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ClassCalc™ The D20 Class Calculator   
Combat
  Hit Die Type
  BAB Progression
  Saves (total at 20th lvl)
  Weapons
  Simple     Martial     Individual 
  Armor
  Light     Medium     Heavy 
   Shield     Natural     Monk 
Skills
  Skill Points (per lvl)
  Class Skills
Spells/Powers
  Spells Known/Powers Discovered
  Limited Knowable Spells     Casting starts above 3rd lvl 
  Spells per Day or ½ PP (at 20th lvl)
Casting Adjustments
  Intuitive Casting (all spells/powers) 
Deity/Order/Code/Psionic Restricted     Limited Usefulness 
Specials
  lvls 1-5     lvls 6-10     lvls 11-20 
Synergy
Restrictions -
Spent     Remaining       
Combat
  Hit Die Type: Enter the maximum number of hit points that can be gained from hit dice per level. Cost: 5x.
BAB Progression: Select the class that matches the Base Attack Bonus progression. Cost: 24 (Wizard), 36 (Cleric), or 48 (Fighter).
Saves: Enter the total bonus for all saves at 20th level. Cost: 2x.
Weapons: Select weapon groups and/or enter the number of individual weapons available to the class. Cost: 10 (Simple), 20 (Martial), 1x individual.
Armor: Select the armor types available to the class. Natural includes Light and Medium armor and Shields made of organic material. Monk style includes Wisdom bonus and 1/5 level bonus (drop remainder) but precludes use of armor and shield. Cost: 5 (Shield), 10 each (Light, Medium, Heavy, Natural), 15 (Monk).
 
Skills
  Skill Points: Enter the number of Skill Points gained per level. Cost: 8x.
Class Skills: Enter the number of class skills. Cost: 2x.
 
Spells/Powers
  Spells/Powers Known: If a limited number (Sorcerers, Psions, etc.), enter the total spells known/powers discovered at 20th level (do not count domain spells or ability score bonuses). If an unlimited number, enter the total number of 0-2 level spells in the spell list. Cost: 50%.
Limited Knowable Spells: Check this box if the number of spells known is limited by a spells known chart. Do not check this box for psionics. Cost: 33% of spells known (cumulative with above 3rd).
Casting starts above 3rd lvl: If the ability to cast spells starts at 4th level or above, check this box. Do not check this box for psionics. Cost: 40% of spells known if not limited (cumulative with Limited Knowable Spells).
Spells/Powers per Day: Enter the total number of spells per day, or half the Power Points, at 20th level. Cost: 2x.
 
Casting Adjustments
  Intuitive Casting: Check this box if all spells/powers can be cast without prior preparation. Cost: 20% of previous spell costs.
Deity/Order/Code/Psionic Restricted: Check this box if casting ability is lost when your Deity, Order, or Code of Conduct is displeased/violated. Also check if primary ability effects do not scale with level as is the case with psionics. Cost: halve previous spell costs.
Limited Usefulness: Check this box if most of your spells are only useful in one setting/environment and/or your list is composed of spells with elivated levels. Also check if psionic and ability scores do not add bonus powers and power points. (Bard, Druid, Ranger and Psichic Warrior have limited usefulness). Cost: halve previous spell costs.
 
Specials
  Specials include special abilities, designated feats and bonus feats gained with the class and progression to its higher levels. Specials gained at lower levels are worth more than those gained later. In addition, bonus feats with many options are worth more than designated feats (those with 1 or 2 options). Use the following rules to count all feats, bonus feats and special abilities in units called "Specials" and note the class level they are gained. Finally, enter the total number of Specials for each range of levels. Cost: 3 (lvl 1-5), 2 (lvl 6-10), 1 (lvl 11+).
  • Count feats with 1 or 2 options as 1 Special.
  • Count bonus feats with 3-6 options as 2 Specials.
  • Count bonus feats with 7+ options as 3 Specials. Example: Fighter and Wizard bonus feats count as 3 Specials per feat.
  • Count each psionic attack/defense mode as 1/2 a Special. Example: Psions start with 5 psionic modes, which count as 2.5 Specials.
  • The ability to cast spells/powers with displays instead of components counts as 1 Special.
  • The ability to cast spells in armor without spell failure counts as 4 specials. When creating a custom class, this ability may be split into 4 separate feats that grant a 10% spell failure reduction. Alternately, it may be applied by armor type. In this case each application grants immunity to spell failure for progressively heavier armor types. Shield casting may be applied regardless of armor types but Heavy Armor Casting would require Medium and Light Armor Casting. GMs may wish to restrict this ability to Divine spell casters only.
  • Spontaneous casting of one narrowly defined group of spells counts as 1 Special. This group should contain no more than one spell from each spell level 0-4. Example: Clerics spontaneously cast either "Cure" or "Inflict" spells.
  • Turn/Rebuke Undead at 1/2 class level counts as 1 Special and may be applied up to 2 times. Example: Cleric gains 2 applications at 1st level (Counts as 2 Specials).
  • Cleric style domains count as 1 special each. Up to 2 domains may be taken. Domains must include a religion, order, and or code restriction.
  • Monk Unarmed Strike counts as 2 Specials (Improved Unarmed Strike with 1d6 damage, the Flurry of Blows option and special additional attack progression).
  • Each additional Unarmed Strike damage die type increase counts as 1 Special.
  • Each ability listed under the "Special" column on the various PHB Class tables counts as 1 Special.
  • Each improvement to a special ability listed on the class tables counts as 1 Special. For example the Barbarian Rage 2/day counts as 1 Special in addition to Rage 1/day.
  • Special abilities that are restricted beyond the norm count for less based on the amount of restriction. For example the Ranger's Two Weapon Fighting and Ambidexterity abilities would normally count as 2 Specials but, unlike the standard feats, they can not be used with medium and heavy armor so are counted as 1 special.
  • Fast Movement and most Monk special abilities normally require freedom of movement. Double their value if this limitation is relaxed to allow light armor, treble for medium armor and quadruple for heavy armor.

 
Synergy
  Some classes may receive an extra advantage from the combination of individual abilities or excessive leveraging of a single statistic. These synergy advantages are rare but should be accounted for. Skills effectively leverage multiple stats, so we can usually ignore skill use when checking synergy. Strength, Dexterity, and Intelligence all grant fundamental abilities to all characters in the form of attack bonus, defense bonus, and skill points respectively. If other major class abilities are based on these stats, a synergy advantage is likely. Two core classes do this, Psion and Wizard.
Str, Dex, or Int Based Spells/Powers: Enter 13 in the box if bonus spells/powers are gained for high Strength, Dexterity or Inteligence and the class focuses primarily on spell casting/power manifesting.
 
Restrictions
  In some cases a base class may have a special restriction beyond the norm for alignment, religion, and organization. These restrictions make the class harder to play and carry harsh penalties for breaking the restriction so should reduce the overall value of the class. Two core classes has such a restriction.
Paladin Code of Conduct: Enter 8 in the box if the class has a code of conduct as restrictive as a Paladin.
Psionic Vulnerability: Enter 35 in the box if the class removes the "Nonpsionic Buffer".
 
Alignment & Multiclass Restrictions
  Some class concepts only make sense given certain alignments, others could be unbalancing if combined with certain alignments. Impose alignment restrictions where needed.
Some classes when combined with others produce unbalancing Synergy effects so need to be avoided. In these cases impose a restriction on the class combination. In more sever cases where many combinations cause problems, enforce a freeze on progression for the class if any other class is developed.

In all the preceding cases, impose loss of certain abilities when restrictions are broken if needed. None of these restrictions affects the value of the class when played as intended so do not award restriction points.
 

Support and Credits
  Support: If you find ClassCalc™ useful, please show your support by crediting and linking to www.RPGCosmos.com.
Credits: ClassCalc™ was created by Hamilton Meyer.
 
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