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    Bugbear in the Playground
     
    Devil

    Join Date
    Mar 2011
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    on earth, i guess.
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    Default 3 D20 Modern Advanced classes.

    so, i'm running a D20 Modern game in a real world post-post-apocalypse where DnD monsters and magic suddenly appeared. my group is only three member strong and each had a pretty solid idea of what they wanted out of their characters crunch-wise but none of them seems to be happy with what they'd got planned out so far, so i came up with these and i'm just looking for a 3rd party perspective on how they balance with each other. saddly since none of us has a lot of familiarity with D20 Modern i wasn't able to add in skills or defense/reputation/wealth/action point progressions yet as i'm going to be AFB for awhile yet.

    first off, the Tank of the group, this guy started the first session off by walking up to a hill giant, at level 4, and yelling things about its mother. i was baffled by this action too, he's normally a smart wizard style player.

    Triad Enforcer
    D12 HD
    4+int skills
    3/4th BAB
    good fort, med ref, low will

    1st: Diehard, Insult
    2nd: Combat Euphoria
    3rd: Improved Toughness
    4th: Crowd tactics
    5th: School of Hard Knocks
    6th: Good Instincts
    7th: Bravado
    8th: Fearsome Opponent
    9th: Tough Beyond Reason
    10th: Deathless Enforcer

    Diehard: as the feat
    Insult: single target that can see/hear you, save Vs being forced to focus on the enforcer. DC 10+character level+cha
    Combat Euphoria: for every 5 HP lost you gain +1 damage, for every 10 you gain +1 to attacks. these are moral bonus's that last until the end of an encounter
    improved toughness: as the feat.
    Crowd Tactics: can't be flanked
    School of Hard Knocks: bonus to trip/disarm/grapple checks equal to Combat Euphoria's attack bonus
    Good Instincts: +4 bonus to spot, listen, sense motive and +2 to initiative
    Bravado: bonus to all Saves equal to Combat Euphoria's attack bonus
    Fearsome Opponent: bonus to intimidate checks equal to combat euphoria's attack bonus, swift action intimidation check (DC 25) to shaken all opponents within 30ft
    Tough Beyond Reason: you can add your Con Mod as DR/-
    Deathless Enforcer: once per day you can spend a move action to "get into the zone" and gain 50 temporary HP. these go away at the end of an encounter and do not affect your bonus's from combat euphoria

    also: for this one, if anyone has a suggestion to make fearsome opponent less clunky, i'd appreciate it.

    Next up we have the sneaky scout of the group, this persons character is a sort of combination of the Major from Ghost in the Shell and Raiden from Metal Gear Raising.

    Cyborg Ninja
    D8 HD
    6+int skills
    3/4 BAB
    good ref, med will, low fort

    1st: fast movement, skirmish +1d6, +2 ac
    2nd: acrobatics training, weapons focus
    3rd: spring attack
    4th: skirmish +2d6, +4 ac
    5th: silent running
    6th: weapon specialization
    7th:skirmish +3d6, +6ac
    8th: improved fast movement, wall run
    9th:deflect missiles
    10th: rapid assault

    Fast Movement: +10ft
    Skirmish:specific rules as Scout (complete adventurer)
    Acrobatics training: +4 to jump, climb, tumble
    Weapon Focus: duh
    Spring Attack: as the feat, no prerequisites needed
    Silent Running: no penalty to hide/move silently when moving at full speed and only half as much for running
    Weapon Specialization: double duh
    Improved Fast Movement: additional +10ft
    Wall Run: while moving the cyborg ninja can move along/up walls and ceilings, must end turn on a flat surface, or fall.
    Deflect Missiles: as the swashbuckler ability
    Rapid Assault: for an action point make a full attack as a standard action.

    and last but not least, the long range combatant, your basic grizzled old military vet specializing in sniping, the main thing about this character is that we're not using the death by massive damage rules as none of us like them so we've got to pump up his damage to give him a valid mechanical reason to try and stay very far away.

    Veteran Sharpshooter
    D8 HD
    6+int skills
    3/4 BAB
    good will, med ref, low fort

    1st: Deadly Aim +1die
    2nd: Eagle Eyed, Weapon Focus
    3rd: Improved Far Shot
    4th: Deadly aim +2dice
    5th: The Quick And The Dead
    6th: Trigger Discipline, Weapon Specialization
    7th: Deadly Aim +3dice
    8th: improved crit
    9th: Called Shot
    10th: Deadly Aim +4dice

    Deadly Aim: when using the deadeye feat you deal extra damage as well as gaining its normal benefit
    Eagle Eyed: +4 search/spot, half the penalty to spot from distance
    Improved Far Shot: add an extra 1/2 range increment to ranged attacks
    The Quick And The Dead: use the deadeye feat as a move action
    Trigger Discipline: half the penalty for shooting beyond the first range increment
    Improved Crit: as the feat
    Called Shot:spend action point to target certain limbs for extra effects
    head: double crit range and increase crit mod to x4
    torso: save Vs being stunned for 1d4 rounds
    arm/leg/wing save Vs loosing use of limb until receiving surgery or magical healing
    Last edited by chainer1216; 2014-11-16 at 12:40 AM.

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Nov 2009
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    Default Re: 3 D20 Modern Advanced classes.

    If you're using DnD monsters and magic, why not just have them use DnD classes? They'll be woefully outgunned, underpowered and on the straight path to death otherwise, since D20 Modern mechanics can't cope with the assumptions that 3.5 had in mind for PCs.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Devil

    Join Date
    Mar 2011
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    on earth, i guess.
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    Default Re: 3 D20 Modern Advanced classes.

    That's kind of the point actually, to use modern technology and good tactics to overcome the stronger monsters, plus I'll be going easy on magic using enemy's. No lichs or anything.

  4. - Top - End - #4
    Ettin in the Playground
    Join Date
    Nov 2009
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    Default Re: 3 D20 Modern Advanced classes.

    Quote Originally Posted by chainer1216 View Post
    That's kind of the point actually, to use modern technology and good tactics to overcome the stronger monsters, plus I'll be going easy on magic using enemy's. No lichs or anything.
    You'll also want to avoid incorporeals, outsiders and anything with...actually, nevermind, DR won't be a problem with how much damage modern weapons do. But be very wary and up the ante on their personal power by a margin if you want them to survive.

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