Hefty Lefty
2012-02-22, 02:17 AM
Hey everyone. This is a revision of a class I brewed a few months ago. This is my first homebrew creation, so any critiques would be great. Thanks!
Post-creation notes: I feel this class may be a bit over-powered, especially with the AC Bonus. However, I also feel the class lacks a proper capstone at level 20. Thoughts?
The Red Dog
Description
Red Dogs are quick and agile warriors of speed. They can manipulate a battlefield by putting their opponent in indefensible positions by rushing past them in a whirlwind of attacks. Red Dogs do not have a strong tie to race, but most are humans, influenced by their athletic builds to take to guerilla combat. Some elves and half-elves, with their lithe frames, become Red Dogs focused on archery, perplexing their foes by pouring arrows from every direction. Most half-orcs prefer brute strength over elusive speed, but those who commit to the combat style find themselves some of the most feared Red Dogs. Gnomes and Halflings, with their reduced speed and strength, struggle to make use of the style's abilities.
Red Dogs tend to work alone. Their combat style is unique, and Red Dogs often find their teammates cannot keep up. If the Red Dog decides to work with a team, he finds himself in the role of a scout. Sometimes multiple Red Dogs work together. Those packs tend to surround their foes like wolves, then race around them in a cyclone.
Alignment
Any.
Hit Die
d8
Class Skills
The Red Dog's class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profression (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at First Level
(4+Intelligence Modifier) x 4
Skill Points at Each Additional Level
4+Intelligence Modifier
The Red Dog
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special
1st|
+1|
+0|
+2|
+0|1|Blitz +1d6, AC Bonus, Dodge
2nd|
+2|
+0|
+3|
+0|1|Speed Bonus +10 feet, Lightning Reflexes
3rd|
+3|
+1|
+3|
+1|2|+3d6 Blitz, Mobility
4th|
+4|
+1|
+4|
+1|2|Combat Style, Speed Bonus +20 feet, Combat Reflexes
5th|
+5|
+1|
+4|
+1|3|+3d6 Blitz, Uncanny Dodge, Haste 1/day
6th|
+6/+1|
+2|
+5|
+2|3|Improved Overrun, Initiative Boost +2, Speed Bonus +30 feet
7th|
+7/+2|
+2|
+5|
+2|4|+4d6 Blitz
8th|
+8/+3|
+2|
+6|
+2|4|Flipping Attack, Speed Bonus +40 feet
9th|
+9/+4|
+3|
+6|
+3|5|+5d6 Blitz, Improved Uncanny Dodge
10th|
+10/+5|
+3|
+7|
+3|5|Blur 1/day, Haste 2/day, Speed Bonus +50 feet
11th|
+11/+6/+1|
+3|
+7|
+3|6|+6d6 Blitz
12th|
+12/+7/+2|
+4|
+8|
+4|6|Blink 1/day, Initiative Boost +4, Speed Bonus +60 feet
13th|
+13/+8/+3|
+4|
+8|
+4|7|+7d6 Blitz
14th|
+14/+9/+4|
+4|
+9|
+4|7|Blur 2/day, Speed Bonus +70 feet
15th|
+15/+10/+5|
+5|
+9|
+5|8|+8d6 Blitz, Haste 3/day
16th|
+16/+11/+6/+1|
+5|
+10|
+5|8|Blink 2/day, Speed Bonus +80 feet
17th|
+17/+12/+7/+2|
+5|
+10|
+5|9|Time Stop 1/day, +9d6 Blitz
18th|
+18/+13/+8/+3|
+6|
+11|
+6|9|Initiative Boost +6, Speed Bonus +90 feet
19th|
+19/+14/+9/+4|
+6|
+11|
+6|10|+10d6 Blitz
20th|
+20/+15/+10/+5|
+6|
+12|
+6|10|Time Stop 2/day, Haste 4/day, Speed Bonus +100 feet[/table]
Class Features
Weapon and Armor Proficiency
A Red Dog is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Blitz (Ex)
The blinding speed of the Red Dog allows him to add damage to each attack he makes where he moves at least 10 feet before the attack. The bonus starts at +1d6 damage, and every other level after, the bonus increases by 1d6.
The extra damage only applies against living creatures that have discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Red Dog must be able to see the target well enough to pick a vital spot and must be able to reach such a spot. Red Dogs can apply this extra damage to ranged attacks made while rushing, but only if the target is within 30 feet.
A Red Dog loses this ability when wearing medium or heavy armor or when carrying a medium or heavier load.
AC Bonus (Ex)
The Red Dog is as battle-savvy as he is quick. His speed and battle experience allows him to position himself so that he is protected during battle. At level 1, the Red Dog may add his Intelligence bonus (if any) to the value granted to him in the AC Bonus column. The Red Dog only retains this ability when wearing light or no armor.
Dodge (Ex)
The Red Dog gains the Dodge feat at first level, even if he does not meet the prerequisites.
Speed Bonus (Ex)
The Red Dog's entire focus is on his speed. At 2nd level, he gains 10 feet to his base land speed. His speed improvements advance every other level (at 4, 6, 8, etc.) by 10 additional feet per round. The Red Dog only retains this ability when wearing light or no armor.
Lightning Reflexes (Ex)
At 2nd level, the Red Dog gains the feat Lightning Reflexes.
Mobility (Ex)
The Red Dog gains the Mobility feat at third level, even if he does not meet the prerequisites.
Combat Style (Ex)
At fourth level, the Red Dog must choose between up-close combat and archery. If the former is chosen, the Red Dog recieves the feat Spring Attack. If archery is chosen, he recieves Shot on the Run. He earns these feats even if he does not meet the prerequisites.
Combat Reflexes (Ex)
The Red Dog gains the Combat Reflexes feat at fourth level, even if he does not meet the prerequisites.
Uncanny Dodge (Ex)
Starting at fifth level, a Red Dog can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a Red Dog already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Haste (Sp)
At fifth level, the Red Dog gains the spell-like ability Haste. He casts this at will as a free action, and it lasts for the duration of the round. At the 10th, 15th, and 20th levels, he gains an additional use of this ability per day.
Improved Overrun (Ex)
The Red Dog gains the Improved Overrun feat at sixth level, even if he does not meet the prerequisites.
Initiative Boost (Ex)
At level 6, the Red Dog gains a +2 bonus to all initiative checks. This bonus stacks with the feat Improved Initiative and similar effects. At level 12, this bonus increases to +4, and at level 18, it maxes at +6.
Flipping Attack (Ex)
At 8th level, the Red Dog gains the feat Flipping Attack (Created by Rich! (http://www.giantitp.com/forums/showthread.php?t=172910)), even if he does not meet the prerequisites.
Improved Uncanny Dodge (Ex)
A Red Dog of 8th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Red Dog levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Blur (Sp)
At 10th level, the Red Dog develops the ability to cast Blur on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Blink (Sp)
At 12th level, the Red Dog develops the ability to cast Blink on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Time Stop (Sp)
The Red Dog, at 17th level, gains the ability to cast Time Stop once per day. At 20th level, he is able to cast the spell twice per day.
Post-creation notes: I feel this class may be a bit over-powered, especially with the AC Bonus. However, I also feel the class lacks a proper capstone at level 20. Thoughts?
The Red Dog
Description
Red Dogs are quick and agile warriors of speed. They can manipulate a battlefield by putting their opponent in indefensible positions by rushing past them in a whirlwind of attacks. Red Dogs do not have a strong tie to race, but most are humans, influenced by their athletic builds to take to guerilla combat. Some elves and half-elves, with their lithe frames, become Red Dogs focused on archery, perplexing their foes by pouring arrows from every direction. Most half-orcs prefer brute strength over elusive speed, but those who commit to the combat style find themselves some of the most feared Red Dogs. Gnomes and Halflings, with their reduced speed and strength, struggle to make use of the style's abilities.
Red Dogs tend to work alone. Their combat style is unique, and Red Dogs often find their teammates cannot keep up. If the Red Dog decides to work with a team, he finds himself in the role of a scout. Sometimes multiple Red Dogs work together. Those packs tend to surround their foes like wolves, then race around them in a cyclone.
Alignment
Any.
Hit Die
d8
Class Skills
The Red Dog's class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profression (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at First Level
(4+Intelligence Modifier) x 4
Skill Points at Each Additional Level
4+Intelligence Modifier
The Red Dog
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special
1st|
+1|
+0|
+2|
+0|1|Blitz +1d6, AC Bonus, Dodge
2nd|
+2|
+0|
+3|
+0|1|Speed Bonus +10 feet, Lightning Reflexes
3rd|
+3|
+1|
+3|
+1|2|+3d6 Blitz, Mobility
4th|
+4|
+1|
+4|
+1|2|Combat Style, Speed Bonus +20 feet, Combat Reflexes
5th|
+5|
+1|
+4|
+1|3|+3d6 Blitz, Uncanny Dodge, Haste 1/day
6th|
+6/+1|
+2|
+5|
+2|3|Improved Overrun, Initiative Boost +2, Speed Bonus +30 feet
7th|
+7/+2|
+2|
+5|
+2|4|+4d6 Blitz
8th|
+8/+3|
+2|
+6|
+2|4|Flipping Attack, Speed Bonus +40 feet
9th|
+9/+4|
+3|
+6|
+3|5|+5d6 Blitz, Improved Uncanny Dodge
10th|
+10/+5|
+3|
+7|
+3|5|Blur 1/day, Haste 2/day, Speed Bonus +50 feet
11th|
+11/+6/+1|
+3|
+7|
+3|6|+6d6 Blitz
12th|
+12/+7/+2|
+4|
+8|
+4|6|Blink 1/day, Initiative Boost +4, Speed Bonus +60 feet
13th|
+13/+8/+3|
+4|
+8|
+4|7|+7d6 Blitz
14th|
+14/+9/+4|
+4|
+9|
+4|7|Blur 2/day, Speed Bonus +70 feet
15th|
+15/+10/+5|
+5|
+9|
+5|8|+8d6 Blitz, Haste 3/day
16th|
+16/+11/+6/+1|
+5|
+10|
+5|8|Blink 2/day, Speed Bonus +80 feet
17th|
+17/+12/+7/+2|
+5|
+10|
+5|9|Time Stop 1/day, +9d6 Blitz
18th|
+18/+13/+8/+3|
+6|
+11|
+6|9|Initiative Boost +6, Speed Bonus +90 feet
19th|
+19/+14/+9/+4|
+6|
+11|
+6|10|+10d6 Blitz
20th|
+20/+15/+10/+5|
+6|
+12|
+6|10|Time Stop 2/day, Haste 4/day, Speed Bonus +100 feet[/table]
Class Features
Weapon and Armor Proficiency
A Red Dog is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Blitz (Ex)
The blinding speed of the Red Dog allows him to add damage to each attack he makes where he moves at least 10 feet before the attack. The bonus starts at +1d6 damage, and every other level after, the bonus increases by 1d6.
The extra damage only applies against living creatures that have discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Red Dog must be able to see the target well enough to pick a vital spot and must be able to reach such a spot. Red Dogs can apply this extra damage to ranged attacks made while rushing, but only if the target is within 30 feet.
A Red Dog loses this ability when wearing medium or heavy armor or when carrying a medium or heavier load.
AC Bonus (Ex)
The Red Dog is as battle-savvy as he is quick. His speed and battle experience allows him to position himself so that he is protected during battle. At level 1, the Red Dog may add his Intelligence bonus (if any) to the value granted to him in the AC Bonus column. The Red Dog only retains this ability when wearing light or no armor.
Dodge (Ex)
The Red Dog gains the Dodge feat at first level, even if he does not meet the prerequisites.
Speed Bonus (Ex)
The Red Dog's entire focus is on his speed. At 2nd level, he gains 10 feet to his base land speed. His speed improvements advance every other level (at 4, 6, 8, etc.) by 10 additional feet per round. The Red Dog only retains this ability when wearing light or no armor.
Lightning Reflexes (Ex)
At 2nd level, the Red Dog gains the feat Lightning Reflexes.
Mobility (Ex)
The Red Dog gains the Mobility feat at third level, even if he does not meet the prerequisites.
Combat Style (Ex)
At fourth level, the Red Dog must choose between up-close combat and archery. If the former is chosen, the Red Dog recieves the feat Spring Attack. If archery is chosen, he recieves Shot on the Run. He earns these feats even if he does not meet the prerequisites.
Combat Reflexes (Ex)
The Red Dog gains the Combat Reflexes feat at fourth level, even if he does not meet the prerequisites.
Uncanny Dodge (Ex)
Starting at fifth level, a Red Dog can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a Red Dog already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Haste (Sp)
At fifth level, the Red Dog gains the spell-like ability Haste. He casts this at will as a free action, and it lasts for the duration of the round. At the 10th, 15th, and 20th levels, he gains an additional use of this ability per day.
Improved Overrun (Ex)
The Red Dog gains the Improved Overrun feat at sixth level, even if he does not meet the prerequisites.
Initiative Boost (Ex)
At level 6, the Red Dog gains a +2 bonus to all initiative checks. This bonus stacks with the feat Improved Initiative and similar effects. At level 12, this bonus increases to +4, and at level 18, it maxes at +6.
Flipping Attack (Ex)
At 8th level, the Red Dog gains the feat Flipping Attack (Created by Rich! (http://www.giantitp.com/forums/showthread.php?t=172910)), even if he does not meet the prerequisites.
Improved Uncanny Dodge (Ex)
A Red Dog of 8th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Red Dog levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Blur (Sp)
At 10th level, the Red Dog develops the ability to cast Blur on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Blink (Sp)
At 12th level, the Red Dog develops the ability to cast Blink on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Time Stop (Sp)
The Red Dog, at 17th level, gains the ability to cast Time Stop once per day. At 20th level, he is able to cast the spell twice per day.