Squaring the Circle

Squaring the Circle

Monday, December 15, 2014

DM Entry: Favored Classes and Multiclass Penalties

Let's be honest, the 20% penalty for unevenly multiclassing is bullshit. I am (once again) bastardizing some mechanics from another game system to use in our games. This time from Pathfinder, although we will use them a little differently.


This information has been added to the Aryathan Jiil Campaign Setting.pdf and uploaded to the google drive.


Favored Class

Remove the 20% penalty for uneven multiclass levels. Replace with the following three things.

First, leveling up into your favored class takes only 15 minutes instead of 1 hour.

Secondly, Choose one of the following each time you gain a level in your favored class:
·         +0. 5% xp bonus
·         +1 hp
·         +1 skill point.

And finally, find your favored class below and gain the listed bonus each time you take a level in your favored class. Any fractional bonus is rounded down, so you may need to select an option more than once to gain a benefit.

Any

If you have a favored class listed as “any” you must choose this favored class from any base class in the game (not limited to a class you have already taken) during character creation. Once chosen, this becomes your favored class and cannot later be changed. If you choose a class that is not listed below, let the DM know so he can add that class below.

Multiple Favored Classes

If you have more than one favored class, you must select which one will be your favored class and remove the other. Once chosen, this cannot later be changed. If you later gain another favored class, you can choose the new one to replace the old one, or keep the old one and ignore the new one.

Assassin

Choose one of the following each time:

Add one spell known from the assassin spell list. This spell must be at least one  level below the highest spell level you can cast.

Or, add +½ point to sneak attack damage.

Barbarian

Choose one of the following each time:

Add 1 to the total number of rounds that you rage.

Or, add 1 to your base speed. In combat this has no effect unless you have selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.

Or, add a +½ competence bonus to trap sense.

Bard

Choose one of the following each time:

Add a +1 competence bonus when resisting a disarm or sunder attempt.

Or, add 1 to the total number of bardic music uses per day.

Or, add a +½ competence bonus on Bluff checks to pass secret messages, on Gather Information checks, and on Disguise checks.

Or, add one spell known from the bard spell list. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Beguiler

Choose one of the following each time:

Add one spell known as if by the beguiler’s advanced learning. The spell must be at least one level below the highest spell level you can cast.

Or, add a +½ competence bonus to cloaked casting spell DCs.

Or, add a +½ competence bonus to cloaked casting spell penetration checks.

Binder

Add a +½ competence bonus on binding checks.

Cleric

Choose one of the following each time:

Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + an ability modifier. You add ½ to the number of uses per day of that domain power.

Or, add a +1 competence bonus on spell penetration checks made to overcome the spell resistance of outsiders.

Or, select a 0-level spell from the cleric spell list. This spell becomes usable at will as a spell-like ability.

Crusader

Choose one of the following each time:

Add +½ point to steely resolve.

Or, add one maneuver known from those available to crusaders. This maneuver must be at least one level below the highest level maneuver you can initiate.

Druid

Choose one of the following each time:

You gain energy resistance 1 against acid, cold, electricity, or fire. Each time you select this reward, increase your resistance to one of these energy types by 1 (maximum 10 for any one type).

Or, select a 0-level spell from the druid spell list. This spell becomes usable at will as a spell-like ability.

Favored Soul

Choose one of the following each time:

You gain energy resistance 1 against acid, cold, electricity, or fire. Each time you select this reward, increase your resistance to one of these energy types by 1 (maximum 10 for any one type). This resistance stacks with the favored soul’s energy resistance class ability.

Or, add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Fighter

Choose one of the following each time:

Add a +1 competence bonus when resisting a bull rush or trip.

Or, add a +1 competence bonus when resisting a disarm or sunder attempt.

Or, add a +1 competence bonus when resisting a disarm or overrun.

Or, add a +1 competence bonus when resisting a trip and on grapple checks.

Or, add +¼ on stabilization d20 rolls.

Incarnate

Add +½ bonus essentia.

Monk

Add a +1 competence bonus to grapple checks and +½ to the number of Stunning Fist attacks you can attempt per day.

Ninja

Choose one of the following each time:

Add ½ to the number of uses per day of your ki power.

Or, add +½ point to sudden strike damage.

Paladin

Choose one of the following each time:

Add a +1 competence bonus on Concentration checks when casting paladin spells.

Or, add +½ hp to your lay on hands ability (whether using it to heal or harm).

Or, you gain energy resistance 1 against acid, cold, electricity, or fire. Each time you select this reward, increase your resistance to one of these energy types by 1 (maximum 10 for any one type).

Or, add a +½ competence bonus on smite evil damage.

Psion

Choose one of the following each time:

Add +½ bonus power point.

Or, add one power known from the psion power list. This power must be at least one level below the highest power level you can manifest.

Or, select a 0-level power that you know. This power becomes usable at will as a psi-like ability.

Psychic Warrior

Choose one of the following each time:

Add +½ bonus power point.

Or, add one power known from the psychic warrior power list. This power must be at least one level below the highest power level you can manifest.

Or, select a 0-level power that you know. This power becomes usable at will as a psi-like ability.

Ranger

Choose one of the following each time:

Add a +½ competence bonus on wild empathy checks to influence animals and magical beasts.

Or, choose a weapon from the following list: longbow, longsword, rapier, shortbow, or short sword. Add a +½ competence bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This ability does not stack with any ability to gives a bonus to confirm critical hits.

Or, add DR 1/magic to your animal companion. Each time you select this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If you ever replace your animal companion, the new companion gains this DR.

Or, add +1 skill point to your animal companion. If you ever replace your companion, the new companion gains all of these bonus skill points.

Or, add +1 hit point to your animal companion. If you ever replace your animal companion, the new animal companion gains all of these bonus hit points.

Or, Add a +1/3 dodge bonus to Armor Class against your favored enemies.

Rogue

Choose one of the following each time:

Add a +½ competence bonus on Bluff checks to feint and Gather Information checks.

Or, add +½ point to sneak attack damage.

Samurai

Choose one of the following each time:

Add a +1 competence bonus when resisting a bull rush or trip.

Or, add a +1 competence bonus when resisting a disarm or sunder attempt.

Or, add a +1 competence bonus when resisting a disarm or overrun.

Or, add a +1 competence bonus when resisting a trip and on grapple checks.

Or, add +¼ on stabilization d20 rolls.

Or, add a +½ competence bonus on kiai smite damage.

Scout

Choose one of the following each time:

Add +¼ to battle fortitude.

Or, add +½ point to skirmish damage.

Shaman

Choose one of the following each time:

Select a 0-level spell from the shaman spell list. This spell becomes usable at will as a spell-like ability.

Or, add DR 1/magic to your animal companion. Each time you select this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If you ever replace your animal companion, the new companion gains this DR.

Or, add +1 skill point to your animal companion. If you ever replace your companion, the new companion gains all of these bonus skill points.

Or, add +1 hit point to your animal companion. If you ever replace your animal companion, the new animal companion gains all of these bonus hit points.

Shugenja

Choose one of the following each time:

Select a 0-level spell from the shugenja spell list. This spell becomes usable at will as a spell-like ability.

Or, gain energy resistance 1 against your favored element. Each time you select this reward, increase your resistance this energy by 1 (maximum 10 for).

Spellthief

Choose one of the following each time:

Add +½ point to sneak attack damage.

Or, add one spell known from the spellthief spell list. This spell must be at least one level below the highest spell level you can cast.

Sorcerer

Choose one of the following each time:

Add +½ point of energy damage to appropriate energy spells (choose one each time: acid, cold, electricity, or fire). For example, only spells with the fire descriptor can benefit from bonus fire damage.

Or, add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Swordsage

Choose one of the following each time:

Add +¼ competence bonus to your quick to act class ability.

Or, add one maneuver known from those available to swordsages. This maneuver must be at least one level below the highest level maneuver you can initiate.

Totemist

Add +½ bonus essentia.

Warlock

Choose one of the following each time:

Add one invocation known from those available to warlocks. This invocation must be at least one level below the highest level invocation you can cast.

Or, add +¼ point to eldritch blast damage.

Wilder

Choose one of the following each time:

Add +½ bonus power point.

Or, add one power known from the wilder power list. This power must be at least one level below the highest power level you can manifest.

Or, select a 0-level power that you know. This power becomes usable at will as a psi-like ability.

Wizard

Choose one of the following each time:

Add one spell from the wizard spell list to your spellbook. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Wu Jen

Choose one of the following each time:

Add one spell from the wu jen spell list to your spellbook. This spell must be at least one level below the highest spell level you can cast.


Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

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