playswithfire
2009-08-09, 10:08 AM
I've stalled out a bit in writing the fluff for my campaign setting, so I'm going to focus on some of the crunch for a while. Below is one of the new classes I created for the setting and the second post will have some feats I'm considering adding to go along with it. Any advice is appreciated.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Notorious, Sneak Attack 1d6
2nd|
+2|
+0|
+3|
+0|Grin and Bear it
3rd|
+3|
+1|
+3|
+1|Flourish
4th|
+4|
+1|
+4|
+1|Flash of Steel, Sneak Attack 2d6
5th|
+5|
+1|
+4|
+1|Dirty Tricks (swift action)
6th|
+6/+1|
+2|
+5|
+2|Slippery Scoundrel
7th|
+7/+2|
+2|
+5|
+2|Sneak Attack 3d6
8th|
+8/+3|
+2|
+6|
+2|Pistol Whip, Keep Back
9th|
+9/+4|
+3|
+6|
+3|Flash of Steel, Improved
10th|
+10/+5|
+3|
+7|
+3|Sneak Attack 4d6
11th|
+11/+6/+1|
+3|
+7|
+3|Dirty Tricks (attack of ppportunity)
12th|
+12/+7/+2|
+4|
+8|
+4|Through Shot
13th|
+13/+8/+3|
+4|
+8|
+4|Sneak Attack 5d6
14th|
+14/+9/+4|
+4|
+9|
+4|Flash of Steel, Greater
15th|
+15/+10/+5|
+5|
+9|
+5|Fake Out
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Sneak Attack 6d6
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Dirty Tricks (free action)
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Flash of Steel, Superior
19th|
+19/+14/+9/+4|
+6|
+11|
+6|Sneak Attack 7d6
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Frightful Shot[/table]
Sea Dog
A sea dog can be either a primary or secondary melee combatant or, with the right firearm, a secondary ranged combatant. When engaged in melee, he works best with one or more allies to make his sneak attack easier. The sea dog can take on many roles: bloodthirsty pirate, freewheeling merchant, or mildly insubordinate naval officers among them, but he will always have some connection to the sea.
Abilities: As a sea dog often fights with both a sword and pistol, many emphasize Dexterity over Strength, using the Weapon Finesse feat to allow them to use the same ability for both weapons. With its average hit dice, Constitution is also important. As Charisma governs most of the sea dog's class features, it is his most important mental stat. Intelligence gives him the skills he needs to perform his duties aboard ship and Wisdom is important to a Sea Dog as it is to any character, as it governs his Will save.
Alignment: A sea dog can be of any alignment except for lawful good as the sea dog way of life is not conducive to walking the straight and narrow.
Starting Gold: 5d4x10 (125 gp).
Starting Age: As rogue.
Class Features
Weapon and Armor Proficiencies: A sea dog is proficient with all simple weapons and pistols. Sea dogs are proficient with light armor but not with shields.
Sneak Attack (Ex): As the rogue class feature, except it increases by 1d6 every three sea dog levels instead of every two.
Notorious (Ex): Even the lowliest Sea Dog develops something of a reputation, recognition of which can put an opponent off-guard. A sea dog gains the Improved Feint even if he does not meet the prerequisites and may use an Intimidate check instead of a Bluff check when feinting in combat.
Grin and Bear it (Ex): A Sea Dog mut never show weakness. Beginning at second level, you add your Charisma bonus (if any) as a bonus on Fortitude Checks. This bonus does not stack with that from the divine grace ability.
Flourish (Ex): Beginning at third level, while wielding a pistol in one hand, a sea dog applies his Charisma bonus (if any) as a bonus on melee damage rolls with slashing or piercing weapons he weilds in one hand in addition to any Strength bonus he may have.
Flash of Steel (Ex): The sea dog's key to victory is his speed.
At fourth level, he gains the Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead gains the ability to attack with two weapons as a standard action, taking a -2 penalty on both attacks.
Improved Flash of Steel At ninth level, he gains the Improved Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead reduces the penalties he takes when fighting with two weapons by 1.
Greater Flash of Steel At fourteenth level, he gains the Greater Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead adds his full Strength bonus to attacks with his off-hand weapon.
Superior Flash of Steel At eighteenth level, a sea dog takes no penalty on attack rolls when attacking with two weapons.
Dirty Tricks (Ex): At fifth level, a sea dog can feint as a swift action. At eleventh level, a sea dog can feint as a free action when making an attack of opportunity once per round. A sea dog with Combat Reflexes can only use this effect on one of his attacks of opportunity. At sevnteenth level, he may also give up an attack of opportuniy to feint as a free action when making a an attack on his turn. A sea dog with Combat Reflexes can use this ability multiple times per round, but takes stacking -5 penalties on his Bluff or Intimidate checks to do so on each use after the first.
Slippery Scoundrel (Ex): By sixth level, a sea dog has had enough run-ins with those who wish him harm to develop keen sense of how to keep himself out of trouble. He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his Armor Class. A sea dog without Uncanny dodge also gains a bonus to his Flatfooted AC equal to his Charisma bonus, however this bonus can not exceed his Dexterity bonus.
Keep Back (Ex): Beginning at eighth level, a sea dog can keep attackers at bay while using his pistol. While wielding a weapon that gives flourish damage in his other hand, a sea dog does not provoke an attack of opportunity when firing a pistol.
Pistol Whip (Ex): Beginning at eighth level, a sea dog learns that a fired gun is still a useful weapon. While wielding a pistol in one hand with no bullets chambered, a Sea dog can deal bludgeoning damage using the pistol as a melee weapon. The damage done by the pistol is that of a die two sizes smaller than the pistol does when fired and the enhancement bonus on the pistol applies to attack and damage rolls when it is used this way.
If the sea dog has affixed a gun blade to his pistol, as per the rules for bow blades in Complete Scoundrel, he may instead remove the -2 penalty on attack rolls with that blade. A sea dog gains his flourish bonus damage on damage rolls when making melee attacks with his gun blade, but the pistol's enhancement bonus does not apply to attack and damage rolls.
Through Shot (Ex): Any pistol wielded by a sea dog of twelth level or higher is treated as having the Exit Wound special property (Complete Warrior 134).
Fake Out (Ex): A sea dog doesn't live long if he can't frighten or fool an opponent's weapon into going somewhere other that where he's standing. At 15th level, once per round, a sea dog can, as an immediate action, replace his AC with a Bluff or Intimidate check.
Frightful Shot (Ex): When a sea dog successfully shoots an enemy, that enemy must succeed on a Will save (DC 20 + sea dog’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit
Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same sea dog's frightful shot for 24 hours.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Notorious, Sneak Attack 1d6
2nd|
+2|
+0|
+3|
+0|Grin and Bear it
3rd|
+3|
+1|
+3|
+1|Flourish
4th|
+4|
+1|
+4|
+1|Flash of Steel, Sneak Attack 2d6
5th|
+5|
+1|
+4|
+1|Dirty Tricks (swift action)
6th|
+6/+1|
+2|
+5|
+2|Slippery Scoundrel
7th|
+7/+2|
+2|
+5|
+2|Sneak Attack 3d6
8th|
+8/+3|
+2|
+6|
+2|Pistol Whip, Keep Back
9th|
+9/+4|
+3|
+6|
+3|Flash of Steel, Improved
10th|
+10/+5|
+3|
+7|
+3|Sneak Attack 4d6
11th|
+11/+6/+1|
+3|
+7|
+3|Dirty Tricks (attack of ppportunity)
12th|
+12/+7/+2|
+4|
+8|
+4|Through Shot
13th|
+13/+8/+3|
+4|
+8|
+4|Sneak Attack 5d6
14th|
+14/+9/+4|
+4|
+9|
+4|Flash of Steel, Greater
15th|
+15/+10/+5|
+5|
+9|
+5|Fake Out
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Sneak Attack 6d6
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Dirty Tricks (free action)
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Flash of Steel, Superior
19th|
+19/+14/+9/+4|
+6|
+11|
+6|Sneak Attack 7d6
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Frightful Shot[/table]
Sea Dog
A sea dog can be either a primary or secondary melee combatant or, with the right firearm, a secondary ranged combatant. When engaged in melee, he works best with one or more allies to make his sneak attack easier. The sea dog can take on many roles: bloodthirsty pirate, freewheeling merchant, or mildly insubordinate naval officers among them, but he will always have some connection to the sea.
Abilities: As a sea dog often fights with both a sword and pistol, many emphasize Dexterity over Strength, using the Weapon Finesse feat to allow them to use the same ability for both weapons. With its average hit dice, Constitution is also important. As Charisma governs most of the sea dog's class features, it is his most important mental stat. Intelligence gives him the skills he needs to perform his duties aboard ship and Wisdom is important to a Sea Dog as it is to any character, as it governs his Will save.
Alignment: A sea dog can be of any alignment except for lawful good as the sea dog way of life is not conducive to walking the straight and narrow.
Starting Gold: 5d4x10 (125 gp).
Starting Age: As rogue.
Class Features
Weapon and Armor Proficiencies: A sea dog is proficient with all simple weapons and pistols. Sea dogs are proficient with light armor but not with shields.
Sneak Attack (Ex): As the rogue class feature, except it increases by 1d6 every three sea dog levels instead of every two.
Notorious (Ex): Even the lowliest Sea Dog develops something of a reputation, recognition of which can put an opponent off-guard. A sea dog gains the Improved Feint even if he does not meet the prerequisites and may use an Intimidate check instead of a Bluff check when feinting in combat.
Grin and Bear it (Ex): A Sea Dog mut never show weakness. Beginning at second level, you add your Charisma bonus (if any) as a bonus on Fortitude Checks. This bonus does not stack with that from the divine grace ability.
Flourish (Ex): Beginning at third level, while wielding a pistol in one hand, a sea dog applies his Charisma bonus (if any) as a bonus on melee damage rolls with slashing or piercing weapons he weilds in one hand in addition to any Strength bonus he may have.
Flash of Steel (Ex): The sea dog's key to victory is his speed.
At fourth level, he gains the Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead gains the ability to attack with two weapons as a standard action, taking a -2 penalty on both attacks.
Improved Flash of Steel At ninth level, he gains the Improved Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead reduces the penalties he takes when fighting with two weapons by 1.
Greater Flash of Steel At fourteenth level, he gains the Greater Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead adds his full Strength bonus to attacks with his off-hand weapon.
Superior Flash of Steel At eighteenth level, a sea dog takes no penalty on attack rolls when attacking with two weapons.
Dirty Tricks (Ex): At fifth level, a sea dog can feint as a swift action. At eleventh level, a sea dog can feint as a free action when making an attack of opportunity once per round. A sea dog with Combat Reflexes can only use this effect on one of his attacks of opportunity. At sevnteenth level, he may also give up an attack of opportuniy to feint as a free action when making a an attack on his turn. A sea dog with Combat Reflexes can use this ability multiple times per round, but takes stacking -5 penalties on his Bluff or Intimidate checks to do so on each use after the first.
Slippery Scoundrel (Ex): By sixth level, a sea dog has had enough run-ins with those who wish him harm to develop keen sense of how to keep himself out of trouble. He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his Armor Class. A sea dog without Uncanny dodge also gains a bonus to his Flatfooted AC equal to his Charisma bonus, however this bonus can not exceed his Dexterity bonus.
Keep Back (Ex): Beginning at eighth level, a sea dog can keep attackers at bay while using his pistol. While wielding a weapon that gives flourish damage in his other hand, a sea dog does not provoke an attack of opportunity when firing a pistol.
Pistol Whip (Ex): Beginning at eighth level, a sea dog learns that a fired gun is still a useful weapon. While wielding a pistol in one hand with no bullets chambered, a Sea dog can deal bludgeoning damage using the pistol as a melee weapon. The damage done by the pistol is that of a die two sizes smaller than the pistol does when fired and the enhancement bonus on the pistol applies to attack and damage rolls when it is used this way.
If the sea dog has affixed a gun blade to his pistol, as per the rules for bow blades in Complete Scoundrel, he may instead remove the -2 penalty on attack rolls with that blade. A sea dog gains his flourish bonus damage on damage rolls when making melee attacks with his gun blade, but the pistol's enhancement bonus does not apply to attack and damage rolls.
Through Shot (Ex): Any pistol wielded by a sea dog of twelth level or higher is treated as having the Exit Wound special property (Complete Warrior 134).
Fake Out (Ex): A sea dog doesn't live long if he can't frighten or fool an opponent's weapon into going somewhere other that where he's standing. At 15th level, once per round, a sea dog can, as an immediate action, replace his AC with a Bluff or Intimidate check.
Frightful Shot (Ex): When a sea dog successfully shoots an enemy, that enemy must succeed on a Will save (DC 20 + sea dog’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit
Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same sea dog's frightful shot for 24 hours.