lavitz
2013-02-17, 07:44 PM
hi everyone,
this is my first time posting. my friends and i are about to start a fresh campaign at lvl 1. the DM thought it would be fun for everyone to make up some classes and have us pick from them. so here is my class and i was wondering if i could get some feedback on it. mostly if anything about it seems overpowered or underpowered or just plain stupid because it can be easily achieved by another class.
Infantryman
simple and martial weapons, light and medium armor, light and heavy shields
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Combat Tactics
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Combat Tactics
4th +4 +4 +4 +1 Stabitlity
5th +5 +4 +4 +1 Sergant
6th +6/+1 +5 +5 +2 Combat Tactics
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3 Combat Tactics
10th +10/+5 +7 +7 +3 Luetenant
11th +11/+6/+1 +7 +7 +3 Adaptive Tactics
12th +12/+7/+2 +8 +8 +4 Combat Tactics
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Commander, Combat Tactics
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Combat Tactics
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 General
Alignment: Any
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Tactical Training
An Infantryman is a warrior specialized in a specific combat style.
At level 1, 3 and every 3 levels thereafter, an infantryman may choose to excell further as a phalanx fighter, spearman, grunt, or archer.
An Infantryman that has taken one combat style four times recives both the combat tactics of that style 4 and 4.5.
Stability
at level 4 an infantryman gains the ability of stability.
infantryman are exceptionally stable on thier feet. an infantry man gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on solid ground (but not when climbing, flying, riding, or otherwise not standing
firmly on the ground). if the infantryman already has the ability of stability (i.e. a dwarf) the bonus increases to +6.
Adaptive Tactics
an infantryman who has attained 11 level is no longer bound by the restrictions of weapons.
unless specifically mentioned in the combat tactic, the infantryman can now use all his/her combat tactics with any weapon.
(i.e. turtle sting when weilding a greatsword, peircing charge with a warhammer, ect...)
NOTE: archer combat tactics still require a ranged weapon, but that may be any ranged weapon.
Sargent
an infantryman who has attained 5th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of Sargent can grant one Combat Tactic to an ally within 60' who can both see and hear him for one round.
Leutenant
an infantryman who has attained 10th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of Leutenant can grant two Combat Tactics to an ally within 60' who can both see and hear him for one round.
These Combat Tactics can be the same tactic to different targets or two different Combat Tactics to the same target.
The Infantryman is unable to grant the same Combat Tactic to the same target twice.
Commander
an infantryman who has attained 15th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of Commander can grant three Combat Tactics to an ally within 60' who can both see and hear him for one round.
These Combat Tactics can be given to up any combination of three allies. The infantryman can grant the same ally multiple Combat Tactics.
The Infantryman is unable to grant the same Combat Tactic to the same target twice.
General
an infantryman who has attained 20th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of General can grant four Combat Tactics to an ally within 60' who can both see and hear him for one round.
These Combat Tactics can be given to up any combination of four allies. The infantryman can grant the same ally multiple Combat Tactics.
The Infantryman is unable to grant the same Combat Tactic to the same target twice.
Combat Tactics
Phalanx fighter
A Phalanx fighter exells in the use of a shield.
all phalanx fighter abilities can only be used when weilding a shield and a longsword, battleaxe, or warhammer until the infantryman has obtained Adaptive tactics.
1. a Phalanx fighter gains the bonus feats Shield Profiency (Tower Shields) and Armor Proficiency (Heavy).
2. hold the line
(if a phalanx fighter does not move during his/her turn, he/she recieves a +2 misc bonus to ac
this ability will stack each round up to the infantryman's level. min of +2)
3.brothers in arms
(a phalanx fighter can now add his shield bonus to all adjacent allies. this ability can only stack with other phalanx fighters twice.)
4. turtle sting
(When fighting defensively a phalanx fighter may make one attack without the fighting defensive penalty.)
4.5.turn the tide
(when a phalanx fighter hits an enemy while fighting defensivly, he will retain his fighting defensive bonus through the next round.)
Spearman
a spearman is a soldier specialized in the use of polearms.
all spearman abilities can only be used when weilding a spear, longspear, or halberd until the infantryman has obtained Adaptive tactics.
1.peircing charge.
(when making a charge attack a spearman can double the weapon damage)
2. versitile striker
(a spearman may inflict Piercing, slashing, or blunt damage. Also, a spearman may make trip attempts with a weapon.)
3. onlsaught of blows.
(when making a full attack, the spearman gains an additional attack at his full BAB.)
4. longstrike
(the spearman now gains the ability of reach when using a two handed weapon but still threatens adjacent squares.)
4.5.to be determined any ideas would be great
Grunt
a grunt is the brute force on the battlefield.
all grunt abilities can only be used when weilding a greatsword, greataxe, or greathammer until the infantryman has obtained Adaptive tactics.
1. overpower
(the grunt recieves a +4 bonus on all trip and bullrush attempts made.)
2. forceful critical
(when the grunt score's a critical hit, he may attempt a free trip or bullrush attempt on the enemy.)
3. unrelenting charge
(the grunt may make turns and hurdle low obsticals when charging.)
4. hardened critical
(the crit multiplyer of the grunt's weapon is increased by 1. e.g. a greatsword becomes X3, or a greataxe becomes x4.)
4.5.keen critical
(the crit range of the grunt's weapon is increased by 1. e.g. a greatsword becomes 18-20, or a greataxe becomes 19-20.)
archer
the archer is able engage the entire enemy force single handedly.
all archer abilities can only be used when weilding a shortbow or longbow.
1. fire the first shot.
(the archer recieves a +1 to inititive for every 2 levels of infantryman. min +1)
2. insight barrage.
(the archer gives all adjacent allies a +1 to attack and damage rolls with ranged weapons this includes the archer.)
3. steady aim.
(the archer may sacrifice any amount of attacks in a full attack to recieve an additional +5 to attack and damage rolls and +1 to threat range for that round.)
4. penetrating shots
(the archer's shots will penetrate through enemies up to 1/2 of the range of the current weapon used.
the penetrating attacks use the same attack and damage rolls as the main target.)
4.5.rain of splinters
(the archer may halve thier damage on one enemy, to hit all enemies adjacent to thier target for one quarter damage.
this choice must be made before the attack is rolled.
only one attack and damage roll is made, but is applied seperately to all enemies.)
long post :). but hey if you read this far thanks and i look forward to any input you might have.
this is my first time posting. my friends and i are about to start a fresh campaign at lvl 1. the DM thought it would be fun for everyone to make up some classes and have us pick from them. so here is my class and i was wondering if i could get some feedback on it. mostly if anything about it seems overpowered or underpowered or just plain stupid because it can be easily achieved by another class.
Infantryman
simple and martial weapons, light and medium armor, light and heavy shields
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Combat Tactics
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Combat Tactics
4th +4 +4 +4 +1 Stabitlity
5th +5 +4 +4 +1 Sergant
6th +6/+1 +5 +5 +2 Combat Tactics
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3 Combat Tactics
10th +10/+5 +7 +7 +3 Luetenant
11th +11/+6/+1 +7 +7 +3 Adaptive Tactics
12th +12/+7/+2 +8 +8 +4 Combat Tactics
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Commander, Combat Tactics
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Combat Tactics
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 General
Alignment: Any
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Tactical Training
An Infantryman is a warrior specialized in a specific combat style.
At level 1, 3 and every 3 levels thereafter, an infantryman may choose to excell further as a phalanx fighter, spearman, grunt, or archer.
An Infantryman that has taken one combat style four times recives both the combat tactics of that style 4 and 4.5.
Stability
at level 4 an infantryman gains the ability of stability.
infantryman are exceptionally stable on thier feet. an infantry man gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on solid ground (but not when climbing, flying, riding, or otherwise not standing
firmly on the ground). if the infantryman already has the ability of stability (i.e. a dwarf) the bonus increases to +6.
Adaptive Tactics
an infantryman who has attained 11 level is no longer bound by the restrictions of weapons.
unless specifically mentioned in the combat tactic, the infantryman can now use all his/her combat tactics with any weapon.
(i.e. turtle sting when weilding a greatsword, peircing charge with a warhammer, ect...)
NOTE: archer combat tactics still require a ranged weapon, but that may be any ranged weapon.
Sargent
an infantryman who has attained 5th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of Sargent can grant one Combat Tactic to an ally within 60' who can both see and hear him for one round.
Leutenant
an infantryman who has attained 10th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of Leutenant can grant two Combat Tactics to an ally within 60' who can both see and hear him for one round.
These Combat Tactics can be the same tactic to different targets or two different Combat Tactics to the same target.
The Infantryman is unable to grant the same Combat Tactic to the same target twice.
Commander
an infantryman who has attained 15th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of Commander can grant three Combat Tactics to an ally within 60' who can both see and hear him for one round.
These Combat Tactics can be given to up any combination of three allies. The infantryman can grant the same ally multiple Combat Tactics.
The Infantryman is unable to grant the same Combat Tactic to the same target twice.
General
an infantryman who has attained 20th level has gained enough knowledge of combat tactics to lend thier benefit to other allies.
an infantryman who has the ability of General can grant four Combat Tactics to an ally within 60' who can both see and hear him for one round.
These Combat Tactics can be given to up any combination of four allies. The infantryman can grant the same ally multiple Combat Tactics.
The Infantryman is unable to grant the same Combat Tactic to the same target twice.
Combat Tactics
Phalanx fighter
A Phalanx fighter exells in the use of a shield.
all phalanx fighter abilities can only be used when weilding a shield and a longsword, battleaxe, or warhammer until the infantryman has obtained Adaptive tactics.
1. a Phalanx fighter gains the bonus feats Shield Profiency (Tower Shields) and Armor Proficiency (Heavy).
2. hold the line
(if a phalanx fighter does not move during his/her turn, he/she recieves a +2 misc bonus to ac
this ability will stack each round up to the infantryman's level. min of +2)
3.brothers in arms
(a phalanx fighter can now add his shield bonus to all adjacent allies. this ability can only stack with other phalanx fighters twice.)
4. turtle sting
(When fighting defensively a phalanx fighter may make one attack without the fighting defensive penalty.)
4.5.turn the tide
(when a phalanx fighter hits an enemy while fighting defensivly, he will retain his fighting defensive bonus through the next round.)
Spearman
a spearman is a soldier specialized in the use of polearms.
all spearman abilities can only be used when weilding a spear, longspear, or halberd until the infantryman has obtained Adaptive tactics.
1.peircing charge.
(when making a charge attack a spearman can double the weapon damage)
2. versitile striker
(a spearman may inflict Piercing, slashing, or blunt damage. Also, a spearman may make trip attempts with a weapon.)
3. onlsaught of blows.
(when making a full attack, the spearman gains an additional attack at his full BAB.)
4. longstrike
(the spearman now gains the ability of reach when using a two handed weapon but still threatens adjacent squares.)
4.5.to be determined any ideas would be great
Grunt
a grunt is the brute force on the battlefield.
all grunt abilities can only be used when weilding a greatsword, greataxe, or greathammer until the infantryman has obtained Adaptive tactics.
1. overpower
(the grunt recieves a +4 bonus on all trip and bullrush attempts made.)
2. forceful critical
(when the grunt score's a critical hit, he may attempt a free trip or bullrush attempt on the enemy.)
3. unrelenting charge
(the grunt may make turns and hurdle low obsticals when charging.)
4. hardened critical
(the crit multiplyer of the grunt's weapon is increased by 1. e.g. a greatsword becomes X3, or a greataxe becomes x4.)
4.5.keen critical
(the crit range of the grunt's weapon is increased by 1. e.g. a greatsword becomes 18-20, or a greataxe becomes 19-20.)
archer
the archer is able engage the entire enemy force single handedly.
all archer abilities can only be used when weilding a shortbow or longbow.
1. fire the first shot.
(the archer recieves a +1 to inititive for every 2 levels of infantryman. min +1)
2. insight barrage.
(the archer gives all adjacent allies a +1 to attack and damage rolls with ranged weapons this includes the archer.)
3. steady aim.
(the archer may sacrifice any amount of attacks in a full attack to recieve an additional +5 to attack and damage rolls and +1 to threat range for that round.)
4. penetrating shots
(the archer's shots will penetrate through enemies up to 1/2 of the range of the current weapon used.
the penetrating attacks use the same attack and damage rolls as the main target.)
4.5.rain of splinters
(the archer may halve thier damage on one enemy, to hit all enemies adjacent to thier target for one quarter damage.
this choice must be made before the attack is rolled.
only one attack and damage roll is made, but is applied seperately to all enemies.)
long post :). but hey if you read this far thanks and i look forward to any input you might have.