Soonerdj
2010-03-15, 08:49 AM
So starting 2 weeks my friend will begin running a new and tough game with very, very low magic and has told us to each brew our own class. I've never done this and I'm a little unsure as to how to accomplish my goals without either breaking the power scale or rendering myself a useless lump.
So my class idea, from reading a book about ninjas, is to be a real batman. The bombs, cords, and multi-functionality of their tools left quite the impression on me. What this entails and the methods (I hope) I intend to use are listed below.
1. 3/4 BAB
Kinda required, I can't necessarily have a full BaB in good confidence.
2. Good Reflex Saves
Low magic means not a lot of will saves to worry about
3. High Int Synergy
I mean Batman is smart, it's basically his superpower. To this end Brains Over Brawn (ex) from the Factotum would go a long ways towards making this a reality. Also the use of poisons interests me but most of them seem hard, if not impossible, to attain outside of minor creation and even then low DCs and Damage plague them. Maybe add Int to DC and Damage of poisons?
4. Ability to craft interesting gadgets in an entirely non-magical way.
This is a tough one, any precedent other than talking to a DM for a Semi-Wondrous Item crafting. I'm planning on some crazy fun stuff (Spring-powered grappling hook launcher anyone?)
Any other suggestions or ideas? I would greatly appreciate any input by people who have had way longer to practice their skills. I know D&D 3.5 pretty well but I'm still a complete newbie when it comes to design. :P I need a way of doing more damage, mobility, and fun goodies that add to the flavor of the class.
Thanks.
So my class idea, from reading a book about ninjas, is to be a real batman. The bombs, cords, and multi-functionality of their tools left quite the impression on me. What this entails and the methods (I hope) I intend to use are listed below.
1. 3/4 BAB
Kinda required, I can't necessarily have a full BaB in good confidence.
2. Good Reflex Saves
Low magic means not a lot of will saves to worry about
3. High Int Synergy
I mean Batman is smart, it's basically his superpower. To this end Brains Over Brawn (ex) from the Factotum would go a long ways towards making this a reality. Also the use of poisons interests me but most of them seem hard, if not impossible, to attain outside of minor creation and even then low DCs and Damage plague them. Maybe add Int to DC and Damage of poisons?
4. Ability to craft interesting gadgets in an entirely non-magical way.
This is a tough one, any precedent other than talking to a DM for a Semi-Wondrous Item crafting. I'm planning on some crazy fun stuff (Spring-powered grappling hook launcher anyone?)
Any other suggestions or ideas? I would greatly appreciate any input by people who have had way longer to practice their skills. I know D&D 3.5 pretty well but I'm still a complete newbie when it comes to design. :P I need a way of doing more damage, mobility, and fun goodies that add to the flavor of the class.
Thanks.