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WesleyVos
2016-09-13, 03:46 PM
So, here's the situation. DM has the following list of permitted classes:

Complete Adventurer: Spellthief
Complete Psionic: Lurk
Complete Warrior: Hexblade
Dungeonscape: Factotum
Expanded Psionics Handbook: Soulknife and Wilder
Magic of Incarnum: Incarnate, Soulborn, and Totemist
Player's Handbook II: Duskblade
Tome of Battle: Swordsage
Tome of Magic: Binder and Shadowcaster
Unearthed Arcana and Races of the Dragon Web Enhancement: Racial Paragons

Setting is medieval post-apocalyptic. A godwar has just ended, leaving civilization crushed and broken. Dead magic zones abound.

Not wanting to get into psionics or incarnium really limited what I could do, particularly since I was interested in playing a woodsman-type character, so I asked the DM if I could homebrew a class from the permitted sources instead of trying to find a hodgepodge of classes that fit my concept. He agreed, on the requirement that I did not multiclass or prestige out. For reference, the class I came up with is as follows:

BAB: 3/4 (as cleric)
Good Saves: Fort and Ref
Poor Save: Will
Skill Points: 4+INT
Class Skills: Balance, Climb, Concentration, Handle Animal, Hide, Jump, Knowledge (geography, nature), Listen, Move Silently, Search, Spot, Survival, Swim, Tumble
HD: d8
Weapon/Armor Proficiencies: Light Armor, Bucklers, Simple plus shortbows, longbows, longsword, handaxe, throwing axe.
Spellcasting: As Warmage (spontaneous, all spells on list known); Wisdom-based casting and DCs



Lvl
Fort
Ref
Will
BAB
Special
Insp. Pts.
Lvl 0/day
Lvl 1/day
Lvl 2/day
Lvl 3/day
Lvl 4/day
Lvl 5/day


1
2
2
0
0
Wild Empathy, Wild Inspiration, Wise Insight, Wise Knowledge
1
1
0
0
0
0
0


2
3
3
0
1
Bonus Feat, Track
2
1
0
0
0
0
0


3
3
3
1
2
Skirmish +1d6
2
1
0
0
0
0
0


4
4
4
1
3
Wise Strike
2
2
0+B
0
0
0
0


5
4
4
1
3
Animal Companion, Swift Tracker
3
2
1
0
0
0
0


6
5
5
2
4
Skirmish +1d6/+1 AC
3
2
1
0+B
0
0
0


7
5
5
2
5
Animal Bond, Evasion
3
2
1
1
0
0
0


8
6
6
2
6
Detect Animals, Speak with Animals 1/day
4
3
2
1
0+B
0
0


9
6
6
3
6
Skirmish +2d6/+1 AC, Wild Shape 1/day
4
3
2
1
1
0
0


10
7
7
3
7
Wild Shape 2/day, Uncanny Dodge
4
3
2
2
1
0+B
0


11
7
7
3
8
Summon Animal, Wild Shape 3/day
4
3
2
2
1
1
0


12
8
8
4
9
Skirmish +2d6/+2 AC, Wild Shape (large)
5
3
3
2
2
1
0+B


13
8
8
4
9
Improved Evasion
5
4
3
2
2
1
1


14
9
9
4
10
Wild Shape 4/day
5
4
3
3
2
2
1


15
9
9
5
11
Skirmish +3d6/+2 AC, Fast Wild Shape
5
4
3
3
2
2
1


16
10
10
5
12
Wild Shape (tiny)
5
4
3
3
3
2
2


17
10
10
5
12
Improved Uncanny Dodge
6
4
4
3
3
2
2


18
11
11
6
13
Skirmish +3d6/+3 AC
6
4
4
3
3
3
2


19
11
11
6
14

6
5
4
4
3
3
2


20
12
12
6
15
Unbound Shape
6
5
4
4
3
3
3



Spell List:

Orisons: Create Water, Dawn, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Naturewatch, Purify Food & Drink, Resistance

Level 1: Aspect of the Wolf, Beget Bogun, Calm Animals, Camouflage, Charm Animal, Delay Disease, Detect Animals/plants, Endure Elements, Enrage Animal, Entangle, Hawkeye, Hide from Animals, Locate Water, Longstrider, Pass without Trace, Remove Scent, Speak with Animals, Summon Nature's Ally I, Surefooted Stride, Waste Strider, Wood Wose

Level 2: Animal Messenger, Animal Trance, Animalistic Power, Barkskin, Briar Web, Mass Camouflage, Countermoon, Delay Poison, Detect Aberrations, Easy Trail, Embrace the Wild, Hold Animal, Linked Perception, Nature's Favor, One with the Land, Reduce Animal, Scent, Share Husk, Summon Nature's Ally II, Swim, Tern's Persistence, Train Animal, Woodland Veil

Level 3: Blindsight, Crown of Clarity, Crumble, Dominate Animal, Forest Eyes, Forest Voice, Forestfold, Lion's Charge, Nature's Balance, Nature's Rampart, Neutralize Poison, Plant Growth, Remove Disease, Speak with Plants, Summon Nature's Ally III, Thornskin, Water Breathing, Weather Eye

Level 4: Antiplant Shell, Greater Blindsight, Chain of Eyes, Enhance Wild Shape, Essence of the Raptor, Freedom of Movement, Jaws of the Wolf, Last Breath, Lay of the Land, Nature's Wrath, Poison Vines, Reincarnate, Renewed Vigor, Repel Vermin, Greater Resistance, Skin of the Cactus, Summon Nature's Ally IV, Summon Pest Swarm, Mass Surefooted Stride, Mass Swim, Wind at Back

Level 5: Animal Growth, Awaken, Blood Creepers, Commune with Earth, Commune with Nature, Fireward, Heal Animal Companion, Hibernate, Insect Plague, Mass Longstrider, Panacea, Phantom Stag, Poison Thorns, Stoneskin, Summon Nature's Ally V, Tree Stride, Wall of Thorns

Anyway, the DM approved it, so now I'm looking to build the character. Stats rolled are 18/17/14/13/12/10. We're starting at level 2, but the DM is planning on taking the game as far as possible, so I want to build it all the way out. Any suggestions for feats, weapons, etc., would be welcome.

Book of Exalted Deeds
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Dragon Magic
Dungeon Master's Guide
Dungeonscape
Expanded Psionics Handbook
Frostburn
Magic Item Compendium
Magic of Incarnum
Monster Manual
Player's Handbook II
Player's Handbook
Races of Destiny
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Spell Compendium
Stormwrack
Tome of Battle
Tome of Magic
Unearthed Arcana

Thanks!

The Viscount
2016-09-14, 02:05 PM
What are Wild Inspiration, Wise Insight, Wise Knowledge, Wise Strike, and Unbound Shape?

What are the restrictions on the bonus feat at 2?

You're going to need a reliable way to trigger skirmish to make it worthwhile. Is your plan to do so by wildshaping into things with pounce and then using it?

You will want Natural spell so you can cast while wildshaped.