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Jormengand
2016-04-09, 11:46 AM
So, some of the requests I got for Class in 30 Minutes didn't seem to have enough substance to them for me to make a full class out of them. If you want to use the courier class, you should use the Some Base Classes Are Short rules (you must multiclass or prestige out of them when you reach the end, just as if you had reached the end of a prestige class pre-epic or the end of a racial paragon class).


A messenger class that's good.

The Courier

LevelBABFortRefWillSpecial
Movement Speed Bonus
Carry Bonus
1st+0+2+2+0Speed Boost, Carry Boost
10 feet.
2 STR
2nd+1+3+3+0Armoured Running
20 feet.
4 STR
3rd+2+3+3+1Opportunity Avoider
30 feet.
6 STR
4th+3+4+4+1Improved Armoured Running
40 feet.
8 STR
5th+3+4+4+1Bypass, Sudden Sending
50 feet.
10 STR

Alignment: Any (Usually lawful or chaotic)
Hit Die: 1d8

Class Skills:
The class skills of the courier (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str) Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armour Proficiency
The courier is proficient in all simple weapons, the shortsword, the rapier and the shortbow as well as with all armour but with no type of shield.

Speed Boost (Ex)
The courier gets a bonus to all types of speed equal to ten times his class level.

Carry Boost (Ex)
The courier gets a bonus to his strength to determine carrying capacity only equal to twice his class level.

Armoured Running (Ex)
From 2nd level, the courier reduces armour check penalties of armour he's wearing by 2 (minimum 0), the maximum dexterity bonus increases by 1, and the armour is treated as one category lighter (minimum light) for purposes of moving in it.

Opportunity Avoider (Ex)
From 3rd level, the courier doesn't take attacks of opportunity for moving, even going into a creature's space.

Improved Armoured Running (Ex)
From 4th level, the courier's armoured running benefits are doubled.

Bypass (Ex)
From 5th level, the courier can move through all creatures' squares as though they were his allies.

Sudden Sending (Sp)
Once per hour, the courier can cast sending as a standard action.


What about a non-magical healer. I always thought that the heal skill never got enough love in most games. I guess you'd end up making some kind of doctor or possibly something else

Knight Hospitaller Paladin Substitution

LevelBABFortRefWillSpecial
6th+6/+1+5+2+2Healing Hands 5 rounds
9th+9/+4+6+3+3Healing Hands 4 rounds
10th+10/+5+7+3+3Skilled Healer +3,
12th+12/+7/+2+8+4+4Healing Hands 3 rounds
15th+15/+10/+5+9+5+5Skilled Healer +6, Healing Hands 2 rounds
18th+18/+13/+8/+3+11+6+6Healing Hands 1 rounds
20th+20/+15/+10/+5+12+6+6Skilled Healer +9


Healing Hands (Ex)
From 6th level, by spending 5 rounds minus one round per 3 levels after 6th (minimum 1 round at 18th level), the knight hospitaller can heal hit points equal to the heal result to a creature in touch range.

Skilled Healer (Ex)
At 10th level, and every 5th level thereafter, the knight hospitaller gets a +3 bonus on all heal checks.


A class with very little offensive capacities, but with an (Ex) ability to provide most or all available knowledge.

The Scholar

LevelBABFortRefWillSpecial
Knowledge Bonus
Truespeak
1st+0+0+0+2Knowledge Bonus
+2
+1 level of existing truespeak class.
2nd+1+0+0+3Quick Truename Research
+4
+1 level of existing truespeak class.
3rd+1+1+1+3Investigate
+6
+1 level of existing truespeak class.
4th+2+1+1+4Flash of Inspiration
+8
+1 level of existing truespeak class.
5th+2+1+1+4Seven Steps Ahead
+10
+1 level of existing truespeak class.

Prerequisites:

Knowledge (Any 5) 8 ranks.

Class Skills:
The scholar's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Search (Int) Sense Motive (Int), Spellcraft (Int) and Truespeak (Int)
Skill Points at Each Level: 8 + Int modifier

Weapon and Armour Proficiency
Scholars gain no proficiency in any weapons or armour.

Truespeak (Sp)
Scholars gain new utterances known and caster level as though they had advanced a level in whatever utterance-using class they already had levels in, if any. They cannot choose an utterance-using class later to add their scholar level to.

Knowledge Bonus (Ex)
Scholars gain a +2 bonus per level to all knowledge, appraise, search and spellcraft checks.

Quick Truename Research (Ex)
Scholars of second level or above don't have to pay for truename research and make checks by the day, not by the week. They can use knowledge (Religion) to find out a deathless creature's true name.

Investigate (Ex)
Scholars from third level can investigate things on their own, rather than asking another creature. Whenever they would roll gather information, they may roll search instead. Whenever they would roll diplomacy, intimidate or bluff to gain information, they may roll whichever of knowledge, appraise, search or spellcraft is most appropriate (at least one of these skills should be considered most appropriate).

Flash of Inspiration (Ex)
Once per day, scholars of at least the fourth level can use vision once per day as an extraordinary ability (with no components).

Seven Steps Ahead (Ex)
From 5th level, scholars are subject to a constant extraordinary foresight effect.

LastCenturion
2016-04-09, 05:18 PM
Question about the Scholar: does the (Ex) ability for vision still need the material components?

Jormengand
2016-04-09, 05:23 PM
Question about the Scholar: does the (Ex) ability for vision still need the material components?

No, it doesn't. I've clarified that too now.