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Fantasy Class Blending Rules select common class features and specific class
abilities which match your character's concept. To
stay within 1000 CCP, you'll have to make some
hard choices.
Overview
Have you ever wanted to play a rogue with a bit of No character or class can have everything. But
a sorcerous background? many character concepts are possible through
dialing back specific abilities. For example,
This system lets you create the character you want perhaps you can't include all the spellcasting ability
through creating a custom class. It gives point of a Wizard, but instead of being marginal for all
values to the different class abilities and then you spells you can restrict the class to just a couple of
can pick and choose the abilities important to your schools and progress as a full Wizard with those
character concept. schools of spells.
Caveats
Like any point-buy system, these class construction
rules can be abused. If you are a player, accept
feedback from your GM. If you are a GM post your
class on a forum and get a second opinion.
System Overview
The system uses “Class Construction Points” (CCP
for short.) Each of the core classes are balanced to
approximately 1000 CCP.
club, dagger, heavy crossbow, light 0
Common Class Features crossbow, and quarterstaff (Wizard)
club, dagger, dart, quarterstaff, scimitar, 5
Hit die, base attack bonus progression, skill points, scythe, sickle, shortspear, sling, and spear
armor selection and weapon selection choices must (Druid)
be made for each class. That is to say each class
club, crossbow (light or heavy), dagger, 10
has a hit die, base attack bonus progression, etc.
handaxe, javelin, kama, nunchaku,
But each class makes different choices for each of
quarterstaff, sai, shortspear, short sword,
these attributes.
shuriken, siangham, sling, and spear
(Monk)
The following tables succinctly assign point values
All Simple Weapons 20
for these attributes’ options:
Simple and one “favored” weapon (Cleric) 25
Simple and longsword, rapier, sap, short 30
Hit Die sword, shortbow, and whip (Bard)
Hit Die CCP Simple and hand crossbow, rapier, sap, 30
d6 0 shortbow, and short sword (Rogue)
d8 60 All Simple and Martial Weapons 60
d10 120
d12 180
Notes
If your concept uses a different set of weapons, it is
Base Attack Bonus Progression suggested you find the closest match in the weapon
Base Attack Bonus Progression CCP chart and use approximately the same point value.
Low (as a Wizard) 0
Medium (as a Bard) 60
High (as a Fighter) 160
Skill Points/Level
Skill Points/Level CCP
0 0
2 60
4 120
8 180
Armor
Armor CCP
None 0
Light 20
Light & Medium, but no Metal 35
Light & Medium 40
Light, Medium and Heavy 65
Shields except Tower Shields 15
Shields including Tower Shields 20
Weapons
Weapons CCP
Bard Based Class Abilities
Barbarian Based Class Bard abilities center on Knowledge and amplifying
Abilities the abilities of others. They are broken down into
The barbarian class can be broken down into four the following groups:
ability groups: • Spellcasting: Bards have some spellcasting
• Rage: The character can enter a state of ability, however it is already somewhat limited to
rage and in this state he does more damage allow for the other bard abilities.
and has some extra powers at higher levels. • Knowledge: Several class abilities exercise
• Maneuverability: A few feats improve the the legends and stories a bard knows.
barbarian’s ability to move on the • Performance: Bards have several musical
battlefield. abilities which distract or influence others.
• Trap Sense: The character gets a bonus to • Inspire: Other performance abilities
detecting traps which increases as the improve comrades' abilities.
character progresses in level.
• Damage Reduction: At higher levels the Bard Based Class Abilities CCP
first few points of each hit do not affect the Spells as Bard 250
character. • Bard spells/day
• Bard spells known
Barbarian Based Class Abilities CCP • Bard spell study/use rules
Rage 280 Knowledge 130
• Rage @ 1st level • Bardic Knowledge @ 1st level
• Rage Powers @ 2nd, 4th, 6th, 8th, 10th, • Lore Master 1/day @ 5th
12th, 14th, 16th, 18th, & 20th • Jack of All Trades @ 10th
• Greater Rage @ 11th • Lore Master 2/day @ 11th
• Indomitable Will @ 14th • Lore Master 3/day @ 17th
• Tireless Rage @ 17th Performance 175
• Mighty Rage @ 20th • Bardic Performance @ 1st level
Maneuverability 35 • Countersong @1st
• Fast Movement @1st level • Distraction @ 1st
• Uncanny dodge @2nd • Fascinate @ 1st
• Improved uncanny dodge @ 5th • Versatile Performance @ 2nd, 6th, 10th,
Trap Sense 50 14th,18th
• +1 @ 3rd level • Suggestion @6th
• +2 @ 6th • Dirge of Doom @8th
• +3 @ 9th • Soothing Performance @12th
• +4 @ 12th • Frightening Tune @15th
• +5 @ 15th • Mass Suggestion @18th
• +6 @ 18th • Deadly Performance @20th
Damage Reduction 120 Inspire 130
• 1/- @ 7th level • Inspire Courage +1 @ 1st level
• 2/- @ 10th • Inspire Competence +2 @ 3rd
• 3/- @ 13th • Inspire Courage +2 @ 5th
• 4/- @ 16th • Inspire Competence +3 @ 7th
• 5/- @ 19th • Inspire Competence +4 @11th
• Inspire Courage +3 @11th
• Inspire Competence +5 @15th
• Inspire Courage +4 @17th
• Inspire Competence +6 @19th
Example: A Barbarian/Bard Knowledge 130
• Bardic Knowledge @ 1st level
As stated in the introduction, an example class • Lore Master 1/day @ 5th
blend is presented after each class is broken down. • Jack of All Trades @ 10th
Of course, that isn’t possible after the first class and
• Lore Master 2/day @ 11th
here we only have two classes broken down so this
• Lore Master 3/day @ 17th
example must be a Barbarian/Bard.
Inspire 130
• Inspire Courage +1 @ 1st level
Looking at each class’s abilities, let’s imagine a
Barbarian who is a leader. As a leader it makes • Inspire Competence +2 @ 3rd
sense to give him the bard’s “Inspire” ability group. • Inspire Courage +2 @ 5th
Also, to make him more bard-like, let’s give this • Inspire Competence +3 @ 7th
class the bard’s “Knowledge” ability group. Some • Inspire Competence +4 @11th
may see that as a bad fit for a barbarian, but perhaps • Inspire Courage +3 @11th
there are some who valued knowledge. Perhaps his • Inspire Competence +5 @15th
parents were a shaman, village elder, etc. • Inspire Courage +4 @17th
• Inspire Competence +6 @19th
But to gain those two abilities we need to drop 260 Hit Die: 60
class creation points from the barbarian. Rage is • d8
identified with a barbarian more than anything else, Base Attack Bonus: 160
so while some class blends that are primarily • High
barbarians may not have rage, dropping it should Skill Points/Level: 120
only occur if you really want to keep everything • 6
else. Armor: 55
• Light, Medium & Shields (except
So what if we drop Damage Reduction, Trap Sense tower shields)
and Maneuverability class ability groups? That Weapons: 60
matches the needed 260 points. While we lose a few • All Simple and Martial
useful abilities, we gain the bard abilities we want. Total 995
You may also want the bard’s extra two skill points Alternatively, you could keep the barbarian’s
to make six per level instead of four per level. In maneuverability or trap sense ability groups instead
that case you could drop the hit die to d10 to make of the two extra skill points instead of the d12 to
up the 60 points needed. d10 switch. (And have some more points leftover.)
The following chart shows the class described
above including the skill point change.
2. The License: This License applies to any Open Game Content that Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
contains a notice indicating that the Open Game Content may only be Fantasy Class Blending Rules. Copyright 2012, Inkwell Ideas, Inc.;
Used under and in terms of this License. You must affix such a notice Author Joe Wetzel.
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Content distributed using this License. material by E. Gary Gygax and Dave Arneson.
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