Character Specializations in Windfall | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Character Specializations

Character Specializations

  Specializations are enhancements to a character that are designed to replace the feat system of 1.0 pathfinder. A character specialization is granted every 3rd level thus you gain one at 3rd, 6th, 9th,12th,15th, and 18th level(21 and so on for epic level games). Any of these specializations can be substituted out for a feat instead this is to support any builds that might require some feats to operate however feats feel like small enough bonuses as is to really argue getting them in the first place. I would also take into consideration applying feats that are almost need for specific classes as part of their kit however I would like to minimize this as much as possible.   All Combat feats should fall under the category of I can do that already I just need to make a Combat Maneuver roll thus any old feat like power attack, two weapon fighting, and vital strike are all something you can do normally it just requires a combat maneuver roll instead. The changes to these mechanics will be listed below other feats might fall into this category.

Class Specialization

Class Specialization represents your characters versatility and their possible background. When you take class specialization you choose a special ability from the first level of a class you meet the prerequisites for and gain that ability, you also choose a class skill from this class that now becomes a class skill. If you gain an additional class specialization it can be within the same class however your effective level in this class increases by 1. Your character level is considered your effective class level in your class specialization for the purposes of determining prerequisites for prestige classes and abilities.
Example: a person taking class specialization in rogue gains access to one of the following special abilities (Finesse training, sneak attack +1d6, trapfinding) at level 6 you choose to take an additional specialization in rogue, this allows you to pick from the previous list excluding an ability already chosen and one form level two (Evasion, rogue talent). If they chose to take the first level in rogue and the second in monk they would gain access to 1st level rogue (Finesse training, sneak attack +1d6, trapfinding) and first level monk abilities (Bonus feat, Flurry of Blows (bonus attack), Stunning Fist, Unarmed Strike).  

Forsaken Specialization

Forsaken Specialization represents something your character might have undergone or found either in your past or even while adventuring, something happened and you are now changed because of it. While others are training you might be exploring new found power within yourself devoting time to develop and understand it. This could come in the form of lycanthropy, eldritch, or blood magic. it's out of the norm and could come with some interesting plot hooks discuss with you DM on the subject of the possibility of having forsaken knowledge/power. This will be the most likely way to represent a template within this system however they will need to be developed to fit within the structure.  

Leadership Specialization

  Leadership Specialization represents your characters ability to gain followers and sheer force of personality. When you take leadership specialization you gain followers. Any additional time you take leadership specialization your leadership score increases by 1. Your base Leadership score equals your level plus your Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores. Outside factors can affect your Leadership score, as detailed in the tables below.

Leader's Reputation Modifier
Great Renown +2
Fairness Generosity +1
Special Powers +1
Failure -1
Aloofness -1
Cruelty -2
Other modifiers may apply when you try to attract a cohort, as listed below.

The Leader Modifier
Has a familiar, special mount, or animal companion -2
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2*
* Cumulative per cohort killed. Followers have different priorities from cohorts. When you try to attract a follower, use the following modifiers.

The Leader Modifier
Has a stronghold, base of operations, guildhouse, etc. +2
Moves around a lot -1
Caused the death of other followers -1
The table below show how the leadership score affects number of followers.

Leadership Score Cohort Level Number of followers by level
1 or lower - 1st level 2nd level 3rd level 4th level 5 level 6th level
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5- 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 or higher 17th 110 11 6 3 2 1
  • Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. A cohort can be of any race or class. The cohort’s alignment may not be opposed to your alignment on either the law/chaos or good/evil axis, and you take a –1 penalty to your Leadership score if you recruit a cohort of an alignment different from your own. Chorts gain half xp If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.
  •  
  • Number of Followers by Level: You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re usually 5 or more levels behind you, they’re rarely effective in combat.
  •   Followers don’t earn experience and thus don’t gain levels. When you gain a new level, consult Table: Leadership to determine if you acquire more followers, some of whom may be higher level than the existing followers. Don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.

    Magic Specialization

    Magic Specialization represents your characters inherent magical ability and their knowledge of that power. When you take magic specialization you gain a bonus spell known that you meet the prerequisites for or a 1 per day augmented cast and pick between expanded or focused specializations. Taking magic specialization an additional time grants an additional spell known or an additional use of augmented cast per day along with the choice between Expanded or Focused magic.
  • Expanded Magic
  • Choose a spell casting class gain spell casting as if you had one level in that class your effective caster level is 1. Gaining additional specializations increases your effective level in the chosen spell casting class by 1 and your effective caster level increases by 1.
  • Focused Magic
  • Pick a magic School increase your spell save DCs by 1 (you can instead apply this to your spell like abilities). Gaining additional specializations increases your chosen spell or spell like abilities save DCs by 1 or you can choose an additional school to increase its saves by 1.

    Martial Specialization

    Martial Specialization represents your characters martial prowess and their fighting ability. When you take martial specialization you gain 5 stamina and pick between defensive or offensive specializations. Taking martial specialization more than once increases stamina by 5 along with the option between martial offense and defense.
  • Martial Defense
  • Gain proficiency with basic(light) armor and reduce arcane spell failure by 5% gain +1 to CMD and +1 to one saving throw. If taken more than once martial defense bonuses stack further decreasing arcane spell failure by 5%, increasing the +1 to CMD, and the +1 to one saving throw. If a character already has light armor proficiency you gain proficiency with medium armor instead if you have medium armor proficiency you gain proficiency in heavy armor instead.
  • Martial Offense
  • Gain proficiency with a weapon gain +1 on all attack and damage rolls and +1 to CMB. If taken more than once martial offense bonus stacks further granting an additional +1 on all attack and damage rolls and an additional +1 on all CMB checks, you also gain proficiency in an additional weapon.

    Skill Specialization

    Skill Specialization represents your characters background or possibly their natural skill; a characters ability to perform certain tasks as if it were second nature to them. When you take skill specialization you gain an additional class skill or gaining 3 skill points in addition to picking one of the following: skill mastery, skill focus, or second nature. Taking the same skill specialization repeatedly does not stack (Can't take Skill focus on the same skill twice, however you could take skill focus and skill mastery on the same skill) instead you pick a different skill the specialization affects each time (unless you are taking the 3 skill points).
  • Skill Focus
  • Pick a skill gain a +1 bonus to that skill, for every 5 ranks you possess in that skill gain an additional +2 bonus.
  • Skill Mastery
  • Pick a skill, whenever you use stamina with this skill you roll a d10 instead of a d6 (You can apply this with skills that normally don't use stamina).
  • Second Nature
  • Pick a skill that you can always take 10 on regardless of the stress of the situation.

    Comments

    Please Login in order to comment!