Plato Play-Doh
2013-02-01, 04:49 PM
Hi! I've been working on a leadership-based class, and have hit a bit of a roadblock. I can't seem to think of any more class features. Here's what I have so far:
Commander:
Alignment: Any.
Primary Stats: Cha, Int
HD: d6
Class Skills: Appraise, Bluff, Decipher Script, Diplomacy, Gather
Information, Handle Animal, Intimidate, Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Perform, Profession, Ride, Search, Sense Motive, Spot
Skill Points: 8+int
BAB: Average
Saves: As monk.
{table=head]Lvl|BAB|Will|Fort|Ref|Class Features
1|+0|+2|+2|+2|Improved Feint, Tactical Leader, Inspirational Leader
2|+1|+3|+3|+3|Bonus Feat
3|+2|+3|+3|+3|Great Leader
4|+3|+4|+4|+4|Bonus Feat
5|+3|+4|+4|+4|Order From Behind 1
6|+4|+5|+5|+5|Bonus Feat
7|+5|+5|+5|+5|Lead From the Front
8|+6/+1|+6|+6|+6|Bonus Feat
9|+6/+1|+6|+6|+6|Tactical Precision
10|+7/+2|+7|+7|+7|Great Leader (30), Bonus Feat
11|+8/+3|+7|+7|+7|Inspire Endurance
12|+9/+4|+8|+8|+8|Bonus Feat
13|+9/+4|+8|+8|+8|Tactical Brilliance
14|+10/+5|+9|+9|+9|Bonus Feat
15|+11/+6/+1|+9|+9|+9|Great Leader (35),
16|+12/+7/+2|+10|+10|+10|Bonus Feat
17|+12/+7/+2|+10|+10|+10|Inspire Heroism
18|+13/+8/+3|+11|+11|+11|Bonus Feat
19|+14/+9/+4|+11|+11|+11|Master of Tactics
20|+15/+10/+5|+12|+12|+12|Great Leader (40), Bonus Feat, Master of Inspiration[/table]
CLASS FEATURES:
Improved Feint: At 1st level, Commanders gain the Improved Feint feat as a bonus feat regardless of whether they meet the prerequisites.
Tactical Leader: Starting at 1st level, Commanders grant an insight bonus equal to their Int modifier to initiative checks made by themselves and their allies who can hear them.
Inspirational Leader: Starting at 1st level, Commanders add a morale bonus equal to their Cha modifier to all Will saves and damage rolls made by allies who can hear them.
Bonus Feats: Commanders gain bonus feats from the fighter's list of bonus feats at 2nd and 6th level, and every two levels thereafter.
Great Leader: At 3rd level, Commanders gain the Leadership as a bonus feat regardless of whether they meet the prerequisites. Starting at 10th level, Commanders may increase (as though with the Epic Leadership feat) their maximum leadership score to 30. At 15th level, this increases to 35. At 20th level, this increases to 40.
Order From Behind: At 5th level, Commanders gain the ability to survey a situation while they are removed from battle. Commanders grant all allies who can hear them the ability to flank enemies simply by having them threatened by two people at once, without having to be on opposite sides of an enemy, as long as the commander has not been attacked or made any attacks in the past round, and is not adjacent to any enemies. This does not, however, allow them to gain the bonus from flanking multiple times.
Lead From the Front: Starting at 7th level, whenever a Commander lands an attack on an enemy, all allies that can hear them gain an additional +2 to the morale bonus that they would normally gain from the Inspirational Leader class feature until the beginning of the Commander’s next turn.
Tactical Precision: Starting at 9th level, all allies who can hear the Commander gain an insight bonus to attack rolls and Reflex saves equal to the Commander’s Int modifier as long as the Commander has not been attacked or made any attacks in the past round, and is not adjacent to any enemies.
Inspire Endurance: Starting at 11th level, Commanders allow all allies who can hear them to ignore the effects of fatigue, and treat exhaustion as though it was only fatigue. Note that this cannot ignore fatigue caused by the effect of inspire endurance.
Tactical Brilliance: Starting at 13th level, the commander, and all allies who can hear him, gain the effects of the combat reflexes feat but using the commander's intelligence modifier in place of their own dexterity modifier. This is considered an insight bonus for the purpose of stacking.
Inspire Heroism: Starting 17th level, all allies who can hear the commander add to their morale bonus to will saves against fear an amount equal to the commander's bonus to will saves.
Master of Tactics: When a Commander of 19th level or higher aids another in a skill check, or in melee combat, the total bonus granted to that person is equal to the amount by which the Commander's roll exceeded 10.
Master of Inspiration: Starting at 20th level, all allies that can hear a Commander are immune to fear effects, fatigue and exhaustion, and they are considered to have to Diehard feat.
Please help out if you can think of anything that would fit this theme, and let me know if what I've got here is over/underpowered, or if there's anything else I'm leaving out that should be included. I'm fairly new to homebrew, especially in 3.5 (until recently, I was using 4e), so I'm open to any suggestions. Thank you in advance!
Edit: Alright, I think I've just about put the finishing touches on! Still looking for feedback, though, as what I have here is still very tentative.
Commander:
Alignment: Any.
Primary Stats: Cha, Int
HD: d6
Class Skills: Appraise, Bluff, Decipher Script, Diplomacy, Gather
Information, Handle Animal, Intimidate, Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Perform, Profession, Ride, Search, Sense Motive, Spot
Skill Points: 8+int
BAB: Average
Saves: As monk.
{table=head]Lvl|BAB|Will|Fort|Ref|Class Features
1|+0|+2|+2|+2|Improved Feint, Tactical Leader, Inspirational Leader
2|+1|+3|+3|+3|Bonus Feat
3|+2|+3|+3|+3|Great Leader
4|+3|+4|+4|+4|Bonus Feat
5|+3|+4|+4|+4|Order From Behind 1
6|+4|+5|+5|+5|Bonus Feat
7|+5|+5|+5|+5|Lead From the Front
8|+6/+1|+6|+6|+6|Bonus Feat
9|+6/+1|+6|+6|+6|Tactical Precision
10|+7/+2|+7|+7|+7|Great Leader (30), Bonus Feat
11|+8/+3|+7|+7|+7|Inspire Endurance
12|+9/+4|+8|+8|+8|Bonus Feat
13|+9/+4|+8|+8|+8|Tactical Brilliance
14|+10/+5|+9|+9|+9|Bonus Feat
15|+11/+6/+1|+9|+9|+9|Great Leader (35),
16|+12/+7/+2|+10|+10|+10|Bonus Feat
17|+12/+7/+2|+10|+10|+10|Inspire Heroism
18|+13/+8/+3|+11|+11|+11|Bonus Feat
19|+14/+9/+4|+11|+11|+11|Master of Tactics
20|+15/+10/+5|+12|+12|+12|Great Leader (40), Bonus Feat, Master of Inspiration[/table]
CLASS FEATURES:
Improved Feint: At 1st level, Commanders gain the Improved Feint feat as a bonus feat regardless of whether they meet the prerequisites.
Tactical Leader: Starting at 1st level, Commanders grant an insight bonus equal to their Int modifier to initiative checks made by themselves and their allies who can hear them.
Inspirational Leader: Starting at 1st level, Commanders add a morale bonus equal to their Cha modifier to all Will saves and damage rolls made by allies who can hear them.
Bonus Feats: Commanders gain bonus feats from the fighter's list of bonus feats at 2nd and 6th level, and every two levels thereafter.
Great Leader: At 3rd level, Commanders gain the Leadership as a bonus feat regardless of whether they meet the prerequisites. Starting at 10th level, Commanders may increase (as though with the Epic Leadership feat) their maximum leadership score to 30. At 15th level, this increases to 35. At 20th level, this increases to 40.
Order From Behind: At 5th level, Commanders gain the ability to survey a situation while they are removed from battle. Commanders grant all allies who can hear them the ability to flank enemies simply by having them threatened by two people at once, without having to be on opposite sides of an enemy, as long as the commander has not been attacked or made any attacks in the past round, and is not adjacent to any enemies. This does not, however, allow them to gain the bonus from flanking multiple times.
Lead From the Front: Starting at 7th level, whenever a Commander lands an attack on an enemy, all allies that can hear them gain an additional +2 to the morale bonus that they would normally gain from the Inspirational Leader class feature until the beginning of the Commander’s next turn.
Tactical Precision: Starting at 9th level, all allies who can hear the Commander gain an insight bonus to attack rolls and Reflex saves equal to the Commander’s Int modifier as long as the Commander has not been attacked or made any attacks in the past round, and is not adjacent to any enemies.
Inspire Endurance: Starting at 11th level, Commanders allow all allies who can hear them to ignore the effects of fatigue, and treat exhaustion as though it was only fatigue. Note that this cannot ignore fatigue caused by the effect of inspire endurance.
Tactical Brilliance: Starting at 13th level, the commander, and all allies who can hear him, gain the effects of the combat reflexes feat but using the commander's intelligence modifier in place of their own dexterity modifier. This is considered an insight bonus for the purpose of stacking.
Inspire Heroism: Starting 17th level, all allies who can hear the commander add to their morale bonus to will saves against fear an amount equal to the commander's bonus to will saves.
Master of Tactics: When a Commander of 19th level or higher aids another in a skill check, or in melee combat, the total bonus granted to that person is equal to the amount by which the Commander's roll exceeded 10.
Master of Inspiration: Starting at 20th level, all allies that can hear a Commander are immune to fear effects, fatigue and exhaustion, and they are considered to have to Diehard feat.
Please help out if you can think of anything that would fit this theme, and let me know if what I've got here is over/underpowered, or if there's anything else I'm leaving out that should be included. I'm fairly new to homebrew, especially in 3.5 (until recently, I was using 4e), so I'm open to any suggestions. Thank you in advance!
Edit: Alright, I think I've just about put the finishing touches on! Still looking for feedback, though, as what I have here is still very tentative.