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View Full Version : D&D 3.x Class My random silly classes: Supreme Rider



Morphic tide
2016-02-17, 11:17 PM
The Idea is to mix all the animal companion style things into one awesome mount




Level
BAB
Features
Fort
Reflex
Will


level 1
+1
Supreme Mount, Favored Fighting Style
+2
+0
+2


level 2
+2
Bonus Feat
+3
+0
+3


level 3
+3

+3
+1
+3


level 4
+4

+4
+1
+4


level 5
+5

+4
+1
+4


level 6
+6/+1
Mount Dodge
+5
+2
+5


level 7
+7/+2

+5
+2
+5


level 8
+8/+3

+6
+2
+6


level 9
+9/+4

+6
+3
+6


level 10
+10/+5
Bonus Feat
+7
+3
+7


level 11
+11/+6/+1

+7
+3
+7


level 12
+12/+7/+2

+8
+4
+8


level 13
+13/+8/+3

+8
+4
+8


level 14
+14/+9/+4
Steady Rider
+9
+4
+9


level 15
+15/+10/+5

+9
+5
+9


level 16
+16/+11/+6/+1

+10
+5
+10


level 17
+17/+12/+7/+2

+10
+5
+10


level 18
+18/+13/+8/+3
Bonus Feat
+11
+6
+11


level 19
+19/+14/+9/+4

+11
+6
+11


level 20
+20/+15+10+5
Bonus Feat: Legendary Rider
+12
+6
+12


Hit dice: d10
Skill points: 3+ Int mod
Weapon proficiency: A Supreme Rider is proficient with all simple weapons
Armor proficiency: A Supreme Rider is proficient with Light and Medium armor and with shields, but not tower shields
Class skills: Track, Ride, Handle Animal, Search, Heal, Spot and Listen

Class feature: Supreme Mount: Chose a Magical Beast or Animal with less than three hit dice that you can ride. It gains half your HP as permanent HP, it's BAB is equal to yours if yours is higher than its and its intelligence score is increased to 4 if lower than 4 when chosen. It gains bonus hit dice, strength, dexterity, natural armor, tricks and abilities as a Druid's Animal Companion and Paladin's Special Mount and abilities as a Wizard's Familiar, Paladin Special Mount and Druid Animal Companion, with your Supreme Rider levels counting as Druid, Paladin and Wizard levels for this purpose. A Supreme Mount counts as a Familiar, Animal Companion and Special Mount for the purposes of feats, class features and effects. A Supreme Mount attacks separately from its rider, being able to use its options within the limits of the rider's choice of movements. If a Supreme Rider's Supreme Mount dies, they lose a level and all Supreme Rider class features until the mount is revived

Class Feature: Favored Fighting Style: Choose a Favored Fighting Style: Mounted Charger, Mounted Archer or Ride-By Cleaver. Gain bonus feats according to the lists below, even if you lack the prerequisites


Gain Heavy armor and Lance proficiency

Placeholder for now
Level 4:
Level 8:
Level 12:
Level 16:
Level 20:


Class Feature: Mount Dodge: Add your mount's Dexterity and Dodge bonuses to AC to your own. OOC: The point is that this makes a light calvalry role more useful for this class

Bonus Feats: Supreme Rider bonus feats may only be used to get feats that have a Ride skill prerequisite, affect the Ride skill or affect Animal Companions, Familiars and/or Wild Coherts in a way other than replacing them

Bonus Feat: Steady Rider: As the feat, except that you don't need to meet the requirements for it. If you already have this feat, gain a bonus feat, with the same restrictions those granted by Supreme Rider levels. OOC: The new clause is so that if you already have the feat, you don't get an empty level. The point is to get a feat or ability of some sort every level

Bonus Feat: Legendary Rider: As the [Epic] feat, but the Supreme Rider doesn't need to meet the requirements, including that they be Epic level. If you already have this feat, gain a bonus feat, with the same restrictions as those granted by Supreme Rider levels. OOC: An Epic feat for a capstone. Not an OP one, just one that lets you roll less dice when you are using a non-Supreme Mount ride

Morphic tide
2016-03-01, 08:56 PM
Level
BAB
Fort
Ref
Will
Features


Level 1
+1
+2
+2
+2
Feat:Leadership, Royal General


Level 2
+2
+3
+3
+3



Level 3
+3
+3
+3
+3



Level 4
+4
+4
+4




Level 5
+5
+4
+4
+4



Level 6
+6/+1
+5
+5
+5



Level 7
+7/+2
+5
+5
+5



Level 8
+8/+3
+6
+6
+6



Level 9
+9/+4
+6
+6
+6



Level 10
+10/+5
+7
+7
+7



Level 11
+11/+6/+1
+7
+7
+7



Level 12
+12/+7/+2
+8
+8
+8



Level 13
+13/+8/+3
+8
+8
+8



Level 14
+14/+9/+4
+9
+9
+9



Level 15
+15/+10/+5
+9
+9
+9



Level 16
+16/+11/+6/+1
+10
+10
+10



Level 17
+17/+12/+7/+2
+10
+10
+10



Level 18
+18/+13/+8/+3
+11
+11
+11



Level 19
+19/+14/+9/+4
+11
+11
+11



Level 20
+20/+15/+10/+5
+12
+12
+12
God King


Requirements: Must rule a nation or be the Heir Apparent (the Heir Apparent is the one who is next in line to the throne)
Starting Wealth: 10d20*100
Hit Die: D12
Class Skills: All skills are class skills
Skill points at first level: (8+Int modifier)*4
Skill points at each additional level: 8+Int modifier
Weapon and armor proficiency: All weapons and all armor and shields

Feat: Leadership: The War King gets Leadership as a bonus feat at first level

Class Feature: Royal General: The War King's Leadership score is doubled after all other modifiers

Class Feature: God King: At level 20, a War King's skill in battle and the devotion of their soldiers has made them literally divine, making them Divine Rank 1. They automatically gain the War, Strength, Destruction and Death domains and divine casting equal to a Cleric of 1/4 their level


Recommended Playstyle: Have your Cohert be the PC, you be the meatshield/follower manager. Use ALL the followers, have a village/fortress of them, and set them up as a coherent, effective group, with broken as hell squads of soldiers. For this one, the flavor is that you are in charge of an army of soldiers, so have most of your followers be Warriors, with the higher ranking/level ones as Fighters and subordinate generals be Warblades, multiclassing them into effectiveness. Have them be mostly NPC classes, with Healers at low levels leveling into Clerics and Paladins at later levels, some Warriors leveling into Rangers and then the ever-OP Druids, some Warriors leveling into Scouts and then Rangers, and generally have the first two or three levels in Warrior or other appropriate NPC class into the PC class. You are the King, you are in charge of a large group of NPCs, make use of it, but don't get super OP, that's not the flavor of this class. The flavor is having over 1000 well coordinated decently buffed troops steamroll entire campaign worlds with coordinated fighting rather than individual powerhouses. Individual powerhouses are for the other Kings, who get less followers

Recommended Multiclassing: Get that Leadership score up, get large area buffs, get stuff that makes you better at leading an army in general, preferably Martial classes that do it. The real purpose of this is to be the class of people like Tarquin, NPCs that are in charge, but not necessarily able to deal with a whole adventuring party on their own. Those guys who will happily wipe out entire parties without breaking stride are getting less Leadership, but more battle power. In the form of full casting/manifesting but a weakened chassis, or full Maneuver progression on an even better chassis