 Class Feature Slot Progression:
1st, 3rd, 4th, 6th, 7th, 9th, 10th, 12th, 13th, 15th, 16th, 18th, 19th, 20th

8 Class Feature Slot Progression:
1st, 3rd, 4th, 5th, 7th, 8th, 9th, 10th, 12th, 13th, 14th, 15th, 17th, 18th, 19th, 20th

9 Class Feature Slot Progression:
1st, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th

10 Class Feature Slot Progression:
1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th

If there is an error in here, please don't hesitate to tell me.


Maybe, instead of having some sort of variable multi-class slot bonus thing, you have a set number of classes? You might get more classes as you level, but you don't get some sort of altered progression.

Also, choosing the highest BAB/Saves/HD/etc. is very gestalt-y, and should be used with caution. For example, picking a UMonk + Caster leads to full BAB, 3 strong saves, and d10 HD. This negates any problem with being a weak save low-BAB class like a Wizard. I'd recommend having a d8 (or d10) HD and some sort of dynamic BAB/saves adjustment depending on the class. Perhaps if you automatically had all weak saves, but added +2 to +6 (dependent on level) if you switched to a class that had a particular save as a strong save. BAB is a bit trickier, but you could have full BAB, and take a penalty to hit if you are using a lower BAB class. For 1/2 BAB classes, it would be -1 to hit every other level. For 3/4 BAB, it would be -1 to hit at 1st, 5th, 9th, etc.

Instead of spell points being split by Divine/Psychic/Arcane + Alchemical, why not have spell points just come straight from level? No single casting type holds a monopoly on a given combat role, so a mildly competent class feature-mixer could create what basically amounts to a character that casts the same stuff, but with more spell slots. The roles each kind of caster plays are not wholly constrained by their casting type. Bards and Clerics are excellent buffers, but one is Arcane while the other is Divine. Occultists and Wizards are both proficient casters that use a large variety of spell schools, but one is Psychic and the other is Arcane.

I suggest the Occultist might be a good place to start when looking at multiple school/class/whatever advancement. If you head over to the page, you start with 2 arcane schools known (implements), and end up with 7, with a total of 17 focus powers (7 base, 10 bonus). This is roughly 2.5x as many focus powers as implements. Now, if you just swapped those with classes and class abilities...

If you wanted to, you could restrict players to choosing 3 abilities from 1 class, max. This might cut down on people doubling down on a single class.


Yes! Many times, yes. Why didn't I think about fitting out the occultist and using the result as the universal class, saving me lots of tweaking and mathing things up? Thank you, My Self, thank you!

So now for fluff and/or flavor text...


I was thinking, if someone using the system took a class that grants a familiar or animal companion, then switches to a class that doesn't provide that option, what happens to the familiar/animal companion?


You could...
1. Remove it as an option
Every class except Cavalier, Summoner, Hunter, Shaman, Spiritualist, and Witch do not need to take some sort of animal/creature/outsider buddy.
1a. Remove all animal buddy classes from the list
None of these classes are Core, so it's not a total impossibility. Rather heavy-handed, though.
1b. Replace the animal buddy feature
This would take a bit of clever homebrewing, and a lot of thought. I'm not completely sure how this would work for summon-dependent classes like the Hunter.
1c. Disallow animal buddy class features, but keep the classes
Cavalier still has Challenge, Hunter has animal focus, Summoner can still summon long-duration non-Eidolons, and Shamans and Witches don't direly need a familiar (except to prepare spells). It is certainly a heavy nerf all the classes, but not insurmountable.

2. Make it impermanent
If the animal buddy disappears when you're not using it, there shouldn't be a problem.
2a. Have the animal buddy run off and be useless while you're switched out
This is 100% justifiable and possible for Spiritualists and Summoners, since their buddies actually do disappear. Other classes may have more of a problem, especially Hunters and Cavaliers, who will often invest a hefty amount of money making their summon combat-capable.
2b. Have the animal buddy actually disappear when you're switched out
Perhaps if you made the animal buddy necessarily impermanent, such as making them into summoned creatures instead of found creatures (i.e. Paladin mount vs. Cavalier mount).

3. Keep it
This is the simple solution, no?
3a. Give it for free
I mean, you already picked a whole class that requires it.
3b. Have it as a default class power
Occultist normally has a base school focus power when you select a school. If a class has a base feature when you select it, you could have the base feature thing for animal buddy classes be an animal buddy.
3c. Have it cost extra resources
If having it as a default class power isn't enough, you could also have it cost an additional regular class feature slot as well.


How about it just loses it's enhancements for the time being, using the base stat block.


Lazaryus wrote:
How about it just loses it's enhancements for the time being, using the base stat block.

The base stat block of a dog is very different from the base stat block of a roc. Both are possible animal companions.


By base stat blocks, I meant level 1 stats without other enhancements from the bond.


Lazaryus wrote:
By base stat blocks, I meant level 1 stats without other enhancements from the bond.

Disproportionate power at 1st level, really easy to kill (and remove your class feature) at higher levels? Also, strange scaling on Familiars, and lots of recalculation / feat redistribution for more advanced pets (Eidolons especially).


Okay, so companions and familiars should require a feature slot to always be used for them.

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