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kiergon
2011-02-17, 06:20 PM
Hey all I´ve been working on buffing the low tier classes from the players handbbook and I think I made enough changes to make them better, but still not over T4 or T3 at most. Tell me what you think guys, I really need some feedback.
Thanks in advance.

Ok background I play in a mixture of pathfinder and 3.5. If you have any doubts feel free to call.

WARNING the spoilers tend to be LONG.

Fighter I wanted to make him a tank, as in capable of tanking and getting aggro, also wanted to improve the sword and board build. This was inspired by some thread on this board, I forgot who posted what if you suggested some of this fixes tell me so I can give you the recognition you deserve.



Table: Fighter
{table=head] Lvl|BAB|Fort | Ref| Will| Special
1st|+1|+2|+0|+0|Bonus feat, Combat Challenge
2nd|+2|+3|+0| +0|Bonus feat, bravery
3rd|+3|+3|+1|+1|Armor training
4th|+4|+4|+1|+1|Bonus feat
5th|+5|+4|+1|+1|Weapon training, Fight Me One on One
6th|+6/+1|+5|+2|+2|Bonus feat, Combat Superiority
7th|+7/+2|+5|+2|+2|Armor training
8th|+8/+3|+6|+2|+2|Bonus feat
9th|+9/+4|+6|+3|+3|Weapon training
10th|+10/+5|+7|+3|+3|Bonus feat, Disrupting Fighter.
11th|+11/+6/+1|+7|+3|+3|Armor training, Shield Push
12th|+12/+7/+2|+8|+4|+4|Bonus feat, Come and Get it
13th|+13/+8/+3|+8|+4|+4|Weapon training
14th|+14/+9/+4|+9|+4|+4|Bonus feat
15th|+15/+10/+5|+9|+5|+5|Armor training
16th|+16/+11/+6/+1|+10|+5| +5|Bonus feat,
17th|+17/+12/+7/+2|+10|+5| +5|Weapon training
18th|+18/+13/+8/+3|+11|+6| +6|Bonus feat
19th|+19/+14/+9/+4|+11|+6| +6|Armor mastery
20th|+20/+15/+10/+5|+12|+6|+6|Bonus feat, Weapon mastery[/table]

Class abilities

Combat Challenge (Ex) - All enemies adjacent to you take a -2 penalty to attack rolls if they make an attack that does not include you. This penalty increases by 1 every 4 class levels. If they make an attack that does not include you the target provokes an attack of opportunity.This ability requires you to wield a shield in your hand.

Combat Superiority (Ex)- If you hit an enemy with an attack of opportunity you stop their movement (if movement provoked their attack). You gain a bonus to AoO equal to your wisdom modifier. This ability requires you to wield a shield in your hand.

Shield push(Ex)- If you hit with an attack you made from combat challenge you can choose to initiate a bull rush. Since this takes place before the attack finishes if you knock the enemy far enough away that the enemy's target is out of its reach you effectively nullify its attack. This ability requires you to wield a shield a shield in your hand.

Fight Me One on One (Taunt) (Mind Affecting) (Su) - Make an intimidate check against the sense motive skill of the target. Target must be within 20´of the Fighter. If your check beats the targets, they must make an attack on the fighter. This may entail Moving adjacent to the Fighter. This is a standard Action. The fighter can only use this ability once per 4 class levels.


Disrupting Fighter (Su) – Whenever a Fighter uses Fight me One on One on a target, wether successful or not in his attempt, the fighter disrupts the targets ability to cast. If the target wants to cast a spell within one round of being the target of Fight me One on One they must make a concentration check (DC equal to Fight me One on One Intimidate check plus spell level) or lose the spell slot as if he was interrupted in his cast.


Come and get it (Taunt) (Mind Affecting) (Su) - Make an intimidate check against the sense motive skill of all enemies within 15 feet. If your check beats theirs enemies immediately must make an attack on the fighter. This may entail moving adjacent to the fighter. This is a standard Action. The fighter can use this ability 2 times per day + Wisdom Modifier.




NEW FIGHTER FEATS
Shield specialization [Fighter]
Prerequisite
Shield Proficiency.
Benefit
Using this feat improves the proficiency with all shields, and as such you can use them more effectively. You gain an armor bonus which depends on the shield you are using (see below).
Buckler and light shields get a +1 armor bonus. Heavy shields and tower shields get a +2 Armor bonus.
Example: a Fighter using a heavy steel shield would receive a +2 armor bonus to his AC, but with Shield specialization he gets a total of +4 AC bonus to his AC.
Normal
A character usually gets the Armor bonus dictated by his shield.
Special
Fighters gain this feat for free at 3rd lvl. This feat replaces the normal shield specialization.

Shield Cover [Fighter]
Prerequisite
Shield proficiency, Shield Specialization, Expertize.
Benefit
A character using this feat applies half the armor bonus (including any + from magic), round down, to his Reflex Saves.
Normal
Normally a character using a shield only benefits by getting the armor bonus to his AC.
Special
Fighters gain this feat automatically at 5th lvl.

Shield Parry [Fighter]
Prerequisite
Shield proficiency, Shield Specialization, Expertize, Shield Cover.
Benefit
Using a shield now gives DR X/-. Where X is the armor bonus that the shield provides.
Normal
Shields armor bonus usually only applies to AC.
Special
A flanked character cant use Shield Parry. Fighters gain shield parry for free at 8th lvl.

Holy Taunt [Fighter]
Prerequisite
Taunt Class Ability, Ability to Turn Undead, Knowledge Religion 8 ranks.
Benefit
By using one Turn use, the character can use his Taunt ability on Undeads regardless of them being immune to mind affecting effects.
Normal
Undead are immune to Mind Affecting Effects and so can´t be taunted..



Monk
This guy needed a lot of help, started by giving him Full BAB, improving his AC bonus and then I made some Martial arts school to round him up. They are inspired, one by a legendary monastery from my campaign world, another one by Gouki of Street Fighter fame, and another one from any number of anime where the guys fly and launch energy balls.



Changes:
Change BAB to full, change Hit Die type to D10.
At lvl 11 a monk gains Fast Flurry of Blows. Now using the Flurry of blows is a Standard Action, that can be used once per round.






When first choosing a monk select a School. Each school comes from one of the famous Monasteries.
Monks can not change their school unless they do a major quest for his new school, losing all his past school benefits and gaining the new school ones.


Jade Dragon
The Jade fist monastery, are an order of imperial guards. They perfected their techniques to guard the riches of the dead emperors.
After a great war one of the masters of the Jade Dragon got himself lost in a storm at sea, when he landed he found himself in a new continent, here he founded the Jade Fist School based on the teachings of the Jade Dragon Monastery.
Monks of the Jade Fist are famous for hitting harder and being able to withstand blows that would kill lesser men.

Mechanics
Improved Armor: Change their ac bonus. See table 1.
Jade Ki Strike: Change their Ki strike. See table 1.
Jade Fists: Change their unarmed damage. See table 1.
Jade Body: Gain DR. See table 1.2.

Table 1: Jade Fist Monk
{table=head]Lvl|Base Attack Bonus|Fort|Ref|Will|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Fast Movement
1|+1|+2|+2|+2|Bonus feat, flurry of blows, stunning fist, unarmed strike|–1/–1|1d8|+2|+0 ft.
2|+2|+3|+3|+3|Bonus feat, Evasion|+0/+0|1d8|+2|+0 ft.
3|+3|+3|+3|+3|Fast movement, maneuver training, still mind|+1/+1| 1d8|+2|+10 ft.
4|+4|+4|+4|+4|Ki pool (magic), slow fall 20 ft.|+2/+2|1d10|+4|+10 ft.
5|+5|+4|+4|+4|High jump, purity of body|+3/+3|1d10|+4|+10 ft.
6|+6/+1|+5|+5|+5|Bonus feat, slow fall 30 ft.|+4/+4/–1|1d10|+4|+20 ft.
7|+7/+2|+5|+5|+5|Wholeness of body|+5/+5/+0|1d10|+4|+20 ft.
8|+8/+3|+6|+6|+6|Slow fall 40 ft.|+6/+6/+1/+1|2d6|+6|+20 ft.
9|+9/+4|+6|+6|+6|Improved evasión|+7/+7/+2/+2|2d6|+6|+30 ft.
10|+10/+5|+7|+7|+7|Bonus feat, ki pool (lawful), slow fall 50 ft.|+8/+8+3/+3|2d6|+6|+30 ft.
11|+11/+6/+1|+7|+7|+7|Diamond body, Fast Flurry|+9/+9/+4/+4/–1|2d6|+6|+30 ft.
12|+12/+7/+2|+8|+8|+8|Abundant step, slow fall 60 ft.|+10/+10/+5/+5/+0|2d8|+8|+40 ft.
13|+13/+8/+3|+8|+8|+8|Diamond soul|+11/+11/+6/+6/+1|2d8|+8|+40 ft.
14|+14/+9/+4|+9|+9|+9|Bonus feat, slow fall 70 ft.|+12/+12/+7/+7/+2|2d8|+8|+40 ft.
15|+15/+10/+5|+9|+9|+9|Quivering palm|+13/+13/+8/+8/+3/+3|2d8|+8|+50 ft.
16|+16/+11/+6/+1|+10|+10|+10|Ki pool (adamantine),slow fall 80 ft.|+14/+14/+9/+9/+4/+4/–1|2d10|+10|+50 ft.
17|+17/+12/+7/+2|+10|+10|+10|Timeless body, tongue of the sun and moon|+15/+15/+10/+10/+5/+5/+0 |2d10|+10|+50 ft.
18|+18/+13/+8/+3|+11|+11|+11|Bonus feat, slow fall 90 ft.|+16/+16/+11/+11/+6/+6/+1|2d10|+10|+60 ft.
19|+19/+14/+9/+4|+11|+11|+11|Empty body|+17/+17/+12/+12/+7/+7/+2|2d10|+10|+60 ft.
20|+20/+15/+10/+5 |+12|+12|+12|Perfect self, slow fall any distance, Ki pool (epic)|+18/+18/+13/+13/+8/+8/+3|4d6|+12|+60 ft.[/table]

Table 1.2: Jade Fist Monk DR

{table=head]Level|Damage Reduction
1st–3rd|0
4th–7th|5/magic
8th–11th|10/magic
12th–15th|10/chaos
16th–19th|15/chaos
20th|15/chaos and epic[/table]

Heaven Gate
The Heaven Gate is one of the two monasteries that was born after the destruction of the Great Dragon Monastery. They have a single monastery lost in a mountain range. Some masters of the monastery come from the mountains and go to the reaches of the world to teach this school, so that their rivals, the Ryoken school wont gain an advantage over them.
Monks of the Heaven Gate have a greater understanding and knowledge of how to use their Ki.


Mechanics
Ki Blast: Monks of the Heaven Gate can use their Ki to manifest a ki blast.
Beginning at lvl 5 a Monk of the Heaven Gate can use the Ki blast. It uses 1 Ki point. The ki blast is a ranged touch attack requiring a standard action. It deals Force Damage. Se Table 2.2
Ki Grapple: Beginning at lvl 11 Heaven Gates monks can use their Ki to unleash a devastating attack when they grapple. To use the Ki grapple a Heavens Gate Monk must first grapple his opponent then on the next round must win a grapple check. If he succeeds the monk and his target move to an extradimensional space. They return at the end of the next round the target appears prone and the monk can choose any space in a 15´ Radius of where he used his Ki Grapple, he comes back flat footed until his next turn. Ki Grapple deals force Damage. Damage and Ki cost see table 2.3. For this ability the maximum number of ki points a Heavens Gate monk can use is 2 per class lvl. Ki grapple can only be used once per 3 rounds.
Raging Demon: At lvl 20 after using Ki Grapple a heavens gate monk is not considered flat footed, and he can make a standard action at his arrival. Ki grapple can still be used once every 3 rounds.


Table 2: Heavens Gate Monk
{table=head]Lvl|Base Attack Bonus|Fort|Ref|Will|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Fast Movement
1|+1|+2|+2|+2|Bonus feat, flurry of blows, stunning fist, unarmed strike|–1/–1|1d6|+1|+0 ft.
2|+2|+3|+3|+3|Bonus feat, Evasion|+0/+0|1d6|+1|+0 ft.
3|+3|+3|+3|+3|Fast movement, maneuver training, still mind|+1/+1|1d6|+1|+10 ft.
4|+4|+4|+4|+4|Ki pool (magic), slow fall 20 ft.|+2/+2|1d8|+2|+10 ft.
5|+5|+4|+4|+4|High jump, purity of body, Ki Blast|+3/+3|1d8|+2|+10 ft.
6|+6/+1|+5|+5|+5|Bonus feat, slow fall 30 ft.|+4/+4/–1|1d8|+2|+20 ft.
7|+7/+2|+5|+5|+5|Wholeness of body|+5/+5/+0|1d8|+2|+20 ft.
8|+8/+3|+6|+6|+6|Slow fall 40 ft.|+6/+6/+1/+1|1d10|+3|+20 ft.
9|+9/+4|+6|+6|+6|Improved evasion|+7/+7/+2/+2|1d10|+3|+30 ft.
10|+10/+5|+7|+7|+7|Bonus feat, ki pool (lawful), slow fall 50 ft.|+8/+8/+3/+3|1d10|+3|+30 ft.
11|+11/+6/+1|+7|+7|+7|Diamond body, Fast Flurry, Ki Grapple|+9/+9/+4/+4/–1|1d10|+3|+30 ft.
12|+12/+7/+2|+8|+8|+8|Abundant step, slow fall 60 ft.|+10/+10/+5/+5/+0|2d6|+4|+40 ft.
13|+13/+8/+3|+8|+8|+8|Diamond soul|+11/+11/+6/+6/+1|2d6|+4|+40 ft.
14|+14/+9/+4|+9|+9|+9|Bonus feat, slow fall 70 ft.|+12/+12/+7/+7/+2|2d6|+4|+40 ft.
15|+15/+10/+5 |+9|+9|+9|Quivering palm|+13/+13/+8/+8/+3/+3|2d6|+4|+50 ft.
16|+16/+11/+6/+1|+10|+10|+10|Ki pool (adamantine),slow fall 80 ft.|+14/+14/+9/+9/+4/+4/–1|2d8|+5|+50 ft.
17|+17/+12/+7/+2|+10|+10|+10|Timeless body, tongue of the sun and moon|+15/+15/+10/+10/+5/+5/+0|2d8|+5|+50 ft.
18|+18/+13/+8/+3|+11|+11|+11|Bonus feat, slow fall 90 ft.|+16/+16/+11/+11/+6/+6/+1|2d8|+5|+60 ft.
19|+19/+14/+9/+4|+11|+11|+11|Empty body|+17/+17/+12/+12/+7/+7/+2|2d8|+5|+60 ft.
20|+20/+15/+10/+5|+12|+12|+12|Perfect self, slow fall any distance, Raging Demon|+18/+18/+13/+13/+8/+8/+3|2d10|+6|+60 ft.[/table]



Table 2.2: Heavens Gate Monk Ki Strike
{table=head]Level|Ki Strike Damage
1st–4th|0
5th–9th|2d6
10th–14th|4d6
15th–19th|6d6
20th|8d6[/table]



Table 2.3: Heavens Gate Monk Ki grapple
{table=head]Ki points|Damage
2|2d8
3|4d8
4|5d8
5|7d8
6|8d8
7|10d8
8|11d8
9|15d8
10*|20d8[/table]

*Maximum number of Ki points that a Heavens Gate monk can use.

Ryoken School.

The Ryoken School was funded after the destruction of the Great Dragon Monastery. One of the Masters became a hermit and began teaching the techniques of the Monastery. His students became themselves Hermit masters.

Mechanics
Ki Blast: Ryoken Monks can use their Ki to manifest a ki blast.
Beginning at lvl 5 a Ryoken Monk can use the Ki blast. It uses 1 Ki point. The ki blast is a ranged touch attack requiring a standard action. It deals Force Damage. Se Table 3.2
Ki Flight: Ryoken Monks can use their ki to fly as the spell. Speed 90´, Perfect Maneuverability. Ki Flight costs 2 Ki points per use.
Step of the Clouds: at 20th lvl a Ryoken Monk can fly at will. His speed becomes 180´. He no longer needs to use Ki Points to use his Ki Flight.

Table 3: Ryoken Monk
{table=head]Lvl|Base Attack Bonus|Fort|Ref|Will|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Fast Movement
1|+1|+2|+2|+2|Bonus feat, flurry of blows, stunning fist, unarmed strike|–1/–1|1d6|+1|+0 ft.
2|+2|+3|+3|+3|Bonus feat, Evasion|+0/+0|1d6|+1|+0 ft.
3|+3|+3|+3|+3|Fast movement, maneuver training, still mind|+1/+1|1d6|+1|+10 ft.
4|+4|+4|+4|+4|Ki pool (magic), slow fall 20 ft.|+2/+2|1d8|+2|+10 ft.
5|+5|+4|+4|+4|High jump, purity of body, Ki Blast|+3/+3|1d8|+2|+10 ft.
6|+6/+1|+5|+5|+5|Bonus feat, slow fall 30 ft.|+4/+4/–1|1d8|+2|+20 ft.
7|+7/+2|+5|+5|+5|Wholeness of body, Ki Flight|+5/+5/+0|1d8|+2|+20 ft.
8|+8/+3|+6|+6|+6|Slow fall 40 ft.|+6/+6/+1/+1|1d10|+3|+20 ft.
9|+9/+4|+6|+6|+6|Improved evasion|+7/+7/+2/+2|1d10|+3|+30 ft.
10|+10/+5|+7|+7|+7|Bonus feat, ki pool (lawful), slow fall 50 ft.|+8/+8/+3/+3|1d10|+3|+30 ft.
11|+11/+6/+1|+7|+7|+7|Diamond body, Fast Flurry|+9/+9/+4/+4/–1|1d10|+3|+30 ft.
12|+12/+7/+2|+8|+8|+8|Abundant step, slow fall 60 ft.|+10/+10/+5/+5/+0|2d6|+4|+40 ft.
13|+13/+8/+3|+8|+8|+8|Diamond soul|+11/+11/+6/+6/+1|2d6|+4|+40 ft.
14|+14/+9/+4|+9|+9|+9|Bonus feat, slow fall 70 ft.|+12/+12/+7/+7/+2|2d6|+4|+40 ft.
15|+15/+10/+5 |+9|+9|+9|Quivering palm|+13/+13/+8/+8/+3/+3|2d6|+4|+50 ft.
16|+16/+11/+6/+1|+10|+10|+10|Ki pool (adamantine),slow fall 80 ft.|+14/+14/+9/+9/+4/+4/-1|2d8|+5|+50 ft.
17|+17/+12/+7/+2|+10|+10|+10|Timeless body, tongue of the sun and moon|+15/+15/+10/+10/+5/+5/+0|2d8|+5|+50 ft.
18|+18/+13/+8/+3|+11|+11|+11|Bonus feat, slow fall 90 ft.|+16/+16/+11/+11/+6/+6/+1|2d8|+5|+60 ft.
19|+19/+14/+9/+4|+11|+11|+11|Empty body|+17/+17/+12/+12/+7/+7/+2|2d8|+5|+60 ft.
20|+20/+15/+10/+5|+12|+12|+12|Perfect self, slow fall any distance, Step of the clouds|+18/+18/+13/+13/+8/+8/+3|2d10|+6|+60 ft.[/table]


Table 3.2: Ryoken Monk Ki Powers
{table=head]Level|Ki Strike Damage
1st–4th|0
5th–9th|2d6
10th–14th|5d6
15th–19th |7d6
20th|10d6[/table]


Table 3.3: Ryoken Monk Ki Flight duration
{table=head]Level|Ki Flight Duration
1st-8th|0
7th–9th|1 Hour
10th–14th|4 Hours
15th–19th|10 Hours
20th|At Will[/table]





Ranger although not as bad as a fighter or monk, he needed a buff, especially his animal companion.


When a ranger chooses a combat style they gain extra damage in the form of skirmish for Archery style or Sudden Strike for Two weapon Combat. This extra damage only applies to a ranger favored enemy.

Combat Style Archery
Skirmish – A ranger relies on mobility to deal extra damage. At level 3 he deals an extra 1d6 points of damage on all attacks he makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. This extra damage increases by 1d6 for every 6 levels gained above 3 to a maximum of 3d6 damage at 20th level.
The extra damage only applies against living creatures that have a discernible anatomy. This extra damage only applies with ranged weapons.
A ranger loses this ability when using medium or heavier armor or when carrying a medium or heavy load. If he gains skirmish from another class the bonus stack.

Combat Style Two Weapon Combat
Sudden Strike: A 3rd level ranger can deal 1d6 extra damage to any foe who is denied his Dexterity bonus to Armor Class (if any). Sudden strike is similar to the rogue's sneak attack ability, though it is slightly less flexible because it doesn't work against foes that the Ranger merely flanks. This extra damage increases by 1d6 for every 6 levels gained above 3 to a maximum of 3d6 damage at 20th level. This extra damage only applies against living creatures that have a discernible anatomy. This extra damage only applies with when the ranger is using Two weapons and is in melee.
A ranger loses this ability when using medium or heavier armor or when carrying a medium or heavy load. If he gains Sudden Strike from another class the bonus stack.

Beast Bond: At first level a Ranger can form a close bond with an animal companion. A Ranger may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the Ranger on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the Ranger advances in level. If a character receives an animal companion from more than one source, her effective Ranger levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their Ranger reaches 4th or 7th level, depending on the companion. If the Ranger releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.


Hunter's Bond (Ex)
At 4th level, a ranger forms a bond with his hunting companions. This takes place as a buff his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.




The Rogue I wanted to give him bonuses depending on specialization. I think the Duplicate of the Dungeoneer might be a bit too strong, but I liked the ability, tell me how I could limit it without gimping it.


Rogue

When first becoming a Rogue he must choose between 4 specializations, he can not change his specialization back once chosen.

The Specialties are: Stalker, Dungeoneer, Acrobat, People´s Rogue.
Stalker is a specialist in hunting and taking down foes from the shadows.
Dungeoneer specializes in disablind traps and dealing with their side effects. Also finding secret doors and hiding underground.
Acrobat is the specialist in mobility, they can climb walls like nobody, jump from high buildings, fall roll with the blow and keep running without any adverse effects.
People´s Rogues are the rogues whose specialty lies in lying and manipulating people, they are the foremost diplomats in many occasions.



Stalker

Poison Use (Ex): At 5th level all Stalker Rogues are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.

Man of a Thousand Faces (Su): To better follow his would be prey and blend in his surroundings a Stalker Rogue can alteir their appearance as though using a disguise self spell. This affect their bodies and possessions to a limited degree. This is not an illusory effect, but a minor physical alteration of the Stalker Rogue Facial features, skin color and texture, he can change the style and color of his equipment but not its type, a long sword could change its pommel and its gravings, but would remain a longsword, for example. A Stalker Rogue can use this ability 1 time per day per 3 class levels plus charisma modifier. This ability lasts for 2 hours per use. A true seeing spell reveals the Stalker Rogues natural form. When using this ability to create a disguise, a Stalker Rogue receives a +10 circumstance bonus on Disguise Checks. Using this ability is a full round action that causes attacks of opportunity.

Stalk (Ex): At 9th level, a Stalker Rogue can, as a standard action, denote one target within his line of sight as his prey. Whenever he is following his prey, a Stalker Rogue can take 10 on his Move silently and Hide skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his prey. A Stalker Rogue can have no more than one prey at a time. He can dismiss this effect at any time as a free action, but he cannot select a new prey for 24 hours.

Deadly Stalk (Ex): At 17th level when a Stalker Rogue is stalking his prey in addition to his normal Stalk abilities; all critical threats against his prey are automatically confirmed.
Table: Stalker Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, trapfinding
2nd|+1|+0|+3|+0|Evasion, rogue talent
3rd|+2|+1|+3|+1|Sneak attack +2d6, trap sense +1
4th|+3|+1|+4|+1|Rogue talent, uncanny Dodge
5th|+3|+1|+4|+1|Sneak attack +3d6, Poison Use
6th|+4|+2 |+5|+2|Rogue talent, trap sense +2
7th|+5|+2|+5|+2|Sneak attack +4d6, Man of a thousand faces.
8th|+6/+1 |+2|+6|+2|Improved uncanny dodge, rogue talent
9th|+6/+1|+3|+6|+3|Sneak attack +5d6, trap sense +3, Stalk
10th|+7/+2|+3|+7|+3|Advanced talents, rogue talent
11th|+8/+3|+3|+7|+3|Sneak attack +6d6
12th|+9/+4|+4|+8|+4|Rogue talent, trap sense +4
13th|+9/+4|+4|+8|+4|Sneak attack +7d6
14th|+10/+5|+4|+9|+4|Rogue talent
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6, trap sense +5
16th|+12/+7/+2|+5|+10|+5|Rogue talent
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6, Deadly Stalk.
18th|+13/+8/+3|+6|+11|+6|Rogue talent, trap sense +6
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6
20th|+15/+10/+5|+6|+12|+6|Master strike, rogue talent[/table]



Dungeoneer Rogue
Improved Trap Sense (ex): Dungeoneer Rogues get double the trap sense bonus.
False Alarm (Ex): Whenever a Dungeoneer Rogue fails to disable a trap, he can reroll his check but he must take his new roll. A dungeoneer Rogue can use this ability 1 time per day per 2 Class levels.
Decoy (Su): A dungeoneer rogue can create a duplicate of himself by doing a complex concentration ritual, by concentrating for 10 minutes he creates a duplicate of himself. The rogue must maintain concentration and do nothing else if he wants to control his duplicate, while doing so he is considered flat footed. He can send the duplicate to scout ahead or use it for combat. If the dungeoneer Rogue is not using his duplicate it falls prone to the floor helpless and stays there until the dungeoneer rogue takes control of it. The duplicate must remain in the same plane of the dungeoneer rogue. The duplicate has half the hit points of the dungeoneer rogue at the moment of its creation. The dungeoneer rogue has the same skills ranks, feats, ability scores and dungeoneer rogue class abilities, except Supernatural abilities, as the Dungeoneer rogue. The duplicate doesn´t have class abilities of any class other than dungeoneer Rogue. The duplicate has the same non magical equipment as the Dungeoneer Rogue. The dungeoneer rogue can only have one duplicate. This ability lasts 10 rounds per dungeoneer rogue class levels, at the end of which the Duplicate disappears. The duplicate disappears whenever it has 0 or fewer remaining Hit Points. The dungeoneer Rogue can dismiss his duplicate as a free action. Whatever the cause, when the duplicate disappears, via moving to a different plane, loss of hit points, dismissal or running out of time, all the starting equipment of the duplicate disappears with it, any new gear falls to the floor at the space the duplicate disappeared. A Dungeoneer Rogue can use this ability once every 5 levels.

Table: Dungeoneer Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, trapfinding, Trap Sense +1
2nd|+1|+0|+3|+0|Evasion, rogue talent
3rd|+2|+1|+3|+1|Sneak attack +2d6, trap sense +2
4th|+3|+1|+4|+1|Rogue talent, uncanny Dodge
5th|+3|+1|+4|+1|Sneak attack +3d6,
6th|+4|+2|+5|+2|Rogue talent, trap sense +4
7th|+5|+2|+5|+2|Sneak attack +4d6, False Alarm
8th|+6/+1|+2|+6|+2|Improved uncanny dodge, rogue talent
9th|+6/+1|+3|+6|+3|Sneak attack +5d6, trap sense +6
10th|+7/+2|+3|+7|+3|Advanced talents, rogue talent
11th|+8/+3|+3|+7|+3|Sneak attack +6d6, Decoy
12th|+9/+4|+4|+8|+4|Rogue talent, trap sense +8
13th|+9/+4|+4|+8|+4|Sneak attack +7d6
14th|+10/+5|+4|+9|+4|Rogue talent
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6, trap sense +10
16th|+12/+7/+2|+5|+10|+5|Rogue talent
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6
18th|+13/+8/+3|+6|+11|+6|Rogue talent, trap sense +12
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6
20th|+15/+10/+5|+6|+12|+6|Master strike, rogue talent[/table]



Acrobat
Fast Movement (Ex): An Acrobat’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, and not carrying a medium or heavy load. Apply this bonus before modifying the Acobat’s speed because of any load carried or armor worn. This bonus improves by +10 feet every 5 Acrobat´s levels. This bonus stacks with any other bonuses to the Acrobat's land speed.
Expert Jumper (Ex): From 3rd level an Acrobat can take 10 on his jump skill checks. Furthermore, his always considered to have a running start when he makes his jump skill checks.
Roll with it (Ex): At 4th level or higher, an acrobat can roll to ignore the damage of a fall. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. Every 5 levels this ability improves by ignoring the fall damage of another 20 feet.
Walk on Walls (Su): The Acrobat Rogue can climb and travel on vertical surfaces or even traverse ceilings. The acrobat Rogue must have its hands free to climb in this manner. The Acrobat gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, he need not make Climb checks to traverse a vertical or horizontal surface (even upside down). An Acrobat Rogue creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. He cannot, however, use the run action while climbing.
Daredevil (Ex): Starting at 8th level and Acrobat can take 10 on his Balance and Tumble checks even when he is being threatened or distracted.
Run on Walls (Su): The acrobat rogue can run on walls he is climbing, in addition he no longer needs to use his hands to climbing vertical surfaces as long as he begins or ends in a horizontal surface or he ends up in a vertical surface and he has a free hand to grab the wall, he still needs to use his hands when climbing upside down.
Blink (Su): An Acrobat can, as a free action, start to Blink as the spell. The Acrobat can blink for a number of rounds per day equal to his Acrobat class level plus charisma modifier. He need not use all the rounds in a consecutive manner. The Acrobat can end this effect as a free action.
Lucky (Su): At 15th level an Acrobat has lady luck on his side, his aura of luck is such that an when he fails a Balance, Jump, or Tumble skill check he can reroll his check. He must take this new result. He can use this ability once per round.
Blink Spell
School transmutation; Level bard 3, sorcerer/wizard 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Target you
Duration 1 round/level (D)
DESCRIPTION
You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.




Table: Acrobat Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, trapfinding
2nd|+1|+0|+3|+0|Evasion, rogue talent, Fast Movement +10´
3rd|+2|+1|+3|+1|Sneak attack +2d6, trap sense +1, Expert Jumper
4th|+3|+1|+4|+1|Rogue talent, uncanny Dodge, Roll with it (20´)
5th|+3|+1|+4|+1|Sneak attack +3d6, Walk on Walls
6th|+4|+2|+5|+2|Rogue talent, trap sense +2
7th|+5|+2|+5|+2|Sneak attack +4d6, Fast Movement +10´
8th|+6/+1|+2|+6|+2|Improved uncanny dodge, rogue talent, Daredevil
9th|+6/+1|+3|+6|+3|Sneak attack +5d6, trap sense +3, Roll with it (40´)
10th|+7/+2|+3|+7|+3|Advanced talents, rogue talent
11th|+8/+3|+3|+7|+3|Sneak attack +6d6, Run on Walls
12th|+9/+4|+4|+8|+4|Rogue talent, trap sense +4, Fast Movement +10´
13th|+9/+4|+4|+8|+4|Sneak attack +7d6, Blink
14th|+10/+5|+4|+9|+4|Rogue talent, Roll with it (60´)
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6, trap sense +5, Lucky
16th|+12/+7/+2|+5|+10|+5|Rogue talent
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6, Fast Movement 10'
18th|+13/+8/+3|+6|+11|+6|Rogue talent, trap sense +6
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6, Roll with it (80’)
20th|+15/+10/+5|+6|+12|+6|Master strike, rogue talent[/table]



People´s Rogue
Silver Tongue (Ex): At 2nd level a people´s rogue has such an oratory power that he receives a +2 circumstance bonus to his Bluff or Diplomacy Skill checks when speaking. His tongue turns a slightly silver color at this level.
Fool me once (Ex): At 5th level a people´s rogue can take 10 on his sense motive checks to detect a lie or the intentions of someone speaking to him.
Savy consumer (Ex): Beginning at 7th level a people´s rogue speaking for 10 minutes with his target can buy any product for 20% less than the usual price or he can sell a product for 20% more.
Suggestion (Su): Once per day a people´s rogue can make a suggestion (as the spell) to a person he has been talking for more than 1 minute. The DC for the will saving throw is 10 + half the people´s rogue class levels + charisma modifier. The people´s rogue knows if his suggestion failed. His target must roll a Sense motive against the people´s rogue Bluff check to detect there was something afoul about the people´s rogue suggestion.
Cohort (Ex): At 11th level a people´s rogue gets a loyal cohort. This cohort accompanies him whenever the people´s rogue chooses.
The character can attract a cohort of up to this level.He can only recruit a cohort who is half of more levels lower than himself (round down). The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the People´s Rogue alignment on either the law-vs-chaos or good-vs-evil axis, and the People´s Rogue.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party’s XP.
Divide the cohort’s level by the level of the PC with whom he or she is associated.
Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level four lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.
Fool me Twice(Su): At 13th level when somebody lies to a people´s rogue, he gets a small tingling sensation on his neck. A people´s rogue can detect when somebody is lying to him, he doesn’t need to roll a sense motive check or otherwise concentrate to use this ability, he is always considered to be detecting lies. He can only detect lies when somebody is speaking directly to him. A people´s rogue can not use this ability to detect a lie when eavesdropping or otherwise hearing a conversation not meant for him.
Foreign noble (Su): At 19th level whenever a people´s rogue visits a friendly town (city, metropolis, etc) he is treated as a noble. He will have a mansion at his disposal, or a good sizes house if there is no mansion available, and will be treated to a life of pleasantries including opulent meals, servants and galas in his honor. He always treats NPC reactions one step friendlier when first meeting them. When pressed the people of the town thinks he is a visiting ambassador or foreign noble but can´t remember from where.

Suggestion
School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, M (a snake's tongue and a honeycomb)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level or until completed
Saving Throw Will negates; Spell Resistance yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).


Table: People´s Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, trapfinding
2nd|+1|+0|+3|+0|Evasion, rogue talent, Silver Tongue
3rd|+2|+1|+3|+1|Sneak attack +2d6, trap sense +1
4th|+3|+1|+4|+1|Rogue talent, uncanny Dodge
5th|+3|+1|+4|+1|Sneak attack +3d6, Fool me once
6th|+4|+2|+5|+2|Rogue talent, trap sense +2
7th|+5|+2|+5|+2|Sneak attack +4d6, savy buyer
8th|+6/+1|+2|+6|+2|Improved uncanny dodge, rogue talent
9th|+6/+1 |+3|+6|+3|Sneak attack +5d6, trap sense +3, suggestion
10th|+7/+2|+3|+7|+3|Advanced talents, rogue talent
11th|+8/+3|+3|+7|+3|Sneak attack +6d6, Cohort
12th|+9/+4|+4|+8|+4|Rogue talent, trap sense +4
13th|+9/+4|+4|+8|+4|Sneak attack +7d6, Fool me Twice
14th|+10/+5|+4|+9|+4|Rogue talent
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6, trap sense +5
16th|+12/+7/+2|+5|+10|+5|Rogue talent
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6
18th|+13/+8/+3|+6|+11|+6|Rogue talent, trap sense +6
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6, Visiting Noble
20th|+15/+10/+5|+6|+12|+6|Master strike, rogue talent[/table]




Im working on the barbarian right now, I think he only needs a little bump so Im giving him a special rage thats costs more rage points that makes him into a animal / humanoid hybrid, thinking about bear, wolf, badger, orca, mountain lion and boar.

Mando Knight
2011-02-17, 06:27 PM
Maybe you need some table magic.

{table=head]Separate|The|Columns|Like|This
Rows|are|separated|by hard|returns[/table]
{table=head]Separate|The|Columns|Like|This
Rows|are|separated|by hard|returns[/table]

kiergon
2011-02-17, 11:03 PM
Sorry for the horrible layout, now it should be much better.
Thank you Mando Knight I didn't know of this foul Table MAgiks of which you were talking about. You my good sir/madam deserve 1,000 Internetz

Ok edited, now its readable, please let the bashing begin.

nonsi
2011-02-18, 04:48 AM
Why do you shoehorn class features to a specific fighting style ?
Everyone knows that sward & board sucks, but you should up it with feats or houserules, not by hardwiring class features.

Xzoltar
2011-02-18, 10:46 AM
I honestly dont see this as a problem. The Fighter should be able to Tank with a Shield, you still have enough room to be able to have any other style at the same time.

You wont be able to use some of your Features if you dont have a shield, but its the same for most classes, ToB need to have specific weapon or they can't use some maneuver readied, the wizard know lot of spells from is spellbook but can't memorize them all, the druid lose is spellcasting if he wildshape, the monk fighting with non-monk weapon lose some features too, the Barbarian while raging lose acces to some of is skills, could be lot worst if he have multiclassed...

This Fighter is able to be the Meat-Shield of the party and if he dont have to play that role, he can drop is shield take another weapon and fight with two-weapon or grab is Bastard Sword with two-hand instead or even switch to is Spiked Chain...

Even if this isnt a problem for me that the Fighter have Shield focused ability, I think its always better to have choice, could be done with only 2-3 different spec and you could add some laters if you really want. I prefer freedom, but even if not all fighter will use shield, its a little thing they may someday have to use and it will be there.

kiergon
2011-02-18, 12:39 PM
Why do you shoehorn class features to a specific fighting style ?
Everyone knows that sward & board sucks, but you should up it with feats or houserules, not by hardwiring class features.

If you check the fighter table I didnt take anything from them, just gave them extra abilities. Yeah most of them are for sword and board (not the taunts), I did so indeed because sword and board sucks. The fighter can still use all his other features, which again I didnt change in a bit, to use a chain and be a tar pit or a large two handed weapon for powerattack and so on.

I wanted to make fighters among the best tanking classes and improve the sword and board at the same time. But I think they still have the freedom to do as they please.

But if you still think that shoehorning, how would you make him a better tank and improve the sword and board build?
I made some of the abilities for sword and board as feats, that a fighter gains for free but anyone could take.

to Xzoltar:
I think you got what I was thinking about when updating the fighter for a tanking build.

kiergon
2011-02-21, 02:07 PM
bump

I interested on what you gauys think

ThirdEmperor
2011-02-21, 02:13 PM
Under the Fight Me One on One, it says you may use the ability once per four class levels. Might that be once per day per four class levels?

kiergon
2011-02-22, 12:28 PM
Under the Fight Me One on One, it says you may use the ability once per four class levels. Might that be once per day per four class levels?

Yes it was supposed to be once per day per four class levels, is it too litte? should it be per encounter and put less uses?