TopCheese
2012-09-05, 02:15 PM
The Operative
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
1|
2|
0|
0|Training, Scan, OBF
2nd|
2|
3|
0|
0|OBF
3rd|
3|
3|
1|
1|Learn I
4th|
4|
4|
1|
1|OBF
5th|
5|
4|
1|
1|OBF
6th|
6/1|
5|
2|
2| Learn II
7th|
7/2|
5|
2|
2|OBF
8th|
8/3|
6|
2|
2|OBF
9th|
9/4|
6|
3|
3|Learn III
10th|
10/5|
7|
3|
3|OBF
11th|
11/6/1|
7|
3|
3|OBF
12th|
12/7/2|
8|
4|
4|Learn IV
13th|
13/8/3|
8|
4|
4|OBF
14th|
14/9/4|
9|
4|
4|OBF
15th|
15/10/5|
9|
5|
5|Learn V
16th|
16/11/6/1|
10|
5|
5|OBF
17th|
17/12/7/2|
10|
5|
5|OBF
18th|
18/13/8/3|
11|
6|
6|Learn VI
19th|
19/14/9/4|
11|
6|
6|OBF
20th|
20/15/10/5|
12|
6|
6| OBF[/table]
Hit Die:d10
Good Saves:Fortitude
Class Skills:Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (engineering) (Int), Knowledge (history) (Int), Listen (Wis), Ride (Dex), Search (Wis), Spot (Wis), and Swim (Str).
Skill Points: 4 + Int Mod (UA Skill System)
Weapons:All Martial and Simple Weapons
Armor:Heavy + All Shields (Including Tower Shields)
Starting Gold:As Fighter. However the Operative gains for free one martial weapon, one ranged weapon, and one suit of armor. These were received as gifts for free from wherever the Operative learned his/her abilities.
====
Class Features
Operative Bonus Feat (OBF)
Bonus Feat
New Feats
Improved Training: Gain +1 Capacity for one area of training. May take multiple times but doesn't stack just applies to a new area.
Rigorous Training: May retrain 1 training area during a 10 min time frame. May take multiple times to allow the Operative to retrain more areas during a 10 minute time frame. During the 10 minute retraining time frame a Operative must not be interrupted.
Training
An Operative doesn't just swing a sword, wear armor, and stand in front of their allies. An Operative is always training to hone their skills, not just physical but mental too. An Operative has a pool of points (called Training Points) that he may invest in different areas of expertise. In the morning after a good night's rest the Operative may train for 1 hour. He focuses on what he wants to excel at for the day, at this time he allots his Training Points however he sees fit.
Training Points
These represent where the Operative is focusing his training. Gain [Operative Level] + [.5 * other class levels] + [Con Mod] TP.
Level 1 - Level 5: Max TP/Area = 1
Level 6 - Level 10: Max TP/Area = 3
Level 11 - Level 15: Max TP/Area = 5
Level 16 - Level 20: Max TP/Area = 7
Area of Training
The Operative may choose any of the following to put Training Points into. An Operative may only have a number of Areas being trained (points placed into) at one time equal to [Con Score - 10]. An Operative with a con score of 16 can have 6 areas being trained at a time. The areas an Operative may train in is the following.
Strength Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Dexterity Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Constitution Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Intelligence Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Wisdom Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Charisma Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Melee Attacks: 1 + 1/TP Training Bonus to melee attack rolls
Ranged Attacks: 1 + 1/TP Training Bonus to ranged attack rolls
Melee Damage: 1 + 1/TP Training Bonus to melee damage rolls
Ranged Damage: 1 + 1/TP Training Bonus to ranged damage rolls
Initiative: 0 + 1 / 2TP Training Bonus to Initiative rolls
Hit Points: 2 + 2/TP Temp Hit Points; These refresh every encounter.
Armor: -1 ACP from Armor/TP
Shield: -1 ACP from Shield/TP
Armored Speed: Decrease Penalty to speed from Armor by 5ft/TP
Fortitude: Gain bonus to fortitude saves equal to 2 +1/TP
Reflex: Gain bonus to reflex saves equal to 2 + 1/TP
Will: Gain bonus to wisdom saves equal to 2 + 1/TP
At 10th level the Operative will gain an ability based on what area he is trained in
Ability/Skill Check: May take ten on any check that you have training points allotted to.
Melee/Ranged Attack: May make a full attack as a standard action.
Melee/Ranged Damage: All 1 and 2's rolled are considered a 3 on damage rolls.
Initiative: Don't loose dexterity bonus when surprised.
Hit Points: Immune to massive damage death.
Armor: Gain 20% Miss Chance
Shield: Gain 10% miss Chance.
Armored Speed: ???
Fort Save: 1/Round may reroll one Fort save.
Ref Save: 1/Round may reroll one Ref save
Will Save: 1/Round may reroll one Will save.[/list]
Learn
At this level the Operative gains a mundane class ability from any class that he has worked with recently.
After a mundane class feature has been used the Operative on his next turn may designate he is studying that feature (as a swift action).
Example: A 3rd level Operative who has a Druid party member may select Trackless Step, Woodland Stride, or Nature's Sense. Before selecting one however the Operative must have used a Swift Action to learn it by watching the Druid.
The same Operative who has a Rogue party member may select Sneak Attack, Trapfinding, or Evasion. However if the Operative chooses to learn Sneak Attack then he gains the lowest ability in the chain that he hasn't gained already (SA +1d6 in this case).
Scan
Operative gains the "Scan" ability that allows as a swift action (1/round) the Operative to make a knowledge check against 1 creature in line of sight (a picture or scrying works too) that tells the Operative 1 weakness the creature has.
DC 10: Bludgeoning/Piecing/Slashing Weakness
DC 15: Elemental Weaknesses
DC 20: Average Hp (Average Health)
DC 25: Good Saves
====
Holy crap I gave the Operative (fighter) swift actions! I might need to watch my back...
Do Note that this is to replace the Fighter... Or not...Whatever :)
Questions
1: I do want to ask people if they have seen anything like this done? I have most of what I want to do but I wouldn't mind see some examples of other work.
2: I need a better name... Right now "Operative" sounds to spy/rogue-ish, any suggestions?
3:I'm trying to get to tier 3 and I think I gave him enough utility/options to do this. Would this qualify for tier 3?
I know I know.. I'm giving the fighter some options and things to play with... Please don't go crazy on me! I know I'm mad but I couldn't help but play with MoI and the Fighter (as in take MoI and strip it of all its fluff and give it to a class that could use it).
I have some fluff for later too :)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
1|
2|
0|
0|Training, Scan, OBF
2nd|
2|
3|
0|
0|OBF
3rd|
3|
3|
1|
1|Learn I
4th|
4|
4|
1|
1|OBF
5th|
5|
4|
1|
1|OBF
6th|
6/1|
5|
2|
2| Learn II
7th|
7/2|
5|
2|
2|OBF
8th|
8/3|
6|
2|
2|OBF
9th|
9/4|
6|
3|
3|Learn III
10th|
10/5|
7|
3|
3|OBF
11th|
11/6/1|
7|
3|
3|OBF
12th|
12/7/2|
8|
4|
4|Learn IV
13th|
13/8/3|
8|
4|
4|OBF
14th|
14/9/4|
9|
4|
4|OBF
15th|
15/10/5|
9|
5|
5|Learn V
16th|
16/11/6/1|
10|
5|
5|OBF
17th|
17/12/7/2|
10|
5|
5|OBF
18th|
18/13/8/3|
11|
6|
6|Learn VI
19th|
19/14/9/4|
11|
6|
6|OBF
20th|
20/15/10/5|
12|
6|
6| OBF[/table]
Hit Die:d10
Good Saves:Fortitude
Class Skills:Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (engineering) (Int), Knowledge (history) (Int), Listen (Wis), Ride (Dex), Search (Wis), Spot (Wis), and Swim (Str).
Skill Points: 4 + Int Mod (UA Skill System)
Weapons:All Martial and Simple Weapons
Armor:Heavy + All Shields (Including Tower Shields)
Starting Gold:As Fighter. However the Operative gains for free one martial weapon, one ranged weapon, and one suit of armor. These were received as gifts for free from wherever the Operative learned his/her abilities.
====
Class Features
Operative Bonus Feat (OBF)
Bonus Feat
New Feats
Improved Training: Gain +1 Capacity for one area of training. May take multiple times but doesn't stack just applies to a new area.
Rigorous Training: May retrain 1 training area during a 10 min time frame. May take multiple times to allow the Operative to retrain more areas during a 10 minute time frame. During the 10 minute retraining time frame a Operative must not be interrupted.
Training
An Operative doesn't just swing a sword, wear armor, and stand in front of their allies. An Operative is always training to hone their skills, not just physical but mental too. An Operative has a pool of points (called Training Points) that he may invest in different areas of expertise. In the morning after a good night's rest the Operative may train for 1 hour. He focuses on what he wants to excel at for the day, at this time he allots his Training Points however he sees fit.
Training Points
These represent where the Operative is focusing his training. Gain [Operative Level] + [.5 * other class levels] + [Con Mod] TP.
Level 1 - Level 5: Max TP/Area = 1
Level 6 - Level 10: Max TP/Area = 3
Level 11 - Level 15: Max TP/Area = 5
Level 16 - Level 20: Max TP/Area = 7
Area of Training
The Operative may choose any of the following to put Training Points into. An Operative may only have a number of Areas being trained (points placed into) at one time equal to [Con Score - 10]. An Operative with a con score of 16 can have 6 areas being trained at a time. The areas an Operative may train in is the following.
Strength Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Dexterity Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Constitution Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Intelligence Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Wisdom Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Charisma Skill Checks/Ability Checks: Gain 2 + 1/TP Competence Bonus
Melee Attacks: 1 + 1/TP Training Bonus to melee attack rolls
Ranged Attacks: 1 + 1/TP Training Bonus to ranged attack rolls
Melee Damage: 1 + 1/TP Training Bonus to melee damage rolls
Ranged Damage: 1 + 1/TP Training Bonus to ranged damage rolls
Initiative: 0 + 1 / 2TP Training Bonus to Initiative rolls
Hit Points: 2 + 2/TP Temp Hit Points; These refresh every encounter.
Armor: -1 ACP from Armor/TP
Shield: -1 ACP from Shield/TP
Armored Speed: Decrease Penalty to speed from Armor by 5ft/TP
Fortitude: Gain bonus to fortitude saves equal to 2 +1/TP
Reflex: Gain bonus to reflex saves equal to 2 + 1/TP
Will: Gain bonus to wisdom saves equal to 2 + 1/TP
At 10th level the Operative will gain an ability based on what area he is trained in
Ability/Skill Check: May take ten on any check that you have training points allotted to.
Melee/Ranged Attack: May make a full attack as a standard action.
Melee/Ranged Damage: All 1 and 2's rolled are considered a 3 on damage rolls.
Initiative: Don't loose dexterity bonus when surprised.
Hit Points: Immune to massive damage death.
Armor: Gain 20% Miss Chance
Shield: Gain 10% miss Chance.
Armored Speed: ???
Fort Save: 1/Round may reroll one Fort save.
Ref Save: 1/Round may reroll one Ref save
Will Save: 1/Round may reroll one Will save.[/list]
Learn
At this level the Operative gains a mundane class ability from any class that he has worked with recently.
After a mundane class feature has been used the Operative on his next turn may designate he is studying that feature (as a swift action).
Example: A 3rd level Operative who has a Druid party member may select Trackless Step, Woodland Stride, or Nature's Sense. Before selecting one however the Operative must have used a Swift Action to learn it by watching the Druid.
The same Operative who has a Rogue party member may select Sneak Attack, Trapfinding, or Evasion. However if the Operative chooses to learn Sneak Attack then he gains the lowest ability in the chain that he hasn't gained already (SA +1d6 in this case).
Scan
Operative gains the "Scan" ability that allows as a swift action (1/round) the Operative to make a knowledge check against 1 creature in line of sight (a picture or scrying works too) that tells the Operative 1 weakness the creature has.
DC 10: Bludgeoning/Piecing/Slashing Weakness
DC 15: Elemental Weaknesses
DC 20: Average Hp (Average Health)
DC 25: Good Saves
====
Holy crap I gave the Operative (fighter) swift actions! I might need to watch my back...
Do Note that this is to replace the Fighter... Or not...Whatever :)
Questions
1: I do want to ask people if they have seen anything like this done? I have most of what I want to do but I wouldn't mind see some examples of other work.
2: I need a better name... Right now "Operative" sounds to spy/rogue-ish, any suggestions?
3:I'm trying to get to tier 3 and I think I gave him enough utility/options to do this. Would this qualify for tier 3?
I know I know.. I'm giving the fighter some options and things to play with... Please don't go crazy on me! I know I'm mad but I couldn't help but play with MoI and the Fighter (as in take MoI and strip it of all its fluff and give it to a class that could use it).
I have some fluff for later too :)