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D20 Class Construction Engine

Beta Version 1 by Khepri Anubi (email: faeglitch@msn.com) Website: the Konundrum (http://www.angelfire.com/weird/Konundrum) All layout and text 2001 ProHex Fae Permission is granted to include this work in its entirety in any d20 system product, as long as that product adheres to the d20 system license guidelines.

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Foreward
What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the Core Rulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhat difficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 are somewhat off (about 90% under probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes). With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create. Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions or even variations that you come up with.

Method
Classes are built with Class Points (or CP). After deconstructing the system, I came up with an average of 250 CP per Class. You can use this as a base when building new Classes, but I suggesting going a little lower (maybe 240 CP) to keep any creations from outshining the core Classes. This number should be your ceiling for CP building when using the charts and tables below. First, start with 0 CP and determine the Hit Dice for the Class. Add the corresponding CP value. Next, determine which Weapon Proficiencies are available to the class. The CP for weapons are cumulative, so if the Class can use all simple and martial weapons, the 25 is added to the CP. Weapons that are added on a singular basis are worth 1 CP each. Moving on to Armor Proficiencies, add the CP of all that apply. If the Class has a restriction such as natural materials (Druid) or progressive Armor Class (Monk), use a value of 10 instead. Under Skill Points, select one CP value according to the base number that applies. Next, determine how many Class Skills are available to the Class and select the appropriate CP value. Under Alignment, add 0 if the Class has no alignment restrictions. Add a CP value of -5 if it is restricted to an alignment range such as Lawful, Chaotic or no-Lawful. Select -10 instead if it has a singular Alignment requirement. Proceed to Attack Bonuses and select one appropriate CP value, determined by the Class' attack bonus progression. The Ratings are provided merely as a helpful description. Venture on to Saves and select one appropriate CP value, detemined by the Class' equivalent Save bonuses. Again, the Ratings are just descriptive terms.

Hit Dice d4 d6 d8 d10 d12

CP 10 20 30 40 50

Weapon Prof All Simple All Martial Per Individual*

CP 10 15 +1

Armor Prof Light Medium Heavy Shields Special*

CP 10 10 10 5 10

Skill Points 2 4 6 8

CP 15 30 45 60

Class Skills 6 to 10 11 to15 16 to 20 21 to 25 26 to 30 31+

CP 10 15 20 25 30 35

Alignment Any Prohibited Exclusive

CP 0 -5 -10

Attack Bonuses As Barbarian, Fighter, Paladin or Ranger As Cleric, Druid, Rogue, Bard, Monk As Wizard or Sorceror

Rating Good

CP 50

Saves As Barbarian, Ranger, Fighter, Paladin As Bard As Cleric, Druid As Monk As Rogue As Sorceror or Wizard

Rating Durable

CP 15

Lesser Poor

30 10

Adroit Defended Ultimate Deft Willful

25 25 35 15 15

Add up all the CP values you've been recording so far (if you have been tallying them all along) and subtract them from your ceiling of 240 CP. The number of CP remaining are the points you have left to pick special abilities for your Class otherwise known as "the Hard Part"

The tables below list basic abilities possessed by one or more of the core Classes, as well as a few "Sample" abilities I threw in. I realize that this can be a daunting and confusing task, so futher into this writing the special abilities of the core Classes have been broken down to make it a bit easier. It also can provide you with a way to campaign-tweak an existing class for a custom game world.

General Abilities New Use of an Existing Skill One-Time Ability

CP 5 5

Enhanced One-Time Ability

10

Moderate Ability

10

Excellent Ability

15

Outstanding Ability Acquired Feat Acquired Mystical Feat Minor Code Strict Code Greater Restriction Multiclass Restriction Illiteracy Mystical Abilities Spell Capability

20 5 10 -10 -15 -10 -10 -5 CP 10

Notes A new use of a skill or additional bonus. A standard ability giving the class a special one-time bonus or power. This should be no more powerful than a low-level spell effect or +2 bonus. A more powerful One-Time Ability that confers a few lesser benefits or a moderate spell effect or bonus of up to +4. A standard ability (akin to One-Time Ability) that increases one or more times as levels are accrued. A more powerful ability that increases one or more times as levels are accrued. Can also represent a Moderate Ability that increases a lot. A very powerful ability that gives the class a distinct superiority that increases one or more times as levels are gained. Can also represent an Excellent Ability that increases a lot. Any general feat acquired. Any magical feat acquired. Fairly easy to follow Code of Conduct Very restrictive Code of Conduct A prohibition or restriction that detrimentally affects the abilities of the Class Prohibits the Class from gaining levels if gaining levels in another Class Must spend additional skill points to Read and Write Notes The core ability to cast spells. Needs to be taken for all Classes that use Spell Lists. Add all the numbers up of the Cleric Spells per day that can be used at 20th level. Does not include bonus spells or benefits from Domain Spells. Does include the requirement of an hour per day of preparation. The same goes for Druid Spells but with some limitations that follow. Add all the numbers up of the Arcane Spells per day that can be used at 20th level and double the total. Includes the hourly memorization of spells beforehand. This method is used for Bards, Sorcerors and Wizards, though some limitations may apply. Applicable if the spells are cast from a smaller, restrictive list. Spells need not be prepared beforehand. Allows a predetermined spells to be cast in place of other spells. Add all the number of Domain Spells that can be cast at 20th level. Select one Domain and Diety for the character. Per additional Domain of Spells. Per gift bestowed upon the character from a Diety. Ability to know an unlimited amount of Arcane Spells. If this ability is not selected, the Class is limited to a finite amount of spells that can be learned. Can be applied if spell casting ability begins at 4th level. Can be applied with a -20 if it begins at 8th level instead. Notes Ability to cast a 0-1st level Arcane spell or 1st level Divine spell 1x/day +2 to saves against a particular elemental effect, such as ice or fire Acquired Specialization Feat. Should cost more since it is normally reserved to Fighters The ability to cast Arcane spells while in light armor.

Divine Spells

Total of All Spells per Day that can be cast at 20th level

Arcane Spells

Total of All Spells per Day that can be cast at 20th level multiplied by 2

Limited Spell List Fast Casting Spell Substitution Domain Spells Additional Domain Divine Gifts

-10 10 5 Total of All Domain Spells per Day that can be cast at 20th level. +5 +5

Unlimited Arcana

+15

Delayed Spell Ability

-10

Sample Abilities Minor Bonus Spell Elemental Resistance Fighter Specialization Armored Casting

CP 5 5 10 10

Core Class Comparison


The chart below breaks down all the class and shows how they were constructed with this engine Weapon Prof 25 11 10 9 25 12 25 25 16 10 5 Armor Prof 25 25 35 10 35 10 35 25 10 0 0 Skill Pts/ Level 30 30 15 30 15 30 15 30 60 15 15 Class Skills 10 30 10 15 10 15 10 20 35 10 10 Attack Bonuses 50 30 30 30 50 30 50 50 30 10 10 Special Abilities 40 110 85 106 55 145 77 32 65 145 170 Average HD Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorceror Wizard 50 20 30 30 40 30 40 40 20 10 10 Align 0 -5 0 -5 0 -5 -10 0 0 0 0 Saves 15 25 25 25 15 35 15 15 15 15 15 SUBtotal 205 166 155 144 190 157 180 205 186 70 65 TOTAL 245 276 240 250 245 302 257 237 251 215 235 250

Core Class Abilities


Barbarian Abilties Barbarian Rage Fast Movement Uncanny Dodge Damage Reduction Illiteracy Bard Abilties Spell Capability Arcane Spells No Memorization Bard Spell List Bardic Music Bardic Knowledge Cleric Abilties Spell Capability Divine Spells Domain Spells Additional Domain Divine Gifts (2) Spell Substitution Turn Undead Code of Conduct Druid Abilties Spell Capability Divine Spells Limited Spell List Druid Language Nature Sense Animal Companion CP 15 5 15 10 -5 CP 10 70 10 -10 20 10 CP 10 41 9 5 10 5 15 -10 CP 10 51 -10 5 10 5 Equivalent Excellent Ability One-Time Ability (conditional) Excellent Ability Moderate Ability Illiteracy Equivalent Spell Capability Arcane Spells Fast Casting Limited Spell List Outstanding Ability Moderate Ability Equivalent Spell Capability Divine Spells Domain Spells Additional Domain Divine Gifts Spell Substitution Excellent Ability Code of Conduct Equivalent Spell Capability Divine Spells (equivalent) Limited Spell List One-Time Ability Enhanced One-Time Ability One-Time Ability

Druid Abilties Woodland Stride Trackless Step Resist Nature's Lure Wild Shape Venom Immunity A Thousand Faces Timeless Body Armor and Weapon Prohibition affects Magic Reverance of Nature Fighter Abilties Feat Bonus (11) Monk Abilties Unarmed Strike Stunning Attack Evasion (including Improved) Deflect Arrows Fast Movement Still Mind Slow Fall Purity of Body Improved Trip Wholeness of Body Leap of Clouds Ki Strike Diamond Body Abundant Step Diamond Soul Quivering Palm Timeless Body Tongue of the Sun and Moon Empty Body Perfect Self Wearing Armor affects all Abilities Multiclass Restriction Paladin Abilties Detect Evil at will Divine Grace Lay on Hands Divine Health Aura of Courage Smite Evil Remove Disease Turn Undead Spell Capability Divine Spells Spells Begin at 4th level

CP 5 5 10 20 5 10 5 -15 -10 CP 55 CP 15 10 15 5 10 10 10 5 5 10 5 10 5 5 10 10 5 10 10 10 -20 -10 CP 10 10 10 5 10 10 10 10 10 12 -10

Equivalent One-Time Ability One-Time Ability Enhanced One-Time Ability Outstanding Ability One-Time Ability Enhanced One-Time Ability One-Time Ability Greater Restriction (multiple) Lesser Code Equivalent Acquired feat (multiple) Equivalent Excellent Ability Moderate Ability Excellent Ability Acquired Feat Moderate Ability (conditional) Enhanced One-Time Ability Moderate Ability One-Time Ability Acquired Feat Enhanced One-Time Ability One-Time Ability Moderate Ability One-Time Ability One-Time Ability (reduced) Enhanced One-Time Ability Enhanced One-Time Ability One-Time Ability Enhanced One-Time Ability Enhanced One-Time Ability Enhanced One-Time Ability Greater Restriction (massive) Multiclass Restriction Equivalent Enhanced One-Time Ability Enhanced One-Time Ability Moderate Ability One-Time Ability Enhanced One-Time Ability Moderate Ability Moderate Ability Moderate Ability (limited) Spell Capability Divine Spells (equivalent) Delayed Spell Ability

Paladin Abilties Special Mount Code of Honor Multiclass Restriction Ranger Abilties Spell Capability Divine Spells Limited Spell List Spells Begin at 4 level Track Favored Enemy Ranger Two Weapon Technique Rogue Abilties Sneak Attack Traps Evasion Uncanny Dodge Special Abilities (4) Sorceror Abilties Spell Capability Arcane Spells Limited Spell List No Memorization Familiar Wizard Abilties Spell Capability Arcane Spells Known Unlimited Spells Bonus Feats (4) Familiar Scribe Scroll -Fin
th

CP 15 -15 -10 CP 10 12 -10 -10 5 15 10 CP 15 5 10 15 20 CP 10 120 -10 10 15 CP 10 80 15 40 15 10

Equivalent Excellent Ability Strict Code Multiclass Restriction Equivalent Spell Capability Divine Spells (equivalent) Limited Spell List Delayed Spell Ability Acquired Feat Excellent Ability Acquired Feat (2) Equivalent Excellent Ability New Use of an Existing Skill Enhanced One-Time Ability Excellent Ability Acquired Feat (basically) Equivalent Spell Capability Arcane Spells Limited Spell List Fast Casting Excellent Ability Equivalent Spell Capability Arcane Spells Unlimited Arcana Acquired Mystical Feat Excellent Ability Acquired Mystical Feat

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