Base Class: Brigand (Comments needed) [Archive] - Wizards Community

Post/Author/DateTimePost
Robert 22

09-05-07, 02:57 PM
This character class will be acting as one of the four non-spellcasters in an Indian set campaign. I'm looking for some thoughts and feedback. My main concerns are that all the abilities might be a bit much, and that with its combination of combat and scouting elements it may be overpowered. Any thoughts welcome.

Robert

Brigand
The brash hero of Arab literature, the fast-thinking city thief, or the grizzled bandit. All are Brigands, as fast with their tongue as they are with a sword, the Brigand has some combat ability, concentrating on speed and flashy moves, but their strength lies in their ability to specialize in different areas of subterfuge; fast-talking, scouting, or warning the party of traps. The Brigands choice of important attributes depend upon the role they intend to follow.

Alignment: Chaotic, if the character ceases to be chaotic they can no longer gain Brigand levels.
Hit Dice: D8
Skill Points: (4+INT)*4 at 1st level, 4+INT at each subsequent level
Class Skills: Balance (Dex), Bluff(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge – local, nature (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Weapon and Armour Proficiency: Light and Medium Armour, Light Shields, All Simple Weapons, Scimitars.


Lvl Attack Fort Ref Will Special
1 +1 +0 +2 +0 Special Ability, Uncanny Dodge
2 +2 +0 +3 +0 Grace Feat
3 +3 +1 +3 +1 Style Feat
4 +4 +1 +4 +1 Special Ability
5 +5 +1 +4 +1 Grace Feat
6 +6/+1 +2 +5 +2 Evasion
7 +7/+2 +2 +5 +2 Grace Feat
8 +8/+3 +2 +6 +2 Special Ability
9 +9/+4 +3 +6 +3 Improved Uncanny Dodge
10 +10/+5 +3 +7 +3 Defensive Roll 1/day
11 +11/+6/+1 +3 +7 +3 Style Feat
12 +12/+7/+1 +4 +8 +4 Cool Under Pressure
13 +13/+8/+3 +4 +8 +4 Grace Feat
14 +14/+9/+4 +4 +9 +4 Defensive Roll 2/day
15 +15/+10/+5 +5 +9 +5 Improved Evasion
16 +16/+11/+6/+1 +5 +10 +5 Cool Under Pressure
17 +17/+12/+7/+2 +5 +10 +5
18 +18/+13/+8/+3 +6 +11 +6 Defensive Roll 3/day
19 +19/+14/+9/+4 +6 +11 +6
20 +20/+15/+10/+5 +6 +11 +6 Cool Under Pressure


Light Armour: Though a Brigand can wear medium armour many of their abilities are only available when they wear light armour or no armour, marked with an *

---Special Abilities---At first, fourth and eighth level the character may choose one of the following special abilities:
Rough Housing*: When the character makes a full attack they may make an additional attack with full BaB using either an unarmed strike or a shield bash. If the opponent expects the attack (because they have seen the character do it already, or because the character is using a gauntlet or spiked shield) they may make an attack of opportunity. If an AoO is made the attack fails. The attack does not otherwise provoke an attack of opportunity.
Sharp Witted: If the character would activate a trap they may immediately make a spot roll. If they succeed they spot the trap moments before activating it.
Light Footed*: Character’s base speed is increased by 10ft. For every three levels of Brigand the character may drop 10ft without harm, if they drop further they take damage from the rest of the fall.
Distraction: When using the bluff skill for Creating a Diversion to Hide the character may use it on a number of people equal to their level and may add their Brigand level to the check.
Luck of the Devil: When the character needs to make any choice involving a fixed number of choices (which passage to follow to the exit, which goblet is poisoned, which door is the treasure behind etc) they may make a check of 1d20 + Brigand Level + Cha, DC 10 for two choices, +5 for each extra choice.

Uncanny Dodge* The character retains their Dex bonus even if caught flat-footed or attacked by an invisible opponent.
Grace Feat: At first, fourth, seventh, and ninth level the character may choose a bonus feat from the following list (as long as they have the pre-requisites): Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Lightning Reflex, Nimble Fingers, Persuasive, Stealthy, Track.
Style Feat* At Second and Sixth level the character may choose a bonus feat from the following list (as long as they have the pre-requisites): Blind Fight, Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse, Two Weapon Fighting
Defensive Roll* Once per day when she wold be reduced to 0 or fewer hit points by damage in combat from a weapon or blow the rogue may make a reflex save, DC = damage, if they succeed the damage is halved.
Evasion* If the character makes a successful reflex save they take no damage from an attack that would normally deal half damage on a successful save.
Improved Uncanny Dodge* Cannot be flanked
Improved Evasion* If fail save damage is still halved.
Cool Under Pressure* The character can choose one skill at 12th, 16th, and 20th level which is based on Dex. They are so calm under pressure and confident in the skill that they may always take 20 as long as they are doing nothing else in the same round. This provokes an AoO.

House Rules------------
In general I allow anyone who has disable device to do so. If you follow RaW you should probably replace Sharp Witted with just the Rogues special ability to disarm traps (thus only some Brigands get it).
The character is intended to work with 7 other classes designed for an Indian Campaign - none of them have Uncanny dodge. When mixed with a fuller range of characters push that back to level 2 or 3.
CobaltDeathWolf

09-05-07, 03:08 PM
...why are there only ten levels?:confused:
is it a prestige class?
or are you just not finished with it yet?
cuz this does look cool
Robert 22

09-05-07, 03:34 PM
There are only 10 as I'm not finished yet. I've worked out all 8 of the base classes to level 10, but I always feel there should be a step-shift from 11-20 and so I need to feel confident with my first 10 levels before I would write those.

Robert
Animana

09-05-07, 04:18 PM
I like it thus far. Though, I feel they should have Knowledge (Local) from the description you gave them.
bkdubs123

09-05-07, 10:07 PM
Something strikes me as overpowered about this, but I can't put my finger on it. I think maybe its just that the abilities the class gets seem to be too specialized too fast. I would spread the existing abilities out over 20 levels, and then add in where you need to.

Here are my suggestions:

Rough Housing - Level 3
Grace Feat - Level 2, Level 4, Level 8, Level 12, Level 16, Level 20
Style Feat - Level 3, Level 6, Level 9, Level 14, Level 19
Sharp Witted - Level 5 (or 6)
Uncanny Dodge at 1st? Am I crazy? Maybe. (But that could be your hook)
Fleet of Foot - Level 1
Evasion - Level 5 or 6
Improved Uncanny Dodge (if at level 1 then go for 4, if at level 3ish then go for 6 ish)
Effortless Fall - Levels 5, 10, 15 and 20 for drops of 20, 40, 70 and 100.
Distraction (should just be a mass bluff) - Level 8 or 9
Defensive Roll - Levels 9, 13, 17 and 20
Improved Evasion - Level 12

Okay, that's a lot of spreading. I would also suggest that this class get 6+int modifier skill points, and you can fill in the dead levels as you see fit. You'll note that I left 1st level totally blank (except for the possibility of Uncanny Dodge). This is because the two abilities you have there either seem too much to start out with (Rough Housing) or seem like something the character needs to pick up with some experience adventuring (the 1st Grace Feat).
ToastedAmphibian

09-06-07, 12:34 AM
sooo.... You took fighter then added in teh uncally dodge, evasion, and defensive roll of the rogue, then added slowfall, fast movment, and a nerfed flurry. Then pumped up their trap ability with a free check, gave em +2 skill points per level, and added a (cool) distraction ability. To balance this out you reduced there HD to d8, changed there good save to reflex, removed martial weapon, heavy armor, and tower shield proficency. Then slightly reduced the list of bonus feats.

Dont you think youll have a problem with
1. Brigand
2. Fighter
3. Fighter
4-x Brigand

The sheer number of feats is staggering, but i guess most of them are the ones that arnt so usefull in combat. Could work out for ya.
Robert 22

09-06-07, 02:30 AM
Toasted Amphibian,

Actually I'd come at it purely from comparing with rogue and ranger: I hadn't really considered the fighter angle - and your right that clarifies what it was that was making if feel ovepowered but I couldn't quite identify. It also helped me identify a problem with another class.

bkdubs,

Thanks, spreading is the way to go (esp. since it just occurred to me how other classes could level dip in to get the rough-housing technique.).

What about if I wrapped rough-housing, fleet of foot, sharp-witted, and distraction - and allowed the player to select one from it at different levels, starting at 2? I always prefer to give non-combat classes choices and none of them seem individually over-powered to me at lower levels.

I can't give them 6 skill points, as some of the other 7 classes are supposed to compare well in terms of skill points but I quite like the idea of giving uncanny dodge at first level.

Robert
DoargonJin

09-06-07, 10:45 AM
Rough Housing is a cool ability, with a decent drawback that keeps it from being out of control amazing. As I see it, the class isn't very overpowered at all. Their feats are directly angled at being a good tracker/skill punk, and let's face it. The Grace Feats are nothing to lose sleep over. The Style Feats are good, but you still need the prerequisites. I like the class as is, personally, and believe that the first level in a class should give you something fun to work with, because noone likes to enter first level and have nothing but a sword swing to their name.
Robert 22

09-06-07, 04:35 PM
Doargojin is right about rough-housing. That was the ability that really made the character come alive and gave me theme for it so I really wanted to keep that as a low-level ability. However with the fighter style attacks the character was I think over-powered. I've now re-edited to do the following:

To make explicit the light armour penalty for most abilities which should make too much level-dipping by professional fighters unattractive.

I've kept the rough-housing at level one, and I've now moved uncanny dodge down to level 1 as per Bkdubs suggestion, but with the light armour restriction and I've moved evasion further back into the levels as it is less theme appropriate for the class.
In general I've spread all the feats and abilities out and especially moved defensive roll back over and reduced it to match the thief special.
I've wrapped the special abilities up in a package (needs a theme specific name) so players can have a lot of customisation in the type of Brigand they want (an important part of the class) and again as per Bkdubs suggestion altered distraction (I've also combined the fast movement and fall and tried to make them akk scale with level so they can be picked at 1st or 9th level and still be useful) as well as adding a new ability which I'm quite proud of, luck of the devil.

Minor changes are the loss of Falchion and the gain of local knowledge. And I've rounded out the top levels of the character with the Cool under Pressure ability.

Over-all I'm quite please with how its turned out, I think it captures the flavour, has a lot of customisation protential, and I think now balances much better. The help so far has been great but any more thoughts are welcome.

Robert
Jeweler

09-06-07, 09:59 PM
So it looks pretty good to me but I have one issue with the flavor, why do they have to be chaotic? Even the bandits in arabian culture were lawful in certain respects, code of honor type thing if I am not mistaken. And where as this might sound completely dumb the Al Qadim stuff is actually a decent reference for the mythical side of Arab culture from the small look I took over it. Other than that it looks pretty good, although I am not exactly sure why they get evasion or that sharp witted should work that way if they are more city style or raider style of rogues.
ToastedAmphibian

09-06-07, 10:24 PM
Cool under pressure should provoke an AoO
Robert 22

09-07-07, 02:34 AM
So it looks pretty good to me but I have one issue with the flavor, why do they have to be chaotic? Even the bandits in arabian culture were lawful in certain respects, code of honor type thing if I am not mistaken.

True, but only in certain respects. The Brigand also encompasses Indian bandits and professional thieves as well as the Arabian adventurer. All share in common a free spirit, a disregard for laws (even legitimate ones) and authority (even legitimate), a personal (and often flexible) code doesn't over-ride that, it's clearly chaotic behaviour. Within that of course Brigands can freely range from Good to Evil. From a mechanical point of view it prevents Kshatriya and Monks dipping to Brigand without losing abilities and it ensures that Brigands who move to either the duty or discipline of those classes can't carry on being a Brigand at the same time - which I felt was only fair. But if you were employing the Brigand outside an Indian setting I'd suggest the DM open the alignment restriction.

Robert
Jeweler

09-07-07, 04:59 PM
I hadn't realized it was for an Indian campaign, until I saw your second class, which does make a lot of sense. Kinda reminds me of the story Siddhartha, Siddhartha moved from being a monk to a merchant and lost all of his self control and everything he had gained from being a monk, and then later figured out the way and went back to being a monk. Change merchant into brigand or bandit, as they are the same thing sometimes :p, and it all makes sense.

Look forward to more classes and other material, would not mind seeing maybe some spells or new unique spellcaster classes instead of the wizard and what not.