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LoneStarNorth
2007-09-19, 05:15 PM
First serious effort at homebrewing. Forgive me my inexperience.

I'm currently cooking up a campaign for some of my friends, which will feature a host of 8 or 9 homebrew classes. The classes, and indeed the entire campaign, has a Norse flavour to it. So far I've come up with first drafts for the three melee classes, and I'd like to see how they hold up to criticism. If they're overpowered compared to the core classes, that's okay; maybe even a good thing. They only need to be balanced when compared to one another, the core rules, and the campaign in which they will be placed. So, go ahead and critique. If you think something looks fun but is slightly unbalanced, I'll also take advice on how to work the campaign itself to enforce better balance. I don't have much of a head for numbers, so I'll appreciate the help.

Any abilities listed in the table but not mentioned below are the same as their core counterparts.

The Berserker: A barbarian on magical furry steroids. He can turn into a bear while raging and gains a few unique abilities to augment his fighting style.

BERSERKER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Rage 1/day

2nd|
+2|
+3|
+0|
+0|Power Attack

3rd|
+3|
+3|
+1|
+1|Bite Shield +1

4th|
+4|
+4|
+1|
+1|Rage 2/day, diehard

5th|
+5|
+4|
+1|
+1|Deathgrip

6th|
+6/+1|
+5|
+2|
+2|Bite shield +2, mighty charge

7th|
+7/+2|
+5|
+2|
+2|Damage reduction 1/-

8th|
+8/+3|
+6|
+2|
+2|Rage 3/day

9th|
+9/+4|
+6|
+3|
+3|Berserk rage, bite shield +3

10th|
+10/+5|
+7|
+3|
+3|Damage reduction 2/-

11th|
+11/+6/+1|
+7|
+3|
+3|Greater rage

12th|
+12/+7/+2|
+8|
+4|
+4|Rage 4/day, bite shield +4

13th|
+13/+8/+3|
+8|
+4|
+4|Damage reduction 3/-, ferocious

14th|
+14/+9/+4|
+9|
+4|
+4|Indomitable will, improved deathgrip

15th|
+15/+10/+5|
+9|
+5|
+5|Bite shield +5

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Rage 5/day, damage reduction 4/-

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Tireless rage

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Greater berserk rage, bite shield +6

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Damage reduction 5/-

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Mighty rage, rage 6/day[/table]

HD: d12
Alignment: Berserkers must be chaotic. If they cease to be chaotic, they can no longer advance in this class. As well, they lose the use of their rage, bear rage, and bite shield abilities. All other abilities continue to function.
Class Skills: (2 + Int mod per level): Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str).

Weapon and Armour Proficiency: Berserkers are proficient will all simple and martial weapons, with light armour, and with shields (except tower shields).

Bite Shield (Ex): At 3rd level, the berserker can spend a full round action to gnaw and chew on his shield (if he is using one; this ability cannot be used otherwise), as he works himself into a small frenzy. This gives him a +1 bonus to AC until his next action, as well as a +1 to hit and to damage on his next attack. If the attack misses, the bonus is still lost. This bonus improves by +1 every 3rd level (+2 at 6th, +3 at 9th, and so on). This ability can be used during a rage, but does not function during a berserk rage as the berserker cannot hold his shield.

Deathgrip (Ex): At 5th level, the berserk becomes so intent on battle that he maintains a deathgrip on his weapon at all times. He gains a +4 bonus to resist disarm attempts against any item he is holding. In addition, he can wield a weapon using both hands while using a light shield as if it were a buckler (taking a -1 penalty to attack) and can use a buckler in the same manner at no penalty.

Mighty Charge (Ex): Berserkers are fond of charging headlong into battle. As of 6th level, the berserker gains an additional +2 to attack when charging (total of +4), +2 to damage, and can make a Balance check (DC 15) to successfully charge across difficult terrain (but not solid objects or other creatures). This same improved bonus applies to bull rush attempts. The same penalty to AC applies. If the berserker should fail a Balance check to cross difficult terrain, he must stop in place without making an attack, though the penalty to AC for charging remains.


Berserk Rage (Su): Starting at 9th level, the berserker can unleash the true power of his kin; the ability to transform into a powerful bear. After spending 3 or more rounds in a rage, at the beginning of his turn, the berserk transforms as a free action. He gains a +8 bonus to Strength and Constitution, a +3 bonus to Fortitude saves, and a +2 bonus to natural armour. He also takes a -4 penalty to intelligence (to a minimum of 1). These bonuses replace the normal bonuses of his rage; as with a rage, he cannot perform actions or use skills that require concentration (or hands). In addition, he increases in size by one category, possibly improving his reach, gains 2 claw attacks and a bite (as appropriate for a creature of his new size), and can move 10 ft faster than normal. He cannot use this ability if he cannot fit into his current space with his increased size. Adjacent creatures or allies are pushed backwards one space if necessary and possible. The duration of this state is equal to 3 rounds plus his newly improved Con modifier minus the number of rounds already spent in a rage. Each round, he takes non-lethal damage equal to his class level. At the end of this duration, the berserker is exhausted for five minutes (or fatigued, once he has the tireless rage ability). As a bear, he cannot use any equipment. Everything he was holding drops to the ground at his feet, and any clothing or light armour falls off. Medium or heavy armour is too restricting to use this ability, and must be removed beforehand or not worn at all. The berserker can use this ability as many times per day as he can rage, but he can choose not to use it.

Ferocious (Ex): By 13th level, the berserker has become to wild and unruly that he is naturally intimidating. He gains a +4 bonus to all Intimidate checks. Furthermore, he can attempt to demoralize a foe in combat as a move action, or as a free action during a charge. He also gets to make an automatic Intimidate check against all adjacent opponents when he enters a rage and/or a berserk rage or whenever he uses his bite shield ability.

Indomitable Will (Ex): The bonus to Will saves also applies to berserk rages.

Improved Deathgrip (Ex): At 14th level, the berserker’s bonus against disarm attempts rises to +8, and he can wield a weapon with two hands while wearing a heavy shield at a -2 penalty to attack, or a light shield or buckler at no penalty.

Tireless Rage (Ex): Though the berserker is no longer fatigued at the end of a rage, he is still fatigued for five minutes after a berserk rage.

Great Berserk Rage (Su): At 18th level, the berserker’s berserk rage improves. His bonuses improve to +12 to Strength and Constitution, +6 to Fortitude saves, and +4 to natural armour. The same intelligence penalty applies. He also increases in size by two categories instead of one (improving his natural attacks and reach appropriately), and his bonus to movement increases to 20 ft. He still takes damage each round, and still cannot use equipment.


The Jarl: Jarl translates to earl (as in lord). This class bears only passing resemblance to the fighter, as it is capable of granting its allies huge bonuses.

JARL
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Command 1/day, rally

2nd|
+2|
+3|
+0|
+0|Know how to lead

3rd|
+3|
+3|
+1|
+1|Command 2/day

4th|
+4|
+4|
+1|
+1|Know when to follow

5th|
+5|
+4|
+1|
+1|Command 3/day

6th|
+6/+1|
+5|
+2|
+2|Mark of justice

7th|
+7/+2|
+5|
+2|
+2|Command 4/day, inspiration

8th|
+8/+3|
+6|
+2|
+2|Rally (move action)

9th|
+9/+4|
+6|
+3|
+3|Command 5/day, turn the tide

10th|
+10/+5|
+7|
+3|
+3|Turn foes

11th|
+11/+6/+1|
+7|
+3|
+3|Command 6/day, greater command

12th|
+12/+7/+2|
+8|
+4|
+4|Great leader

13th|
+13/+8/+3|
+8|
+4|
+4|Command 7/day

14th|
+14/+9/+4|
+9|
+4|
+4|Class Ability

15th|
+15/+10/+5|
+9|
+5|
+5|Greater follower

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Command 8/day

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Rally (swift action)

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Improved inspiration

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Command 10/day

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Salvage the battle[/table]

HD: d10
Class Skills: (2 + Int mod per level): Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).

Weapon and Armour Proficiency: Jarls are proficient will all simple and martial weapons, with all armour, and with all shields (including tower shields).

Command (Sp): At first level (and every second level thereafter), the jarl gains a daily use of command as a spell-like ability. This ability is not affected by spell resistance. The DC to resist is equal to 10 + half the jarl’s level (rounded down) + the jarl’s Charisma modifier.

Rally (Ex): A number of times per day equal to 3 + his Charisma bonus (if any), a jarl may grant any number of allies within 30 ft a second saving throw against an ongoing effect, such as an enchantment spell. Any allies who receive this saving throw add the jarl’s Charisma modifier (if positive) to the save. This ability can initially be used as a standard action, but can be used as a move action at 8th level and as a swift action at 16th.

Know How To Lead (Ex): Jarls are born leaders capable of inspiring themselves and their allies in battle. Starting at 2nd level, if a jarl acts first in a battle or makes the first successful attack he gains a +2 morale bonus to AC and to all saving throws until his next action. Any allies with line of sight to the jarl gain half this bonus (+1) until their next action.

Know When To Follow (Ex): At 4th level, once per day, the jarl can take a -2 penalty to AC and attack to grant a +2 morale bonus to the AC and attack of one of his allies. These penalties and bonuses last until the end of the respective characters’ next action. This ability can be used as a standard action.

Mark of Justice (Sp): Starting at 6th level, the jarl can use mark of justice as a spell-like ability once per day. Spell resistance does not apply.

Inspiration (Ex): As of 7th level, a jarl can inspire his allies with his mere presence. All of his allies within 30 ft gain a +4 morale bonus to saves against fear effects and a +2 morale bonus to all other saves. The jarl himself does not benefit from this ability. The bonus from this ability stacks with the jarl’s other class abilities that give a morale bonus. Allies do not get these bonuses if the jarl is dead, unconscious, or helpless.

Turn The Tide (Ex): Starting at 9th level, if the jarl scores a successful critical hit against a foe, the jarl and all allies who witness the act gain a +2 morale bonus to attack and damage for a number of rounds equal to the jarl’s Charisma bonus (minimum one). This bonus stacks with other morale bonuses gained from the jarl’s class abilities.

Turn Foes (Su): By 10th level, the jarl has become a great symbol of his cause. 3 times per day, he may turn foes as if turning undead. A foe is one who has an exact opposite alignment to the jarl (chaotic evil vs lawful good, for example; true neutral is opposed only by other true neutral creatures). The jarl adds only half his level (rounded down) to determine how many hit dice of foes he turns.

Greater Command (Sp): From 11th level onward, the jarl can give up three of his daily uses of command to instead cast greater command as a spell-like ability. It functions identically to the spell, except as noted in his command ability. His caster level is equal to half his jarl level (rounded down) for the purposes of determining how many creatures he can affect and how long the ability lasts.

Greater Leader (Ex): At 12th level, the jarl gains a +4 morale bonus (instead of +2) to AC and saving throws when he takes the first action or lands the first blow in combat. Half of this bonus (+2) is granted to allies who can see him.

Greater Follower (Ex): At 14th level, the bonus a jarl can grant to an ally’s AC and attack is raised to +4. He takes the same -2 penalty to do this, but can now use this ability as a move action.

Improved Inspiration (Ex): At 18th level, the jarl becomes an even more vital leader to his friends and allies and an object of fear to his enemies. The bonuses his presence grants against fear effects and to other saves increase to +6 and +4 respectively, and the range increases to 60 ft. In addition, he grants a +2 morale bonus to the AC, attack, or damage (he must choose each round which bonus to give, and must give the same bonus to all) to his allies within range. Enemies within this range who have at least 5 fewer Hit Dice than the jarl take a -2 morale penalty to the same statistic (AC, attack, or damage). However, if the jarl is killed or rendered unconscious or otherwise helpless, his allies in range lose their bonuses and take a -2 morale penalty to AC, attack, or damage (whichever the jarl chose when last he was functioning), while his enemies gain a +2 morale bonus to the same. These reversed bonuses and penalties only apply for a number of rounds equal to the jarl’s Charisma modifier. The jarl himself still does not benefit from this ability, and these bonuses still stack with morale bonuses from his other class abilities.

Salvage The Battle (Ex): At 20th level the jarl can focus all of his determination and prowess to salvage a losing fight at the last possible moment. Once per day, if the jarl’s hp has been reduced to one quarter of what it was at the beginning of an encounter, he may sacrifice his remaining hitpoints (bringing him to 0) to land an automatic critical hit on any one enemy as a standard action or as part of a charge. This affects even enemies who are immune to critical hits. The jarl cannot combine this ability with the Power Attack feat. If the affected enemy is reduced to negative hitpoints or killed as a result of this ability, the jarl and any allies within 60 ft gain a +2 morale bonus to AC, attack, and damage for 3 rounds. This bonus stacks with other morale bonuses granted by the jarl’s class abilities.


The Viking: Kind of like a ranger/rogue, but mostly unique. Vikings aren't as good in a straight fight as the other melee classes, but their abilities make them versatile and opportunistic.

VIKING
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Sneak attack +1d6, vagabond spirit

2nd|
+2|
+3|
+3|
+0|Uncanny dodge, improved unarmed strike

3rd|
+3|
+3|
+3|
+1|Whatever's handy +1

4th|
+4|
+4|
+4|
+1|Sneak attack +2d6, endurance

5th|
+5|
+4|
+4|
+1|Horde mentality 1, evasion

6th|
+6/+1|
+5|
+5|
+2|Improved uncanny dodge

7th|
+7/+2|
+5|
+5|
+2|Sneak attack +3d6

8th|
+8/+3|
+6|
+6|
+2|Whatever's handy +2, humiliate

9th|
+9/+4|
+6|
+6|
+3|Horde mentality 2

10th|
+10/+5|
+7|
+7|
+3|Sneak attack +4d6, greater vagabond spirit

11th|
+11/+6/+1|
+7|
+7|
+3|Take it like a man

12th|
+12/+7/+2|
+8|
+8|
+4|Pillage

13th|
+13/+8/+3|
+8|
+8|
+4|Sneak attack +5d6, whatever's handy +3, horde mentality 3

14th|
+14/+9/+4|
+9|
+9|
+4|Walk all over you

15th|
+15/+10/+5|
+9|
+9|
+5|Inspire horde mentality

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Sneak Attack +6d6

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Horde mentality 4

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Whatever's handy +4

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Sneak attack +7d6

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Insatiable vagabond spirit, snuff hope[/table]

HD: d8
Alignment: Vikings cannot be lawful. If they become lawful, they maintain the use of all their abilities, but may not advance further in this class.
Class Skills: (4 + Int mod per level): Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Weapon and Armour Proficiency: Vikings are proficient will all simple and martial weapons, with light and medium armour, and with shields (except tower shields).

Vagabond Spirit (Ex): Beyond mere brutes, vikings are explorers that constantly seek new lands and new adventures. From first level, his speed increases by 5 ft and he gain a +2 bonus to Climb, Jump, Survival, or Swim checks, at his option. These bonuses to speed and skills only function while the viking is wearing light or medium armour.

Whatever’s Handy (Ex): Vikings know how to fight anywhere, with anything. The fact that an object was never meant to be wielded in combat does not deter them. At 3rd level, a viking gains a +1 to attack when using a weapon he is not proficient with (including improvised weapons). This lowers the penalty for fighting non-proficiently to -3. At every fifth level after 3rd (8th, 13th, and so on) this bonus improves by one. Finally, at 18th level, the bonus reaches +4, negating the penalty for non-proficiency and allowing the viking to fight effectively with anything, be it spiked chain, chair, or dead cat. This ability does not grant any special abilities that a weapon proficiency feat would (such as wielding a bastard sword one-handed). Objects that were not meant to be weapons break and become useless on an attack roll of 1.

Horde Mentality (Ex): Vikings prefer to launch attacks with their allies close by, overwhelming their foes with numbers as well as strength. At 5th level, the viking gains a +2 bonus to attack and damage if they have and ally adjaceny. At ever fourth level after 5th (9th, 13th, and so on) the viking can benefit from one additional ally (from two allies at 9th for a +4 bonus, and so on).

Humiliate (Ex): Vikings take pride in overcoming their foes in flashy ways. Starting at 8th level, if a viking succeeds on an overrun or sunder attempt, or achieves a critical hit, the opponent he just effected is automatically shaken for the remainder of the encounter. This effects even those who are immune to fear.

Greater Vagabond Spirit (Ex): At 10th level, the viking’s wanderlust increases. His speed increases by another 5 ft (for a total bonus of 10 ft). Additionally, he gains another +2 bonus to the skill he chose previously (Climb, Jump, Survival, or Swim), and may choose another skill to add a +2 bonus to. For example, at 10th level a viking could have a +4 bonus to Swim and a +2 to Climb. These bonuses to speed and skills only function while the viking is wearing light or medium armour.

Take It Like A Man (Ex): At 11th level, a viking’s will and determination become nigh unbeatable. A number of times per day equal to his Constitution bonus, he may choose to receive only half damage from any single attack, spell, or other effect, or may negate all non-lethal damage similarly. The use of this ability may be declared after the viking knows how much damage he may take normally, and stacks with his evasion ability if a saving throw was allowed. He may also expend uses of this ability to gain a +4 bonus to resist bull rush or overrun attempts.

Pillage (Ex): A viking’s naturally destructive nature allows him to smash objects with ease. At 12th level, he gains a +8 bonus to Strength checks to break an untended object, and a +4 bonus to sunder attempts.

Walk All Over You (Ex): At 14th level, the viking’s sheer confidence in his own abilities grants him greater power to resist numerous effects. He becomes immune to fear effects, and gains a +4 bonus to saves against all enchantment spells or effects. His bluster also grants him a +4 bonus to bull rush and overrun attempts.

Inspire Horde Mentality (Ex): From 15th level onward, all allies who contribute to the viking’s horde mentality bonus receive that bonus as well.

Insatiable Vagabond Spirit (Ex): At 20th level, the viking has seen much of the world, and yet he only grows more bold in his need to discover more. His speed increases by another 5 ft (for a total of 15 ft), he gains an additional +2 bonus to the skills he chose previously (Climb, Jump, Survival, or Swim), and gains +2 on one of the two skills he has not yet chosen. At 20th level, therefore, a viking might have a +6 to Climb, a +4 to Survival, and a +2 to Jump. These bonuses to speed and skills only function while the viking is wearing light or medium armour.

Snuff Hope (Su): At 20th level, the viking reaches the pinnacle of confidence and self-assurance. As a full-round action once per day, he can make an Intimidate check against all foes he can see. Foes who fail a level check are shaken; those who fail by 10 or more are frightened; those who fail by 15 or more are panicked, those who fail by 20 or more must make a Fortitude save (DC 20 + viking’s charisma modifier) or die. Those who are immune to fear do not become shaken, frightened, or panicked, but may still drop dead from the strain of resisting.


Future classes which will hopefully be finished and posted at some point (all are casters): Disciple of Odin, Disciple of Thor, Disciple of Ymir, Runecaster (maybe), Skald, Volva

Cryopyre
2007-09-20, 12:27 AM
kickass idea

EvilElitest
2007-09-20, 09:05 PM
I tad bit more fluff would be nice, but otherwise it is pretty cool idea. Just, could you change the name from Vicking to something less champains specific?
Thank you
from,
EE

DracoDei
2007-09-20, 09:23 PM
The jumps in effectiveness from Horde Mentality might be a bit sudden... maybe increase the range to 15' instead of adjacent and make it start at a constant +1 per adjacent ally with a maximium that starts at +1 and increases as levels go up... this also gives more use for being in LARGE groups (rather than just the average sized party) which fits the feel more... and suddenly makes Leadership rather more useful (while still requiring careful tactics if you want to keep the followers alive)...

Vadin
2007-09-21, 04:01 PM
Nordic campaigns have a lot to offer. An underrated body of lore, Viking mythology is perfect for D&D (probably because Gygax got stuff from Tolkein and Tolkein got his stuff from the Vikings). Any plans to change the D&D elves into Nordic freakishly strong and fast but not terrible social or compassionate elves?

The Command ability of the Jarl seems potentially abusable, but with a good DM it probably wouldn't be an issue.

The Viking class...Horde mentality is very breakable. A few tiny sized Vikings together, all in the same square, granting each other bonuses, is pretty dangerous. Throw in a few more of these groups of allies on all sides, and these Viking Smurfs are a force to be reckoned with. If one takes the Leadership feat, setting this up isn't at all a problem, as one can simple take some small-sized level 1 Viking followers to be carried around by one large Viking follower for constant crazy damage dealing. That ability definitely needs some fixing.

LoneStarNorth
2007-09-21, 05:19 PM
I'm currently planning on allowing only humans, elves, halflings, and gnomes as PC races. I'm not going to change them except for flavour.

There seems to be some concern about Horde Mentality, and I see what you mean. First off, Leadership is not going to be available, so that's one less thing to worry about. So, maybe Horde Mentality should always give the same bonus (+2?), but the number of times you can gain it (for multiple allies) increases as you gain levels. So, at 5th level you can gain the bonus only once no matter how many allies are next to you. At 9th level you can gain the bonus from up to two allies (total of +4), and at 13th you can gain the bonus from three (+6). How does this sound?

Also, for clarification, the Inspire Horde Mentality ability only gives each ally a +2 (as per above fix), not the same total bonus the viking would get (up to +8 as per above fix).

Vadin
2007-09-23, 02:15 PM
I approve of that fix!