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toapat
2012-06-09, 10:01 PM
http://www.b2journal.com/wp-content/uploads/2010/11/usmc-ega.jpg
"Pain is weakness leaving the body."

Gamplay Information:
Attributes: Dexterity increases a Marine's accuracy, innitive, and reflex save. Consitution increases a Marine's health and fortitude saves.
Alignment: Any
Hit Die: 1d12
Starting Age: As Fighter
Starting Gold: As Paladin




Marine
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+2|+0|Armor is Useless, Bonus Feat, This is my Gun, Pineapple 2/day

2nd|+1|+3|+3|+0|Field Medicine, Evasion, Bonus Feat

3rd|+2|+3|+3|+1|Money Shot 1/Day, God I Hate this Job 1/day, Weapon Attachment

4th|+3|+4|+4|+1|Nato Rounds, Bonus Feat

5th|+3|+4|+4|+1|Mithral Dragonfly, Pineapple 4/day

6th|+4|+5|+5|+2|Weapon Attachment, Bonus Feat

7th|+5|+5|+5|+2|God I Hate this Job 2/day

8th|+6/+1|+6|+6|+2|Money Shot 2/Day, Nato Rounds, Bonus Feat

9th|+6/+1|+6|+6|+3|Weapon Attachment

10th|+7/+2|+7|+7|+3|Bonus Feat, Pineapple 6/day

11th|+8/+3|+7|+7|+3|God I Hate this Job 3/day

12th|+9/+4|+8|+8|+4|Improved Evasion, Nato Rounds, Weapon Attachment, Bonus Feat

13th|+9/+4|+8|+8|+4|Money Shot 3/Day, Iron Tarrasque

14th|+10/+5|+9|+9|+4|Bonus Feat

15th|+11/+6/+1|+9|+9|+5|God I Hate this Job 4/day, Weapon Attachment, Pineapple 8/day

16th|+12/+7/+2|+10|+10|+5|Nato Rounds, Bonus Feat

17th|+12/+7/+2|+10|+10|+5|Basalt Roc

18th|+13/+8/+3|+11|+11|+6|Money Shot 4/Day, Weapon Attachment, Bonus Feat

19th|+14/+9/+4|+11|+11|+6|God I Hate this Job 5/day, Black Angel

20th|+15/+10/+5|+12|+12|+6|Nato Rounds, Bonus Feat, Pineapple 10/day

[/table]

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Dex), Repair (Int), Spot (Int), Search (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Abilities:
Weapons and Armor Proficiencies: Marines are proficient with all simple weapons, along with Exotic Weapon Proficiency (Rifle). Marines are proficient with all armor, but are not proficient with shields.

Armor is Useless: The Marine has long ago learned that armor for total protection is too heavy and bulky to be reasonable. Instead of gaining bonuses to armor class, armor that a Marine wears instead grants the marine damage reduction equal to the armor class of the armor. This damage reduction is bypassed by Adamantine.

This is my Gun: The Marine has on him an incredibly rare item, a self reloading rifle. This rifle deals 1d10 damage and has a critical range of 18-20, dealing double damage on a critical hit. The Rifle has an infinite supply of ammunition, but it is fed from 30 round magazines, which must be removed, replaced, and locked into the rifle as a standard action when it is empty. Reloading rounds from the Magazine is a free action that happens automatically, so long as there are rounds in the magazine. The Rifle is treated as a crossbow for feats and magical enhancements. Rifle Ammunition can not be magically enhanced. The Rifle has a Range increment of 600 feet

Pineapple: A Marine may throw as a standard action a Grenade twice per day at an opponent. This grenade deals 1d6 fire damage per level of marine to all creatures in a 20 foot radius from the impact. A reflex save equal to 10+Half your levels of Marine+ Your Dex Modifier results in the creature taking half damage. The Marine may use this ability two additional times each day every sixth level.

Bonus Feat: At first level, and every even level afterwards, the marine gains a bonus feat. This feat may be any feat taken from the fighter bonus list, and the Marine counts his levels of marine as levels of fighter.

Field Medicine: A marine, as an action that takes 2 full rounds, may heal an ally for 1d6+Int Modifier+Heal score+Repair Score points of damage. This ability can only be used on targets within the reach of the marine.

Evasion: The Marine is used to large blasts going off next to him, and knows when one is inbound towards his possition. Effects that would normally deal half damage on a sucessful reflex save, instead deal no damage

Improved Evasion: As with Evasion, but Failed Reflex saves deal half damage.

Moneyshot: The impossible shot. Once per day, a marine may make a special shot. This shot gains a bonus to attack rolls equal to the marine's intelligence modifier, and gains a bonus to damage equal to his levels of marine. A marine first gains this ability at third level, and may use it once more per day every 5th level afterwards.

God I Hate this Job: A Marine sometimes must do the impossible. For one round, a marine may choose one of three effects. The marine may maximize all variable rolls he takes during the round, or he may take upto two full round actions in a single round, or all rolls against the marine are minimized against the marine for a single round. The marine may use this ability once per month beginning at third level, and one additional time per day for every 4th level afterwards.

Nato Rounds: You have no idea who this Nato guy was, but he seems like a great dude, and he certainly had a good number of ideas for how to make this strange weapon more dangerous. The Marine selects his first Nato Rounds upgrade at 4th level, and gains it again every 4th level

Iron Jacket: Whenever a Marine deals damage to a creature, if that damage would reduce that creature's health below an ammount Equal to (Creatures Hitdice*Consitution Modifier), that creature is knocked unconcious.

Adamantine Core: War is hell, and your suppliers come from a world where they have made it an art. Your rounds are filled with some metal, what appears to be Adamantine. Damage dealt with your rifle bypasses all damage reduction.

Phosphorous Rounds: Apparently your Rifle doesnt already shoot fire, it shoots lumps of burning metal. Your Benefactors decided that Fire was a better Option, and so now you can see where the rounds go. You gain a +1 bonus to attack rolls, and deal +1d6 fire damage on hit.

Hollow Points: You barely grasp how this bullet works. It supposedly is to deal even more damage to enemies. Your Rifle gains the Vorpal property.

Weapon Attachment: At third level, and every third level afterwards, the Marine receives a new batch of attachments or modifications to his rifle.

Dual Mags: The Marine ingeniously ducktapes pairs of magazines together. The reload of the Marine's Rifle is reduced to a Move action, or if the marine has Rapid Reload, the effects stack to reduce it to a free action.

Red Dot Sight: A small frame with a glass window, and a glowing red point in the middle. When wielding his Rifle, the Marine has a base attack bonus equal to his hitdice. The marine also gains the feat Improved Precise Shot, even if he does not meet the prerequisites.

Underslung Grenade Launcher: A marine normally has to pull out a grenade and throw it, a rather slow process. His Benefactors have tinkered a solution into existance that lets him more swiftly arm and throw the explosive, by engineering what looks like a cocoon and a tube that is cliped onto the bottom of your gun. The Marine may now use his Pineapple ability as a swift action, and the range of his pineapple doubles.

Masterkey Shotgun: Those pesky locked doors prove no problem to this strange crossbow, which is locked under the tube of your rifle. It takes what appears to be grey marshmellows, or green ones that have a strange silver lozenge inside. A number of times per day, equal to 3+the Marine's Wisdom modifier, a marine may perform an attack roll against any lock's DC. If the Marine succeeds, the lock is completely destroyed, and is incapable of securing anything it is attached to.

Overbored Barrel: The Benefactors handed you a stick with some threads on them. The other end seemed to be where the fire comes out of your rifle. After unscrewing the rod in your rifle and replacing it with this one, you saw that the rounds of your magazine increased in size. Your Rifle's base damage increases by 1d10, although the number of projectiles loaded at one time is reduced by 10. This feat may be taken multiple times, and can not reduce the number of rounds able to be loaded below 1.

Sniper Scope: This Telescope seems to fit on the notches on the top of your Rifle. You have greater accuracy, but have to spend a greater time finding your enemies. You gain +4 attack bonus while wielding the rifle, but can only perform two attacks per round. You gain the Far shot Feat, and damage is instead multiplied by 4 when you perform a critical hit with your rifle.

Bayonet: How tacky, its a knife for your rifle. Your rifle can now be used in melee as a spear, and switching between using it as a rifle and a spear is a free action that does not provoke attacks of opportunity.

Mithral Dragonfly: Your benefactors have a strange sense of humor. This dark green... thing... is made out of a material they called Titanium. Never heard of the crap. Best you can tell, it has a hide of mithral painted dark green, why any world's artificers would ever be so timid as to hide their work. After a few days of contemplation, you finally figure out it is some sort of construct attempt at making a dragonfly, although again, why the artificers of your benefactor's would ever decide that such a creature was worth replicating, especially with such silly methods. There appears to be some sort of stinger under the place for a roughly human sized creature and honeycomb pods under little arms that jut out the sides. The Marine finds in his possession a Mithral Dragonfly "Apache", as well as the knowledge of how to fly it.

Iron Tarrasque: You can see the logic of this metallic tortoise that your benefactors granted you, it appears that it would make a great defensive item, but also a horrible deathtrap. Its hide seems to be made of Adamantine, and there is a strange structure sitting on top of it. One combat demonstration later and you learn that that strange structure is a massive sonic weapon able to reduce fortifications to ash with a single shot. You call it the Iron Tarrasque, and wish to test it against the creature of Legend. The marine receives an Iron Tarrasque "Main Battle Tank" as a possession, and the training to command it. A Marine can only command his Iron Tarrasque for 5 rounds each week

Basalt Roc: This ponderous dark metal box seems to have the same wings as the Mithral Dragonfly that your benefactors gave you several months ago, except that this strange construct contains a small room and no armaments. The Marine receives a Basalt Roc "Osprey" as a possession, as well as training in piloting the vehicle.

Black Angel: Your Benefactors are truely godlike beings, and they show their graces by granting you the command of a massive green eagle. You do not know what comes out the left side, but knowing your benefactors, this massive beast can only be one entity. The Angel of Death.
Once every 4 weeks, the Marine may designate a location he can see that is within 1000 feet of him as a standard action. A rift then opens for 10 minutes at the designated location to the elemental plane of fire. Any creature within 100 feet of the rift takes 20d6 Damage per round unless they are an elemental with the subtype of Fire. Beings with Divine ranks take 5 damage per round instead as long as they are within the area of effect of the rift. The movement speed of all creatures within 100 feet of the rift is reduced to 1 square every 5 rounds.

toapat
2012-06-10, 10:24 AM
Mithral Dragonfly
Huge Construct
Hit Dice: 10d10+40 (95 hp)
Initiative: As Pilot
Speed: Fly 60 (Perfect)
Armor Class: 23 (-2 size, +15 natural), Touch 8, Flat-footed 23
Base Attack/Grapple: +7/—
Attack: Siege Crossbow (see below)
Full Attack: Siege Crossbow (see below)
Space/Reach: 20 ft./0 ft.
Special Attack: —
Special Qualities: Blindsight 500 ft., Construct Traits, DR 15/Adamantine, Perceive Movement, Vehicle
Saves: Fort + 3, Ref +3, Will + 8,
Abilities: Str 30, Dex -* , Con -, Int 30, Wis 20, Cha –
Skills: As Pilot
Feats: As Pilot
Environment: Any Urban
Organization: Solitary (with pilot) or Wolfpack (6-8)
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
*Uses Pilot’s Dexterity score to shoot weapons; the siege crossbow requires a minimum Dexterity of 16 to fire. It does not use its pilot's dexterity modifier to make Reflex saves.

Combat

A mithral dragonfly is a flying vehicle that can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller passengers. At least 1 occupant must be the pilot.

Blindsight (Ex): Any creature within 500 feet of a mithral dragonfly is always revealed to the vehicle. This ability works without line of sight, but can not pick up creatures without physical form or body temperature.

Perceive Movement (Su): A mithral dragonfly knows the location of any movement within 5 miles of its location, and transmits this information to its pilot as a free action.

Siege Crossbow: A mithral dragonfly fires 20 arrows simultaneously. The arrows deal 1d8 points of piercing damage and 1d6 points of fire damage each. Using the pilot's dexterity (must be at least 16), the mithral dragonfly must successfully make a ranged attack against a single target in order to hit and it suffers no range penalties. The target must be within 500 feet of the Dragonfly. It is a standard action to reload the siege crossbow. A typical mithral dragonfly carries 200 arrows.

Vehicle (Ex): A mithral dragonfly uses its pilot’s initiative, skills and feats.


Iron Tarrasque
Size/Type: Huge Construct
Hit Dice: 50d10+40 (315)
Initiative: -
Speed: 30ft. (6 squares)
Armor class:
Base Attack/Grapple: +37/+0
Attack: None
Full Attack: None
Space: 20ft./0ft.
Special Attack: Oblitorate, Siege Crossbow, Crush
Special Qualities: Frightful Presence, Construct Traits, DR Infinite/Epic or (Bludgeon and Siege), Vehicle, Blindsight 5 Miles, Carapace, immunity to magic.
Saves: None
Abilities: Str: 60 Dex: - Con: - Int: 30 Wis: 20 Cha: -
SKills: None
Feats: None

Environment: Any Urban
Organization: Corps 50-60
Challenge Rating: ?
Treasure: None
Alignment: True Neutral
Advancement: None
Level Adjustment: -

Frightful Presence (ex): The iron tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 30 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the iron tarrasque. The save DC is Charisma-based.
Blindsight 5 Miles: This Blindsight sees all creatures not obscured by anything less then 50 feet of rock.
Carapace: The iron tarrasque’s armor is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Obliterate: Once per day, the Iron Tarrasque can choose any one target it can perceive. It then Launches a solid projectile at that target, making a ranged touch attack. If it suceeds, The target is dealt 1500 damage.

Siege Crossbow: The Mithral Dragonfly fires 20 arrows as though a trap. the arrows deal 1d8 pierce + 1d6 fire damage each, and the Dragonfly must sucessfully make a ranged touch attack against the target in order to hit. The target must be within 500 feet of the Dragonfly, and it suffers no range penalties

Crush: Any creature against which the Iron Taurasque performs a bull rush against, is dragged under the metal body, and then crushed alive, dealing 20d% damage per square moved


Basalt Roc
Gargantuan Construct
Hit Dice: 10d10+60 (115 hp)
Initiative: As Pilot
Speed: Fly 60 (Perfect), Fly 180 (Clumsey)
Armor Class: 21 (-4 size, +15 natural), Touch 6, Flat-footed 21
Base Attack/Grapple: +7/—
Attack: None
Full Attack: None
Space/Reach: 30 ft./0 ft.
Special Attack: —
Special Qualities: Blindsight 500 ft., Construct Traits, DR 25/Adamantine, Perceive Movement, Vehicle
Saves: Fort + 3, Ref +3, Will + 8,
Abilities: Str 30, Dex -* , Con -, Int 30, Wis 20, Cha –
Skills: As Pilot
Feats: As Pilot
Environment: Any Urban
Organization: Solitary (with pilot) or Pair (2)
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —


Combat

A basalt roc is a flying vehicle that can hold 1 Huge, 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller passengers. There is also space in a forward cabin with enough space for 2 Large, medium, or small Creatures, who pilot the vehicle

Blindsight (Ex): Any creature within 500 feet of a basalt roc is always revealed to the vehicle. This ability works without line of sight.

Perceive Movement (Su): A Basalt Roc knows the location of any movement within 5 miles of its location, and transmits this information to its pilot as a free action.

Vehicle (Ex): A Basalt Roc uses its pilot’s initiative, skills and feats.

LordErebus12
2012-06-10, 03:20 PM
change the name of "you run faster with knife" to "CQC" (close quarters combat).

short, sweet, what they actually call it when you close ranks.


otherwise, good start. check this out for ideas.

http://www.dandwiki.com/wiki/Gear_(3.5e_Class)

Class based upon Gears of War. very good ideas for a military based class.

toapat
2012-06-10, 06:14 PM
change the name of "you run faster with knife" to "CQC" (close quarters combat).

short, sweet, what they actually call it when you close ranks.

otherwise, good start. check this out for ideas.

http://www.dandwiki.com/wiki/Gear_(3.5e_Class)

Class based upon Gears of War. very good ideas for a military based class.

Although the attempt was a serious attempt at making a balanced modern warfare class, the names were chosen more along the lines of what sounded appropriate.

Built out "God I Hate This Job" after forgetting to do so

silphael
2012-06-10, 06:16 PM
The capstone has a far too long "reloading" time for a raw damaging ability. What happens to an elemental with fire subtype?

You have far too few grenades, especially if you can use them with a swift action later. In fact, that's the same thing for nearly all class features limited per day.

I don't like abilities that bypasses any damage reduction, but given it's on a ranged weapon, whose damage are a pain in the ass to increase, that's fine for me.

Another problem is the lack of anything outside combat, except one feature that comes at level 18th. And this features says that you roll an attack roll... but against what?

"God, I hate this Job" is per month? Ok, that's a good effect, but anything fewer than once per day for that is too few.

Out of that, the class is far, far too weak.

toapat
2012-06-10, 06:37 PM
The capstone has a far too long "reloading" time for a raw damaging ability. What happens to an elemental with fire subtype?

You have far too few grenades, especially if you can use them with a swift action later. In fact, that's the same thing for nearly all class features limited per day.

I don't like abilities that bypasses any damage reduction, but given it's on a ranged weapon, whose damage are a pain in the ass to increase, that's fine for me.

Another problem is the lack of anything outside combat, except one feature that comes at level 18th. And this features says that you roll an attack roll... but against what?

"God, I hate this Job" is per month? Ok, that's a good effect, but anything fewer than once per day for that is too few.

Out of that, the class is far, far too weak.

Angel of Death would damage and heal the fire elementals in equal proportions, canceling out its damage. I would have prefered to say its fire damage, but a red dragon should be as vulnerable to a direct fired howitzer as a Beholder or a cow. I forgot that any creature caught within the area of effect of the rift is knocked down, and can not get back up.

how many grenades would you say is a good number?

i was considering making it so that damage from the gun also could not be regenerated or fast healed

It is an attack roll against the lock. For non-combat abilities, i dont really see anything past field medicine being an addition that would make sense

that common seems a bit too powerful for an ability that you can use to Autocrit 8 times with perfect damage rolls in a round.

Edit: Added targetting rules and speed limiting effect to Angel of Death

silphael
2012-06-10, 07:06 PM
How many grenades would you say is a good number?

Maybe twice this number, dunnow... I'm not that good with estimating the number of SLA available.


I was considering making it so that damage from the gun also could not be regenerated or fast healed.

I disagree with this one. I don't find it flavorful.


It is an attack roll against the lock. For non-combat abilities, i dont really see anything past field medicine being an addition that would make sense.

An attack roll against the lock's DC, you mean? Remind me, does the shutting doors spells let the "lock" have a DC? If not the attack roll will be quickly very easy. The field medicine will be a truly good idea, and I can see tactical abilities, maybe something to reorganize the battlefield... Don't forget that "standard" heroes are around level 5... A level 5 marine should be able to do all the things marines are rumored to do. Above that, maybe adding some tactical bombardement, some heli call, or things like that. In fact I can see a paladin refluffing as marine that would be easy ><.


That common seems a bit too powerful for an ability that you can use to Autocrit 8 times with perfect damage rolls in a round.

It depends. Long ranged, that features make simply a round of 120 damage (15 per maximized shot, doubled by critical, 4 times). Melee, it could make far more, yes, pending the build (maybe in some Hood builds, or frenzied berserker, for insanely damage once per month). But the problem I see with such a feature is that you will never know if the situation is worth it. Far too few makes that you never use it. That's still too weak for such a long wait. But the "double full round action" part could be worth a dip if the ability had more uses, for a caster for exemple.

toapat
2012-06-10, 07:16 PM
Maybe twice this number, dunnow... I'm not that good with estimating the number of SLA available.

I disagree with this one. I don't find it flavorful.

An attack roll against the lock's DC, you mean? Remind me, does the shutting doors spells let the "lock" have a DC? If not the attack roll will be quickly very easy. The field medicine will be a truly good idea, and I can see tactical abilities, maybe something to reorganize the battlefield... Don't forget that "standard" heroes are around level 5... A level 5 marine should be able to do all the things marines are rumored to do. Above that, maybe adding some tactical bombardement, some heli call, or things like that. In fact I can see a paladin refluffing as marine that would be easy ><.

It depends. Long ranged, that features make simply a round of 120 damage (15 per maximized shot, doubled by critical, 4 times). Melee, it could make far more, yes, pending the build (maybe in some Hood builds, or frenzied berserker, for insanely damage once per month). But the problem I see with such a feature is that you will never know if the situation is worth it. Far too few makes that you never use it. That's still too weak for such a long wait. But the "double full round action" part could be worth a dip if the ability had more uses, for a caster for exemple.

that seems reasonable.

my gut, heart, and brain agreed, i felt it was useful, just didnt belong

1: Yes, or the lock's hardness if it is just a magically barred door. 2: i left out field medicine because I dont like overloading classes, i prefer them to have a good number of abilities that make sense

actually, if you use it twice to affect the same round, once for perfect rolls, and a second time for double round, the gun would deal 160+whatever bonus effects you have on it (all with maximized die rolls) damage. A pair of (character size -1) Longswords enchanted with Vorpal each, with haste, would one shot 10 enemies with the main hand, and as many enemies as twice your number of offhand attacks

Morph Bark
2012-06-10, 07:24 PM
The capstone has a far too long "reloading" time for a raw damaging ability. What happens to an elemental with fire subtype?

It was obviously suffering server lag.


What Tier are you shooting for with this class?

Also, it's Semper Fidelis, with an i.

toapat
2012-06-10, 07:34 PM
It was obviously suffering server lag.


What Tier are you shooting for with this class?

Also, it's Semper Fidelis, with an i.

lol

Tier 3-4

corrected

im heavily considering building a Sh'rike Paladin from Silphael's sugestion

WyvernLord
2012-06-10, 11:35 PM
I was thinking about building something similar recently.
Now critique. I hate this part, I don't like being mean even in a constructive way. But the shortest comparison between this and fighter. Is that the fighter kills things better at ranged and melee. Marines have extreme range, AoE which has already had flaws pointed out, and skills. Which don't really give you a role other then hide and shoot at long range, or hide then hope to throw grenades and shoot lots.
You just can't keep up with a fighter at higher levels. It's like an extreme version of fighter. At low levels you can brutalize anything with your range plus half Dex to a good damage die. Then your damage falls behind even faster. Those feats the fighter has allows it to take all those feats that make archery (or gunmanship as the case may be) possible in a group environment. So I'm surprised about this but you need more feats in this class besides improved precise shot.
The DR piercing is fun but base damage doesn't increase fast enough for it to matter. 1d10+half-Dex (plus magic enchantments) isn't enough. And that's spending a feat on it. Either up damage modifiers or up shots fired and bring the level of the DR piercing down.
CQC is woo you run faster with a weak weapon and can stab another time. Add some takedown ability or up damage for those weapons or really it is an ignorable feature.
Masterkey Shotgun is a confusing ability. Shouldn't someone be able to do this at lower levels? And the limit per day is just a way of saying go ahead rogue you take care of this locked door. It would be useful, but a rogue does it silently. Go ahead let at be at will, and make lots of noise.
The rest of the abilities seem fun. If you feel like it I would be willing to help make up some higher level abilities so you can knock down some of the others.

Edit: Armor as DR is a fun concept but many threads on this issue point out it's flaws. Also it increases the leveling problem. At low levels everything hits then bounces off you. At higher levels you just get hit. And the fluff vs. crunch on this one is confusing. Based on the way it is written. You still take on all of the penalties in exchange for a defense that gets incredibly weak as you level.

Lert, A.
2012-06-11, 04:41 AM
Note: many of the things that I mention are how I would adjust the class for usage in my games (in this case using a fantasy setting). Such comments are only suggestions.


Hit Die: 1d12 - Tanky. Almost need to playtest this because of having a free 1d10 ranged weapon with infinite ammo at 1st level, but the medium BAB should hopefully not make this class OP at early levels.

Saves: - Since this is not a completely factual build, more of legend and lore, I'd almost give him a good Will Save to make him all oo-rah! but this is still fine. Maybe they just think they are strong willed. :smalltongue:

Skill Points at 1st Level:(6 + Int modifier) × 4 - depends on how you play your games, but considering the HD and two good saves, plus the full BAB you end up gaining with the class signature weapon maybe 4 + Int is more reasonable.

Weapons and Armor Proficiencies: Seems fine.

Armor is Useless: OK, but calling it "useless" is a bit off-putting, especially since it is a very useful ability.

This is my Gun: First note(name): did you not learn from Full Metal Jacket? This ability should be "This is my Rifle". "This is my gun" should ignore all penalties in making seduction attempts while on leave, though you still bear the consequences of being chosen by the Vampire Lord instead of the drunk peasant in the corner.

Second note(mechanics): Infinite ammo is strange. At lower levels reloading will rarely come up and at later levels reloading is already a snap, so....

Second part is the mags themselves. By the infinite ammo mechanics you could technically pull out a mag then slap it back in and charge, thus reloading. Perhaps a recharge mechanic for the mag of 1 full load per day is in order. Minor bookkeeping but still a bit better than having a class feature with free infinite ammo.

Personally I like the idea of adding magic enhancements to a mag as per the ammo rules so you can swap out your load for new damage types, abilities, or even switching to energy damage types. Such a thing would probably necessitate giving a base cost to a magazine but that should probably be done anyways (again, in my opinion infinite ammo is weird). Besides, damage will be low at higher levels, might as well add some more power to your class weapon.

Finally is the strange question of why crossbow feats? Originally it seems that the rifle can be used at a standard ROF but the crossbow fires slower so now it's confusing as to how fast you really fire. The feat for crossbows that come readily to mind that can't be handled by other archery feats is Crossbow Sniper (PHB2; add 1/2 Dex to damage, Skirmish and Sneak Attack at the range of 60').

Evasion, Improved Evasion: OK.

Pineapple: OK.

God I Hate this Job: I also think that this should be a daily thing. Just avoid stacking with "Use of any of these abilities takes takes a full round action. If an ability is activated while another is already in place the new ability takes effect and the previous ability is immediately canceled". Thus, as I would have the abilities, you can still get a second round from the one ability but not two full rounds with the other ability (abilities).

As I would handle it (adding in some unique names for flavor and breaking up one seemingly OP ability):

Devil Dog Charge: You immediately gain two full rounds worth of actions.
Death Walker: your attack and damage rolls are all maximized, as is any added variable damage such as sneak attack damage. However, none of the attacks this round may deal critical damage, even if other abilities may normally allow critical damage.
Designated Marksman: You may make a single attack with your rifle. This attack ignores penalties for range and automatically critically hits, dealing maximum damage.
Leatherneck Rampage: For one full round any attack rolls, damage rolls, or skill rolls, whether friendly or hostile, that are used against you automatically are minimized. This may not result in activating a critical failure, even if the one targeting you would normally suffer from such a failure.
Jarhead Precision: (Note: this is dependent how I would handle the class, as I would alter That was Then, This is Now) For one round any rifle attacks that you make ignore any Damage Reduction or Energy Resistance. If your target normally has an immunity to your damage type you deal still deal half damage.

Bonus Feat: OK.

Dual Mags: OK, though again you will probably not need to reload much until higher levels.

Close Quarters Combat: Fine. Adding and bayonet and rifle butt slam attack rules where you can attack with a dagger while still carrying your rifle would be nice as well.

Better to Maim then to Kill: The way it's written now it seems to be an automatic thing, leaving a bunch of enemies knocked out around you. Might be nice to add a "Should the Marine choose to do so" clause for those guys who actually want to kill.

Nightvision Goggles: OK, though by saying "goggles" you kind of expect... goggles.

Same Stuff, Different Day: Fine.

Red Dot Sight: Fine.

That was Then, This is Now: This one is just me, but I'd add it earlier and just make it ignore an amount of DR equal to your levels in Marine. Full ignore of DR is a bit OP for a full-time ability.

Underslung Grenade Launcher: Fine.

Masterkey Shotgun: OK, but the way it is currently written you can still make the attack without having a weapon. :smalltongue: The per day thing is kind of unnecessary and it should probably still be moved down a few levels.

Angel Of Death: Don't know. Mechanically it's fine but 4 weeks is a bit of a downer. After all, plenty of classes (especially full casters) can do this sort of thing daily, maybe a few times.


When I started off I had a few ideas about class features that could be added to higher levels should some abilities be moved down a few levels, but now I forget. Maybe I'll remember in a bit. At the very least you should get some extra damage dice for your rifle, say at L6/12/18 (4d10 at level 18 is still low compared to many builds but it's a good start).

toapat
2012-06-12, 07:35 PM
Rebuilt the class. Need more Rounds and more Weapon Modifications

WyvernLord
2012-06-13, 01:37 AM
An idea for rounds. Tranquilizer rounds. Used to do some non-lethal effect. Rubber bullets for similar effect.
Not an expert on military equiment so not to much help. Like it so far it just need stats for the vehicles.

Debihuman
2012-06-13, 08:16 AM
Updated the mithral dragonfly for ya. If it is firing actual arrows, it is a ranged attack not a ranged touch attack and so should be based on the pilot's dexterity.

Mithral Dragonfly
Huge Construct
Hit Dice: 10d10+40 (95 hp)
Initiative: As Pilot
Speed: Fly 60 (Perfect)
Armor Class: 23 (-2 size, +15 natural), Touch 8, Flat-footed 23
Base Attack/Grapple: +7/—
Attack: Siege Crossbow (see below)
Full Attack: Siege Crossbow (see below)
Space/Reach: 20 ft./0 ft.
Special Attack: —
Special Qualities: Blindsight 500 ft., Construct Traits, DR 15/Adamantine, Perceive Movement, Vehicle
Saves: Fort + 3, Ref +3, Will + 8,
Abilities: Str 30, Dex -* , Con -, Int 30, Wis 20, Cha –
Skills: As Pilot
Feats: As Pilot
Environment: Any Urban
Organization: Solitary (with pilot) or Wolfpack (6-8)
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
*Uses Pilot’s Dexterity score to shoot weapons; the siege crossbow requires a minimum Dexterity of 16 to fire. It does not use its pilot's dexterity modifier to make Reflex saves.

Combat

A mithral dragonfly is a flying vehicle that can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller passengers. At least 1 occupant must be the pilot.

Blindsight (Ex): Any creature within 500 feet of a mithral dragonfly is always revealed to the vehicle. This ability works without line of sight.

Perceive Movement (Su): A mithral dragonfly knows the location of any movement within 5 miles of its location, and transmits this information to its pilot as a free action.

Siege Crossbow: A mithral dragonfly fires 20 arrows simultaneously. The arrows deal 1d8 points of piercing damage and 1d6 points of fire damage each. Using the pilot's dexterity (must be at least 16), the mithral dragonfly must successfully make a ranged attack against a single target in order to hit and it suffers no range penalties. The target must be within 500 feet of the Dragonfly. It is a standard action to reload the siege crossbow. A typical mithral dragonfly carries 200 arrows.

Vehicle (Ex): A mithral dragonfly uses its pilot’s initiative, skills and feats.

Debby

toapat
2012-06-13, 03:32 PM
Updated the mithral dragonfly for ya. If it is firing actual arrows, it is a ranged attack not a ranged touch attack and so should be based on the pilot's dexterity.

Debby

Thanks, although i will need to tweek it abit, as the scaling shouldnt actually apply before dropping below small size

The other good news is that that i can now finish the Basalt Roc statsheet.

legomaster00156
2012-06-13, 03:36 PM
I would dip 1 level for the gun and DR.

toapat
2012-06-13, 03:48 PM
I would dip 1 level for the gun and DR.

i realize that it outdips the fighter with its first two levels:
Evasion, 2 bonus feats, and worn armor as DR are all nice, the gun isnt bad either