View Full Version : My homebrew Class for Pathfinder

2012-10-28, 12:31 PM
Hello everyone! I am new to these forums and I was referred here by a friend of mine who apparently frequents. Anyway to get to my point I wanted to get some outside pointers and idea and I mostly wanted to see other people opinions on the balance of a few of my classes that I made from scratch. (For the most part at least.) I made three classes based on the Final Fantasy XI classes of Dancer (similar to the dervish dancer bard class) Dragoon (Think Kain from FFIV, Mobile heavy armor fighter) and Probably my most well made of the three The puppetmaster (Similar to a bard mixed with a Rogue but more like a Rogue being that it is skill based.) I am very open to constructive criticism. Anything will help.

Puppermaster - http://www.scribd.com/doc/111373980/Pathfinder-Puppetmaster-Class

Dragoon - http://www.scribd.com/doc/111373979/Pathfinder-Dragoon-Class

Dancer - http://www.scribd.com/doc/111373978/Pathfinder-Dancer-Class

Thanks for the suggestions in advance.

2012-10-28, 01:12 PM
Just spotted through a quick read on the Dragoon:

For the DR vs. Dragons, what kind is it? DR/-, DR/Magic, etc?

Also, Dragon's Final Boon needs an action type to activate. Is it move, standard, full, free?

2012-10-28, 01:28 PM
The DR was just damage reduction to Any type of damage from any dragon type. I didn't know how to word that. The reasoning behind it was that they know dragons, how they fight, where they attack, and the actions of aggression so that they may avoid such things.

As for the final boon its a standard action and I didnt notice that I missed that. Thanks!

What did you think about balance?

2012-10-28, 04:22 PM
Anyone have any balancing issues they see or things that should be worded better for any of the classes? Though im specifically looking for things in the puppetmaster class.

2012-10-28, 05:25 PM
Haven't looked at the Puppetmaster class yet.

Your Dragoon class is underpowered in comparison to Pathfinder's spellcasting classes. The versatility and power of spells is immense; this isn't a bug of your class so much as this is simply how 3rd Edition is structured. If you want some more power and versatility for noncasting classes, I'd recommend looking over the Tome of Battle classes for inspiration.

Your main sthick is damage and some stun effects. The Drake's pretty cool, and can grant flight (which is really useful at mid-high levels for PCs).

Evasion, but only against Breath Weapons is at too high a level. Rogues get Evasion against all Area of Effects, but at 2nd level. Give the Dragoon Evasion, but at a much lower level (I'd say 9 or less).

The Ex-Dragoon blurb is way too harsh. The Dragoon should have a way to regain his abilities instead of turning into a Fighter without bonus feats a singular jump attack. Maybe if he resurrects the Drake, or spends gold pieces to recruit another drake to regain his abilities.

2012-10-28, 05:32 PM
thank you! I will look over the tome of battle classes. Also I get your point on Evasion. Now that I actually think about it it makes more sense to use full blown evasion.

What did you think about the Puppetmaster Class? That one is actually my favorite of the three classes.

2012-10-29, 05:40 AM
Have you considered using an existing class as the baseline? I think you might find it easier to balance that way. The summoner (http://www.d20pfsrd.com/classes/base-classes/summoner)is fairly close to your concept. Consider using a non-caster variant of that. Some options include:Youxia (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept-godling/archetypes/super-genius-games---adept-godling-archetypes/youxia)and Physical Exemplar (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept-godling/archetypes/super-genius-games---adept-godling-archetypes/physical-exemplar), which drop the "summon monster" SLA's and the Cantrips, in exchange for better melee. Also, the same packages for a bard replace their existing spells/spells known. Since summoner uses the same spell progression as a bard (roughly) you could make a point for taking both melee packages and gaining no spells or SLA's.

Regarding the puppet. Its Hit Dice and levels need to actually mimic Constructs' hit dice, including saves and BAB. Yeah, this buffs the casting puppet, but as you have it written the casting one is REALLY underpowered.
It's a machine. It's gonna be tough, and hit hard.

I like the customization, giving it a new spell known every so many levels, or another d6 on sneak attack, etc. You just need to make sure the thing follows the rules for its creature type.
Also look at the Eidolon evolution points. It's a handy way to increase the effectiveness of the construct, with built-in rules for the value of extra arms and other appendages/powers.