View Full Version : (3.5) Final Revision for My 10 Level Classes (Please Peach)

2011-06-09, 01:26 PM

Thanks very much for the help you've offered while I've designed my 10 level classes. I'm just about ready to run the game featuring these classes, and I could use some final input on the class features used. Here they are:

The Expert: Designed to be an 8 point skillmonkey with any 15 class skills.
Superior Skillcraft (Ex): The Expert has superior knowledge of his area of expertise, vastly outstripping that even the most skilled layman. An Expert has a maximum skill rating of (Level +5) instead of (Level +3) for class skills.

Bonus Feat (Ex): The Expert is not some hide-bound scholar who isolates his knowledge to esoteric tomes and far-fetched theorems. Instead, an Expert is defined by the ability to find practical applications for her vast body of knowledge. At 2nd level an every 2 levels thereafter, the Expert gains a bonus feat. This bonus feat can be any feat the DM allows and thinks is pertinent to the characters study -- even fighter bonus feats if thye character is playing a combat focused expert.

Inspire Competence (Ex): An experienced Expert knows how to effectively manage those he works with. At 3rd level, the Expert can take a full action to grant all allies within 60 feet a +2 competence bonus to any one skill the Expert has marked as a class skill, or a +1 competence bonus to attack and damage rolls. This bonus lasts for a number of rounds equal to your Intelligence modifier.
At 7th level, the expert grants his allies up to +4 on a class skill or +2 to attack and damage rolls.

Skill Mastery (Ex): The Expert becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. Additionally, taking 20 only takes half as long as it normally would.

Instill Mastery (Ex): Those under the supervision of an Expert can reliably perform tasks that would otherwise confound them. When an expert uses Inspire Competence to enhance skill rolls, he also grants his allies Skill Mastery in the chosen skill.

The Adventurer: A rogue type character focused on evasion and tricky fighting. 6 Skill points makes it an ideal support character.
Trapfinding (Ex): Adventurers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Adventurers can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An adventurer who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Dodge Bonus (Ex): The adventurer is a master of the art of avoidance -- each round he may designate a single opponent he wishes to avoid. The adventurer gains a +1 dodge bonus to defense against that opponent. This bonus stacks with the bonus provided by the dodge feat.
Dodge Bonus always applies to attacks made by traps. If a trap requires a Reflex save to avoid damage, the Adventurer may add his Dodge Bonus to his base save against that effect.
At 5th level, and every 5 levels thereafter the dodge bonus increases by 1.

Uncanny Dodge (Ex): Starting at 2nd level, an adventurer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Evasion (Ex): At 3rd level and higher, an adventurer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the adventurer is wearing light armor or no armor. A helpless adventurer does not gain the benefit of evasion.
At 9th level this ability improves: the Adventurer gains Improved Evasion, taking no damage on a successful save and only half damage on a failed save.

Evasive Fighting (Ex): As his training progresses, the adventurer learns how to capitalize upon his foes failed strikes to deliver baleful attacks of his own. At 4th level, when the target of Dodge Bonus attacks and misses the adventurer in melee combat, the adventurer adds his Dodge Bonus to all attack and damage rolls made against that opponent.

Deflect Projectiles (Ex): You gain the Deflect Arrows feat, even if you do not meet the prerequisites. If you already have the Deflect Arrows feat you may use an attack of opportunity to redirect a deflect arrow towards an opponent. Make a ranged attack roll against any opponent within 30 feet. On a success, the opponent suffers damage as if struck by the attack.

Evasive Mobility (Ex): At 7th level, the adventurer gains the ability to evade opponents attacks through short bursts of movement. Once per round, when an opponent attacks and misses the adventurer in combat, the adventurer may shift 10 feet.

Improved Uncanny Dodge (Ex): An adventurer of 8th level or higher can no longer be flanked.
This defense denies another adventurer the ability to sneak attack the character by flanking her, unless the attacker has at least four more adventurer levels than the target does

Warning, Needs Capstone!!!

Finally, I need some help with a Sneak attack Variant.

I wanted to tone down sneak attack a bit, but give it some additional options. The class that gets sneak attack sees a progression that looks like this:

Level 2: +1d4 damage
Level 4: +1d6 damage
Level 6: +2d4 damage
Level 8: +2d6 damage

The trade off for this is that the class can sacrifice sneak attack damage to inflict status ailments upon their opponents (blindness, slow, stunning, bleeding, etc)

Anyway, the capstone ability i need help on is

Level 10: Massacre
Massacre (Ex): If the assassin hit an opponent with an attack, that opponent is considered flat-footed against the next attack the assassin makes against him. If the assassin scores a critical hit, the next attack he makes against the same target is resolved as a touch attack.

Any help that can be provided would be a great help!