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Class Construction Guide Version 0.92 Thomas Jones-Low [email protected] The whole of this Product is Open Game Content under the terms of the Open Content License.

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The wholeContent L

Class Construction Guide Version 0.92

Thomas Jones-Low [email protected]

of this Product is Open Game Content under the terms of the Open icense.

Introduction The Class Construction Guide provides a method of comparing new classes with existing ones by giving all the class abilities a point cost. The sum of these points gives an indication of balance. The method works for D&D 3.5 edition for both base and prestige classes, for the Epic Handbook's epic prestige classes, and for D20 Modern, D20 Future base, advanced and prestige classes.

The purpose of this system is for GM's who like to create, tinker with, or simply add new character classes to their campaigns. The point cost for each class gives a guide to the relative balance of the classes. The Guide is not designed for players to build classes on the fly.

The reason for this guide is purely selfish. I needed this guide to as part of a project to update Traveller D20 to more of the D20 modern rules. This guide will, in theory, let me make sure that the updated classes are correct.

There are two approaches to designing a point cost system for D&D. The first assumes the base classes are balanced, assigns a point budget and adjust the cost of each ability so each class falls exactly on the point budget. The second assumes each ability has an absolute cost, and each class has a slightly different cost based upon the total. This guide takes the second approach, and every class has a slightly different cost.

The Class Construction Guide was originally based upon the Class Construction Engine, created by Khepri

Anubi of Shadowcraft Studios. The author extends a thank you for your hard work. The list of additional sources consulted in the final construction of this guide is listed in the copyright section of the OGL at the end of this document.

I welcome any comments or suggestions on these rules.

Method The Class Construction Guide assigns a point cost to each class ability. These abilities are broken into four categories, base abilities, supplemental abilities, class features, and limitations.

The abilities are also split into two types level dependent and level independent. Level independent abilities (class features, bonus feats, spell casting, proficiencies, and class skills) do not depend upon the level of the character nor the number of levels in the class. Level dependent abilities do depend upon the level of the character (Hit Dice, Saves, Skill Points, Base Attack, Defense and Reputation bonuses). These abilities have a cost based upon the number of levels in the class. The sum of these class creation points gives a rank to compare to other classes.

My analysis uses a standard deviation, a statistical term, to determine if a class total is close enough to the average to call good enough, or if it needs more work. Please see the worked examples section to see what point totals and standard deviations are in the standard classes.

This system is generic and has no way of accounting for campaign specific

1 Class Construction Guide

elements. If your campaign has lacks some setting elements it will unbalance the generic comparison. For example, a druid's special abilities and spells work best in wilderness areas. If your campaign is set primarily in an urban environment, the Druid will not be able to use most of their abilities.

If you are designing base classes we recommend you aim for at or below the low end of the scale to avoid outshining the core classes. If you are designing prestige, epic or advanced classes then anywhere in the range is recommended.

Base Abilities

Hit Dice Each class has a hit die, determining the number of hit points the character gains when they add a level in the class. Multiply the "per level" cost times the number of levels to get a total for the class hit dice.

Base Attack Bonus Base attack bonus determines how well the character may attack others. The cost for BAB is three points per +1 BAB. Multiply the final BAB times three to get a final cost. D&D and Modern have three Base Attack Bonus (BAB) progressions: Good which is +1/1 levels, Moderate

which is +2/3 levels and Poor which is +1/2 levels. Traveller D20 (T20) includes a fourth Non-combatant progression which is +1/4 levels. All Epic classes use a single BAB progression, following the Poor combat progression.

Saving throw Progression Saving throws are used to resist unpleasant effect of spells and the environment. Each +1 to a single saving throw is 1 point. Add the final bonus for the three saves at the highest level of the class to get the point cost. There are three saving throws; Fortitude (based upon strength of body), Reflex (based upon speed of body) and Willpower (based upon strength of mind). D&D specifies there are two possible save progressions for each of the three saving throw categories. The Base 0, +1/3 levels is the Poor saves, and the Base 2, +1/2 level saves are the Good Saves. D20 Modern introduces a third, Base 1, +1/3 levels saves called Moderate.

O

T

O

M

No

Cla

BAB Points Good 60 oderate 45 Poor 30

n-combat 15

2 ss Construction Gu

Saving Throw Points All Poor 18

One Moderate 21 Two Moderate 24

One Good 24 Three Moderate 27 ne Moderate, One

Good 27

wo Moderate, One Good

30

Two Good 30 ne Moderate, Two

Good 33

Three Good 36

Hit Dice Per Level

Total

d4 1 20 d6 1.5 30 d8 2 40 d10 2.5 50 d12 3 60 d20 5 100

ide

All Epic classes have one saving throw progression for all saves, which follows the good progression. This gives all Epic classes three good saves.

Skill Points D&D has four rankings of skill points assigned per level, from 2 to 8. Each skill point is 0.25 points per level. Multiply the number of skill points given per level times the number of levels. D&D has a bonus of 1 skill point per level for being human. Modern, assuming all the characters will be human, adds this bonus to class descriptions. D20 Future explicitly applies a 1 skill point per level penalty for not being human in its character class descriptions.

Defense Bonus

Points

Monk 8 Poor 14

Moderate 26 Good 28

Enhanced 26

Class Skills This is based upon the count of class skills. Each Craft, Profession, Perform, and Knowledge skill counts separately.

Supplemental Abilities The supplemental abilities are considered base abilities, but only for one or the other of the D&D and Modern systems. D&D assigns different armor and weapons proficiencies to its classes as a basic ability. Modern assigns only the simple weapons proficiency to the base classes,

using feats or class features to assign proficiency, adding a defense bonus and reputation bonus as basic class abilities.

Armor Proficiencies D&D Armor proficiencies have three categories: light, medium, and heavy armor. In addition some classes offer shield proficiency, with or without a tower shield.

Skill Points

Per Level

Points

2,3 0.5 10 4,5 1 20 6,7 1.5 30 8,9 2 40

10,11 2.5 50

Armor Proficiencies

Points

Light 2 Medium 2 Heavy 2 Shields 2

Tower Shields 1 Per Individual 0.5

Weapon Proficiencies D&D has two categories of weapons proficiencies: Simple (with 20 weapons) and Martial (with 30 weapons). These categories cover all of the most basic weapons. Selecting individual weapons from these categories is inexpensive. Any weapon not in these two categories is an Exotic weapon and requires a full feat to select. D20 Modern replaces specialized lists of weapons with a three specific feats.

Weapon Proficiencies

Points

All Simple 10 All Martial 15

Per Individual

0.5

Per Exotic 2

Class Skills Points 6 to 10 4

11 to 15 6 16 to 20 8 21 to 25 10 26 to 30 12

31+ 14

Defense Bonus Modern gives each class a defense bonus, added to armor class to reduce the need for armor. Each +1

3 Class Construction Guide

defense bonus costs 2 points. Calculate the total cost by multiplying the final defense bonus by two. The Defense bonus comes in five rankings: monk is based upon the defense bonus given to the monk class, poor is +1/3 levels, moderate is a Base 1, +1/2 levels, good at a base 1 +2 /3 levels, and the enhanced is a base 3, +1/2 levels. There are two slight variations of the moderate defense bonus, but both start with +1 at first level and end with +5 at 10th level.

Reputation Bonus The Reputation bonus given to each class in Modern comes in one of four rankings: poor at a base 0, +1/4 levels, moderate is a base 0, +1/3 levels, good is a base 1, +1/3 levels, and excellent is a base 2reputation costs 1 pby simply taking thbonus.

Class Features

General class feThis applies to all tto a class. Spell caspowers are treated a little differently, and discussed below. In general, each class feature is given one of five ranks: Standard,

Moderate, Excellent, Outstanding, and Epic. Assigning a rank to each class feature is subjective. There are some guidelines below, and you may use the examples to assist you.

If a class feature is or duplicates a standard feat, it is a standard feature. Selection of talent from a talent tree is a standard ability. An extraordinary ability, like most feats, counts as a standard feature. Any supernatural ability counts as a moderate feature. Any class feature requiring an action point to use is a moderate feature. Selection of a bonus epic feat counts as excellent ability.

A class feature which grants a unique skill or skill like ability, like bardic knowledge, counts as a standard feature.

If a class feature provides a +2 bonus to skill checks, saves, attacks, AC, or another check is a standard feature. If a class

C

Reputation Bonus

Points

Poor 3 Moderate 4

Good 5 Enhanced 7

, +1/3 levels. Each +1 oint; calculate the cost e final reputation

atures he class features given ting and psionic

feature provides a +4 bonus to a skill check, saves, attacks, AC or another check is a moderate Feature. A class feature which provides a +10 bonus is an excellent feature. If a class feature provides multiple bonuses to different abilities, treat each as a separate ability.

Some class features improve with the class levels. For example, the Barbarian's uncanny dodge class feature improves 6 times. A class features which has 1 to 3 improvements counts as 1 rank higher. A class feature which has 4 to 6 improvements counts as 2 ranks higher. A class features which has 7 or more improvements counts as 3 ranks higher.

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1-4-7

If the class feature duplicates an existing spell it costs 0.5 times the spell level. If the

l

Ability Points Standard 2 Moderate 4 Excellent 8 utstanding 10

Epic 12 3 upgrades +2 6 upgrades +4 + upgrades +6

4 ass Construction Guide

feature can be used more than once a day, multiply the uses per day times the spell cost. An ability which can be use at will or more than 5 times per day multiples the cost by 5.

Arcane powers Arcane powers, the ability to manifest a whole range of magical effects, come in two broad types: spell casting and psionic powers.

Calculating the point cost for arcane powers is complex due to the number of variables. Start by multiplying the number of spells cast by the spell level for each level of spells and adding the resulting products. Divide the sum by 10 (keeping fractions) or if the caster has known spells (like the sorcerer or bard) divide by 15. Multiply the results by a factor determined by the number of available spell on the spell list.

For example; the paladlevel spells, and a totathrough 4th level spellof 3+6+9+12= 30. Diviequals 3. The paladin'scontains 44 entries, so 3 for a total cost of 9 p

Bards have access to 0spells, and a total of 4 maximum. This totals 16 + 20 + 24 = 86 / 15

spell list contains 164 spells, so multiply by 3 totals 17.

Psionic powers are determined by three statistics; Total power points, number of powers known and maximum level of ability. Each known ability is 1 point. Maximum level costs three points times the highest level allowed. Power points cost 0.1 points each, divide the highest total of Power points by 10 to get cost. Add these three costs together for the final point cost.

A prestige class which adds one level to the caster's current spell casting level or psionic manifesting level counts as an moderate feature.

Limitations

Limitations are usually a feature of the prestige and advanced classes, limiting who may take the class. Limitations also apply to some base classes. All limitations have a negative point cost, meaning the class costs

Limitation Points Trivial -0.5 Minor -1

Moderate -2 Significant -4

Heroic -6

Cl

Total Spells

Multiplier

1-150 2 151-200 3 201-250 4 251-300 5 301-350 6 351-400 7 401-450 8

451+ 9

in has access to 4th l of three each of 1st s. This gives a total de the sum by 10 complete spell list we multiply 3 times oints.

th through 6th level at each level at to 2 + 4 + 8 + 12 + = 5.73. The bard's

less than other classes lacking the limitations.

Epic -8

Like the class features, limitations have six ranks: Trivial, Minor, Moderate, Significant, Heroic and Epic

Alignments If the class is restricted to a single alignment (e.g. lawful good), this is a minor limitation. A class limited to a fixed

5 ass Construction Guide

portion of an alignment (e.g. Any Lawful, any good) has a trivial limitation.

Race requirements The class is limited to a specific race or species. This is a moderate limitation. The DM decides if cross breeds are allowed in the class.

Multi-class restrictions If the class is restricted from multi-classing, like the paladin or monk, this is a trivial limitation.

BAB, Skill rank, Base Save bonus, class feature or Spell casting requirements These requirements are designed to restrict the class to characters of a specific level or above. Determine which level a character must be at minimum to qualify for the class. Character of 2nd or 3rd level is a minor limitation, 4th or 5th level is a moderate limitation, 6th or 7th is a significant limitation, 8th or 9th level is a heroic limitation, and 10th level or more is an epic limitation.

If there is more than one requirement, for example requiring three skills each at 6 skill ranks (3rd level), apply the limitation for each such requirement.

Feat Requirements Each feat required to qualify for the class counts as a minor limitation. The requirement to be able to use magical powers (arcane spells, divine spells, or psionic abilities) but no limitation as to specific spell or spell level cast is a minor limitation. Each epic feat required counts as a heroic limitation.

Role playing requirements These limitations are based upon the idea that the character must either perform some in-game task or have a in-game limitation placed upon their actions. These limitations are based upon the player's actions rather than the character's game mechanics and need to be adjudicated by the DM.

Classes which require a quest or deed to be performed take a limitation based upon the level of the quest. For example, requiring a minor quest to join the class grants a minor limitation.

Classes which require a code of conduct also apply a limitation based upon level of conduct required. For example, a paladin's code of conduct is a significant requirement and merits a significant limitation.

The classes as worked examples

Core Classes In this collection of classes, the average point score is 223 with a standard deviation of 12.4. Classes which fall short are the Fighter and the Rogue. The only class which exceeds the high end is the Cleric, with the Ranger and Barbarian right at the top.

Barbarian: Hit Dice d12 (60), 4 skill point per level (20), 9 class skills (4), Good BAB (60), One good save (24), Light, medium, shields for armor (6), Simple and martial weapons (25), Fast Movement (2), Rage [+2 to three items, 6 per day] (10), Uncanny Dodge (2), Trap Sense [standard, 5 increases] (6), Improved

6 Class Construction Guide

Uncanny Dodge (2), Damage Reduction [standard with 4 increases] (6), Greater Rage (2), Indomitable Will (4), Tireless Rage (2), Mighty Rage (2), Illiterate (-0.5). Total: 236.5

Bard: Hit Dice d6 (30), 6 skill points per level (30), 32 class skills (14), moderate BAB (45), two good saves (30), light, medium, shields for armor (6), Simple plus 6 weapons (13), Light Armor spell casting (2), spell casting [86 spell factors, 164 spells, 30 known] (17), bardic knowledge (2), countersong (2), Fascinate (2), Inspire Courage (4), Inspire competence (2), suggestion (4), Inspire Greatness (6), Song of freedom (2), Inspire Heroics (6), Mass Suggestion (4). Total: 219

Cleric: Hit Dice d8 (40), 2 skill points per level (10), 10 class skills (4), moderate BAB (45), two good saves (30), all types of armor plus shields (8), simple weapons (10), Aura (1), Divine Spells [198 spell factors, 222 spells list] (79), Domain spells [22.5 spell factors, 20 spell list] (7), Turn or rebuke undead (4), Two divine gifts (8), Alignment restriction (-1), Moderate code of conduct (-2). Total: 242

Druid: Hit Dice d8 (40), 4 skill points per level (20), 13 class skills (6), moderate BAB (45), two good saves (30), Light, medium and shields for armor (6), 10 weapons (5), Spells [198 spell factors, 161 spells] (59), Nature Sense (2), Wild Empathy (2), Woodland Stride (2), Trackless Step (2), Resist Natures lure (4), Wild shape [polymorph, 10 increases] (8), venom immunity (2), Thousand Faces (0.5), Timeless Body (2), Alignment (-0.5), moderate code of conduct (-2), significant equipment use limitation (-4). Total: 229

Fighter: Hit dice d10 (50), 2 skill points per level (10), 6 class skills (4), good BAB (60), one good save (24), all armor and shields (9), all weapons (25), 11 bonus feats (22). Total: 204

Monk: Hit Dice d8 (40), 4 skill points per level (20), 18 class skills (8), moderate BAB (45), three good saves (36), no armor (0), 13 weapons (6.5), monk defense bonus (8), unarmed strike (2), Flurry of Blows (4), three bonus feats (6), Evasion (2), Fast Movement (6), still mind (2), slow fall (2), Purity of body (2), wholeness of body (4), Improved Evasion (2), Diamond Body (4), Abundant Step [4th level spell] (2), Diamond Soul (4), Quivering Palm (4), Timeless body (2), Tongue of the sun and moon (2), Empty Body (2.5), Perfect Self (6), Alignment (-0.5), Multi-class (-0.5), significant limitation of no armor (-4). Total: 219

Paladin: Hit dice d10 (50), 2 skill points per level (10), 10 class skills (4), good BAB (60), one good save (24), all armor and shields (8), all weapons (25), Detect Evil (2.5), Smite Evil [standard hit bonus, standard damage bonus, 5 upgrades](8), Divine Grace (4), Lay on Hands (4), aura of courage (4), divine health (2), turn undead (4), Special Mount (8), Remove Disease {3rd level spell] (1.5), Spells [30 spell factors, 44 spells] (6), Alignment (-1), Multi-class restriction (-0.5), significant code of conduct (-4). Total: 219.5

Ranger: Hit dice d8 (40), 6 skill points per level (30), 19 class skills (8), good BAB (60), two good saves (30), light armor and shields (4), all weapons (25), favored Enemy [Moderate, 5 increases] (8), Track (2), wild empathy (2), combat style (2), Endurance (2), improved combat style (2),

7 Class Construction Guide

woodland stride (2), swift tracker (2), evasion (2), combat style mastery (2), camouflage (2), hide in plain sight (2), Divine Spells [30 spell factors, 51 spells] (6). Total: 231

Rogue: Hit Dice d6 (30), 8 skill points per level (40), 29 class skills (12), moderate BAB (45), one good save (25), light armor only (2), simple weapons plus 5 weapons (12.5), sneak attack (10), trap finding (2), evasion (2), trap sense (6), uncanny dodge (2), improved uncanny dodge (2), 4 special abilities (8). Total: 198.5

Sorcerer: Hit dice d4 (20), 2 skill points per level (10), 6 class skills (4), poor BAB (30), one good save (24), no armor (0), simple weapons (10), spells [273 spell factors, 370 spells, 43 known] (127). Total: 225

Wizard: Hit dice d4 (20), 2 skill points per level (10), 15 class skills (6), poor BAB (30), one good save (15), no armor (0), 5 weapons (2.5), spells [182 spell factors, 370 spells] (127), Scribe scroll (2), 4 bonus feats (8). Total: 229.5

Prestige Classes These classes have a broader range than the core classes. As expected, the 10 level classes have an average of 117.8, just about half the average of the base classes. The prestige classes have a huge standard deviation, 14.8 points. Two classes, the Blackguard and the Dwarven Defender are both high. The three five level prestige classes have an average cost of 42 points, somewhat less than half of the 10 level prestige classes. The small number of classes does not give a good standard deviation.

Arcane Archer: Hit dice D8 (20), 4 skill points per level (10), 8 class skills (4), good BAB (15), two good saves (15), all weapons (25), light, medium armor and shields (6), Enchant Arrow [standard ability, 5 increases] (6), Imbue arrow (4), Seeker arrow (4), Phase arrow (4), hail of arrows (4), arrow of death (4), elves only (-2), require BAB at 6th level (-4), requires 3 feats (-3), requires spell casting (-2). Total: 110

Arcane Trickster: Hit dice d4 (10), 4 skill points per level (10), 37 class skills (16), poor BAB (15), two good saves (15), no weapons (0), no armor(0), +10 level spell casting (40), Ranged Legerdemain [1st level, 3 per day] (1.5), Sneak Attack (10), impromptu sneak attack (2), requires three skills at 4th level (-6), requires one skill at 1st level (-0.5), requires spell casting 3rd level spells (-4), requires 3rd level rogue (-1). Total: 108

Archmage: Hit Dice D4 (5), 2 skill points per level (2.5), 15 class skills (6), poor BAB (6), one good save (6), no weapons (0), no armor (0), +5 level spell casting (20), 5 high arcane (20), requires two skills at 12th level (-16), requires arcane spell casting at 12th level (-8), requires three feats (-3). Total: 38.5

Assassin: Hit dice d6 (15), 4 skill points per level (10), 25 class skills (10), moderate BAB (21), one good save (13), light armor only (2), 10 weapons (5), sneak attack +5d6 (10), death attack (4), poison use (2), uncanny dodge (2), improved uncanny dodge (2), poison save bonus (4), hide in plain sight (2), arcane spells [30 spell factors, 31 spells, 16 known] (4), limited alignment (-0.5), requires two skills at 5th

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level (-4), requires one skill 1st level (-0.5), minor quest required (-1). Total: 100

Blackguard: Hit dice d10 (25), 2 skill points per level (5), 10 class skills (4), good BAB (30), one good save (13), all armor (9), all weapons (25), detect good [1st level, at will] (2.5), poison use (2), dark blessing (2), smite evil (8), aura of despair (4), command undead (4), sneak attack +3d6 (6), fiendish servant (8), spells [13 spell factors, 26 spells] (2.5), requires BAB at 6th level (-4), requires one skill at 2nd level (-1), requires one skill at 1st level (-0.5), requires two feats (-2), requires a moderate quest (-2). Total: 140.5

Dragon Disciple: Hit Dice d12 (30), 2 skill points per level (5), 21 class skill (10), moderate BAB (21), two good saves (17), no weapons (0), no armor (0), Natural Armor (4), Bonus Spells (14), claw and bite (2), ability boost (8), breath weapon (4), blindsense (2), wings (2), dragon apotheosis (14), requires skill at 5th level (-2), requires spontaneous spell casting (-1). Total: 130

Duelist: Hit Dice d10 (15), 4 skill points per level (10), 9 class skills (4), good BAB (30), one good save (13), no armor (0), simple and martial weapons (25), Canny Defense (2), improved reaction (4), enhanced mobility (2), grace (2), precise strike (4), acrobatic charge (2), elaborate parry (2), deflect arrows (2), requires BAB of 6th level (-4), requires skill at 2nd level (-1), requires skill at 1st level (-0.5), requires three feats (-3). Total: 108.5

Dwarven Defender: Hit dice d12 (30), 2 skill points per level (5), 4 class skills (2), good BAB (30), two good saves (17), all

armor and shields (9), all weapons (25), poor defense bonus (8), Defensive stance [6 standard bonuses, 6 per day] (16), uncanny dodge (2), trap sense (2), damage reduction (4), improved uncanny dodge (2), mobile defense (2), requires dwarf (-1), requires BAB of 7th level (-4), requires three feats (-3), requires alignment (-0.5). Total: 145.5

Eldritch Knight: Hit dice d6 (15), 2 skill points per level (5), 10 class skills (4), good BAB (30), one good save (13), no weapons (0), no armor (0), bonus feat (2), +9 spell levels (36), requires 3rd level arcane spells (-2). Total: 103

Hierophant: Hit Dice d8 (10), 2 skill points per level (2.5), 8 class skills (4), moderate BAB (6), two good saves (9), no weapons (0), no armor (0), 5 special abilities (20), requires one feat (-1), requires one skill at 12th level (-8), requires 7th level divine spells (-8). Total: 34.5

Horizon Walker: Hit Dice d8 (20), 4 skill points per level (10), 13 class skills (6), good BAB (30), one good save (13), no armor (0), no weapons (0), 5 terrain bonuses (20), 5 planar bonuses (30), requires one feat (-1), requires one skill at 5th level (-2).

Loremaster: Hit dice d4 (10), 4 skill points per level (10), 22 class skills (10), poor BAB (15), one good save (13), no armor (0), no weapons (0), +10 levels spell casting (40), five secrets (10), lore (2), bonus languages (2), greater lore (2), true lore (2), requires two skills at 7th level (-8), requires 4 feats (-4), requires 5th level spell caster (-2). Total: 102

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Mystic Theurge: Hit dice d4 (10), 2 skill points per level (5), 8 class skills (4), poor BAB (15), one good save (13), no armor (0), no weapons (0), +10 levels arcane spell casting (40), +10 levels divine spell casting (40), requires two skill at 3rd level (-2), requires 2nd level arcane casting (-1), requires 2nd level divine casting (-1).

Shadowdancer: Hit dice d8 (20), 6 skill points per level (15), 17 class skills (8), moderate BAB (21), one good save (13), light armor (2), 14 weapons (7), hide in plain sight (2), evasion (2), darkvision (4), uncanny dodge (2), shadow illusion (4), summon shadow (6), shadow jump (2), defensive roll (2), improved uncanny dodge (2), slippery mind (4), improved evasion (2), requires one skill at 7th level (-4), requires one skill at 5th level (-2), requires one skill at 3rd level (-1), requires three feats (-3). Total: 108

Thaumaturgist: Hit Dice d4 (5), 2 skill points per level(2.5), 9 class skills (4), poor BAB (6), one good save (6), no armor (0), no weapons (0), +5 spell casting level (20), Improved ally (4), Augment summoning (2), Extended summoning (4), contingent conjuration (4), planar cohort (4), requires one feat (-1), requires a 5th level spell (-8). Total: 52.5

Psionic Classes The Psionic base classes have a slightly lower average (206.4) than the core classes, but a wider range (SD of 15.7 points). The psionic prestige classes have a slightly lower average (113.5 points) than the core prestige classes, but a huge range (SD of 30 points). Of the prestige classes the Slayer is overpowered and the Metamind falls short.

Psion: Hit Dice d4 (10), 2 skill points per level (10), 18 class skills (8), poor BAB (30), one good save (24), six weapons (3), no armor (0), Psionic Powers (36 abilities, 9th level, 345 points) (97.5), five bonus feats (10). Total: 192.5

Psychic Warrior: Hit dice d8 (40), 2 skill points per level (10), 10 class skills (4), moderate BAB (45), one good save (24), all weapons (25), All Armor (8), psionic powers (20 abilities, 6th level, 127 points) (51), 8 bonus feats (16).

Soulknife: Hit Dice d10 (30), 4 skill points per level (20), 12 class skills (6), moderate BAB (45), two good saves (30), light armor and shields (4), simple weapons (10), Mind Blade (8), weapon focus (2), wild talent (2), Throw mind blade (2), Psychic strike (8), free draw (2), shape mind blade (2), mind blade enhancement (6), speed of thought (2), bladewind (2), greater weapon focus (2), knife to the soul (4), multiple throw (2). Total: 189

Wilder: Hit Dice d6 (20), 4 skill points per level (20), 17 class skills (8), moderate BAB (45), one good save (24), light armor and shields (4), simple weapons (10), psionic powers (11 abilities, 9th level, 343 points) (72), wild surge (10), Elude touch (2), Surging euphoria (4), Volatile Mind (2). Total: 221

Cerebremancer: Hit Dice d4 (10), 2 skill points per level (5), 8 class skills (4), poor BAB (15), one good save (13), no armor (0), no weapons (0), +10 spell casting levels (40), +10 Psionic levels (40), requires two skill at 3rd level (-2), cast 2nd level spells (-2), use 2nd level psionic powers (-2). Total: 121

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Elocator: Hid dice d6 (15), 6 skill points per level (15), 26 class skills (12), moderate BAB (21), two good saves (17), light armor (2), all simple and martial weapons (25), +7 psionic levels (28), scorn earth (2), sidestep charge (2), opportunistic strike (4), dimension step (4), flanker (2), transporter (5), capricious step (2), dimension spring attack (4), accelerated action (4). Requires BAB 3rd level (-1), requires one skill at 5th level (-2), requires two feats (-2), requires psionic powers (-1). Total: 158

Psionic Fist: Hit Dice d6 (15), 4 skill points per level (10), 14 class skills (6), moderate BAB (21), two good saves (17), no armor (0), no weapons (0), monk defence bonus (4), psionic power (10 abilities, 5th level, 71 power points) (32), unarmed damage (2), fast movement (4), two bonus feats (4), requires monk 3rd level (-2), requires one skill at 6th level (-4), requires one feat (-1), requires BAB at 4th level (-2). Total: 104

Slayer: Hit dice d8 (20), 4 skill points per level (10), 8 class skills (4), good BAB (30), one good save (13), all armor and shield (9), all weapons (25), +9 levels psionic ability (36), favored enemy (4), enemy sense (2), brain nausea (2), lucid buffer (2), cerebral blind [non-detection at will](3.5), breach power resistance (4), cerebral immunity (4), blast feedback (4), requires BAB at 4th level (-2), requires one skill at 1st level (-0.5), requires one feat (-1), requires psionic powers (-1). Total: 168

Metamind: Hit dice d4 (10), 2 skill points per level (5), 5 class skills (4), poor BAB (15), one good save (13), no armor (0), no weapons (0), +5 levels psionic ability (20), free manifesting [39 psionic points] (4),

cognizance psicrystals (2), font of power (4), requires one skill at 5th level (-2), requires one skill at 2nd level (-1), requires one feat (-1), requires manifester at 4th level (-2). Total: 71

Psion Uncarnate: Hit dice d4 (10), 2 skill points per level (5), 9 class skills (4), poor BAB (15), one good save (13), no armor (0), no weapons (0), +6 levels psionic ability (24), incorporeal touch (4), uncarnate armor (4), shed body (3.5), assume equipment (2), assume likeness (2), telekinetic force (3), uncarnate bridge (4), uncarnate (4), requires two skills at 5th level (-4), requires one feat (-1), requires 3rd level psionic powers (-2), requires minor quest (-1). Total: 89.5

Pyrokineticst: Hit dice d8 (20), 2 skill points per level (5), 6 class skills (4), moderate BAB (21), two good saves (17), no armor (0), no weapons (0), fire lash (2), fire adaptation (4), hand afire (2), bolt of fire (2), nimbus (4), firewalk (2), fear no fire (8), greater weapon afire (4), heat death (4), conflagration (4), requires one skill at 5th level (-2), requires two skills (-1), requires psionic powers (-1), requires minor quest (-1). Total: 98

Thrallherd: Hit dice d4 (10), 2 skill points per level (5), 8 class skills (4), poor BAB (15), one good save (13), no armor (0), no weapons (0), +8 levels psionic ability (32), thrallherd (2), psionic charm (2), psionic dominate (2), greater dominate (2), superior dominate (2), twofold master (2), requires one skill at 5th level (-2), requires one skill at 1st level (-0.5), requires one feat (-1), requires 5th level manifester (-2). Total: 85.5

11 Class Construction Guide

War Mind: Hit dice d10 (25), 2 skill points per level (5), 6 class skills (4), good BAB (30), two good saves (17), no armor (0), no weapons (0), psionic abilities (6 powers, 5th level, 70 points) (28), chain of personal superiority (6), chain of defensive posture (6), enduring body (4), sweeping strike (2), chain of overwhelming force (4), requires BAB of 3rd level (-1), requires one skill at 5th level (-2), requires psionic class (-1), requires minor quest (-1). Total: 126

Epic Prestige Classes These are not done and the point totals reflect an earlier version of this document.

Agent Retriever: Hit Dice d6 (15), 6 skill point per level (15), 14 class skills (6), poor BAB (10), three good saves (35), 10 levels spell casting increase (150), uncanny location [8th level spell](25), Tracking Bonus [excellent feature, 1 upgrade](20), plane shift [7th level] (20), Force Sphere [5th level spell] (15), Ethereal Jaunt (15), 2 epic feats (30), alignment limitation (-2), requires one skill at 21st level (-30), requires one skill at 12th level (-30), requires one feat (-5). Total: 343

Cosmic Descryer: Hit dice d4 (10), 2 skill points per level (15), 10 class skills (10), poor BAB (10), three good saves (35), five levels spell casting increase (75), superior planar summoning [moderate ability, two increases] (20), naturalization [moderate ability, 5 increases] (20), enduring gate [moderate feature, 3 increases] (15), two bonus epic feats (30), cosmic connection [native to plane, immune to critical hits, dimension door 4th level at will] (45), requires one skill at 21st level (-30), requires one feat (-5), requires one epic

feat (-20), requires casting gate [18th level] (-30). Total: 200

Divine Emissary: Hit dice d10 (40), 4 skill points per level (30), 14 class skills (15), poor BAB (10), three good saves (35), 10 levels spell casting increase (150), improved special mount [three items at +2, two increases] (20), granted domain (15), divine inspiration (15), extra smite (15), greater planar ally (25), one bonus epic feat (15), divine hand (20), requires BAB of 23rd level (-30), requires one feat (-5), requires one epic feat (-20), requires one skill at 7th level (-15), requires heroic quest (-20). Total: 315

Epic Infiltrator: Hit dice d6 (20), 8 skill points per level (60), 23 class skills (25), poor BAB (10), three good saves (35), all armors and shields (35), all weapons (25), improved cover identity (15), sneak attack [standard, 3 increases](10), specialist training [3 feats] (15), detect thoughts [2nd level] (10), far senses [3rd level] (15), mind blank [8th level spell] (25), requires two skills at 21st level (-60), requires two skills at 7th level (-30), requires one feat (-5), requires one epic feat (-20), requires a moderate quest (-10). Total: 175

Guardian Paramount: Hit dice d10 (40), 4 skill points per level (30), 8 class skills (10), poor BAB (10), three good saves (35), all armors and shields (35), all weapons (25), four bonus epic feats (60), uncanny dodge enabler [moderate, 5 increases] (20), evasive preceptor [moderate, two increases] (15), protective aura [2nd level] (10), adjust probability (10), call back [9th level] (25), require BAB of 15th level (-30), require one skill at 10th level (-30), require two feats (-10), require two epic feats (-

12 Class Construction Guide

40), require two class features (-20). Total: 195

High Proselytizer: Hit dice d8 (30), 2 skill points per level (15), 9 class skills (10), poor BAB (10), three good saves (35), all armor and shields (25), simple weapons (10), 5 levels spell casting increase (75), Proselytize (45), deific touch (25), deific word (15), deific face [8th level] (25), deific aura (20), heal (20), two bonus epic feats (30), requires one skill at 21st level (-30), requires one skill at 9th level (-20), requires one feat (-5), requires one epic feat (-20), requires 5th level spell casting (-20), requires patron deity [moderate restriction] (-10). Total: 295

Legendary Dreadnaught: Hit dice d12 (50), 2 skill points per level (15), 5 class skills (5), poor BAB (10), three good saves (35), all armor and shields (35), all weapons (25), unstoppable (20), unmoveable (20), shrug off punishment (15), thick skinned (15), two bonus epic feats (30), requires BAB of 23rd level (-30), requires one skill 12th level (-30), requires seven feats (-35). Total: 180

Perfect Wight: Hit dice d6 (20), 8 skill points per level (60), 22 class skills (25), poor BAB (10), three good saves (35), greater invisibility (15), improved legerdemain (15), incorporeal (20), shadow-form (25), two bonus epic feats (30), requires two skills at 21st level (-60), requires one epic feat (-20), requires class feature at 20th level (-30). Total: 145

Union Sentinel: Hit dice d10 (40), 2 skill points per level (15), 9 class skills (10), poor BAB (10), three good saves (35), all armor and shields (35), all weapons (25), sending (15), shield of law (25), freedom

(25), knock (5), dimensional anchor (15), portal guardian (15), forcecage (20), imprisonment (25), requires BAB of 21st level (-30), requires two skills at 5th level (-20), requires three feats (-15), requires one epic feat (-20), requires moderate quest (-10). Total: 220

Modern Basic Classes The Modern classes have an average of 106 point, and a standard deviation of 2.3 points. None of the classes fall outside one standard deviation. This makes them the most well balanced set of classes so far.

Strong: Hit Dice d8 (20), 2 skill points per level (5), 13 class skills (6), good BAB (30), one moderate save (11), simple weapons feat (2), moderate defense bonus (10), poor reputation (2), 5 bonus feats (10), 5 talent tree picks (10). Total: 106

Fast: Hit dice d8 (20), 4 skill points per level (10), 15 class skills (6), moderate BAB (21), one moderate save (11), simple weapons feat (2), good defense bonus (16), moderate reputation (3), 5 bonus feats (10), 5 talent tree picks (10). Total: 109

Tough: Hit dice d10 (25), 2 skill points per level (5), 15 class skills (6), moderate BAB (21), one moderate save (11), simple weapons feat (2), moderate defense bonus (10), moderate reputation (3), 5 bonus feats (10), 5 talent tree picks (10). Total: 103

Smart: Hit dice d6 (15), 8 skill points per level (20), 35 class skills (14), poor BAB (15), one moderate save (11), simple weapons feat (2), poor defense bonus (6),

13 Class Construction Guide

good reputation (4), 5 bonus feats (10), 5 talent tree picks (10). Total: 107

Dedicated: Hit dice d6 (15), 4 skill point per level (10), 28 class skills (12), moderate BAB (21), two moderate saves (13), simple weapons feat (2), moderate defense bonus (10), good reputation (5), 5 bonus feats (10), 5 talent tree picks (10). Total: 108

Charismatic: Hit dice d6 (15), 6 skill points per level (15), 29 class skills (12), poor BAB (15), two moderate saves (13), simple weapons feat (2), poor defense bonus (6), excellent reputation (5), 5 bonus feats (10), 5 talent tree picks (10). Total: 103

Modern Advanced Classes The advanced classes have a slightly lower average (104.5 points) than the base classes, but have a much wider range (SD of 7.2 points). Only two classes, the Personality and the Infiltrator, fall significantly outside the range. The Infiltrator is a few points high, adding more restrictions would assist that class. The Personality is significantly low.

Soldier: Hit dice d10 (25), 4 skill points per level (10), 17 class skills (8), moderate BAB (21), two moderate saves (13), moderate defense bonus (10), poor reputation (2), weapon focus (2), weapon specialization (2), 3 bonus feats (6), tactical aid (2), improved critical (2), improved reaction (2), greater weapon specialization (4), critical strike (4), require BAB 3rd level (-1), require one skill 1st level (-0.5), require one feat (-2). Total: 109.5

Martial Artist: Hit dice d8 (20), 2 skill points per level (5), 16 class skills (8),

good BAB (30), one good save (13), good defense bonus (14), poor reputation (2), living weapon (2), unarmed strike [standard ability, 2 increases] (4), flying kick (2), three bonus feats (6), iron fist [moderate, 1 increase] (6), flurry of blows (2), require BAB 3rd level (-1), require one skill 1st level (-0.5), require two feats (-2). Total: 112.5

Gunslinger: Hit dice d10 (25), 4 skill points per level (10), 18 class skills (8), moderate BAB (21), two moderate saves (13), moderate defense bonus (10), moderate reputation (3), close combat shot (2), weapon focus (2), three bonus feats (6), defensive position (2), lighting shot (2), sharp shooting (2), greater weapon focus (2), bulls eye (4), require BAB 2nd level (-1), require two skills 3rd level (-4), require one feat (-1). Total: 106

Infiltrator: Hit dice d8 (20), 6 skill points per level (15), 22 class skills (10), poor BAB (15), one good save (13), good defense bonus (14), good reputation (4), sweep [+4 bonus, 1 improvement] (6), improvised implement (4), 3 bonus feats (6), improved evasion (2), skill mastery (2), improvised weapon damage (2), without a trace [+4 bonus] (4), require BAB 2nd level (-1), require two skills 3rd level (-2). Total: 114

Daredevil: Hit dice d10 (25), 4 skill point per level (10), 19 class skills (8), poor BAB (15), one good save (13), good defense bonus (14), moderate reputation (3), fearless (4), nip-up (2), three bonus feats (6), action boost (4), Adrenaline rush (4), delay damage (4), damage threshold (2), require BAB 2nd level (-1), require two skills 3rd level (-2), require one feat (-1). Total: 110

14 Class Construction Guide

Bodyguard: Hit dice d12 (30), 2 skill points per level (5), 17 class skills (8), moderate BAB (21), one moderate and one good save (15), moderate defense bonus (10), moderate reputation (3), harms way (2), combat sense (4), three bonus feats (6), sudden action (2), improved charge (2), defensive strike (4), blanket protection (4), require BAB 2nd level (-1), require two skills 3rd level (-2), require one feat (-1). Total: 112

Field Scientist: Hit dice d8 (20), 6 skill points per level (15), 21 class skills (10), poor BAB (15), two moderate saves (13), poor defense bonus (6), moderate reputation (3), smart defense (2), scientific improvisation (4), three bonus feats (6), skill mastery (2), minor breakthrough (2), smart survival (2), smart weapon (2), major breakthrough (2), require 3rd level in three skills (-3). Total: 101

Techie: Hit dice d6 (15), 6 skill points per level (15), 18 class skills (8), poor BAB (15), one good save (13), moderate defense bonus (10), moderate reputation (3), jury rig (4), extreme machine (4), three bonus feats (6), build robot (2), mastercraft (4), require 3rd level in three skills (-3). Total: 96

Field Medic: Hit dice d8 (20), 4 skill points per level (10), 18 class skills (8), poor BAB (15), one good and one moderate save (15), moderate defense bonus (10), good reputation (4), medical specialist (4), expert healer (2), three bonus feats (6), medical mastery (2), minor medical miracle (4), medical miracle (4), require BAB at 2nd level (-1), require two skills at 3rd level (-2), require one feat (-1). Total: 100

Investigator: Hit dice d6 (15), 4 skill points per level (10), 20 class skills (8), moderate BAB (21), two moderate saves (13), moderate defense bonus (10), good reputation (4), profile (2), contact (6), three bonus feats (6), non lethal force (4), discern lie (2), sixth sense (4), require BAB at 2nd level (-1), require three skills at 3rd level (-3). Total: 101

Personality: Hit dice d6 (15), 4 skill points per level (10), 17 class skills (8), poor BAB (15), two moderate saves (13), poor defense bonus (6), excellent reputation (5), unlimited access (2), two bonus class skills (2), three bonus feats (6), royalty (2), winning smile (4), compelling performance (4), require two skills at 3rd level (-2), require one feat (-1). Total: 89

Negotiator: Hit dice d8 (20), 4 skill points per level (10), 19 class skills (8), moderate BAB (21), one good and one moderate save (15), poor defense bonus (6), good reputation (4), conceal motive (2), react first (2), three bonus feats (6), talk down (4), no sweat (4), sow distrust (4), requires two skills at 3rd level (-2), requires one feat (-1). Total: 103

Campaign specific advanced classes These are example Advanced classes designed to promote one or another of the campaigns given in the Modern book. Comparing the classes may not be useful. Still the group has an average of 122 points with a SD of 14.3 points. Only the Occultist falls short of the range.

Shadow Slayer: Hit Dice d8 (20), 2 skill points per level (5), 16 class skills (8), good BAB (30), three moderate saves (15),

15 Class Construction Guide

moderate defense bonus (10), poor reputation bonus (2), detect shadow (2), shadow immunity (4), three bonus feats (6), slayer weapon (6), shadow enemy (10), fast healing (4), word of slaying (4), requires BAB at 3rd level (-1), requires one feat (-1). Total: 124

Occultist: Hit dice d6 (15), 4 skill points per level (10), 16 class skills (8), poor BAB (15), one moderate save (11), poor defense bonus (6), moderate reputation (3), arcane skills (4), spell resistance (8), Arcane Research (4), bonus feats (6), shadow contact (2), bind shadow creature (2), banish (3.5), requires three skills at 3rd level (-3), requires two feats (-2). Total: 92.5

Telepath: Hit dice d6 (15), 4 skill points per level (10), 14 class skills (6), poor BAB (15), one good save (13), poor defense bonus (6), good reputation (4), psionic powers (19 powers, 5th level, 43 points) (38), trigger power (2), three bonus feats (6), power crystal (2), combat manifestation (4), maximize power (4), requires three skills at 3rd level (-3), requires one feat (-1). Total: 121

Battlemind: Hit dice d8 (20), 2 skill points per level (5), 14 class skills (6), moderate BAB (21), one good save (13), good defense bonus (14), poor reputation (2), psionic powers (12 powers, 4th level, 33 points) (27), psi-blade (6), imprint tattoo (2), three bonus feats (6), psychic shield (4), combat manifestation (4), improved psi-blade (2), improved psychic shield (2), ultimate psi-blade (2), requires BAB 3rd level (-1), requires one skill at 3rd level (-1), required one feat (-1). Total: 126

Mage: Hit dice 1d6 (15), 6 skill points per level (15), 20 class skills (8), poor BAB (15), one good save (13), moderate defense bonus (10), good reputation (4), arcane spells [45 spells factors, 370 spells] (31.5), scribe scroll (2), three bonus feats (6), brew potion (2), scribe tattoo (2), spell mastery (2), combat casting (4), maximize spell (4), requires four skills at 3rd level (-4). Total: 129.5

Acolyte: Hit dice d8 (20), 4 skill points per level (10), 15 class skills (8), moderate BAB (21), two good saves (17), good defense bonus (10), excellent reputation (5), divine spells (61 spell factors, 222 spells) (24.5), turn or rebuke undead (4), three bonus feats (6), spontaneous casting (2), combat casting (4), turn or rebuke magical beast (4), turn or rebuke outsider (4), maximize spell (4), requires BAB 2nd level (-1), requires three skills at 3rd level (-3), requires allegiance (-1). Total: 138.5

Future Advanced Classes The Future Advanced classes have even more of a spread, at 8.6 SD, than the Modern Advanced classes. Three classes fall outside the average of 108.5 points; the Ambassador is low and the Helix Warrior and the Tracer are both high.

Ambassador: Hit dice d6 (15), 4 skill points per level (10), 15 class skills (6), moderate BAB (21), one good save (13), moderate defense bonus (10), good reputation (4), diplomatic immunity (4), open arms (2), three bonus feats (6), information access (2), stipend (2), restricted access (4), select consuls (2), require three skills at 3rd level (-3), require two talents (-2), require minor code of conduct (-1). Total: 95

16 Class Construction Guide

Dogfighter: Hit dice d8 (20), 4 skill points per level (10), 11 class skills (6), moderate BAB (21), one good save (13), moderate defense bonus (10), moderate reputation (3), four bonus feats (8), defender of the universe (4), shake, rattle and roll (4), to the max (2), keep it together (2), require one skill at 3rd level (-1), require one feat (-1), require reflex save (-1). Total: 100

Dreadnought: Hit dice d12 (30), 2 skill points per level (5), 9 class skills (4), moderate BAB (21), one good and one moderate save (15), poor defense bonus (6), moderate reputation (3), fearless (4), stability (2), unhindered (2), ability surge (4), steamroller (2), three bonus feats (6), master defender (4), knockdown (2), heavy artillery (2), require one skill at 3rd level (-1), require two feats (-2), require two talents (-2). Total: 107

Engineer: Hit dice d6 (15), 6 skill points per level (15), 15 class skills (6), moderate BAB (21), two moderate saves (13), poor defense bonus (6), moderate reputation (3), builder (2), improve kit (4), quick craft (2), superior repair (2), three bonus feats (6), reconfigure weapon (2), sabotage (2), craft XP reserve (4), quick fix (2), weapon upgrade (2), unflustered (2), require five skills at 3rd level (-5). Total: 104

Explorer: Hit dice d8 (20), 6 skill points per level (15), 29 class skills (12), moderate BAB (21), three moderate saves (15), moderate defense bonus (10), moderate reputation (3), explorer lore (2), survivalist (4), resolve (2), skilled searcher (2), three bonus feats (6), trap sense (4), extra step (4), explorer's evasion (2), requires two skills at 3rd level (-2), requires two skills at 1st level (-1), requires one talent (-1). Total: 118

Field Officer: Hit dice d8 (20), 4 skill points per level (10), 13 class skills (6), good BAB (30), one good save (13), moderate defense bonus (10), good reputation (4), leadership (2), uncanny survival (2), three bonus feats (6), tactical expertise (4), commanding presence (2), action trust (4), require base attack 2nd level (-1), require two skills at 3rd level (-2), require one feat (-1). Total: 110

Helix Warrior: Hit dice d10 (25), 2 skill points per level (5), 15 class skills (6), good BAB (30), two moderate saves (13), moderate defense bonus (10), moderate reputation (3), haul (4), light sleeper (2), survivor (4), darkvision (4), three bonus feats (6), strong as an ox (4), superior conditioning (2), improved reaction (2), decisive attack (4), require BAB at 3rd level (-1), require one skill at 1st level (-0.5), require one feat (-1). Total: 123.5

Space Monkey: Hit dice d10 (25), 4 skill points per level (10), 20 class skills (8), moderate BAB (21), one good and one moderate save (15), moderate defense bonus (10), poor reputation (2), hibernate (2), monkey's wrench (2), three bonus feats (6), monkey's unite (2), know location (4), monkey shines (2), space suitable (2), monkey shot (4), requires two skills at 3rd level (-2), requires one talent (-1). Total: 112

Swindler: Hit dice d6 (15), 6 skill points per level (15), 22 class skills (10), moderate BAB (21), one good and one moderate save (15), poor defense bonus (6), moderate reputation (3), cheat fate (2), thousand faces (2), three bonus feats (6), fortune's favor (4), warp probability (6), requires two skills at 3rd level (-2),

17 Class Construction Guide

requires one skill at 2nd level (-1), requires two talents (-2). Total: 100

Technosavant: Hit dice d6 (15), 6 skill points per level (15), 19 class skills (8), moderate BAB (21), two moderate saves (13), moderate defense bonus (10), moderate reputation (3), salvage (2), technocant (2), robomancer (2), technophile (2), three bonus feats (6), cybermancer (2), skilled salvager (2), down with robots (6), exotic weapon adept (2), super cyber-surgeon (2), virtual Houdini (2), expeditious salvager (2), build prototype (2), requires four skills at 3rd level (-4). Total: 115

Tracer: Hit dice d8 (20), 4 skill point per level (10), 23 class skills (10), good BAB (30), one good save (13), moderate defense bonus (10), moderate reputation (3), target species (6), urban tracking (2), swift strike (6), three bonus feats (6), uncanny stealth (8), swift tracking (4), requires BAB at 2nd level (-1), requires three skills at 3rd level (-3), requires one feat (-1). Total: 123

Xenophile: Hit dice d8 (20), 6 skill points per level (15), 16 class skills (8), moderate BAB (21), one good and one moderate save (15), poor defense bonus (6), moderate reputation (3), xenolore (2), xenotype (6), xenoresistance (4), three bonus feats (6), xenodefense (2), requires two skills at 3rd level (-2), requires one talent (-1). Total: 105

Mecha Jockey: Hid dice d10 (15), 4 skill points (10), 16 class skills (8), moderate BAB (21), one good and one moderate save (15), moderate defense bonus (10), moderate reputation (3), mecha weapon (2), luv my mecha (4), three bonus feats

(6), mecha feint (2), evasive action (2), improved evasion action (4), requires one skill at 3rd level (-1), requires one feat (-1). Total: 100

18 Class Construction Guide

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15 COPYRIGHT NOTICES.

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

Class Construction Engine v1.1a, Copyright 2001 by Khepri of Shadowcraft Studios.

D&D Class Generator, Copyright 2003 by Cuqui email: mailto: [email protected]

Prestige Class Design Kit, Copyright 2001 by Eldrick http://www.thirdedition.net/articles/article.html?id=153

ClassCalc, Copyright 2001 by Hamilton Meyer, http://www.thirdedition.net/data/details.html?cid=11&did=136

The Versatile Hero Copyright 2004, Jeremy Forbing.

Point Buy Numbers, Copyright 2004 by Chine Games

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BESM d20 Copyright 2003, Guardians Of Order, Inc.; Author Mark C. MacKinnon.