GrayDeath
2016-03-12, 12:30 PM
Hello y`all!
I`d like your feedback on a class we (myself and the upcoming GM) designed for our next Campaign.
First things first: It is aimed to be High T4, low T3, but the most important part is for it to fit its intended fluff "Like a glove".
Now which fluff is that, you might ask?
That of the classic "Strong, tough Man/Woman with martial Abilities that is not part of any established Forms/Schools of Battle".
Hence no Fighter or similarly militaristic theme.
The simple Man, wielding simple weapons and kicking butt.
The closest in overall direction would be the Monk, but this is the "raw strength/Power" attempt at it.
It is supposed to be roughly as good at fighting as any mainly Combat oriented, purely mundane Class, but tougher, harder hitting and more flexible.
It is intended for pathfinder Use primarly, but might work for 3.5 as well.
Most important: Fluff of “strong Man/Woman with no supernatural Powers but Will and Training” is paramount.
Feedback I do NOT want: Not needed, its not a caster so scrap it, and similar comments.
Feedback I DO want: everything else, but most importantly help in streamlining/defining its feats, progression, and overall placing in the Tiers.
For now lets call it "Tough Guy".
Basics:
Alignment: Any, though most tend towards some form of Neutrality or Order in it.
Hitdie: D12
Saves: all high
BAB: Full
Skillpts: 4+IntMod
Class Skills: Acrobatics, Bluff, Craft (any one), Escape Artist, Intimidate, Knowledge (Martial Arts and one more), Perception.
Armor: Light
Weapon proficiencies: All Simple Weapons and Unarmed.
Choose Path (Bonuses only apply while not multiclassing with any class that grants Spells!) at Level 1:
:
Young (requires Age maximal Adult): add natural Dexterity Bonus or Level/3 (whichever is more) to Initiative and Dodge AC.
At Level 11 also adds Natural Dex Bonus to Crit Confirmation Rolls.
At Level 20 Now adds Double the natural Dex Bonus to Initiative and Dodge AC.
or
Old (requires Age Minimal Adult): Add Wisdom Bonus to AC and ignore negative Age Modifiers.
At Level 11 adds Wisdom Bonus to Damage Rolls.
At Level 20 Adds Natural Wisdom Bonus to Damage Resistance.
Path Advantages are lost while wearing more than light Armor or using Shields.
Level 1: Improved Unarmed Strike, Toughness, Path-Ability.
[I]Perfect Control: may cause nonlethal Damage whenever he wants, without any maluses.
Level 2: Physical Surge: once per Day per Level/2 may increase one physical Attribute by 4 for 1 Minute.
Level 3: Armor Skin 1: +1 natural AC Bonus.
Strong Arm: Adds +1 Damage to all Damage Rolls.
Level 4: Weapon of Choice:
Choose one: Weapon Focus Unarmed or Weapon Focus “Chosen Weapon Type” (see profficiencies).
If Unarmed: increases his unarmed Damage as if all his Levels were Monk levels
If Weapon Category (like Fighter, may ONLY be applied to CLass Weapons!): Gains Weapon Specialization for that Weapon Cat. at Level 5, Greater Weapon Focus at level 9 and Greater Weapon Specialization at level 13. Also always considers that Weapons Crit Range as one Higher.
Level 5: Toughened by Training: Gains DR 1/3 his level in this Class (round down).
"Big Guy": may use his Strength Bonus instead of Charisma for purposes of Intimidation.
Level 6: Speed Surge: Once per Day per Level of this Class may charge or retreat twice his Movement Rate. If doing so to charge, his Damage rolls (charge) while charging are increased by 3, if doing so to retreat, his AC for the Turn is increased by 3.
Level 7: Armor Skin 2: The Natural Armor Bonus of Armor Skin increases to +2.
Gains Evasion.
Level 8: Critical Eye: After fighting an enemy for 2 rounds, increases his Crit Range (with all weapons/Unarmed) against that opponent by 2.
Level 9: Physical perfection 1: +2 to one physical Attribute.
Stron Surge: Physical Surge now increases the Attribute of your choice by 6
Level 10: Enduring Skin: gains Resist Element 10 against one Element and Spell Resistance 6+Level.
Level 11: Seen it all: All Spells or Spellike Abilities influencing his physical (!!) perception are treated as -3 DC.
Armor Skin 3: The Natural AC Bonus from Armor Skin is now +3.
Level 12: Done it all....: May take 12 instead of Take 10 where possible.*
Level 13: The Giants Strike: Deals Damage as if one Size Category larger.
Level 14: Physical perfection 2: +2 to another physical Attribute.
Armor Skin 4: The Natural AC Bonus from Armor Skin is now +4..
Level 15: Destruction by my Hands: All Attacks made against unliving Targets (this includes pure Constructs and mindless undead, Golems and such, and of course all Objects) automatically deal maximum rolled Damage. This includes eventual Bonus Dice!
Physical Surge now lasts 2 Minutes.
Level 16: Iron Mind: Gains + Level/4 to Saves against all mind affecting effects. Gains Immunity to supernatural Effects that cause fear, Shaken or similar Effects 8but not regular man.!)
Level 17: The Kings Gaze: 3 times per day may make an Intimidate Check against all Enemies in Sight.
If that check succeeds by more than 10 points the targets fall unconscious for 1d10+5 rounds.
Speed of thought: Speed Surge now adds another 40ft Movement Bonus.
Level 18: ...and lived to tell the tale: Gains Fast healing 2 whenever below 50% of HP. Maximum Number of HP healed by this/day: 10*Level.
Armor Skin 5: The Natural AC Bonus from Armor Skin is now +5..
Level 19: Physical perfection 3: gains +2 to any one physical Attribute.
Level 20: Physical Master: Gains Immunity against: negative Levels, Poisons, Sickness (all natural ones).
Inviolable: Gains +1/4th Level to saves against: All Instant Death Effects, all Unconscious Effects, all Transportation Effects, all Transformation Effects.
Armor Skin 6: The Natural AC Bonus from Armor Skin is now +6.
Special Feats: (these require Levels in "Tough Guy").
Impenetrable Will: Increase Spell Resistance to 11+Level. Requires Level 12.
Mithral Skin: add +3 DR/- as per CLass Ability. Requires Level 10
Adamantine Skin: add +3 DR/- as per CLass Ability. Requires Level 17
Giant among Men: May wield all Weapons of this Class one size category larger without any Maluses. Requires Level 16.
If focussed on Unarmed in Level 4, always adds +2 to his unarmed Damage rolls.
Shrug it Off: Increase one Save by 3 points. May be taken up to three times in total. May choose the same Safe multiple times.
So, whadda ya think?
Edited after Red Fels Feedback, 13.3.
I`d like your feedback on a class we (myself and the upcoming GM) designed for our next Campaign.
First things first: It is aimed to be High T4, low T3, but the most important part is for it to fit its intended fluff "Like a glove".
Now which fluff is that, you might ask?
That of the classic "Strong, tough Man/Woman with martial Abilities that is not part of any established Forms/Schools of Battle".
Hence no Fighter or similarly militaristic theme.
The simple Man, wielding simple weapons and kicking butt.
The closest in overall direction would be the Monk, but this is the "raw strength/Power" attempt at it.
It is supposed to be roughly as good at fighting as any mainly Combat oriented, purely mundane Class, but tougher, harder hitting and more flexible.
It is intended for pathfinder Use primarly, but might work for 3.5 as well.
Most important: Fluff of “strong Man/Woman with no supernatural Powers but Will and Training” is paramount.
Feedback I do NOT want: Not needed, its not a caster so scrap it, and similar comments.
Feedback I DO want: everything else, but most importantly help in streamlining/defining its feats, progression, and overall placing in the Tiers.
For now lets call it "Tough Guy".
Basics:
Alignment: Any, though most tend towards some form of Neutrality or Order in it.
Hitdie: D12
Saves: all high
BAB: Full
Skillpts: 4+IntMod
Class Skills: Acrobatics, Bluff, Craft (any one), Escape Artist, Intimidate, Knowledge (Martial Arts and one more), Perception.
Armor: Light
Weapon proficiencies: All Simple Weapons and Unarmed.
Choose Path (Bonuses only apply while not multiclassing with any class that grants Spells!) at Level 1:
:
Young (requires Age maximal Adult): add natural Dexterity Bonus or Level/3 (whichever is more) to Initiative and Dodge AC.
At Level 11 also adds Natural Dex Bonus to Crit Confirmation Rolls.
At Level 20 Now adds Double the natural Dex Bonus to Initiative and Dodge AC.
or
Old (requires Age Minimal Adult): Add Wisdom Bonus to AC and ignore negative Age Modifiers.
At Level 11 adds Wisdom Bonus to Damage Rolls.
At Level 20 Adds Natural Wisdom Bonus to Damage Resistance.
Path Advantages are lost while wearing more than light Armor or using Shields.
Level 1: Improved Unarmed Strike, Toughness, Path-Ability.
[I]Perfect Control: may cause nonlethal Damage whenever he wants, without any maluses.
Level 2: Physical Surge: once per Day per Level/2 may increase one physical Attribute by 4 for 1 Minute.
Level 3: Armor Skin 1: +1 natural AC Bonus.
Strong Arm: Adds +1 Damage to all Damage Rolls.
Level 4: Weapon of Choice:
Choose one: Weapon Focus Unarmed or Weapon Focus “Chosen Weapon Type” (see profficiencies).
If Unarmed: increases his unarmed Damage as if all his Levels were Monk levels
If Weapon Category (like Fighter, may ONLY be applied to CLass Weapons!): Gains Weapon Specialization for that Weapon Cat. at Level 5, Greater Weapon Focus at level 9 and Greater Weapon Specialization at level 13. Also always considers that Weapons Crit Range as one Higher.
Level 5: Toughened by Training: Gains DR 1/3 his level in this Class (round down).
"Big Guy": may use his Strength Bonus instead of Charisma for purposes of Intimidation.
Level 6: Speed Surge: Once per Day per Level of this Class may charge or retreat twice his Movement Rate. If doing so to charge, his Damage rolls (charge) while charging are increased by 3, if doing so to retreat, his AC for the Turn is increased by 3.
Level 7: Armor Skin 2: The Natural Armor Bonus of Armor Skin increases to +2.
Gains Evasion.
Level 8: Critical Eye: After fighting an enemy for 2 rounds, increases his Crit Range (with all weapons/Unarmed) against that opponent by 2.
Level 9: Physical perfection 1: +2 to one physical Attribute.
Stron Surge: Physical Surge now increases the Attribute of your choice by 6
Level 10: Enduring Skin: gains Resist Element 10 against one Element and Spell Resistance 6+Level.
Level 11: Seen it all: All Spells or Spellike Abilities influencing his physical (!!) perception are treated as -3 DC.
Armor Skin 3: The Natural AC Bonus from Armor Skin is now +3.
Level 12: Done it all....: May take 12 instead of Take 10 where possible.*
Level 13: The Giants Strike: Deals Damage as if one Size Category larger.
Level 14: Physical perfection 2: +2 to another physical Attribute.
Armor Skin 4: The Natural AC Bonus from Armor Skin is now +4..
Level 15: Destruction by my Hands: All Attacks made against unliving Targets (this includes pure Constructs and mindless undead, Golems and such, and of course all Objects) automatically deal maximum rolled Damage. This includes eventual Bonus Dice!
Physical Surge now lasts 2 Minutes.
Level 16: Iron Mind: Gains + Level/4 to Saves against all mind affecting effects. Gains Immunity to supernatural Effects that cause fear, Shaken or similar Effects 8but not regular man.!)
Level 17: The Kings Gaze: 3 times per day may make an Intimidate Check against all Enemies in Sight.
If that check succeeds by more than 10 points the targets fall unconscious for 1d10+5 rounds.
Speed of thought: Speed Surge now adds another 40ft Movement Bonus.
Level 18: ...and lived to tell the tale: Gains Fast healing 2 whenever below 50% of HP. Maximum Number of HP healed by this/day: 10*Level.
Armor Skin 5: The Natural AC Bonus from Armor Skin is now +5..
Level 19: Physical perfection 3: gains +2 to any one physical Attribute.
Level 20: Physical Master: Gains Immunity against: negative Levels, Poisons, Sickness (all natural ones).
Inviolable: Gains +1/4th Level to saves against: All Instant Death Effects, all Unconscious Effects, all Transportation Effects, all Transformation Effects.
Armor Skin 6: The Natural AC Bonus from Armor Skin is now +6.
Special Feats: (these require Levels in "Tough Guy").
Impenetrable Will: Increase Spell Resistance to 11+Level. Requires Level 12.
Mithral Skin: add +3 DR/- as per CLass Ability. Requires Level 10
Adamantine Skin: add +3 DR/- as per CLass Ability. Requires Level 17
Giant among Men: May wield all Weapons of this Class one size category larger without any Maluses. Requires Level 16.
If focussed on Unarmed in Level 4, always adds +2 to his unarmed Damage rolls.
Shrug it Off: Increase one Save by 3 points. May be taken up to three times in total. May choose the same Safe multiple times.
So, whadda ya think?
Edited after Red Fels Feedback, 13.3.