DM_of_the_Lazy
2009-10-20, 08:25 PM
I decided to put together a 20 level Boxer class for version 3.5, It is a crossbreed between a Monk and a Fighter, and any input would be greatly appreciated. Does everything make sense? Is it too OP or too weak?
Thanks for the help.
THE BOXER
{table=head]Level|B.A.B.|Fort Save|Ref Save|Will Save|Special|Full Combo|Damage|AC Bonus|Speed Bonus
1|
+1|
+2|
+2|
+0|
Unarmed Strike, Full Combo|
-1/-1|
1d6|
+0|
+0|
2|
+2|
+3|
+3|
+0|
Evasion|
+0/+0|
1d6|
+0|
+0|
3|
+3|
+3|
+3|
+1|
In or Out? I|
+1/+1|
1d6|
+0|
+5|
4|
+4|
+4|
+4|
+1|
Magic Fists|
+2/+2|
1d8|
+0|
+5|
5|
+5|
+4|
+4|
+1||
+4/+4|
1d8|
+1|
+5|
6|
+6/+1|
+5|
+5|
+2|
1 - 2 Combo|
+5/+5/+0|
1d8|
+1|
+10|
7|
+7/+2|
+5|
+5|
+2|
Cut Man|
+6/+6/+1|
1d8|
+1|
+10|
8|
+8/+3|
+6|
+6|
+2|
In or Out? II|
+7/+7/+2|
1d10|
+1|
+10|
9|
+9/+4|
+6|
+6|
+3|
Improved Evasion|
+9/+9/+4|
1d10|
+1|
+15|
10|
+10/+5|
+7|
+7|
+3|
DR 2 / --|
+10/+10/+5|
1d10|
+2|
+15|
11|
+11/+6/+1|
+7|
+7|
+3||
+11/+11/+11/+6/+1|
1d10|
+2|
+15|
12|
+12/+7/+2|
+8|
+8|
+4||
+12/+12/+12/+7/+2|
2d6|
+2|
+20|
13|
+13/+8/+3|
+8|
+8|
+4|
In or Out? III|
+13/+13/+13/+8/+3|
2d6|
+2|
+20|
14|
+14/+9/+4|
+9|
+9|
+4||
+14/+14/+14/+9/+4|
2d6|
+2|
+20|
15|
+15/+10/+5|
+9|
+9|
+5||
+15/+15/+15/+10/+5|
2d6|
+3|
+25|
16|
+16/+11/+6/+1|
+10|
+10|
+5|
Adamantine Fists|
+16/+16/+16/+11/+6/+1|
2d8|
+3|
+25|
17|
+17/+12/+7/+2|
+10|
+10|
+5|
Boxer's Physique|
+17/+17/+17/+12/+7/+2|
2d8|
+3|
+25|
18|
+18/+13/+8/+3|
+11|
+11|
+6|
In or Out? IV|
+18/+18/+18/+13/+8/+3|
2d8|
+3|
+30|
19|
+19/+14/+9/+4|
+11|
+11|
+6||
+19/+19/+19/+14/+9/+4|
2d8|
+3|
+30|
20|
+20/+15/+10/+5|
+12|
+12|
+6|
DR 5 / --|
+20/+20/+20/+15/+10/+5|
2d10|
+4|
+30|
[/table]
HD: d8
Class Skills: Balance, Intimidate, Jump, Listen, Spot, Swim
Skill Points at First Level: (2 + Int Mod) x 4
Skill Points at each additional Level: 2 + Int Mod
Weapon and Armor Proficiencey: A Boxer is proficient with his Fists and any weapon that can be wielded as a fist, such as gauntlets, brass knuckles, etc. A Boxer is not proficient with any armor or shields, when wearing armor, wielding a shield or carrying a medium or heavy load, the Boxer loses his AC bonus, as well as his speed bonus and Full Combo abilities.
AC Bonus (EX): A Boxer is highly trained at dodging blows, and he has a sizth sense that lets him avoid even unanticipated attacks. When unarmored, and unencumbered, the Boxer adds his Wisdom Modifier (if any) to his AC.
The Boxer also gets an additional bonus to AC starting with +1 at Level 5, this bunus represents the Boxer's footwork and therefore is only applied during a battle (or any time the Boxer announces he is using footwork), this bonus does not apply when the Boxer is Flatfooted or restricted.
Full Combo (EX): As Flurry of Blows (EX) the Monk ability.
Unarmed Strike: As Unarmed Strike the Monk ability.
Evasion (EX): As Evasion (EX) the Monk ability.
In or Out? I: At 3rd Level a Boxer chooses if he wants to be an In Boxer or an Out Boxer, whichever he chooses at Level 3 will affect what abilities he gains in later Levels.
If the Boxer chooses to be an In Boxer he learns the proper way to clinch and to get out of a clinch, he gains the Feat Improved Grapple even if he does not meet the prerequisites.
If the Boxer chooses to be an Out Boxer he learns the proper way to move into and out of a battle, he gains the Feat Spring Attack even if he does not meet the prerequisites.
Speed Bonus (EX): At 3rd Level a Boxer's road work starts to pay off, he is now able to move faster than before.
Magic Fists (SU): A Boxer's Fists are now considered Magic for the purposes of determining damage reduction.
1 - 2 Combo (EX):When a Boxer reaches 6th Level he now understands how to use the 1 - 2 combo properly, whenever he is allowed a single standard attack he may make a 1 - 2 combo attack, the Boxer gains the benefits of the Dual Strike Feat even if he does not meet the prerequisites.
Cut Man (SU): A Boxer gains the ability to heal himself during a battle, this ability functions in the same way as the Monk ability, Wholness of Body (SU).
In or Out? II: If the Boxer chose to be an In Boxer he now gains a powerful Uppercut Punch, the Uppercut breaks his opponents guard, denying him any shield bonus he might have. The Uppercut is a standard action that adds 1.5x the Boxer's Str Mod to the damage roll, rather than the normal 1x Str Mod to damage. This move may not be combine with the 1 - 2 combo.
If the Boxer chose to be an Out Boxer he now gains the ability to use the Flicker Jab, the Flicker is a quick jab that is used to break the opponent's guard, the Flicker is a standard action and causes the opponent to become Flatfooted for 1d3 rounds. This move may not be combine with the 1 - 2 combo.
Improved Evasion (EX): As Improved Evasion (EX) the Monk ability.
Damage Reduction: At 10th Level the Boxer's body has become tough over the course of his fights and he now has DR 2 / --.
In or Out? III: If the Boxer chose to be an In Boxer he learns to use the Peek-a-Boo Style, while fighting defensivly he gains a +3 Shield bonus, if he is in full defense than the Shield bonus increases to +5.
If the Boxer chose to be an Out Boxer he gains an effective Counter PUnch, while fighting defensivly or in Full defense the Boxer may make an attack of opportunity on an opponent that has ust attacked him, before the damage is rolled. The Counter Punch does 1.5x the Boxer's Str Mod when calculating damage, rather than the normal 1x Str Mod. This move may not be combine with the 1 - 2 combo.
Adamantine Fists (SU): A Boxer's Fists are now considered Adamantine for the purposes of determining damage reduction and damage to items.
Boxer's Physique (SU): As a Boxer ages the ability score changes are backwards, the increases to Int, Wis, and Cha become decreases while the decreases to Str, Dex, and Con becomre increases.
In or Out? IV: If the Boxer chose to be an In Boxer he now gains an improved Uppercut, as a Full Round action the Boxer may make an Uppercut and follow through with a 1 - 2 combo, the Opponent is still denied any shield bonus during the attacks from the 1 - 2 combo. After a successful Improved Uppercut the opponent must make a Fort save (DC 10 + the Boxer's Str Mod) or become stunned for 1 round. The Uppercut still does 1.5x the Boxer's Str Mod, but this increase in damage does not apply to the attacks from the 1 - 2 combo.
If the Boxer chose to be an Out Boxer he now gains an Improved Flicker Jab, as a Full Round action the Boxer may make a Flicker Jab and follow through with a 1 - 2 combo, the Opponent is considered Flatfooted during the attacks from the 1 - 2 combo. The Flatfoot no longer remains after the round is over, unless the Boxer chose to use the Flicker Jab rather than the Improved Flicker Jab.
Damage Reduction: At 20th Level the Boxer's body has become even more tough and resiliant giving him DR 5 / --.
There are some things I already think may be too OP and some other things that may be too weak, so I would like to see what other people think about it.
Thanks again for any help.
Thanks for the help.
THE BOXER
{table=head]Level|B.A.B.|Fort Save|Ref Save|Will Save|Special|Full Combo|Damage|AC Bonus|Speed Bonus
1|
+1|
+2|
+2|
+0|
Unarmed Strike, Full Combo|
-1/-1|
1d6|
+0|
+0|
2|
+2|
+3|
+3|
+0|
Evasion|
+0/+0|
1d6|
+0|
+0|
3|
+3|
+3|
+3|
+1|
In or Out? I|
+1/+1|
1d6|
+0|
+5|
4|
+4|
+4|
+4|
+1|
Magic Fists|
+2/+2|
1d8|
+0|
+5|
5|
+5|
+4|
+4|
+1||
+4/+4|
1d8|
+1|
+5|
6|
+6/+1|
+5|
+5|
+2|
1 - 2 Combo|
+5/+5/+0|
1d8|
+1|
+10|
7|
+7/+2|
+5|
+5|
+2|
Cut Man|
+6/+6/+1|
1d8|
+1|
+10|
8|
+8/+3|
+6|
+6|
+2|
In or Out? II|
+7/+7/+2|
1d10|
+1|
+10|
9|
+9/+4|
+6|
+6|
+3|
Improved Evasion|
+9/+9/+4|
1d10|
+1|
+15|
10|
+10/+5|
+7|
+7|
+3|
DR 2 / --|
+10/+10/+5|
1d10|
+2|
+15|
11|
+11/+6/+1|
+7|
+7|
+3||
+11/+11/+11/+6/+1|
1d10|
+2|
+15|
12|
+12/+7/+2|
+8|
+8|
+4||
+12/+12/+12/+7/+2|
2d6|
+2|
+20|
13|
+13/+8/+3|
+8|
+8|
+4|
In or Out? III|
+13/+13/+13/+8/+3|
2d6|
+2|
+20|
14|
+14/+9/+4|
+9|
+9|
+4||
+14/+14/+14/+9/+4|
2d6|
+2|
+20|
15|
+15/+10/+5|
+9|
+9|
+5||
+15/+15/+15/+10/+5|
2d6|
+3|
+25|
16|
+16/+11/+6/+1|
+10|
+10|
+5|
Adamantine Fists|
+16/+16/+16/+11/+6/+1|
2d8|
+3|
+25|
17|
+17/+12/+7/+2|
+10|
+10|
+5|
Boxer's Physique|
+17/+17/+17/+12/+7/+2|
2d8|
+3|
+25|
18|
+18/+13/+8/+3|
+11|
+11|
+6|
In or Out? IV|
+18/+18/+18/+13/+8/+3|
2d8|
+3|
+30|
19|
+19/+14/+9/+4|
+11|
+11|
+6||
+19/+19/+19/+14/+9/+4|
2d8|
+3|
+30|
20|
+20/+15/+10/+5|
+12|
+12|
+6|
DR 5 / --|
+20/+20/+20/+15/+10/+5|
2d10|
+4|
+30|
[/table]
HD: d8
Class Skills: Balance, Intimidate, Jump, Listen, Spot, Swim
Skill Points at First Level: (2 + Int Mod) x 4
Skill Points at each additional Level: 2 + Int Mod
Weapon and Armor Proficiencey: A Boxer is proficient with his Fists and any weapon that can be wielded as a fist, such as gauntlets, brass knuckles, etc. A Boxer is not proficient with any armor or shields, when wearing armor, wielding a shield or carrying a medium or heavy load, the Boxer loses his AC bonus, as well as his speed bonus and Full Combo abilities.
AC Bonus (EX): A Boxer is highly trained at dodging blows, and he has a sizth sense that lets him avoid even unanticipated attacks. When unarmored, and unencumbered, the Boxer adds his Wisdom Modifier (if any) to his AC.
The Boxer also gets an additional bonus to AC starting with +1 at Level 5, this bunus represents the Boxer's footwork and therefore is only applied during a battle (or any time the Boxer announces he is using footwork), this bonus does not apply when the Boxer is Flatfooted or restricted.
Full Combo (EX): As Flurry of Blows (EX) the Monk ability.
Unarmed Strike: As Unarmed Strike the Monk ability.
Evasion (EX): As Evasion (EX) the Monk ability.
In or Out? I: At 3rd Level a Boxer chooses if he wants to be an In Boxer or an Out Boxer, whichever he chooses at Level 3 will affect what abilities he gains in later Levels.
If the Boxer chooses to be an In Boxer he learns the proper way to clinch and to get out of a clinch, he gains the Feat Improved Grapple even if he does not meet the prerequisites.
If the Boxer chooses to be an Out Boxer he learns the proper way to move into and out of a battle, he gains the Feat Spring Attack even if he does not meet the prerequisites.
Speed Bonus (EX): At 3rd Level a Boxer's road work starts to pay off, he is now able to move faster than before.
Magic Fists (SU): A Boxer's Fists are now considered Magic for the purposes of determining damage reduction.
1 - 2 Combo (EX):When a Boxer reaches 6th Level he now understands how to use the 1 - 2 combo properly, whenever he is allowed a single standard attack he may make a 1 - 2 combo attack, the Boxer gains the benefits of the Dual Strike Feat even if he does not meet the prerequisites.
Cut Man (SU): A Boxer gains the ability to heal himself during a battle, this ability functions in the same way as the Monk ability, Wholness of Body (SU).
In or Out? II: If the Boxer chose to be an In Boxer he now gains a powerful Uppercut Punch, the Uppercut breaks his opponents guard, denying him any shield bonus he might have. The Uppercut is a standard action that adds 1.5x the Boxer's Str Mod to the damage roll, rather than the normal 1x Str Mod to damage. This move may not be combine with the 1 - 2 combo.
If the Boxer chose to be an Out Boxer he now gains the ability to use the Flicker Jab, the Flicker is a quick jab that is used to break the opponent's guard, the Flicker is a standard action and causes the opponent to become Flatfooted for 1d3 rounds. This move may not be combine with the 1 - 2 combo.
Improved Evasion (EX): As Improved Evasion (EX) the Monk ability.
Damage Reduction: At 10th Level the Boxer's body has become tough over the course of his fights and he now has DR 2 / --.
In or Out? III: If the Boxer chose to be an In Boxer he learns to use the Peek-a-Boo Style, while fighting defensivly he gains a +3 Shield bonus, if he is in full defense than the Shield bonus increases to +5.
If the Boxer chose to be an Out Boxer he gains an effective Counter PUnch, while fighting defensivly or in Full defense the Boxer may make an attack of opportunity on an opponent that has ust attacked him, before the damage is rolled. The Counter Punch does 1.5x the Boxer's Str Mod when calculating damage, rather than the normal 1x Str Mod. This move may not be combine with the 1 - 2 combo.
Adamantine Fists (SU): A Boxer's Fists are now considered Adamantine for the purposes of determining damage reduction and damage to items.
Boxer's Physique (SU): As a Boxer ages the ability score changes are backwards, the increases to Int, Wis, and Cha become decreases while the decreases to Str, Dex, and Con becomre increases.
In or Out? IV: If the Boxer chose to be an In Boxer he now gains an improved Uppercut, as a Full Round action the Boxer may make an Uppercut and follow through with a 1 - 2 combo, the Opponent is still denied any shield bonus during the attacks from the 1 - 2 combo. After a successful Improved Uppercut the opponent must make a Fort save (DC 10 + the Boxer's Str Mod) or become stunned for 1 round. The Uppercut still does 1.5x the Boxer's Str Mod, but this increase in damage does not apply to the attacks from the 1 - 2 combo.
If the Boxer chose to be an Out Boxer he now gains an Improved Flicker Jab, as a Full Round action the Boxer may make a Flicker Jab and follow through with a 1 - 2 combo, the Opponent is considered Flatfooted during the attacks from the 1 - 2 combo. The Flatfoot no longer remains after the round is over, unless the Boxer chose to use the Flicker Jab rather than the Improved Flicker Jab.
Damage Reduction: At 20th Level the Boxer's body has become even more tough and resiliant giving him DR 5 / --.
There are some things I already think may be too OP and some other things that may be too weak, so I would like to see what other people think about it.
Thanks again for any help.