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View Full Version : [3.5 class] Marshall / Bard / Field Officer hybrid/replacement (help please!)



Altair_the_Vexed
2009-10-27, 04:59 PM
Here's a blend of Marshall and Bard from D&D, with a heavy dose of Charismatic Hero and Field Officer from d20 modern thrown in. My idea was for them to take the place of the bard as the "talky man" and "buff the party" character.

It's very much a work in progress, so all comments are welcome. I've no pretensions to completeness for this class as it stands. Some features will be stripped or modified before I'm done, for sure.
The name will get changed for sure....

EDITED: change to formatting

Charismatic Officer - a Bard / Marshal combination
Class Features
Alignment: any
Hit-Die: d8
Weapon and armour proficiencies: The Chsarismatic Officer is proficient with Light and Medium Armour, and with all Simple and Martial Weapons.
Skill Points at 1st level: (4 + INT bonus) x 4
Skill points at each additional level: 4 + INT bonus
Class skills: Str: Swim. Dex: Ride. Int: Knowledge (all). Wis: Listen, Profession (siege engineer), Sense Motive, Spot. Cha: Bluff, Diplomacy, Handle Animal, Intimidate, Perform. Speak Language

{table]Level|Base Attack|Fort save|Ref save|Will save|Features|Minor Auras Known|Major Auras Known
1|+0|+0|+0|+2|Skill Focus (Diplomacy), Minor Aura, Worldly Knowledge|1|–
2|+1|+0|+0|+3|Major Aura +1, Bonus Feat|1| 1
3|+2|+1|+1|+3|Conceal Motive, Distraction|2| 1
4|+3|+1|+1|+4|Grant Move Action, 1/day |2| 1
5|+3|+1|+1|+4|Bonus Feat|3|2
6|+4|+2|+2|+5|React First|3| 2
7|+5|+2|+2|+5|Major Aura +2|4|2
8|+6/+1|+2|+2|+6|Grant Move Action, 2/day| 4|2
9|+6/+1|+3|+3|+6|Weaken Resolve|5| 3
10|+7/+2|+3|+3|+7|Bonus Feat|5| 3
11|+8/+3|+3|+3|+7|Snap Out of It|5| 3
12|+9/+4|+4|+4|+8|Grant Move Action, 3/day|6|3
13|+9/+4|+4|+4|+8|Major Aura +3|6| 3
14|+10/+5|+4|+4|+9|Action Trust +1d6|6| 4
15|+11/+6/+1|+5|+5|+9|Bonus Feat| 7| 4
16|+12/+7/+2|+5|+5|+10|Grant Move Action, 4/day|7| 4
17|+12/+7/+2|+5|+5|+10|—|7| 4
18|+13/+8/+3|+6|+6|+11|Action Trust +2d6|7| 4
19|+14/+9/+4|+6|+6|+11|Major Aura +4|8 |4
20|+15/+10/+5|+6|+6|+12|Grant Move Action, 5/day|8 |5[/table]


Officer Class Features:
Aura- The officer can maintain one Minor Aura and one Major Aura continuously, as long as he/she is able to communicate with the surrounding allies.
An aura is activated as a Swift Action and Dismissed as a Free Action. The Aura ends if the officer is Dazed, Unconscious, Stunned, Paralyzed, etc.
The Aura affects all allies within a 60’ radius (including the officer) who can hear the officer, share a language, & have at least a 3 Intelligence.

Minor Aura – grant a bonus equal to the officer’s Charisma modifier:
Accurate Strike – bonus on confirming a Critical.
Art of War – bonus Disarm, Trip, Bull Rush, & Sunder attempts.
Demand Fortitude – bonus on Fortitude saves.
Determined Caster – bonus on rolls to overcome Spell Resistance.
Force of Will – bonus on Will saves.
Master of Opportunity – bonus to AC vs. Attacks of Opportunity.
Master of Tactics – bonus on damage rolls when flanking.
Motivate Charisma – bonus on Charisma checks & Charisma-based Skill checks.
Motivate Constitution – bonus on Constitution checks & Constitution-based Skill checks.
Motivate Dexterity – bonus on Dexterity checks & Dexterity-based Skill checks.
Motivate Intelligence – bonus on Intelligence checks & Intelligence-based Skill checks.
Motivate Strength – bonus on Strength checks & Strength-based Skill checks.
Motivate Wisdom – bonus on Wisdom checks & Wisdom-based Skill checks.
Over the Top – bonus on damage rolls when charging.
Watchful Eye – bonus on Reflex saves

Major Aura +N – grant a bonus equal to ‘N’ (determined by level):
Hardy Soldiers – allies gain Damage Reduction ‘N’ / —
Motivated Ardour – +N bonus on damage.
Motivate Attack – +N bonus on melee attacks.
Motivate Care – +N bonus to AC.
Motivate Urgency – Land speed increases by + (2*N)’.
Resilient Troops – +N bonus on all saving throws.
Steady Hand – +N bonus on ranged attacks.

Bonus Feat - an Officer can choose a bonus feat from the following list: Alertness, Athletic, Combat Expertise, Deceitful, Diehard, Dodge, Endurance, Great Fortitude, Improved Feint, Improved Initiative, Investigator, Leadership, Lightning Reflexes, Mobility, Mounted Archery, Mounted Combat, Negotiator, Persuasive, Ride-by Attack, Self-sufficient, Spirited Charge.
The Charismatic Officer must meet the prerequisites of the Feat.

Conceal Motive - level bonus to oppose Sense Motive checks

Distraction - Feint 1 character per 2 levels at up to 30ft range

Grant Move Action, N/day – As a Standard Action, the officer grants all allies within 30’ (but not himself/herself) an extra Move Action to be taken immediately. This does not change the allies’ location in the initiative order. A person can only benefit from this class ability once per round (in the case of multiple officers).

React First - if speaking with enemies prior to start of combat, gain a free readied action prior to start of combat if either side (apart from Officer) decides to initiate combat.

Weaken Resolve - Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Officer’s class level + the Officer’s Charisma modifier. The target must be within sight and hearing distance of the Officer and must be able to understand him. A target that resists the Officer’s attempt to weaken its resolve is immune to the Officer’s use of this ability for 24 hours.

Snap Out of It - create an effect equivalent to the break enchantment spell (caster level equals the character’s Officer level), or to negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. Using this ability requires 1 minute of uninterrupted concentration and speech, and it functions on a single target within 30 feet. An officer can’t use Snap Out of It on himself.

Action Trust - gain 4 + 1/2 level Action Points, each level hereafter (if your game uses Action Points already, the Officer gets 6 + 1/2 level). As a free action, a Charismatic Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +1d6 (applying a bonus of +1 to +6). At 18th level, this bonus increases to +2d6.
The ally to be affected must be within sight and hearing distance of the Officer to gain the benefits of the Charismatic Officer’s spent action point. An Officer may use this ability once per round, but not on himself.

Altair_the_Vexed
2009-10-29, 11:56 AM
Any comments? I'd really appreciate some help with this.

BRC
2009-10-29, 12:33 PM
It looks good, but it could use a BaB, and some saves. Armor and weapon proficiencies, Class skills, a hit die, ect.

Altair_the_Vexed
2009-10-30, 03:40 AM
It looks good, but it could use a BaB, and some saves. Armor and weapon proficiencies, Class skills, a hit die, ect.
Those are all stated at the top of the post, under "Class Features". I guess I'll reformat them into a less shorthand version if you're having trouble noticing them...