Grod_The_Giant
2015-01-22, 12:35 AM
I was looking back at some of my homebrew classes recently and I noticed a trend towards complexity. I, personally, like complex classes, with lots of options and distinct abilities, and that definitely influences my 'brew. I thing that generally is a good thing in a class, but it's not the best for a new player. So here's the first in a series of classes designed to be simple to play, but still powerful and varied enough to pull their weight in a party of T3s (say, a Factotum, a Dread Necromancer, a Crusader, and a Totemist). This one relies heavily on passive, always-on effects
The Marshal
Alignment: Any
Hit Die: d10
The Marshal’s class skills are Balance, Bluff, Climb, Diplomacy, Heal, Intimidate, Jump, Listen, Knowledge (History), Knowledge (Nobility and Royalty), Profession, Ride, Sense Motive, Spot, and Swim.
Skill Points at 1st level: (4 + Int modifier) x4
Skill Points at each additional level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Aura Range
1st
+1
+2
+0
+2
Aura of Battle (Inspiration), Polearm Skill
20 ft
2nd
+2
+3
+0
+3
Call of Battle, Stand Still
20 ft
3rd
+3
+3
+1
+3
Aura of Battle (Intimidation)
20 ft
4th
+4
+4
+1
+4
Bonus Feat
30 ft
5th
+5
+4
+1
+4
Intimidating Strike
30 ft
6th
+6/+1
+5
+2
+5
Aura of Battle (Vigor)
30 ft
7th
+7/+2
+5
+2
+5
Polearm Mastery
40 ft
8th
+8/+3
+6
+2
+6
Bonus Feat
40 ft
9th
+9/+4
+6
+3
+6
Aura of Battle (Dominance)
40 ft
10th
+10/+5
+7
+3
+7
Warrior’s Punishment
50 ft
11th
+11/+6/+1
+7
+3
+7
You’ve Probably Heard of Me
50 ft
12th
+12/+7/+2
+8
+4
+8
Aura of Battle (Alacrity), Bonus Feat
50 ft
13th
+13/+8/+3
+8
+4
+8
Reactive Rush
60 ft
14th
+14/+9/+4
+9
+4
+9
My Mind is My Own
60 ft
15th
+15/+10/+5
+9
+5
+9
Aura of Battle (Halting )
60 ft
16th
+16/+11/+6/+1
+10
+5
+10
Bonus Feat
70 ft
17th
+17/+12/+7/+2
+10
+5
+10
Retributive Assault
70 ft
18th
+18/+13/+8/+3
+11
+6
+11
Aura of Battle (Assault)
70 ft
19th
+19/+14/+9/+4
+11
+6
+11
Eternal War
80 ft
20th
+20/+15/+10/+5
+12
+6
+12
Raise Army, Bonus Feat
80 ft
Weapon and Armor Proficiency: A Martial is proficient with all simple and martial weapons, and with all armor and shields (except tower shields). He is also proficient with all exotic reach weapons.
Polearm Skill (Ex): A Marshal is familiar with many weapons, but possesses special skill with polearms. When wielding a reach weapon, he may attack targets anywhere within reach without penalty, including adjacent targets.
Aura of Battle (Ex): A Marshal dominates the battlefield through sheer presence. All valid targets within the range indicated on the table above— including the Marshal himself—are affected by all effects below.
Inspiration: Beginning at 1st level, allies gain a morale bonus to attack, damage, and armor class equal to one half your Charisma modifier (minimum 1)
Intimidation: Beginning at 3rd level, enemies who attack an ally other than that Marshal become Shaken for one round. Targets making multiple attacks cannot be affected by this aura more than once each round, and this effect does not stack with itself or other fear effects. This is a mind-affecting fear effect.
Vigor: Beginning at 6th level, allies gain a pool of temporary hit point equal to one half your level multiplied by your Charisma modifier (minimum 1/2 level). Allies regain these temporary hit points at a rate of 1/round per point of your Charisma modifier. If they leave the range of your aura, these temporary hit points are lost. If an ally who had benefited from this aura in the last minute leaves and then returns, his temporary hit points return to their previous amount.
Dominance: Beginning at 9th level, enemies move at half speed and cannot run or charge unless moving towards the Marshal. This reduction stacks with difficult terrain. In addition, they take a penalty to attacks not targeting the Marshal equal to one half your Charisma modifier. If casting a harmful spell that does not include the Marshal as a target, they take a penalty to the save DC equal to one fourth your Charisma modifier.
Alacrity: Beginning at 12th level, allies may spend a swift action to take a move action.
Halting: Beginning at 16th level, enemies may not take swift or immediate actions.
Assault: Beginning at 18th level, allies may spend a swift action to take an standard action.
Call of Battle (Ex): Beginning at 2nd level, a Marshal gains a morale bonus to initiative checks and the number of attacks of opportunity he may make each round equal to his Charisma modifier.
Stand Still: At 2nd level, a Marshal gains Stand Still (XPH) as a bonus feat.
Intimidating Strike(Ex): Beginning at 3rd level, a Marshal may make a single melee or ranged attack as a standard action. If it hits, the target must make a Will save, with a DC equal to the damage dealt. If he fails, he is Shaken for a number of rounds equal to your Charisma modifier. As a fear effect, this effect is cumulative: if already shaken, the target becomes frightened. If already frightened, he becomes panicked.
Bonus Feat: At 4th level, and every subsequent 4th level, a Marshal gains a bonus feat, drawn from the list of fighter bonus feats.
Polearm Mastery (Ex): Beginning at 7th level, a Marshal may add his Charisma modifier to any combat maneuver checks he makes while wielding a reach weapon, such as trip and disarm attempts.
Warrior’s Punishment(Ex): Beginning at 10th level, a Marshal may move up to his base land speed before making an attack of opportunity, and is considered to threaten the entire area covered by his Aura of Battle.
You’ve Probably Heard of Me (Ex): No matter how far a Marshal wanders, he finds his story has spread farther still. Beginning at 11th level, all non-hostile NPCs are treated as if they were one step more friendly when interacting with the Marshal. He may add one-half his Marshal level to any Intimidate check he makes; however, he takes a penalty equal to his Marshal level to any Disguise check or similar attempt to conceal his identity.
Reactive Rush (Ex): Beginning at 13th level, a Marshal may move up to his speed as an immediate action.
My Mind is My Own (Ex): Beginning at 14th level, a Marshal automatically succeeds on saves against [Mind Affecting] abilities. An unconscious or sleeping Marshal does not gain the benefit of this ability.
Retributive Assault (Ex): Beginning at 17th level, a Marshal may take an extra turn immediately whenever an ally is reduced to zero or fewer hit points. He may not benefit from this ability more than once per round.
Eternal War (Ex): At 19th level, a Marshal becomes immune to death effects and massive damage, and gains Regeneration equal to his Charisma modifier for as long as he has a weapon in his hand. This regeneration is not bypassed by any damage type. A Marshal rendered unconscious by nonlethal damage retains hold of his weapons. To wrest a weapon from the hand on a Marshal, the opponent must take a standard action and succeed on an opposed Strength check. The Marshal may make this check despite any circumstance, such as unconsciousness, that would normally prevent him from doing so, and he gains a bonus to the check equal to his Charisma modifier.
Raise Army (Ex): The people know you, and they answer your call. By taking ten minutes to give a rousing speech, you may transform any Helpful Humanoid with hit die equal to or lower than his Charisma modifier into a Warrior of a level equal to your Charisma modifier. They possess hit die, feats, and skills as normal for a Warrior of their level, but no equipment, and are Fanatically loyal to you. They remain in this state until slain or dismissed. Humanoids with class levels may choose to retain those levels in place of Warrior levels, but still become Fanatically loyal. These followers benefit from your Aura of War as if you were a Marshal of one-half your level as long as they know (or believe) that you are on the battlefield with them.
----------
Author's Analysis: Low T3/High T4, along with the Warblade and Duskblade, but you really, really, really want one in your party. A good Charisma and a full list of social skills make him a decent party face. His class abilities (including self-dosing with his aura) keep his numbers competitive, and give him the action economy and a few of the necessary resistances for higher-level gameplay. He's good at stabbing things-- directly and indirectly-- talking to things, buffing his allies and hindering his enemies. Playability-wise, you get the full effect of your aura just by standing in the right place, making him pretty hard to screw up, while you have enough bonus feats to pick up a trick or two beyond full attacking every round.
The Marshal
Alignment: Any
Hit Die: d10
The Marshal’s class skills are Balance, Bluff, Climb, Diplomacy, Heal, Intimidate, Jump, Listen, Knowledge (History), Knowledge (Nobility and Royalty), Profession, Ride, Sense Motive, Spot, and Swim.
Skill Points at 1st level: (4 + Int modifier) x4
Skill Points at each additional level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Aura Range
1st
+1
+2
+0
+2
Aura of Battle (Inspiration), Polearm Skill
20 ft
2nd
+2
+3
+0
+3
Call of Battle, Stand Still
20 ft
3rd
+3
+3
+1
+3
Aura of Battle (Intimidation)
20 ft
4th
+4
+4
+1
+4
Bonus Feat
30 ft
5th
+5
+4
+1
+4
Intimidating Strike
30 ft
6th
+6/+1
+5
+2
+5
Aura of Battle (Vigor)
30 ft
7th
+7/+2
+5
+2
+5
Polearm Mastery
40 ft
8th
+8/+3
+6
+2
+6
Bonus Feat
40 ft
9th
+9/+4
+6
+3
+6
Aura of Battle (Dominance)
40 ft
10th
+10/+5
+7
+3
+7
Warrior’s Punishment
50 ft
11th
+11/+6/+1
+7
+3
+7
You’ve Probably Heard of Me
50 ft
12th
+12/+7/+2
+8
+4
+8
Aura of Battle (Alacrity), Bonus Feat
50 ft
13th
+13/+8/+3
+8
+4
+8
Reactive Rush
60 ft
14th
+14/+9/+4
+9
+4
+9
My Mind is My Own
60 ft
15th
+15/+10/+5
+9
+5
+9
Aura of Battle (Halting )
60 ft
16th
+16/+11/+6/+1
+10
+5
+10
Bonus Feat
70 ft
17th
+17/+12/+7/+2
+10
+5
+10
Retributive Assault
70 ft
18th
+18/+13/+8/+3
+11
+6
+11
Aura of Battle (Assault)
70 ft
19th
+19/+14/+9/+4
+11
+6
+11
Eternal War
80 ft
20th
+20/+15/+10/+5
+12
+6
+12
Raise Army, Bonus Feat
80 ft
Weapon and Armor Proficiency: A Martial is proficient with all simple and martial weapons, and with all armor and shields (except tower shields). He is also proficient with all exotic reach weapons.
Polearm Skill (Ex): A Marshal is familiar with many weapons, but possesses special skill with polearms. When wielding a reach weapon, he may attack targets anywhere within reach without penalty, including adjacent targets.
Aura of Battle (Ex): A Marshal dominates the battlefield through sheer presence. All valid targets within the range indicated on the table above— including the Marshal himself—are affected by all effects below.
Inspiration: Beginning at 1st level, allies gain a morale bonus to attack, damage, and armor class equal to one half your Charisma modifier (minimum 1)
Intimidation: Beginning at 3rd level, enemies who attack an ally other than that Marshal become Shaken for one round. Targets making multiple attacks cannot be affected by this aura more than once each round, and this effect does not stack with itself or other fear effects. This is a mind-affecting fear effect.
Vigor: Beginning at 6th level, allies gain a pool of temporary hit point equal to one half your level multiplied by your Charisma modifier (minimum 1/2 level). Allies regain these temporary hit points at a rate of 1/round per point of your Charisma modifier. If they leave the range of your aura, these temporary hit points are lost. If an ally who had benefited from this aura in the last minute leaves and then returns, his temporary hit points return to their previous amount.
Dominance: Beginning at 9th level, enemies move at half speed and cannot run or charge unless moving towards the Marshal. This reduction stacks with difficult terrain. In addition, they take a penalty to attacks not targeting the Marshal equal to one half your Charisma modifier. If casting a harmful spell that does not include the Marshal as a target, they take a penalty to the save DC equal to one fourth your Charisma modifier.
Alacrity: Beginning at 12th level, allies may spend a swift action to take a move action.
Halting: Beginning at 16th level, enemies may not take swift or immediate actions.
Assault: Beginning at 18th level, allies may spend a swift action to take an standard action.
Call of Battle (Ex): Beginning at 2nd level, a Marshal gains a morale bonus to initiative checks and the number of attacks of opportunity he may make each round equal to his Charisma modifier.
Stand Still: At 2nd level, a Marshal gains Stand Still (XPH) as a bonus feat.
Intimidating Strike(Ex): Beginning at 3rd level, a Marshal may make a single melee or ranged attack as a standard action. If it hits, the target must make a Will save, with a DC equal to the damage dealt. If he fails, he is Shaken for a number of rounds equal to your Charisma modifier. As a fear effect, this effect is cumulative: if already shaken, the target becomes frightened. If already frightened, he becomes panicked.
Bonus Feat: At 4th level, and every subsequent 4th level, a Marshal gains a bonus feat, drawn from the list of fighter bonus feats.
Polearm Mastery (Ex): Beginning at 7th level, a Marshal may add his Charisma modifier to any combat maneuver checks he makes while wielding a reach weapon, such as trip and disarm attempts.
Warrior’s Punishment(Ex): Beginning at 10th level, a Marshal may move up to his base land speed before making an attack of opportunity, and is considered to threaten the entire area covered by his Aura of Battle.
You’ve Probably Heard of Me (Ex): No matter how far a Marshal wanders, he finds his story has spread farther still. Beginning at 11th level, all non-hostile NPCs are treated as if they were one step more friendly when interacting with the Marshal. He may add one-half his Marshal level to any Intimidate check he makes; however, he takes a penalty equal to his Marshal level to any Disguise check or similar attempt to conceal his identity.
Reactive Rush (Ex): Beginning at 13th level, a Marshal may move up to his speed as an immediate action.
My Mind is My Own (Ex): Beginning at 14th level, a Marshal automatically succeeds on saves against [Mind Affecting] abilities. An unconscious or sleeping Marshal does not gain the benefit of this ability.
Retributive Assault (Ex): Beginning at 17th level, a Marshal may take an extra turn immediately whenever an ally is reduced to zero or fewer hit points. He may not benefit from this ability more than once per round.
Eternal War (Ex): At 19th level, a Marshal becomes immune to death effects and massive damage, and gains Regeneration equal to his Charisma modifier for as long as he has a weapon in his hand. This regeneration is not bypassed by any damage type. A Marshal rendered unconscious by nonlethal damage retains hold of his weapons. To wrest a weapon from the hand on a Marshal, the opponent must take a standard action and succeed on an opposed Strength check. The Marshal may make this check despite any circumstance, such as unconsciousness, that would normally prevent him from doing so, and he gains a bonus to the check equal to his Charisma modifier.
Raise Army (Ex): The people know you, and they answer your call. By taking ten minutes to give a rousing speech, you may transform any Helpful Humanoid with hit die equal to or lower than his Charisma modifier into a Warrior of a level equal to your Charisma modifier. They possess hit die, feats, and skills as normal for a Warrior of their level, but no equipment, and are Fanatically loyal to you. They remain in this state until slain or dismissed. Humanoids with class levels may choose to retain those levels in place of Warrior levels, but still become Fanatically loyal. These followers benefit from your Aura of War as if you were a Marshal of one-half your level as long as they know (or believe) that you are on the battlefield with them.
----------
Author's Analysis: Low T3/High T4, along with the Warblade and Duskblade, but you really, really, really want one in your party. A good Charisma and a full list of social skills make him a decent party face. His class abilities (including self-dosing with his aura) keep his numbers competitive, and give him the action economy and a few of the necessary resistances for higher-level gameplay. He's good at stabbing things-- directly and indirectly-- talking to things, buffing his allies and hindering his enemies. Playability-wise, you get the full effect of your aura just by standing in the right place, making him pretty hard to screw up, while you have enough bonus feats to pick up a trick or two beyond full attacking every round.