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This set of houserules aims to expand and modify the system of Generic Classes proposed in
Unearthed Arcana. The special bonus feats introduced in Unearthed Arcana are removed, instead
each of the generic classes has a Talent progression and all class features form existing classes are
converted into talent trees not unlike those found in d20 Modern.
Additional Rules:
-No experience penalty for multiclassing. As there are only 3 different classes players are
encouraged to multiclass and are not penalized for doing so.
-Magic Rating. A characters magic rating measures the power of her spells and spell-like abilities.
It replaces caster level for determining range, targets, effect, area, duration, dispel checks,
difficulty to dispel, caster level checks to overcome spell resistance, and all other effects of a spell
or spell-like ability based on her caster level. It has no effect on extraordinary or supernatural
abilities. For a multiclass character, add up the character's magic rating for each of her classes to
find the character's total magic rating
-Hit Points. A character's hit points are no longer calculated using the standard formula. A 1st level
character has twice her Con Score + Maximized Hit Die hit points and gains hit points equal to
her Con bonus (minimum 1), maximum half the class' hit die (max. +2 for spellcasters, max. +3
for experts and max. +5 for warriors) every level.
-Wounds. Whenever a character receives more damage than her current constitution score, she has
to make a fortitude save (DC 15) or suffer one wound. Every wound a character has imposes a -1
penalty to all skill checks, saving throws and attack rolls. Wounds heal at a rate of one every X
days, where X is the number of wounds the character currently has. The Heal skill can be used to
shorten this time. Critical hits impose a number of wounds equal to the damage multiplier of the
weapon instead of dealing more damage.
-Talents. Whenever this class feature is gained, you may select one talent from any talent tree. All
talents belong to a certain talent path as the abilities granted by some talents use a certain class
level to calculate bonuses. Treat the character as having levels in that class equal to her hit dice.
If no description is given for a talent refer to its [Source] for a description.
1
Table: The Warrior
Level BAB Good Poor Special Magic Hit Die: d10.
Save Saves Rating Base Save Bonuses:
1st +1 +2 +0 Talent 0 One good save and two
2nd +2 +3 +0 Bonus Feat 0 poor saves.
3rd +3 +3 +1 Talent 0 Class Skills: Choose
4th +4 +4 +1 Bonus Feat 1 any six skills as class
5th +5 +4 +1 Talent 1 skills, plus Craft.
6th +6/+1 +5 +2 Bonus Feat 1 Skill Points: 2 + Int
7th +7/+2 +5 +2 Talent 1 modifier (or four times
8th +8/+3 +6 +2 Bonus Feat 2 this number at 1st level).
9th +9/+4 +6 +3 Talent 2 Weapon and Armor
10th +10/+5 +7 +3 Bonus Feat 2 Proficiency: All simple
11th +11/+6/+1 +7 +3 Talent 2 and martial weapons;
12th +12/+7/+2 +8 +4 Bonus Feat 3 light and medium
13th +13/+8/+3 +8 +4 Talent 3 armor; shields (but not
14th +14/+9/+4 +9 +4 Bonus Feat 3 tower shields).
15th +15/+10/+5 +9 +5 Talent 3 Bonus Feat: A warrior
16th +16/+11/+6/+1 +10 +5 Bonus Feat 4 gets a bonus feat at 2nd
17th +17/+12/+7/+2 +10 +5 Talent 4 level and every two
18th +18/+13/+8/+3 +11 +6 Bonus Feat 4 levels thereafter.
19th +19/+14/+9/+4 +11 +6 Talent 4
20th +20/+15/+10/+5 +12 +6 Bonus Feat 5
3
Path of the Bard [Source: Bard]
Bardic Knowledge [Requires: Int 13]
Bardic Spellcasting I [Requires: Magic Rating 1, Cha 13]
Grants 2 spell points and access to 0 and 1st level bard spells. The character can cast bard spells in
light armor without any penalty and uses Charisma to determine the highest-level spell she can
learn or cast, and the Difficulty Class of her spell's saving throws and learns two spells from the
bard spell list. You may treat your Magic Rating one point higher for determining the effects on
and access to bard spells. You do gain bonus spell points using your Charisma score and access to
bard spells.
Bardic Spellcasting II [Requires: Bardic Spellcasting I, Magic Rating 2]
Grants 3 spell points and access to 2nd and 3rd level bard spells and the character learns two
additional bard spells. Casting 2nd level spells requires a Magic Rating of 3, casting 3rd level spells
requires a Magic Rating of 5. You may treat your Magic Rating one point higher for determining
the effects on and access to bard spells. This bonus stacks with the one granted by Bardic
Spellcasting I.
Bardic Spellcasting III [Requires: Bardic Spellcasting II, Magic Rating 3]
Grants 6 spell points and access to 4th and 5th level bard spells and the character learns three
additional bard spells. Casting 4th level spells requires a Magic Rating of 7, casting 5th level spells
requires a Magic Rating of 9. You may treat your Magic Rating one point higher for determining
the effects on and access to bard spells. This bonus stacks with the one granted by other Bardic
Spellcasting talents.
Bardic Spellcasting IV [Requires: Bardic Spellcasting III, Magic Rating 4]
Grants spell points equal to your unmodified charisma score and access to 6 th level bard spells and
the character learns four additional bard spells. Casting 6th level spells requires a Magic Rating of
11. You may treat your Magic Rating one point higher for determining the effects on and access
to bard spells. This bonus stacks with the one granted by other Bardic Spellcasting talents.
Bardic Music [Requires: Cha 13]
Includes the use of countersong and fascinate, but not inspire courage.
Inspire Courage [Requires: Bardic Music or Cha 15, Perform 3 ranks]
This talent can be taken multiple times, increasing the bonus by 1 for every additional Inspire
Courage.
Inspire Competence [Requires: Bardic Music, Perform 6 ranks]
Suggestion [Requires: Bardic Music, Perform 9 ranks]
Inspire Greatness [Requires: Bardic Music or Inspire Courage, Perform 12 ranks]
Song of Freedom [Requires: Bardic Music, Perform 15 ranks]
Inspire Heroics [Requires: Bardic Music or Cha 19, Perform 18 ranks]
Mass Suggestion [Requires: Bardic Music, Perform 21 ranks]
4
touch attack. The channelled energy doesn't have to be used all at once. Using Lay on Hands is a
standard action.
Divine Grace [Requires: Cha 13, Divine Aura, Smite] [Source: Paladin]
Divine Aura
The character's aura of her alignment is equal to her hit dice. Auras function while the character is
conscious, but not if she is unconscious or dead. Characters are only subject to the aura's effects
while they remain in affected area. Only one Aura (except Divine Aura) can be active at any given
time. Activating or changing an aura is a swift action.
Aura of Truth [Requires: Divine Aura]
Subjects within 10 ft. of the character are affected by a Zone of Truth spell (Will DC 12 + the
character's Charisma bonus negates).
Aura of Courage [Requires: Divine Aura] [Source: Paladin]
Aura of Despair [Requires: Divine Aura]
Enemies within 10 ft. of the character take a -2 penalty to all saving throws.
Aura of Resolve [Requires: Divine Aura]
The character is immune to compulsion effects. Each ally within 10 feet of her gains a +4 morale
bonus on saving throws against compulsion effects.
Aura of Retribution [Requires: Divine Aura, one other Aura]
The character and all allies within 10 ft. get a +2 morale bonus to damage rolls. This bonus
increases by +1 for every other aura the character has except Divine Aura.
Aura of Wisdom [Requires: Divine Aura, one other Aura]
Whenever the character or an ally within 10 ft. casts a spell, she can make a Magic Rating check
(DC 15 + the spell's level). Success means that the caster instantly regains spell points equal to the
spell's level.
Aura of Devotion [Requires: Divine Aura, one other Aura]
The character and all allies within 10 ft. get a +1 morale bonus to AC. This bonus increases by +1
for every two other auras the character has except Divine Aura.
Aura of Distraction [Requires: Divine Aura, three other Auras]
All enemies within 10 ft. of the character take a -1 penalty to AC. This penalty increases by -1 for
every two other auras the character has except Divine Aura.
Aura of Silencing [Requires: Divine Aura, three other Auras]
All enemies within 10 ft. of the character take a -5 penalty to Concentration checks. This penalty
increases by -5 for every two other auras the character has except Divine Aura.
Aura of Swiftness [Requires: Divine Aura, three other Auras]
All allies within 10 ft. of the character get a +2 moral bonus to ranged attack rolls, initiative and
dexterity based skill checks. This bonus increases by one for every other aura the character has
except Divine Aura.
Aura of Vigor [Requires: Divine Aura, five other Auras]
The character and all allies within 10 ft. gain Fast Healing I.
Aura of Defiance [Requires: Divine Aura, five other Auras]
The character and all allies within 10 ft. gain Energy Resistance 10. The resistance rating raises by
+5 for every other Aura of Defiance the character has. The energy type has to be specified when
first taking this Aura. This Aura can be taken multiple times, each time apllying to another energy
type.
Aura of the Martyr [Requires: Divine Aura, five other Auras]
Whenever an ally within 15 ft. of the character takes damage, the character can decide to take half
of the damage instead of the intended victim. Whenever the character takes damage in this way,
she gains a morale bonus equal to the damage taken to the next attack or damage roll.
Domain Access I [Requires: Magic Rating 1, Wis 13]
Grants access to one cleric domain and 1 spell points
Domain Access II [Requires: Magic Rating 5, Wis 15]
Grants access to an additional cleric domain and 5 spell points.
5
Path of the Druid [Source: Druid]
Animal Companion [Requires: Knowledge (nature) or Survival 4 ranks]
As the druid's ability. The character has an effective druid level equal to her hit die to determine
the animal's abilities.
Wild Empathy [Requires: Handle Animal 4 ranks]
Trackless Step [Requires: Survival 5 ranks]
Venom Immunity [Requires: Knowledge (nature) or Survival 6 ranks]
The character gains a +15 bonus on all saves to resist poison.
Wild Shape [Requires: Handle Animal 8 ranks, Knowledge (nature) 8 ranks, Wild Empathy]
As the druid's ability. Useable once per day. This talent can be taken multiple times, increasing
the number of uses per day by 1 for every additional Wild Shape.
Large Wild Shape
[Requires: Wild Shape II, Handle Animal 11 ranks, Knowledge (nature) 11 ranks]
Allows the character to take the shape of Large animals.
Tiny Wild Shape
[Requires: Wild Shape II, Handle Animal 11 ranks, Knowledge (nature) 11 ranks]
Allows the character to take the shape of Tiny animals.
Huge Wild Shape
[Requires: Wild Shape III, Handle Animal 16 ranks, Knowledge (nature) 16 ranks, Large Wild
Shape]
Allows the character to take the shape of Huge animals.
Plant Shape [Requires: Wild Shape III, Knowledge (nature) 16 ranks]
Allows the character to take the shape of plants with her Wild Shape ability.
A Thousand Faces [Requires: Knowledge (nature) 16 ranks]
Timeless Body [Requires: Knowledge (nature) 16 ranks]
Elemental Wild Shape
[Requires: Wild Shape IV, Knowledge (nature) 18 ranks, Knowledge (planes) 18 ranks]
The character becomes able to use wild shape to change into a Small, Medium, or Large elemental
(air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild
shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s
extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long
as she maintains the wild shape, but she retains her own creature type.
Huge Elemental Wild Shape
[Requires: Wild Shape V, Elemental Wild Shape, Knowledge (nature) 21 ranks, Knowledge
(planes) 21 ranks]
The character becomes able to assume elemental form three times per day and may use her wild
shape ability to change into a Huge elemental.