View Full Version : New Base Classes [3.5]

2010-03-17, 05:44 PM
I've designed three new base classes. Any tips/comment/questions/feedback about them?


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


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
4th|+3|+1|+4|+4|Beer Boost +2
5th|+3|+1|+4|+4|Uncanny Dodge
7th|+5|+2|+5|+5|Defense Style
8th|+6/+1|+2|+6|+6|Acrobatic Charge, Beer Boost +3
11th|+9/+4|+3|+7|+7|Improved Defense Style
12th|+9/+4|+4|+8|+8|Beer Boost +4
16th|+12/+7/+2|+5|+10|+10|Beer Boost +5
17th|+13/+8/+3|+5|+10|+10|The Best Defense
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.


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
5th|+3|+4|+4|+1|Daredevil Ability
10th|+8/+3|+7|+7|+3|Daredevil Ability
15th|+12/+7/+2|+9|+9|+5|Daredevil Ability
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.

2010-03-17, 05:48 PM
The Daredevil seems useless in combat, and for RPing purposes, so how exactly will one gain EXP?
The Lumberjack is just far too specialized, perhaps make it a prestige class.
You seem to be forgetting that base classes are supposed to be generally unfocused. Prestige classes let you refine your character.

2010-03-17, 06:25 PM
Since Zexion didn't comment on the brawler, I will.

It's useless. The monk is better than your brawler. Come up with more to fill those dead levels, give capabilities at first level (real ones...not skill boosts and tiny boosts), and actually do something more...fun.

On the bright side, I like that you've got ideas. Just...flesh them out. Work on one at a time, not three. Come up with cool abilities that are fun to use.

2010-03-17, 06:37 PM
They all have many dead levels (especially the daredevil). You really need to fill up the levels. What tier are you aiming these for?

2010-03-18, 08:22 PM
Wait! GFawkes! You started that campaign I was going to playtest the radiant monk in, but you left. Darn. :smalltongue:

I knew that name was familiar.

2010-03-18, 08:24 PM
These may be better retooled as PRCs IMO.

2010-03-18, 08:27 PM
Zyborg (user name might be Zyborg22 or some such...) recently did a humorous PrC by the name of the Lumberjack, if that helps.