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View Full Version : [3.5 Base Class] The Revolutionary (PEACH)



HeadlessMermaid
2011-11-18, 02:43 AM
Basic Concept

This is, in a way, a revamped Paladin of Freedom with a Roguish spin, meant to represent a rebel with a cause, a sworn enemy of the status quo, a guerrilla fighter. It's a charisma-based martial class that gets boons not from divine sources, but from sheer passion and determination. In combat, it is primarily meant as a hit-and-run striker or sniper. Out of combat, it can do things like sabotage and urban tracking. It also offers a choice between Covert Agent (borrowing heavily from Spymaster) or Instigator (borrowing heavily from Bard/Marshal).

Instead of a Code of Conduct, it requires a Revolutionary Cause, which you can’t betray without effectively falling. This Cause can be customized for each character, with cooperation between DM and player.



The Revolutionary

http://obeygiant.com/images/2008/10/peace_zapatista.jpg

And the world did gaze with deep amaze
at those fearless men, but few,
who bore their fight that freedom’s light
might shine through the foggy dew


Hit Die
d8

Class Skills

The revolutionary’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (*) (Int), Listen (Wis), Move Silently (Dex), Perform (oratory), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at 1st Level
(6 + Int modifier) x4

Skill Points at Each Additional Level
6 + Int modifier

{table=head]Level|BAB|Fort|Reflex|Will|Special Ability
1|+1|+0|+2|+2|Smite Tyrant 1/encounter, Specialization, Adept Ability
2|+2|+0|+3|+3|Rebel's Resolve
3|+3|+1|+3|+3|Undaunted: immune to fear, Adept Ability
4|+4|+1|+4|+4|Mettle
5|+5|+1|+4|+4|Smite Tyrant 2/encounter, Adept Ability
6|+6/+1|+2|+5|+5|Undaunted: immune to fatigue
7|+7/+2|+2|+5|+5|Adept ability
8|+8/+3|+2|+6|+6|Pierce Defenses
9|+9/+4|+3|+6|+6|Undaunted: immune to pain and stunning, Adept Ability
10|+10/+5|+3|+7|+7|Smite Tyrant 3/encounter
11|+11/+6/+1|+3|+7|+7|Master ability
12|+12/+7/+2|+4|+8|+8|Undaunted: immune to compulsions
13|+13/+8/+3|+4|+8|+8|Master ability
14|+14/+9/+4|+4|+9|+9|Shadow Stride
15|+15/+10/+5|+5|+9|+9|Smite Tyrant 4/encounter, Master Ability
16|+16/+11/+6/+1|+5|+10|+10|Improved Mettle
17|+17/+12/+7/+2|+5|+10|+10|Master ability
18|+18/+13/+8/+3|+6|+11|+11|Fell Tyrant
19|+19/+14/+9/+4|+6|+11|+11|Master ability
20|+20/+15/+10/+5|+6|+12|+12|Smite Tyrant 5/encounter, You Cannot Kill An Idea
[/table]

Class Features

Weapon and Armor Proficiency
The revolutionary is proficient with all simple and martial weapons and with three exotic weapons of his choice. He is proficient with light and medium armors, but not with shields.

Smite Tyrant (Su)
Once per encounter, a revolutionary may attempt to smite tyrant with one attack, melee or ranged. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per revolutionary level.

At 5th level, and at every five levels thereafter, the revolutionary may smite tyrant one additional time per encounter, as indicated on the table above, to a maximum of five times per encounter at 20th level.

Specialization
The revolutionary must decide whether she will serve her Cause from the shadows and in secret, or in broad daylight for all to see. At 1st level, she chooses to specialize as a Covert Agent or as an Instigator.

A Covert Agent revolutionary operates in secrecy. She may pose as an innocent civilian or stay hidden in a remote location or even act as a double agent and pretend to work for the enemy. But it isn't out of cowardice that she doesn't advertise her ideals in public. It is for the Cause. A Covert Agent revolutionary gains the following abilities:
{table=head]Level|Ability
1|Cover Identity, Undetectable Alignment
7|Scrying Defense, 2nd Cover Identity
11|Deep Cover, Dispel Scrying, 3rd Cover Identity
17|Mind Blank, 4th Cover Identity
20|Programmed Amnesia
[/table]

Cover Identity (Ex)
At 1st level, a Covert Agent revolutionary develops one specific cover identity (such as "Murek, the tailor from Sumberton"). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. She can add an additional cover identity to her repertoire at 7th level, a third at 11th level and another at 17th level. Should a Covert Agent revolutionary wish to "retire" a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide her with additional skills, proficiencies, or class features that others might expect of the professions pretended. In addition, a Covert Agent revolutionary is adept at quickly switching from one identity to another. She can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.

Undetectable Alignment (Ex)
Optional rule. If alignment is used, a Covert Agent revolutionary gains this ability at 1st level. It functions as the spell and it is always active.

Scrying Defense (Su)
At 7th level, a Covert Agent revolutionary gains a +4 bonus to Will saves against divination (scrying) spells, and is aware of scrying sensors as if constantly under the effect of a detect scrying spell. If an opposed caster level check is needed, she uses her class level instead.

Deep Cover (Ex)
At 11th level, a Covert Agent revolutionary becomes able to quiet her mind and completely immerse herself in her cover identity. While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing relating to her revolutionary persona.

Dispel Scying (Sp)
At 11th level, a Covert Agent revolutionary can dispel a scrying sensor as if casting a targeted greater dispel magic. Her caster level is equal to her class level. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1).

Mind Blank (Ex)
At 17th level, a Covert Agent revolutionary becomes immune to mind-affecting spells and effects, with the exception of morale effects. In addition, at will and as a swift action, she can become completely undetectable to divination spells or effects. In the case of scrying that scans the area she is in, such as arcane eye, the spell works but she simply isn’t detected. Scrying attempts that are targeted specifically at her do not work at all. She can dismiss this effect at any time as a free action.

Programmed Amnesia (Sp)
At 20th level, a Covert Agent revolutionary can single-handedly save the revolution or even ensure its success, if only she manages to be in the right place at the right time. Once per day, she can use Programmed Amnesia as a spell-like ability. The DC is the Covert Agent revolutionary's class level + her charisma modifier, and her caster level equals her class level. She can only use this ability to serve her Cause.

An Instigator revolutionary operates out in the open as much as possible. Her job is to recruit others to the Cause, to promote her ideals and to spread the word. She spurs people to action, she instills them with courage, and she teaches them how to confront the enemy with guerrilla tactics. An Instigator revolutionary gains the following abilities:
{table=head]Level|Ability
1|Commando's Aura, Recruiter, Rousing Speech (Inspire Courage)
7|Rousing Speech (Irregular Warfare)
11|Rousing Speech (Ambush Tactics)
17|Rousing Speech (Share Resolve)
20|Riot Starter
[/table]

Commando's Aura (Ex)
Rebels lack the advantage of a regular army, and by necessity rely on mobility and the element of surprise. At first level, an Instigator revolutionary constantly projects an aura which affects all allies (including herself) within 60 ft, as long as she is conscious. Allies within range add the revolutionary's Charisma modifier to initiative, and their base land speed is increased by 10 ft.

Recruiter (Ex)
It takes a handful of passionate fighters to start a revolution, but they must win large crowds over to their side if they are ever to succeed. The Instigator revolutionary may use Perform (oratory) instead of Diplomacy to influence the attitudes of NPCs. However, she cannot influence their attitude towards herself directly, but only towards her Cause.

Rousing Speech (Ex)
Once per day per class level, an Instigator revolutionary can use his talent in oratory to produce morale effects on his comrades, including himself. Each ability requires both a minimum revolutionary level and a minimum number of ranks in the Perform (oratory) skill to qualify; if a revolutionary does not have the required number of ranks in Perform (oratory), she does not gain the Rousing Speech ability until she acquires the needed ranks.

Starting a Rousing Speech effect is a standard action, and it can be maintained as a free action every round thereafter. While using Rousing Speech, the Instigator revolutionary cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. To be affected, an ally must be able to hear the revolutionary speak. The effects last for as long as the allies hear the revolutionary speak and for 5 rounds thereafter.

Inspire Courage (Ex)
At 1st level, an Instigator revolutionary with 3 or more ranks in Perform (oratory) can use a rousing speech to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six revolutionary levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th).

Irregular Warfare (Ex)
At 7th level, an Instigator revolutionary with 10 or more ranks in Perform (oratory) can use a rousing speech to aid her allies in performing tricky attacks. Allies add her Charisma modifier as a morale bonus to disarm, bull rush, feint, grapple, trip and sunder attempts.

Ambush Tactics (Ex)
At 11th level, an Instigator revolutionary with 14 or more ranks in Perform (oratory) can use a rousing speech to aid her allies in executing ambushes. Allies gain a +4 morale bonus to their attack rolls and a +2d6 bonus to damage when flanking or sniping. In addition, allies gain the benefits of the Island of Blades martial stance. (If two allies are adjacent to the same creature, they both gain the benefit for flanking that opponent.)

Share Resolve (Su)
At 17th level, an Instigator revolutionary with 20 or more ranks in Perform (oratory) can use a rousing speech to bolster her allies' defenses. She chooses any one benefit that she has from her Undaunted ability (immunity to fear or fatigue or pain and stunning or compulsions) or her Rebel's Resolve ability (add the revolutionary's charisma modifier to all saving throws). Allies who hear her now share this benefit.

Riot Starter (Su)
At 20th level, an Instigator revolutionary can start a revolution single-handedly. Once per day, if she spends three consecutive rounds addressing a crowd with Perform (oratory) as a full-round action, she can improve their attitude to the Cause by two degrees (from hostile to indifferent, from unfriendly to friendly, from indifferent to helpful and from friendly or helpful to fanatic). Those who listen to her entire speech must make a Will saving throw, with a DC equal to the Instigator revolutionary's class level + her charisma modifier, or be immediately affected. The new attitude cannot be further improved by any means, and lasts for one hour before reverting to the original status or worse (depending on the outcome). This is an enchantment (compulsion), mind-affecting, language dependent ability.

Adept Ability
At 1st, 3rd, 5th, 7th and 9th level a revolutionary may choose a special ability from the list below. Each ability may only be chosen once with the exception of the bonus feat ability which may be chosen any number of times.


Bonus Feat (Ex)
The revolutionary may choose any feat for which she meets the prerequisites.

Camouflage (Ex)
The revolutionary can use her Hide skill without needing cover or concealment.

Cat's Eyes (Ex)
The revolutionary can strike in the dark. She ignores the miss chance from less than total concealment due to shadowy illumination, including magical effects. In addition, she gains low-light vision. If she already has low-light vision, the range is doubled.

Deadeye (Ex)
The revolutionary adds her Dexterity modifier to her damage rolls when making a ranged attack with a weapon.

Grenadier (Ex)
The revolutionary is an expert with splash weapons and all manner of incendiary mixtures. She gains a +2 bonus on attack rolls with splash weapons and adds her charisma bonus to the weapon's damage (including splash damage). In addition, the range of all splash weapons is increased by 10 ft.

Guerrilla Strike (Ex)
The revolutionary can take a move action and another standard action at any point during the move. She cannot take a second move action during a round when she uses this ability. If she uses the standard action to make an attack or use a martial maneuver, she does not provoke an attack of opportunity from the defender she attacks, though she might provoke attacks of opportunity from other creatures, if appropriate. This ability counts as Spring Attack for the purpose of prerequisites.

Light Step (Ex)
The revolutionary may move through difficult terrain at her normal speed. She cannot use this ability if she is wearing heavy armor.

Saboteur (Ex)
The revolutionary may use her Charisma instead of her Intelligence modifier for Disable Device checks and Craft (alchemy) checks. She can use the Craft (alchemy) skill even without levels in a spellcasting class.

Set Hearts on Fire (Ex) (Instigator only.)
When the revolutionary uses inspire courage, irregular warfare or ambush tactics, any morale bonus granted increases by 1. In addition, the saving throw DC of her Riot Starter ability increases by 1.

Urban Tracker (Ex)
The revolutionary gains the Urban Tracking feat. She may add half her class level (rounded down) to all Gather Information checks made for this purpose.

We Fight in Silence (Su) (Instigator only.)
The revolutionary can inspire her comrades even when they do not consciously hear her. She can use her Rousing Speech ability so subtly that opponents do not notice it, yet allies still gain all the usual benefits.

Rebel's Resolve (Su)
The revolutionary leads an exceptionally dangerous life, but her passion and devotion to the Cause protects her from harm. At 2nd level, she gains a bonus equal to her Charisma modifier (minimum 1) on all saving throws. This bonus does not stack with Divine Grace or similar abilities.

Undaunted (Ex)
The revolutionary shall not be intimidated. She balks at nothing, and fighting against all odds is what she was born for. No threat, no hardship, no torture and no dirty trick will ever sway her from her course.

At 3rd level, she becomes immune to fear.
At 6th level, she becomes immune to fatigue.
At 9th level, she becomes immune to pain and stunning.
At 12th level, she becomes immune to compulsions.

Mettle (Ex)
Drawing on her dedication to her Cause, the revolutionary can shrug off effects that would hinder even the toughest warrior. Beginning at 4th level, if she succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead negates the effect. She does not gain the benefit of mettle when she is unconscious or sleeping.

Pierce Defenses (Ex)
Training constantly at fighting a particular enemy, the revolutionary becomes particularly adept at bypassing its defenses. At 8th level, her weapon attacks ignore one type of bonus to AC. The revolutionary chooses whether she will, from now on, ignore deflection bonus, or armor bonus, or shield bonus, or natural armor bonus to AC. Her choice must be relevant to her Cause, corresponding to the typical defenses of her sworn enemies. Once this choice is made, it cannot be changed.

Master Ability
At 11th, 13th, 15th, 17th and 19th level, the revolutionary may choose a special ability from the list below. Each ability may only be chosen once. If she chooses, she may take a special ability from the Adept list instead of a Master ability.


A Thousand Faces (Su)
The revolutionary gains the ability to change her appearance at will, as if using the disguise self spell. This affects her body but not her possessions. It is not an illusory effect, but a minor physical alteration of her appearance, within the limits described for the spell.

Advanced Guerrilla Strike (Ex)
When using her Guerrilla Strike ability, the revolutionary may make a full attack as a standard action. Requires Guerrilla Strike.

Battle Awareness (Ex)
The revolutionary gains blindsense with a range of 30 ft, and Blindsight with a range of 10 ft. Requires Cat's Eyes.

Body Upon the Gears (Su)
A revolutionary that builds an incendiary or similar device pours her own passion into it, and it burns brighter than any prefessional alchemist could hope for. The potency of her devices scales with her Craft (alchemy) check, as follows. Requires Saboteur.

{table=head]Device|Beneft|Skill check
Acid|+1d6 damage|per 5 points higher than 15
Ditherbomb (weak)|+1d6 damage|per 5 points higher than 15
Alchemists's fire|+1d6 damage|per 5 points higher than 20
Ditherbomb (strong)|+1d6 damage|per 5 points higher than 20
Smokestick|+10 ft range|per 5 points higher than 20
Ditherbomb (wyrm)|+1d6 damage|per 5 points higher than 25
Tanglefoot Bag|+2 Ref save DC|per 5 points higher than 25
Thunderstone|+2 Will save DC|per 5 points higher than 25[/table]

Hide in Plain Sight (Ex)
The revolutionary gains the ability to use the Hide skill even while being observed. Requires Camouflage.

Silent Running (Ex)
The revolutionary takes no penalty on Hide and Move Silently checks for moving her normal speed, and may run while Hiding and Moving Silently at no penalty.

Speak to Hearts and Minds (Su) (Instigator only.)
The revolutionary's passion can stir anyone with a personality. Her Rousing Speech ability bypasses any immunity to morale effects or mind-affecting effects, though it still can't affect mindless creatures.

Swift Urban Tracker (Ex)
When using the Urban Tracking feat, the revolutionary takes no penalty on her Gather Information checks for reducing the time between checks in half (to 30 minutes per check rather than 1 hour). She may take a -5 penalty to reduce it even further to 15 minutes. Requires Urban Tracker.

Shadow Stride (Su)
At 14th level, the revolutionary gains the ability to transfer herself from her current location to any other spot within 60 ft. as a move action, at will. She must have line of sight and line of effect to her destination. If she attempts to move into an occupied space, the ability has no effect.

Improved Mettle (Ex)
The longer the Cause is delayed, the more determined and stubborn the revolutionary becomes. At 16th level, her mettle ability improves. Even if she fails a Will or Fortitude saving throw that allows for a lesser effect, she takes the lesser effect.

Fell Tyrant (Su)
At 18th level, a revolutionary may attempt to fell tyrant with a smite tyrant attack, once per day. If the attack is successful and deals damage, the target must also make a Fortitude saving throw (DC 10 + half class level + charisma modifier) or be slain instantly. This is a supernatural death effect. In addition, if the attack (but not necessarily the death effect) is successful, all opponents within 30 ft. are frightened for 1d6 rounds. This is a supernatural, mind-affecting fear effect.

You Cannot Kill An Idea (Ex)
At 20th level, the revolutionary not only serves her Cause, but becomes the embodiment of it, and death itself cannot stop her from advancing it. Should the revolutionary die, she may choose to not proceed to the Afterlife, declining the possibility of resurrection. Instead, she may remain active as a spirit, gaining the Ghost template and one special ghost power (choosing from Telekinesis, Frightful Moan, Draining Touch or Horrific Appearance), while her weapons and armor gain the Ghost Touch property.

The sole purpose of the revolutionary's ghost is the Cause, and so long as this ultimate goal has not been achieved, nothing can wrestle her from this world. Every time she is "destroyed", she simply rejuvenates in 2d4 days. If the Cause becomes impossible (for example, if it was to liberate a race which became extinct in the meantime), the revolutionary remains forever trapped and purposeless, with no way to proceed to a normal Afterlife. And if the Cause becomes reality, then the revolutionary has again a choice. To fade to the Afterlife for a well-deserved rest, or to remain as a guardian spirit (since with most revolutions, the real trouble begins after they succeed). But in this case, she loses her power to rejuvenate and is permanently destroyed if her hit points ever drop to zero.

Revolutionary Cause
The revolutionary does not have a code of conduct, since flexibility in tactics is often necerssary for those who stand up to authority. But she believes with every fibre of her being in a revolutionary Cause, and this fervor accounts for her powers. If she ever willingly betrays her Cause, it can only mean that she has lost faith in it, and she immediately loses most of her special abilities.

Willingly betraying a fellow-revolutionary (meaning a comrade, but not necessarily another member of the class itself) also shatters the revolutionary's fervent belief. However, it is not impossible to do such a horrible thing for the benefit of the Cause itself - like sacrificing a pawn to win the game. In this rare case, the revolutionary does not lose any abilities, but is so shaken that she takes a -2 penalty to all skill checks, ability checks, saving throws and attack rolls for one week.


Ex-Revolutionaries

A revolutionary who has willingly betrayed her Cause or a fellow-revolutionary loses all her supernatural and spell-like abilities, all her Specialization abilities as Covert Agent or Instigator, all abilities that depend on charisma, as well as her Mettle, Improved Mettle, Undaunted and You Cannot Kill An Idea abilities. She may not progress any farther in levels as a revolutionary. She regains her abilities and advancement potential if she proves to herself that she has bitterly regretted her betrayal and has regained faith in her ideals. This should involve a quest, such as a dangerous mission for the benefit of her Cause.

HeadlessMermaid
2011-11-18, 02:44 AM
DESIGNER NOTES

Balance
I made this with Chamber's Heroic Classes in mind (in fact, I pretty much copied his method, so credits are in order). It's therefore stronger than most official classes which lack spellcasting. Then again, it does lack spellcasting. And maneuvers.

It can do a lot of things, possibly contradictory at first glance (like HiPS and Inspire Courage), but I felt that the class's flavor required this. However, I refrained from giving it every immunity under the sun (as is often the case for homebrew paladins). And maneuvers. I really like maneuvers, but it seemed like a huge overkill.

Compatibility
First, this is a Paladin(ish) class for games which don't use alignment. Nothing prevents you from using alignment if you wish. But if you don't, you won't have to jump through hoops to make the class work.

More importantly, it's tailored to games with a political spin of some sort. It can be used wherever there's a ruling caste (or organization, royal house, social class etc), and someone opposes it as a matter of principle - and not just convenience.

So the class can fit a lot of settings, but unlike other classes it NEEDS a setting, and a relatively well-defined one. It won't mesh very well with an endless series of random encounters, neither with plots like "protect the caravan from the raiding orcs" or "zombies attack the village".

Why and how
A Revolutionary is essentially a Paladin: an idealist who's both selfless and self-righteous, and who has convinced himself that there's something above him, above all of us, and this something is worth dying for and worth killing for. In short, a potential benefactor of humanity for generations to come and a recipe for disaster, all in one neat package.

Now, there are countless reasons why I don't like Paladins (of Freedom or otherwise). The main one is that they encapsulate perfectly how the mechanics of alignment can oversimplify things: "I detect evil, and hit it if it glows". (I call it "give me convenience or give me death".) I wanted the Revolutionary to have the option to smite the hated oppressors and their minions, but not anyone he fancies, and with no convenient cosmic arrangement that makes it a noble deed by default.

I wanted a lot of charisma synergy in both offense and defense, because the Revolutionary’s shtick is that he runs on passion and dedication. And I wanted a little bit of Rogue/Ninja, because a guerrilla rebel is someone who appears out of nowhere, strikes and swiftly disappears again. And I couldn’t leave inspiring abilities out, because if a Revolutionary can’t talk you into taking up arms, then who can? In short, it became fairly complicated, and for a while it looked like no one should cram all that potential in a single class.

In the end, I opted for extreme customization. The class offers two distinct paths (Covert Agent and Instigator), with entirely different features. You can work undercover or you can inspire the masses, but not both. The Adept/Master abilities that can be chosen are diverse, but there’s only so many you can take. Hopefully, the end result is flavorful without being unbalanced. Hopefully.

That bloody Turn Undead...
The original idea was to give the Revolutionary a Turn Undead equivalent, that he can use with (possibly reflavored) divine feats and the like. This is, after all, one of the Paladin’s strongest points. But I failed spectacularly at coming up with anything that makes sense. As far as I know, only Turn/Rebuke Undead and Turn Energy (dragonborn Cleric substitution level) can be officially used for that purpose, and neither has anything to do with a Revolutionary. I thought about Turn Tyrant and turned it down immediately: tyrants don’t run away from 4th level insurgents.

Right now, I’m considering a pool of charisma points (for lack of a better term) that could fuel Adept/Master abilities similar to divine feats, but tailored to the class. I haven’t done it already because there would be too many of them, the player might be overwhelmed with options, and the task, well, daunts me a bit. Also, this pool needs to be somehow useful on its own, too, and I can’t think of anything appropriate. And lastly, I’m not sure if it would be an overkill after everything else the revolutionary gets. If anyone has a bright idea about sorting out this mess, please, speak up.



Q & A
Q: What Revolutionary Causes are appropriate?

A: Typical examples are bringing down the King, or the entire Royal House, or abolishing monarchy altogether. Overthrowing a magocracy / theocracy / plutocracy, or destroying a specific Guild or Temple that has too much power and interferes too much in people’s lives. Liberating an enslaved race or people, or completely abolishing slavery. Resisting a foreign occupying army, or resisting the iron rule of a bunch of Elder Vampires. Starting a social revolution in a city-state, or in the whole wide world.

A non-typical but entirely acceptable example is overthrowing a government that banned segregation, while reminiscing on the good ol’ days when lesser races knew their damn place. The class may scream Chaotic Good at first glance, but there’s nothing inherently Chaotic (except opposing current authority, which tells us nothing about what would replace it afterwards) and nothing inherently Good about it.


Q: What is a Tyrant?

A: To the revolutionary's eyes, what is a tyrant depends on her revolutionary cause. Here are a few examples of (fairly uncomplicated) causes:

{table=head]Cause|Tyrant
Revolting against the State|Administrators, tax-collectors, judges, city guards
Revolting against the Church|Priests, religious orders, paladins
Revolting against the Crown|Nobility, royalty and their guards/soldiers
Revolting against the rich|self-explanatory
Liberating a nation|Occupying army, collaborators
Liberating an enslaved race|Oppressing races
[/table]

The important thing with this ability is that "Tyrant" is not an objective feature, but what the revolutionary subjectively perceives. So, to avoid the silliness of endless "Look, everyone! I’m being repressed! I shall smite him!" claims, DM and player should agree in advance on what counts as a Tyrant. Ideally, the DM (who knows more or less what encounters are in store for the party) should veto an interpretation so broad that everyone is a Tyrant, but shouldn't penalize the player with something so narrow that it will never come up, either.


PEACH
So, with a Turn Undead equivalent still pending (though not guaranteed to happen).... What do think of this class? Flavorful? Too flavorful, as in, too much fluff in the crunch, possibly hindering gameplay? Too niche? Too complicated? Unnecessary? Balanced? Too strong? Too weak? Would you like to play one, or with one? Would you build NPCs with it? If one of your players wanted to use it, would it cause you, the DM, a headache? Things like that.

I’ll appreciate tremendously any feedback. Thanks.

Realms of Chaos
2011-11-18, 02:09 PM
This class... is actually pretty stiffling.

Every single campaign that this class is played in pretty much has to be built so that there is a single enemy that the revolutionary would fight often enough to make the class worthwhile, that enemy has to persist pretty much throughout the campaign as this class (as written) pretty much has to retire the moment that he succeeds or else lose many class features, and the DM isn't allowed to turn this villain into a good guy in a surprise twist (not as rare as you might think) as doing so would pretty much make the revolutionary "fall", to use paladin terminology.

Even worse, as the revolutionary's cause has to be a big part of the backdrop, there is a significant risk of making him steal the spotlight (he's leading the cause the the rest of the party is fighting for as well, after all).

Things might be better off it the revolutionary was fighting for an ideal instead of for a specific cause but even then, it seems pretty limited in the campaigns where it could actually be used.

Mr.Bookworm
2011-11-19, 12:26 AM
This class... is actually pretty stiffling.

This, basically. I tried going through and doing a point-by-point review, but I basically realized that either A) This is a great NPC class and you should just leave it as is, or B) It needs some serious reworking on several levels to be usable in more than a very, very, very limited number of games.

EDIT: For example, I would not tie it to a specific "revolutionary" cause.

Allow a Revolutionary to do that, if they want, but also allow them to focus on more wider and broader crusades. Like the Paladin, who doesn't swear to defeat all evil in only this one particular country, but all evil in the universe.

Hyudra
2011-11-19, 10:27 PM
Not going to get into the same points that the two posters above me did, but on a related note: it ultimately suffers from the same issue as the Ranger. You pick your favored enemy (say, the Church), and depending on the info the DM gives pre-game, this may be something you can predict and act on with regularity (in which case you're a capable class) or it never comes up and you're effectively very weak. It also makes the class very hard to judge because the balance of the class is wholly dependent on the frequency of encounters that meet its niche.

Hmm. My other complaint is that it's very passive. Very few abilities really break away from that standard assortment of standard attack/full attack/trip/disarm/etc. abilities. Smite tyrant, shadow step, fell tyrant... that's about it. Since your smites are fairly limited in use and in scope (you can't, say, fell tyrant a red dragon, barring story reasons), your day to day in combat is just... boring. You know what I mean?

So what you wind up with is a metric ton (25 or more?) of passive abilities, immunities and little bonuses and very little to diversify the actual gameplay. This is very unfortunate.

I'm also mildly concerned with the shadow stride ability, as it makes for a sudden and jarring shift in the character's capabilities. It doesn't really fit with everything else the class gets, as it's a distinctively supernatural flavor (teleporting or instantly moving 60' at a time every six or so seconds).