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NarcoticSqurl
2013-06-03, 02:07 PM
What follows is my own creation for a new base class in my campaign setting. It is in no way affiliated with what the published Dreadnought class is, but what I feel a Dreadnaught should be. The spelling is to differentiate.

Dreadnaught
Alignment: Any non-lawful.
Hit Die: d12.
Special: Only races of medium size or larger qualify for the Dreadnaught class.

Class Skills
The Dreadnaught's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Local) (Int), Ride (Dex), and Swim (Str).

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Brawler (1d4), Titanic Strength 1/day

2nd|
+2|
+3|
+0|
+0|Armor Training

3rd|
+3|
+3|
+1|
+1|Slam, Dreadnaught Ability

4th|
+4|
+4|
+1|
+1|Brawler (1d6), Titanic Strength 2/day

5th|
+5|
+4|
+1|
+1|Dreadnaught Ability

6th|
+6/+1|
+5|
+2|
+2|Armor Training

7th|
+7/+2|
+5|
+2|
+2|Dreadnaught Ability

8th|
+8/+3|
+6|
+2|
+2|Brawler (1d8), Titanic Strength 3/day

9th|
+9/+4|
+6|
+3|
+3|Dreadnaught Ability

10th|
+10/+5|
+7|
+3|
+3|Armor Training

11th|
+11/+6/+1|
+7|
+3|
+3|Dreadnaught Ability

12th|
+12/+7/+2|
+8|
+4|
+4|Brawler (1d10), Titanic Strength 4/day

13th|
+13/+8/+3|
+8|
+4|
+4|Dreadnaught Ability

14th|
+14/+9/+4|
+9|
+4|
+4|

15th|
+15/+10/+5|
+9|
+5|
+5|Armor Training, Dreadnaught Ability

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Titanic Strength 5/day

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Dreadnaught Ability

18th|
+18/+13/+8/+3|
+11|
+6|
+6|

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Dreadnaught Ability

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Colossal Might, Titanic Strength 6/day[/table]

Class Features
The following are class features of the dreadnaught.
Weapon and Armor proficiency: A dreadnaught is proficient with one simple and martial weapon of their choosing, and unarmed strikes. A dreadnaught is proficient with all armor types (heavy, light, and medium).

Brawler (Ex): At 1st level a dreadnaught is proficient with unarmed strikes. He may choose to do non-lethal or lethal damage with these attacks. Because of the brutal training he has received, these attacks also do extra damage. Starting at 1st level the damage die increases by one step (1d4 for medium creatures) and one additional step for every fourth level (8th, 10th, 12th) up to 12th level (1d10 for medium creatures). This damage does not stack with any fist weapon damage.

Titanic Strength (Ex): Starting at 1st level a dreadnaught gains the use of Titanic Strength once per day. A lifetime of training, breaking, and killing opponents has taught him to summon great strength at times of insurmountable odds. Once per day the dreadnaught gains a +6 boost to his strength for 1 round/2 levels of the dreadnaught class he possesses (rounded up). At 4th level and every fourth level thereafter (8th, 12th, 16th, 20th) the use of this ability increases by one up to a maximum of six times per day. The dreadnaught may only use this ability in its raw form when it is at or below half his normal hit-points (temporary hit-points not included).

Armor Training (Ex): Starting at 2nd level, a dreadnaught learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dextarity bonus allowed by his armor by 1. At 6th, 10th, and 15th level, these bonuses increase by +1 each time, to a maximum of -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonuses allowed.

Slam (Ex): At 3rd level the dreadnaught has increased his body's lethality. He can use his limbs to further damage his opponents. He gains the use of a Slam attack that counts as a Natural Attack, and does not provoke an Attack of Opportunity.

Dreadnaught Ability (Ex): At 3rd level, and every second level after (5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th) the dreadnaught gains a maneuver from the Dreadnaught Ability list. This includes the following:

Break Through: The dreadnaught may apply twice his Strength modifier to any check made to break open, through, or smash objects. Using this ability consumes one use of the Titanic Strength ability, but the dreadnaught does not gain the Strength bonus from Titanic Strength, unless it is already active.

Damage Reduction: The dreadnaught gains damage reduction bonus of 1/-. This bonus increases by 1 each time this ability is taken, up to a maximum of Damage Reduction 5/-.

Daunting Presence: The dreadnaught is a powerful, muscular being, capable of inspiring fear in training, combat, or show. Because of his large build and stature, he can seem unsightly to many. The dreadnaught gains his Strength modifier to any intimidate checks.

Greater Slam: The dreadnaught has become even more deadly with his tactics. He may increase his slam damage to 2d6. Using this ability consumes one use of the Titanic Strength ability. The dreadnaught does not gain the Strength bonus from Titanic Strength, unless it is already active.

Greater Strength: When in peril, the dreadnaught releases a mass flow of adrenaline. He has entered fight or flight, and his natural reaction wins. His unarmed strikes do a total of 2d6 damage. Using this ability consumes one use of the Titanic Strength ability. The dreadnaught does not gain the Strength bonus from Titanic Strength, unless it is already active.

Mighty Leap: The dreadnaught can use his strength to propel him long distances and great heights. The dreadnaught adds his strength modifier to any acrobatics checks made to jump. (If 3.5, 2x Strength modifier to jump modifier). Using this ability consumes one use of the Titanic Strength ability. The dreadnaught does not gain the strength bonus from Titanic Strength, unless the ability is already active.

Stand Tall: A pillar of strength, a tower of ruin, the dreadnaught is a wall of flesh that is a terrible obstacle. The dreadnaught may, as a move action, place himself in harms way of an ally, taking an attack for them. When using this ability, the dreadnaught gains his Strength modifier as an additional deflection bonus for the Armor Class of the ally. If the attack made still hits, the dreadnaught takes the damage instead of the ally, and all effects from the attack or spell. Activating this ability consumes one use of the Titanic Strength ability. The dreadnaught doesn't gain the Strength bonus from Titanic Strength unless it is already active.

Steel Grip: The dreadnaught has great hand strength, and can maintain grips for an extended period of time. When the dreadnaught activates this ability, he adds 1.5x his Strength modifier as a bonus to hold, pull, push, or throw any object, creature, or person. To break free from this hold, a creature of person must make a CMB (grapple, if 3.5e) check equal to the dreadnaughts Strength Modifier+Dreadnaught level+10. If succesful, the creature or person being grappled can get free, or attempt to reverse the hold. Doing so does not provoke an Attack of Opportunity. Activating this ability consumes one use of the Titanic Strength ability. The dreadnaught does not gain the Strength bonus from Titanic Strength, unless if is already active.

Toe to Toe: Having faced many threats in his training and combat history, the dreadnaught is accustomed to fighting larger foes. When activating this ability, the dreadnaught gains double his strength modifier to grapple an opponent up to one size larger than him. Activating this ability consumes one use of the Titanic Strength ability. The dreadnaught does not gain the Strength bonus from Titanic Strength unless it was already active.

Colossal Might (Ex): At 20th level, the dreadnaught has reached such a pinnacle of power, that few can stand to his furious might. When Colossal Might is activated, the dreadnaught gains a +12 bonus to Strength, and +6 deflection bonus to his Armor Class. In addition, all difficulty class modifiers are increased by +2. These effects last 10 rounds, and consume two uses of the Titanic Strength ability, and cannot be activated if Titanic Strength is already active. Once the ability has worn off, the dreadnaught becomes fatigued for 1 hour/round spent in Colossal Might. If Titanic Strength is activated during this cooldown period, the dreadnaught instead becomes exhausted for the remainder of the day. A sleep of 8 or more hours removes this effect.



So this is just the bare-bones for the class. I'm still putting work into it, and there's still fluff left to add. This class may seem like a cross between a barbarian and fighter, but I've done a great deal to differentiate it from both. All constructive criticism is welcome, and advice to help balance or improve the class is greatly appreciated.

Sidenote: I considered giving the dreadnaught Uncanny Dodge at 14th level, and Improved Uncanny Dodge at 18th level, but was unsure currently of how much that would tip the class over the edge.

NosferatuZodd
2013-06-03, 05:46 PM
Titanic strength should be boosted to 1 round per level of Dreadnaught considering the power-level of most PF classes.


Why stop the unarmed strike damage at level 12?

NarcoticSqurl
2013-06-03, 06:06 PM
Mostly it was stopped to avoid any potential of overpowering the class. I understand there's a lot of competition in the melee field, but it seemed like most melee damage rolls (aside from the monk) stopped at 1d10/1d12. Where would you stop the increase at? I thought about continuing to 2d10, but that could be bad I think.