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Ziegander
2013-12-14, 12:56 AM
Ziegander's Advanced Classes

Author's Note: In this thread you will find ten new base classes, inspired by the original base classes found in the D&D 3.5 Player's Handbook, but different (and often, in the case of Tier 4 or 5 classes, more powerful). From the primordial fury of the Berserker to the studied discipline of the Scholar, each class plays a new spin on a familiar archetype and adds interesting new options to your D&D game table.

Look forward to all of the following "advanced" classes in future posts: the Berserker, the Bladesinger, the Channeler, the Detective, the Geomancer, the Grandmaster, the Scholar, the Tactician, the Warden, and the Witchhunter.


The Berserker

http://25.media.tumblr.com/cf5b959733cac52ed7d3dc932f448b04/tumblr_mt6o8h9Ti91s99l3wo1_500.jpg

Alignment: Any
Hit Die: 1d12

{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Fury Powers

1st|+1|+2|+2|+0|Berserker Fury (Least), Thick Hide|
--|
3

2nd|+2|+3|+3|+0|Furious Resolve|
--|
4

3rd|+3|+3|+3|+1|Mind over Mrraggh!|
--|
5

4th|+4|+4|+4|+1|Uncanny Dodge|
+1|
6

5th|+5|+4|+4|+1|Berserker Fury (Lesser)|
+1|
7

6th|+6/+1|+5|+5|+2||
+1|
8

7th|+7/+2|+5|+5|+2||
+1|
9

8th|+8/+3|+6|+6|+2|Improved Uncanny Dodge|
+2|
10

9th|+9/+4|+6|+6|+3|Berserker Fury (Greater)|
+2|
11

10th|+10/+5|+7|+7|+3||
+2|
12

11th|+11/+6/+1|+7|+7|+3||
+2|
13

12th|+12/+7/+2|+8|+8|+4|Iron Will|
+3|
14

13th|+13/+8/+3|+8|+8|+4|Berserker Fury (Wild)|
+3|
15

14th|+14/+9/+4|+9|+9|+4||
+3|
16

15th|+15/+10/+5|+9|+9|+5||
+3|
17

16th|+16/+11/+6/+1|+10|+10|+5||
+4|
18

17th|+17/+12/+7/+2|+10|+10|+5|Berserker Fury (Primal)|
+4|
19

18th|+18/+13/+8/+3|+11|+11|+6||
+4|
20

19th|+19/+14/+9/+4|+11|+11|+6||
+4|
21

20th|+20/+15/+10/+5|+12|+12|+6||
+5|
22
[/table]

Class Skills (4 + Int modifier): Climb, Craft, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Knowledge (Geography), Listen, Move Silently, Ride, Spot, Survival, and Swim.

Weapon and Armor Proficiency: A Berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Berserker Fury
A Berserker glories in combat, exhibiting a furious strength and agility, and channels a deep, resonating anger to unleash powerful attacks and supernatural abilities upon his foes. Whenever he is hit with an attack or whenever he misses an enemy with an attack of his own, he generates 1 Fury Point (or FP for short). He may collect a maximum number of FP in this way up to his class level + his Constitution modifier.

During a combat encounter, Fury Points last until they are spent to perform a special attack or use a supernatural ability (see Fury Powers below). Outside of combat, a Berserker's anger begins to subside slowly and he loses 1 FP per minute.

At 1st level, a Berserker knows three Least Fury Powers and he learns an additional Fury Power at every class level beyond 1st. If he has at least 1 Fury Point, he gains a +2 bonus to his Strength and Dexterity scores. At 5th, 9th, 13th, and 17th level the Berserker is able to learn Fury Powers of a higher grade and his bonus to Strength and Dexterity increases by 2.

At 5th level and every odd-numbered class level thereafter, a Berserker may forget an existing Fury Power to learn a new one of any grade he may learn Fury Powers from.

Fury Powers

Nothing to see yet...


Thick Hide (Ex): A Berserker's skin is tough as iron and is treated as though it were Masterwork Armor that grants a +1 armor bonus. It has no Max Dex Bonus, no Armor Check Penalty, no Arcane Spell Failure Chance; it does not impact the Berserker's speed or his encumbrance. He may wear actual armor over his skin as normal, applying the higher armor bonus. Being treated as Masterwork Armor, the Berserker may enchant his own skin as though it were manufactured armor and apply spells or other effects to it as though it were manufactured armor.

In addition, a Berserker's mythic toughness grants him Damage Reduction equal to his Constitution modifier (though limited to 1/class level). This DR is not overcome by any special materials or aligned attacks of any kind. At 4th level, a Berserker gains a +1 natural armor bonus which increases by 1 at every fourth level thereafter.

Furious Resolve (Ex): At 2nd level, a Berserker receives a +2 bonus to Will saves to resist Fear and Compulsion effects. If he has at least 1 Fury Point he may make a single additional Will saving throw at the beginning of his next turn against any effect for which he failed a Will save.

Mind over Mrraggh! (Ex): Starting at 3rd level, a Berserker generates 1 FP whenever he fails a Strength or Dexterity based skill or ability check. If he is making a skill check he must have at least 5 ranks in the skill in question. In either case, he only generates a Fury Point if he fails to meet the check's DC by less than 10. For example, Brannic the 4th level Berserker has 7 ranks in Jump and attempts a DC 30 Jump check. If his result was 19, then he'd have failed by 11 and does not generate any FP, but if his result was 22, then he'd have failed only by 8 and thus would gain 1 Fury Point.

Quite obviously this class is far from finished. Fury Powers will be a collection of special attacks, passive buffs, and flashy supernatural effects. At high level, expect a Berserker to be able to rip a hole through the multiverse to traverse the planes.

Additional class features will include manipulations on how he collects FP and the rate at which they fade away. Also accepting suggestions on additional class features beyond things like that.

Ziegander
2013-12-14, 01:00 AM
The Bladesinger

http://cdn-www.cracked.com/articleimages/wong/marts/bladesong2.jpg

Alignment: Any
Hit Die: 1d8

{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th

1st|+0|+0|+2|+2|Song of Fury, Spellsong (Dance of Reckless Bravery, Song of Arcane Power)|3|0|—|—|—|—|—

2nd|+1|+0|+3|+3|AC Bonus, Dance of the Vexing Snake|4|1|—|—|—|—|—

3rd|+2|+1|+3|+3|Advanced Learning, Channel Spell (Touch)|5|2|0|—|—|—|—

4th|+3|+1|+4|+4|Lesser Bladesong|6|3|1|—|—|—|—

5th|+3|+1|+4|+4|Song of the Floating Step|6|4|2|—|—|—|—

6th|+4|+2|+5|+5|Advanced Learning|6|5|3|0|—|—|—

7th|+5|+2|+5|+5|Channel Spell (Ranged Touch)|6|6|4|1|—|—|—

8th|+6/+1|+2|+6|+6|Dance of the Springing Tiger|6|6|5|2|—|—|—

9th|+6/+1|+3|+6|+6|Advanced Learning|6|6|6|3|0|—|—

10th|+7/+2|+3|+7|+7|Improved Bladesong|6|6|6|4|1|—|—

11th|+8/+3|+3|+7|+7|Song of Soaring Spirits|6|6|6|5|2|—|—

12th|+9/+4|+4|+8|+8|Advanced Learning|6|6|6|6|3|0|—

13th|+9/+4|+4|+8|+8|Channel Spell (Personal)|6|6|6|6|4|1|—

14th|+10/+5|+4|+9|+9|Dance of the Crushing Avalanche|6|6|6|6|5|2|—

15th|+11/+6/+1|+5|+9|+9|Advanced Learning|6|6|6|6|6|3|0

16th|+12/+7/+2|+5|+10|+10|Greater Bladesong|6|6|6|6|6|4|1

17th|+12/+7/+2|+5|+10|+10|Song of Freedom|6|6|6|6|6|5|2

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

19th|+14/+9/+4|+6|+11|+11|Channel Spell (Close)|6|6|6|6|6|6|4

20th|+15/+10/+5|+6|+12|+12|Dance of Death|6|6|6|6|6|6|5
[/table]

Class Skills (4 + Int modifier): Appraise, Balance, Climb, Concentration, Craft, Escape Artist, Jump, Knowledge (Arcana), Listen, Perform, Profession, Speak Language, Spellcraft, Swim, Tumble, and Use Magic Device.

Weapon and Armor Proficiency: A Bladesinger is proficient with all simple and martial light or one-handed weapons, with light armor, but not with shields.

A Bladesinger can cast Bladesinger spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Bladesinger wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Bladesinger still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Song of Fury (Ex): A Bladesinger is able to seamlessly blend the casting of spells into her fighting style. Whenever she makes a full-attack with a light or one-handed weapon, as long as she holds nothing in her off-hand, a Bladesinger may elect to take a -2 penalty on each of her attacks. If she does, she may cast a single spell with a casting time of 1 standard action (any attack roll made as part of this spell also takes a -2 penalty). A Bladesinger cannot cast this spell defensively. She can choose to cast the spell first or make the attacks first, but if she has more than one attack, she cannot cast the spell between her attacks.

Spellsong (Su): A Bladesinger may use her song or dance to inspire herself and others or to afford her greater combat efficiency, for a total number of rounds each day up to two times the total of her Charisma modifier + her class level. A Bladesinger may have any number of Spellsongs active at one time, but each requires separate activations and each consumes 1 round from her total rounds per day while she maintains the effects (a free action).

Activating a specific song or dance requires a certain number of Perform (Spellsong) ranks and a certain action as listed by the effect. The Bladesinger may use Perform (Spellsong) in place of Perform (Song) or Perform (Dance) as she desires. Spellsong does not provoke attacks of opportunity unless otherwise noted. A Spellsong requires the Bladesinger to be able to complete verbal and somatic gestures, and though it cannot be disrupted like spells can, it will automatically end anytime the Bladesinger is made incapable of completing verbal or somatic gestures or otherwise prevented from taking a free action to maintain it each round.

To be affected by a Bladesinger's Spellsong, her targets must be able to both see and hear her; however, the ability is not Language-Dependent.

At 1st level, a Bladesinger with 3 or more ranks of Perform (Spellsong) is able to use her Spellsong to create the following effects:

Dance of Reckless Bravery (Su): Anytime the Bladesinger charges or makes a full-attack, she may also make a Perform (Spellsong) check against DC 10. If she succeeds, for as long as she maintains this effect, she suffers a -2 penalty to AC but gains a +4 morale bonus to Will saves against Fear effects and a +2 morale bonus to melee damage rolls. For every 5 points by which she beats the DC she may grant this bonus to an ally within 30ft of her, or increase the total bonus granted to herself and any effected allies by +2 vs Fear and +1 damage.

Activating this Spellsong is a free action, and a Bladesinger may maintain it as a free action each round as long as she makes a melee attack against an enemy.



Song of Arcane Power (Su): As a standard action, a Bladesinger may activate this Spellsong, making a Perform (Spellsong) check against DC 10. If she succeeds, she grants herself a +1 bonus to caster level for as long as she maintains the effect. For every 5 points by which she beats the DC she may extend the caster level bonus to an ally within 30ft of her or she may increase the bonus by 1.

Activating the Song of Arcane Power provokes attacks of opportunity.


AC Bonus (Ex): Starting from 2nd level on, a Bladesinger adds her Intelligence bonus to AC as long as she wears light or no armor, wields a light or one-handed weapon, and carries nothing in her off-hand.

Dance of the Vexing Snake (Su): A 2nd level Bladesinger with at least 3 ranks in Perform (Spellsong) may avoid attacks of opportunity with a successful Perform (Spellsong) check instead of using the Tumble skill. In addition, whenever she moves into flanking position she may activate this Spellsong as a free action, making a Perform (Spellsong) check against DC 12. If she succeeds she gains a +4 bonus to attack rolls while flanking instead of +2 for as long as she maintains the effect.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or grant herself and any effected allies 1d6 extra damage to melee attacks while flanking.

Advanced Learning (Ex): At 3rd level, and at every third level thereafter, a Bladesinger may add any Sorcerer/Wizard spell from the Abjuration or Evocation schools to her spell list provided the spell is of a level she is able to cast.

Channel Spell (Ex): Beginning at 3rd level, a Bladesinger can use a standard action to cast any touch spell she knows and deliver the spell through her weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 7th level, the Bladesinger may use this ability to channel any spells she knows that include a ranged touch attack as part of their effect. If her melee attack hits, no further ranged touch attack is necessary; the rest of the spell's effect resolves against her target.

At 13th level, the Bladesinger may use this ability to channel Personal range spells she knows. This is not especially useful when attacking enemies; however, she may substitute channeling spells through a weapon attack for channeling them through melee touch attacks. In this way, she may harmlessly apply Personal range spells to her allies (or cast other, non touch spells as if they were touch spells if she so desires).

At 19th level, the Bladesinger may use this ability to channel Close range spells she knows (either through a weapon attack or a melee touch attack).

Lesser Bladesong (Su): Starting at 4th level, any weapon a Bladesinger wields is considered to be a magic weapon for the purposes of overcoming damage reduction. Furthermore, by spending 2 rounds from her Spellsong for the day she may grant one of the following properties to a single weapon she wields:


A +1 enhancement bonus that stacks with other enhancement bonuses the weapon has, up to a maximum total enhancement bonus equal to Ό her class level.



The Flaming special property.



The Frost special property.



The Shocking special property.



The Defending special property.



The Ghost Touch special property.



The Throwing special property.

At 10th level, any weapon the Bladesinger wields is treated as aligned matching the Bladesinger's own alignment for the purposes of overcoming damage reduction (a true neutral Bladesinger chooses any one alignment). Furthermore, the Bladesinger may spend 5 rounds from her Spellsong for the day to grant one of the following properties to a single weapon she wields:
The Flaming Burst special property.


The Icy Burst special property.



The Shocking Burst special property.



The Bane special property.



The Anarchic special property.



The Axiomatic special property.



The Holy special property.



The Magebane special property (MIC, pg 38).



The Unholy special property.



The Speed special property.


At 16th level, any weapon the Bladesinger wields is treated as made of any and all special materials (such as Silver or Adamantine) for the purposes of overcoming not only damage reduction but also hardness. Furthermore, the Bladesinger may spend 9 rounds from her Spellsong for the day to grant one of the following properties to a single weapon she wields:

The Brilliant Energy property.



The Dancing property.



The Prismatic Burst property (MIC, pg 40).



The Vorpal property.


Properties granted to the Bladesinger's weapon in this manner last for 1 minute and cannot cause the weapon's effective enhancement bonus to exceed ½ her class level.

Song of the Floating Step (Su): A 5th level Bladesinger with at least 6 ranks in Perform (Spellsong) may activate this Spellsong as a standard action, making a Perform (Spellsong) check against DC 15. If she succeeds she may move across the surface of a liquid, such as water or magma, for as long as she maintains the effect, without taking damage or sinking below the surface. The Bladesinger must begin and end her movement on a stable, firm surface.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or grant herself and any effected allies the ability to move vertically 5ft per round as the Levitate spell.

Activating Song of the Floating Step provokes attacks of opportunity.

Dance of the Springing Tiger (Su): An 8th level Bladesinger with at least 9 ranks in Perform (Spellsong) may activate this Spellsong as a free action whenever she makes a charge attack, making a Perform (Spellsong) check against DC 18. If she succeeds she gains the Pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce) special ability during that charge and for as long as she continues to maintain the effect.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or grant herself any any effected allies a +10ft bonus to all movement speeds.

Song of Soaring Spirits (Su): An 11th level Bladesinger with at least 12 ranks in Perform (Spellsong) may activate this Spellsong as a standard action, making a Perform (Spellsong) check against DC 21. If she succeeds she gains a Fly speed equal to her land speed with clumsy maneuverability for as long as she maintains the effect.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or improve the maneuverability of herself and any effected allies by one step (clumsy to poor, poor to average, and so on).

Activating Song of Soaring Spirits provokes attacks of opportunity.

Dance of the Crushing Avalanche (Su): A 14th level Bladesinger with at least 15 ranks in Perform (Spellsong) may make a Perform (Spellsong) check in place of any Bull Rush or Overrun attempts she makes. In addition, she may activate this Spellsong as a free action whenever she moves at least her speed, making a Perform (Spellsong) check against DC 24. If she succeeds, for as long as she maintains the effect, during her movement she may Bull Rush enemies adjacent to her path as a free action or Overrun enemies directly in her path as a free action.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or cause any enemy Bull Rushed or Overrun by her or her allies to suffer 1d12 damage.

Song of Freedom (Su): A 17th level Bladesinger with at least 18 ranks in Perform (Spellsong) may activate this Spellsong as a full-round action, making a Perform (Spellsong) check against DC 27. If she succeeds, she frees herself from a single, debilitating effect as if she had initiated the Iron Heart Surge maneuver (ToB, pg 68). She may activate this Spellsong even if an effect would ordinarily not allow her to take a full-round action.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or remove an additional effect from herself and all effected allies.

Activating Song of Freedom provokes attacks of opportunity. Song of Freedom cannot be maintained, and each activation costs 9 rounds from the Bladesinger's Spellsong for the day.

Dance of Death (Su): A 20th level Bladesinger with at least 21 ranks in Perform (Spellsong) may activate this Spellsong as a move-equivalent action, making a Perform (Spellsong) check against DC 30. If she succeeds, for as long as she maintains the effect, whenever she threatens a critical hit against a target, even if that creature is immune to critical hits, her target must succeed on a Fortitude save (DC 10 + ½ her class level + her Intelligence modifier) or be slain (destroyed if the target is non-living). This effect functions even against creatures that are immune to any effect that requires a Fortitude save, although such creatures receive a +4 bonus to their saving throw to resist this effect.

For every 5 points by which she beats the DC she may grant this benefit to an ally within 30ft of her, or increase the save DC by 1.

Activating Dance of Death provokes attacks of opportunity.

Ziegander
2013-12-14, 01:03 AM
http://ekabu1.unistorageserve.ru/517ce6c17efa6e2469e18718

The Channeler (what happens when a Cleric starts looking more like a Binder who performs divine miracles).

Ziegander
2013-12-14, 01:04 AM
The Detective (the Rogue meets Sherlock Holmes; together they solve everything).

Ziegander
2013-12-14, 01:06 AM
The Geomancer (a sort of nature 'Lock that relies on location to determine what powers are available to her).

Ziegander
2013-12-14, 01:08 AM
The Grandmaster

http://tn3-1.deviantart.com/fs30/300W/f/2008/110/9/a/Anima_____18_by_Wen_M.jpg

{table=head]Level|BAB|Fort|Ref|Will|Special |
Power Points

1st|+0|+2|+2|+2|Inner Power (1st), Masterwork Body, Unarmed Strike 1d6|
0

2nd|+1|+3|+3|+3|AC Bonus, Mettle|
1

3rd|+2|+3|+3|+3|Inner Power (2nd)|
3

4th|+3|+4|+4|+4|Unarmed Strike 2d6, Uncanny Dodge|
5

5th|+3|+4|+4|+4|Inner Power (3rd)|
7

6th|+4|+5|+5|+5|Unarmed Strike 3d6, Evasion|
11

7th|+5|+5|+5|+5|Inner Power (4th)|
15

8th|+6/+1|+6|+6|+6|Unarmed Strike 4d6, Improved Uncanny Dodge|
19

9th|+6/+1|+6|+6|+6|Inner Power (5th)|
23

10th|+7/+2|+7|+7|+7|Unarmed Strike 5d6, Improved Evasion|
27

11th|+8/+3|+7|+7|+7|Inner Power (6th)|
35

12th|+9/+4|+8|+8|+8|Unarmed Strike 6d6, Diamond Body|
43

13th|+9/+4|+8|+8|+8|Inner Power (7th)|
51

14th|+10/+5|+9|+9|+9|Unarmed Strike 7d6, Impetuous Endurance|
59

15th|+11/+6/+1|+9|+9|+9|Inner Power (8th)|
67

16th|+12/+7/+2|+10|+10|+10|Unarmed Strike 8d6, Diamond Soul|
79

17th|+12/+7/+2|+10|+10|+10|Inner Power (9th)|
91

18th|+13/+8/+3|+11|+11|+11|Unarmed Strike 9d6, Soul Flare|
103

19th|+14/+9/+4|+11|+11|+11|Timeless Body|
115

20th|+15/+10/+5|+12|+12|+12|Unarmed Strike 10d6, Perfect Self|
127

[/table]

The class will have Power Points a la psionic classes, but will not use psionic powers. This will allow him to take psionic feats and to become psionically focused. Instead the Grandmaster's PP will be used to fuel his Inner Power features and can be thought of as a MUCH more snazzy sort of Ki Pool.

Ziegander
2013-12-14, 01:09 AM
The Scholar (what happens when the Wiz/Sorc becomes more scientific).

Ziegander
2013-12-14, 01:11 AM
The Tactician

http://img717.imageshack.us/img717/9613/odric.jpg

Alignment: Any
Hit Die: 1d10

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+1|+1|+2|Art of War, Combat Style

2nd|+2|+1|+1|+3|Tactical Advantage

3rd|+3|+2|+2|+3|Style Feat

4th|+4|+2|+2|+4|Improved Combat Style

5th|+5|+3|+3|+4|Tactical Advantage

6th|+6/+1|+3|+3|+5|Style Feat

7th|+7/+2|+3|+3|+5|Improved Combat Style

8th|+8/+3|+4|+4|+6|Tactical Advantage

9th|+9/+4|+4|+4|+6|Style Feat

10th|+10/+5|+5|+5|+7|Improved Combat Style

11th|+11/+6/+1|+5|+5|+7|Tactical Advantage

12th|+12/+7/+2|+6|+6|+8|Style Feat

13th|+13/+8/+3|+6|+6|+8|Improved Combat Style

14th|+14/+9/+4|+6|+6|+9|Tactical Advantage

15th|+15/+10/+5|+7|+7|+9|Style Feat

16th|+16/+11/+6/+1|+7|+7|+10|Improved Combat Style

17th|+17/+12/+7/+2|+8|+8|+10|Tactical Advantage

18th|+18/+13/+8/+3|+8|+8|+11|Style Feat

19th|+19/+14/+9/+4|+8|+8|+11|Improved Combat Style

20th|+20/+15/+10/+5|+9|+9|+12|Tactical Advantage, Peerless Warmaster
[/table]

Class Skills (6 + Int modifier): Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (any; taken separately), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, and Swim.

Weapon and Armor Proficiency: A Tactician is proficient with all simple and martial weapons, with light, medium, and heavy armors, and with shields (including Tower Shields).

Art of War (Ex): A Tactician is a gifted leader and a seasoned veteran in the theater of war. He starts every encounter with a number of Tactics Points (TP for short) equal to his class level + his Intelligence bonus (if any). At first level he may spend one point as a free action (even if it is not his turn) to grant an insight bonus equal to his Intelligence bonus (minimum 1) to an initiative check, a damage roll, the attack roll of an attack of opportunity, or to the ability check of a special attack (bull rush, disarm, trip, etc). He may add this bonus to his own roll or to the roll of any ally within Medium range (100ft + 10ft/class level). He may not spend more than one point to modify a single roll, though he may otherwise spend any number of points in one round.

To be continued...

Combat Style, at first level, is a very small boost attached to the rules for how switching between combat styles works and how often he can do it, etc, etc. Think of it as slightly better than a +2/+2 skill feat. It'll be like Weapon Focus + Athletic, just for a crude example. There are going to be way too many styles to choose from and the Tactician may only "know" a few styles (up to his Int mod?).

Tactical Advantage is going to be a list of many different powers that the Tactician acquires which cost TP to use. Things like auras or Grant Move Action, or things like Cunning Breach or that sort of thing. All or almost all of a Tactician's Tactical Advantages can be used to assist his allies.

Style Feats are literally fighter bonus feats, learned to augment the Tactician's combat style(s) (styles known?) which he might even be able to retrain once he's taken (though that might be a bit too much complexity).

Improved Combat Style is going to be class feature improvements to the many, many Combat Styles granted at the given levels.

So how's all that sound?

Ziegander
2013-12-14, 01:13 AM
http://fc01.deviantart.net/fs71/f/2013/005/6/8/knight_of_the_forest___female_by_panshi_12-d5qkx4j.jpg

The Warden (another 4e port, this one is an armored defender of the natural world).

Ziegander
2013-12-14, 01:18 AM
http://www.rarityguide.com/forums/attachments/magic-gathering-mtg/1189d1325687923-dark-ascension-art-spoilers-dark-ascension-art.jpg

The Witchhunter (this one is one part Mageslayer, one part PF Inquisitor, all parts divine wrath).

Ziegander
2013-12-14, 01:23 AM
Reserved post.

Ziegander
2013-12-14, 01:25 AM
Reserved Post.

Kymme
2013-12-14, 01:28 AM
I'm just going to say that this sounds awesome.

Can't wait to see the classes. :smallsmile:

Ninjadeadbeard
2013-12-14, 03:55 AM
I wait with bated breath. Your class threads are too cool!

toapat
2013-12-14, 10:42 AM
it looks like the results shall be fun

also, the Scholar should get a PrC called Thaumokineticist

Ralcos
2013-12-14, 11:17 AM
Oooooooo!
This I cannot wait for!

(YES!!! WE GET A 3.5 WARLORD WOOHOOO!!!!!)

Zelkon
2013-12-14, 11:44 AM
Oooooooo!
This I cannot wait for!

(YES!!! WE GET A 3.5 WARLORD WOOHOOO!!!!!)

I'm interested to see how this get's played out. I'm especially excited for the Detective (I hope it's not as awful as the PF Investigator).

anacalgion
2013-12-14, 02:01 PM
Well, I'm excited. Can't wait to see how this turns out.

Just to Browse
2013-12-14, 02:10 PM
By the gods, why don't you have a wiki?

Morty
2013-12-14, 05:55 PM
Are you taking suggestions for additional advanced classes? I can think of a couple niches that could use some love.

Ziegander
2013-12-15, 12:58 PM
By the gods, why don't you have a wiki?

Hm. Good question. Probably because I stopped learning about new internet stuff well over a decade ago... :smallredface:


Are you taking suggestions for additional advanced classes? I can think of a couple niches that could use some love.

Sure, why not?

Morty
2013-12-15, 02:13 PM
First off, I would make some sort of "duelist" or "swashbuckler" class that mixes the features of Fighters, Swashbucklers and/or Skirmishers. d20 has never had much love for this niche.

It would also be cool to see a ranger/skirmisher/sniper class that focuses on ranged combat.

Ziegander
2013-12-15, 03:47 PM
First off, I would make some sort of "duelist" or "swashbuckler" class that mixes the features of Fighters, Swashbucklers and/or Skirmishers. d20 has never had much love for this niche.

You're in luck as that's part of what the Tactician is going to be. Intelligence focused with ample mobility.


It would also be cool to see a ranger/skirmisher/sniper class that focuses on ranged combat.

Well, there's a great one of these already homebrewed (http://www.giantitp.com/forums/showthread.php?t=229330) (not by me), but I will also look to improve ranged combat as part of the Tactician's swappable combat styles.

EDIT: Working on the Bladesinger now. It's looking pretty awesome. Hopefully it's not overly powerful.

CinuzIta
2013-12-15, 03:57 PM
really looking forward to this, it promises to be interesting!:)

Morty
2013-12-15, 03:57 PM
Hmm. Well, if the Tactician covers those, then no reason to make a new class, I suppose. I'll wait to see how the Tactician winds up.

Rakoa
2013-12-15, 04:04 PM
These already look like they are going to end up awesome. I can't wait to see them finished. I may even run a game using them.


Hmm. Well, if the Tactician covers those, then no reason to make a new class, I suppose. I'll wait to see how the Tactician winds up.

Are you thinking of a sort of Dexterity based frontal fighter? An Inigo Montoya type? Because those types are definitely fun to play. If the Tactician winds up with something similar, that would be cool.

Morty
2013-12-15, 04:29 PM
Pretty much, although it shouldn't be limited to a smallsword-wielding fencer. But in general, a mobile, acrobatic and dexterous warrior is what I'm talking about.

Ziegander
2013-12-15, 04:37 PM
The concept I have for the Tactician is an Intelligence-based Fighter that lives up to the spirit of the original Fighter in that it has the versatility to handle any kind of weapon/armor fighting style, and even switch between styles in play.

ngilop
2013-12-15, 05:43 PM
One archetype i've always wanted to see, but have never actually seen done other than outside of my own homebrew is a

rogue caster hybrid, like my Ninja (http://www.giantitp.com/forums/showthread.php?t=277587)

though that one is completely centered out stealth and assassination.

A more general hybrid with maybe the ability to unleash a spell on a sneak attack would be good. Of course certain level spells at certain level like level 1 spells at level 4 and level 2 at 9th.. idk just throwing that out there.


@ MORTY Jiriku already did the Swift Hunter (http://www.giantitp.com/forums/showthread.php?t=170358)a ranger/scout hybrid though it not just focused solely on ranged combat.

Also I think a binder/warrior in the vein of a Zealot of some such would be very interesting... hey.. you could even call it the Zealot.

Ziegander
2013-12-15, 06:01 PM
Also I think a binder/warrior in the vein of a Zealot of some such would be very interesting... hey.. you could even call it the Zealot.

I created something like this years ago, I called it the Blade Binder (though Zealot might be a better name, lol), but that was back on the old, old WotC boards and I don't think it exists anywhere anymore.

EDIT: My god, it does exist! (http://community.wizards.com/forum/previous-editions-general/threads/1130826)

ngilop
2013-12-15, 07:33 PM
Hmm so your bkdubs LOL great to know :). I like the class. I think that now with your improved homebrewing skills you could do an new and improved version of the Blade Binder/Zealot (whichever you decide)


I am excited to see the tactician as well. an int based-commanding fighter with multiple combat styles seems really cool.


Im kind of cofnused by what you mean with Esoteric Martial arts, in regards to your grandmaster.

Ziegander
2013-12-15, 08:03 PM
Im kind of cofnused by what you mean with Esoteric Martial arts, in regards to your grandmaster.

Trust me. So am I. Just making a new martial initiator seems far too easy, so I'm not going to do it. So, if not maneuvers, then what does "esoteric martial arts" mean? Not really sure yet.

The concepts I have the least foresight for how exactly I'm going to implement are Detective and Grandmaster followed closely by Warden and Scholar.

ngilop
2013-12-15, 08:18 PM
I was thinking the Scholar was gonan be like the Scholar (http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/scholar).. but probably with up to 6th level spells going off your bladesinger class that is

Dienekes
2013-12-15, 09:11 PM
So, I'm looking at the bare bones of the Berserker, and some of it seems kind of backwards to me.

The part that gets me is how it generates FP. By missing or being hit. Basically, it channels the ability to do cool things in combat, by being bad in combat. What's even stranger is as soon as you get 1 FP your accuracy and defense go up making it even more difficult to gain any FP. Now you probably already thought all this through, but is there any reason why it was designed this way? It just seems, to me, that the player will have to make a weird balancing act between getting too good at attack or defense just to be able to do cool things. Also, to avoid the problems of the Armiger class from Iron Heroes, without a means of getting opponents to attack it, there's no reason for them to do so, just making it less likely that the player will get to use the cool Fury abilities.

I also think it's weird that Thick Hide doesn't even work with the armor proficiencies the class has.

Still, can't wait to see what you do with them. Your homebrew is always interesting. Just these bits confused me.

Ziegander
2013-12-16, 12:54 AM
So, I'm looking at the bare bones of the Berserker, and some of it seems kind of backwards to me.

The part that gets me is how it generates FP. By missing or being hit. Basically, it channels the ability to do cool things in combat, by being bad in combat.

You're looking at it from the wrong direction, at the moment, from only the crunch perspective. The key here is to look from the fluff perspective. That way the Berserker gets MAD by being bad in combat and channels that anger into being good at combat.

But more than that, as I noted, those are only the ways that a 1st level Berserker generates FP. At later levels I plan to introduce additional ways to generate FP (failing skill checks, failing Fort/Ref saves, hitting with attacks, etc).


What's even stranger is as soon as you get 1 FP your accuracy and defense go up making it even more difficult to gain any FP.

Admittedly, that is a little anomaly I hadn't considered, but I feel the flavor of my initial choice weighs out. What is likely to make you more angry, hitting your opponent or missing? Being hit by your opponent or being missed?


Also, to avoid the problems of the Armiger class from Iron Heroes, without a means of getting opponents to attack it, there's no reason for them to do so, just making it less likely that the player will get to use the cool Fury abilities.

I don't think this is as much of a problem as you're thinking. It's not a tank, so it doesn't worry that some of the enemies won't attack it. It just cares that some of them will. In the games I've played or DM'd, the Barbarians never seem to be the ones at full health because of being ignored. Often the opposite in fact.


I also think it's weird that Thick Hide doesn't even work with the armor proficiencies the class has.

It isn't meant to, I just didn't feel that the ability was enough to make them non-proficient with the armors from a fluff perspective. Also, especially at 1st level, players might decide they value the armor bonus at low level more than the little bit of DR. But in the low-mids to middle levels that DR starts to become pretty solid. And, maybe it's not a bad idea to allow the DR to stack with armor anyway, since I limited it to 1 point/class level.

ngilop
2013-12-16, 07:05 PM
I completely understand the Fuyr points for things happening that make you made. though I do think that the stacking stats is a bit excessive.

I fyou want to do more than just slap on martial maneuvers for your grandmaster Might i suggest something akin to Invocations like I did with my own monk (http://www.giantitp.com/forums/showthread.php?t=266100).. I went in teh direction of a quasi religous semi mystial warrior for my Monk re-tool, but that is what I grew up on reading about monks and what those early master of kung-fu and other eastern martial arts did, create tornados and such.

what are some of your prelimenary ideas on the Warden, all i got so far is a nature defender.

Zelkon
2013-12-16, 10:29 PM
what are some of your prelimenary ideas on the Warden, all i got so far is a nature defender.

He's basing it, more or less, on the 4e version, so you could read the chasis of that if you would like on the internet.
Edit: Like here maybe. (http://dnd4.wikia.com/wiki/Warden)

Dienekes
2013-12-17, 12:57 PM
You're looking at it from the wrong direction, at the moment, from only the crunch perspective. The key here is to look from the fluff perspective. That way the Berserker gets MAD by being bad in combat and channels that anger into being good at combat.

But more than that, as I noted, those are only the ways that a 1st level Berserker generates FP. At later levels I plan to introduce additional ways to generate FP (failing skill checks, failing Fort/Ref saves, hitting with attacks, etc).

Admittedly, that is a little anomaly I hadn't considered, but I feel the flavor of my initial choice weighs out. What is likely to make you more angry, hitting your opponent or missing? Being hit by your opponent or being missed?

I don't think this is as much of a problem as you're thinking. It's not a tank, so it doesn't worry that some of the enemies won't attack it. It just cares that some of them will. In the games I've played or DM'd, the Barbarians never seem to be the ones at full health because of being ignored. Often the opposite in fact.

You see, this makes sense. I only question if creatures would still attack the berserkers if it was obviously making them more powerful. But, it's not done, and I would need to playtest to see how it actually works in a game. I'm certain you know what you're doing anyway.


It isn't meant to, I just didn't feel that the ability was enough to make them non-proficient with the armors from a fluff perspective. Also, especially at 1st level, players might decide they value the armor bonus at low level more than the little bit of DR. But in the low-mids to middle levels that DR starts to become pretty solid. And, maybe it's not a bad idea to allow the DR to stack with armor anyway, since I limited it to 1 point/class level.

Now, my bias here. I love armor. I think it looks great, and I know it's practical use. There's a reason why so many cultures all started wearing it because armor works, anything that protects you is a good thing. I personally, would like armor to be useful from levels 1 to 20+.

Now that that's out of the way. If we're talking about the fluff reasoning behind design decisions. How does it make sense for the Berserker to be less able to take a hit when wearing armor? I just don't see why it's limited as it is. If you're tough, you're tough no matter what you're wearing.

Ziegander
2013-12-19, 01:00 PM
You see, this makes sense. I only question if creatures would still attack the berserkers if it was obviously making them more powerful. But, it's not done, and I would need to playtest to see how it actually works in a game. I'm certain you know what you're doing anyway.

Well, a lot of low-level creatures are pretty dumb, so it shouldn't be big problem. Higher level Berserkers will have a few other ways of obtaining FP.


Now, my bias here. I love armor. I think it looks great, and I know it's practical use. There's a reason why so many cultures all started wearing it because armor works, anything that protects you is a good thing. I personally, would like armor to be useful from levels 1 to 20+.

Well... a lot of that is a problem with how armor works fundamentally in 3.5, and sort of beyond the scope of the design of these classes. That being said...


Now that that's out of the way. If we're talking about the fluff reasoning behind design decisions. How does it make sense for the Berserker to be less able to take a hit when wearing armor? I just don't see why it's limited as it is. If you're tough, you're tough no matter what you're wearing.

Good point. With the limitation of 1 DR/class level, I think it's fully safe to let it stack with armor bonus.

Got the teaser to the Tactician up.

nonsi
2013-12-19, 01:29 PM
You're looking at it from the wrong direction, at the moment, from only the crunch perspective. The key here is to look from the fluff perspective. That way the Berserker gets MAD by being bad in combat and channels that anger into being good at combat.


This is one of those Dιjΰ vu times where I feel like this was on the tip of my tongue for a long time now.
Yes. Definitely. D&D was missing that fluff.
Kudos for the inspiration.

Ziegander
2013-12-19, 11:46 PM
This is one of those Dιjΰ vu times where I feel like this was on the tip of my tongue for a long time now.
Yes. Definitely. D&D was missing that fluff.
Kudos for the inspiration.

Hey, thanks man, that's great to hear. I always try to design with a knowledge of mechanics that work and mechanics that don't, but principally from a place where fluff comes first. I design from the fluff standpoint and try to make sure that working mechanics fit the fluff I'm going for (as often as possible, the Battlelord is a prime example of me doing the exact opposite, on purpose).

Ziegander
2013-12-20, 02:39 AM
Bladesinger is almost all the way done (aside from Spells rules and a spell list). Let me know if you think I went overboard with the features and the spellsongs...

ngilop
2013-12-20, 02:54 AM
Dance of Reckless Bravery DOn't seem reckless at all to me, and since the DC is so low im not seeing the bladesinger nothave huge bonuses against fer and to damage. I was expecting an AC penalty or something to make it actually reckless.

Song of Arcane Power DC again is way too low for my taste. and there is no cap. So i can see soembody getting +25 or so to their caster level rather easily as low as 3rd level.

Dance of the Vexing Snake Why does this require fewer ranks in perform than the first level ones? Again I feel the DC is set a bit too low.

Dance of the Springing Tiger Does this stack with reckless bravery?

Dance of Death Its nice, but I think that creatures that get immunity to critical hits and/or fortitude saves should get a bonus, if for no other reason as. 'well why can't the ranger crit his favored enemy or why can't the rogue sneak attack undead?" Oh and the fact again the DC is way too low you require 21 ranks and set the DC at 20.. SO that means with a 1 rolled they automatically pass the check by 5 at minimum setting the DC to 30 is low enough that a person has to at least roll a 4 to get the first increase.

Ive just found it is very easy to increase skills checks up into the early 40s without even actually optimizing for it. I am just worried about the low initial DCs for everything and the low intervals of DCs to increase the base ability.


Other than this, I like the class

Ziegander
2013-12-20, 03:07 AM
Dance of Reckless Bravery DOn't seem reckless at all to me, and since the DC is so low im not seeing the bladesinger nothave huge bonuses against fer and to damage. I was expecting an AC penalty or something to make it actually reckless.

I will change it. No one's going to fail a DC 10 check, you're right, so I'll just make the AC penalty always on.

The initial DCs for all of the Spellsongs are intentionally low so that players can increase the recipient number of allies or the songs' effects beyond the base effect.

A +20 bonus vs Fear and a +10 bonus to melee damage rolls that applies only to the Bladesinger herself is a DC 50 perform check. That is high already and she isn't even granting her allies the bonus.


Song of Arcane Power DC again is way too low for my taste. and there is no cap. So i can see soembody getting +25 or so to their caster level rather easily as low as 3rd level.

I think maybe you're reading the entries wrong. She doesn't increases the effects for every point by which she beats the DC. She increases the effects by the listed amount for every five points she beats the DC. In order to get a +25 bonus to caster level a character would have to be capable of making a DC 130 perform check. I just don't see that happening at 3rd level.


Dance of the Vexing Snake Why does this require fewer ranks in perform than the first level ones?

It doesn't?


Dance of the Springing Tiger Does this stack with reckless bravery?

I'm not sure what you mean. She can choose to activate both as part of the same charge if that's what you're asking. Both will cost her rounds from her Spellsong separately when activated and as long as she maintains them both.


Dance of Death Its nice, but I think that creatures that get immunity to critical hits and/or fortitude saves should get a bonus, if for no other reason as. 'well why can't the ranger crit his favored enemy or why can't the rogue sneak attack undead?"

Eh, maybe you're right.


Oh and the fact again the DC is way too low you require 21 ranks and set the DC at 20..

Sorry, it was meant to be a base DC of 30 to get the dance going at all.

ngilop
2013-12-20, 03:14 AM
:) my bad i could have sworn vexing snake said 2 ranks, LOL

Yeah, i think a DC 15 would be good for the first couple of spell songs with 4 ranks and most likely a +3 stats bonus thats a 2/3 success rate, not counting any feats or skill focus items purchased.

and I totally messed up on arcane power. idk why i put +25.. thats a mystery to me.

Rakoa
2013-12-20, 12:40 PM
I think the saving throws are off slightly on the Tactician's table.

Ziegander
2013-12-20, 02:02 PM
I think the saving throws are off slightly on the Tactician's table.

Nah, the "medium" Fort and Ref saves are intentional (though I am considering dropping them to "poor" and reinforcing one or both depending on Combat Style).

Morty
2013-12-20, 05:44 PM
I think letting the combat styles influence the save progression is an interesting idea, but it could also get a little confusing, depending on how often the Tactician is supposed to switch between styles.

Rakoa
2013-12-20, 08:44 PM
I could see them flip-flopping without much issue. It makes sense as far as fluff goes, and it would not be particularly difficult to just add or subtract a couple of numbers when you need to.

In other news, the Bladesinger looks excellent. I can't wait for the Berserker and Detective. Grandmaster and Witchhunter are close behind. Good work so far, my friend!

Ziegander
2013-12-21, 12:08 AM
I could see them flip-flopping without much issue. It makes sense as far as fluff goes, and it would not be particularly difficult to just add or subtract a couple of numbers when you need to.

Yeah, this might be what I do.


In other news, the Bladesinger looks excellent. I can't wait for the Berserker and Detective. Grandmaster and Witchhunter are close behind. Good work so far, my friend!

Glad to hear it! Any suggestions on implementation for the Detective? My only thoughts are to draw inspiration from and refine some of the mechanics of this class (http://www.giantitp.com/forums/showthread.php?t=271469), but I don't want to ape his work wholesale and I do want my version of the Detective to be a little more involved than that.

Rakoa
2013-12-23, 12:42 PM
The Detective...you've described it as the Rogue meets Sherlock Holmes, yes? I would imagine, then, this character would be primarily skills-based, but also possess the capabilities to contribute in combat to an extent, likely with Int to AC, hit, and damage at some point. I also like the idea of Study Opponent as detailed in the class you linked.

From there, some (Ex) Divination and possibly Disguise Self-type abilities wouldn't be out of place, to represent the deductive and disguising abilities possessed by the great detective.

Will would likely be a good save, not sure about the others. I can see arguments for both Fortitude and Reflexes, but either of them may be a bit much based on the chassis. Then again, maybe not.

Holmes was a master of bare-handed fighting, an adept fencer, and also a master of beating the crap out of people with a stick. So some Monk related things may not be out of place, depending on how much you want to draw from the Sherlock Holmes aspect of things.

These are some basic suggestions, anyway. I'm no expert homebrewer, and in fact only have a few pieces to my name. In addition, I don't want to go into too much detail without stepping on any toes (not quite sure what you have in mind yourself). What do you mean, exactly, when you say you want your class to be more involved? I would imagine less dependence upon the various tables included in the class and all of the rolling involved?

But, if any other ideas leap into my mind, I'll be sure to post them.

ngilop
2014-01-23, 03:08 PM
I know youve done a lot of recent miscellaneous stuff ( your D&D wiki stuff and such..

Came back here hoping you had some more stuff done for you advanced classes


I am still excited to see what you have done so far for the grandmaster and the warden ( mostly the warden becxuase i have no idea what a warden even is)

Ninjadeadbeard
2014-01-23, 08:28 PM
[scrubbed]

Ziegander
2014-01-23, 10:44 PM
Hm. So are we putting up our homebrew in this thread? Or their own? I have a rough, rough rough, rough draft of one that caught my eye: The Arcane Enforcer (http://www.dandwiki.com/wiki/Arcane_Enforcer_(3.5e_Class))

Arcane Enforcer

The Arcane Enforcer

Whether on the mean streets of a major magical metropolis, in the depths of an ancient tomb, or in the relative peace of a hamlet on the edge of civilization, there is always a threat to the Law and Order of the land. This threat is called Magic, and it is under the constant, watchful gaze of the Arcane Enforcer.

Arcane Enforcers believe in the Law. They believe in security. And the greatest threat to that, in their estimation, is Magic. Some believe it must be eradicated, others that it must be controlled or regulated. In either case, the Arcane Enforcer's abilities and knowledge of Arcane Arts allow them to combat mystical threats to the safety and security of the people.

Adventurers: Arcane Enforcers are often found working as guards or bounty hunters. They readily find work in any establishment or order that needs to defend itself from magical threats. Some leave the cities and civilization behind in order to impart some sense of order upon the wilderness, while others seek out ancient and powerful magical artifacts, to keep them safe from dangerous hands or to destroy them outright is up to the individual.

Role: Arcane Enforcer's are meant to be a Martial Spellcaster, who specializes in dealing with other spellcasters. He is comfortable at the front line and in the back.

Background: Most Arcane Enforcers begin as soldiers, bodyguards and lawmen. They may either attend a Magical University, apprentice themselves to an older Arcane Enforcer, or, in rare circumstances, teach themselves the art of Wizardry. More rarely, Apprentices of Master Wizards have been known to change their opinions on magic after a time and take up the sword.

Organization: Arcane Enforcers are often members of a Guild, though this is not mandatory. Those who belong to the Law Guild are offered good work in the field, as well as special cases where they are often paired with partners. The Guild provides legitimate authority and legal protections for the Arcane Enforcer to practice their trade. Goods and services are also offered there, and there is always room for advancement.

Alignment: Any Lawful

Races: Anyone can become a Arcane Enforcer, though more disciplined races find the work agreeable. Humans and Dwarves are a common sight in the Guild halls, whereas Gnomes and Elves are almost unheard of.

Religion: Many Arcane Enforcers believe that a strong religious base is key for a moral and ethical outlook. This is not the majority, as many Arcane Enforcers will tend to group Divine Casters and Nature Casters with Arcane. Either way, Arcane Enforcers neither approve nor disapprove of religion.

Other Classes: Arcane Enforcers tend to get along well with Martial classes such as Fighters and Barbarians. They tend to distrust primary spellcasters, but will give them the benefit of the doubt until proven otherwise. Partial casters such as Paladins, Bards and Ranger rank somewhere in between, although they will be more ready to trust these after an adventure or two. Other classes hold no special interest.

Abilities: Strength is important to the Arcane Enforcer, allowing him to strike his foes and wear heavy armors. Intelligence allows him to cast spells, and augment his skills. Wisdom allows him to spot criminal mages before they strike, and Dexterity allows him to avoid the spells of others. Constitution is important for all classes.

Hit Die: D10

Class Skills: Appraise (Int), Diplomacy (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (All), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Speak Language (NA), Spellcraft (Int), Spot (Wis), Swim (Str), UMD (Cha), Use Rope (Dex)

Skill Points at 1st level: (6 x Int modifier) + 4

Skill Points at Each Additional Level: 6 + Int modifier

The Arcane Enforcer
{table]The Arcane Enforcer
{table=head]Level | BAB | Fort | Ref | Will | Special | Disrupt Damage
1 | +0 | +2 | +0 | +2 | Mage-Bane Strike, Disrupt +1 | 1d6
2 | +1 | +3 | +0 | +3 | Coercive Discourse | 1d6
3 | +2 | +3 | +1 | +3 | Halt! Disrupt +2 | 2d6
4 | +3 | +4 | +1 | +4 | Sight Beyond Sight, Bonus Feat | 2d6
5 | +3 | +4 | +1 | +4 | Spell Resistance | 2d6
6 | +4 | +5 | +2 | +5 | Disrupt +3 | 3d6
7 | +5 | +5 | +2 | +5 | Dispeling Strike | 3d6
8 | +6 | +6 | +2 | +6 | Mageslayer Skills, Bonus Feat | 3d6
9 | +6 | +6 | +3 | +6 | Disrupt +4 | 4d6
10 | +7 | +7 | +3 | +7 | | 4d6
11 | +8 | +7 | +3 | +7 | Mageslayer Skills | 4d6
12 | +9 | +8 | +4 | +8 | Disrupt +5, Bonus Feat | 5d6
13 | +9 | +8 | +4 | +8 | | 5d6
14 | +10 | +9 | +4 | +9 | Mageslayer Skills | 5d6
15 | +11 | +9 | +5 | +9 | Jackboots and Truncheons, Disrupt +6 | 6d6
16 | +12 | +10 | +5 | +10 | Bonus Feat | 6d6
17 | +12 | +10 | +5 | +10 | Mageslayer Skills | 6d6
18 | +13 | +11 | +6 | +11 | Disrupt +7 | 7d6
19 | +14 | +11 | +6 | +11 | | 7d6
20 | +15 | +12 | +6 | +12 | I AM THE LAW! Mageslayer Skills, Bonus Feat | 7d6
[/table][/table]

{table]Spells per Day
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th
1 | 2 | - | - | - | - | - | -
2 | 3 | 1 | - | - | - | - | -
3 | 3 | 2 | - | - | - | - | -
4 | 3 | 3 | 1 | - | - | - | -
5 | 3 | 3 | 2 | - | - | - | -
6 | 3 | 3 | 3 | 1 | - | - | -
7 | 3 | 3 | 3 | 2 | - | - | -
8 | 3 | 3 | 3 | 2 | 1 | - | -
9 | 4 | 3 | 3 | 3 | 2 | - | -
10 | 4 | 4 | 3 | 3 | 3 | 1 | -
11 | 4 | 4 | 4 | 3 | 3 | 2 | -
12 | 4 | 4 | 4 | 4 | 3 | 3 | 1
13 | 4 | 4 | 4 | 4 | 4 | 3 | 2
14 | 4 | 4 | 4 | 4 | 4 | 4 | 3
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4
16 | 5 | 4 | 4 | 4 | 4 | 4 | 4
17 | 5 | 5 | 4 | 4 | 4 | 4 | 4
18 | 5 | 5 | 5 | 4 | 4 | 4 | 4
19 | 5 | 5 | 5 | 5 | 4 | 4 | 4
20 | 5 | 5 | 5 | 5 | 5 | 4 | 4
[/table][/table]

Class Features:

Mage Bane Strike: By channeling magic through their weapons, the Arcane Enforcer becomes a terror to Wizards, Clerics and all spellcasters everywhere.

Whenever the Arcane Enforcer casts an offensive spell, he may channel it through his weapon (he may also use his fists or a single arrow). While the spell is channeled in this way, the Arcane Enforcer is counted as having a Base Attack Bonus equal to his character level.

Disrupt: At first level, the Arcane Enforcer gains a +1 enhancement bonus while his weapon is channeling a spell. At third level, and every third level thereafter, he increases this bonus by +1. In addition, whenever he successfully damages a spellcaster, that spellcaster takes bonus damage as given in the table above. If that spellcaster was preparing to cast a spell, add the extra damage to any Concentration checks made to maintain the spell. If a spellcaster attempts to cast a spell while within reach of a Arcane Enforcer, they always trigger an Attack of Opportunity, and all Concentration Checks made while Defensive Casting fail as well.

Spellcasting: The Arcane Enforcer casts spells spontaneously from the Arcane Enforcer List. He learns spells as a Wizard.

Coercive Discourse: Often, all it takes to get someone to talk is the threat of physical violence. Arcane Enforcers do not partake in threats. They make promises. The Arcane Enforcer adds his Strength Modifier to all Intimidate checks.

Halt!: Often accompanied by “In the Name of the LAW!”or “Stop right there Criminal Scum!”, this warcry is legendary among the Arcane Enforcers, and infamous among their foes. A number of times per day equal to the Arcane Enforcer's Charisma Modifier + 3, he may use the spell Hold Person as a Spell-Like Ability on a single target. At level twelve this also causes all creatures within 50ft of that first one to become Dazed for 2 Rounds.

Sight Beyond Sight: At fourth level the Arcane Enforcer's uncanny senses grow powerful indeed. He may now cast Detect Magic at Will.

Bonus Feat: The Arcane Enforcer may take a bonus feat at fourth level an every four levels thereafter.

Spell Resistance: His training has left the Arcane Enforcer somewhat effected by his constant proximity to dangerous magicks. The Arcane Enforcer gains Spell Resistance equal to his class level + 11. This stacks with other sources of Spell Resistance.

Dispelling Strike: Whenever the Arcane Enforcer successfully strikes an opponent, he may spend a spell slot. Any one spell of equal or lesser level to that spell his target has active is dispelled. At tenth level all attacks made by the Arcane Enforcer are counted as Magic for purposes of bypassing Damage Reduction. This does not make his attacks vulnerable to Spell Resistance

Mageslayer Skills: At eighth level and every three levels thereafter, the Arcane Enforcer selects an ability from the Mageslayer Skill List.

{table]Mageslayer Skill List
{table=head]Class Feature | Description
Evasion | The Arcane Enforcer takes half damage on a successful Reflex Save
Ironskin | The Arcane Enforcer always negates on a successful Fortitude Save, and adds his class levels to Fortitude Saves
Steelmind | The Arcane Enforcer always negates on a successful Will Save, and adds his class levels to Will Saves
Juke | The Arcane Enforcer is treated as having a Good Reflex Save so long as he receives a Dexterity bonus to AC
Bonus Feat | The Arcane Enforcer may select a Bonus Feat in place of a Mageslayer Skill
Improved Evasion | Half damage on a failed Reflex Save, and a successful Reflex Save always negates
[/table][/table]

Jackboots and Truncheons: The Arcane Enforcer is unstoppable when he's after a perp. Once per day per every five levels of Arcane Enforcer, he becomes no longer impeded by difficult terrain. Obstacles shorter than a three foot wall do not hamper his movements, and he does not trigger traps or caltrops. When making a charge attack, the Arcane Enforcer doubles his Strength Modifier for the purposes of damage and bull rushing.

I AM THE LAW!: At 20th level the Arcane Enforcer is no longer a mere warrior. He projects a permanent Anti-Magic Field up to a 40ft diameter around him. He applies his disrupt damage to all opponents now, actually disrupting the magical energies that create life. He may also, once per week, bind a single mage's magic. The afflicted mage loses all spellcasting for one week, and the Arcane Enforcer loses his spells above first level for the same amount of time.

Note that I still need to make a Spell List. Any suggestions?

Definitely don't post this here, my other thread was scrubbed and locked by a Moderator, and this is not the place I wanted to do the wiki project anyway.

Ninjadeadbeard
2014-01-23, 10:50 PM
Definitely don't post this here, my other thread was scrubbed and locked by a Moderator, and this is not the place I wanted to do the wiki project anyway.

Sorry! Looked like someone else was. I'll just place that somewhere else.