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Rumel
2010-09-29, 09:38 PM
THE SPECIALIST

ALIGNMENT
ANY

CLASS SKILLS
AS FIGHTER

SKILL POINTS
2+Int mod (*4 at first level)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers per Day|Stances Known

1st|+1|
+2|
+1|
+1|Chosen Shield, Weapon and Armor, Weapon Totem (as ranger)|
2|
5|
2

2nd|+2|
+3|
+2|
+2| +1 Special gear|
3|
6|
3

3rd|+3|
+3|
+2|
+2|Bonus Feat|
3|
7|
3

4th|+4|
+4|
+2|
+2| +2 Special Gear, Special Ability|
4|
8|
4

5th|+5|
+4|
+3|
+3|Imbue, Enchantment, By my Side|
4|
9|
4

6th|+6/+1|
+5|
+3|
+3|+3 Special Gear, Bonus Feat|
5|
10|
5

7th|+7/+2|
+5|
+3|
+3|-|
5|
11|
5

8th|+8/+3|
+6|
+4|
+4|+4 Special Gear, Special Ability|
6|
12|
6

9th|+9/+4|
+6|
+4|
+4|Bonus Feat|
6|
13|
6

10th|+10/+5|
+7|
+4|
+4|Enchantment, +5 Special Gear, Free, Impervious, By my Side|
7|
14|
7

11th|+11/+6/+1|
+7|
+5|
+5|-|
7|
15|
7

12th|+12/+7/+2|
+8|
+5|
+5| +6, Bonus Feat, Special Ability|
8|
16|
8

13th|+13/+8/+3|
+8|
+5|
+5| -|
8|
17|
8

14th|+14/+9/+4|
+9|
+6|
+6|+7 Special Gear|
9|
18|
9

15th|+15/+10/+5/+1|
+9|
+6|
+6|Bonus Feat, One with Gear|
9|
19|
9

16th|+16/+11/+6/+2|
+10|
+6|
+6|+8 Special Gear, Special Ability, Enchantment|
10|
20|
10

17th|+17/+12/+7/+2|
+10|
+7|
+7|-|
10|
21|
10

18th|+18/+13/+8/+3|
+11|
+7|
+7|+9 Special Gear, Bonus Feat|
11|
22|
11

19th|+19/+14/+9/+4|
+11|
+7|
+7|-|
11|
23|
11

20th|+20/+15/+10/+5|
+12|
+8|
+8|+10 Special Gear, Special Ability, Enchantment, Supurb Ability|
12|
25|
13

[/table]

CLASS FEATURES

ARMOR AND WEAPON PROFICIENCY
ONE WEAPON TYPE (eg Basterd Sword), ONE ARMOR TYPE (eg Heavy) AND ONE SHIELD TYPE (eg Tower)(including exotic)

STARTING EQUIPMENT
One weapon that you specialize in (two if using the two weapon totem), one select shield and one piece of armor (these are the only pieces of armor, weapons or shields you may posses and only one of each, except for those with the two weapon totem get two weapons

SPECIAL GEAR

Through training night and day with only your select weapons, armor and shield, you learn the best way to use them for it's best effect. You earn a bonus to damage, hit, armor bonus, shield bonus, and max dexterity bonus equal to half of you specialist level with those items.

Bonus Feats

A Specialist gains feats from the fighter bonus list but it must involve specializing in a certain weapon (eg. Weapon Specialazation is ok but Dodge is not, fears like slashing fury and very general bonuses are available at DM's discress) your specialist level equals your effective fighter level for presequites.

SPECIAL ABILITIES

Every four levels you may gain an ability from the following list... (They only apply to the weapons, armor and/or shield with which you specialize in)

With the Grain:
You do an additional 1d6 amount of damage on a successful hit

Special:
You can gain this ability multiple times, it's effect stacks.


Absorbed Power:
Your armor has become one with you granting an additional +2 bonus to natural armor

Special:
You can gain this ability multiple times. It's effects stack


Sixth Sense:
Your items have formed a type of empathetic bond. Whenever makeing a spot, sense motive, listen or so on check, you may make two rolls and take the highest roll


Baby's Blanket:
Immune to fear affects when in contact with your special gear.


Signiture Gear:
You have traveled the world and many have heard of your legendary skills. Any enemy attempting to attack you must make a will save DC= 10+1/2 Specialist level+ Str mod or become frightened for 1d4+1 rounds. Those who make a successful save are immune to this affect for 24 hours.


Advanced Training:
You spent more time then average training granting you an additional +1 Special gear bonus.

Special:
You can gain this ability multiple times, it's effects stack.


Wieght Training:
Through years of carrying these items, their weight becomes a very part of you, yourself. All of your gear has an effective weight of 0 to you and you alone.


Extra Large:
You can use your select weapon as one size larger when it benefits you (no extra damage)


ENCHANTMENT
Your link to your gear becomes magical as you use it more and more. You get a bonus to your select weapon(s), shield and armor as a +1 bonus and gain more power every five levels . Every day you may change your power by praying for ten minutes strait while focusing on the power you want. At tenth level you gain 1 more +1 power or trade those for a benefit equivilant to a +2 enhancement and so on.



BY MY SIDE
Your select weapon(s), armor and shield is somehow drawn to you and will always try it's hardest to be in your possession unless you specify otherwise. Your equipment under a continuos returning effect.


IMPERVIOUS
Your select armor, shield and weapons becomes as hard as your bond. Your gear is immune to all damage and sundering effects, but only when you are holding said items.


FREE
Your armor is like a second skin to you. You have no armor check penelty, Movement deduction or max dexterity bonus.


IMBUE
Your gear is your plaything, you can do anything youd like to improve its strengths. You have all feats needed to add enhancement bonuses to your select items. You can use any spell you'd like as if you were a level sorcerer equal to you specialist level and have a caster level equal to your Specialist level. All standard gold and XP costs apply.


ONE WITH ARMOR
Your gear becomes a part of you. It no longer needs to be taken off to rest or swim, it's as if wearing a normal shirt.


SUPURB ABILITIES
Your capstone ability is amazingly powerful just to prove how hard you have trained in your gear. You may choose one of the following abilities...


Familiar Face:
Your gear becomes on giant item familiar and gains one ability for each piece of piece of gear as if you had three separate item familiars with one mind.



Dedicated Training:
Gain a +5 bonus to your special gear class ability.


Now that's Dedication:
Gain one dedicated power for free except for the True Reserection power.


Epic Power:
Gain the equivalent of a +8 or less bonus for one epic power with one price of gear or a three way split of +8 any way you would like.


Maneuvers
You have not only specialized in your specific gear, but you also have chosen a few unique fighting moves for your way of combat...


Hawk Strike:
You attack with hawk-like precision gaining a +5 to all attack rolls made that round.


Draining Strike:
You deal one point of ability damage to any ability of your choice with each attack landed that round


Flameing Strike:
You summon fire into your weapon for one round and deal an extra 1d6 fire damage per hit for that round


Chill Strike:
Your hands shiver as ice flows through your weapon dealing an extra 1d6 cold damage for every successful hit that round

Shocking Strike:
You twitch as power surges through your weapon and you deal an extra 1d6 electricity with each successful hit.


Acidic Strike:
You hear a sizzling noise as your weapon is bathed in acid dealing an extra 1d6 acid damage on each successful hit on your next turn


Lucky Dive:
You somehow know what your opponents next attack will be granting you a +5 bonus to your dodge bonus to AC.


Brace for Impact:
You cover your vitals and get ready for the attack of your life. You gain 10/- damage reduction and can not be knocked below 1hp that turn

Make it count:
You focus all of your power into one final blow to end any resistance by your target. You make only one attack but if it hits you deal quadruple damage and the opponent is unconscious for 1d4+2 rounds unless he makes a fortitude save DC= 10+ Str mod+ 1/2 Specialist class levels.


Leap of Faith:
You put all of your force into a giant leap. You gain plus 10 on your next jump check but it must be made within five rounds of using this ability


Confusing Blow:
You attack an opponents head to make him forget the last hour.Fortitude negates, DC=10+Str mod+1/2 Specialist level


Speedy Attack:
You may make one extra attack at your highest BAB your next round


Hit and Run:
You attack normally but can also go four times your normal speed before or after the attack


Sundering Strike:
You gain a +10 bonus on a sunder attempt and may bypass hardness on objects like swords, shields, armor, ect..


Two for One:
You can spend three maneuvers to use two different maneuvers in one round.


Dirty Fighting:
You throw any material you can find into your opponents eyes attempting to blind him. Fortitude negates, DC= 10+Str mod+1/2 Specialist level


Jumpy:
Your constant movement is so unpredictable many swing and are a mile off because you zigged when they thought you'd zag. You gain a 10% miss chance for the next round.

I Know that Guy:
You gain a knolege check to recognize any human or monster with a plus 15 bonus.

I <3 U:
You gain more familiarity with one subject and that person starts out one step closer to friendly for one minute


Pass it on:
You may spend two daily maneuvers to give an abilities benefits to 1 teammate


Shhhh... I'm hiding:
You gain the "hide in plane sight" ability for 10 rounds.


Aspect of the Squid:
You may lunge at your opponent once per turn for 5 turns, attempting a grapple with a +5 bonus as a move action. If it works you wrap your arms and legs around any target who is at most one size larger that you. He can not move but may attempt a strength check to break free (DC= 10+Str mod+1/2 Specialist level). While grappling you and your opponent may not attack but you deal 2d6+4 bludgoening damage every turn and may use any bite attack available to you. This lasts for 2d6+3 rounds or until subject breaks free


STANCES
You don't only specialize in weapons, you know your stances so well that there almost second nature.


Cat's Finnese:
You move with the grace of a cat granting you a +4 bonus to Dex


Bull's Rage:
Immense power is all you need to take the battlefield by storm. You gain a +4 bonus to Strength.


Bear's Might:
You grit your teeth and go at your enemy with full force granting a +4 bonus to Con


Mule:
You have trained with weights on your back night and day and can carry far more than normal, you can carry double your max.


Skake in the Grass:
Your movements are as a snake makeing you hard to hit, you gain a dodge bonus equal to 1/4 your specialist level


Acurate Blows:
All attacks made gain a bonus to hit equal to 1/4 you Specialist level


Powerfull Form:
You strike with all your power granting a bonus equal to 1/4 your Specialist level to all melee damage done by you.


Braceing Stance:
Your gain a -5 penalty to your dodge bonus as you are sure of you doom. You get ready to push back the attack the best you can. You gain damage reduction equal to 1/2 your Specialist level


Elegant Pose:
You stand with great posture and poise, all non-hostile creatures that speak your language start of one step closer to friendly to you

Special:
It's effects stack with any other form of magical friendliness


Dimunuitive Build:
You gain every trait of a creature one size smaller than you, but only the ones that benefit you.


Greater Build:
Gain all of the traits of a creature one size larger than you (but only the ones that benefit you)


Spider Form:
Gain a climb speed of 20ft or adds 20ft to any other climb speed.



(so what do you think :smallbiggrin:?)

Need more ideas for stances and maneuvers. Please post ideas in this thread!

Jota
2010-09-29, 10:20 PM
Knee jerk reaction: You tried to fix the fighter archetype by making the numbers bigger. Yeah, there's a few other options, but what is really boils down to is the larger numbers, which isn't really a fix at all (and I can see you're not calling it a fighter fix, but you know what they say -- if it looks like a fighter fix, behaves like a fighter fix, etc).

I'm pretty sure that's not what you were hoping to hear, but I call them like I see them. You also haven't denoted what type of abilities these are (Ex, Sp, Su, etc), you have abilities in your class table that aren't explained, a smattering of spelling errors, and the concept of 'special gear' isn't really expounded on in a satisfying manner (special carries a certain connotation which none of the class features really live up to, IMO).

Realms of Chaos
2010-09-29, 10:32 PM
THE SPECIALIST

ALIGNMENT
ANY

CLASS SKILLS
AS FIGHTER

I'll assume that you mean class skills and skill points per level here (though you might want to spell it out). Also, where is the HD?


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|
+2|
+1|
+1|Chosen Shield, Weapon and Armor, Weapon Totem (as ranger)|

2nd|+2|
+3|
+2|
+2| +1 Special gear|

3rd|+3|
+3|
+2|
+2|Bonus Feat|

4th|+4|
+4|
+2|
+2| +2 Special Gear, Special Ability|

5th|+5|
+4|
+3|
+3|Imbue, Enchantment, By my Side|

6th|+6/+1|
+5|
+3|
+3|+3 Special Gear, Bonus Feat|

7th|+7/+2|
+5|
+3|
+3|-|

8th|+8/+3|
+6|
+4|
+4|+4 Special Gear, Special Ability|

9th|+9/+4|
+6|
+4|
+4|Bonus Feat|

10th|+10/+5|
+7|
+4|
+4|Enchantment, +5 Special Gear, Free, Impurvious|

11th|+11/+6/+1|
+7|
+5|
+5|-|

12th|+12/+7/+2|
+8|
+5|
+5| +6, Bonus Feat, Special Ability|

13th|+13/+8/+3|
+8|
+5|
+5| -|

14th|+14/+9/+4|
+9|
+6|
+6|+7 Special Gear|

15th|+15/+10/+5/+1|
+9|
+6|
+6|Bonus Feat, One with Gear|

16th|+16/+11/+6/+2|
+10|
+6|
+6|+8 Special Gear, Special Ability, Enchantment|

17th|+17/+12/+7/+2|
+10|
+7|
+7|-|

18th|+18/+13/+8/+3|
+11|
+7|
+7|+9 Special Gear, Bonus Feat|

19th|+19/+14/+9/+4|
+11|
+7|
+7|-|

20th|+20/+15/+10/+5|
+12|
+8|
+8|+10 Special Gear, Special Ability, Enchantment, Supurb Ability|

[/table]

Looks okay but considering that this class doesn't gain maneuvers or spells or such, having dead levels (especially as late as 19th level) really hurts the class).


SKILL POINTS
2+Int mod

nevermind, I found the skill points. :smallbiggrin:
I advise putting this together with the class skills as the two are always right next to each other.



CLASS FEATURES

ARMOR AND WEAPON PROFICIENCY
ONE WEAPON, ONE ARMOR TYPE AND ONE SHIELD TYPE

Hmm... there's a bit of difficulty here. Though almost every weapon can be afforded at 1st level, the same does not apply for armor. If I want proficiency with full plate, therefore, I have to effectively go without any armor proficiency until I can afford a suit.
Also, should I assume that exotic weapons/armor are fair game here? :smallconfused:


SPECIAL GEAR

Through training night and day with only a few select items, you learn the best way to use them for it's best effect. You earn a bonus to damage, hit, AC, shield bonus, and max dexterity bonus equal to half of you specialist level.

Unless you intend for me to gain bonuses with all weapons, armor, and shields, you have to specifically add "when using these items" to the end of this ability. Also, you should use "armor bonus" in place of AC.
The idea of +20 AC, +10 attack, and +10 damage (with full Dex mod to AC) is very interesting (and likely very powerful) but I'll give it the benefit of the doubt and move on.


Bonus Feats

A Specialist gains feats from the fighter bonus list but it must involve specializing in a certain weapon (eg. Weapon Specialazation is ok but Dodge is not, fears like slashing fury and very general bonuses are available at DM's discress)

Take note that giving access to the fighter list does not give the specialist a fighter level. As such, taking weapon specialization (and the rest of the chain) is still a no-no with this wording.


SPECIAL ABILITIES

Every four levels you may gain an ability from the following list...

With the Grain:
You do an additional 1d6 amount of damage on a successful hit

Special:
You can gain this ability multiple times, it's effect stacks.


Absorbed Power:
Your armor has become one with you granting an additional +2 bonus to natural armor

Special:
You can gain this ability multiple times. It's effects stack


Sixth Sense:
Your items have formed a type of empathetic bond. Whenever makeing a spot, sense motive, listen or so on check, you may make two rolls and take the highest roll


Baby's Blanket:
Immune to fear affects when in contact with your special gear.


Signiture Gear:
You have traveled the world and many have heard of your legendary skills. Any enemy attempting to attack you must make a will save DC= 10+1/2 Specialist level+ Str mod or become frightened for 1d4+1 rounds. Those who make a successful save are immune to this affect for 24 hours.


Advanced Training:
You spent more time then average training granting you an additional +1 Special gear bonus.

Special:
You can gain this ability multiple times, it's effects stack.


Wieght Training:
Through years of carrying these items, their weight becomes a very part of you, yourself. All of your gear has an effective weight of 0 to you and you alone.


Extra Large:
You can use your select weapon as one size larger when it benefits you (no extra damage)

To be perfectly clear, none of these abilities specifically apply to your chosen gear unless you specifically specify this (and the term "gear" is not specific enough as everything that I carry is technically my "gear").


ENCHANTMENT
Your link to your gear becomes magical as you use it more and more. You get a bonus to all gear as a +1 bonus and gain more power every five levels and every day you may change your power by praying for ten minutes strait while focusing on the power you want. At tenth level you may change the power to one +2 power and so on.

This ability is worded in a very inconsistent way, making it look at times like you're granting a +1 enhancement bonus and at times like enhancements worth a +1 enhancement. Please specify which in this ability.


BY MY SIDE
Your equipment is somehow drawn to you and will always try it's hardest to be in your possession unless you specify otherwise. You equipment is on a continuos returning effect.

Again, saying the word equipment does not specify that it is your chosen equipment so that needs to be changed. In addition, you may want to give your weapon and shield the returning quality while giving your armor the called quality (unless your want your armor to fly into your hand rather than onto your body).
Also, I kind of noticed something wierd about your abilities. You seem to be running under the assumption that a character will be using 1 weapon, 1 suit of armor, and 1 shield. That isn't always going to be the case. If someone chooses to make their shield a buckler, they can dual wield two weapons that both gain the full benefits of this class and push your Wealth By Level off of the deep end.
continuous is not continuos.


IMPURVIOUS
Your armor becomes as hard as your bond. Your gear is immune to all damage and sundering effects.

Impervious is not spelled impurvious. Sorry if I'm missing some kind of play on words. Once again, stop using the word gear. And again, what happens when somebody chooses dagger and they have 50 daggers on their person. Are all of them (even the ones you're not using) completely immune to damage? You should also specify that this abilitiy only works while the item is on your person or else somebody will start finding (ab)uses for their indestructible weaponry.



FREE
Your gear is like a second skin to you. You have no AC penelty, Movement deduction or max dexterity bonus.

please spell out Armor Check since it shares the same initials as Armor Class and I got confused for a moment when I was reading this. Also, penalty is not spelled penelty.



IMBUE
Your gear is your plaything, you can do anything youd like to improve its strengths. You do not need a feat to add bonuses to your gear. You can use any spell you'd like and have a caster level equal to your Specialist level

Seriously? No limits?
Fine. I want my weapon to grant wishes at will.
Did you perhaps mean that you could enchant your weapons as if you possessed craft magical arms and armor and possessed a caster level equal to your class level and that you may imitate the effects of any spell for this purpose?
I can't tell what level you get this at because you don't tell me (in the ability or in the table) so this may be either insanely powerful or merely powerful.



ONE WITH ARMOR
Your gear literally becomes a part of you. You can absorb your weapons into your arms and your armor is a part of your skin , but your shield is in your back and causes hard small bumps which grants you a +5 to natural Armor.

This is random. I also have no idea when you get this ability because it is not on your class table either.


SUPURB ABILITIES
Your capstone ability is amazingly powerful just to prove how hard you have trained in your gear.


Familiar Face:
Your gear becomes on giant item familiar and gains one ability for each piece of piece of gear as if you had three separate item familiars with one mind.



Dedicated Training:
Gain a +5 bonus to your special gear class ability.


Now that's Dedication:
Gain one dedicated power for free except for the True Reserection power.


Epic Power:
Gain the equivalent of a +8 or less bonus for one epic power with one price of gear or a three way split of +8 any way you would like.

Do you get all fo these abilities or just one? The ability doesn't make this clear. :smallconfused:

(so what do you think :smallbiggrin:?)[/QUOTE]

It's... wierd.
It does all kind of wierd things without any real explanation.
There isn't any fluff to go by but some of the abilities need to be reworded to prevent potential abuse.
This class gives pretty darn high AC (I could easily get an AC of 78 by level 20 without much optimization) but doesn't really do anything else.