The Wunderkind!
So, yeah, I'm definitely just goofing off here, but the idea is a class skeleton does not break a class. There are countless other factors that do that. Full BAB, decent HD, 4 skills per level, class features every level, and 9th level spellcasting with more spells per day than a Wizard?!?! BROKEN! Well... actually, it still sucks... or at least that's the goal. So, if someone can break this class I'd like to hear how, and what I can do to make it so it can't be broken. If anything is unclear let me know.
All class features that are unexplained are exactly as the listed ability was originally printed.
HD: d8
Saves: Good Fort, Poor Others
LV Base Attack Bonus Class Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1. +1 Bonus Feat, Kiai Smite 1/enc, Supernatural Mage 5 3
2. +2 Lucky 1/day, Damage Reduction 1/-- 6 3
3. +3 Bonus Feat 6 4 2
4. +4 Trap Sense +1, Slowfall 20ft 6 4 3
5. +5 Damage Reduction 2/-- 7 4 3 2
6. +6/+1 Bonus Feat 7 5 4 3
7. +7/+2 Kiai Smite 2/enc, Slowfall 40ft 7 5 4 3 2
8. +8/+3 Damage Reduction 3/-- 7 5 4 4 3
9. +9/+4 Bonus Feat 7 5 5 4 3 2
10. +10/+5 Trap Sense +2, Slowfall 60ft 8 6 5 4 4 3
11. +11/+6/+1 Damage Reduction 4/-- 8 6 5 5 4 3 2
12. +12/+7/+2 Bonus Feat 8 6 5 5 4 4 3
13. +13/+8/+3 Kiai Smite 3/enc, Slowfall 80ft 8 6 6 5 5 4 3 2
14. +14/+9/+4 Damage Reduction 5/-- 8 6 6 5 5 4 4 3
15. +15/+10/5 Bonus Feat 8 7 6 6 5 5 4 3 2
16. +16/+11/+6/+1 Trap Sense +3, Slowfall 100ft 8 7 6 6 5 5 4 4 3
17. +17/+12/+7/+2 Damage Reduction 6/-- 9 7 6 6 6 5 5 4 3 2
18. +18/+13/+8/+3 Bonus Feat 9 7 7 6 6 5 5 4 4 3
19. +19/+14/+9/+4 Kiai Smite 4/enc, Slowfall (any distance) 9 7 7 6 6 6 5 5 4 3
20. +20/+15/+10/+5 Damage Reduction 7/--, Frightful Presence, Fearless 9 7 7 7 6 6 5 5 4 4
Class Skills (4+Int per level): Appraise, Balance, Concentration, Craft, Decipher Script, Forgery, Gather Information, Intimidate, Perform, Profession, Search, Sense Motive, Spellcraft
Proficiencies: All simple and martial weapons, no armor or shields.
Bonus Feats (Ex): Fighter feats. Wunderkind levels count as Fighter levels.
Supernatural Mage (Su): A Wunderkind utilizes supernatural abilities drawn from his Mage List. Beginning at first level a Wunderkind has access to all of the 1st level SuAs in his Mage List and must prepare them into Mage slots in the exact same way a Wizard prepares spells into his spell slots. A Wunderkind has a number of open Mage slots of a given level each day as given by the table above. After using a prepared SuA the slot it was prepared in becomes expended preventing the Wunderkind from using that specific SuA until it is prepared again. A Wunderkind may prepare the same SuA into more than one Mage slot in order to gain multiple uses of it. A Wunderkind has an effective caster level equal to his class level when using his SuAs in order to adjudicate their effects.
Unlike normal usage of supernatural abilities, the SuAs prepared into Mage Slots by a Wunderkind do not necessarily require a standard action, and may require components as spells. Any SuA on the Wunderkind's spell list which emulates a spell effect requires the same time to activate as the spell and the same components to activate as if the Wunderkind were casting the spell rather than employing a supernatural ability. SuAs used in this manner may still be activated inside areas of dead magic or antimagic.
A Wunderkind gains access to higher levels of SuAs at the same levels he gains the Mage slots to prepare them in.
The saving throw of a Wunderkind's SuAs is equal to 10 +1/2 Wunderkind level +the Wunderkind's Charisma modifier.
Fearless (Ex): A 20th level Wunderkind knows no fear, and is by now immune to fear effects of all types.
Mage List
[spoiler](All Cantrips)
1st - Alarm, Endure Elements, Shield, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Burning Hands, Tenser's Floating Disk, Nystul's Magic Aura, Ventriloquism, Animate Rope, Erase, Jump
2nd - Obscure Object, Protection from Arrows, Summon Swarm, Daze Monster, Continual Flame, Flaming Sphere, Gust of Wind, Leomund's Trap, Magic Mouth, Misdirection, Darkvision, Pyrotechnics, Whispering Wind
3rd - Nondetection, Phantom Steed, Sepia Snake Sigil, Tongues, Heroism, Rage, Daylight, Fireball, Leomund's Tuny Hut, Lightning Bolt, Wind Wall, Illusory Script, Gentle Repose, Flame Arrow, Secret Page, Water Breathing
4th - Fire Trap, Leomund's Secure Shelter, Minor Creation, Arcane Eye, Detect Scrying, Fire Shield, Ice Storm, Shout, Illusory Wall, Contagion
5th - Leomund's Secret Chest, Rary's Telepathic Bond, Cone of Cold, Sending, False Vision, Nightmare, Blight, Overland Flight, Transmute Mud/Rock to Rock/Mud
6th - Guards and Wards, Legend Lore, Greater Heroism, Chain Lightning, Otiluke's Freezing Sphere, Move Earth
7th - Drawmjj's Instant Summons, Greater Arcane Sight, Power Word Blind, Statue
8th - Moment of Prescience, Power Word Stun, Sunburst, Screen
9th - Foresight, Power Word Kill, Meteor Swarm, Soul Bind[/spoiler]