Blueberrypop
2010-09-29, 09:22 AM
My friends and I are going to be starting up a new campaign, we all like steam punk and we all like normal D&D so why not combine them. I have started coming up with classes and I have two so far first the bruiser and second the gunslinger.
Bruiser: The bruiser a soldier who has excelled in combat. Chosen from the Tri-peak Alliance's top warriors. After being selected the soldier will be taken to the Death Forge, within Death Forge the soldier will undergo a radical change. Having their hands bound in a magical metal gauntlet, not much is known of this process. Bruisers do not use conventional weapons but their new mechfists, a fresh bruiser can barely comprehend the his new abilities but in time he will be powerful beyond belief.
Abilities:There are two types of bruisers, those equipped with arcanofists or those equipped with electrofists. Arcane bruisers require Constitution as they have taken on a protection role, Dexterity as to wield their gauntlets and intellect so they may harness their fists power later. As for electric bruisers instead of constitution as their main focus they have moved more towards strength.
Class skills:Balance (Dex). Climb (Str). Jump (Str). Knowledge (Mechfist) (Int). Spot (Wis). Craft (Modifications) (Int). Wielder of the fist (Dex).
Skill points at 1st level:4 + int mod x 4.
Skill points per level:4 + int mod
Features:All bruisers are equipped with plate armor and their respective mechfists.
See table 1-1 for skills at each level
Crushing fist: Basic melee attack if attack hits target is stunned for 1 turn if critical stunned for 2.
Mech adept tinker: The bruiser slowly learns the powers of their gauntlets adding +1 to their attack bonus.
Mech adept mod: Bruisers are know to mod their gauntlets, modded gauntlets may change elements, roll a d6 1-fire 2-cold 3-earth 4-acid 5-radiant 6-backfire, if a 6 is rolled the gauntlets lose all charge and cease to work for d4 turns.
Mech adept overclock: By this time bruisers know how to make the best of their additions. Overclocking combines both the tinker and mod skill, adds +3 to attack bonus and changes elemental type to either steam(water, air) or ballistic(fire, earth).
Repair mechanics: Bruiser are combat engineers as well as warriors, roll 1 d20 on a roll of 30 or higher the mechanics down time is reduced by half rounded up.
Charge fist: The bruiser will, on occasion, store elemental energy within their gauntlets. Rank one the bruiser gains a +1 to all attack and saving rolls at rank two it is increased to +3 and so on. These effects last for 4 + the bruisers int modifier. After the effects have worn off the bruiser will be stunned for one turn, overwhelmed by the power, roll a d4 1-shook off 2-takes 2 + level damage 3-stunned and takes 2 + level damage 4-overload, make a will save if failed stunned for 3 turns and takes 5 + level damage. At rank 4 the effects from the table above no longer apply. The bruiser becomes automatically stunned for 2 rounds. By rank 5 the fists are crackling with power, the bruiser takes 5 + level damage but gain +2 to all attack rolls. At rank 6 the gauntlets no longer seem to be effected in a negative way by the charge instead the gauntlets release their energy, If arcane the gauntlets will unleash a holy protector who shields all allies against damage for 3 rounds or heals all allies for 20 damage for 5 rounds. Electric gauntlets will unleash fury of the storm generating 2 d10 + int mod lightning bolts that splash 5 feet(1 square) or Elemental fury unleashing 1 d8 + 2 of every element on the mod table along with the controllers gauntlet element.
Bonus feat: The bruiser may choose a feat from the following list providing requirements are met, Dodge, Ground slam, [Arcane field generator, Static grip, Avenging blade, Tesla's revenge] require a roll of d20, need 17 or higher int bonus is added to roll.
Swift fist: Like iron to a magnet sometimes the bruisers gauntlets draw them to combat. Bruiser gains 10 x rank feet for movement.
Ground slam: make str check if passed all enemies next to bruiser are stunned for 1 turn.
Arcane field generator: Bruiser goes to one knee and generates a field 1 square that reduces damage by 2.
Static grip: Touch, make a str check if passed target is stunned for 1 turn and 2+ level damage.
Avenging blade: Bruiser generates a great blade from their fist +3 attack
Tesla's revenge: Bruiser sets off an electrical wave dealing d8 + level damage to up to 3 targets in front of the character.
Gunslinger: The gunslinger is a person who specializes in firearms, they know how they work and they know how to mod them.
Abilities: Both intelligence and dexterity play major roles as a gun slinger, a little constitution never hurt either.
Class skills: Knowledge (Guns) (Int), Craft (Engineering) (Int), Craft (Blacksmith) (Int), Spot (Wis), Aim (Dex), Dodge (Str).
Skill points at 1st level: (6 + int mod) x 4.
Skill points at each level: 6 + int mod.
Class Features: gunslingers wear armor ranging anywhere from light to heavy. They will only use pistols or a rifle, which can be modded.
Refer to chart 1-2 for features by level.
Master of their craft: Gunslingers have mastered their weapons knowing exactly what makes them tick. Gunslingers can never ruin their guns while modding them, also they can never jam their gun.
Forge master: Gunslingers spend a lot of their time at the local forge trading craft tips and secrets. While crafting(Engineering) the gunslinger may create “special” ammunition as follows, Hellfire rounds-rounds deal fire damage, Dead weight rounds-rounds have a chance to stun target, Shredder rounds-rounds can hit up to 3 targets at -2 to attack bonus and reducing guns range by half.
Crack Shot: Gunslinger usually come from some sort of hunter gatherer society using their skill to hunt. Crack shot adds ˝ level attack bonus to ranged attacks, it can only be used after taking an aim test.
Hot lead: Once the gunslinger gets into their groove almost nothing can stop them from filling a targed with metal. If combat enters a 3rd round the gunslinger will enter a trance where they will fire 2 rounds a turn instead of 1, if combat reaches a 4th round the gunslinger will fire 3 rounds and so on.
Gun mod: No gunslinger can refrain from modding their gun. Gun mods are as follows Rifle- sight, stand, clip5,10,15, blade, stabilizer, backfire prevention, semi-auto. Pistol- backfire prevention, blade, revolver size,3,6,9, stock, strip down, stabilizers, weighted.
Sight-Adds +1 to aim checks.
Stand-Adds +1 to aim checks.
Clip/revolver-Amount of shots held within the gun.
Stock-Increases accuracy of pistol but lowers mobility in combat movement reduced by 5ft but aim gains +1.
Stabilizer-Gun will auto correct if wielder is knocked.
Backfire prevention-Gun will not have a catastrophic misfire.
Semi-auto-Gun can fire clip size before reloading.
Blade-blade added to gun add extra d4 damage when attacking in melee
Strip down-Gun has been modded for mobility add 5ft to movement
Weighted-Guns handle has been modded add extra d4 damage to melee
Gun misfire table:
When rolling your attack if you roll under a 10 without any modifiers your gun misfires. Roll 1 d6 and look on the following chart.
1-2, Jammed, take next round to unjam gun
3-4, Backfire, roll reflex save if failed take 5 damage as your gun backfires in your face.
5-6, Catastrophic explosion, your gun explodes dealing 10 damage to yourself and everyone in 2 squares of you must take a reflex save if failed they suffer 5 damage, in addition your gun is wrecked you may no longer use the gun until you repair it at a forge.
Mind you I wrote this at 1 am and 7 am respectively C&C please.
Bruiser: The bruiser a soldier who has excelled in combat. Chosen from the Tri-peak Alliance's top warriors. After being selected the soldier will be taken to the Death Forge, within Death Forge the soldier will undergo a radical change. Having their hands bound in a magical metal gauntlet, not much is known of this process. Bruisers do not use conventional weapons but their new mechfists, a fresh bruiser can barely comprehend the his new abilities but in time he will be powerful beyond belief.
Abilities:There are two types of bruisers, those equipped with arcanofists or those equipped with electrofists. Arcane bruisers require Constitution as they have taken on a protection role, Dexterity as to wield their gauntlets and intellect so they may harness their fists power later. As for electric bruisers instead of constitution as their main focus they have moved more towards strength.
Class skills:Balance (Dex). Climb (Str). Jump (Str). Knowledge (Mechfist) (Int). Spot (Wis). Craft (Modifications) (Int). Wielder of the fist (Dex).
Skill points at 1st level:4 + int mod x 4.
Skill points per level:4 + int mod
Features:All bruisers are equipped with plate armor and their respective mechfists.
See table 1-1 for skills at each level
Crushing fist: Basic melee attack if attack hits target is stunned for 1 turn if critical stunned for 2.
Mech adept tinker: The bruiser slowly learns the powers of their gauntlets adding +1 to their attack bonus.
Mech adept mod: Bruisers are know to mod their gauntlets, modded gauntlets may change elements, roll a d6 1-fire 2-cold 3-earth 4-acid 5-radiant 6-backfire, if a 6 is rolled the gauntlets lose all charge and cease to work for d4 turns.
Mech adept overclock: By this time bruisers know how to make the best of their additions. Overclocking combines both the tinker and mod skill, adds +3 to attack bonus and changes elemental type to either steam(water, air) or ballistic(fire, earth).
Repair mechanics: Bruiser are combat engineers as well as warriors, roll 1 d20 on a roll of 30 or higher the mechanics down time is reduced by half rounded up.
Charge fist: The bruiser will, on occasion, store elemental energy within their gauntlets. Rank one the bruiser gains a +1 to all attack and saving rolls at rank two it is increased to +3 and so on. These effects last for 4 + the bruisers int modifier. After the effects have worn off the bruiser will be stunned for one turn, overwhelmed by the power, roll a d4 1-shook off 2-takes 2 + level damage 3-stunned and takes 2 + level damage 4-overload, make a will save if failed stunned for 3 turns and takes 5 + level damage. At rank 4 the effects from the table above no longer apply. The bruiser becomes automatically stunned for 2 rounds. By rank 5 the fists are crackling with power, the bruiser takes 5 + level damage but gain +2 to all attack rolls. At rank 6 the gauntlets no longer seem to be effected in a negative way by the charge instead the gauntlets release their energy, If arcane the gauntlets will unleash a holy protector who shields all allies against damage for 3 rounds or heals all allies for 20 damage for 5 rounds. Electric gauntlets will unleash fury of the storm generating 2 d10 + int mod lightning bolts that splash 5 feet(1 square) or Elemental fury unleashing 1 d8 + 2 of every element on the mod table along with the controllers gauntlet element.
Bonus feat: The bruiser may choose a feat from the following list providing requirements are met, Dodge, Ground slam, [Arcane field generator, Static grip, Avenging blade, Tesla's revenge] require a roll of d20, need 17 or higher int bonus is added to roll.
Swift fist: Like iron to a magnet sometimes the bruisers gauntlets draw them to combat. Bruiser gains 10 x rank feet for movement.
Ground slam: make str check if passed all enemies next to bruiser are stunned for 1 turn.
Arcane field generator: Bruiser goes to one knee and generates a field 1 square that reduces damage by 2.
Static grip: Touch, make a str check if passed target is stunned for 1 turn and 2+ level damage.
Avenging blade: Bruiser generates a great blade from their fist +3 attack
Tesla's revenge: Bruiser sets off an electrical wave dealing d8 + level damage to up to 3 targets in front of the character.
Gunslinger: The gunslinger is a person who specializes in firearms, they know how they work and they know how to mod them.
Abilities: Both intelligence and dexterity play major roles as a gun slinger, a little constitution never hurt either.
Class skills: Knowledge (Guns) (Int), Craft (Engineering) (Int), Craft (Blacksmith) (Int), Spot (Wis), Aim (Dex), Dodge (Str).
Skill points at 1st level: (6 + int mod) x 4.
Skill points at each level: 6 + int mod.
Class Features: gunslingers wear armor ranging anywhere from light to heavy. They will only use pistols or a rifle, which can be modded.
Refer to chart 1-2 for features by level.
Master of their craft: Gunslingers have mastered their weapons knowing exactly what makes them tick. Gunslingers can never ruin their guns while modding them, also they can never jam their gun.
Forge master: Gunslingers spend a lot of their time at the local forge trading craft tips and secrets. While crafting(Engineering) the gunslinger may create “special” ammunition as follows, Hellfire rounds-rounds deal fire damage, Dead weight rounds-rounds have a chance to stun target, Shredder rounds-rounds can hit up to 3 targets at -2 to attack bonus and reducing guns range by half.
Crack Shot: Gunslinger usually come from some sort of hunter gatherer society using their skill to hunt. Crack shot adds ˝ level attack bonus to ranged attacks, it can only be used after taking an aim test.
Hot lead: Once the gunslinger gets into their groove almost nothing can stop them from filling a targed with metal. If combat enters a 3rd round the gunslinger will enter a trance where they will fire 2 rounds a turn instead of 1, if combat reaches a 4th round the gunslinger will fire 3 rounds and so on.
Gun mod: No gunslinger can refrain from modding their gun. Gun mods are as follows Rifle- sight, stand, clip5,10,15, blade, stabilizer, backfire prevention, semi-auto. Pistol- backfire prevention, blade, revolver size,3,6,9, stock, strip down, stabilizers, weighted.
Sight-Adds +1 to aim checks.
Stand-Adds +1 to aim checks.
Clip/revolver-Amount of shots held within the gun.
Stock-Increases accuracy of pistol but lowers mobility in combat movement reduced by 5ft but aim gains +1.
Stabilizer-Gun will auto correct if wielder is knocked.
Backfire prevention-Gun will not have a catastrophic misfire.
Semi-auto-Gun can fire clip size before reloading.
Blade-blade added to gun add extra d4 damage when attacking in melee
Strip down-Gun has been modded for mobility add 5ft to movement
Weighted-Guns handle has been modded add extra d4 damage to melee
Gun misfire table:
When rolling your attack if you roll under a 10 without any modifiers your gun misfires. Roll 1 d6 and look on the following chart.
1-2, Jammed, take next round to unjam gun
3-4, Backfire, roll reflex save if failed take 5 damage as your gun backfires in your face.
5-6, Catastrophic explosion, your gun explodes dealing 10 damage to yourself and everyone in 2 squares of you must take a reflex save if failed they suffer 5 damage, in addition your gun is wrecked you may no longer use the gun until you repair it at a forge.
Mind you I wrote this at 1 am and 7 am respectively C&C please.