GFawkes
2010-03-17, 05:44 PM
I've designed three new base classes. Any tips/comment/questions/feedback about them?
Lumberjack
HD=d10
Weapon Proficiency:Throwing axe, handaxe, Battleaxe, Greataxe, Orc double axe, Dwarven Waraxe
Armor Proficiency: Any non-metal light
Skills:Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Profession, Spot, Survival, Swim, Tumble. 4+Int bonus points/level
{table] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities|Slow Fall|Speed Bonus
1st|+1|+2|+2|+0|Nature Sense, Natural Fighter +2|0|0
2nd|+2|+3|+3|+0|Woodland Stride|0|0
3rd|+3|+3|+3|+1|Forest Durability|20 feet|0
4th|+4|+4|+4|+1| |20 feet|10 feet
5th|+5|+4|+4|+1|Natural Fighter +4|20 feet|10 feet
6th|+6/+1|+5|+5|+2| |20 feet|10 feet
7th|+7/+2|+5|+5|+2| |20 feet|10 feet
8th|+8/+3|+6|+6|+2|Burly +1|40 feet|20 feet
9th|+9/+4|+6|+6|+3|Forest Endurance|40 feet|20 feet
10th|+10/+5|+7|+7|+3|Natural Fighter +6|40 feet|20 feet
11th|+11/+6/+1|+7|+7|+3| |40 feet|20 feet
12th|+12/+7/+2|+8|+8|+4|Burly+2|40 feet|30 feet
13th|+13/+8/+3|+8|+8|+4| |60 feet|30 feet
14th|+14/+9/+4|+9|+9|+4| |60 feet|30 feet
15th|+15/+10/+5|+9|+9|+5|Natural Fighter +8|60 feet|30 feet
16th|+16/+11/+6/+1|+10|+10|+5|Burly +3|60 feet|40 feet
17th|+17/+12/+7/+2|+10|+10|+5| |60 feet|40 feet
18th|+18/+13/+8/+3|+11|+11|+6| |80 feet|40 feet
19th|+19/+14/+9/+4|+11|+11|+6| |80 feet|40 feet
20th|+20/+15/+10/+5|+12|+12|+6|Natural Fighter +10, Burly +4|Any|50 feet[/table]
Natural Fighter: Indicated bonus on any check against plants or animals
Nature Sense: +2 on Survival and Knowledge(Nature) checks
Woodland Stride: Move uninhibited through natural undergrowth
Forest Durability: Add Constitution Modifier to AC as Natural Armor
Slow Fall: Like Monk ability, but only when in arm's reach of a tree. If the tree is shorter than the Slow Fall distance, subtract only the height of the tree.
Speed Bonus: Gain indicated bonus to speed when within arm's reach of a tree
Burly: Gain bonus to Intimidate checks
Forest Durability: Add (Lumberjack Level/3) to AC as Natural Armor
Brawler
HD=d8
Any Non-Lawful alignment
Weapon Proficiency: Improvised Weapons
Armor Proficiency: None
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Intimidate, Jump, Knowledge (local), Perform, Profession, Sleight of Hand, Tumble, Use Rope. 6+Int Bonus points per level
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities
1st|+0|+0|+2|+2|Bar Fighter, Drunken Rage
2nd|+1|+0|+3|+3|Improved Unarmed Strike
3rd|+2|+1|+3|+3|
4th|+3|+1|+4|+4|Beer Boost +2
5th|+3|+1|+4|+4|Uncanny Dodge
6th|+4|+2|+5|+5|
7th|+5|+2|+5|+5|Defense Style
8th|+6/+1|+2|+6|+6|Acrobatic Charge, Beer Boost +3
9th|+7/+2|+3|+6|+6|
10th|+8/+3|+3|+7|+7|
11th|+9/+4|+3|+7|+7|Improved Defense Style
12th|+9/+4|+4|+8|+8|Beer Boost +4
13th|+10/+5|+4|+8|+8|
14th|+11/+6/+1|+4|+9|+9|
15th|+12/+7/+2|+5|+9|+9|
16th|+12/+7/+2|+5|+10|+10|Beer Boost +5
17th|+13/+8/+3|+5|+10|+10|The Best Defense
18th|+14/+9/+4|+6|+11|+11|
19th|+15/+10/+5|+6|+11|+11|
20th|+15/+10/+5|+6|+12|+12|Beer Boost +6[/table]
Bar Fighter: No penalty for improvised weapons
Drunken Rage:When intoxicated, gain +4 on Will saves, +2 vs. enchantment, and +2 Bonus to Intimidate checks
Beer Boost:When drunk, add bonus to Strength and Constitution
Uncanny Dodge: As Rogue ability
Defense Style: Similar to a Ranger's Combat Style. Pick either Dodge or Damage Reduction 1/-
Acrobatic Charge: Can charge over rough terrain (rubble, barstools, etc)
Improved Defense Style: Mobility (if Dodge was picked). Damage reduction 3/- if Damage Reduction 1/- was picked.
The Best Defense:Whirlwind Attack (if Dodge was picked). Unarmed/Improvised attacks count as magical for the purpose of damage reduction if Damage Reduction 1/- was picked.
Daredevil
HD=d8
Any partially neutral alignment (LN, NG, CN, NE, N)
Weapon Proficiency: All Simple Weapons, All Light and One-Handed Martial Weapons
Armor Proficiency: Light
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Jump, Perform, Spot, Swim, Tumble, Use Rope. 4+Int bonus points per level
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities
1st|+0|+2|+2|+0|Daredevil Ability, Impulsive
2nd|+1|+3|+3|+0|Diehard
3rd|+2|+3|+3|+1|
4th|+3|+4|+4|+1|
5th|+3|+4|+4|+1|Daredevil Ability
6th|+4|+5|+5|+2|
7th|+5|+5|+5|+2|
8th|+6/+1|+6|+6|+2|
9th|+7/+2|+6|+6|+3|
10th|+8/+3|+7|+7|+3|Daredevil Ability
11th|+9/+4|+7|+7|+3|
12th|+9/+4|+8|+8|+4|
13th|+10/+5|+8|+8|+4|
14th|+11/+6/+1|+9|+9|+4|
15th|+12/+7/+2|+9|+9|+5|Daredevil Ability
16th|+12/+7/+2|+10|+10|+5|
17th|+13/+8/+3|+10|+10|+5|
18th|+14/+9/+4|+11|+11|+6|
19th|+15/+10/+5|+11|+11|+6|
20th|+15/+10/+5|+12|+12|+6|Daredevil Ability[/table]
Impulsive: +4 on Initiative
Diehard: As the feat
Daredevil Ability: Pick one from the below options. Cannot take the same one twice.
He's OK:When taking damage not from an enemy, such as by falling or traps, make a Fortitude Save after checking for total damage, DC= Damage taken. If successful, the Daredevil takes only one point of damage. If unsuccessful, the Daredevil goes to 0 hitpoints.
Not Dead Yet: When at negative hitpoints, can take 2 Standard Actions a round with no additional penalty.
Reckless: Double effect from charging and bull rushing. This includes the AC penalty.
Let's Do This: If going first in a round, can choose to act recklessly. The Daredevil lets out a battle cry, followed by a reckless act. Any creature that witnesses this and wasn't expecting it is stunned for 1d6 rounds. If the Daredevil attacks a stunned creature, that creature is un-stunned. For 1d6+1 rounds, the Daredevil takes a -2 penalty to AC. Usable 2+(Constitution modifier) times per day. This is a sound based ability, a Zone of Silence cancels it.
I Got an Idea: Before rolling for an attack, a Daredevil can act as if charging, even without moving the needed 10'.
What's The Worst That Could Happen: When a Daredevil willingly enters a hostile environment that it is possible to escape from (such as a burning building), he gains a morale bonus equal to his Constitution modifier for 1d8 + (Daredevil Level/2) rounds on all rolls. This effect immediately ends if the Daredevil leaves the environment by any means.
Against All Odds: When the DC a Daredevil needs to beat is greater than 25, he gets a +(Daredevil level/2) bonus on the roll.
Missed It By That Much: If the Daredevil takes damage that would lower him to 0 or fewer hitpoints in a single blow, he can make a Fortitude save (DC= damage taken) to have the attack lower him to 1 hitpoint. Cannot be used if the Daredevil has less than 3 hitpoints or is flat-footed.
Lumberjack
HD=d10
Weapon Proficiency:Throwing axe, handaxe, Battleaxe, Greataxe, Orc double axe, Dwarven Waraxe
Armor Proficiency: Any non-metal light
Skills:Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Profession, Spot, Survival, Swim, Tumble. 4+Int bonus points/level
{table] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities|Slow Fall|Speed Bonus
1st|+1|+2|+2|+0|Nature Sense, Natural Fighter +2|0|0
2nd|+2|+3|+3|+0|Woodland Stride|0|0
3rd|+3|+3|+3|+1|Forest Durability|20 feet|0
4th|+4|+4|+4|+1| |20 feet|10 feet
5th|+5|+4|+4|+1|Natural Fighter +4|20 feet|10 feet
6th|+6/+1|+5|+5|+2| |20 feet|10 feet
7th|+7/+2|+5|+5|+2| |20 feet|10 feet
8th|+8/+3|+6|+6|+2|Burly +1|40 feet|20 feet
9th|+9/+4|+6|+6|+3|Forest Endurance|40 feet|20 feet
10th|+10/+5|+7|+7|+3|Natural Fighter +6|40 feet|20 feet
11th|+11/+6/+1|+7|+7|+3| |40 feet|20 feet
12th|+12/+7/+2|+8|+8|+4|Burly+2|40 feet|30 feet
13th|+13/+8/+3|+8|+8|+4| |60 feet|30 feet
14th|+14/+9/+4|+9|+9|+4| |60 feet|30 feet
15th|+15/+10/+5|+9|+9|+5|Natural Fighter +8|60 feet|30 feet
16th|+16/+11/+6/+1|+10|+10|+5|Burly +3|60 feet|40 feet
17th|+17/+12/+7/+2|+10|+10|+5| |60 feet|40 feet
18th|+18/+13/+8/+3|+11|+11|+6| |80 feet|40 feet
19th|+19/+14/+9/+4|+11|+11|+6| |80 feet|40 feet
20th|+20/+15/+10/+5|+12|+12|+6|Natural Fighter +10, Burly +4|Any|50 feet[/table]
Natural Fighter: Indicated bonus on any check against plants or animals
Nature Sense: +2 on Survival and Knowledge(Nature) checks
Woodland Stride: Move uninhibited through natural undergrowth
Forest Durability: Add Constitution Modifier to AC as Natural Armor
Slow Fall: Like Monk ability, but only when in arm's reach of a tree. If the tree is shorter than the Slow Fall distance, subtract only the height of the tree.
Speed Bonus: Gain indicated bonus to speed when within arm's reach of a tree
Burly: Gain bonus to Intimidate checks
Forest Durability: Add (Lumberjack Level/3) to AC as Natural Armor
Brawler
HD=d8
Any Non-Lawful alignment
Weapon Proficiency: Improvised Weapons
Armor Proficiency: None
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Intimidate, Jump, Knowledge (local), Perform, Profession, Sleight of Hand, Tumble, Use Rope. 6+Int Bonus points per level
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities
1st|+0|+0|+2|+2|Bar Fighter, Drunken Rage
2nd|+1|+0|+3|+3|Improved Unarmed Strike
3rd|+2|+1|+3|+3|
4th|+3|+1|+4|+4|Beer Boost +2
5th|+3|+1|+4|+4|Uncanny Dodge
6th|+4|+2|+5|+5|
7th|+5|+2|+5|+5|Defense Style
8th|+6/+1|+2|+6|+6|Acrobatic Charge, Beer Boost +3
9th|+7/+2|+3|+6|+6|
10th|+8/+3|+3|+7|+7|
11th|+9/+4|+3|+7|+7|Improved Defense Style
12th|+9/+4|+4|+8|+8|Beer Boost +4
13th|+10/+5|+4|+8|+8|
14th|+11/+6/+1|+4|+9|+9|
15th|+12/+7/+2|+5|+9|+9|
16th|+12/+7/+2|+5|+10|+10|Beer Boost +5
17th|+13/+8/+3|+5|+10|+10|The Best Defense
18th|+14/+9/+4|+6|+11|+11|
19th|+15/+10/+5|+6|+11|+11|
20th|+15/+10/+5|+6|+12|+12|Beer Boost +6[/table]
Bar Fighter: No penalty for improvised weapons
Drunken Rage:When intoxicated, gain +4 on Will saves, +2 vs. enchantment, and +2 Bonus to Intimidate checks
Beer Boost:When drunk, add bonus to Strength and Constitution
Uncanny Dodge: As Rogue ability
Defense Style: Similar to a Ranger's Combat Style. Pick either Dodge or Damage Reduction 1/-
Acrobatic Charge: Can charge over rough terrain (rubble, barstools, etc)
Improved Defense Style: Mobility (if Dodge was picked). Damage reduction 3/- if Damage Reduction 1/- was picked.
The Best Defense:Whirlwind Attack (if Dodge was picked). Unarmed/Improvised attacks count as magical for the purpose of damage reduction if Damage Reduction 1/- was picked.
Daredevil
HD=d8
Any partially neutral alignment (LN, NG, CN, NE, N)
Weapon Proficiency: All Simple Weapons, All Light and One-Handed Martial Weapons
Armor Proficiency: Light
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Jump, Perform, Spot, Swim, Tumble, Use Rope. 4+Int bonus points per level
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities
1st|+0|+2|+2|+0|Daredevil Ability, Impulsive
2nd|+1|+3|+3|+0|Diehard
3rd|+2|+3|+3|+1|
4th|+3|+4|+4|+1|
5th|+3|+4|+4|+1|Daredevil Ability
6th|+4|+5|+5|+2|
7th|+5|+5|+5|+2|
8th|+6/+1|+6|+6|+2|
9th|+7/+2|+6|+6|+3|
10th|+8/+3|+7|+7|+3|Daredevil Ability
11th|+9/+4|+7|+7|+3|
12th|+9/+4|+8|+8|+4|
13th|+10/+5|+8|+8|+4|
14th|+11/+6/+1|+9|+9|+4|
15th|+12/+7/+2|+9|+9|+5|Daredevil Ability
16th|+12/+7/+2|+10|+10|+5|
17th|+13/+8/+3|+10|+10|+5|
18th|+14/+9/+4|+11|+11|+6|
19th|+15/+10/+5|+11|+11|+6|
20th|+15/+10/+5|+12|+12|+6|Daredevil Ability[/table]
Impulsive: +4 on Initiative
Diehard: As the feat
Daredevil Ability: Pick one from the below options. Cannot take the same one twice.
He's OK:When taking damage not from an enemy, such as by falling or traps, make a Fortitude Save after checking for total damage, DC= Damage taken. If successful, the Daredevil takes only one point of damage. If unsuccessful, the Daredevil goes to 0 hitpoints.
Not Dead Yet: When at negative hitpoints, can take 2 Standard Actions a round with no additional penalty.
Reckless: Double effect from charging and bull rushing. This includes the AC penalty.
Let's Do This: If going first in a round, can choose to act recklessly. The Daredevil lets out a battle cry, followed by a reckless act. Any creature that witnesses this and wasn't expecting it is stunned for 1d6 rounds. If the Daredevil attacks a stunned creature, that creature is un-stunned. For 1d6+1 rounds, the Daredevil takes a -2 penalty to AC. Usable 2+(Constitution modifier) times per day. This is a sound based ability, a Zone of Silence cancels it.
I Got an Idea: Before rolling for an attack, a Daredevil can act as if charging, even without moving the needed 10'.
What's The Worst That Could Happen: When a Daredevil willingly enters a hostile environment that it is possible to escape from (such as a burning building), he gains a morale bonus equal to his Constitution modifier for 1d8 + (Daredevil Level/2) rounds on all rolls. This effect immediately ends if the Daredevil leaves the environment by any means.
Against All Odds: When the DC a Daredevil needs to beat is greater than 25, he gets a +(Daredevil level/2) bonus on the roll.
Missed It By That Much: If the Daredevil takes damage that would lower him to 0 or fewer hitpoints in a single blow, he can make a Fortitude save (DC= damage taken) to have the attack lower him to 1 hitpoint. Cannot be used if the Daredevil has less than 3 hitpoints or is flat-footed.