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Rektro
2012-12-13, 12:48 AM
So I'm completely new to homebrewing classes and I figured I'd give it a shot and post my results on here for any critique. I'm sure I've done a lot of bad things in regards to balancing a character. Right now everyone in my campaign (I'm DMing) is of level 8 and I like to try and homebrew some classes and toss them in there to surprise them with new things, which they're Okay with. I'm sorry the stats and everything are going to come out chopping, I had everything neatly organized in a chart and couldn't put the chart into here. so My apologies. First number is level, BAB, Fort, Ref, Will, then the level feats. Please let me know anything else I can do to help even this out and balance it. All help is appreciated! :smallbiggrin:

For Starters, This was made as an alternative to the Rogue, Seeing as without a rogue, the party struggles to find traps and pick locks, Not necessarily a requirement but is most definitely useful. I'm all in all a pretty generous DM, but not in regards to making characters that are Overpowered, This one just seems to have come out as such, atleast I believe so. I'm still fairly new to DMing.


Swift Kris


The Swift Kris is an elite task force of rogues, known to drain the spirit of their enemy and take them out with swift consecutive hits. With pinpoint accuracy and deadly speed, noone can escape them. Through veils none can see through, a mask that hides their true face, you will die at the hand of the unknown, before you will ever know it.


Table: The SwiftKriss Hit Die: d6
Alignment: Lawful Neutral; True Neutral

LevelBase
Attack BonusFort SaveRef SaveWill SaveSpecial
1st +1 +0 +2 +2 Weapon Focus (Kris), Weapon Specialization (Kris), Specialist, Kris Materialization, Kris Throwing
2nd +2 +0 +3 +3 Swift Kris +1
3rd +3 +1 +3 +3 Quickdraw, Strafe +1d4, +5ft Movement Speed
4th +4 +1 +4 +4 Blight Kris 1pt
5th +5 +1 +4 +4 Trap Finding, Skill Focus: Craft (Traps)
6th +6/+1 +2 +5 +5 Swift Kris +2 (Law), +10ft Movement Speed
7th +7/+2 +2 +5 +5 Trap Sense +1
8th +8/+3 +2 +6 +6 Improved Critical (Kris), Greater Weapon Focus (Kris), Blight Kris 3pt
9th +9/+4 +3 +6 +6 +15ft Movement Speed
10th +10/+5 +3 +7 +7 Swift Kris +3, Trap Sense +2
11th +11/+6/+1 +3 +7 +7 Strafe +2d4
12th +12/+7/+2 +4 +8 +8 Greater Weapon Specialization (Kris), Blight Kris 6pt, +20ft Movement Speed
13th +13/+8/+3 +4 +8 +8 Trap Sense +3
14th +14/+9/+4 +4 +9 +9 Swift Kris +4 (Adamantine)
15th +15/+10/+5 +5 +9 +9 +25ft Movement Speed
16th +16/+11/+6/+1 +5 +10 +10 Trap Sense +4, Blight Kris 10pt
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11 Swift Kris +5, +30ft Movement Speed
19th +19/+14/+9/+4 +6 +11 +11 Perfect Strafe +3d6, Trap Sense +5
20th +20/+15/+10/+5 +6 +12 +12 Blight Kris 15pt
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha),Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Noble), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Dancer) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand(Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Weapons & Armor Proficiency: The Swift Kris are proficient with all Simple weapons as well as the Kris blade, And are not proficient with any form of armor. If they are wearing any armor (light, medium, or heavy) They lose their Strafe, movement bonus, trap finding, and blight kris abilities.

Weapon Focus (Kris): You gain the feat Weapon Focus (Kris).

Weapon Specialization (Kris): You gain the feat Weapon Specialization (Kris). Even if you do not meet the prerequisites for it.

Specialist (Ex): At the First level, choose an Attribute other than Dexterity, That attribute now gives you a Deflection bonus to AC equal to its modifier, in addition to adding that modifier to your attack and damage rolls (with your strength as well (or dexterity with weapon finesse)).

Kris Materialization (Su): At the First Level, this allows you to re-materialize any lost Kris as a free action, including Kris that have been recently thrown. This may be done at any time, including in the middle of full attack actions.

Kris Throwing (Ex): After training your whole career throwing Kris blades, you have mastered the ability to throw them freely without penalty or harm to yourself.

Swift Kris +1 (Ex): At the second level, all of your Kris blades are now materialized with the +1 Magic Enhancement, and increases every 4 levels after that. (e.g. 6th, 10th, 14th, and 18th)

Quickdraw (Ex): You gain the feat Quickdraw at the 3rd Level.

Strafe (Su): The Swift Kris holds her ground for no one. She now has the ability to move while throwing her blades, enabling her to make a full attack action while moving her full distance. This may only be used in conjunction with throwing of Kris blades at a rate of 5 feet per blade thrown. Once she has finished her full attack action she must stop however. This also adds a +1d4 damage to her throws at the 3rd level, which increases to +2d4 at the 11th, and so on.

Movement Speed (Ex): The Swift Kris is faster than most give her credit for. With dashing speed she can move an extra 5 feet every 3 levels. This extra distance may be used in conjunction with her strafing.

Blight Kris (Su): Your Kris blades have gained the Curses of the Swift Kris. For each rank you gain one additional curse of your choice. These curses may be removed using a remove curse spell, Remove Disease, Or Dispel Magic, only after a spellcraft DC (10 + Specialist modifier + Swift Kris Level). Otherwise the effects wear off in 15 minutes/Swift Kris Level. Below are the available curses. Take note, each curse costs a certain number of points, and points may be spent in any order you wish. Each time you unlock more Kris points you may reorder any of the points you previously received in any way you wish. Note, weaker and stronger curses DO NOT stack, -5ft movement and -10ft movement = -10ft movement.

1 Point Curses:
-5ft movement
-1 to attack rolls
-1 to damage rolls
-1 to chosen save (Fort, Ref, Will)

2 Point Curses:
-10ft Movement
-2 attack rolls
-2 to damage rolls
-1 to all saves
-3 to chosen skill
-1 to chosen Stat.

3 Point Curses:
Vulnerability to Magic
Vulnerability to Fire
Vulnerability to Lightning
Vulnerability to Adamantine
Vulnerability to Sonic
Vulnerability to Cold

4 Point Curses:
-4 to Attack rolls
-4 to Damage Rolls
-2 to all saves
-5 on chosen skill
-4 to chosen Stat

5 Point Curses:
Blinds Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Deafens Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Silences Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Fatigues Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Nauseates Opponent Save DC (Specialist Modifier + Kris Level) vs Fort
Reduces Movement Speed to 5ft.

Trap Finding (Ex): Your search checks are now able to find traps.

Skill Focus Craft (Traps) (Ft): You gain the feat Skill Focus Craft (Traps).

Swift Kris (Law): Your Kris blades are now considered Lawful in terms for damage reduction.

Trap Sense +1: You gain +1 to your saves and armor class in regards to traps.

Improved Critical (Kris): You gain the Improved Critical (Kris) as a bonus Feat, The threat zone is now 19-20 x4

Greater Weapon Focus (Kris): You gain Greater Weapon Focus (Kris) as a feat. giving you +1 to your attack rolls made with Kris blades. You receive this feat regardless if you meet the prerequisites.

Greater Weapon Specialization (Kris): At the 12th Level you gain Greater Weapon Specialization, granting you +2 on your damage rolls with Kris blades, thrown or unthrown, even if you do not meet the prerequisites.

Swift Kris +4 (Adamantine) (Ex): At the 14th level your Kris blades now count as Adamantine as well in regards to damage reduction.

Perfect Strafe (Ex): Your strafing has finally been mastered. You may now strafe a total of 15ft per Kris thrown, not to exceed your maximum movement speed.

GenericMook
2012-12-13, 06:35 PM
Alright, so the big thing I'm seeing here which is going to turn people off is your formatting. While I understand that you've got the stuff in a chart, you're gonna have to use a specific table code in this forum.

Below is an example table, taken from this (http://www.giantitp.com/forums/showthread.php?t=205677) thread.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|
2nd|
+2|
+0|
+3|
+3|
3rd|
+3|
+1|
+3|
+3|
4th|
+4|
+1|
+4|
+4|
5th|
+5|
+1|
+4|
+4|
6th|
+6/1|
+2|
+5|
+5|
7th|
+7/2|
+2|
+5|
+5|
8th|
+8/3|
+2|
+6|
+6|
9th|
+9/4|
+3|
+6|
+6|
10th|
+10/5|
+3|
+7|
+7|
11th|
+11/6/1|
+3|
+7|
+7|
12th|
+12/7/2|
+3|
+8|
+8|
13th|
+13/8/3|
+4|
+8|
+8|
14th|
+14/9/4|
+4|
+9|
+9|
15th|
+15/10/5|
+4|
+9|
+9|
16th|
+16/11/6/1|
+5|
+10|
+10|
17th|
+17/12/7/2|
+5|
+10|
+10|
18th|
+18/13/8/3|
+6|
+11|
+11|
19th|
+19/14/9/4|
+6|
+11|
+11|
20th|
+20/15/10/5|
+6|
+12|
+12|[/table]

As far as other formatting issues go, I would bold the class features and your general headers. Most other homebrew threads follow a general format. Something like this (http://www.giantitp.com/forums/showpost.php?p=14311980&postcount=2), for instance.

Oh, and use proper terms. Referring to things like "Stat" can be kinda confusing. I'm not sure if you're referring to ability scores, or something else.

Now, for actual stuff in your post. Warning: This might come off as somewhat harsh, but I want to address the largest holes in your homebrew.

1) I don't know if DnD has any references to a Kris in its weapon lists. I would at least make a reference to a book it's in, or provide the weapon's statistics.
2) Weapon Focus and Weapon Specialization are really, really, REALLY lackluster. The rationale is that they're just adding numbers. They're not actually adding anything to your ability to kill stuff or be a skillmonkey. I would replace them with something more fitting.
3) Specialist is just... too early, in my opinion. +X to AC and your attack and damage rolls? That's way, way too much for a first level class feature. I'm not a fan of +X ability score to stats, and this one lets you stack strength on this. Honestly, you can get double your strength mod to attack and damage rolls at first level? That's just too much.
4) Strafe/Perfect Strafe... kinda sucks. +3d6 at level 19 is just hilariously weak. It's not even worth it at that level. If this was in a party, he'd be obsolete long ago. The only real benefit it has over Sneak Attack is that SA doesn't affect Oozes/Constructs/Undead/whatever.
5) Quick Draw as a feat is decent. It's not a bad feat, but you can replicate it really, really, REALLY easily using that one crystal in MIC.
6) +X to movement speed is always nice, so I'll let that slide.
7) Blight Kris is kinda vague. It can be good, but that's only with like two of its features.
8) GWF/GWS, like WF/WS, sucks.

My big problem with this class is that it's all numbers. All you're doing is throwing numbers at your opponent. It doesn't really have that many class features. Blight Kris is godly if it stacks with itself, but kinda sucks otherwise. Swift Kris gives you an Adamantine weapon (or several), at level 14. It's kinda late for that, IMO.

Overall, I wouldn't say that this class does too well. It can throw weapons, but it's not even the best choice for that. It can find traps, but there are far easier ways to do that. It gets easily outclassed in a lot of areas. It may not be a bad choice for low-leveled games, but higher up, it loses. Badly.

Rektro
2012-12-14, 02:50 AM
I really appreciate the criticism in regards to this class. I will work on the numbers system a little more and work less with feats that add numbers and more on pumping the damage. I had the strafe marked way up earlier but it just seemed insane with the ability to deal +6d6 damage per kris thrown which would stack up over time and make some insane numbers. I've never personally been in a party when everyone was level 20 so I'm very behind on whats "overpowered" and what is underpowered but I will do my best to work on these results. As for Specialist would it be a poor choice to put that later in the class? Such as around the 10th+ level or such? and the Kris blade specifically I need to add stats for that to the class itself, I did a little research and could not find where it was specifically from but found a few features on it regarding its critical and damage. Once I fix the entire class I will post it again, hoping it will be a little more rounded and a little less underpowered later on in its life cycle. More or less the main goal of this class was to fill the role of a rogue without having to be a rogue. I know most of the players in my campaign do not like the concept of being a rogue mainly because theyre less sneak around and kill things and more straight to the point. Thank you for your advice and I greatly appreciate it.

Rektro
2012-12-14, 03:17 AM
7) Blight Kris is kinda vague. It can be good, but that's only with like two of its features.


In regards to the Two features being good, Which two are the good ones? And what other features could I add to make them worth while? I'd like the Swift Kris to be able to drain others of their abilities to fight back more or less. Make them weaker.

GenericMook
2012-12-14, 09:39 AM
Vulnerability to Magic if you have a caster on hand, or the ability score damage.

Ability score damage is nasty stuff if done right.

And to give you an idea of what you can do at 20th level,

A level 20 wizard would be Time Stopping and blowing something up while it can't act (delayed metamagic shenanigans or something), or be using shapechange to just roflstomp enemies. That's just the tip of the iceberg. Tier 1 classes, at level 20, have so many shenanigans open to them. There's also the whole Genesis/astral projection BS, but no sane DM allows it.

A level 20 warblade (straight Warblade 20), can get off 2 full round attacks (which can be maneuvers), with insane damage bonuses due to tying together Stormguard Warrior and Power Attack. Or he can be an insane tripper and trip everything that comes within range. That's what Tier 3 is like.

The thing is, at higher levels, battles end so quickly it isn't even funny. As people describe it, it's rocket-tag. So you can do that really, really well, and be a very solid Tier 3 class. Or, you can add other tricks for stuff like out-of-combat utility.

As far as other fixes go, I looked in Morph Bark's homebrew tier compendium (which is an excellent read to get a feel for homebrewing), and I found this (http://www.minmaxboards.com/index.php?topic=6244.0), which was rated as a Tier 3. If you're trying to build a rogue-alternate, I'd take a solid look at something like that.

Rektro
2012-12-15, 02:16 AM
Sublime rogue looks really cool. I'll keep tweaking, I've decided to remodel the whole project into something different. same concept with throwing Kris blades but less flexibility and more damage. I really appreciate your help however and have helped me look over my class and realize its flaws. :smallbiggrin:

GenericMook
2012-12-16, 10:53 AM
See, the thing is, more damage is useless. Flexibility is the big thing that defines tiers. If you're shooting for higher tiers, I'd take a look at the Rogue's normal weaknesses, and work on filling in gaps in performance.

Class features, and not numbers, are what make a class better.