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View Full Version : Single Ability Dependent fighting class [3.5]



gooddragon1
2013-07-07, 02:10 PM
Can't decide on names :/

Alignment
Any.

Hit Die
d12.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+1|+2|+0|+2|Ability 1, Bonus Feat

2nd|+2|+3|+0|+3|

3rd|+3|+3|+1|+3|Mettle

4th|+4|+4|+1|+4|

5th|+5|+4|+1|+4|Bonus Feat, Steadfast Determination

6th|+6/+1|+5|+2|+5|

7th|+7/+2|+5|+2|+5|Ability 2

8th|+8/+3|+6|+2|+6|

9th|+9/+4|+6|+3|+6|Bonus Feat

10th|+10/+5|+7|+3|+7|

11th|+11/+6/+1|+7|+3|+7|Ability 3

12th|+12/+7/+2|+8|+4|+8|

13th|+13/+8/+3|+8|+4|+8|Bonus Feat

14th|+14/+9/+4|+9|+4|+9|

15th|+15/+10/+5|+9|+5|+9|Ability 4

16th|+16/+11/+6/+1|+10|+5|+10|

17th|+17/+12/+7/+2|+10|+5|+10|Bonus Feat

18th|+18/+13/+8/+3|+11|+6|+11|

19th|+19/+14/+9/+4|+11|+6|+11|Ability 5

20th|+20/+15/+10/+5|+12|+6|+12|Capstone

[/table]

Class Skills
The ~ís class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level:
(2 + Int modifier) ◊4.

Skill Points at Each Additional Level:
2 + Int modifier.

Ability 1 (Ex):
When wielding a melee weapon in 2 hands and nothing else a ~ may make concentration checks in place of attack rolls. If he would voluntarily take a penalty to an attack roll (such as by means of power attack or flurry of blows) he also takes this penalty to his concentration check.

Mettle (Ex):
At 3rd level, a ~ may ignore partial effects from abilities that have partial effects on a successful fortitude or will save if he makes the save.

Steadfast Determination:
At 5th level, a ~ gains steadfast determination as a bonus feat.

Ability 2 (Ex):
At 7th level, a ~ may forgo an extra attack he could make with the weapon he is using in 2 hands to add his Constitution modifier again to his concentration check. He may do this any number of times in a round up to the number of extra attacks he could make.

Bonus Feat:
At 1st level and every 4 levels thereafter a ~ gains a bonus feat from the list of fighter bonus feats. A ~ counts as a fighter equal to his ~ level for the purpose of these bonus feats.

Ability 3 (Ex):
At 11th level, a ~ gains the ability to overpower non-mundane effects within 30 feet of himself. To do this he must succeed on a special concentration check (the check must use only ranks+half of con mod (rounded down)+roll result) as an immediate action with a DC or equal to the caster level of the effect (or the HD of the producer in the case where caster level is not specified) + 11. If he succeeds on this check he successfully dispels the effect (items are suppressed for 1d4 minutes). If he fails on this check he cannot attempt it again against the same effect (though new effects of the same type from the same source are still valid targets: such as another gaze attack) for 24 hours (if at all). This ability may be used to counterspell as a readied action in a manner similar to dispel magic (though it may even target non-mundane effects such as a gaze attack).

Ability 4 (Ex):
At 15th level, a ~ does not suffer distractions to his concentration. As a result he automatically succeeds all concentration checks related to distractions (though not to his class abilities). Furthermore, he does not take penalties or increased DCs to concentration checks he makes for class abilities as a result of outside influences (such as taking damage while making a concentration check or a penalty incurred by being shaken though the penalties from power attack and such still apply).

Ability 5 (Ex):
At 19th level, a ~ may use his ability 3 on an effect against which he previously failed any number of times rather than once every 24 hours. However, the DC of the check increases by 5 for each failure and is reset every 24 hours.

Capstone (Ex):
At 20th level, a ~ may use his ability 3 any number of times in a round (this only allows him to exceed the limit on immediate actions for the purpose of ability 3 and not for any other purposes).

====

Not as tanky as the crusader with their maneuvers but certainly lots of HP. Power attack is a good source of damage and with the ability to beef concentration check for the purpose of attack by sacrificing attacks they can choose a range of damage and AC hitting options.

If epic scaling needed then probably have to have ability 3 function off of CR rather than HD or CL.

Open for comments and suggestions and stuff.

Scots Dragon
2013-07-07, 03:00 PM
The Warrior of Eternal Woe.

You wanted a SAD class, give it a SAD name and fluff. ;)

gooddragon1
2013-07-07, 03:08 PM
The Warrior of Eternal Woe.

You wanted a SAD class, give it a SAD name and fluff. ;)

:smallsigh:

Pretty gneiss...
http://www.mindat.org/gphotos/0987402001207400375.jpg

Rolep
2013-07-08, 03:28 AM
I like the idea of using concentration instead of AB, but this means that the class is likely to hit much more often.
AB = level + STR + enchanted weapon bonus (up to 5)
Concentration = level + CON + enchanted skill bonus (up to 30, 20x as cheap per point of enhancement) + 3
You then proceed to add CON again at 7th level. This would be balanced, but against single, tough enemies your first attack would be the only one that would hit anyway, so this just makes hitting easier at no real penalty (though, funnily enough, your increased chance of hitting may balance this, though it itself is not balanced). The numbers need a looking-at.

If you are going to replace AB with concentration, perhaps the class should not have full BAB. It might be more flavoursome to only give it 3/4, since the power is pretty redundant.

Ability 3 replicates a 9th level spell - disjunction - at 11th level. Consider making the part that suppresses magical items an extra ability that is gained later.

Also, ability 4 negates the only standard function that concentration checks have: to ignore distractions. Consider giving him a version of casting defensively that allows him to ignore distractions but requires a single, general concentration check to succeed, which has a DC that is not influenced by external effects.

Your capstone and ability 5 create a potentially broken, though dull, tactic, in which they continuously use ability 3 again and again until every effect is suppressed: they get infintie chances to roll high enough to beat the DC, and a natural 20 auto-succeeds (I think, and even if it doesn't there are very common house fules that say that it does. Also, if it doesn't, they would still get a lot of chances before it becomes impossible to succeed, and would drag out combat immensely.).

Finally, to nitpick, profession should be a class skill for every class.

Still, its a very nice idea for a class. I've been toying with changing the D&D stats to where there is only 1 physical (in real life, athletes tend to have general fitness) & the specialization is realised in skills (representing the few areas in which they have training. Since this is a big change, it is good to see a less radical approach.

I agree with the name 'Warrior of Eternal Woe'.

Yakk
2013-07-08, 08:25 AM
A one-trick pony class being able to duplicate one lesser effect that a 17th level caster can do, but a 16th level caster cannot, at level 11, doesn't seem to be all that worrysome.

gooddragon1
2013-07-08, 01:31 PM
Well, I'm more interested in making it balanced so people can use it rather than making it a contender for a high tier slot so I'll be making some changes.

Network
2013-07-08, 10:24 PM
I think Steadfast Determination should replace the 5th level bonus feat. Having two bonus feats at a given level seldom happens, and its better when it doesn't. Steadfast Determination is already a powerful feat by itself.