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lunar2
2013-10-11, 04:18 PM
these are for my homebrew setting Torus (http://www.giantitp.com/forums/showthread.php?t=307651).

i'm going a completely different direction with barbarian, obviously. i'm going for wildman instead of berserker. btw, anyone have any ideas for those 3 dead levels? i suppose i could plug one of them with improved mettle, but that weakens the capstone, which i'm not entirely satisfied with anyway. all in all, i'm really not sure i like barbarian, but let's see what the playground thinks.

the other non casting classes will be tweaks of their existing counterparts (beastmaster will be expanded from the PRC of the same name) as will beguiler and warmage. varius and summoner are the transmutation/necromancy and conjuration/divination counterparts to beguiler's enchantment/illusion and warmage's evocation/abjuration. i've got more details on them in an older thread that i will port over to this one.

i'm aiming for T4 mundanes and T3 casters.
Barbarian

barbarians are denizens of the untamed wilderness between the great cities. they rely on primitive weapons that can be crafted and maintained without modern tools. they are expert trackers and survivors, capable of dealing with even the most extreme conditions.

HD: D12
Class Skills:Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)

Skill Points: 4+ Int (x4 at first level)

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

1st|+1|+2|+0|+2|fast movement, weapon familiarity

2nd|+2|+3|+0|+3|At home in the wild

3rd|+3|+3|+1|+3|Hide of beasts

4th|+4|+4|+1|+4|Ferocity

5th|+5|+4|+1|+4| Move like an animal

6th|+6/+1|+5|+2|+5|Hide of beasts,

7th|+7/+2|+5|+2|+5|fast movement

8th|+8/+3|+6|+2|+6|weapon familiarity

9th|+9/+4|+6|+3|+6|Hide of beasts

10th|+10/+5|+7|+3|+7| Mettle

11th|+11/+6/+1|+7|+3|+7|Pounce

12th|+12/+7/+2|+8|+4|+8|Hide of beasts

13th|+13/+8/+3|+8|+4|+8|fast movement

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

15th|+15/+10/+5|+9|+5|+9|Hide of beasts

16th|+16/+11/+6/+1|+10|+5|+10|Improved Mettle

17th|+17/+12/+7/+2|+10|+5|+10|Hide in plain sight

18th|+18/+13/+8/+3|+11|+6|+11|Hide of beasts

19th|+19/+14/+9/+4|+11|+6|+11|fast movement

20th|+20/+15/+10/+5|+12|+6|+12|One with nature

[/table]

Weapon and armor proficiency: barbarians are proficient with daggers, clubs, short spears, long spears, spears, slings, throwing axes, hand axes, battle axes, great axes, great clubs, long bows, composite longbows, short bows, and composite short bows. they are proficient with light and medium armor, but not with shields.

Weapon familiarity: a barbarian is familiar with the traditional weapons of the wild. at first level, a barbarian gains the weapon focus feat with all the weapons she is proficient with because of this class. at eighth level, she gains the improved critical feat with all these weapons.

Fast movement: barbarians know that to survive in the wild, sometimes you have to run. at first level, seventh level, 13th level, and 19th level, a barbarian improves her base speed in each of her movement modes by 10 feet.

At home in the wild (Ex): a barbarian of second level or higher is always at home, no matter where she is. she gains the benefit of the endure elements spell.

Hide of beasts (Ex): at third level, and every 3rd level after, a barbarian gains a +1 natural armor bonus to armor class, or her existing natural armor bonus increases by 1, as her skin becomes as thick and resilient as an animal's hide.

Ferocity (Ex): beginning at 4th level, a barbarian has become so in touch with her ferocious inner beast that she can continue to fight without penalty even while disabled or dying.

Move like an animal (Ex): a barbarian of 5th level or higher has learned to imitate the animals around her. she gains a swim speed and a climb speed, both equal to 1/3 her land speed (round down). if she already has a swim speed or climb speed from another source, use the better speed.

Mettle (Ex): at 10th level and higher, whenever a barbarian would be subject to a lesser effect on a successful fortitude or will saving throw, she instead negates the effect entirely.

Pounce (Ex): whenever an 11th level or higher barbarian charges, she can make a full attack at the end of that charge.

Camouflage (Ex): A barbarian of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved mettle (Ex): A barbarian of 16th level or higher takes only the lesser effect on a failed fortitude or will save that allows a lesser effect on a successful save (such as any effect that has a listing of fortitude partial or will half). this is in addition to the effects of mettle.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a barbarian of 17th level or higher can use the Hide skill even while being observed.

One with nature (Ex): a 20th level barbarian is so attuned to nature she literally becomes part of it. her type changes to magical beast, and she gains a set of 2 primary claw attacks (1d8) and a secondary bite attack (1d6.). she also gains an additional +2 natural armor, +20 feet to all movement modes, and gains one special attack from the barbarian's favored animal (a bear's improved grab, a wolf's trip, etc.).


beast master

HD: D10
The beastmaster’s class skills (and the key ability foreach skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

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

1st|
+1|
+2|
+2|
+0|animal companion

2nd|
+2|
+3|
+3|
+0|alertness

3rd|
+3|
+3|
+3|
+1|speak with animal companion

4th|
+4|
+4|
+4|
+1|extra animal companion (-3)

5th|
+5|
+4|
+4|
+1|low light vision

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

7th|
+7/2|
+5|
+5|
+2|tamer of beasts (vermin)

8th|
+8/3|
+6|
+6|
+2|

9th|
+9/4|
+6|
+6|
+3|speak with animal companion's kind

10th|
+10/5|
+7|
+7|
+3|extra animal companion (-6)

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

12th|
+12/7/2|
+8|
+8|
+4|

13th|
+13/8/3|
+8|
+8|
+8| Tamer of beasts (magical beasts)

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

15th|
+15/10/5|
+9|
+9|
+5|

16th|
+16/11/6/1|
+10|
+10|
+5|extra animal companion (-9)

17th|
+17/12/7/2|
+10|
+10|
+5| speak with animals

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

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

20th|
+20/15/10/5|
+12|
+12|
+6|Tamer of beasts (dragon)[/table]

Animal Companion (Ex): A beastmaster gains the service of a loyal animal companion. See the druid class feature, pages 35–36 of the Player’s Handbook. Treat the beastmaster as a druid whose level is equal to the
beastmaster’s class level. A beastmaster can select one of the animals available to a 1st-level druid. As a beastmaster gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid’s animal companion does. Use the beastmaster’s class level to determine the animal companion’s special abilities.

Alertness: bonus feat.

Speak with animal companion (Ex): beginning at 3rd level, a beast master can speak with her animal companions, as the speak with animals spell.

Extra animal companion (Ex): at each indicated level, a beastmaster can select an additional animal companion. this extra companion is treated as though the beastmaster's class level were lower than it actually is, as indicated.

Low-Light Vision (Ex): At 5th level, a beastmaster gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision from another source (such as her race), her low-light vision improves, allowing her to see three times as far as a human in conditions of
shadowy illumination.

Speak with animal companion's kind (Ex): a beast master of 9th level or higher can speak with any animal of the same kind as one of her animal companions.

Speak with animals (Ex): a beast master of 17th level or higher can speak with any animal, as the speak with animals spell.

Tamer of beasts: at 7th, 13, and 20th levels, the beastmaster gains the ability to tame beasts of different types, as noted in the table. these beasts gain benefits of an animal companion of the same base CR as themselves so a blink dog (CR2) gains the same benefits as an ape. if no animal has the same CR as the beast, then look to the next higher CR.

beguiler


HD: D4
Class Skills (4 + Int modifier per level, ×4 at 1st level): Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot.

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

1st|+0|+0|+0|+2|cloaked casting (+1 DC)

2nd|+1|+0|+0|+3| Surprise casting

3rd|+1|+1|+1|+3| Eclectic Learning

4th|+2|+1|+1|+4|

5th|+2|+1|+1|+4|Silent Spell

6th|+3|+2|+2|+5| Surprise casting (move action)

7th|+3|+2|+2|+5| Eclectic Learning

8th|+4|+2|+2|+6| Cloaked Casting (+2 SR)

9th|+4|+3|+3|+6|

10th|+5|+3|+3|+7|still spell

11th|+5|+3|+3|+7|eclectic learning

12th|+6/+1|+4|+4|+8|

13th|+6/+1|+4|+4|+8|

14th|+7/+2|+4|+4|+9|cloaked casting (+2 DC)

15th|+7/+2|+5|+5|+9| eclectic learning

16th|+8/+3|+5|+5|+10|

17th|+8/+3|+5|+5|+10|

18th|+9/+4|+6|+6|+11|

19th|+9/+4|+6|+6|+11|eclectic learning

20th|+10/+5|+6|+6|+12|Cloaked casting (overcomes SR)
[/table]

Weapon and Armor Proficiency: Beguilers are proficient
with all simple weapons. beguilers are not proficient with any armor or shields.

Spells: A beguiler casts arcane spells, which are drawn from the enchantment, illusion, and universal schools of magic. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler’s spell list. You can cast any spell you know without preparing it ahead of time.
Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your eclectic learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a
saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Cha modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells for a high Charisma score (PH 8).A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Cloaked Casting (Ex): A beguiler’s spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. At 14th level, the bonus to your spell’s save DC increases
to +2. At 20th level, you become able to automatically overcome
the spell resistance of any affected target.

Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next spell you cast. The spell must be cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Eclectic Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 7th, 11th, 15th, and 19th level.

Silent Spell: At 5th level, you gain Silent Spell as a
bonus feat.

Still Spell: At 10th level, you gain Still Spell as a bonus
feat.

fighter

HD: D10
Class Skills: climb, craft, handle animal, intimidate, jump, knowledge (history), listen, profession, ride, sense motive, spot, swim
Skill Points: 4+Int (x4 at first level)

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

1st|+1|+2|+0|+2|bonus feat, Minor aura

2nd|+2|+3|+0|+3|bonus feat, Major aura

3rd|+3|+3|+1|+3|Veteran's Lore

4th|+4|+4|+1|+4|bonus feat

5th|+5|+4|+1|+4|bonus feat

6th|+6/+1|+5|+2|+5|Uncanny dodge

7th|+7/+2|+5|+2|+5|bonus feat

8th|+8/+3|+6|+2|+6|bonus feat

9th|+9/+4|+6|+3|+6|Mettle

10th|+10/+5|+7|+3|+7|bonus feat

11th|+11/+6/+1|+7|+3|+7|bonus feat

12th|+12/+7/+2|+8|+4|+8|Improved uncanny dodge

13th|+13/+8/+3|+8|+4|+8|bonus feat

14th|+14/+9/+4|+9|+4|+9|bonus feat

15th|+15/+10/+5|+9|+5|+9|Rapid attack

16th|+16/+11/+6/+1|+10|+5|+10|bonus feat

17th|+17/+12/+7/+2|+10|+5|+10|bonus feat

18th|+18/+13/+8/+3|+11|+6|+11|Extra swift action

19th|+19/+14/+9/+4|+11|+6|+11|bonus feat

20th|+20/+15/+10/+5|+12|+6|+12|bonus feat

[/table]

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and all indicated levels afterwards. These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, excluding ability score and skill rank minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Auras: as marshal.

Veteran's lore: veteran fighters have fought a variety of creatures in their time, and have passed around stories of many more. a fighter of 3rd level or higher can make a special veteran's lore check to identify a creature she is fighting in place of the relevant knowledge check. to make this check, she rolls 1d20, and adds her class level and the highest of her Int, Wis, or Cha bonuses to the result. The DC and results of this check are the same as for the relevant knowledge check. you can't retry this check on a specific creature

Uncanny dodge: as rogue

mettle: as barbarian

improved uncanny dodge: as rogue

Rapid attack: a fighter of 15th level or higher can make a full attack as a standard action.

Extra swift action: a fighter of 18th level or higher can take an extra swift or immediate action each round.


rogue
a D8 HD, a full BAB, and an extra special ability choice at 20th is all the rogue needs. also, i'm changing trap sense from a bonus to AC and saves to a bonus on search and disable device checks related to traps.

summoner

HD D4
Class skills: as wizard
skill points/level: 2+int (X4 at first level)

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

1st|+0|+0|+0|+2|Elemental companion (small)

2nd|+1|+0|+0|+3|Watchful spirit

3rd|+1|+1|+1|+3|

4th|+2|+1|+1|+4|Elemental companion (medium)

5th|+2|+1|+1|+4|View the spirit world

6th|+3|+2|+2|+5|

7th|+3|+2|+2|+5|

8th|+4|+2|+2|+6|

9th|+4|+3|+3|+6|

10th|+5|+3|+3|+7|Elemental Companion (Large)

11th|+5|+3|+3|+7|

12th|+6/+1|+4|+4|+8|

13th|+6/+1|+4|+4|+8|

14th|+7/+2|+4|+4|+9|

15th|+7/+2|+5|+5|+9|

16th|+8/+3|+5|+5|+10|Elemental Companion (Huge)

17th|+8/+3|+5|+5|+10|

18th|+9/+4|+6|+6|+11|

19th|+9/+4|+6|+6|+11|

20th|+10/+5|+6|+6|+12|

Weapon and armor proficiencies: simple weapons, no armor, no shields.

Spellcasting: as beguiler (see above), but drawn from the conjuration, divination, and universal schools of magic.

Elemental Companion (Su):You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal
companion, with the exception of Multiattack. At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/—. At 16th level, you can choose for your elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for you elemental to remain at its current size, it instead gains an
additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/—.

Watchful Spirit (Ex): Once per day, a 2nd level summoner can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls.

View the spirit world (Su):Once per day at 5th level and higher, you can peer into the spirit world for a number of rounds equal to one-half your Summoner level (rounded down). While doing so, you gain darkvision out to 60 feet, can see invisible creatures, and gain a +2 bonus on Search and Spot checks. This is a supernatural ability.

varius

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

1st|+0|+0|+0|+2| Charnel Touch

2nd|+1|+0|+0|+3|

3rd|+1|+1|+1|+3|

4th|+2|+1|+1|+4|

5th|+2|+1|+1|+4|

6th|+3|+2|+2|+5|Scabrous touch 1/day

7th|+3|+2|+2|+5|

8th|+4|+2|+2|+6|Venomous blood (save bonus)

9th|+4|+3|+3|+6|

10th|+5|+3|+3|+7|

11th|+5|+3|+3|+7|Scabrous touch 2/day

12th|+6/+1|+4|+4|+8|

13th|+6/+1|+4|+4|+8|Venomous blood (poisoned blood)

14th|+7/+2|+4|+4|+9|

15th|+7/+2|+5|+5|+9|

16th|+8/+3|+5|+5|+10|Scabrous touch 3/day

17th|+8/+3|+5|+5|+10|

18th|+9/+4|+6|+6|+11| Venomous blood (poisoned hands)

19th|+9/+4|+6|+6|+11|

20th|+10/+5|+6|+6|+12|[/table]

Charnel Touch (Su): Negative energy flows through a varius’ body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A varius can use the
spectral hand spell to deliver this attack from a distance.

Scabrous Touch (Su): Starting at 6th level, once per day a variu can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (see page 213 of the Player’s Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects
of the disease depends on the disease inflicted; see page 292 of the Dungeon
Master’s Guide for details. Activating this class feature is a swift action. The effect lasts until the varius makes a successful charnel touch attack. The spectral hand spell enables a varius to deliver a scabrous touch attack from a distance. A varius can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.

Venomous blood: At 8th level, a varius gains a +5 bonus on saves against
poison. At 13th level, her blood becomes poisonous. Any creature that damages her with a bite attack, or that swallows her whole, is exposed to this poison (contact; Fort DC 10 + 1/2 varius level + Cha modifier; 1d3 Str/1d3 Str). she is immune to her own poisonous blood. At 18th level, she can bring the poison of her blood to the surface of her hand and apply it to a held weapon or to her next touch or ray spell. It requires a move action to manifest and apply the poison, and she can do so three times per day. In
this more concentrated form, initial and secondary damage are 1d6 Strength each. The poison lasts until she makes an attack with the weapon or spell or until the start of her next turn, whichever comes first.


warmage

change warmage edge to be charisma based. change advanced learning to eclectic learning.

Freddrick
2013-10-11, 11:32 PM
Consider giving trackless step to the barbarian at a lower level and shifting the rest upwards. Give them hide in plane sight and finaly give them a treestride ability, good only for themselves or anything that would be usable while under a wildshape ability. For the capstone ability make them pick an animal they most relate to and give them the special attack from that animal. ie Bears get improved grab, wolves get improved trip, big cats get rake, apes get rend as examples.

Fast movement (currently available at level 1) says it works on all movement types but they don't get the swim and climb speeds until 5th level. How does the level 1 fast movement apply to the 5th level ability?

My recommendation is to make Home in the Wild available at 1st, move Move like an animal at 2nd and then make fast movement available every 4 (or 6 like you had) levels there after (ie 6th, 10th, 14th etc.)

lunar2
2013-10-12, 10:44 AM
move like an animal is specifically set at 1/3 land speed. fast movement affecting all movement types is referring to if the creature already has an alternate movement mode, such as a fly speed. i wrote it that way because dwarves in this setting have a natural burrow speed, and i felt that fast movement should affect that.

trackless step (much like tracking itself) is a false class feature. if the DM wants someone to be able to find you, they will find you. it's all plot based. i will add in hide in plain sight, though, as well as putting hide and move silently on the class skill list.

ok, i added in camouflage and hide in plain sight, moved improved mettle to 16th level, and added in gaining an animal's special attack form to the capstone.

any advice on the beast master? i was thinking about removing 3 of his extra animal companions (7th, 13th, and 19th), and adding in the ability to have magical beasts, vermin, and aberrations as companions on those levels (except aberrations, which would be moved up from 19 to 20).

lunar2
2013-10-14, 11:53 AM
beguiler is up. all the casting classes will be using sorcerer spells per day.

lunar2
2013-10-16, 04:56 PM
fighter's up. i just added in some more bonus feats, a few relevant class skills, and a hopefully useful little class feature. i wasn't going for full on fighter fix, just a tweak for some slightly boosted power/versatility.

lunar2
2013-10-23, 06:15 PM
rogue is up. another set of tweaks, rather than a full on 'brew.

also, i still need some feedback on beastmaster.

lunar2
2013-10-30, 03:53 PM
summoner is up. also, i'd really like some feedback here. this thread is kind of lonely. :smallfrown:

lunar2
2013-11-21, 07:30 PM
finally i'm done. could someone please please please give me some feeback?

nonsi
2013-11-22, 02:07 AM
Consider the following additions for the Fighter (Since multiclassing might make the dead levels truly dead):
6th: Uncanny Dodge
9th: Mettle
12th: Improved Uncanny Dodge
15th: Full Attack as a standard action
18th: Extra swift/immediate action - cannot be used for casting spells of activating Su/Sp/Ps abilities.

lunar2
2013-11-22, 12:44 PM
how about mettle at 6th, slippery mind at 9th, and improved mettle at 12th?

uncanny dodge is more of a rogue thing, and i'd like to keep it there. slippery mind fits more with the fictional fighter, who is able to escape magical effects simply through his training.

nonsi
2013-11-22, 02:23 PM
how about mettle at 6th, slippery mind at 9th, and improved mettle at 12th?

uncanny dodge is more of a rogue thing, and i'd like to keep it there. slippery mind fits more with the fictional fighter, who is able to escape magical effects simply through his training.

Uncanny Dodge is a powerful anti-Rogue & anti-surprise tool. It represents combat readiness and peripheral combat awareness (who - if not the Fighter - should have it?)

Use Improved Mettle if you want your Fighter to yawn at all SoD/SoL/SoS effects (your call).

Slippery Mind is as far thematically from the Fighter as I can think of, but do what feels right to you.

lunar2
2013-11-22, 05:15 PM
alright, i'll give him uncanny dodge, but not the extra swift/immediate (what's a fighter going to do with an extra swift action, anyway?) and i'll push the full attack as a standard to 18th.

edit: nvm. i'll go with an extra swift. i just realized i gave the barbarian improved mettle. that gets less special if another class has it, as well.

ngilop
2013-11-22, 05:20 PM
theres a lot the fighter can do with swift action.. grnated you might have ot go book diving and/or look at some homebrewed stuff ( for example (http://www.giantitp.com/forums/showthread.php?t=268577))

18th level is WAAAY to late to get a full attack as a standard I myself let fighter have that from 7th onwards.. I mean the class's name is Fighter.. why should he be the sole class that is incable of doing what his name is till 8 (or more) levels after any other class can.

lunar2
2013-11-22, 05:29 PM
i put it in at 15th, as originally suggested.

now, i want to do something with the beastmaster. right now it gets 6 animal companions which is just too much. i'm thinking about removing 3 and letting it get magical beasts, vermin, and dragons as animal companions, but don't know what would be good lists for choices for those types.

ngilop
2013-11-22, 07:01 PM
yeah, six is way too much.

3 sounds good

the inclusion of vermin and magic beasts is decent but dragons may be a bit too much. for Vermin id just look at vermin of the same CR as animal companions ( i.e CR 1 vermin for level 1, CR at 4th level and so on and so forth) id prob do CR-1 for magical beasts so you get CR 1 at 4th level


Id also recommend slapping on the Marshal auras on the fighter, as right now the poor guy still needs some boosts to be at least almost as good as the rogue and barbarian.

lunar2
2013-11-22, 07:26 PM
what if i allowed fighter levels to count full towards initiator level for martial study/stance? i was planning on including those feats in this setting, just not the classes. this way, fighters are the only class capable of getting higher than 5th level maneuvers and stances.

edit: at beast master. the dragons would be the capstone ability, though. a 20th level beastmaster has become so adept at taming creatures that they can control even the mightiest of beasts.

ngilop
2013-11-22, 08:31 PM
Ok for a capstone then thats not too shabby.

Letting the fighter count as full initoar is pretty sweet. Id remove the only 3 martial maneuvers and 1 martial stance limit just for fighters explicitly. That way not only can they have higher level maneuvers that can have more than 3.

the reason why I gave the slap marshal auras suggetion was fighters in fluff that is, are supposed to be thees battlefield leaders and while by istelf the marshal aruas are definately weak.. allowing the fighter to have them is a great 'fix' as it shores up some fighter weaknesses and the auras being weak in and of themselves don't do anything to 'break' the fighter


like plugging the small holes on a leaky bucket.. it works, does its job better, but its not so great as to negate the need for anything else.

lunar2
2013-11-22, 09:24 PM
i was removing the 3/1 restriction on martial study/stance anyway. never made much sense to me.

as for auras, i think it may be a bit too much. marshals are a T4 class on their own, taking their main schtick and putting it on another T4 class (which this fighter definitely is) seems to be a bit more than i planned on.

ngilop
2013-11-22, 09:34 PM
2 tier 4 dont make a tier 3 though. and i do not think this fighter is 'tier'4 still justa bout every class does his job better than he does, and even if you let him take ToB feats and such. that don't bump him up.. versatility is what is needed to make the fighter go up a tear, not bigger numbers.

lunar2
2013-11-22, 10:45 PM
the fighter is already at the top of tier 5. almost any boost at all is enough to get it to tier 4. this fighter gets another good save, more bonus feats, a few actual class features, a better skill list, and gets to steal from tome of battle. also, it's less MAD, because i put in a clause on the bonus feats that it can ignore skill rank and ability score prerequisites. it's pretty solidly tier 4 now. but if you really think it needs the auras to compete, then i guess i'll put them in.

nonsi
2013-11-24, 03:52 PM
beast master should get Track as bonus feat at 1st level, and also gain Swift Tracker and Scent (your call at which levels).

lunar2
2013-11-26, 03:56 PM
the beast master isn't a ranger. it's focus is minionmancy. i'm sure that at least one of it's 3 eventual companions will be able to track, and if not, no big loss, since track is a false class feature anyway.