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  1. - Top - End - #1
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    d6 An all in guide compilation for the various classes of the d20 modern/future system.

    Greetings, Gigintpers, I was surfing the net, looking for a way to make my d20 character better, and found startlingly few guides, so I made some.

    Note: All the guides will come as separated posts, cheers!

  2. - Top - End - #2
    Halfling in the Playground
     
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    Default Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Base classes.

    !Beware!
    I use resources placed on the following
    link, published under OGL, I will not
    repeat this warning, if you have rule
    questions or want to dig for options
    yourself, follow the link:
    http://www.d20resources.com/index.php

    An optimization guide to the base classes of d20 modern.

    Just a quick run-down on each base class, expect more interesting material when I get to the advanced classes, which will come in one-post packages.

    If you have any CONSTRUCTIVE criticism, I will listen to your arguments, praise I will cherish. You may copy any part of this guide with my permission, including the mention of me as the author.

    The recommendations are there to bring out the more useful features for certain characters. If you want to have a single level of Smart hero, and then progress as a strong brute, or something more advanced, by all means, do as you like, but this advice still stands if you take more levels in squishy classes like the Acolyte or Negotiator.

    Note:1/2 HD and 1/3 HD means that to know the value of the Save/BAB/etc., divide the number of class levels by 2 and 3, respectively, same goes for 3/4. HD =/= class levels, but for ease of use, I substituted the term, I am assuming single class characters, and to make my fingers hurt less I typed HD instead of Class levels, sue me.

    Explanation:
    HD(Hit Die): your meat, how much punishment you can withstand, tip - don't go into meele, or any sort of combat, with d6 HD.
    AP(Action point): you dice altering mechanic, can be used to increase any d20 roll you make, you can spend no more than 1 Action Point per round, and the altered amount increases with time(1-7 level -1d6, 8-14 level - 2d6, 15-20 - 3d6). Also, the Action Boost feat makes all those d6-es d8 , improving your effectiveness even further.
    BAB: bonus to attack, allows you to qualify for a lot of feats, and increases your changes to hit enemies in combat.
    Def: you built-in class defence(AC, in other games) bonus, makes you harder to hit.
    Ref: Saves for reflexes, effects that usually target Ref Sava's usually hamper movement, and a good Ref save helps halve the damage for AoE effects like grenades, breath weapons, and others.
    Fort: Fort saves are very important for fronts liners, as they save against massive damage much more frequently. Failed saves will disable or even kill your characters if you're not crefull, never have a negative modifier on Con, EVER.
    Will: stuff that wants to daze, disable or take control of your character targets Will.
    Skills: make sure to coordinate your skills with the rest of the party for max coverage, specialized characters(healers, mechanics, scientists) will want a lot of skills.
    Rep: reputation is good for the party, not as useful as high defense or BAB, but useful, powers the features of some classes, so look ahead to see what you need.

    Spoiler: Strong hero
    Show

    Strong hero

    This guy is a Striker in the making: full BAB, good Fort save, offensive talents.
    Numerics
    HD:d8
    AP:5+1/2*level per HD
    BAB: Full
    Def: 1/2 HD
    Fort:1/2 HD
    Ref & Will: 1/3 HD
    Skills: 3+Int
    Rep: around 1/5 HD

    Mediocre durability for a front-liner, be sure to get more defence, you won't be lacking in the attack department, through, and will reasonably save against massive damage.

    Talents
    Meele smash: smash people, good.
    Extreme effort: get better at skill checks, very meh.
    Ignore hardness: smash equipment, situational, and most of your loot may be half-broken, but good for a dedicated sunderer.


    Spoiler: Fast hero
    Show

    Fast Hero

    Can be a skill monkey, a more mobile rouge dude, likes dodging, Ref saves, and AoO's.

    Numerics

    HD:d8
    AP: 5+1/2*level per HD
    BAB: 3/4 HD
    Def: +3 at first level, then 1/2 level, to a max of +8
    Ref: 1/2 HD
    Fort & Will: 1/3 HD
    Skills: 5+Into
    Rep:1/3 HD

    You are pretty durable, and with decent skills, you can play a decent swiss knife.

    Talents
    Defensive tree: Evasion, not being flatfooted, and AoO's, pretty solid.
    Increased movement: walk faster.


    Spoiler: Tough hero
    Show

    Tough Hero

    The tank man, you are hard to kill, seriously, really, really hard to kill.

    Numerics

    HD:d10
    AP: 5+1/2*level per HD
    BAB: 2/3 HD
    Def: 1/2 HD
    Fort:1/2 HD
    Ref & Will: 1/3 HD
    Skills: 3+Int
    Rep:1/3 HD

    The Meele man , your job is to protect allies while being generally indestructible.

    Talents
    Damage Reduction: DR/-, small, but very, very tasty, needs talents from other trees through.
    Energy resistance: situational, if you do take the talents, take fire, it's the most common energy damage.
    Unbreakable: refuse to go down after hitting negative HP, and restore HP faster, pack lots of action points.


    Spoiler: Smart Hero
    Show

    Smart hero

    THE skill monkey, don't plan to go into combat, or you die.

    Numerics

    HD:d6
    AP: 5+1/2*level per HD
    Def: 1/3 HD
    Will: 1/2 HD
    Ref & Fort: 1/3 HD
    Skills: 9+Int
    Rep:a bit slower than 1/2 HD, +4 max

    Skills are your thing, even if you don't plan to be the skill monkey, consider taking your first level in Smart Hero, (remember that 1-st level characters get 4 times their normal allotment of skill ranks) 9+Int mod x 4 is very good for a first level character.

    Talents
    Research: more skill bonuses, redundant, but still welcome, also be better at talking to foreigners.
    Strategy: be better at combat, trick enemies, useless, never go closer to enemies than your move speed, but the Plan talent is useful - buff allies, and let them murder the problems while you can sit back, and enjoy the show.


    Spoiler: Dedicated hero
    Show

    Dedicated Hero

    This class is weird, you get good Def, Saves, and 3/4 BAB, but only d6 HP die, still, it your Con doesn't lag behind, you can stand I Meele and not notice a lot of problems. Durable(-ish) support, exelent medic. Probably one of the few base classes worth carrying to level 10, if you like the talents as much as me, get Dedicated Plus, godly feat.

    Numerics
    HD:d6
    AP:5+1/2*level per HD
    BAB: 3/4 HD
    Def: 1/2 HD
    Fort & Will: 1/2 HD
    Ref: 1/3 HD
    Skills: 5+Int
    Rep: almost 1/2 HD, but slower, and only +4 maximum.

    You are decent at combat and skills, but be sure bump Constitution, still, few classes have 2 good saves.

    Talents
    Empathy: exelent talent tree, the skill bonus will help in social situations, but the real goodie is the Hunch ability, best support ever, improving aid another is also decent.
    Healing: make sure your party doesn't die between combats, useful, but not exiting.
    Insightful: a good complementary tree for the Healing talent tree, now you don't just heal allies, you do so in combat, while boosting your AP, and taking 10. Did I mention the bonus to not being surprised equal to your will save?


    Spoiler: Charismatic Hero
    Show

    Charismatic Hero

    Rep in this guy is the highest of the base classes, he can't really stand under heavy punishment, so take him to all of the negotiations, but never, ever make him fight, u less he's multi classes out of the wazzzoooo, and has at least a few levels In more durable classes. He's a manipulative scoundrel, and needs attention from the GM every time he uses his favour ability.

    Numerics

    HD:d6
    AP:5+1/2*level per HD
    BAB:1/2 HD
    Def: 1/2 HD
    Ref & Fort: 1/2 HD
    Will: 1/3 HD
    Skills: 7+Int
    Rep: 1/2 HD

    Standard intelectual, good skills, crappy HD and BAB. Rep is very height, through.

    Talents
    Charm: force others to do the dirty work, and gives you a disable-ish ability that can give you a breather if you're suddenly ambushed.
    Fast-talk: play the debuffer. You still need to get near an enemy, a potentially very dangerous place to be if you're squishy.
    Leadership: support people! Play the bard, very versatile, very powerful, but short duration, be sure to bump your charisma, as the duration depends on it.


    And that's a rap, folks, see you next time, folks, cheers!
    Last edited by Athetos; 2018-01-11 at 02:01 AM.

  3. - Top - End - #3
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    Thumbs up Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Note: in the later guides, such as this one, I will be using a color-coded system.
    Red- bad options that don't do anything. Best to stay away from these.
    Orange- meh, or situational options.
    Green- decent, but you could do better.
    Blue- exelelent options.

    Guide to the Soldier

    This is mostly a DPR class, with damage bonuses, and boosts to critical hits, but a very versatile one - you're good with damage, ranged weapons, and crit weapons.
    Spoiler: Ability Scores
    Show

    Ability scores

    You are a bit MAD if you decide to smash people in the face, gunners are more SAD.

    Str: Dump, unless you're going into meele.
    Dex: Keep this high, you need it for the Defence bonus, and gunners will enjoy the bonus to hit.
    Con: you have d10 hit points, and most soldiers are ranged, so you don't need a lot, a safe 12 will do.

    Int: You will enjoy the skills, but don't go over the top.
    Wis: You have bad will saves, so a bit of Wisdom is essential.
    Cha:Dump, you don't need it.


    Spoiler: Meeting prerequisites
    Show

    BAB:+3
    Skills: Knowledge(tactics) 3 ranks
    Feats: Personal firearms proficiency

    Nothing extreme or unneeded, if you're going to be gunning, you still want the feat, tactics isn't a bad skill, and taking 3 levels of Strong Hero will let you get the BAB, take the Meele smash tree if you're going to be in meele.


    Spoiler: Numerics
    Show


    HD: d10 good for a gunner, standard for meele, so you're fairly durable.
    AP: 6+1/2*level, better than base classes, but you have class features that need AP to use them.
    BAB: 3/4, mediocre for a combat character, but you get a steroid version weapon focus and a full team buff, so you still come up at an equivalent of full BAB.
    Def: 1/2 HD, the better progression, you are pretty hard to hit.
    Saves: good Ref and Fort, and you depend on Con and Dex for survival, but you need to make a point to improve you Will saves.
    Skills: 5+Int, decent, you are fairly skilled. Good skill list, and your stats complement your skills.


    Spoiler: Class features
    Show

    Weapon focus - 1-st level.
    Be sure to burn a few feats for proficiency with a good weapon.
    Weapon Specialization - 2-nd level.
    Damage boost for your favourite weapon.
    Bonus feats - 3-rd, 6-th, 9-th level.
    Some more proficiency feats, if you want proficiency, you needed to take than at level 1, but the only feats worth taking are Power attack, Far shot, and the unarmed strike oriented feats, if you're into that.
    Tactical aid - 4-th level.
    A nice bonus for the entire party, and you also buff yourself, costs AP, through, and use it before, or in, important fights.
    Improved Critical - 5-th level.
    Now you can score more crits with your favourite weapon, if you want to use this feature with a weapon, pick at least a 20-19 crit weapon.
    Improved Reaction - 7-th level.
    Go first more often, a rare buff to Init.
    Greater weapon specialisation - 8-th level.
    Now you can really compensate for having a high crit, low damage weapon, and a very rare boost to ranged weapon damage.
    Critical Strike - Capstone 10-th level.
    Now all your crits are guaranteed, rarely, you will have a better chance to one shot enemies. A bit disappointed, but still cool.


    Spoiler: Choosing your weapon for specializing
    Show

    D20 Modern weapons

    Get the biggest die weapon if you like ranged, pick the Cleaver or Baton if meeling.

    D20 Future weapons

    Biggest damage die for your ranged weapon, the High-frequency sword or Beam sword are your crit weapons.


    Spoiler: Multiclassing tips
    Show


    This is for multiclass characters with Solider as the dominant class.

    Gunslinger - a good pick for ranged weapon builds, they get another to hit bonus, your GM may say they don't stack, so be sure to consult your GM.
    Helix warrior - a good option for boosting you will saves while not lagging behind on BAB, dark vision is also useful.



    Cheers, the next class will be Battle Mind, if you would like a guide for a class I haven't covered yet, send me a PM, feedback should be posted in this thread.
    Last edited by Athetos; 2018-01-12 at 02:43 AM.

  4. - Top - End - #4
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    Thumbs up Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Battle Mind

    My favourite class, the iconic D20 Gish, a very powerful, very versatile class. An exelent striker, good at buffing himself and others, and the go-to option for offensive psionic characters. Powers are a very important part of your character.

    Spoiler: Ability scores
    Show


    Ability Scores

    It's important to remember that you need a score of at least 10+power level in the key ability to qualify for psionic powers.

    Str: As a primarily meele character, you need to keep your strength high, get a suit of powered boost armour if you're playing d20 future, +4 Str and + 10 ft. move is very tasty.
    Dex:A bit of Dex is essential for survival, there are some pretty good Dex based powers.
    Con:With d8 HP, you really need a good Con to stay alive In meele.

    Int: Int buffs your skills, and grants you access to the ranged elemental blast powers.
    Wis: You have a weak will save, Wis powers are iconic self buffs like combat precognition.
    Cha: You get nothing from Charisma but the messaging powers.



    Spoiler: Meeting prerequisites
    Show

    Meeting prerequisites

    BAB:+3
    Skills: Jump 6 ranks
    Feat: Wild Talent

    Nothing extreme, 3 levels of Strong Hero will let you meet the BAB needs. The Wild talent feat is best taken on powers you can't normally qualify for, like taking Missive with a dumped Charisma.



    Spoiler: Numerics
    Show


    HD: d8 standard for gishes, you will need to make a point to bump you Con.
    AP:6+1/2*level per HD Just as most advanced classes.
    BAB: 3/4 HD pretty good, also standard for gishes, you can reliably hit, but don't overextend.
    Def: 3/4 HD The best progression for defence, aside of fast hero, top of the notch.
    Fort: 3/4 HDreasonably save vs. Massive Damage.
    Will & Ref: 1/3 HD You need Dex for Defence, but consider taking Iron Will
    Skills: 3+Int
    you're no skill monkey, but some of the best blasts feed off Int, so you can reasonably cover whatever you need.


    Spoiler: Class features
    Show


    1-st level
    Psionic skills - A solid amount of utility: ignore poison, remember stuff, fight fear. Synergyses with the Wis you need to bump your Will saves.
    Psionic powers - One of the best features of the Battle Mind, explained more in-depth in the Psionic powers spoiler.
    2-nd level
    Psi Blade - explained more in-depth in its own spoiler chapter.
    Imprint tatoo - pay XP for the ability to grant some of your powers to allies, may be useful at very high levels, when you get big chunks of XP.
    3-rd, 6-th, 9-th level
    Bonus feat - a selection of decent feats, like Power attack, Blind fight, and Weapon focus.
    4-th level
    Psychic shield - a flat +3 bonus to Defence, your equipment is probably better, but good if your GM likes rust monsters or robbing you of all your loot. Duration is a bit short.
    5-th level
    Combat manifestation - a flat +4 bonus to Concentration checks to evade AoO's, useful when you want to cast in meele.
    7-th level
    Improved psi blade - a buff to your Psi blade, useful but not terribly exiting.
    8-th level
    Improved psychic shield - makes running around naked somewhat more viable, remember the equipment bonus still doesn't stack with armor.
    Capstone - 10-th level
    Ultimate Psi blade - Makes your psi blade dominant on your weapon list.



    Spoiler: Psionic powers
    Show


    Psionic powers

    Ahh, every Gish's friend - spells and psionic powers, a very versatile tool which will allow you to do many things from biting your enemy's head off, to moving faster than normal. An important thing to remember is that, unlike the full casting of most other classes psionic Powers don't depend on one ability score so if you want to be attacking, you need sufficient Constitution and strength to be better at fighting and blast enemies with elemental and force effects, respectively, wisdom and intelligence. You can even get away with dumping your mental abilities, as there are some blasts that want Con instead of Int. I've included the average result for damage dice in the brackets, example: xdy(average value).

    The list of powers
    I use the expanded list found here:
    http://www.d20resources.com/arcana.d...ind.powers.php

    0-th level powers(remember that you can cast 0-level Psionic powers a number of times equal to 3+psionic class level, that's 4/day at first level.)
    You only get 3, so choose wisely.

    Burst(dex) - really good power, a free action to improve your movement or charges by 10 ft.
    Detect psionics(wis) - if your campaign features more than one or two major psychics, like a BBEG, or moderate quantities of psionics, take it, it is ever useful.
    Far punch(con) - too weak to use in combat, but if your GM allows, may also be useful in distantly pushing buttons, or smacking levers, utility power.
    Finger of fire(int) - can't set stuff on fire, poor damage.
    Lesser natural armor(str) - flat +1 to Def, with 1 minute duration, it won't last all day, but the number of castings will compensate. Doesn't stack with other nat. armor.
    Valor(str) - a flat +1 on saves is nice, and considering you can gain the bonus any time you need it, exelent power.
    Verve(str) - 1 temporary hit point isn't a lot, and because you are already at least 4-th level, it won't make such a big difference.

    1-st level powers(cost 1 power point(PP))
    Some of the best powers, you only ever get 3, so choose wisely. You get 1 at 3-rd level.

    Biofeedback(str) - if you have a decent Str, this is essentially DR/-, a bit different, but a DR/- analog for 1 Power Point is exelent.
    Combat Precognition(wis) - +1 insight to Defence if not flat footed, very solid, but not too exiting, at least its hours/level.
    Fire bolt(int) - 1d6+1(4.5) fire damage, 60 ft. range, ranged touch attack, and it can make someone catch fire(DC15 Ref save each round or get 1d6(3.5) fire damage, successful save ends). Very versatile power.
    Lesser bioweapon(str) 1d4(2.5) bludgeoning won't save you. Even your 1d6+1(4.5) Psi blade is a lot better than this.
    Lesser Concussion(con) - 1d6 damage, and the target gets a fortitude save to halve, fire bolt is better.
    Vigor(str) - 3 tp. HP. with minutes/level, better than verve, but not terribly exiting.
    White noise(con) - scramble wireless signals at a range of 5 ft./level for minutes/level. Can do more harm than good, and only useful if the enemy uses radio.

    2-nd level powers(cost 3 PP)
    Pretty good stuff there, as always, you only get 3.

    Claws of the Bear(str) - 1d12(5.75) a decent buff at hours/level, remember that natural attacks are made at your full BAB, have a -4 penalty, and you apply only half your str mod if used in he same round as manufactured ones.
    Combat prescience(wis) - +2 insight on attacks, but only minutes/level.
    Combat focus(wis) - +4 init for 1 hour, or until the check is made. Good if you know or expect combats.
    Concussion(con) - 3d6(10.5) damage, and the target gets a Fort save for half. Less reliable than electric charge, but with 100+10ft./level range, you can expect to be safer.
    Darkvision(wis) - fantastic, 60 ft. dark vision for hours/level, and you can share it. Useful if your party doesn't have another means of sight, like thermal sensors, etc..
    Electric Charge(int) - 2d6(7) electricity damage as a meele touch attack. Your meele attack will deal more damage on average, but situationally useful if you're fighting robots or cyborgs.
    Painful touch(str) - good if you already have multiple good natural attacks, or have a high-level Martial artist in your party, a bit situational.

    3-rd level powers(cost 5 PP)
    You get only 2, which is sad.

    Bite of the tiger(str) - 2d8(9) base damage is awesome, and with hours/level duration, you can reasonably buff for a few fights. See Claw of the bear on more advice.
    Lightning strike(int) - 3d6(10.5) electricity, 30 ft radius damage, reflex save for half, like a more costly, but with a larger radius, version of Concussion.
    Improved Biofeedback(str) - Doubles the effects of Biofeedback, and with hours/level duration, it will last for most of the fighting day, may be redundant with biofeedback.
    Metaphysical weapon(int) - despite the strange name, a good buff, throw this on a rack of bullets, and have everybody good with a ranged weapon take some, everyone gets +3 to hit and damage.
    Mind darts(con) - 5d6(17.5) single target damage, reflex half, decent, and you won't be hampered by pesky energy resistance.
    Negate psionics(con): a targeted dispel can be fatal for an NPC, see Detect Psionics for more information.
    White fire(int) - like a fire bolt on steroids, 5d6(17.5) fire damage in a 20 ft. radius, with 400 ft. + 40 ft./level range, and it sets everyone on fire, reflex save for half, and that pesky fire resistance brings it down a little, but I think it's better than Mind darts.

    4-th level powers(cost 7 PP)
    I have precalculated the durations, as you only get 4-th level powers at 10-th class level.
    Only one? Really? You really have to consider which one to take.

    Firestorm(int) - like White fire but with a 30 ft. radius, take this if you want a blast power, and you took other 3-rd level ones, but pretty costly.
    Greater Bioweapon(str) - 2d8(9) damage is pretty good, but at this level, your Psi blade is 2d6+4(11), lasts for 10 rounds and costs no PP, the duration of 14 rounds doesn't help either.
    Natural Armor (str) - +4 nat. armor, like a stupidly overpriced mage armor, and it doesn't stack with existing nat. armor, 10 hours duration.
    Psychofeedback(str) - a costly ability, but it's a free action, and you do get really pumped up, the best 4-th level power, in my opinion.
    Short sharp shock(con) - 2d10(11) nonlethal damage with a Fort save for half, you also destroy electionic records on a successful check, stupidly situational, and not very powerful for its cost.



    Spoiler: Psi blade
    Show


    Psi blade

    The Battle Mind's iconic feature, the psi blade is actually pretty awesome. Let's compare it with the High frequency sword from d20 future, and the Cleaver from d20 modern. Remember it lasts for a number of rounds equal to your Battle Mind levels.

    The High frequency sword has base 2d6 Damage Die, which averages out as 7 damage, ignoring STR. The Psi blade has a slow scaling, only gets a bit better than the vibro sword at 7-th class level, then begins
    meaningfully outpacing it at level 9 and dominates the battlefield' at 10-th level, making the damage 11 on average, on 10-th class level. The comparison is even better if you look at the Cleaver, the Psi blade easily outpacing it even at 3-rd level. So the Psi blade is very useful on d20 modern campaigns, and can hold its own even in d20 future games. The Psi blade only gets really good at higher levels through.

    Scaling
    all average numbers in brackets
    Lvl 2 - 1d6(3.5)
    Lvl 3 - 1d6+1(4.5)
    Lvl 5 - 1d6+2(5.5)
    Lvl 7 - 1d8+3(7.5)
    Lvl 9 - 1d8+4(8.5)
    Lvl 10 - 2d6+4(11)

    Now that we have discussed damage, there is the action problem. You see, there is a limit to your actions per round, to materialize a psyblade you need to spend a move action, which means that you will not be able to charge the enemy spellcasters or archers in the first round of combat, however as a battle mind you have some unique options on which to spend your remaining standard action. Elemental and force blasts are one of these. A free round before the Battle to increase your potency. One other option is to ready an action on the previous round, this method will not work if you are ambushed but can be good for your scouting routine, and generally moving around.



    Spoiler: Multiclassing tips
    Show


    Helix warrior - buff your will saves while having decent BAB and HD, dark vision is awesome.
    Soldier - if you take levels in soldier after 10 levels of Battle mind, you can really buff your combat ability with the psi blade.

    Last edited by Athetos; 2018-01-20 at 03:02 PM.

  5. - Top - End - #5
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    sigh Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Phew, what a long list of powers,I've decided to begin the Martial artist guide tomorrow, as I'm really tired. I won't be doing Shadow slayer, but if anyone wants to, I can try to put together some advice.

    Tomorrow I begin work on the Martial Artist advanced class.

  6. - Top - End - #6
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    Default Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Before I start the Martial Artist, I want to add some advice for the other advanced classes, mostly - tips on stacking them.

  7. - Top - End - #7
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    Default Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Martial Artist

    The iconic monk counterpart of the d20 system, the Martial artist is an exelent DPR, and can one hit kill even the toughest monsters at high levels, but he suffers from a low defence due to his lack of armor. You may also suffer from being MAD(Multiple Ability Dependent).

    Spoiler: Ability scores
    Show


    Str: You need Str for damage and to hit, as you will be a primarily meele character.
    Dex: A good Dex score will save your life, because to reach your full DPR potential you need to be unarmored.
    Con: With d8 HD, con is a high priority because you want to be able to at least stand with meele characters.

    Int: Dump, you can't afford a high Int.
    Wis: A modest 12 or 10 for will saves, but no more than that.
    Cha: Dump.



    Spoiler: Meeting prerequisits
    Show

    Meeting prerequisites

    BAB: +3
    Skills: Jump 3 ranks
    Feats: Defensive martial arts, Offensive martial arts.

    You need the BAB, and you will want the feats if you're going the unarmed strike route.



    Spoiler: Numerics
    Show


    HD:d8 mediocre for a meele character, but you can hands it.
    AP: 6+1/2*class level per HD you want AP, your high level class features depend on using AP.
    BAB: Full you will trade to-hit bonuses for extra attacks, so more stuff to trade is welcome.
    Def: 3/4 you want as much Def as you can get.
    Ref: 3/4 you depend on Dex, so your Ref saves are fine
    Will & Fort: 1/3, you depend on Con for HP, but your Will saves will be weak.
    Skills: 3+into you are not a skill monkey.



    Spoiler: Class features
    Show


    1-st, 4-th, 8-th level - Living weapon
    1d6/1d8/1d10 on unarmed strikes, and you get to pick lethal damage. Oh, and it scales.
    2-nd level - Flying kick
    You will definitely be charging, and at high levels, you can get to force some reliable saves vs. massive damage.
    3-rd, 6-th, 9-th level - Bonus feats
    Very good feats, and useful because unarmed combat is feat-intensive, Take combat throw if you like combat maneuvers.
    5-th, 10-th level - Iron fist
    You will love the extra damage, if your GM allows, get Action Boost to buff your damage. You get to add it to all attacks as a Capstone. Did I mention it scales on character level? But it costs AP.
    7-th level - Flurry of blows
    A straight improvement to your full-attack action, pretty good.



    I may do another class today, so stay tuned.
    Last edited by Athetos; 2018-01-12 at 05:31 AM.

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    Thumbs up Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Gunslinger

    The ranged variant of the Monk Martial artist, but it doesn't suffer from it's problems. A very, very solid ranged class.

    Spoiler: Ability Scores
    Show

    Ability scores

    You can afford to have high mental stats because you are so SAD(Single Ability Dependent).

    Str: Dump
    Dex: You need the bonuses to hit, and you will enjoy the bonus Def.
    Con: You get d10 HP, so Con isn't a priority, 12 is safe.

    Int: You don't need Into, but you will enjoy the ranks.
    Wis: Your will saves are bad.
    Cha: Dump, unless you want to be prince charming.


    Spoiler: Meeting Prerequisites
    Show

    Meeting Prerequisites

    BAB: +2
    Skills: Sleight of hand 6 ranks, Tumble 6 ranks
    Feats: Personal firearms proficiency

    You want tumble, and you need the feat if you want to be gunning. Fast hero FDW!



    Spoiler: Numerics
    Show


    HD: d10 You are pretty durable, especially if you stay at range.
    AP: 6+1/2*level per HD Save some AP for the later levels, you'll need it.
    BAB: 3/4 HD you will survive.
    Def: 1/2 HD you get some defence bonuses, but invest in some improved light armor.
    Ref & Will: 1/2 HD two good saves, and you depend on Dex.
    Fort: 1/3 HD you don't depend on Con, so it won't be very high
    Skills: 5+int you can get a big int, so skills are a pleasant commodity for you.



    Spoiler: Class features
    Show


    1-st level - Close Combat Shot
    Be safer if you get rushed, don't provoke AoO's.
    2-nd level - Weapon focus
    Two weapon fighting builds are the most optimal because of this.
    3-rd, 6-th, 9-th level - Bonus feats
    This is how you can afford to get two weapon fighting builds. Awesome.
    4-th level - Defensive position
    Situational, but you are now very good at defending stable positions
    5-th level - Lighting shot
    Like Flurry of blows for ranged weapons, but you gain more from it with higher base damage, and more SAD-ness. Plus you don't need to move to deal damage.
    7-th level - Sharp-shooting
    Now you can storm stable positions better, situational.
    8-th level - Greater weapon focus
    Another +1, good but not terribly exiting.
    10-th level - Capstone: Bulls eye
    Awesome, it costs AP, and it should, because it's so awesome, +3d6 on any ranged attack is exelent when forcing saves vs. MD.



    Spoiler: Multiclassing tips
    Show


    Soldier - stack weapon focus like crazy, and you already have the prerequisite feat.

    Last edited by Athetos; 2018-01-12 at 10:26 AM.

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    Post Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Here is a list of classes I won't be making guides for, but may put together something, if anybody requests it.

    Investigator - I will be good in urban intrigue campaigns, but horribly niched elsewhere.
    Ifliltrator - same story as Investigator.
    Field scientist - too weak, but may be a good dip for intelectual fighters.
    Techie - the Engineer is strictly better in almost every way.
    Ambassador, Glamourist, Personality & Negotiator: these classes belong in social campaigns.
    Arcane arranger - your superpower is arranging office meetings with random people, yes, it's that bad.
    Dogfighter - despite the humorous implications of the name, this class is a pilot of spacecraft, nothing more.
    Mecha jockey & Speed demon - like the dogfighter.
    Shadowjack - for your internet creep campaigns.
    Last edited by Athetos; 2018-01-13 at 05:17 AM.

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    Exclamation Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Daredevil

    A weird class, obviously the vehicle driver of the party. A must have for chase scenes. It can even survive combat! But instead of giving you skill boni for drive, and vehicle stuff, it wants you to cannibalise you AP to keep you character functioning.

    Spoiler: Ability Scores
    Show


    You don't actually depend on any score, this class is so weird.

    Str: only needed for meele, dump.
    Dex: the only ability you need, and even that only for drive checks.
    Con: you get d10 HP, but you may need to bump it for those pesky crashes.

    Int: you need 12 skill ranks to qualify, so a good Int is needed.
    Wis: you have weak will saves.
    Cha: dump.



    Spoiler: Meeting prerequisites
    Show

    BAB:+2
    Skills: Drive 6 ranks, Concentration 6 ranks.
    Feats: Endurance

    The prerequisites are weird, why should you need concentration? With Endurance, at least you can be armored up then ambushed.



    Spoiler: Numerics
    Show


    HD:d10 Decent.
    AP: 6+1/2*level per HD, you need it to function proproperly.
    BAB: 1/2 HD bad.
    Def: 3/4 HD pretty good, you can dodge decently.
    Fort: 3/4 HD reasonably save vs. MD.
    Ref & Will: 1/2 HD you need Dex for Drive, but your will saves will be really weak.
    Skills: 5+int enough skills for your specialisation, but you are no skill monkey.



    Spoiler: Class Features
    Show


    1-st level - Fearless
    A boost against fear and intimation. Get it? Because the class is so scarringly bad.
    2-th level - Nip-up
    Get up as a free action without AoO's, situational.
    3-rd, 6-th, 9-th level - Bonus feats
    Vehicle feats are the only ones you really need.
    4-th level - Action Boost
    Do not confuse with the feat, but this is actually good.
    5-th, 8-th level - Adrenaline rush
    Now you can spend some more AP to improve you stats which you usually don't need as a non-meele character, why? Because the class hates you. Gets a bit better at 8-th level.
    7-th level - Delay Damage
    Actually the most useful feature, but it can't compensate for the class' other shortcomings.
    10-th level - Capstone: Damage threshold
    You best ability, which you have waited 10 levels for is... A feat equivalent, no, seriously, this has the same as the feat, they stack through, but a capstone feat is bad.



    Spoiler: Multiclassing tips
    Show


    Pro tip: don't take levels in this class, this Is why I refuse to make guides for certain classes, they're horridly pigeonholed, AND sometimes not that good at what the are supposed to do well.

    Last edited by Athetos; 2018-01-12 at 05:05 PM.

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    smile Re: An all in guide compilation for the various classes of the d20 modern/future syst

    So yesterday I went for a record of 3 guides/day, but today I want to discuss the Bodyguard class.

    Bodyguard's

    The bodyguard is a pretty good defensive class, with solid survivability and some group abilities.

    Spoiler: Ability scores
    Show


    Str: A bit is essential for meele, dump for guntanks.
    Dex: You depend on dex for Def, but consider getting heavy armor, so don't overdo it.
    Con: Despite your d12 HD you never can be sure of your HP due to being constantly hit.

    Int: Dump.
    Wis: You have weak will saves, and there is nothing sadder than a defender who got dominated.
    Cha: Dump.



    Spoiler: Meeting prerequisites
    Show


    BAB: +2
    Skills: Concentrate 6 ranks, Intimidate 6 ranks.
    Feat: Personal firearms proficiency.

    Nothing really bad, consider a dip of gunslinger to be able to shoot In meele without AoO's if you go for a guntank.



    Spoiler: Numerics
    Show


    HD:d12 The best of the best, no one gets a bigger hit die.
    AP: 6+1/2*level per HD reasonable.
    BAB: 2/3 HD you expect to be in combat, so you will appreciate the BAB.
    Def: 1/2 HD pretty bad, you're going to need to make a point to improve your Defense
    Ref: 3/4 HD good, and you depend on Dex.
    Fort: 1/2 HD you depend on Con, but pretty good besides that.
    Will: 1/3 HD you need to make a point to improve your saves.
    Skills: 3+int you aren't the guy for skills.



    Spoiler: Class features
    Show


    1-st level - Harms way
    The 1/round limitation keeps this from blue , but with a potentially stratospheric Defense, you can really shield people.
    2-nd, 8-th level - Combat sense
    Essentially a +1 to attack on any enemy. Grows to +2 at 8-th level.
    3-rd, 6-th, 9-th level - Bonus feats
    Defensive feats and some misc bodyguard related feats.
    4-th level - Sudden Action
    Go first, all the time, almost.
    5-th level - Improved charge
    This let's you maneuver into a flanking position with your meele buddy, pretty good.
    7-th level - Defensive strike
    Your Def should be high, so this is an occasional +4 to attack, powerfull and a bit situational.
    10-th level - Blanket protection
    An all team buff, not very exiting, but nice to have. Costs AP.



    Spoiler: Multiclassing tips
    Show


    Gunslinger - a good dip for making a bodyguard with a ranged weapon.

    Last edited by Athetos; 2018-01-13 at 03:30 AM.

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    confused Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Hello again, and yes, I have nothing better to do than wright class guides for d20 modern, future, and arcana.

    Occultist

    I actually like this class, sure, it isn't a mage in power, but it gets that "magic is hard" idea right, and I value a good design. Still, this class feels like a mage with baby wheels strapped on, with a familiar thing, and skill heavy scroll spellcasting, it feels like the GM wants to make mage players whine about the underpoweredness, and being very MAD with this class, but I like the concept. Having a creature of Shadow as a partner is really nice.

    Spoiler: Ability scores
    Show


    Str: Dump, and don't even think about going into meele.
    Dex: Get a bit to bump your saves and Def.
    Con: Get a reasonable Con, everyone needs their HP's

    Int: You need it for the skill ranks, plus it let's you cast arcane spells without needing another check.
    Wis: You get good Will saves, but you need it to cast divine spells without a check.
    Cha: You need it for UMD, which is just what your class does.



    Spoiler: Meeting prerequisites
    Show


    Skills: 6 ranks in Decipher script, Knowledge (Arcane lore), and Research each.
    Feats: Educated, Studios.

    You need everything on the list, and as much as possible. You can even get away with getting Occultist class levels at level 2! You'll probably need a really good Intelligence to pull it off, but a single level In Smart hero will suffice.



    Spoiler: Numerics
    Show


    If anyone who is reading this is a GM who cares about the Occultist and wants players to at least try and be one, please, increase their Hit Die to d8. Otherwise it will just be too weak until 5-th level, then, Occultists can bind shadow creatures, and they experience a big boost in power.


    HD: d6 this is sad, because you don't get full casting.
    AP: 6+1/2*level per HD standard issue.
    BAB: 1/2 HD like the game thinks you're a full caster, but gives you almost nothing to compensate.
    Def: 1/3 HD still not any better.
    Will: 3/4 finally a blue numerics stat.
    Ref & Fort: 1/3 bad saves.
    Skills: 5+int at least you're skilled, like you will ever be able to put ranks in skills besides Research, Decipher script and UMD.



    Spoiler: Class features
    Show


    1-st level - Spell resistance, Arcane skills
    The resistance is cute, and at least it isn't an unlowerable ability. Use Magic Device is basically a given.
    2-nd level - Arcane research
    This classes' spellcasting equivalent, you get spell castings per level, instead of the normal spell castings per day.
    3-rd, 6-th, 9-th level - Bonus feats
    Take the armor proficiency feats, as you don't suffer from ASF(Arcane Spell Failure)
    4-th level - Shadow contact
    Now were getting somewhere. A 1/week communing with a shadow contact, tell your GM to make it a big spooky shadow overlord who just uses you as a pawn, then it will have more Information for you.
    5-th level - Bind Shadow Creature
    At 2 HD, the Binded won't be a big scary thing, but it can be used as a very good scout, at 8-th level, it becomes a 4 HD Creature, so now you can actually send it in combat now. Make sure your GM doesn't throw you an evil thing, else you will be in trouble. See Binding Shadowkind for more info.
    7-th level - Magic research (item)
    Get a magic armour, or wondorous item that costs the most, for free, for another 3 levels, that's 4 awesome magic items.
    10-th level -
    Banish
    Be the ultimate counter vs. Shadow creatures, situational, but useful if your campaign deals with them extensively.



    Spoiler: Binding shadowkind
    Show


    The most powerful(and dangerous) feature of the Occultist, because HD don't correlate with CR very well, I could pick some more, and I probably will, but I'm a bit bored with the class.

    Scout Shadownkind:
    Cat folk(http://www.d20resources.com/menaces..../cat.folk.php:) shape shifts into a cat, and reasonably combat ready.

    Fire wisp(http://www.d20resources.com/menaces..../fire.wisp.php)
    Tougth, especially is your enemies don't have magick weapons, a mediocre scout, because it glows.

    Fighter type bindings:
    Star doppelganger (http://www.d20resources.com/menaces....ppleganger.php) a very powerful creature, make sure it can't eat you.

    Fleshraker(http://www.d20resources.com/menaces....fleshraker.php) make those puny humans die, only available at 8-h level.

    Mongolian Death Worm(http://www.d20resources.com/menaces....death.worm.php) a good pick for a starting fighter, make sure it doesn't kill you fellow PC's.



    Spoiler: Multi class tips
    Show


    Don't, if your GM made you use the Occultist, it's because he thinks magic is still overpowered in d20, stack Occultist levels for shadow binding and prove him right.
    If you have levels to spare, make a dip in Field scientist, you get good skills, and the intelligence to Defence will keep you running for a while.

    Last edited by Athetos; 2018-01-13 at 07:30 AM.

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    cool Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Hello again, today we will be talking about the king of the kaju classes! The mage is d20's straight arcane spellcaster, and it's spell list is pretty good for most situations. It's a prepared caster, so prepare your spelbooks and let's see what it has in store for us.

    Mage

    Spoiler: Ability scores
    Show


    A mostly SAD class.

    Str: Dump. Make somebody else carry the heavy stuff around
    Dex: Get this high, you need the extra Def, and blasters will enjoy the bonus to hit with rays and the like.
    Con: You need this, you have d6 HD and a weak Fort save. If you still feel wimpy, take Toughness.

    Int:Glory resides forever in Int, you get bonus spells for a high Int score, and you need it for spell DC's. Get this as high as possible and upgrade as often as you can, especially is you're a save or suck caster.
    Wis: you have a good will save, but don't dump it.
    Cha: Dump. Don't open you mouth until it's time to throw some spells around.



    Spoiler: Meeting prerequisites
    Show


    Skills: Craft (chemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks.

    Wow, 24 skill ranks, at least you don't need to get some weird obscure feat you'll only use twice in your lifetime. And besides, the skills are all moderately to really useful.



    Spoiler: Numerics
    Show


    HD: d6 the worst, keep your Con high.
    AP: 6+1/2*HD per HD at least you needn't spend it on class features.
    Def: 1/2 HD Bad.
    BAB: 1/2 HD Never pick up a weapon unless you're cornered, out of cantrips, spells, don't have a saved tatoo spell, and your DPR just died.
    Ref&Fort: 1/3 HD You need Con and Dex for defensive stats, so these should be OK.
    Will: 3/4 HD Your only good save, alleviates the need for His.
    Skills: 7+int you won't have a skill deficit, especially accounting your stellar Int



    Spoiler: Class features
    Show


    1-st level -
    Arcane skills, Arcane spells, Summon familiar.

    Craft potions, identity spells. Get a familiar, more on that in the Familiars section. For arcane spells, see Spells.

    2-nd level - Scribe scroll

    Don't take it for higher level spells, use it for spells you know you'll need but can't prepare every day. And it eats XP, ouch.

    3-rd level - Brew potion, Bonus feats( 6-th and 9-th level)

    Now you finally get to craft potions, which are like scrolls for people without Read Magic, the bonus feats are totally useless.

    4-th level - Scribe tatoo

    Like a potion, but you don't need hands. Consider a tattoo for yourself, like a tatoo of pregistigation or some kind of teleport, for those tied up moments.

    5-th, 8-th level - Spell mastery

    OMG, a number of spells up to your Into mod is huge! Take some essentials, like Mage armor, Pregistigation, no more than one blast, and you're set. Useful if you lose your spell book, try not to.

    7-th level - Combat casting

    A flat bonus to defensive casting, useful when you're cornered.

    10-th level - Maximize spell

    You can put this on Burning hands(20 damage), and Sleep(8HD) I don't see anything else with your attention at these levels.



    Spoiler: Spells
    Show


    Basics

    Spells are useful, period. You can theoretically do anything with magic, and the biggest thing holding you back as a Mage(Wizard substitute) is your spells known.

    You get all cantrips and 3 1-st level spells at 1-st level, plus, a number of 1-st level spells equal to your Int Modifier. That's a lot of 1-st level spells, so you can be more liberate with your starting spell picks. At each level thereafter, you gain 2 more spells of your maximum castable level, or lower, if you so desire. So, after 10 levels of Mage, you will have all cantrips learnt, and 23+your int mod of total spells known.

    ASP and armor

    Armor causes you to to a spell with somatic components with a certain percentage, so if you REALLY want to wear armor, look up dome spells that have no somatic components, otherwise, skip on armor. I have tagged spells without somatic components with a "*"(asterisk) in the list.

    Using your spells

    You have a limited pool of castings, so try to think before you cast. Does the enemy have spell resistance? Try to cast some without a resistance allowance. Got to fight demons? Don't cast fireballs. The trick is to prepare just the right spell for just the occasion, and pop it in just as soon as it's needed.

    Castings

    You are limited by spells/day but don't let that stop you. Buff your Int with magic items, and get a truckload of spells per day, but don't think that you're invincible just yet, many a Mage died because he thought the didn't need that protection from fire, or that extra summoning, better safe than sorry, I guess, but don't Nova.



    Spoiler: Familiars
    Show


    Familiars

    Your familiar is a powerful tool, a scout, a helper, and the source of the famous Alertness feat, picking a familiar is important, because they impart bonuses upon their master that will come in very handy.

    Picking a familiar

    Familiar - Special Benefit
    Bat - Mage gains +3 bonus on Listen checks
    Cat - Mage gains +3 bonus on Move Silently checks
    Ferret - Mage gains +2 bonus on Reflex saves
    Hawk - Mage gains +3 bonus on Spot checks in daylight
    Owl - Mage gains +3 bonus on Spot checks in dusk or darkness
    Rat - Mage gains +2 bonus on Fortitude saves
    Snake (Tiny viper) - Mage gains +3 bonus on Bluff checks
    Toad - Mage gains +3 hit points

    So I would judge that the Rat, Cat, and Bat are the best picks. The Rat is a good scout, it gets scent, has 15 ft. climb, 10 ft. swim and 15 ft. run, and has a good move silently and hide bonus, and a +2 on Fort saves is very important. The Cat makes the list because it's a staple of a familiar, fast, agile, and the +3 on Move silently will make playing a sneaky mage much more satisfactory. The Bat is your best bet for a scout, you get +3 on Listen, and it has blindsight.



    Spoiler: Multiclassing tips
    Show


    Don't, unless you have completed the class and are going into Acolyte.

    Last edited by Athetos; 2018-01-22 at 04:03 PM.

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    tongue Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Hello again! Now, you know that my guides for d20 are in a hiatus-equivalent state, but today, I revive them. Some of you may wonder, why did I abandon the guides for such a long time? Well, I can say I’ve been increasing my roleplaying presence in the internet, I’m in 2 totally different campaigns, and I can say these few months have been pretty straining on me.

    So, today I would like to announce that I will be continuing writing my guides here, and for this special occasion, i’ve written a guide for the Shadowslayer, enjoy!
    P.S. if you're worried about the mage class guide, be sure, I will get back to it, but straight casters are a pain to guide due to the sheer wealth of options.

    --------

    The S. Slayer is a paladin of sorts, he has a decent amount of versatility in non-supernatural campaigns, but exels in the presence of shadow creatures. A pretty durable striker. His class has a lot of amazing abilities, but a few mildly situational abilities.

    Spoiler: Ability Scores
    Show


    You get all good saves, which helps, but you can end up a bit MAD, wear heavy armor to alleviate the need for Dex.

    Str: an absolute must for meele characters, make this one your highest. For ranged characters, take a bit for encumbrance, but don't overdo it.
    Dex: You need a bit of Dex to stay alive in meele, but you will probably have heavy armor, so a 12 is a pretty safe score. If you're gunning, you should make this your highest score.
    Con: you will be hit, you get fast healing, but you WILL get hit, get a safe score.

    Int: you don't depend on skills to do you job, and you skill list is sparse, dump.
    Wis: you get all-good saves, but a decent Was can save your dispeller a lot of trouble.
    Cha: you gain no benefit whatsoever of a high Cha, dump.



    Spoiler: Meeting prerequisites
    Show


    BAB: +3
    Feats: Archaic weapons proficiency.
    You might need to burn feats for heavy armor, so you won't have a lot of free feats. There are some pretty good archaic weapons, but because you can enchant any weapon, you may end up with a ranged weapon, or an unarmed strike.



    Spoiler: Numerics
    Show


    A solid durable striker, with all good saves and full BAB.
    HD: d8 standard for strikers in d20, not terrible, but you can do better.
    AP: 6+½*HD per HD standard.
    BAB: Full BAB the best there is.
    Def: ½ HD a good progression, solid, but I recommend wearing heavy armor if you're going to stand in meele.
    Ref&Fort&Will: ½ HD you will probably be the character with the best overall saves in the party, useful if you remember how diverse shadowkind can be.
    Skills: 3+Int bad, you get some decent knowledge skills and some social skills, but if you want to use them, you’ll need to sacrifice you physical ability scores.



    Spoiler: Class features
    Show


    1-st level - Detect Shadow
    Remember I called this guy the Paladin of d20? This is why. Detect Evil for Shadows. The more shadow creatures are in your campaign, the more useful this ability is.

    2-nd level - Shadow immunity
    Shadows will now have a much harder time killing you.

    3-rd, 6-th, 9-th level - Bonus feats
    Nothing to scoff at, some general good combat feats, a shame there’s no armor proficiency feats, but you can qualify for Martial Artist with them.

    4-th level - Empower weapon
    Awesome, up to a +5 magic enchacement, and you can use it on any weapon. This gives some serious incentive to multiclass with Martial Artist for that sweet bonus to hit and damage on all rolls, and it allows you to bypass DR. The only thing keeping this from blue is the Full-round action activation, your duration starts at 4 rounds, its much more useful at higher levels.

    5-th, 7-th level - Shadow enemy
    Favored enemy for d20, if you aren’t sure what you will fight pick Humanoid or Outsider, they are the most diverse groups. At 10-th level, you get a total of +5 bonus to damage against your first enemy, and a +3 bonus to your second one.

    8-th level - Fast healing
    This is !Fantastic!, right here, but with Fast healing 4(5 at level 10), you can really do serious stuff without melting your face off. As long as you have a few free minutes between fights, you can always regenerate, and be at full health until the next battle taking pressure off your healer.

    10-th level - Capstone: Word of Slaying
    This right here is Smite Evil. Most probably, you will either stun or daze enemy Shadow creatures, but I can't really justify spending an action point to kill something with 3 HD. Only yellow because it affects some fluff defined creatures, so it’s either blue if you play in a setting where most fantastic creatures are from the plane of shadow, or completely useless.



    Spoiler: Multiclassing tips
    Show


    Dipping in Shadow slayer gets you Detect shadow 1/day, and +1 to all saves, Def and BAB. If there are any Shadow creatures at all in your campaign, I strongly suggest diping for at least 1 level.

    Soldier - make a 4-level dip into Shadow slayer for that sweet enchacement bonus on your favourite weapon.

    Martial Artist - Pretty good for an unarmed build, make sure to get flurry of blows, and you will be racking plenty if damage.
    Last edited by Athetos; 2018-01-20 at 01:42 PM.

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    redface Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Hello, folks, I've had some inspiration to make guides recently, so here's another one.

    Field Medic

    A dedicated healer based on the Dedicated hero class, he has stellar healing powers, but is rarely useful otherwise. If you absolutely, positively have to play a healbot without magic, THIS is how you do it. If your GM allows magic, the cleric will be a much better option.

    Spoiler: Ability Scores
    Show


    Str: Dump. Unless you really want to be in meele.
    Dex: Keep it in the positive safezone.
    Con: If your tank dies, you can raize him, to get to him, you need more than d8 HP.

    Int: Try to keep it positive, you will enjoy the skill ranks, but it isn't a first priority.
    Wis: Pump this as high as you can, you will need for your Treat Injury skill.
    Cha: Dump.



    Spoiler: Meeting prerequisites
    Show


    BAB: +2
    Skills: Treat injury 6 ranks, Spot 6 ranks
    Feats: Surgery.
    You want Surgery and Treat Injury anyway, Spot is weird, but with your stellar Wis, you could easily be the party's spotter.


    Spoiler: Numerics
    Show


    HD: d8 pretty good, you can stand in meele, but don't expect to be more useful than a +2 flank bonus.
    AP: 6+½*HD per HD standard, through your ressurection abilities need the help.
    BAB: ½ HD bad, don't try to attack, you will get killed.
    Def: ½ HD pretty good for a back row class, you are reasonably durable.
    Ref: ⅓ HD take Lightning Reflexes, you will need the help.
    Will: ½ HD good, and with your stellar Wis, you should be able to save most of the time.
    Fort: ¾ HD wow, a good Fort save, you’ll need it to keep yourself alive while you run around the battlefield raizing people.
    Skills: 5+int enough for your Treat Injury skill, but don't expect to outskill the wizard.



    Spoiler: Class features
    Show


    1-st, 5-th, 8-th level - Medical Specialist
    A flat scailing bonus to Treat Injury, useful if you want to heal.

    2-nd level - Expert Healer
    A straight boost to healing, make your off time easier.

    3-rd, 6-th, 9-th level - Bonus Feats
    A pleasant surprise, some armor proficiency feats, and some skill boni.

    4-th level - Medical mastery
    Now you can take 10 in combat on healing. Useful if you want to stabilize someone, and are afraid you still don't have the skill ranks.

    7-th level - Minor medical miracle
    This right here is Breath of Life. Good if your teammates like to die, but if that happens so often to take 7 levels in a healbot, you're probably screwed anyway.

    10-th level - Capstone: Medical Miracle
    Your Capstone is the ability to be a one man army of paramedics. See Minor Medical Miracle for more info.



    Spoiler: How to keep your party alive
    Show


    Now, we all know that in combat healing is ineffective. You should always try to prevent damage in combat, not spend actions mitigating it. Out of combat… well, let's just say this class wants you to sit at home for a week after every adventure, because SOMEBODY forgot to get a cleric. Hire a Field medic NPC, and have him take care of you on off days.


    Spoiler: Multiclassing tips
    Show


    This class isn't that good, but has it’s niche in non magical campaigns.
    Get more levels in Dedicated Hero.

    Last edited by Athetos; 2018-01-21 at 06:41 AM.

  16. - Top - End - #16
    Halfling in the Playground
     
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    Default Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Techie

    Not a very powerful class, but interesting, and a pretty good support class, can serve as a scout, as a tech buffer, but spends a lot of resources on crafting, much more useful in a rich campaign. I recommend getting Windfall, and be an Aristocrat for the Wealth boost.

    Spoiler: Ability Scores
    Show


    A pretty SAD class, remember that you shouldn't participate in combat a lot.

    Str: Dump.
    Dex: You get personal firearms proficiency, and because you get ½ BAB, you will need the Dex, the Def bonus in nice too.
    Con: have a good score, but don't overdo it, you are not a fighter.

    Int: Pump as high as you can, you’ll need the ranks.
    Wis: Will is your only good save, but don't dump it.
    Cha: Dump.



    Spoiler: Meeting prerequisites
    Show


    Skills: Computer Use 6 ranks, Craft(Mechanical) 6 ranks OR Craft (Electronic) 6 ranks, Disable Device 6 ranks.

    If you're in d20 modern, take Craft(Mechanical), if you're in the future or SPEEHHS, take Craft (Electronic), generally, look at the weapons your party uses, if you want a decent robot, get both.



    Spoiler: Numerics
    Show


    A back liner noncombatant, be as wise as a GOD wizard, allow your pet mortals to have their victory.

    HD: d6 don't enter combat unless you're cornered or super desperate.
    AP:6+½*level per HD using Extreme machine requires AP, so you won't be changing a lot of rolls.
    BAB: ½ HD see HD.
    Def: ½ HD again, don't go into combat, it's a bad idea.
    Ref&Fort: ⅓ HD bad, bad, bad.
    Will: ¾ HD finally a good save, but don't expect to be hit with more enchantments than you party tank.
    Skills: 7+int per HD you're the king of skills, try to multi class to Field Medic for a few levels to have more excuses for staying at home.



    Spoiler: Class features
    Show


    1-st, 7-th level - Jury rig
    The Jury rig bonus is a good bonus, fluff it as if you're using makeshift parts. At 7-th level, it I proves from +2 to +4.

    2-nd level - Extreme machine
    Use it before important fights on equipment you couldn't make masterwork. You’ll be needing a lot of AP, but use it when your party is fighting the BBEG or another bug threat.

    3-rd, 6-th, 9-th level - Bonus feats
    You get some craft feats, and Personal firearms proficiency, but still, don't go into combat.

    4-th level - Craft robot
    See Guide to robots.

    5-th, 8-th, 10-th level - Mastercraft
    Make everything you can't afford to Extreme machine at least +1, uber useful, but it’ll cost you valuable XP, so setbacks can be common.



    Spoiler: Guide to robots
    Show


    Using your robot

    Your party’s scout, stay in your party’s van/tank and remote control it. Need to get that radioactive item? Get it with your robot for later decontamination. Need to repair that space station? Send the robot. It’s a disposable scout, and you can always repair it. Get 2, one of every size. And make your allies pool some wealth for you.

    Building your robot

    Get as much external components as you can, and as big a remote link as you can.
    I recommend getting wheels or treads, you'll be faster, and you don't need a super durable scout.



    Spoiler: Being a support
    Show


    You want to be safe, stay in the van, or tank, or spaceship, remote controll your bot if your party needs it, and spend your time crafting away, it may be a bit boring, but you could do worse, like be a fat Daredevil! That's just obscene!



    Spoiler: Multiclassing tips
    Show


    Field Medic: take a few level for the daycare features, but don't overdo it. Stay at home, and make buff up people and heal them.

    Gunslinger: consider it if you do want to go into combat, and you trust your party Defender.

    Last edited by Athetos; 2018-01-22 at 04:30 AM.

  17. - Top - End - #17
    Halfling in the Playground
     
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    Default Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Hello lovelies, i'vebeeen busy putting together some more advice for the mage, and yet, spells are still a bit grey for me, but i'm making progress. As an appetizer, i threw together a Dreadnaught guide for you, cheers!

    Dreadnaught

    The Dreadnought is by far one of the best combat classes of d20, a Def boost, a damage Boost, and some other nice goodies on the way. Consider taking it for any meeler, for the knockdown effect, but bowmen should also consider a few levels, ranged Save or Fall prone is a huge advantage.

    Spoiler: Ability Scores
    Show


    Str: You should be in meele(or use a bow), solely because you get Ability surge to strength.
    Dex: You get ⅓ Def progression, so don’t dump it, remeber you’ll probably have to wear heavy or powered armor.
    Con: Get a nice safe score, but you get d12 HP, you’ll be fine.

    Int: Dump.
    Wis: You get medium will saves, but don’t dump it.
    Cha: Dump, unless you want tonintimidate or use frightful presence



    Spoiler: Meeting prerequisites
    Show


    Skills: Intimidate 6 ranks.
    Feats: Improved damage threshhold.
    Special: any 2 Tought hero talents.

    You want the feat anyway, intimidate is sometimes usefull, but you probably dumped Cha. For the talents, pick up DR 1/- , take fire resistance if you like it, but i think there could be some better combos.



    Spoiler: Numerics
    Show


    You’re the barbarian of d20, a rage variant, d12 hp, the only difference is that you get WAY more defence than your average barbarian.

    HD: d12 the best of the best.
    AP: 6+½*HD per HD standard.
    BAB: ¾ HD not bad, but you could have done better, you’ll have a ton of str to throw around thought.
    Def: ⅓ HD weird, but you should be ok for the most part.
    Ref: ⅓ HD you’ll need to make a point to buff your Ref saves.
    Will: ½ HD nice for a meaty character, get a bit of wisdom, just to be safe.
    Fort: ¾ HD good and youll have a ton of Con to throw around.
    Skills: 3+int Get some essentials like Jump, but remember Int is a dump stat, and you already need 6 ranks in Intimidate to qualify.



    Spoiler: Class features
    Show


    1-st level - Fearless, Unhindered, Stability.
    Immunity to fear, a boost to CMB for being moved, AND -2 to armor penalty? Sure, i’ll take it any day as a dip.

    2-nd level - Steamroller
    Overrun without moving, and a free trip bonus? Pretty good, especially if you're built for combat manuevers.

    2-nd, 5-th, 8-th level - Ability Surge
    Your rage variant, you get a +8 bonus to Str, at a -2 Def penalty, 1/day at 2-nd level, then 2/day and 3/day at 5-th and 8-th levels, respectively. Another reason for a 2 level dip. You get fatigued at the end, but thats ok, with Str like that, fights won’t last very long.

    3-rd, 6-th, 9-th level - Bonus feats
    Some pretty good feats, proficiency, etc.

    4-th, 7-th, 10-th level - Master defender.
    A scailing bonus to your Def while you fight defencively. Helps you survive after an Ability surge, and still be able to take a truckload of damage.

    5-th level - Knockdown
    OHMYGOD!!! A save or suck for a martial? This is a great reason to multiclass to Dreadnaught for DPR characters. Now, you will make enemies make a save EVERY time you attack. Gruesome.

    8-th level - Heavy artilerry
    Want to use that awesome Two-handed greatsword? Now you can DUAL WIELD GREATSWORDS!!! If that didn’t impress you, well, he doesn’t get a very exiting capstone.


    Spoiler: Picking your style
    Show


    You should shoose between a bow and a sword.
    Go for a bow(or sling) if your party doesn't need a tank, and pick Sword if it does. A ranged Save or Suck is most welcome in most teams, so at least consider it.



    Spoiler: Multiclassing tips
    Show


    Dreadnought can be a great dip for meele martials. Or people with bows. Everyone loves a Str boost, and EVERYBODY will love the knockdown effect.

    Get more levels in Though hero, if you can, that’s just about it.
    Last edited by Athetos; 2018-01-24 at 04:26 AM.

  18. - Top - End - #18
    Halfling in the Playground
     
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    smile Re: An all in guide compilation for the various classes of the d20 modern/future syst

    Soeey guys, not enougth juice for the casters, but i made a guide for the Explorer.

    Explorer

    Indiana Jones is an Explorer, but the class doesn’t have a very distinct role. A fifth man in the party. If you have most roles filled, and you still have a lack of skills/dungeon utility, pick an Explorer. You’re the bard without the spellcasting.

    Spoiler: Ability Scores
    Show


    You’re a bit MAD, but decide to either focus on skills, or on Wis for multiclassing with Acolyte.

    Str: Dump, you shouldn’t be in meele, theoretically, you could, but i don’t recommend it.
    Dex: You want Dex for Def and to-hit with your fancy gun.
    Con: With d8 HP, you shouldn’t stand close to harm, but take at least a 14.

    Int: You want a good int for your bucketload of skills.
    Wis: You need a decent Wis for Awareness, and you do run off a Fast/Dedicated hero, and with the possibility of being an Acolyte, get at least 16 Wis.
    Cha: Dump, unless you’re going social, but i whouldn’t recoment it.



    Spoiler: Meeting prerequisites
    Show


    Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks.
    Dedicated Hero Talent: Aware

    You’re a spotter/knowledge source by skills, and because of the talent, you usually won’t be surprised.



    Spoiler: Numerics
    Show


    HD: d8 decent, so you could reasonably stand in combat, maybe as a ranged striker.
    AP: 6+½*HD per HD you want AP, but nit until higjer levels when you'll probably have enought already.
    BAB: ¾ HD decent, but you should be shooting at people.
    Def: ½ HD decent, but stay in the back, unless you know about traps ahead.
    Ref&Will&Fort: ½ HD one of the rare all good saves classes, you should have decent Con, Wis, and Dex, so your saves are fine, besides, you get a buff to Ref save.
    Skills: 7+int you get a lot of class skills, so you should cover anything your other party members missed in their skillset, and you get all the knowleges, and some very important Wis and Int skills.



    Spoiler: Class features
    Show


    1-st level - Explorer Lore, Survivalist
    This is incredibly useful, and will greatly help plot exposition, and you can take 10. Be sure to buy another rank in knowlege(history) for the +2. Also, make friends with your GM to let him tell you cool lore. The feats are situational, but ok, if you're into that kind of campaign.

    2-nd level - Resolve, Skilled Searcher
    A ½ level bonus vs. fear and intimidate, and on Search. The intimidate is situational, and Dreadnaught gives you immunity at 1-st level. The bonus to Search is great, because the GM won’t just hand out info for free.

    3-rd, 6-th, 9-th level - Bonus feats
    A long list of great feats, very versatile, very powerful.

    4-th, 7-th, 10-th level - Trap sense
    A static scailing bonus against traps. This bonus makes you the trapfinder of the team, you can now protect betterl against traps.

    5-th, 10-th level - Extra step
    Action point costly movement, use it to get out of serious trouble. At 10-th level, it becomes free, so you get 10 ft. of unthreatemed, uninhindered movement each turn.

    8-th level Explorer's Evasion
    This gives you another reason to multiclass to Fast hero. Good, not spectacular, but good.



    Spoiler: Multiclassing tips
    Show


    Get levels in Fast hero, if you feel like getting improved evasion.

    Get a few levels in Acolyte, and be the bard, both skill, and magic wise.

    Last edited by Athetos; 2018-01-24 at 06:13 PM.

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