back-up classes of common

fighter

a body and weapon class that gives enough feats to gain power faster in it's respective field

hit dice: d10
hit points at 1st level: 10+constitution modifier
hit points at higher levels: Lv*d10+constitution modifier
armor proficiencies: all
weapon proficiencies: all melee
tools:
saving throws: strength and constitution
skills: intimidate, athletics, and survival
starting equipment:
spellcasting:
class features:

at level 1 gain 4 body and weapon feats

at level 4 gain 2 body and 4 weapon feats

at level 5 gain attribute point

at level 8 gain 2 body and 4 weapon feats

at level 10 gain attribute point

at level 12 gain 2 body and 4 weapon feats

at level 15 gain 5 attribute points

at level 16 gain 4 body and 8 weapon feats

at level 20 gain 5 attribute points, 4 body, and 8 weapon feats. advance to, focus 2 class.

subclass options:

wizard

hit dice: d6
hit points at 1st level: 6+constitution modifier
hit points at higher levels: Lv*d6+constitution modifier
armor proficiencies: cloth
weapon proficiencies: staff
tools: scroll making kit
saving throws: intellect and wisdom
skills: arcana, history, and insight
starting equipment:
spellcasting:

can turn spells into scrolls for later use

class features:

at level 1 gain 2 body and 6 magic feats

at level 4 gain 1 body and 5 magic feats

at level 5 gain attribute point

at level 8 gain 1 body and 5 magic feats

at level 10 gain attribute point

at level 12 gain 1 body and 5 magic feats

at level 15 gain 5 attribute points

at level 16 gain 2 body and 10 magic feats

at level 20 gain 5 attribute points, 2 body, and 10 magic feats. advance to, focus 2 class.

subclass options:

magician

hit dice: 1d4
hit points at 1st level: 4+contitution bonus
hit points at higher levels: lv*d4+con
armor proficiencies: cloth
weapon proficiencies: cards
tools: magician kit
saving throws: dexterity
skills: slight of hand and performance
starting equipment:
spellcasting:
class features:

level 1 card tricks

level 2 vanish things in sleeves

level 3 cup games

level 4 pull something from hat

level 5 magically reinforced card throw d8 + dexterity mod

level 6 magical performance show license

level 7 +5 dexterity

level 8 magically reinforced exploding card throw 3d8+dexterity mod

level 9 ability score raise 3

level 10 slight of hand +5

subclass options:

producer

make things

hit dice: d8
hit points at 1st level: 8+constitution modifier
hit points at higher levels: Lv*d8+constitution modifier
armor proficiencies: light and cloth
weapon proficiencies: axe and staff
tools: smithing, cooking, and alchemy
saving throws: dexterity and intellect
skills: alchemy, smithing, and cooking
starting equipment:

tools of cooking, alchemy, and smithing




spellcasting:
class features:

level 1 has 10 body and 2 skill points

level 4 has 5 body and 1 skill point

level 5 has an attribute point

level 8 has 5 body and 1 skill point

level 10 has an attribute point

level 12 has 5 body and 1 skill point

level 15 has an attribute point

level 16 has 10 body and 2 skill points

level 20 has 10 body, 2 skill points, and 5 attribute points. move to focus of smith, alchemist, or cook.

subclass options:

smith

gain bonus on smithing

hit dice: d10
hit points at 1st level: 10+constitution modifier
hit points at higher levels: Lv*d10+constitution modifier
armor proficiencies: all
weapon proficiencies: all
tools: -
saving throws: constitution and strength
skills: smithing expert(add 4)
starting equipment:

hammer and 2000 gp




spellcasting:
class features:

every level gain 3 blacksmithing skill

subclass options:

alchemist

hit dice: d6
hit points at 1st level: 6+constitution modifier
hit points at higher levels: Lv*d6+constitution modifier
armor proficiencies: cloth and light armor
weapon proficiencies: staff
tools: alchemy kit
saving throws: dexterity and constitution
skills: alchemy expert(4 add)
starting equipment:

staff and 2000 gp




spellcasting:
class features:

every level add 3 to alchemy skill

subclass options:

cook

hit dice: d6
hit points at 1st level: 6+constitution modifier
hit points at higher levels: Lv*d6+constitution modifier
armor proficiencies: cloth and light armor
weapon proficiencies: dagger
tools: cook kit
saving throws: dexterity and strength
skills: cooking expert (4 add)
starting equipment:

dagger, cook kit, and 2000 gp




spellcasting:
class features:

every level add 3 to cooking

subclass options:

focus 2 class magic soldier

hit dice: d8
hit points at 1st level: 8+constitution modifier
hit points at higher levels: Lv*d8+constitution modifier
armor proficiencies: all
weapon proficiencies: all
tools: magic dust kit
saving throws: intellect and dexterity
skills: athletic, alchemy, and perception
starting equipment:

magic dust kit and magic dust starter weapon




spellcasting:
class features:

level 3 gain magic dust feat

every 5 levels is an attribute point

level 8 gain subclass

level 14 gain evo actor if don't have one

subclass options:

mage soldier gain magic sand feat and every 3 level a strength and dexterity point.

weapon maintenance cost 10,000 gp and 2 years of school


mage master gain magic shard feat and every 5 level a intellect, dexterity, and strength point.

weapon maintenance cost 100,000 gp and 5 years of school


mage grand master gain magic crystal and every 8 level a intellect, wisdom, dexterity, and strength point.

weapon maintenance cost 1,000,000 gp and 12 years of school

focus 2 class necromancer

hit dice: d6
hit points at 1st level: 6+constitution modifier
hit points at higher levels: Lv*d6+constitution modifier
armor proficiencies: necrotics armor
weapon proficiencies: necrotics weaponry
tools: necrotic fluid kit
saving throws: constitution and wisdom
skills: religion, medicine, and alchemy
starting equipment:

necrotic fluid kit, necrotics chest plate, and necrotics dagger




spellcasting:

all necromancer magic uses a medium. That is necrotic fluid, no necromancing spell works without it.

class features:

level 1 necrosis spread is learned. touch and spread necrosis dealing lv/3d12 damage.

level 3 raise undead is learned. raise as is.

level 8 raise greater undead is learned. raise a half healed body.

level 15 raise hero undead is learned. raise fully healed body with intellect if needed.

level 24 raise lich is learned. raise fully healed body with magic capabilities and intellect.

level 30 necrosis shot is learned. shoot a shot that spreads necrosis on touch and deals 5d12

subclass options:

focus 2 class sword dancer

use neutral magic to float weapons in combat

hit dice: d8
hit points at 1st level: 8 + constitution modifier
hit points at higher levels: Lv*d8+constitution modifier
armor proficiencies: clothing and light armor
weapon proficiencies: daggers and swords
tools:
saving throws:
skills: arcana, acrobatics, and performance
starting equipment:
spellcasting:

need neutral magic

class features:

level 1 make dagger float in combat manner.

level 3 you can choose subclass dagger dancer or sword dancer

every 5th level you get ability point

every 8th level you get 2 daggers or 1 sword added to levitating weapons.

every 10th level you get another attack per turn.

level 20 you can set your attack to focus on one target and do continues attacks on other peoples turns until you run out of swords or daggers.

subclass options:

dagger dancer: you get 2 daggers floating

sword dancer: you get 1 sword floating


Comments

Please Login in order to comment!