Luccan
2017-10-26, 01:35 AM
Note: In future games, in the hope of bringing the Generics more in line with each other in terms of power and flexibility, I'm having Spellcasters use the Bard's spellcasting progression. The Psionicist was made with that in mind.
Edit: moved into post to encourage feedback
Edit 2: At the recommendation of those in the thread, I've changed the Psionicist's power progression slightly. I've also created ACFs/feats that I believe can replace the Martial Artist class, though I still stand by it as usable.
Psionicist (Generic Psionics Class)
HD: d4
Armor/Weapons: One simple weapon; no armor
Skills: 2+Int; choose four class skills, plus Craft, Knowledge (all), and Profession.
Psionic Ability Score: Int, Wis, or Cha
Powers Known: A Psionicist can potentially know any given power from any list, provided he can manifest powers of that level.
Level
BAB
Good Save
Poor Saves
Special
Power Points/Per day
Powers Known
Max Power Level Known
1st
+0
+2
+0
Bonus Feat
1*
2
1st
2nd
+1
+3
+0
--
4
3
1st
3rd
+1
+3
+1
--
7
4
1st
4th
+2
+4
+1
--
11
5
2nd
5th
+2
+4
+1
Bonus Feat
16
6
2nd
6th
+3
+5
+2
--
23
7
2nd
7th
+3
+5
+2
--
30
8
3rd
8th
+4
+6
+2
--
38
9
3rd
9th
+4
+6
+3
--
48
10
3rd
10th
+5
+7
+3
Bonus Feat
58
11
4th
11th
+5
+7
+3
--
70
12
4th
12th
+6/+1
+8
+4
--
84
13
4th
13th
+6/+1
+8
+4
--
98
14
5th
14th
+7/+2
+9
+4
--
113
15
5th
15th
+7/+2
+9
+5
Bonus Feat
130
16
5th
16th
+8/+3
+10
+5
--
147
17
6th
17th
+8/+3
+10
+5
--
166
18
6th
18th
+9/+4
+11
+6
--
186
19
6th
19th
+9/+4
+11
+6
--
207
20
6th
20th
+10/+5
+12
+6
Bonus Feat
228
21
6th
Martial Artist (Generic Monk/Battle Dancer)
HD: d8
Armor/Weapons: All simple weapons, three “monk” weapons; no armor
Skills: 4+int; 6 class skills, plus Craft, Perform, and Profession
AC Bonus: A Martial Artist adds either their Charisma or Wisdom Bonus to their AC when unarmored. This choice is made a 1st level and cannot be changed.
Level
BAB
Good Saves
Poor Save
Special
Unarmed Damage*
AC Bonus
Unarmored Speed Bonus
1st
+1
+2
+0
Bonus Feat
1d6
+0
+0 ft.
2nd
+2
+3
+0
--
1d6
+0
+0 ft.
3rd
+3
+3
+1
Bonus Feat
1d6
+0
+10 ft.
4th
+4
+4
+1
--
1d8
+0
+10 ft.
5th
+5
+4
+1
--
1d8
+1
+10 ft.
6th
+6/+1
+5
+2
Bonus Feat
1d8
+1
+20 ft.
7th
+7/+2
+5
+2
--
1d8
+1
+20 ft.
8th
+8/+3
+6
+2
--
1d10
+1
+20 ft.
9th
+9/+4
+6
+3
Bonus Feat
1d10
+1
+30 ft.
10th
+10/+5
+7
+3
--
1d10
+2
+30 ft.
11th
+11/+6/+1
+7
+3
--
1d10
+2
+30 ft.
12th
+12/+7/+2
+8
+4
Bonus Feat
2d6
+2
+40 ft.
13th
+13/+8/+3
+8
+4
--
2d6
+2
+40 ft.
14th
+14/+9/+4
+9
+4
--
2d6
+2
+40 ft.
15th
+15/+10/+5
+9
+5
Bonus Feat
2d6
+3
+50 ft.
16th
+16/+11/+6/+1
+10
+5
--
2d8
+3
+50 ft.
17th
+17/+12/+7/+2
+10
+5
--
2d8
+3
+50 ft.
18th
+18/+13/+8/+3
+11
+6
Bonus Feat
2d8
+3
+60 ft.
19th
+19/+14/+9/+4
+11
+6
--
2d8
+3
+60 ft.
20th
+20/+15/+10/+5
+12
+6
Bonus Feat
2d10
+4
+60 ft.
Alternately, you can use the following for unarmored characters and martial artists:
Unarmored Defense ACF:
Prereq: 1st level Expert or Warrior
Benefit: Lose all armor proficiencies. Gain an AC bonus = to 1/4 character level. Additionally, you may add your Wisdom, Intelligence, or Charisma bonus to your AC. Which bonus you add is determined when you take this ACF and may not be changed. You lose these bonuses when wearing armor.
Martial Arts Feat ACF:
Prereq: Proficiency in all simple weapons and at least one martial weapon. First level. Cannot take with first level of Martial Artist.
Benefit: You lose proficiency with your martial weapon(s) and all but three simple weapons. You gain a monk's unarmed strike and flurry of blows abilities, as well as proficiency with unarmed strikes. You also gain proficiency with a single monk weapon. The weapons you gain and retain may all be used with flurry of blows and you use your unarmed strike damage with your weapons if your unarmed strike damage is higher (your damage with unarmed strikes scales as a monk of your class level). At 4th level, your unarmed strikes count as magical for the purpose of overcoming damage reduction. At 10th, they count as weapons aligned with one half of your alignment for the purpose of overcoming damage reduction (so if you are Chaotic Good, they are either Good or Chaotic. A True Neutral character may choose either Lawful or Chaotic). At 16th, they count as adamantine for the same purpose.
Special:For the purposes of this feat ACF, racial Weapon Proficiencies (such as Elves' proficiency with bows, longswords and rapiers) are not affected nor do they meet the requirements.
Note: Martial Artists benefit from the Flurry of Blows and Unarmed Strike damage for weapons section of the Martial Arts ACF, even though they can not take the ACF. Their unarmed strikes also gain the properties mentioned in the ACF at levels 4, 10, and 16.
Edit: Another viewing of the feat leads me to the conclusion that it should probably also be presented as an ACF, taken at 1st level. With the way I wrote it as a feat, you could lose proficiency with weapons later in your character's career, which doesn't really make sense.
First time submitting homebrew, but please let me know what I can improve. I'm looking for general feedback, but I have two large concerns I'd definitely like addressed:
1. I'm not as familiar with psionics as I'd like. I based the Psionicist's manifesting progression on a Psychic Warrior, as it seemed to my untrained eye to be similar to the Bard's spell progression (which I have decided the Spellcaster class will now use in games I run with Generics). Is it accurate to say the Psionicist should be relatively equal to the Spellcaster, or have I made an error that needs to be corrected?
2. I have no idea if I've overestimated or underestimated the Martial Artist's unique abilities. I want to believe I did a good job, but better safe than sorry. Is it mostly fine or have I in some way handicapped it or given it too many perks (like more skills than a Generic Warrior)? I'm considering offering the Warrior more skills as well, but really, I just need to know if there's anything major that needs to be adjusted with the Martial Artist so it's either worth picking or less of an obvious choice.
Beyond that, let me know if there's anything else you think I should do. Thank you in advance for your feedback.
Edit: moved into post to encourage feedback
Edit 2: At the recommendation of those in the thread, I've changed the Psionicist's power progression slightly. I've also created ACFs/feats that I believe can replace the Martial Artist class, though I still stand by it as usable.
Psionicist (Generic Psionics Class)
HD: d4
Armor/Weapons: One simple weapon; no armor
Skills: 2+Int; choose four class skills, plus Craft, Knowledge (all), and Profession.
Psionic Ability Score: Int, Wis, or Cha
Powers Known: A Psionicist can potentially know any given power from any list, provided he can manifest powers of that level.
Level
BAB
Good Save
Poor Saves
Special
Power Points/Per day
Powers Known
Max Power Level Known
1st
+0
+2
+0
Bonus Feat
1*
2
1st
2nd
+1
+3
+0
--
4
3
1st
3rd
+1
+3
+1
--
7
4
1st
4th
+2
+4
+1
--
11
5
2nd
5th
+2
+4
+1
Bonus Feat
16
6
2nd
6th
+3
+5
+2
--
23
7
2nd
7th
+3
+5
+2
--
30
8
3rd
8th
+4
+6
+2
--
38
9
3rd
9th
+4
+6
+3
--
48
10
3rd
10th
+5
+7
+3
Bonus Feat
58
11
4th
11th
+5
+7
+3
--
70
12
4th
12th
+6/+1
+8
+4
--
84
13
4th
13th
+6/+1
+8
+4
--
98
14
5th
14th
+7/+2
+9
+4
--
113
15
5th
15th
+7/+2
+9
+5
Bonus Feat
130
16
5th
16th
+8/+3
+10
+5
--
147
17
6th
17th
+8/+3
+10
+5
--
166
18
6th
18th
+9/+4
+11
+6
--
186
19
6th
19th
+9/+4
+11
+6
--
207
20
6th
20th
+10/+5
+12
+6
Bonus Feat
228
21
6th
Martial Artist (Generic Monk/Battle Dancer)
HD: d8
Armor/Weapons: All simple weapons, three “monk” weapons; no armor
Skills: 4+int; 6 class skills, plus Craft, Perform, and Profession
AC Bonus: A Martial Artist adds either their Charisma or Wisdom Bonus to their AC when unarmored. This choice is made a 1st level and cannot be changed.
Level
BAB
Good Saves
Poor Save
Special
Unarmed Damage*
AC Bonus
Unarmored Speed Bonus
1st
+1
+2
+0
Bonus Feat
1d6
+0
+0 ft.
2nd
+2
+3
+0
--
1d6
+0
+0 ft.
3rd
+3
+3
+1
Bonus Feat
1d6
+0
+10 ft.
4th
+4
+4
+1
--
1d8
+0
+10 ft.
5th
+5
+4
+1
--
1d8
+1
+10 ft.
6th
+6/+1
+5
+2
Bonus Feat
1d8
+1
+20 ft.
7th
+7/+2
+5
+2
--
1d8
+1
+20 ft.
8th
+8/+3
+6
+2
--
1d10
+1
+20 ft.
9th
+9/+4
+6
+3
Bonus Feat
1d10
+1
+30 ft.
10th
+10/+5
+7
+3
--
1d10
+2
+30 ft.
11th
+11/+6/+1
+7
+3
--
1d10
+2
+30 ft.
12th
+12/+7/+2
+8
+4
Bonus Feat
2d6
+2
+40 ft.
13th
+13/+8/+3
+8
+4
--
2d6
+2
+40 ft.
14th
+14/+9/+4
+9
+4
--
2d6
+2
+40 ft.
15th
+15/+10/+5
+9
+5
Bonus Feat
2d6
+3
+50 ft.
16th
+16/+11/+6/+1
+10
+5
--
2d8
+3
+50 ft.
17th
+17/+12/+7/+2
+10
+5
--
2d8
+3
+50 ft.
18th
+18/+13/+8/+3
+11
+6
Bonus Feat
2d8
+3
+60 ft.
19th
+19/+14/+9/+4
+11
+6
--
2d8
+3
+60 ft.
20th
+20/+15/+10/+5
+12
+6
Bonus Feat
2d10
+4
+60 ft.
Alternately, you can use the following for unarmored characters and martial artists:
Unarmored Defense ACF:
Prereq: 1st level Expert or Warrior
Benefit: Lose all armor proficiencies. Gain an AC bonus = to 1/4 character level. Additionally, you may add your Wisdom, Intelligence, or Charisma bonus to your AC. Which bonus you add is determined when you take this ACF and may not be changed. You lose these bonuses when wearing armor.
Martial Arts Feat ACF:
Prereq: Proficiency in all simple weapons and at least one martial weapon. First level. Cannot take with first level of Martial Artist.
Benefit: You lose proficiency with your martial weapon(s) and all but three simple weapons. You gain a monk's unarmed strike and flurry of blows abilities, as well as proficiency with unarmed strikes. You also gain proficiency with a single monk weapon. The weapons you gain and retain may all be used with flurry of blows and you use your unarmed strike damage with your weapons if your unarmed strike damage is higher (your damage with unarmed strikes scales as a monk of your class level). At 4th level, your unarmed strikes count as magical for the purpose of overcoming damage reduction. At 10th, they count as weapons aligned with one half of your alignment for the purpose of overcoming damage reduction (so if you are Chaotic Good, they are either Good or Chaotic. A True Neutral character may choose either Lawful or Chaotic). At 16th, they count as adamantine for the same purpose.
Special:For the purposes of this feat ACF, racial Weapon Proficiencies (such as Elves' proficiency with bows, longswords and rapiers) are not affected nor do they meet the requirements.
Note: Martial Artists benefit from the Flurry of Blows and Unarmed Strike damage for weapons section of the Martial Arts ACF, even though they can not take the ACF. Their unarmed strikes also gain the properties mentioned in the ACF at levels 4, 10, and 16.
Edit: Another viewing of the feat leads me to the conclusion that it should probably also be presented as an ACF, taken at 1st level. With the way I wrote it as a feat, you could lose proficiency with weapons later in your character's career, which doesn't really make sense.
First time submitting homebrew, but please let me know what I can improve. I'm looking for general feedback, but I have two large concerns I'd definitely like addressed:
1. I'm not as familiar with psionics as I'd like. I based the Psionicist's manifesting progression on a Psychic Warrior, as it seemed to my untrained eye to be similar to the Bard's spell progression (which I have decided the Spellcaster class will now use in games I run with Generics). Is it accurate to say the Psionicist should be relatively equal to the Spellcaster, or have I made an error that needs to be corrected?
2. I have no idea if I've overestimated or underestimated the Martial Artist's unique abilities. I want to believe I did a good job, but better safe than sorry. Is it mostly fine or have I in some way handicapped it or given it too many perks (like more skills than a Generic Warrior)? I'm considering offering the Warrior more skills as well, but really, I just need to know if there's anything major that needs to be adjusted with the Martial Artist so it's either worth picking or less of an obvious choice.
Beyond that, let me know if there's anything else you think I should do. Thank you in advance for your feedback.