balance issues [Archive] - Wizards Community

Post/Author/DateTimePost
wow_food

02-20-06, 06:38 PM
ok, ive made up a class, its a normal class, and its dragoon (based on FF style) its basically a fighter version of scout, however where scout was kinda overpowered im having issues balancing it out, i wanted to know if people had any advice/tips telling me if they think the class is underpowered overpowered or just right etc. Well here goes

oh and if this is in the wrong forum my apology's (spelt wrong no doubt) but i really wasn't sure where to post this, and this place seemed like the safest bet.



Adventures: Dragoons are travellers at heart, long ago they were very noble fighters however now they are considered more like vagrants, travelling from town to town in search of a more hospitable region. They enjoy the thrill of the battle and tend to take up any quests or jobs which could involve them brutally defeating their enemies. They are however also very diplomatic and can be quite suited to negotiations, but they tend to avoid them whenever possible. They also have a tendency to jump into the middle of massive battles that are one sided or have nothing to do with them. Although they love the thrill of battle they tend not to join in a battle which is one sided unless forced to as they prefer a fair fight. It is because of this they do not use ranged weapons as they believe it to be cowardly.

Characteristics: The dragoon is a type of fighter that specialises in the use of
Polearm weapons. The dragoons claim that they gain their fighting prowess from the wisdom of the dragons, and with each new dragoons inauguration they choose a dragon species to idolise. The focus all of their spare time into their training so as they can become true masters of their weapons. They can be very foolish though, and tend to rush into battles that do not concern them, or may even be impossible to win.

Alignment: Dragoons are at heart very honourable however there are on occasion a, few dragoons who may waver and would be considered chaotic by the many. However this chaos is always meant with good intention (if this is possible) Dragoons can be of any alignment that is not evil

Religion: Many dragoons do not believe in the deities however the ones that do worship gods tend to focus on the god of all good dragons Bahamut.

Background: The class of dragoon is normally passed on from one dragoon to another, once a dragoon has become a master of his powers he can
seek out a protégé who they will then train with the knowledge that they have learned. And when this protégé comes of age, he will then be taken to the chosen dragon type to be inaugurated. The dragoon as a class is not commonly known and they are extremely hard to come by in modern times however, a few still exist and somehow these few always seem to have a knack of finding each other.

Races: Dragoons are traditionally human, however in modern times many Half-Elves are joining the ranks of the dragoon, and even a few Elves who wish to enter battle. Half-Orcs are considered too slow and clumsy to become dragoons, and Halflings, dwarves and goblins are normally considered to be too small to become dragoons.

Other classes: Dragoons are truly loners at heart, in much the same way as a rogue or assassin, however in battle any honourable help is greatly appreciated from all classes, they do have an anxiety however towards thieves and rogues due to their sly behaviour and lack of honour in battle.

Role: The role of the dragoon in battle is much the same as the fighters; they aim to deal as much damage to the enemy along the frontlines as possible.

GAME RULE INFORMATION
Dragoons have the following game statistics
Abilities: Dragoons rely mostly on their strength in order to overpower their enemies, however due to their lack of armour Dex and Con are equally important
Alignment: Any non-evil
Hit Die: D10
Starting Money: 5D4 x 10


Class Skills
The Dragoons Class skills (and key abilities for each skill) are Balance (Dex) Climb (Str) Craft (Int) Diplomacy (Cha) Handle animal (Cha) Intimidate (Cha) Jump (Str)
Knowledge (arcane) (int) Ride (dex) Swim (str) Tumble (dex) Perform weapon drills (Cha)
Skill points at 1st lvl: (4+int mod) x 4
Skill points per lvl: 4+int mod
+4 mod to handle animal checks involving dragons
Gains Acrobatic feat at level 1


Class features
All of the following are class features of dragoon
Weapon and armour proficiency: Dragoons are proficient in all simple type weapons; they are also proficient with all polearm type weapons (Trident, halberd, glaive, guisarme, halberd, lance, ranseur, Greatspear and Heavy poleaxe). Dragoons are not proficient with using shields, and can only wear light armour due to the freedom of movement required for their skills. Also dragoons feel that ranged combat is unfair against their opposition, and so they refuse to use long ranged weapons.

Weapon preference (ex): At levels 1, 4, 8, 12 the dragoon gains the feats weapon focus, weapon specialisation, greater weapon focus, greater weapon specialisation, in that order. This is because, with rigorous training, the dragoon becomes adept at using his desired polearm weapon, and will stop at nothing until he has mastered fighting with it.

Dragon Dive: Dragoons are infamous for their unnatural ability to make leaping strikes on their foes.
Level Bonus damage Bonus AC (vs AoO)
1 1d6 0 AC
3 1d6 1 AC
5 2d6 1 AC
7 2d6 2 AC
9 3d6 2 AC
11 3d6 3 AC
13 4d6 3 AC
15 4d6 4 AC
17 5d6 4 AC
19 5d6 5 AC
Chance to hit: d20 + (Jump Skill +) - (check penalty + 1 per 5feet + Load Encumbrance*)
*light load = 0, medium load = 4, heavy load = 8.
Dragon dive allows you to make a melee attack for greater damage (which increases as indicated on the table). Regardless of weather your attacks hits, you land in the closest unoccupied square in relation to your starting position. You move in a straight line towards your opponent, although you cannot pass through any objects, it is possible to leap over creatures. A Dragoon can leap over creatures as large as 2 size category’s larger than himself, although any creature he passes (whether passed vertically or horizontally) is entitled to an attack of opportunity as normal. At 3rd level a dragoon gains a bonus to armour class against such attacks of opportunity, this bonus increases as the dragoon’s level increases. This bonus to armour class applies only against attacks of opportunity while performing the dragon dive special ability.
Dragon dive can only be used during a combat situation, and cannot be used to jump great distances as a regular action.
It is a full round action, and the Dive is a minimum or half the dragoons movement speed. Also the maximum distance for the skill is the base movement speed, unless enhancements are in effect.

Great Leap: At 4th level and higher a Dragoon always makes Jump checks as if he was running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump. The benefits from this ability only apply if the dragoon is wearing light or no armour.

Greater Leap: Upon attaining 8th level a dragoon gains a +2 enhancement bonus to all jump checks, in addition when using the Dragon Dive ability a Dragoon can jump an additional 10 feet.

Perfect Leap: A 14th level Dragoon is able to jump extreme lengths. When using the Dragon Dive special ability, a dragoon can jump an additional 10ft. (for a total bonus of 20ft. greater than his base land speed). He can also leap over creatures up to 3 size category’s larger than himself.

Ex-Dragoon
Once a dragoon becomes evil he can no longer gain any new levels as a dragoon.






Lvl Base Attack Bonus Fort Save Ref Save Will Save Skills
1 +1 +2 +2 0 Dragon Dive 1d6; weapon focus.
2 +2 +3 +3 0
3 +3 +3 +3 0 Dragon Dive 1d6 (+1AC).
4 +4 +4 +4 +1 Weapon specialisation, Great Leap.
5 +5 +4 +4 +1 Dragon Dive 2d6 (+1AC).
6 +6/+1 +5 +5 +1
7 +7/+2 +5 +5 +2 Dragon Dive 2d6 (+2AC).
8 +8/+3 +6 +6 +2 Greater weapon focus, Greater Leap.
9 +9/+4 +6 +6 +2 Dragon Dive 3d6 (+2AC).
10 +10/+5 +7 +7 +3
11 +11/+6/+1 +7 +7 +3 Dragon Dive 3d6 (+3AC).
12 +12/+7/+2 +8 +8 +3 Greater weapon specialisation.
13 +13/+8/+3 +8 +8 +4 Dragon Dive 4d6 (+3AC).
14 +14/+9/+4 +9 +9 +4 Perfect Leap.
15 +15/+10/+5 +9 +9 +4 Dragon Dive 4d6 (+4AC).
16 +16/+11/+6/+1 +10 +10 +5
17 +17/+12/+7/+2 +10 +10 +5 Dragon Dive 5d6 (+4AC).
18 +18/+13/+8/+3 +11 +11 +5
19 +19/+14/+9/+4 +11 +11 +6 Dragon Dive 5d6 (+5AC).
20 +20/+15/+10/+5 +12 +12 +6


yeah im too lazy to put the last bit in a table or anything, but you can make it out anyway. can't you? hehe

well yeah, tell me what you think about the basic class, what you think could be done to settle balance issues (if there are any) and yeah thats it. Only issue i saw is that the only things they get are the 4 feats and a weaker version of skirmish. thats all that really bugged me actually, dragon dive being a weak barely ever hitting skirmish (seriously, if you use it from range early on it removes all your bonus to hit. but the +'s it gets at later levels balance this bit out a tad.)
Tempest Stormwind

02-20-06, 06:58 PM
You do not need a new class to represent this concept. (http://boards1.wizards.com/showpost.php?p=5436939&postcount=104)