Level | Combat Bonus | High Dice | Med Dice | Low Dice | High Save | Low Save | Martial Bonus |
1st | +0 | 1d20 | 0d20 | 0d20 | +2 | +0 | +1 |
2nd | +1 | 1d20 | 0d20 | 0d20 | +3 | +1 | +1 |
3rd | +1 | 1d20 | 0d20 | 0d20 | +4 | +1 | +2 |
4th | +2 | 2d20 | 1d20 | 0d20 | +5 | +2 | +2 |
5th | +2 | 2d20 | 1d20 | 1d20 | +5 | +2 | +3 |
6th | +3 | 2d20 | 1d20 | 1d20 | +6 | +3 | +3 |
7th | +3 | 3d20 | 2d20 | 1d20 | +7 | +3 | +4 |
8th | +4 | 3d20 | 2d20 | 1d20 | +8 | +4 | +4 |
9th | +4 | 3d20 | 2d20 | 1d20 | +8 | +4 | +5 |
10th | +5 | 4d20 | 3d20 | 2d20 | +9 | +5 | +5 |
Name | HP | Combat Dice | Fort | Ref | Perc | Will | Skill Pts |
Acolyte | d6 | Low | Low | Low | Low | High | 4 |
Adept | d8 | Medium | Low | Low | Low | High | 4 |
Alchemist | d6 | Low | Low | High | Low | Low | 4 |
Brawler | d10+Con | High | High | Low | Low | Low | 4 |
Conjurer | d4 | Low | Low | Low | Low | High | 2 |
Evoker | d4 | Medium | Low | High | Low | Low | 2 |
Expert | d4 | Low | Low | High | Low | Low | 8 |
Flyer | d8 | Low | Low | High | Low | Low | 2 |
Guardian | d12+Con | Medium | High | Low | Low | Low | 2 |
Healer | d6 | Low | Low | Low | Low | High | 4 |
Hunter | d8+Con | High | Low | Low | High | Low | 4 |
Lurker | d8 | Low | Low | Low | High | Low | 2 |
Rider | d10 | Low | High | Low | Low | Low | 2 |
Rogue | d8 | High | Low | High | Low | Low | 6 |
Scout | d6 | Medium | Low | Low | High | Low | 4 |
Shifter | d10+Con | High | Low | Low | High | Low | 4 |
Slayer | d10+Con | Low | Low | Low | Low | High | 2 |
Tinker | d6 | Low | Low | High | Low | Low | 6 |
Warrior | d12+Con | High | High | Low | Low | Low | 4 |
Underlined classes are NPC classes, used for monsters and companions while having less fiddly class features (thus the inherent numbers are a little stronger).
HP: Dice rolled for hit points per level, added to a flat 5+Con mod. Some of the actual entries mention Con, meaning that this class (effectively) gets double its con applied per level. (This con bonus is applied to the individual roll, meaning that when the character multiclasses, and the other class doesn't have the added Con bonus, it compares the total of this class's HD+con versus just the flat die roll of the other class.)
Combat Dice: Progression of extra d20s that a character can roll in a given round, allowing them to have greater accuracy while not inflating the upper reach of numbers. +1 means that this class gains an extra die at first level (and also gains the OppAttk ability, allowing them to spend a die to make an AoO rather than immediately blowing their standard action for the next round.) The number of dice is compared and gestalt-style best-number-of is taken.
Fort, Ref, Perc, Will: There are four saves, Fortitude (Str), Reflex (Dex), Perception (Wis), and Will (Cha). Each class has only one good save. (standard multiclassing is limited to three base classes. Plenty of exceptions to this limit of three exist, including favored classes, select class features, and a feat that adds a favored class, allowing you to multiclass into additional classes if so desired.)
Name | Martial Bonus: Add this bonus to attack rolls made by your character. Each class that grants Martial Bonus also allows you to apply this bonus elsewhere, limited to the bonus granted by those levels in that class. |
Brawler | Mighty Fists: Add your Martial Bonus to damage with natural weapons, including unarmed strikes. This bonus is multiplied just like a Strength bonus, suiting the type of attack. |
Flyer | Powerful Flyer: Add your Martial Bonus to Armor Class, and to Reflex/Dodge while airborne. |
Guardian | Mighty Hide: Add your Martial Bonus to Armor Class, and to Reflex/Dodge as a deflection bonus. |
Hunter | Mighty Beast: Add your Martial Bonus to damage dealt by your Beast companion. This bonus is multiplied just like a Strength bonus, suiting the type of attack. |
Lurker | Silent Stalker: Add your Martial Bonus to Armor Class, and to damage dealt to unaware opponents. |
Rider | Powerful Charge: While mounted, add your Martial Bonus to attack rolls made by your mount. |
Rogue | Skilled Flanker: Add your Martial Bonus to the Piercing value of your melee and thrown weapons. |
Scout | Skillful Shot: Add your Martial Bonus to damage with ranged weapons. This bonus is doubled for two-handed weapons, and applied to both weapons when dual-wielding. |
Shifter | Powerful Beast: Add your Martial Bonus to damage dealt while shapeshifted. For melee attacks, this bonus is multiplied just like a Strength bonus, suiting the type of attack. |
Slayer | Deadly Blow: Add your Martial Bonus to Armor Class, and to damage with melee weapons. This bonus is multiplied just like a Strength bonus, suiting the type of attack. |
Warrior | Powerful Attack: Add your Martial Bonus to damage with melee weapons. This bonus is doubled for two-handed weapons, and applied to both weapons when dual-wielding. |
Underlined classes are NPC classes, used for monsters and companions while having less fiddly class features (thus the inherent numbers are a little stronger).
References here to Armor Class, and to Reflex/Dodge, are a bit off, based on my more recent concept shifts. Armor Class refers to subtractive DR (armor reduces damage taken in two ways, first by a flat division by quarters, then a numeric subtraction) while Reflex/Dodge is the basic number rolled to be hit. (Dodge is basically touch AC, adding Reflex as an auto-progressive value with level.) (reference to AC would be in the form of AC 8 medium, with heavy/medium/light/none referring to the amount reduced by quarters.)
Piercing refers to a property of some weapons, indicating damage dealt directly, bypassing armor.
Each class granting Martial Bonus would likely also have a continuing class feature as a capstone, allowing that class's bonus to be applied continuing from further levels in Hero classes, which advance from 11-20 (and likely also into Epic, the 21-30 range).
Looking for feedback on the martial bonus abilities.