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Old 07-18-2011, 09:30 AM   Top  -  End  -  #1
Eurus
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Default Base Class: The Hero (D&D 3.5, WIP)

In a moment of boredom, I started rolling around an idea for a martial class inspired by heroes of legend and myth. As I tried, though, it became clear that this was a rather broad classification. Do I focus exclusively on the Hercules or Beowulf style of hero, and ignore Jack the Giant Killer and Robin Hood? So, I decided to try and create a class that could potentially cover any of these archetypes.

I've always been a fan of broad and modular classes over narrow ones -- even WotC experimented with this in their alternate class features/rogue special abilities/the fighter, it seems -- so this sounded like an interesting idea. Ideally, you could have a party with three or four Heroes and have them all be at least somewhat unique in their abilities and niche. (Actually, a game where everyone gestalts a class with Hero might be amusing, if you were feeling ambitious.)

Additionally, one thing that always disappoints me is classes that have plenty of diverse and interesting combat options, but very few options outside of combat. Skills and creativity are often touted as the mundane character's discount competitor to utility spells, and I certainly provided support for them, but a little bit of extra help never hurts, right?

Ideally, Bold gifts should be feats that are, while maybe not realistic, at least something that you can imagine being within the realm of possibility for greatly skilled and lucky individuals (and bear in in that this is a world in which crossbow bolts are barely a scuff and four-ton creatures can fly on membranous wings as a matter of course). Heroic gifts are more fantastic, but still essentially enhancements to mundane skills, like skin that heals as quickly as you cut it or a presence so commanding that people simply can't help but obey. Legendary gifts are truly inhuman, what you imagine as the higher end of heroes in fantasy and myth, like suplexing a train killing a man with your war cry or stealing the moon from the sky; the sort of thing that your uneducated layman might mistake for sorcery or divine heritage (or actually be symptomatic of divine heritage, if you prefer).

No magical hocus-pocus or "oh you need a magic item to do that, it's not something a nonmagical character should be able to do," no ironclad class roles to fill, no tongue-in-cheek anime shenanigans (unless you choose to play it that way, which is fine. The biggest difference between classical heroes and anime heroes is often the hair). Hopefully someone will go "hey this looks cool," but if not, at least I had fun with it.

It's very much a work in progress, still. I have a good spread of Bold gifts, I think, and a few static class features since it's rather impractical to make everything modular. Heroic and Legendary gifts are still being brainstormed, and I'm sure I'll end up adding, altering, or cleaning up some of the Bold gifts if there's feedback. I'm always glad to hear suggestions for possible abilities or gifts if you feel inspired, or simply pointing out my mistakes.


The Hero

Hit Die: See text.

The Hero's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any two, chosen at first level), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill points per level: See text.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+0
+0
Fighting Style, Path of Heroism
2nd
+2
+0
+0
+0
Gift (Bold)
3rd
+3
+1
+1
+1
Courage
4th
+4
+1
+1
+1
Gift
5th
+5
+1
+1
+1
Ongoing Story
6th
+6
+2
+2
+2
Gift
7th
+7
+2
+2
+2
Against the Odds
8th
+8
+2
+2
+2
Gift (Heroic)
9th
+9
+3
+3
+3
Class Ability
10th
+10
+3
+3
+3
Gift
11th
+11
+3
+3
+3
Class Ability
12th
+12
+4
+4
+4
Gift
13th
+13
+4
+4
+4
Class Ability
14th
+14
+4
+4
+4
Gift (Legendary)
15th
+15
+5
+5
+5
Class Ability
16th
+16
+5
+5
+5
Gift
17th
+17
+5
+5
+5
Class Ability
18th
+18
+6
+6
+6
Gift
19th
+19
+6
+6
+6
Class Ability
20th
+20
+6
+6
+6
Class Ability

Path of Heroism (Ex): All Heroes are extraordinary in some way, but beyond that may have little in common. One might be famed for his subtlety and deception, another for his inhuman strength and fortitude, and many have elements of both. At first level, a Hero may spend three points as follows on certain elements of his chassis. Once made, this choice is permanent and affects all future levels of Hero that he takes. The baseline that all Heroes start with is a d8 hit die and 4 + Int skill points per class level.

1 point: Increase hit die by one size (max of d12).
1 point: Increase one saving throw to use a "good" progression (1/2 the character's class level, rounded down, plus two). All Heroes have at least one good save, so up to two points may be spent this way to grant all three good saves.
1 point: Increase skill points per level by two.

Additionally, the details of a Hero's background allow him to select two skills of his choice to permanently become class skills.

Fighting Style (Ex): A Hero's fighting style is often rooted in their culture or the life they led before their destiny called to them, and so it is also unique. A Hero selects one armor ability and one weapon ability he wishes to gain, and gets proficiencies related to this choice.

Armor Proficiencies:
Heavy: The Hero is proficient with all armor and shields, including tower shields. He relies on armor and strength to protect him, often storming fearlessly into combat. He may add his strength modifier to his armor class while using a shield, and applies half of his armor bonus to his touch AC.
Spoiler

Medium: The Hero is proficient with medium armor and all shields, except tower shields. He compromises, protecting himself as much as possible without sacrificing his mobility. While wearing medium armor he suffers no penalty to move speed, reduces his armor check penalty by -2, and increases his maximum dexterity bonus by +2.
Spoiler

Light: The Hero is proficient with light armor, but not shields, relying on his speed and wits to protect him and outmaneuvering his foes. He gains Weapon Finesse as a bonus feat and may apply it to one-handed weapons as well as light weapons, and may tumble at his full speed instead of half without penalty.
Spoiler


Weapon Proficiencies:
Unarmed: The Hero is proficient with simple weapons, and gains the Improved Unarmed Strike feat. His unarmed strike's base damage is at least 1d4 regardless of size, and he gains a +2 bonus on grapple, trip, and disarm checks.
Spoiler

Archer: The Hero is proficient only with simple weapons and with short and longbows (regular or composite), possibly due to a background in hunting. He gains Point-Blank Shot as a bonus feat, and does not provoke an attack of opportunity for firing a ranged weapon while in melee.
Spoiler

Martial: The Hero is proficient with all simple and martial weapons, and gains Weapon Focus with a single weapon. If he exclusively uses one type of weapon for at least 24 hours, he may change this Weapon Focus feat (as well as all feats with it as a prerequisite that specify a single weapon) to affect this new weapon instead.
Spoiler

Exotic: The Hero is proficient with all simple and martial weapons, and gains Exotic Weapon Proficiency with a single weapon. He reduces the penalty for using a weapon that he is not proficient with by 2, even an improvised weapon.
Spoiler


Gift: The defining feature of the Hero is his ability to excel, whatever path he may follow. And 2nd level and every two levels after that, he gains a Gift from the following list (up to nine Gifts at level 18). Initially he may only select Bold Gifts, but at level 8 he gains access to Heroic Gifts and at level 14 to Legendary Gifts. Unless otherwise noted, all gifts are Extraordinary abilities.

Bold Gifts:
Spoiler


Courage (Ex): A Hero may be frightened or even terrified, but he always keeps his wits or pushes through the fear. Effectively, they are immune to the negative effects of being shaken, frightened, or panicked.
Spoiler


Ongoing Story (Ex): Your vital spark burns brightly, resisting attempts to quash it. You automatically stabilize if below zero hit points, and the maximum negative hit points that you can reach before dying is increased by your class level plus five. Any death effect or ability that would simply kill you outright regardless of your current condition instead reduces you to -10 HP but stable.

OOC:
Spoiler


Against the Odds (Ex): All Heroes are at their best when facing seemingly impossible challenges or larger-than-life foes. When dealing with an encounter with a CR 4 or more higher than the average level of his party (or, if alone, when faced with an encounter with a CR higher than his class level), a Hero gains a +2 luck bonus to attack rolls, saving throws, skill checks, and armor class.

OOC:
Spoiler


Heroic Gifts:
Spoiler
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Last edited by Eurus : 02-25-2013 at 03:44 AM.
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Old 07-18-2011, 03:03 PM   Top  -  End  -  #2
Alefiend
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Default Re: Base Class: The Hero (D&D 3.5, WIP)

I caught on pretty early that you were replacing all the martial characters with the Hero. While I could argue that the existing classes are supposed to let you play a mythic hero already, many of them fail at that purpose. As a lover of the clever fighter archetype, I dig having another way to play without multiclassing. I'm curious to see where you go with this concept.

A few questions and comments follow. You didn't ask for PEACH, but you're getting it anyway:
  • Can one take multiple instances of a Gift (Bold or otherwise)? A heavy-armor specialist Hero taking Gifted Defense twice can make a nigh-untouchable character.
  • While it's admirable that you're removing the d3 from the table, doing so provides more benefit to a Small character than a Medium one. It's not a game breaker, but it does make punching things slightly more attractive to beings who have no mass to back up that damage.
  • The entry for Heroic Weapon is unclear.
    Quote:
    This bonus is extraordinary rather than supernatural, so that a 12th level hero with a +3 flaming sword would find that it remains a +2 weapon even in an antimagic field.
  • Have you considered an inverted option for Faithful Warrior? There are mythic characters (and at least one real-world person, Alcibiades) who seemed able to change allegiances the way we change socks.
  • The Courage class feature is essentially immunity to fear anyway, so why not just make it that? Or weaken it so that numeric penalties apply, but the character is never forced to cower or flee. You could even halve the penalties if you wanted a Hero's fear to be token rather than harmful.

That's all I've got for now. Keep up the good work.
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Old 07-18-2011, 03:28 PM   Top  -  End  -  #3
Tyndmyr
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Default Re: Base Class: The Hero (D&D 3.5, WIP)

Quote:
Originally Posted by Alefiend View Post
[*]While it's admirable that you're removing the d3 from the table, doing so provides more benefit to a Small character than a Medium one. It's not a game breaker, but it does make punching things slightly more attractive to beings who have no mass to back up that damage.
While it does benefit smaller characters, ima be honest...a pixie brawler engaging in fisticuffs sounds awesome...and fists are not generally known for being an overpowered option. I don't think I'd worry about it too greatly.
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Old 07-18-2011, 03:59 PM   Top  -  End  -  #4
Eurus
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Join Date: Apr 2008
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Default Re: Base Class: The Hero (D&D 3.5, WIP)

Quote:
Originally Posted by Alefiend View Post
I caught on pretty early that you were replacing all the martial characters with the Hero. While I could argue that the existing classes are supposed to let you play a mythic hero already, many of them fail at that purpose. As a lover of the clever fighter archetype, I dig having another way to play without multiclassing. I'm curious to see where you go with this concept.

A few questions and comments follow. You didn't ask for PEACH, but you're getting it anyway:
[list][*]Can one take multiple instances of a Gift (Bold or otherwise)? A heavy-armor specialist Hero taking Gifted Defense twice can make a nigh-untouchable character.
Mm, no, you're not supposed to. I'll specify that in the entry.

Quote:
[*]While it's admirable that you're removing the d3 from the table, doing so provides more benefit to a Small character than a Medium one. It's not a game breaker, but it does make punching things slightly more attractive to beings who have no mass to back up that damage.
Yeah, but the way I see it a small (or tiny, or diminutive...) character who wants to punch people to death has a pretty big disadvantage already. And it's a difference of... one point of damage or so on average, heh.

Quote:
[*]The entry for Heroic Weapon is unclear.
The intended meaning is that the enhancement bonus granted by the Heroic Weapon gift is an extraordinary boost, while any other properties that you enchant it with are not. I'll try to figure out a better way to say that.

Quote:
[*]Have you considered an inverted option for Faithful Warrior? There are mythic characters (and at least one real-world person, Alcibiades) who seemed able to change allegiances the way we change socks.
That's a neat idea. I have no idea what it would actually do, though... hmm.

Quote:
The Courage class feature is essentially immunity to fear anyway, so why not just make it that? Or weaken it so that numeric penalties apply, but the character is never forced to cower or flee. You could even halve the penalties if you wanted a Hero's fear to be token rather than harmful.
Those are options, I'll definitely consider it. I'm not quite sure why I did it this way to begin with.
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Old 07-18-2011, 07:56 PM   Top  -  End  -  #5
gkathellar
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Default Re: Base Class: The Hero (D&D 3.5, WIP)

This is ... wow, this is really cool! I'm not just frivolously using an exclamation point there, either: I'm really excited about seeing the finished project here. It looks great so far.
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Old 09-27-2012, 03:28 PM   Top  -  End  -  #6
Eurus
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Default Re: Base Class: The Hero (D&D 3.5, WIP)

So, I was talking in the GitP IRC channel with some folks about the relevance and proper place of divination in D&D. Eventually, we hashed this out. Consider it a Trait. It's a little feeble in the mechanical aspect, but I figured writing it out as an option was better than nothing, and prophecy is something that should really be DM-adjucated and not wielded on command by PCs with augury spells. Stuck it here because it seemed to fit the vibe, for heroes with divine guidance or wandering oracles.

Prophetic:
You occasionally have vague visions or premonitions of the future.
Benefit: Once per week, you can request a prophecy from the DM. At some point within the next 24 hours (often when you next sleep), this vision will reveal or hint some aspect of the future to you, often in vague terms. The future is not immutable -- it tells you what might or should happen, not what will, and it's not always strictly relevant or helpful to your immediate situation.
Drawback: These visions are distracting and mentally stressful. For 12 hours after a vision, you take a -2 penalty on wisdom-based checks.
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Old 09-27-2012, 05:00 PM   Top  -  End  -  #7
Fawriel
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Join Date: Sep 2012
Default Re: Base Class: The Hero (D&D 3.5, WIP)

You pretty much grabbed my interest with the title already and won me over with the introduction. I'm really liking this so far! Let's see if I can't provide some useful feedback, even though I'm not terribly experienced with the game...

Quote:
Unarmed combat: The Hero is proficient with simple weapons, and gains the Improved Unarmed Strike feat. His unarmed strike's base damage is at least 1d4 regardless of size, and he gains a +2 bonus on grapple, trip, and disarm checks.
This is unclear to me - does this character gain Improved Unarmed Strike as the feat, or as the monk class feature? If it's the former, that seems pretty underpowered to me compared to some of the other options, though I might be underestimating the utility of a +2 bonus on those skill checks and of threatening people even when unarmed. You also don't mention anywhere if choosing this style lets you gain any armor proficiencies. In fact, you didn't mention armor proficiencies for any of the styles that follow, either.

I already love you for the Fated Companion gift. Particularly for its Fortune's Favor. The Intelligence bonus is neat, too. It's a little sad that it doesn't allow for a more varied (also, powerful) selection of animals, but I guess it's not supposed to be quite as potentially powerful as an Animal Companion. Though maybe you could upgrade it with a Heroic and Legendary gift? Ones that have the previous version as a prerequisite? ... yep. You thought of that.

... You know what, maybe I should finish reading this thing before commenting.

I'm really digging the flavor potential of the Heroic Weapon, too!

Looks like the Gifted Brawler gift answers my question about Improved Unarmed Strike. It actually makes him pretty much better at being a monk than a monk! Which highlights the weird problem I see with balancing this class... you can use the class to pretty much mix and match and build a very individual hero, which is amazing, but you can also use it to build a character who's pretty much exactly a Ranger, for instance, but it seems to me that this character would be a better Ranger than a Ranger. Of course, the problem is that the Ranger is underpowered, not that this class is overpowered (not as far as I can see yet), but the fact that they can be so closely compared does make it a strange situation.

It also seems to make the Unarmed Combat style obsolete, but I guess the +2 bonuses are the main draw there?

Quote:
Additionally, you may perform a smite attack against any creature while directly serving your cause, adding your choice of your Int, Wis, or Cha modifier to your attack roll and your class level to damage as a free action.
Do you get to pick the mental attribute to add to your attack roll at any point, or do you have to make a fixed choice when you first gain this gift? ... also, a Paladin of Intelligence sounds crazy and amazing.

Speaking of which, the Nimble Warrior gift is so many things! It raises another balancing question again, because a lot of these replicate feats that other characters have to jump through a lot of hoops for to get, and sometimes even several. Again, it's more that the feats are the things that should be easier to get, but if you're playing this class alongside standard ones, it might still feel unfair.

That said, it also seems like kind of a lot to give to a character by level 2? Maybe some of these gifts would benefit from having certain prerequisites? Though I guess that would narrow down the list quite a bit and even make it possible for a character to not qualify for any gifts at all... On another note, since a lot of these replicate feats (like Improved Two-Weapon Fighting here), I wonder if it would make them overpowered to add a line saying that a certain gift qualifies you for feats that have a certain feat as a prerequisite...

Quote:
Unusual Style (Ex): Rather than fighting with simple strength and agility, you rely on intuition, technical skill, or even sheer confidence and fighting spirit to carry you through. You may use your choice of Int, Wis, or Cha modifier in place of strength and dexterity for attack and damage rolls with melee and ranged weapons wherever they would be applicable. This choice is made on taking this gift and cannot be changed.
This class could be a kinda ridiculous two-level dip for a Wizard.

Ongoing Story is wonderful and you are wonderful.

Does Strength of Heroes stack with any existing abilities that let you count as one size category larger whenever beneficial?

Quote:
Improved Movement: The companion gains a fly, swim, climb, or burrow speed equal to its base land speed. A fly speed gained this way has (good) maneuverability. Alternately, its base land speed may be increased by 30 feet. This ability may be chosen multiple times, choosing a different option each time.
AQUA PUPPY!!!!

Quote:
Increased Size: The animal compainion's size increases by one category. This does not grant the normal attribute modifiers for increased size as listed in the monster manual, but the creature does gain +2 strength and +2 con.
Those bonuses seem like a little little given that a greater size isn't all flowers and sunshine. A +1 bonus to AC to offset the size penalty seems like a good idea.

... I also have to admit that, while riding my loyal snake into combat sounds pretty groovy, I'm not sure how to imagine the animal suddenly growing Large.

Aaand done. That took a while. I should have gone to sleep long ago.

So far, one general piece of criticism is that the interaction gifts seem weak compared to some of the combat gifts... Though maybe that's just because I've never seen anyone really do cool stuff by talking.

I hope I could be of some help and didn't annoy you with my rambling! I'll be looking forward to more of this!
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Old 09-27-2012, 09:45 PM   Top  -  End  -  #8
WyvernLord
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Thumbs up Re: Base Class: The Hero (D&D 3.5, WIP)

Your my hero.

But seriously, I love this can't wait for the rest.
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Old 09-27-2012, 10:00 PM   Top  -  End  -  #9
Eurus
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Default Re: Base Class: The Hero (D&D 3.5, WIP)

Quote:
Originally Posted by Fawriel View Post
You pretty much grabbed my interest with the title already and won me over with the introduction. I'm really liking this so far! Let's see if I can't provide some useful feedback, even though I'm not terribly experienced with the game...
Awesome, thanks!

Quote:
This is unclear to me - does this character gain Improved Unarmed Strike as the feat, or as the monk class feature? If it's the former, that seems pretty underpowered to me compared to some of the other options, though I might be underestimating the utility of a +2 bonus on those skill checks and of threatening people even when unarmed. You also don't mention anywhere if choosing this style lets you gain any armor proficiencies. In fact, you didn't mention armor proficiencies for any of the styles that follow, either.
The unarmed thing is buffed by Gifts later, as you noticed. I hoped that the bonus on combat maneuvers would be useful enough, but if it's not, I could consider other perks? I also edited for clarity -- the intention was to give you two abilities, one weapon-based and one armor-based.

Quote:
I already love you for the Fated Companion gift. Particularly for its Fortune's Favor. The Intelligence bonus is neat, too. It's a little sad that it doesn't allow for a more varied (also, powerful) selection of animals, but I guess it's not supposed to be quite as potentially powerful as an Animal Companion. Though maybe you could upgrade it with a Heroic and Legendary gift? Ones that have the previous version as a prerequisite? ... yep. You thought of that.
I like that one too! I deliberated on whether to include more variety, but stronger pets would presumably need to require higher levels, and I wanted to avoid the feel of swapping out the old companion for a stronger new model.

Quote:
Looks like the Gifted Brawler gift answers my question about Improved Unarmed Strike. It actually makes him pretty much better at being a monk than a monk! Which highlights the weird problem I see with balancing this class... you can use the class to pretty much mix and match and build a very individual hero, which is amazing, but you can also use it to build a character who's pretty much exactly a Ranger, for instance, but it seems to me that this character would be a better Ranger than a Ranger. Of course, the problem is that the Ranger is underpowered, not that this class is overpowered (not as far as I can see yet), but the fact that they can be so closely compared does make it a strange situation.
This is a valid concern, and personally I tend to think of it as a feature more than a bug. I'd actually be thrilled if I could use this along with the Mage and Sage I have up in another thread to represent the entire spread of character types with three base classes. Ideally it could be used to make a character who's thematically a Ranger or Barbarian while still giving a little flexibility and having more options and relevance.

Quote:
It also seems to make the Unarmed Combat style obsolete, but I guess the +2 bonuses are the main draw there?
That was the intention, but if it's not enough I may have to tweak it.

Quote:
Do you get to pick the mental attribute to add to your attack roll at any point, or do you have to make a fixed choice when you first gain this gift? ... also, a Paladin of Intelligence sounds crazy and amazing.
Hmm. It was intended to be chosen when you pick the gift, but it wouldn't really be imbalanced either way. Locking it in when you pick the gift probably makes more sense though.

Quote:
Speaking of which, the Nimble Warrior gift is so many things! It raises another balancing question again, because a lot of these replicate feats that other characters have to jump through a lot of hoops for to get, and sometimes even several. Again, it's more that the feats are the things that should be easier to get, but if you're playing this class alongside standard ones, it might still feel unfair.
Yeah, that's valid. But personally, I feel like trying to keep a class/mechanic balanced on the level of existing classes and feats is a losing battle. They cover such a broad spread, from useless to awesome, so I'd rather just do it the way I think it should be instead of the way it is.

Quote:
That said, it also seems like kind of a lot to give to a character by level 2? Maybe some of these gifts would benefit from having certain prerequisites? Though I guess that would narrow down the list quite a bit and even make it possible for a character to not qualify for any gifts at all... On another note, since a lot of these replicate feats (like Improved Two-Weapon Fighting here), I wonder if it would make them overpowered to add a line saying that a certain gift qualifies you for feats that have a certain feat as a prerequisite...
See, I'm conflicted. On the one hand, it is a lot for a low level character. On the other hand, a low level character with a concept like "nimble fighter" should ideally be able to function as soon as possible, and not have to spend 6 levels or so just getting his build online. If the poor guy's only dealing 1d4+1 damage with a dagger, he needs a bone as soon as possible!

Quote:
This class could be a kinda ridiculous two-level dip for a Wizard.
I feel like any wizard who wants to set his spells back by an entire level to buff his attack roles is a really weird wizard. That being said, this is one of the Gifts that I was a little less certain about, and it could be an issue for certain gishy types. Do you think it's a problem?

Quote:
Ongoing Story is wonderful and you are wonderful.


Quote:
Does Strength of Heroes stack with any existing abilities that let you count as one size category larger whenever beneficial?
Hm. Yeah, it should, because Goliath heroes wielding swords bigger than they are should be perfectly acceptable. I'll add a note of that.

Quote:
AQUA PUPPY!!!!
Sure! Or flying feathered serpent, or rocket horse.

Quote:
Those bonuses seem like a little little given that a greater size isn't all flowers and sunshine. A +1 bonus to AC to offset the size penalty seems like a good idea.
Bear in mind that size increase buffs the damage dice of natural weapons. But a +1 to natural AC seems like a good idea.

Quote:
... I also have to admit that, while riding my loyal snake into combat sounds pretty groovy, I'm not sure how to imagine the animal suddenly growing Large.
It ate a horse and had a growth spurt? Or maybe it shed and went through a metamorphosis over the course of a few days, or maybe you gave it some kind of exotic potion, or maybe the gods smiled upon you. The options are limitless!

Quote:
So far, one general piece of criticism is that the interaction gifts seem weak compared to some of the combat gifts... Though maybe that's just because I've never seen anyone really do cool stuff by talking.
Oh dear! That's exactly what I was trying to avoid. I'll see if I can make them a little better in-combat as well as out-of-combat, to make it less of a sacrifice taking them.
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Old 09-30-2012, 03:21 AM   Top  -  End  -  #10
Fawriel
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Join Date: Sep 2012
Default Re: Base Class: The Hero (D&D 3.5, WIP)

Hey, I just met you.
And this is crazy.
But if I made up stats for a bunch of versions of awesome animals like cats and tiny dinosaurs that are around the same power level as a wolf, will you feature them as possible Fated Companions maybe?

PS: (... I don't know why I did this.)

PPS: (You didn't specify the kind of snake that's available and there's a mistake in the bonus tricks column, by the way.)
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Old 09-30-2012, 10:24 AM   Top  -  End  -  #11
Eurus
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Join Date: Apr 2008
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Gender: Male
Default Re: Base Class: The Hero (D&D 3.5, WIP)

Quote:
Originally Posted by Fawriel View Post
Hey, I just met you.
And this is crazy.
But if I made up stats for a bunch of versions of awesome animals like cats and tiny dinosaurs that are around the same power level as a wolf, will you feature them as possible Fated Companions maybe?

PS: (... I don't know why I did this.)

PPS: (You didn't specify the kind of snake that's available and there's a mistake in the bonus tricks column, by the way.)
Hahaha, sure. Also, fixed the mistakes, thank you for pointing them out.
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Old 10-17-2012, 07:00 PM   Top  -  End  -  #12
DrewVolker
Dwarf in the Playground
 
Join Date: Jun 2010
Default Re: Base Class: The Hero (D&D 3.5, WIP)

This class is awesome and should feel awesome.

That side, I'm really liking this class. The gift's idea I think is brilliant and can't wait to see the legendary/more heroic gifts.

A note, Fawriel mentioned possibly adding more creatures to the companion list, I think you should consider adding dragons to that aswell. Many a hero has been accompanied by a lizard of the fire-breathing variety. I do see how this may throw off balance, so I have an idea for it. Make it a different gift you have to take after getting the companion one. Lets you pick a dragon companion with all the normal benefits of a dragon (d12 HD, human level intelligence, 8+int skills, breath weapon.. etc).

Just an idea, thought I'd shoot it at you.
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Old 10-18-2012, 06:04 AM   Top  -  End  -  #13
mrcarter11
Ettin in the Playground
 
Join Date: May 2010
Default Re: Base Class: The Hero (D&D 3.5, WIP)

I as so many others so far, like this. I'm already starting to think of what I can do with it.

Couple thoughts though.

Unusual Style, I feel that it's a semi valid concern for gishs. On the other hand, I feel that most gish builds could use some help. First though, I'd clarify that rays don't count as a weapons, because I thought that they were listed as a weapon type somewhere, which means the caster could gain Int to RTA's, which could be bad. More importantly though, how about the bonus gained from Unusual Style has a maximum of your class levels in Hero.

For Fated Companion, what if you could, metamorphosis your companion in exchange for one of the abilities. Or in other words, metamorphosis could be one of the abilities you gain. We could chart what starting companions can morph into what. So your dire rat, can't go dragon-esque, but your snake, can maybe start breathing some flames. Or with the wolf, maybe becoming a winter wolf. Something of that sort..

Thoughts?
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