Classless d20

Sections/Files

Ability Scores

Uses the standard d20 Ability Scores, Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

Standard Array

  1. Choose one of these arrays.
    • 17, 15, 13, 11, 9, 7 (Heroic Array)
    • 15, 14, 13, 12, 10, 8 (Standard Array)
    • 13, 13, 13, 13, 13, 13 (Vanilla Array)
  2. Place one of each value in one of the 6 Ability Scores
  3. Apply all ability score adjustments including racial ones after base ability scores

Point Buy

  1. Spend 27 points on ability scores per table below
  2. Unspent Ability Score points can be used as extra General Points
  3. Apply all ability score adjustments including racial ones after buying base ability scores
Stat Cost Mod
8 0 -1
9 1 -1
10 2 0
11 3 0
12 4 +1
13 5 +1
14 7 +2
15 9 +2
16 12 +3
17 15 +3
18 19 +4

Damage multipliers at low strength

Str damage penalties (from below 10 str) ignore multipliers for two handed or off handed use.

Using a weapon 2 handed always increases the damage bonus, or reduces the damage penalty, by at least 1.

Thus:

A character with a 6 STR wielding a weapon one handed would have a -2 to damage and wielding it two handed would make it -1

Damage Modifier Table for 1H, 2H, and Off-Hand Weapons

STR 1 Hand 2 Hand Off Hand
1 -5 -4 -5
2-3 -4 -3 -4
4-5 -3 -2 -3
6-7 -2 -1 -2
8-9 -1 -0 -1
10-11 +0 +1 +0
12-13 +1 +2 +0
14-15 +2 +3 +1
16-17 +3 +4 +1
18-19 +4 +6 +2
20-21 +5 +7 +2
22-23 +6 +9 +3
+4 +2 +3 +1
+2 +1 +1.5 +0.5

Level Progression Table

Class Skills
Treat all Skills as Class Skills
Weapons / Armor
Light Armor Proficiency and 1 Simple Weapon Proficiency

Universal

The standard table of bonuses d20 characters get regardless of class.

Level XP Class Skill Max X-Class Skill Max Bonus Feats Stat Bonus
1 0 4 2 1 0
2 1000 5 2.5 1 0
3 3000 6 3 2 0
4 6000 7 3.5 2 +1
5 10000 8 4 2 0
6 15000 9 4.5 3 0
7 21000 10 5 3 0
8 28000 11 5.5 3 +1
9 36000 12 6 4 0
10 45000 13 6.5 4 0
11 55000 14 7 4 0
12 66000 15 7.5 5 +1
13 78000 16 8 5 0
14 91000 17 8.5 5 0
15 105000 18 9 6 0
16 120000 19 9.5 6 +1
17 136000 20 10 6 0
18 153000 21 10.5 7 0
19 171000 22 11 7 0
20 190000 23 11.5 7 +1

Classless Class Base Bonuses

Level BAB Saves Base HP Base SP Feats Skill Points General Points
1 0 0 3 3 6 8 32(36)
2 1 0 6 6 7 10 40(45)
3 1 1 9 9 7 12 48(54)
4 2 1 12 12 8 14 56(63)
5 2 1 15 15 9 16 64(72)
6 3 2 18 18 9 18 72(81)
7 3 2 21 21 10 20 80(90)
8 4 2 24 24 11 22 88(99)
9 4 3 27 27 11 24 96(108)
10 5 3 30 30 12 26 104(117)
11 5 3 33 33 13 28 112(126)
12 6 4 36 36 13 30 120(135)
13 6 4 39 39 14 32 128(144)
14 7 4 42 42 15 34 136(153)
15 7 5 45 45 15 36 144(162)
16 8 5 48 48 16 38 152(171)
17 8 5 51 51 17 40 160(180)
18 9 6 54 54 17 42 168(189)
19 9 6 57 57 18 44 176(198)
20 10 6 60 60 19 46 184(207)
BAB
Base Attack Bonus
HP
Hit Points plus CON modifier per level
SP
Spell Points plus WIS modifier per level
Skill Points
Skill Points plus INT modifier per level
General Points
Note Humans get extra General Points instead of skill points, as indicated in parenthesis. They still get an extra feat as normal.

General Point Limits (and Point Costs)

The General points you acquire are spent to buy level advancement in what would normally be class features.

Name General Point Cost
Extra Melee BAB 2
Extra Ranged BAB 2
Extra Fort Save 2
Extra Ref Save 2
Extra Will Save 2
Extra Feats 5
Extra Skill Points 1
Extra Hit Points 1
Extra Spell Points 1GP for 3SP
Skill Points
General Points can also be spent on regular skill ranks as skill points.

This table shows the Maximum Additional Bonus that points can be spent on each level.

Level Max Feats Max BAB Max Save Max HP Max SP
Cost 5:1 2:1 2:1 1:1 1:3
1 6 1 2 9 3
2 8 1 3 18 6
3 9 2 3 27 12
4 11 2 3 36 39
5 12 3 3 45 54
6 14 3 3 54 102
7 16 4 3 63 144
8 17 4 4 72 207
9 19 5 4 81 252
10 20 5 4 90 -
11 22 6 4 99 -
12 24 6 4 108 -
13 25 7 4 117 -
14 27 7 5 126 -
15 28 8 5 135 -
16 30 8 5 144 -
17 32 9 5 153 -
18 33 9 5 162 -
19 35 10 5 171 -
20 36 10 6 180 -
SP
Note after 10th Level there is no limit on how many Spell points can be purchased.

Class Feature Replacement Feats

Feat Base 1 Feat 2 Feats 3 Feats
Armor Light Medium Heavy
Weapons 1 Simple All Simple All Rogue or Laborer All Martial
Shields None All
Arcane Caster None 4 cantrips, School Specialization Even: +2 up to Caster Level N/2 Odd: +1 LVL 0 and +2 up to Caster Level N/2
Armor Caster Full Arcane spell failure No Spell failure in Light Armor No Spell failure in Medium Armor No Spell failure in Heavy Armor
Extra Attacks 1 Attack 2nd attack -5 to hit, at BAB +6 3nd attack -10 to hit, at BAB +11 4th attack -15 to hit, at BAB +16

Starting Funds

Money in this game is captured in silver pieces represented with the $. - $1 = 1sp = 10 cp - $10 = 1gp - $100 = 1pp = 10 gp

Starting Feats Normal Funds Tradesmen Game
Base $700 $240
Light Armor +$50 +$10
Medium Armor +$200(Light +$150) +$50
Heavy Armor +$1500(Medium +$1300) +$400
Shield +$100 +$25
All Simple Weapons +$100 +$25
Any 4 Weapons +$200(Simple +$100) +$50
All Martial Weapons +$300(Simple +$200) +$75
Each Rank in Nobility +$100 +$25
Each Rank in Appraise +$50 +$15
Each Rank in 1 Profession +20|+ 5

(TBD) Bloodied Feats

Maybe everyone gets a bloodied feat. Something to represent how they handle being severely damaged. cost gains different numbers of General Points.

Adrenaline Rage
+2 STR & DEX for X+CON rounds, then Fatigued until fully healed
Adrenaline Focus
+1 to hit and dodge for X+WIS rounds, then Fatigued until fully healed
Adrenaline Power
+1 SP/Level, then after X+CON rounds Fatigued until fully healed
Cowering
+6 Hide and Shaken until fully healed.
Flight
Become Shaken until fully healed and +50% speed for X+CON rounds
Cautious
Become Shaken until fully healed and double AC bonus from fighting defensively and Combat Expertise while bloodied.
Disbelief
+2 Will and Fort Saves for X+WIS rounds then Fatigued
Alertness
become Shaken until fully healed, +2 Reflex, Spot, and Listen for X+CON rounds
??Fear
Become Shaken until fully healed, choosing this gets you 5GP
??Tired
after X+CON rounds Fatigued until fully healed, choosing this gets you 5GP
??Nauseated
become nauseated while bloodied, +5GP
??Fainting
Become Shaken and Fatigued until fully healed. 10% chance every round of falling unconscious while bloodied. +10GP

Design

The goal of this system is to build a fully d20 compatible classless system. For use with many of the d20 systems from the height of compatibility like Pathfinder 1e, Star Wars and Dungeons and Dragons 3.5e rules.

This will be based off of a combination of the odyssey system, the starwars and the classless DnD 3.5 rules I've previously put together.

This will be compiled as a collection of optional rules that can be applied to any d20 game with a focus on pathfinder 1e. That then can be combined to form the basis of the rules for my home brew classless system.

This system aims to give the freedom of choice that a classless system provides, but with the discrete power classifications that levels provide.

Rule sets:

Goals

Sources and Inspirations

All of these games have feats and skills and abilities that could be tweaked to be compatible with this system. Mostly tweaking prerequisites and scope. NPCs, MOnsters and enemies could be easily imported.