Grod_The_Giant
2014-02-05, 11:11 AM
The Everyman
Hit Die: d10
Class Skills: All
Skill Points At First Level: 8+Int Modifier
Skill Points At Each Additional Level: 8+Int Modifier
Level
BAB
Fort
Ref
Will
Special
Speed Boost
Strike
1st
+1
+2
+2
+2
Everyskill, Everytalent
+0 ft.
—
2nd
+2
+3
+3
+3
Strike, Everyarmor
+0 ft.
+1d6
3rd
+3
+3
+3
+3
Hero's Inspiration 1/day, Speed Boost
+10 ft.
+1d6
4th
+4
+4
+4
+4
Hero's Rush, Everyweapon
+10 ft.
+2d6
5th
+5
+4
+4
+4
Bonus Action (Swift)
+10 ft.
+2d6
6th
+6/+4
+5
+5
+5
Easy Iteratives, Hero's Inspiration 2/day
+20 ft.
+3d6
7th
+7/+5
+5
+5
+5
Hero's Luck 1/day
+20 ft.
+3d6
8th
+8/+6
+6
+6
+6
Hero's Flight
+20 ft.
+4d6
9th
+9/+7
+6
+6
+6
Hero's Inspiration 3/day
+30 ft.
+4d6
10th
+10/+8
+7
+7
+7
Bonus Action (Move)
+30 ft.
+5d6
11th
+11/+9/+9
+7
+7
+7
Hero's Resilience, Hero's Luck 2/day
+30 ft.
+5d6
12th
+12/+10/+10
+8
+8
+8
Hero's Warp, Hero's Inspiration 4/day
+40 ft.
+6d6
13th
+13/+11/+11
+8
+8
+8
Unstoppable Strikes
+40 ft.
+6d6
14th
+14/+12/+12
+9
+9
+9
Plane Shift
+40 ft.
+7d6
15th
+15/+13/+13
+9
+9
+9
Bonus Action (Standard), Hero's Inspiration 5/day, Hero's Luck 3/day
+50 ft.
+7d6
16th
+16/+14/+14/+14
+10
+10
+10
Hero's Teleport
+50 ft.
+8d6
17th
+17/+15/+15/+15
+10
+10
+10
Hero's Return
+50 ft.
+8d6
18th
+18/+16/+16/+16
+11
+11
+11
Hero's Inspiration 6/day
+60 ft.
+9d6
19th
+19/+17/+17/+17
+11
+11
+11
Hero's Luck 4/day
+60 ft.
+9d6
20th
+20/+18/+18/+18
+12
+12
+12
Bonus Action (Full-Round)
+60 ft.
+10d6
Weapon and Armor Proficiencies: An Everyman is proficient with all simple and martial weapons, and one exotic weapon of your choice. An Everyman is proficient with all types of armor, and with shields (including tower shields).
Everyskill (Ex): An Everyman is good at, well, everything. When making a skill check, he may use either his actual number of ranks in a skill or two-thirds his class level (rounded down), whichever is greater. He also counts as being trained in every skill.
Everytalent (Ex): For all intents and purposes, an Everyman may use either his base ability scores of his Everyman level + 10, whichever is higher.
Strike (Ex): Beginning at 2nd level, the first attack an Everyman makes in a round deals an additional 1d6 damage. At 4th level, and every subsequent even-numbered level, this damage increases by 1d6. This bonus damage is not multiplied on a critical hit.
Everyarmor (Ex): Beginning at 2nd level, an Everyman reduces the armor check penalty of any armor he wears by an amount equal to his Everyman level.
Hero's Inspiration (Ex): Beginning at 3rd level, an Everyman begins to get flashes of inspiration about how to proceed. Once per day, he may get a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. At 6th level, and every subsequent third level, he may use this ability one additional time per day.
Speed Boost (Ex): Beginning at 3rd level, an Everyman gets a bonus to his base land speed, as shown on the table above.
Hero's Rush (Ex): Beginning at 4th level, an Everyman may, as a swift action, move a distance equal to the bonus granted by his Speed Boost ability. For example, a 4th level Everyman could move 10 feet as a swift action, while a 10th level Everyman could move 30 feet as a swift action.
Everyweapon (Su): Beginning at 4th level, any weapon an Everyman wields gains an enhancement bonus equal to one-fourth his Everyman level. The bonus is lost one round after he lets go of it.
Bonus Action (Ex): Beginning at 5th level, an Everyman's skill is such that he can take a single extra action in combat each round. At 5th level, he may only take an extra swift action. At 10th level, he may an extra swift or move action. At 15th, he may take an extra swift, move, or standard action, and at 20th he may take an extra swift, move, standard, or full-round action.
Easy Iteratives (Ex): Beginning at 6th level, an Everyman may make all iterative attacks at a -2 penalty, instead of the normal stacking -5 penalty. He still gains additional attacks at the normal times.
Hero's Luck (Ex): Beginning at 7th level, an Everyman may reroll one die roll per day, taking the better result. He may use this ability after the result has already been declared. At 11th level, and every subsequent fourth level, he may use this ability one additional time per day.
Hero's Flight (Su): Beginning at 8th level, an Everyman begins tapping into his natural magical ability, gaining a flight speed (with good maneuverability) equal to his base land speed.
Hero's Resilience (Su): Beginning at 11th level, an Everyman gains fast healing 1. In addition, three times per day he may recover as though using a heal spell, with a caster level equal to his Everyman level.
Hero's Warp (Su): Beginning at 12th level, as a move action, an Everyman may teleport a distance equal to his base land speed.
Unstoppable Strikes (Ex): Beginning at 13th level, an Everyman's attacks ignore damage reduction, hardness, and miss chances, and always deal lethal damage to creatures with regeneration.
Plane Shift (Su): Beginning at 16th level, an Everyman may transport himself to another plane, as though using a plane shift spell, three times per day. The effective caster level is equal to his Everyman level.
Hero's Teleport (Su): Beginning at 16th level, an Everyman may teleport himself great distances, as though using a greater teleport spell, three times per day. The effective caster level is equal to his Everyman level.
Hero's Return (Su): Beginning at 17th level, once per month, upon being killed, an Everyman is immediately returned to life as though by a true resurrection spell.
Hit Die: d10
Class Skills: All
Skill Points At First Level: 8+Int Modifier
Skill Points At Each Additional Level: 8+Int Modifier
Level
BAB
Fort
Ref
Will
Special
Speed Boost
Strike
1st
+1
+2
+2
+2
Everyskill, Everytalent
+0 ft.
—
2nd
+2
+3
+3
+3
Strike, Everyarmor
+0 ft.
+1d6
3rd
+3
+3
+3
+3
Hero's Inspiration 1/day, Speed Boost
+10 ft.
+1d6
4th
+4
+4
+4
+4
Hero's Rush, Everyweapon
+10 ft.
+2d6
5th
+5
+4
+4
+4
Bonus Action (Swift)
+10 ft.
+2d6
6th
+6/+4
+5
+5
+5
Easy Iteratives, Hero's Inspiration 2/day
+20 ft.
+3d6
7th
+7/+5
+5
+5
+5
Hero's Luck 1/day
+20 ft.
+3d6
8th
+8/+6
+6
+6
+6
Hero's Flight
+20 ft.
+4d6
9th
+9/+7
+6
+6
+6
Hero's Inspiration 3/day
+30 ft.
+4d6
10th
+10/+8
+7
+7
+7
Bonus Action (Move)
+30 ft.
+5d6
11th
+11/+9/+9
+7
+7
+7
Hero's Resilience, Hero's Luck 2/day
+30 ft.
+5d6
12th
+12/+10/+10
+8
+8
+8
Hero's Warp, Hero's Inspiration 4/day
+40 ft.
+6d6
13th
+13/+11/+11
+8
+8
+8
Unstoppable Strikes
+40 ft.
+6d6
14th
+14/+12/+12
+9
+9
+9
Plane Shift
+40 ft.
+7d6
15th
+15/+13/+13
+9
+9
+9
Bonus Action (Standard), Hero's Inspiration 5/day, Hero's Luck 3/day
+50 ft.
+7d6
16th
+16/+14/+14/+14
+10
+10
+10
Hero's Teleport
+50 ft.
+8d6
17th
+17/+15/+15/+15
+10
+10
+10
Hero's Return
+50 ft.
+8d6
18th
+18/+16/+16/+16
+11
+11
+11
Hero's Inspiration 6/day
+60 ft.
+9d6
19th
+19/+17/+17/+17
+11
+11
+11
Hero's Luck 4/day
+60 ft.
+9d6
20th
+20/+18/+18/+18
+12
+12
+12
Bonus Action (Full-Round)
+60 ft.
+10d6
Weapon and Armor Proficiencies: An Everyman is proficient with all simple and martial weapons, and one exotic weapon of your choice. An Everyman is proficient with all types of armor, and with shields (including tower shields).
Everyskill (Ex): An Everyman is good at, well, everything. When making a skill check, he may use either his actual number of ranks in a skill or two-thirds his class level (rounded down), whichever is greater. He also counts as being trained in every skill.
Everytalent (Ex): For all intents and purposes, an Everyman may use either his base ability scores of his Everyman level + 10, whichever is higher.
Strike (Ex): Beginning at 2nd level, the first attack an Everyman makes in a round deals an additional 1d6 damage. At 4th level, and every subsequent even-numbered level, this damage increases by 1d6. This bonus damage is not multiplied on a critical hit.
Everyarmor (Ex): Beginning at 2nd level, an Everyman reduces the armor check penalty of any armor he wears by an amount equal to his Everyman level.
Hero's Inspiration (Ex): Beginning at 3rd level, an Everyman begins to get flashes of inspiration about how to proceed. Once per day, he may get a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. At 6th level, and every subsequent third level, he may use this ability one additional time per day.
Speed Boost (Ex): Beginning at 3rd level, an Everyman gets a bonus to his base land speed, as shown on the table above.
Hero's Rush (Ex): Beginning at 4th level, an Everyman may, as a swift action, move a distance equal to the bonus granted by his Speed Boost ability. For example, a 4th level Everyman could move 10 feet as a swift action, while a 10th level Everyman could move 30 feet as a swift action.
Everyweapon (Su): Beginning at 4th level, any weapon an Everyman wields gains an enhancement bonus equal to one-fourth his Everyman level. The bonus is lost one round after he lets go of it.
Bonus Action (Ex): Beginning at 5th level, an Everyman's skill is such that he can take a single extra action in combat each round. At 5th level, he may only take an extra swift action. At 10th level, he may an extra swift or move action. At 15th, he may take an extra swift, move, or standard action, and at 20th he may take an extra swift, move, standard, or full-round action.
Easy Iteratives (Ex): Beginning at 6th level, an Everyman may make all iterative attacks at a -2 penalty, instead of the normal stacking -5 penalty. He still gains additional attacks at the normal times.
Hero's Luck (Ex): Beginning at 7th level, an Everyman may reroll one die roll per day, taking the better result. He may use this ability after the result has already been declared. At 11th level, and every subsequent fourth level, he may use this ability one additional time per day.
Hero's Flight (Su): Beginning at 8th level, an Everyman begins tapping into his natural magical ability, gaining a flight speed (with good maneuverability) equal to his base land speed.
Hero's Resilience (Su): Beginning at 11th level, an Everyman gains fast healing 1. In addition, three times per day he may recover as though using a heal spell, with a caster level equal to his Everyman level.
Hero's Warp (Su): Beginning at 12th level, as a move action, an Everyman may teleport a distance equal to his base land speed.
Unstoppable Strikes (Ex): Beginning at 13th level, an Everyman's attacks ignore damage reduction, hardness, and miss chances, and always deal lethal damage to creatures with regeneration.
Plane Shift (Su): Beginning at 16th level, an Everyman may transport himself to another plane, as though using a plane shift spell, three times per day. The effective caster level is equal to his Everyman level.
Hero's Teleport (Su): Beginning at 16th level, an Everyman may teleport himself great distances, as though using a greater teleport spell, three times per day. The effective caster level is equal to his Everyman level.
Hero's Return (Su): Beginning at 17th level, once per month, upon being killed, an Everyman is immediately returned to life as though by a true resurrection spell.