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| Phoenix Knight07-06-06, 05:47 PM | Alright, here's a new project, with some explanation first. As I have mentioned in other threads, I have been working to adapt D&D to my setting, without having to write a whole new system. I want to find something that players (who like D&D) can get into relatively easily, without completely losing the feel of the setting. Part of that required removing magic from classes, since the vast majority of classes had magic, and I wanted magic to be something rare only a few people have. The PCs can be those characters if they want, but I want classes dedicated to magic to be prestige, ala d20 Modern. I first tried Customizable Classes, but I feared that there was something inherent players enjoyed about picking and choosing classes and class combinations. I found Buy the Numbers, which is great, but in case players really like having classes, I'm working on a second option here. I didn't want to use just the remaining base classes, because that's like fighter, rogue, scout, and barbarian. So I've tried creating some new classes. I wanted to divorce archetype and profession from character class (which I think should exist only in the metagame). For example, if I say I am playing a ninja (the class), that kind of determines both my profession and archetype. I would rather say ninja is my archetype, but my class <insert any number of options>. It seems the intent of the Fighter class was something like this - build whatever class you want it to be. But it doesn't work because the class is so limited. I believe you should be able to take fighter and build a swashbuckler, knight, samurai, or whatever, and thus avoid the need for 42 base classes (or whatever we're up to now). So I've tried to go fairly general. I felt generics were too limited, especially if I moved Spellcaster to prestige, leaving only two classes. The following are my first attempt at new classes. I designed them as 10 level, with no multiclass restrictions, on the assumption (as in d20 Modern) that players will want to multi-class and/or prestige. Also, I grant more feats, skills, and abilities (same as Iron Heroes) to make up for a lower number of magic items. This system is designed to be used in conjunction with my magic system (link in the sig) and the new Fighting Style (http://boards1.wizards.com/showthread.php?t=664608) system I just started, though it should still make sense to those not familiar. Any suggestions will be appreciated. Thanks for any suggestions. |
| Phoenix Knight07-06-06, 05:49 PM | The Kishar Setting presents new classes for those that like a class structure. A character leveling in these classes begins with 2 feats and gains a feat each even level. Many class features from standard classes are turned into feats (see the feats section). You can freely multiclass between these classes. ADVENTURER The adventurer is a jack-of-all trades. He relies on his mastery of diverse skills to get him through many situations. The adventurer is an ideal class for vagrants, cat burglars, dashing rogues, treasure hunters, tomb raiders, rakes, and anyone else that is driven by skills and seeks diversity in talent. Despite the name, the class can also be good for scholars, because of its large number of skill points which allow the adventurer access to many knowledge skills. The same is true for socialites. Hit Die: d8 Skill Points: 12 + Int mod Saves: 1 good, 2 poor Level Base Good Poor Attack Save Saves Special 1st +0 +2 +0 Jack of All Trades, Bonus feat 2nd +1 +3 +0 Bonus feat 3rd +2 +3 +1 Bonus feat 4th +3 +4 +1 Bonus feat 5th +3 +4 +1 Bonus feat 6th +4 +5 +2 Bonus feat 7th +5 +5 +2 Bonus feat 8th +6 +6 +2 Bonus feat 9th +6 +6 +3 Bonus feat 10th +7 +7 +3 Bonus feat Jack of All Trades: You receive Jack of All Trades as a bonus feat. Bonus Feats: At each level you receive a bonus feat chosen from the following list, provided you meet the prerequisites: Acrobatic, Agile, Alias, Camouflage, Danger Sense (CV), Deceitful, Deft Hands, Diligent, Dive for Cover (CV), Evasion, Fast Climb, Improved Diversion (CV), Improved Swimming (CV), Investigator, Lightning Reflexes, Lore Master, Nature Sense, Negotiator, Nimble Fingers, Open Minded (CV), Panache, Persuasive, Quick Disguise, Quick Reconnoiter (CV), Sailor’s Step, Seduction, Self-Sufficient, Skill Focus, Skill Mastery, Slippery Mind, Slow Fall, Stealthy, Track, Trapfinding, Trap Sense, Wanderer’s Diplomacy (PHB2), Woodland Stride BLADE The blade relies on stealth, tactics, and intimidation. He is not the equal of a true warrior, but he makes up for it with dirty tricks, ambushes, or precision strikes. Blade is a good class for thugs, assassins, or sneaks. Hit Die: d8 Skill Points: 6 + Int mod Saves: 2 good, 1 poor Level Base Good Poor Special Attack Saves Save 1st +0 +2 +0 Bonus feat, Path 2nd +1 +3 +0 Path (2nd) 3rd +2 +3 +1 Bonus feat 4th +3 +4 +1 Path (3rd) 5th +3 +4 +1 Bonus feat 6th +4 +5 +2 Path (4th) 7th +5 +5 +2 Bonus feat 8th +6 +6 +2 Path (5th) 9th +6 +6 +3 Bonus feat 10th +7 +7 +3 Path (6th) Bonus feats: At 1st, 3rd, 5th, 7th, and 9th level you gain a bonus feat for which you meet the prerequisites, chosen from the following list: Alertness, Blind-Fight, Danger Sense, Death Blow (CV), Deceitful, Dodge, Eyes in the Back of Your Head (CW), Fade into Violence (PHB2), Flick of the Wrist (CW), Hamstring (CW), Improved Critical, Improved Diversion (CV), Improved Initiative, Nimble Fingers, Persuasive, Poison Use, Quick Draw, Sneak Attack, Stealthy, Staggering Strike (CV), Telling Blow (PHB2), Uncanny Dodge Path: You must choose a path for your blade: assassin, sneak, or thug. Each path has 6 abilities granted at the levels indicated. If these abilities are feats, you do not gain them until you meet the prerequisites (then you gain them retroactively). Assassin Path: At 1st level you gain Sneak Attack as a bonus feat. At the 2nd path stage, you gain Poison Use as a bonus feat. At the 3rd path stage you gain Sneak Attack again. At the 4th stage you gain Death Attack as a bonus feat. At the 5th stage you gain Sneak Attack again. At the 6th stage you gain Ability Focus (Death Attack). Sneak Path: At 1st level you gain Stealthy as a bonus feat. At the 2nd stage you reduce armor check penalties by 1 when using Climb, Hide, and Move Silently. At the 3rd stage you gain Skill Focus for Hide or Move Silently. At the 4th stage you gain Improved Diversion as a bonus feat. At the 5th stage you gain Danger Sense as a bonus feat, even if you do not meet the prerequisites. At the 6th stage you can hide in urban terrain even while under observation (you still need cover or concealment). Thug Path: At 1st level you gain Skill Focus (Intimidate) as a bonus feat. At the 2nd stage you gain Quick Draw as a bonus feat. At the 3rd stage you gain Persuasive as a bonus feat. At the 4th stage you gain Improved Unarmed Strike as a bonus feat. At the 5th stage you gain Uncanny Dodge as a bonus feat. At the 6th stage you gain Crippling Strike as a bonus feat. BRUISER The bruiser relies on raw power, toughness, and sheer tenacity over grace or finesse. Whether the wild berserker or the zealous knight, the bruiser just won’t quit. He can take a beating and keep fighting, and give at least as good as he gets. Hit Die: d12 Skill Points: 4 + Int mod Saves: 1 good, 2 poor BAB: Full Level Special 1st Bruiser Power 2nd Damage reduction 1/- 3rd Improved Bruiser Power 4th Damage reduction 2/- 5th Bonus feat 6th Damage reduction 3/- 7th Bonus feat 8th Damage reduction 4/- 9th Greater Bruiser Power 10th Damage reduction 5/- Bruiser Power: At first level you choose one of the following special ability paths: Berserker Rage (Ex): You can enter a battle rage which lasts for a number of rounds equal to 3 + your Con mod or until the current encounter ends. While enraged you gain +4 Str and damage reduction 2/- which stacks with similar damage reduction. You also suffer a -2 penalty to AC. While rage is activated you cannot use any skill that requires concentration or patience, or any similar feat such as Combat Expertise. When it ends you are fatigued until the end of the current encounter. Presence (Ex): Once per encounter, as a move action, you can add your Charisma bonus as a dodge bonus to AC. The benefits last for a number of rounds equal to 3 + your Con bonus. When the benefits end, you are fatigued until the end of the current encounter. Damage Reduction: You gain damage reduction X/- as indicated on the table at the appropriate levels. Improved Bruiser Power: At 3rd level, if you chose the Berserker Rage power, you gain a +2 bonus on Will saves while raging. If you chose the Presence power, you now add you Charisma bonus to melee damage rolls while your presence lasts. Bonus feats: At 5th level and 7th level you gain a bonus feat chosen from the following list, for which you meet the requirements: Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Toughness (CW), Iron Will, Mettle, Power Attack Greater Bruiser Power: At 9th level if you chose the Berserker Rage power, the bonus to Strength improves to +6 and the bonus to damage reduction improves to 3/-. If you chose the Presence power you add your Charisma bonus to attack rolls as long as your presence lasts. CONTEMPLATIVE The contemplative works hard to hone his mind, body, and spirit. Many refuse material wealth in search of spiritual purity. He constantly searches for knowledge, but unlike the scholar, he looks inward rather than to the world. The contemplative is a good class for ascetic monks and anyone else that believes in holistic training over other concerns. Hit Die: d8 Skill Points: 6 + Int mod Saves: all good BAB: 3/4 Level Special 1st Bonus feat 2nd Improved Aid Another+1 3rd Bonus feat 4th Body Control 5th Bonus feat 6th Still Mind 7th Bonus feat 8th Improved Aid Another +2 9th Bonus feat 10th Dedication Bonus feats: At 1st, 3rd, 5th, 7th, and 9th level you gain a bonus feat for which you meet the prerequisites, chosen from the following list: Alertness, Canny Defense, Diligent, Endurance, Evasion, Great Fortitude, Indomitable Soul (PHB2), Insightful Strike, Intuition, Iron Will, Lightning Reflexes, Mettle, Self-Sufficient, Skill Mastery, Slippery Mind, Toughness, Uncanny Dodge Improved Aid Another: At 2nd level, when you use the aid another action, the bonus you grant improves by +1 (granting a total bonus of +3). At 8th level this bonus improves to +2 (granting a total bonus of +4). Body Control: At 4th level you gain body control as a bonus feat. Still Mind: At 6th level you receive Still Mind as a bonus feat. Dedication: At 10th level you have unwavering dedication to whatever you do. You receive a +2 bonus on saves against fear. Your dedication to whatever you do grants a +1 circumstance bonus on all Craft and Profession checks. In addition, you can take 10 on Concentration checks, even under pressure. MARSHAL The marshal is a professional soldier whose talent lies in commanding others on the battlefield. An accomplished warrior himself, the marshal leads by example and excellent tactics. This class should only be used when using Heroes of Battle. Hit Die: d10 Skill Points: 4 + Int mod Saves: Fort and Will good, Reflex poor BAB: Full Level Special 1st Bonus feat 2nd Fearless commander 3rd Bonus feat 4th Marshal aura 5th Bonus feat 6th Improved Commander Aura 7th Bonus feat 8th Greater Marshal aura 9th Bonus feat 10th Extra aura Bonus feats: At 1st, 3rd, 5th, 7th, and 9th level you gain a bonus feat for which you meet the prerequisites, chosen from the following list: Alertness, Combat Expertise, Combat Reflexes, Combat Tactician (PHB2), Coordinated Shot (HoB), Defensive Strike (CW), Defensive Sweep (PHB2), Dodge, Endurance, Hindering Opportunist (PHB2), Hold the Line (CW), Insightful Strike, Leadership, Mettle, Natural Leader (HoB), Negotiator, Panache, Persuasive, Phalanx Fighting (CW), Veteran Knowledge (HoB), Vexing Flanker (PHB2). You may also choose any Tactical feat, or any Leader feat (see Heroes of Battle). Fearless Commander: At 2nd level you gain a bonus on saving throws against fear equal to your Marshal level. You grant half this bonus to allies within your aura when they make saves against fear or morale checks. Marshal aura: In addition to any commander aura you may have, you also project another aura out to 60 feet that grants you and allies within your aura a bonus equal to your Charisma bonus on a single type of roll of your choice. You can change your choice as a swift action. Your options include: Fort saves, Reflex saves, Will saves, rolls to confirm critical hits, damage rolls when flanking, or damage rolls when charging. Improved Commander Aura: At 6th level, any numeric bonus granted by your commander aura (Heroes of Battle) increases by +1. Greater Marshal aura: At 8th level you gain the ability to project another aura. This aura affects you and your allies the same as your Marshal aura. You grant a +1 morale bonus to any two of the following categories: attack rolls, damage rolls, saving throws, armor class, or Initiative rolls. You can change the aura as a swift action. Extra Aura: At 10th level you can have two commander auras. PEREGRINE The peregrine relies on speed, grace, and maneuverability to avoid attacks, outmaneuver his foes, and keep his enemies off-balance. He is fleet of foot and willing to take risks to pull of spectacular moves. Hit Die: d6 Skill Points: 8 + Int mod Saves: Reflex good, Fort and Will poor BAB: 3/4 Level Special 1st Bonus feat 2nd Improved Speed +5 feet 3rd Bonus feat 4th Evasion 5th Bonus feat 6th Uncanny Dodge 7th Bonus feat 8th Improved Speed +10 feet 9th Bonus feat 10th Lightning Speed Bonus Feats: At 1st, 3rd, 5th, 7th, 8th, and 9th level you receive a bonus feat chosen from the following list, provided you meet the prerequisites: Acrobatic, Acrobatic Charge, Agile, Canny Defense, Combat Reflexes, Defensive Roll, Dive for Cover (CV), Dash (CW), Dodge, Fast Climb, Fast Movement, Improved Evasion, Improved Initiative, Improved Uncanny Dodge, Kip Up, Leap of the Heavens (PHB2), Lightning Reflexes, Mobility, Quick Draw, Quick Reconnoiter (CV), Run, Skirmish, Slow Fall, Spring Attack, Uncanny Dodge Improved Speed: At 2nd level your base speed increases by 5 feet while you wear no armor or light armor. This benefit stacks with other speed increases from feats. At 8th level, this bonus increases to 10 feet. Evasion: At 4th level you gain Evasion as a bonus feat. Uncanny Dodge: At 6th level you gain Uncanny Dodge as a bonus feat. Lightning Speed: At 10th level you gain a +2 bonus on Initiative checks; this bonus stacks with all other bonuses. If you have the Dodge feat, it now applies to all targets you are aware of. WARRIOR The warrior relies on his mastery of arms to face down his opposition. Whether the daring swashbuckler, the veteran soldier, the chivalrous knight, or the wandering swordsman, the warrior is an ideal class for those that excel at combat. Though they tend to lack the raw power and toughness of the bruiser, they make up for it in skill, grace, or other talents. The warrior is a specialist in a single style of fighting. Unlike other classes, you can multiclass into Warrior multiple times. You must choose a different style each time you select the class. Hit Die: d10 Skill Points: 6 + Int mod Saves: 1 good, 2 poor BAB: Full Level Special 1st Style Focus 2nd Bonus feat 3rd 1st Style Mastery 4th Bonus feat 5th Bonus feat 6th 2nd Style Mastery 7th Bonus feat 8th Bonus feat 9th Bonus feat 10th 3rd Style Mastery Style: Upon gaining a level in this class you must select a fighting style to specialize in. At 1st level, you gain the Style Focus feat for the chosen style. Bonus feat: At 2nd, 4th, 5th, 7th, 8th, and 9th level you receive a bonus feat chosen from your style’s list of bonus feats. You must meet the prerequisite for this feat. Style Masteries: At 3rd level you gain the 1st mastery benefit for your style. At 6th level you gain the 2nd mastery benefit. At 10th level you gain the 3rd mastery benefit. |
| SilvercatMoonpaw07-24-06, 05:47 PM | I'm trying to be as understanding as possible here. Your classe are interesting while have some ability to customize. Unfortunately I don't think they are very far from the core classes in terms of how you've restricted them. Maybe you want that. I would also just like to state in opinion that you've mostly created battle classes. It's hard to get a feel for a setting that concentrates on how people kill each other. One of the nice things about the generics is that only one of the classes feels geared immediately toward combat, which I think is more in keeping with how people in real life behave. Of course you may want to concentrate on fighting, in which case you're pretty good here and that's about all you need. |
| Phoenix Knight07-24-06, 09:10 PM | I actually abandonned this project in favor of the classes presented in d20 Modern. Some of these classes were transported to Advanced Classes with some modifications. They were not intended to be similar or departures from the core classes. The core classes had no bearing on these because they were designed to replace the core classes. All D&D classes are balanced in terms primarily of combat. I would disagree that these are any more combat oriented than others. It just depends on how you build them. It just seems that way more because spellcasting was made into feats and a prestige class so you see no casters/bard-type characters. Any character class with less combat ability than Adventurer (all skill-based and no combat), Contemplative (little combat but good saves), or Peregrin (good speed but no real offensive powers) and no magic would be dismissed as useless. Regardless, I don't intend to use these as base classes at present. |