By Clueless's request, here's the updated Indep...
Indep (HD d6)
“I didn’t see nothin’, I don’t know nothin’, and I ain’t sayin’ nothin’. There’s no way I had anything to do with the likes o’ them. I keep my own counsel and look out for myself.”
Although they deny any affiliation, there are those individuals who value just that – individuality – above all else. They swear no allegiance to any group, organization, or faction, whether religious or secular. They chafe under laws imposed by others, claiming only the individual can declare what is right or wrong for himself. Those that admire (or revile) the quintessential “self-made” man who keeps only his own counsel have dubbed such individuals “indeps.”
All walks of life gravitate to the indep attitude; some just take longer than others to break free from their dependence on outside influences. Loners such as bards and rogues are obvious candidates, but even clerics declare their independence from organized religion, preferring to explore their relationship with the divine on their own terms. Likewise, some wizards eschew established methods of schooling and research, abandoning all that has come before for an exploration of self. Sorcerers easily identify with the indep philosophy, for they know firsthand the power of one.
Level---BAB---Fort---Ref---Will---Special
1--------+0----+0-----+2----+0----Shield of Individuality
2--------+1----+0-----+3----+0----Independent Mind +1
3--------+2----+1-----+3----+1----Blend in the Background +5
4--------+3----+1-----+4----+1----Independent Mind +2, Face in the Crowd
5--------+3----+1-----+4----+1----Blend in the Background +10
6--------+4----+2-----+5----+2----Independent Mind +3
7--------+5----+2-----+5----+2----Blend in the Background +15, No Barriers
8--------+6----+2-----+6----+2----Independent Mind +4
9--------+6----+3-----+6----+3----Blend in the Background +20
10------+7----+3-----+7----+3----Independent Mind +5, Eyes Wide Open
Class Requirements:
To qualify to become an indep, a character must fulfill all the following criteria.
- Alignment: Any nonlawful.
Base Reflex Save: +3.
Listen: 5 ranks.
Spot: 5 ranks.
Feat: Iron Will.
- Skill Points at Each Level: 8 + Int modifier
The indep's class skills (organized by key ability) are:
- Dexterity: Hide, Move Silently
Intelligence: Appraise, Craft, Forgery
Wisdom: Heal, Listen, Profession, Sense Motive, Spot
Charisma: Bluff, Disguise, Gather Information, Perform
All of the following are class features of the indep prestige class.
- Weapon and Armor Proficiency: Characters who take a level of indep gain no proficiency in armor or weapons.
Shield of Individuality (Sp): At 1st level, the indep is able to cast entropic shield as a sorcerer of the same level three times + the indep's Dexterity modifier per day (but always at least once).
Independent Mind (Ex): At 2nd level, the indep receives a +1 bonus to all saves vs. mind-influencing effects. This bonus stacks with all other bonuses and increases by +1 at 4th, 6th, 8th, and 10th level. If no saving throw is normally allowed, the indep receives a save but does not use her Independent Mind bonus.
Blend in the Background (Ex): At 3rd level, the indep receives a +5 bonus to all Disguise, Hide, and Move Silently checks. This increases to +10 at 5th level, +15 at 7th level, and +20 at 9th level.
Face in the Crowd (Su): At 4th level, the indep radiates a permanent nondetection spell as if cast by a sorcerer of the indep's level. This ability may be suppressed or resumed as a free action by the indep.
No Barriers (Sp): At 7th level, the indep receives the benefits of a freedom of movement spell for a total number of minutes per day equal to the indep's level x 10. Use of this power may be started and stopped as a free action, with the total of all uses not exceeding the time given above.
Eyes Wide Open (Sp): At 10th level, the indep is able to use true seeing as a sorcerer of the same level three times a day.[/li]
OH!
*happy grin* I really really like this. Doesn't fit with the current Indep I'm playing - but I veeerry much like this. I notice the indep information system wasn't mentioned, but I can defaintely see where the skills would lend a hand to doing that sort of thing.
The only thing I think that could use a little more work is defining what sort of spells/effects that have no saves - start getting saves. Maze for example - is it willpower to resist being sent there, or reflex to dodge the effect. (One would imply a save, the other wouldn't), or is it only those spells that have the Mind-Affecting designation in their description - in which case, I can't think of a single one of those that doesn't have a will save.