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    Default The Handyman, Master of All Skills (3.5 base class, PEACH)

    For some time now I've wanted to make a character who's whole schtick was skills, and would blow any other skill monkey out of the water. After much work, I believe I have finally done so. Unfortunately, I have no idea how well this would work, so I give it to you here to review and tell me what you think. I already know this would work poorly in an extremely combat heavy campaign; my goal was not combat versatility (though he is fairly proficient in most things), but out of combat versatility. I was aiming for tier 4 or 3.

    Class: Handyman

    Some people are good at fighting, some at arcane magic, some at divine power. Some, though, choose to forgo the realm of might and focus instead on the realm of skill. These are the handymen of the world.

    Handymen are well valued in most any party and situation because of the great variety of things they can do, as well as their ability to give instructions that even a dunce can follow.

    Handymen don't fall under any particular alignment or religion, although they do tend towards law more than chaos. Most who do follow a god follow one who values hard work and high skill.

    Level
    BAB
    Fort Save Ref Save Will Save
    Special
    Skilled Bonus Skilled Movement
    1st
    +0
    +2
    +2
    +2
    Skill Focus
    +2
    -0 ACP, +0 MDM
    2nd
    +1
    +3
    +3
    +3
    Trapfinding
    +4
    -1 ACP, +1 MDM
    3rd
    +2
    +3
    +3
    +3
    Skill Focus
    +6
    -1 ACP, +1 MDM
    4th
    +3
    +4
    +4
    +4
    Greater Synergy
    +8
    -1 ACP, +1 MDM
    5th
    +3
    +4
    +4
    +4
    Skill Focus
    +10
    -1 ACP, +1 MDM
    6th
    +4
    +5
    +5
    +5
    Evasion
    +12
    -2 ACP, +2 MDM
    7th
    +5
    +5
    +5
    +5
    Skill Focus
    +14
    -2 ACP, +2 MDM
    8th
    +6/1
    +6
    +6
    +6
    Helpful Assistance
    +16
    -2 ACP, +2 MDM
    9th
    +6/1
    +6
    +6
    +6
    Skill Focus
    +18
    -2 ACP, +2 MDM
    10th
    +7/2
    +7
    +7
    +7
    Jack Of All Trades
    +20
    -3 ACP, +3 MDM
    11th
    +8/3
    +7
    +7
    +7
    Skill Focus
    +22
    -3 ACP, +3 MDM
    12th
    +9/4
    +8
    +8
    +8
    Right Tool For The Job
    +24
    -3 ACP, +3 MDM
    13th
    +9/4
    +8
    +8
    +8
    Skill Focus
    +26
    -3 ACP, +3 MDM
    14th
    +10/5
    +9
    +9
    +9
    Improved Evasion
    +28
    -4 ACP, +4 MDM
    15th
    +11/6/1
    +9
    +9
    +9
    Skill Focus
    +30
    -4 ACP, +4 MDM
    16th
    +12/7/2
    +10
    +10
    +10
    Instructor
    +32
    -4 ACP, +4 MDM
    17th
    +12/7/2
    +10
    +10
    +10
    Skill Focus
    +34
    -4 ACP, +4 MDM
    18th
    +13/8/3
    +11
    +11
    +11
    Hide In Plain Sight
    +36
    -5 ACP, +5 MDM
    19th
    +14/9/4
    +11
    +11
    +11
    Skill Focus
    +38
    -5 ACP, +5 MDM
    20th
    +15/10/5
    +12
    +12
    +12
    Perfectly Skilled
    +40
    -5 ACP, +5 MDM

    Class Skills:
    The handyman gains all skills as class skills.
    Skillpoints at Level Up: 12+Int mod (x4 at first level)
    Hit Die: D6

    Class Abilities:
    The following are all class abilities of a handyman.

    Proficiencies: A handyman gains proficiency in all simple and martial weapons. He gains proficiency in all armor and shields (but not tower shields).

    Skilled: A handyman knows all the tricks to get the most out of each and every one of his skills. He gains a +2 professional bonus per class level in handyman to all skills he's trained in (+2 at 1st, +4 at 2nd, et cetera). This ability allows him to hit epic-level DCs early on.

    Skill Focus: At 1st level, and every odd level thereafter, the handyman gains the feat Skill Focus as a bonus feat.

    Trapfinding: A handyman gains Trapfinding at 2nd level, which functions exactly as the Rogue ability of the same name.

    Skilled Movement: At 2nd level, the handyman has figured out how to move far more efficiently in his armor. The armor check penalty of any armor he wears is reduced by -1, and decreases by an additional -1 at every 4th level thereafter (-1 at 2nd, -2 at 6th, et cetera), to a minimum of 0.

    Furthermore, his maximum dexterity bonus on armor increases by one at level 2, then by an additional plus one at every 4th level thereafter (+1 at 2nd, +2 at 6th, et cetera).

    Greater Synergy: Starting at 4th level, all synergy bonuses that a handyman receives to skill checks (such as the +2 synergy bonus he would receive to all Diplomacy checks from having 5 ranks in the Bluff skill) increase to +4.

    Evasion: A handyman of 6th level or higher gains Evasion as the Monk ability of the same name, save that he can use it in any type of armor or while wielding a shield.

    Helpful Assistance: Any time the handyman of 8th level or higher aids another on a skill check or is aided by another on his skill check, the bonus to his check increases by an amount equal to the assisting character's total ranks in the assisting skill. For example, if a handyman has 5 ranks in Heal and makes a check to stabilize an ally and is aided by a fighter with 4 ranks in the Heal skill, his bonus on a successful aid check is +4.

    If the ally aiding the handyman has only one rank in a skill, he still gains the +2 bonus normally granted by aiding.

    Jack Of All Trades: At 10th level, the handyman gains the feat Jack Of All Trades (Complete Adventurer page 110) as a bonus feat, allowing him to make skill checks in any skill, even if he has no ranks in it. This feat has an additional benefit to the handyman, in that it allows him to apply his Skilled Bonus to any skill, regardless of whether or not he has ranks in it.

    Right Tool For The Job: A handyman always has the right tool for the job or can perfectly improvise one. Always. At 12th level, for any skill check that requires a tool for a normal roll or has a -2 penalty without the tool instead has no penalty without the tool and a +2 bonus with the tool. Also, the bonus granted for having a masterwork tool is increased from +2 on the skill check to +4.

    Furthermore, he always has the right weapon or armor for the job as well; he gains proficiency with all exotic weapons, armors and shields (including tower shields).

    Improved Evasion: A handyman of 14th level gains Improved Evasion as the Monk ability of the same name, save that he can use it in any type of armor or while wielding a shield.

    Instructor: A handyman knows how to give clear, detailed instructions to others. Should a handyman of 16th level or higher take the time to give detailed instructions to another about how to do a task for which he's qualified, the other character gains a competence bonus on that task equal to the handyman's level. The bonus lasts for 10 minutes per handyman class level. Detailed instructions take a minimum of one round to give, and the GM may decide to increase this amount by an appropriate amount at his discretion.

    A handyman may also create written instructions. Written instructions work like verbal instructions, but they provide the bonus for as long as the character keeps the written copy. Whoever has the instructions must be able to read them to gain this benefit. Copies of the instructions lose something in the transcribing, and don't provide any benefit; only a handyman himself can write the instruction sheet.

    Hide In Plain Sight: A handyman of 18th level or higher may use Hide In Plain Sight as the Ranger ability of the same name.

    Perfectly Skilled: By 20th level, a handyman has perfected his skill. He can take 10 as a move action, or take 20 as a full round action, and he can do so when threatened or distracted. Doing so does not provoke an attack of opportunity.

    Furthermore, while taking 20 usually means you fail 19 times before succeeding on the 20th try, this is not true of the handyman. He may take 20 without the assumed 19 failures taking 20 usually gives, but doing so wears him out; after taking 20 with no chance of failure, he becomes fatigued for 1 minute, and cannot take 20 without a chance of failure again until he's no longer fatigued (this includes being fatigued or exhausted from other sources, such as a spell; he has to be in peak condition to take 20 without failure). Taking 20 with no chance of failure as a full round action provokes attacks of opportunity.
    Last edited by Noctis Vigil; 2014-04-10 at 09:40 PM.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Tables are your friend.

    Sorry, but when it comes to readability, as well as a clear, concise view of how your class scales and how many dead levels it has, nothing beats a table. Very very few people on this site will actually take the time to review a piece of homebrew that does not have a table, so, even though it's a ton of coding you probably don't want to do, in this situation you will probably attract 10 times as many flies with honey as you would with vinegar.

    Quote Originally Posted by Proficiencies
    Proficiencies: A gains gains no proficiency in all simple and martial weapons. He gains proficiency in light armor and shields (but not tower shields).
    Emphasis mine. First of all, you're missing the word "handyman" from the first sentence, and secondly, does he gain proficiency or not? That statement is pretty clear, but it honestly sounds more like a typo than anything else.

    Quote Originally Posted by Greater Synergy:
    Any time a handyman of 4th level or higher gets a synergy bonus, the bonus is +4 instead of the usual +2.
    There is nothing wrong with this ability, it's just pretty poorly worded. Try this instead:

    Greater Synergy: Starting at 4th level, all synergy bonuses that a handyman receives to skill checks (such as the +2 synergy bonus he would receive to all Diplomacy checks from having 5 ranks in the Bluff skill) increase to +4.

    Perfectly Skilled: Normally this would be a great capstone and a fantastic way to end the class, but...you don't automatically fail skill checks on a natural 1.

    Quote Originally Posted by SRD
    To make a skill check, roll 1d20 and add your characterís skill modifier for that skill. The skill modifier incorporates the characterís ranks in that skill and the ability modifier for that skillís key ability, plus any other miscellaneous modifiers that may apply, including racial bonuses and armor check penalties. The higher the result, the better. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.
    Emphasis mine. Source.
    Sweet sorcerer avatar by Cuthalion

    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Fixed the typo; thanks for pointing it out.

    Quote Originally Posted by NeoSeraphi View Post
    Perfectly Skilled: Normally this would be a great capstone and a fantastic way to end the class, but...you don't automatically fail skill checks on a natural 1.


    I've been GMing for years and following that guideline. How could I have missed that?! Great, now I have to come up with another capstone ability.

    Any suggestions on that anyone?

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Table added for your viewing pleasure.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    Table added for your viewing pleasure.
    Ah, much better. And the Skilled ability is nice too. It will really help you make those high DC checks like Use Magic Device and Knowledge and Iaijutsu Focus (if you use that skill)

    All in all, seems nice. You can easily put 1 rank in every skill and then enjoy that +2/level bonus before you start actually focusing on the really high DC ones with the rest of your ranks.

    You might look into the Skill Mastery ability of the exemplar prestige class (Complete Adventurer)
    Sweet sorcerer avatar by Cuthalion

    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    I would give him a high will save, I mean, his mind is as great as the rest of him to be capable of all that observation, learning and recall.

    Could the instructor ability work via the Message spell or by telepathy to an entire group at once?
    Last edited by Andion Isurand; 2011-10-17 at 04:31 AM.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Andion Isurand View Post
    I would give him a high will save, I mean, his mind is as great as the rest of him to be capable of all that observation, learning and recall.
    Expert even has a high Will save. The only skillmonkeys (if they can be called so) with a good Fort save are the Ranger and Monk.
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    A potential capstone: go the other way, and give them the ability to auto-succeed on a natural 20. Other possibility is to allow them to Take 20 without time increase for any check that'd ordinarily take only a full-round action or less.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Huh, so an exemplar base class?

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Where is Iaijutsu Focus to be found? I've never heard of it except in passing, and have no idea what it does.

    High Will save, huh. I guess I could do that; doesn't make him too powerful, and sort of fits the theme. Will edit that in.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Iaijutsu Focus is in Oriental Adventures.
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Frozen_Feet View Post
    A potential capstone: go the other way, and give them the ability to auto-succeed on a natural 20. Other possibility is to allow them to Take 20 without time increase for any check that'd ordinarily take only a full-round action or less.
    Seconded. I had the same idea myself.

    Also, I'd say that this class should gain proficiency in ALL weapons & armor. Proficiency is something that WotC was always very stingy about for some reason, but it just about never is an issue at the table. I can't think of a scenario in which proficiency with a weapon can be unbalancing, & it's a nice little bonus for a class that isn't all about the battlefield. It's also thematically appropriate, & would help make this a more attractive dip, if nothing else.

    Lastly, nice class; I like it. Yet another class that's better than the Truenamer at its own game without even trying.
    Last edited by Zeta Kai; 2011-10-17 at 08:49 AM.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Please tell me this is intended to be a strong NPC class.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Of course, the skill is in pretty much the only book I don't own. Could someone give me a summary of what Iaijutsu Focus does?

    He already has proficiency in all simple and martial weapons; were you suggesting I give him all Exotic as well, Zeta Kai? Because that's a little crazy. As for armor, he gets light armor and shields, which makes sense for a class that isn't supposed to be on the front line. If people want, I can give him medium/heavy proficiency, but I think I'll leave out tower shields; it doesn't fit the class.

    This leads to another interesting question: people want him to be a combat class from what I'm seeing. Should he have full BAB?

    Seerow, this is intended as a full class usable as a PC; a less combat-focused Rogue, sort of. Actually, that leads to another question: should he get Trapfinding as the Rogue ability? I was contemplating giving it to him at level 2.

    And how does this sound for a capstone:

    Perfectly Skilled: A handyman is so skilled by level 20 that he may take 10 on any skill check, even when threatened or under duress. Furthermore, he automatically succeeds on any skill check on a roll of a natural 20.

    Thanks for all the positive feedback on the class. Please keep the suggestions coming!

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    When you draw a weapon and immediately attack with it right after, you may make a Iaijutsu Focus check for the first attack with that weapon. You deal extra damage based on the result (1d6 if the result is 10, 1d6 more for every 5 higher, capped at 9d6 at a result of 50). Only works against flat-footed targets however, but it is not precision damage, it's simply extra damage.

    Other non-Core skills include Martial Lore, Truespeak and Autohypnosis. Besides that the only books I know of that add extra skills are campaign setting-specific ones (well, just Rokugan that I know of, but there are likely more).
    Last edited by Morph Bark; 2011-10-17 at 05:21 PM.
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    Of course, the skill is in pretty much the only book I don't own. Could someone give me a summary of what Iaijutsu Focus does?

    He already has proficiency in all simple and martial weapons; were you suggesting I give him all Exotic as well, Zeta Kai? Because that's a little crazy. As for armor, he gets light armor and shields, which makes sense for a class that isn't supposed to be on the front line. If people want, I can give him medium/heavy proficiency, but I think I'll leave out tower shields; it doesn't fit the class.
    Think of proficiencies like skills, or like Right Tool for the Job. He can make any weapon work for him the way its supposed to.

    This leads to another interesting question: people want him to be a combat class from what I'm seeing. Should he have full BAB?
    No.

    Seerow, this is intended as a full class usable as a PC; a less combat-focused Rogue, sort of. Actually, that leads to another question: should he get Trapfinding as the Rogue ability? I was contemplating giving it to him at level 2.
    Every. Single. Class. That WotC has ever published that had Disable Device as a class skill also had Trapfinding as a class feature. They go pretty much hand in hand.

    And how does this sound for a capstone:

    Perfectly Skilled: A handyman is so skilled by level 20 that he may take 10 on any skill check, even when threatened or under duress. Furthermore, he automatically succeeds on any skill check on a roll of a natural 20.

    Thanks for all the positive feedback on the class. Please keep the suggestions coming!
    No way! This is level 20! We're starting to get into EPIC skill challenges! Wizards have been chain-gating solars for 3 levels now, the barbarian gets +8 to his Strength and Con 5 times a day and the rogue took his first 1 level dip because he got absolutely nothing! (Rogue 20 sucks!)

    I say he should be able to take 15 on a skill check!
    Sweet sorcerer avatar by Cuthalion

    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    For the capstone... How about taking a 12 on skill checks, but making sure that auto-success only happens when you roll a natural 20, and not when you take a 20

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    OK, added in all armor at level 1, and added all Exotic proficiencies under Right Tool For The Job (I'm going to make you earn that one; at low levels is too dipable, and I want a class worth going all the way in).

    Added Trapfinding at 2nd level.

    I still have 4 dead levels (6th, 10th, 14th, 18th). Suggestions?

    And I'll put some more thought into the capstone. I wanted a real kicker, something worth 20 levels to get. Even my original idea was a little weak. Take 15 is NeoSeraphi's suggestion. How exactly would that work? Anyone have any other ideas to add?

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Suggestions for dead levels:

    Hide in Plain Sight!
    Sweet sorcerer avatar by Cuthalion

    Quote Originally Posted by LoL Forum
    Quote Originally Posted by DefenderCRU
    Even with six blood thirsters, I still wouldn't be dealing tons of damage...
    Quote Originally Posted by BellatorCQC
    That's because you don't have a Trinity Force.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    First off, this is a very unique class. That's not a bad thing at all. Just a couple of things to consider:

    A) Iaijutsu focus is already pretty easy to abuse with quick draw stuff. And with Skilled (depending on what type of bonus that is; you should look at that), it's entirely possible to have +100 to that particular skill by level 20 (+23 ranks, +40 Skilled, +40 item). I'm not sure how many d6s that translates to, but my DM sense is telling me it's not a number I want thrown at my pet monsters.

    B) Use Magic Device. Need I say more?

    This class, handled correctly, has the potential to be /much/ better than a Rogue.

    ... I'd remove the good Fort save and stick in Evasion/Improved Evasion, personally, but whatever works for you.

    EDIT: For the capstone, let him take 20 on anything as a full-round action, or even a standard action if you're feeling ambitious. If that seems too OP, just look at a couple of 9th level spells, or even the ToB 9th level maneuvers.
    Last edited by byaku rai; 2011-10-17 at 06:15 PM.
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    OK, most important thing first: byaku rai, your avatar scares the !@#$ outta me. No seriously, that thing is creepy.

    ...I love it!

    Quote Originally Posted by byaku rai View Post
    First off, this is a very unique class. That's not a bad thing at all. Just a couple of things to consider:

    A) Iaijutsu focus is already pretty easy to abuse with quick draw stuff. And with Skilled (depending on what type of bonus that is; you should look at that), it's entirely possible to have +100 to that particular skill by level 20 (+23 ranks, +40 Skilled, +40 item). I'm not sure how many d6s that translates to, but my DM sense is telling me it's not a number I want thrown at my pet monsters.

    B) Use Magic Device. Need I say more?

    This class, handled correctly, has the potential to be /much/ better than a Rogue.

    ... I'd remove the good Fort save and stick in Evasion/Improved Evasion, personally, but whatever works for you.

    EDIT: For the capstone, let him take 20 on anything as a full-round action, or even a standard action if you're feeling ambitious. If that seems too OP, just look at a couple of 9th level spells, or even the ToB 9th level maneuvers.
    Firstly: according to Morph Bark, Iaijutsu damage is capped at 9d6. If it isn't let me know.

    As for Use Magic Device, it's a sadly neglected skill anyways. If you want to use it to your heart's content, be my guest.
    __________

    Perfectly Skilled: A handyman has perfected his skill. He can take 10 as a move action, or take 20 as a full round action, and he can do so when threatened or distracted. Doing so does not provoke an attack of opportunity.

    Furthermore, he may do so with no chance of failure, but doing so wears him out; after taking 20 with no chance of failure, he becomes fatigued for 1 minute, and cannot take 20 without a chance of failure again until he's no longer fatigued (this includes being fatigued or exhausted from other sources, such as a spell; he has to be in peak condition to take 20 without failure). Taking 20 with no chance of failure as a full round action provokes attacks of opportunity.
    __________

    I don't know, too much?
    Last edited by Noctis Vigil; 2011-10-17 at 06:57 PM.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    Perfectly Skilled: A handyman has perfected his skill. He can take 10 as a move action, or take 20 as a full round action, and he can do so when threatened or distracted.

    Furthermore, he may do so with no chance of failure, but doing so wears him out; after taking 20 with no chance of failure, he becomes fatigued for 1 minute, and cannot take 20 without a chance of failure again until he's no longer fatigued (this includes being fatigued or exhausted from other sources, such as a spell; he has to be in peak condition to take 20 without failure).
    I love the class, and this seems like a good 20th level ability. I suppose that you should mention if using this ability provokes an AoO, but other than that this seems great.
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Othesemo View Post
    I love the class, and this seems like a good 20th level ability. I suppose that you should mention if using this ability provokes an AoO, but other than that this seems great.
    It doesn't provoke AoOs unless you're doing a no-fail take 20.

    The motion is nominated. Anyone second the capstone?
    Last edited by Noctis Vigil; 2011-10-17 at 06:58 PM.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    It doesn't provoke AoOs unless you're doing a no-fail take 20.

    The motion is nominated. Anyone second the capstone?
    I second it!
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    It doesn't provoke AoOs unless you're doing a no-fail take 20.

    The motion is nominated. Anyone second the capstone?
    I'm the second to second it!
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    The motion has passed! Updated the capstone. Also added the suggested abilities for dead levels. I'm only lacking the halfway ability now. There's a feat I know of, but can't find, that lets you treat every skill as trained, even if you have no ranks in it (thus letting him add his Skilled Bonus to every skill). I was going to give him that, but I can't find it to put the name down. Any help?

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    OK, found the feat I was looking for. The class is now finished!

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Ok, I'd like to point out, besides pumping Iajutsu Focus and UMD to levels where you have small chances of failure earlier (normally you have to be 10+ to reliably use those skills) Skilled is pretty pointless. With 12 ranks per level, if taken at first, even with a Int of 8, you can put at least one rank in every class and thus gain Skilled bonus. Advance a few more levels and your modifier is going to be so dang high that the only thing you aren't hitting on a 1 is epic skill uses.

    Any given skill example for a 5th levle Handyman:

    +0 (ability mod)+9 (ranks)+ (10 Skilled)+ 3 (Skill Focus)=+22
    Take ten and you can hit 32 reliably. This is where other classes are at 10th. Now lets look at 10th.

    +0 (ability mod)+13 (ranks)+ (20 Skilled)+ 3 (Skill Focus)=+36
    40 DC is the creme of the crop for non-epic skill usages. And you only fail those 15% of the time (even less if you have any kind of stat bonus). After that, it becomes redudant unless you make a clause that you can do Epic usages pre-epic.

    Now, don't get me wrong, its a cool ability. It just becomes redudant at a certain point. It might work to lessen the bonus or stagger it out. Or cap it based on ranks (so you don't have massive boosts on skills you've only spent 1 rank in).
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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    You make a valid point: Epic DC clause added to the Skilled ability description (honestly, I thought I had already put one there). And 12+Int mod isn't too many; I use it in triclass gestalts all the time (I give bonus skillpoints in gestalt; pick the highest class that gives skillpoints, then add 2 to that base for each additional class. Thus, Rogue/Wizard would get 10+Int mod per level, and Rogue/Wizard/Sorcerer would get 12+Int mod.).
    Last edited by Noctis Vigil; 2011-10-18 at 12:20 AM.

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    Default Re: The Handyman, Master of All Skills (3.5 base class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    He already has proficiency in all simple and martial weapons; were you suggesting I give him all Exotic as well, Zeta Kai? Because that's a little crazy.
    What's so crazy about it? What's on the exotic weapon list that's so damn scary? Mechanically, none of them are that interesting.

    You can pick up an urgrosh & use it without a penalty? Or a spiked chain? Or a whip? Or a net? Damn, that's just broken.

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