Freelancer (Class)

# Freelancer

*They are often called jack of all trades, master of none, but sometimes are better at copying the trades they learn than others. It is these that are far less common and far more dangerous.*

**Role:** Each freelancer is different. They can fill different roles depending on what abilities they choose.

**Alignment:** Any.

**Freelancer creation goes as follows:**

At 1st level, you begin with 60 Job Points (JP) to spend. At each level thereafter, you gain 30 JP to spend. Any leftover JP (except 1st level, which are lost) carries over to the next level.

**Base Freelancer Stats:**

**Base Attack Bonus:** 1/2. Increasing BAB to 3/4ths costs 10 JP, then another 10 JP to increase to Full.

**Hit Dice:** d6. Your HD increases when your BAB increases. d8 for 3/4ths BAB and d10 for full BAB. Increasing to d12 from d10 costs 5 extra JP.

**Saving Throws:** 1 Good Save. Increasing one Bad Save to Good costs 10 JP, then another 10 JP to increase another Save to Good.

**Skills:** 4/level. 4 Starting Class Skills. Increasing skill points costs 2 JP per 2 skill points, (max of 10). Increasing the number of Class Skills costs 5 JP per 3 Class Skills, (max of 10 JP).

**Weapon Proficiency:** Simple weapons. Improving to include one single martial weapon costs 2 JP. Improving to include up to 3 martial weapons cost another 4 JP. Improving to include all martial weapons costs another 6 JP.

**Armor Proficiency:** No armor. Improving to include light armor costs 2 JP. Improving to include medium armor costs another 4 JP. Improving to include heavy armor costs another 6 JP. Improving to include shields (except Tower) costs 2 JP. Improving to include all shields costs another 2 JP.

**Starting Wealth:** 1d6 x 10 gil. Increasing starting wealth by 1d6 costs 1 JP (to a max of 10).

**Limit Break:** You begin play with 1 Limit Break for free at first level and costs 10 JP to buy additional limit breaks, (max of 4).

The above is a one-time JP cost. After 1st level, you cannot change your base freelancer stats.

### Abilities

You can buy Extraordinary, Spell-Like, Psi-Like, or Supernatural abilities from any class (except Prestige) and any archetypes (assuming it fits with what you buy) but the abilities have to be the level you buy it from. For example, at 1st level, you may buy Sneak Attack, but you could not buy Uncanny Dodge until you are of level to buy it. Any abilities that increases by level costs you half of the JP when you reach a level that improves it. Same example, at 1st level, you buy Sneak Attack for 20 JP, and when you reach 3rd level, Sneak Attack improves and costs you half of the cost, which in this case would be 10. You can buy abilities from lower levels as well. Abilities that multiple improvements from the same ability cost JP as well. So, for example, a 5th level freelancer could buy Sneak Attack as a 1st level ability. Which improves by every 2 levels and would cost you half the cost as normal.

Abilities that improve as you level up cannot be bought as a "non-scaling" version. You *must* pay for the improvements when they happen. This is non-negotiable. If you want that, get it through a Template.

**In the world of Fenar, Freelancer is a restricted class. You must apply for access to the class on the Enjin and submit your build in the application. Copy this google doc to your drive (Link here) and fill it out. If this sheet is not presented by the time your character request is being looked at, it will automatically be denied. Gibson is responsible for freelancer approval, so at minimum ping *him* when applying for it.**

* **IF you decide to do a partial build it MUST be approved at every level before you can level your character.**
* **If you decide to change your build it MUST be reapproved before you can use it.**

### Ability Cost

#### General class features:

* Extraordinary, Spell-Like, Psi-Like, or Supernatural abilities that don’t improve by level cost 10 JP
* Extraordinary, Spell-Like, Psi-Like, or Supernatural abilities that improve by level cost 20 JP when they're first bought and another 10 JP with every level that they improve.
* Extraordinary, Spell-Like, or Supernatural abilities that *only* gain more uses every x level(s) cost 20 JP once on their initial acquisition with no additional JP cost as more uses are gained.
* Class features that let you pick from a selection of abilities in fixed intervals, such as Rogue Talents, Rage Powers, Medical Practices, Talent Trees, Chakra Binds, etc., including abilities that grant "Advanced" versions at a higher level (usually lvl 10 or 12) can be purchased in the following way (Note: you cannot gain more than one such ability per level per class feature/parent class.)
	+ Buying the whole class feature and getting an ability at the appropriate levels, at the cost of 20 JP upon initial purchase + 10 JP when a new talent is granted by the feature.
	+ ~~Option one: Buying individual abilities at the cost of 10 JP for non-scaling abilities and 20 JP + 10 JP at each level they are upgraded for those abilities that scale. You can only pick such a talent, rage power etc. at the same speed as the normal progression, e.g. you pick your first selective rogue talent at level 7, which means that you can (but don't have to) pick other rogue talents only at odd levels afterwards.~~ This option is no longer in play to prevent further exploitation of the system. New characters have to use the other option.
* Capstones (level 20 abilities) cost 20 JP.
* Abilities that improve based on Hit Dice or BAB, **but not Class Levels,** cost 20 JP upon initial acquisition and then 10 JP whenever they improve. If they are gotten at a later point, such as when the full bonus would be given (i.e. an ability gives a bonus equal to 1/2 your BAB), you only need to spend 20 JP.
	+ *This is a playtest rule. If people abuse it, it will be changed to the normal "20 + 10 JP whenever it would improve" mode as all other abilities, treating BAB/HD requirements as equivalent to Class Levels instead. You have been warned.*

#### Resource Abilities

* Resources that are based on a stat modifier and grow by level (e.g. Ki), or those that gain more uses by level (e.g. Rage) cost 20 JP upon initial acquisition only.
* Resources that are only based on a stat modifier (e.g. Panache, Grit) cost 10 JP upon initial acquisition.

#### Eidolons, Animal Companions and similar class features:

* Eidolon, Power Armor and Astral Suits cost the same as full casting.
* Avatar, Automaton, Bone Commander, etc. that are are neither in the previous category or Animal Companions cost the same as 3/4s casting.
* Animal Companion cost the same as 1/2 casting (see below).
* Familiars cost 10 JP on initial purchase only.

#### Skill-based class features:

* Class features that grant a static bonus to one or more skills cost 10 JP.
* Class features that grant a bonus to one or more skills and improve by level cost 20 JP on the initial purchase.

#### Spellcasting, Psionics, Initiators, Sphere Casters/Practicioners and similar class features:

* Full Spellcasting costs 20 JP (Astrologian, Black Mage, Blue Mage, Geomancer, Illusionist, Necromancer, Summoner, Wizard, Sorcerer, Psion etc.), with another 10 JP per spell level gained. You gain the Spellcasting of the class chosen as well as the MP pool and Cantrips.
* 3/4 Spellcasting costs 15 JP (Bard, Cleric, Red Mage, Scholar, etc.). 10 JP per spell level gained. You gain the Spellcasting of the class chosen as well as the MP pool and Cantrips/Jingles.
* 1/2 Spellcasting costs 10 JP (Dark Knight, Holy Knight). 10 JP per spell level gained. You gain the Spellcasting of the class chosen as well as the MP pool. (Must be chosen at 4th level or higher.)
* (Spheres) High Casters and Expert Practitioners have to pay 20 JP the first time they gain Talents and then 10 JP every odd level until level 17. This brings their cost in line with Full Casters.
* (Spheres) Mid Casters and Adept Practitioners have to pay 15 JP the first time they gain Talents and then 10 JP at 4th, 7th, 10th, 13th, and 16th levels.
* (Spheres) Low Casters and Proficient Practitioners have to pay 10 JP the first time they gain Talents and then 10 JP at 4th, 7th, 10th, and 13th levels.
* (Path of War) Full Initiators (who get access to 9th level maneuvers) pay JP costs as if they were fullcasters for maneuver progression.
* (Path of War) Half Initiators (like archetypes for manuevers for core classes that get up to 6th level manuevers) pay JP costs as if they were half casters
* (Akashic) Veilweavers pay JP costs as if they were full casters.

#### Other:

* Bonus Feats cost 10 JP, maximum 1 per level.

By design, pre-built classes are going to have more points. The trade-off is that you get to customize.

### Restrictions

* You cannot pick untyped class features. If the ability does not have (Ex), (Su), etc. at the end of the ability name (Such as *Smite Evil (Su)*), then it is not eligible.
* You cannot multiclass (this includes racial classes).
* You may not take any prestige classes (on the same side of the gestalt as your freelancer).
* You cannot purchase multiple sources of the same ability from different classes. Keep in mind that just because a class ability from 2 different classes might have the same name, they are not necessarily the same class feature. As an example, both the Fencer archetype Rune-Fencer and Dark Knights archetype Reaver have the "Talent Tree" ability. While both class abilities have the same name, they are not the same ability.
* You must qualify for the class or archetype you purchase class features from. For example, you must be the appropriate race to purchase a feature from a racial archetype.
* You may purchase more than one spell-casting ability, but it does not give you extra MP.
* You may only have 1 type of “pet” ability (Animal Companion, Familiar, Avatar, Automaton, etc.)
* You may only have 1 precision-based attack (Sneak Attack, Precision Attack, Holy Strike, etc.)
* You may only have 1 capstone ability (level 20 ability).
* Any abilities with level improvements (including Spellcasting) must be paid at half JP cost each time you would gain improvements.

## Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have freelancer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

* **Any race:** Add +1 JP to the freelancer’s JP pool. This has no effect unless the freelancer has selected this reward ten times.

## Archetypes

* A complete list of freelancer archetypes can be found here: Freelancer Archetypes

## Special

* This class is not a creation of the Fenar staff, it is a creation of the great team over at Final Fantasy d20. We have only copied it here to allow us to make alterations based on our own rulings and various house rules.
* The epic rules for this class can be found here.