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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 02-07-2009, 07:49 PM   Top  -  End  -  #31
TheGrimace
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Default Re: Build-A-Char!

uh, since there is no longer an AP cost for "half spellcasting", how is that currently being balanced against normal spellcasting?

I saw the dealy last week, and noticed the change this week. Just curious is all.

I'm just dying to make an eldritch theurge with Invocations and spellcasting.
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Old 02-08-2009, 02:14 PM   Top  -  End  -  #32
Baron Corm
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Default Re: Build-A-Char!

Quote:
Originally Posted by TheGrimace View Post
uh, since there is no longer an AP cost for "half spellcasting", how is that currently being balanced against normal spellcasting?

I saw the dealy last week, and noticed the change this week. Just curious is all.

I'm just dying to make an eldritch theurge with Invocations and spellcasting.
Half-Spellcasting never had an AP cost. Originally it was Spellcasting and Invocations, then I added the others. It's balanced against normal Spellcasting because... Spellcasting has a huge AP cost.

[tl;dr dumbness erased]

Edit: Oops... you obviously meant Half-Spellcasting plus Invocations. That would only cost 19 .

Last edited by Baron Corm : 02-09-2009 at 11:31 PM.
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Old 02-09-2009, 02:09 AM   Top  -  End  -  #33
TheGrimace
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Default Re: Build-A-Char!

Oh, it never had one?
I'm quite surprised that I made that error.

huh...

Well cool anyway!

I should just insert my props. I'm currently in a Version Redesign stage with Dnd myself, and until I get my current methods to a playable form, this is my current Dnd character generation style.
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Old 02-09-2009, 04:43 AM   Top  -  End  -  #34
imp_fireball
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Default Re: Build-A-Char!

Under this model, the PC adept is surprisingly better than the wizard, assuming spellcasting grants casting progression just like a wizard/sorceror (is type, say divine/arcane selectable?) and considering that 'one simple weapon proficiency' pretty much means that they will deal with simple weapons like the crossbow that the wizard/sorceror ordinarily deals with anyway. Also, the ability category C can offer the adept a capstone ability as well making them above and beyond superior to a wizard/sorceror.

And what about feats? What determines bonus feats that the character receives? What about starting gold? Also, the lack of other abilities kinda prevents the classes from becoming all that fluffy.

---------------------------
Here's my classes that I created just now:

Hearty Spell Caster
- 3/4 BAB - one good save - d10 hit die - 2 + int skill progression - one simple weapon proficiency - Spellcasting

Considering that barbarians ordinarily have low AC that makes up for high hp anyway, the hearty spell caster could have pretty high hp too considering that the only two stats they need worry about are their spell casting stat (which is probably best as int in this case) and CON which makes them beefy.

Sure they have very low AC, but they make decent half-barbarians, if only with the OK BAB and the just under equivalent hp, crappy weapon (likely ranged but in front of low hp dudes) and the lack of abilities that the barbarian has. The adept could probably lay a beat down on them if it had something like an animal companion.

Brave (Orca Totem) - Full BAB - WILL is good save - d6 hit die - 2 + int skill progression - All martial weapons proficiency, medium armor proficiency - Scaling

The Brave receives toughness at first level. It's capstone ability is of course impetuous endurance.

It's a simple class that takes damage better than a barbarian with proper twinking (assuming toughness multiplies HP/HD after the CON bonus and/or feat bonuses such as improved toughness and toughness). The brave is probably the easiest class there is to play in fact, however medium armor is expensive early on and players may have to rely on creativity in order to create some custom affordable armor that fits into the medium armor category (heavy leather ie.; stuff which the GM would rule as never parring up to the medium armor that exists in the core books).

It can be attribute intensive however, and it leaves little room for resisting magic early on aside from base saves.

Brave Variant (Dolphin Totem) - 1/2 BAB - WILL is good save - d6 hit die - 2 + int skill progression - All simple weapons proficiency, light armor proficiency - Scaling, D Abilities.

The Brave Variant has toughness and shield ally. Its capstone abilities are impetuous endurance and/or invulnerability (the latter if only one is selectable).

The variant is completely dumbed down in regards to fighting back, however it can take a good punch in the face a fair number of times, just like its brother. It's also great at protecting allies with its loaded hp. Additionally, it is less att heavy than its brother (no need to splurge on STR because the BAB doesn't help you in this venture), however its feat selection is slightly limited in comparison (cannot take power attack at level one).

Brave Variant (Whale Totem) - 1/2 BAB - WILL is good save - d12 hit die - 2 + int skill progression - All martial weapons proficiency, medium armor proficiency - Scaling

The Whale Totem Brave has toughness and impetuous endurance as a capstone ability.

Can you say crapton of hp? This variant is easily the best there is at absorbing blows, not to mention its ability to wear medium armor makes it fair in the AC category. It's inability to fight back is identical to that of the Dolphin Totem, however it leaves room for investing in attributes like DEX to improve AC.

The downside is that the Whale Totem is terrible at protecting allies unless he is in the right position at any one time, however one can probably make up for this with appropriate feats.

Realist - 1/2 BAB - one good save - d4 hit die - 8 + int skill progression - 1 Exotic Heavy Armor Proficiency, 3 Exotic Weapons Proficiency - Invokations

The realist is a master of making ideas, whether those of others or their own, a reality.

They are terrible at holding their own, however they are absolute skill monkeys. The one issue however is that they force players to invest skill points into a few knowledge skills as well as a handful of craft skills (usually at GM discretion) as well as spend significant game time perfecting their creations (away from adventure). Exotic Armor proficiency implies that they can craft armor which they themselves can wear that is both custom and beefs them up enough to match the ECL of other players. Such armor could be powered armor with weapons mounted to the armor itself (exotic weapons) that gives the realist all the advantages of a front liner (provided it does not break down; the realist must probably carry plenty of back up materials that the other PCs would have to assist in transporting). With magical infusions, they can both speed up the creation process and/or offer bonuses to the wearer of their creations.

At higher levels, the realist can revamp their armor with invokations/better materials/more stuff and/or replaced stuff to make it more powerful while still being proficient with it since it is the essentially same armor (can be argued with the GM, however the realist is useless without this rule).

Again, the major problem is that bad craft checks can mean worse off armor initially. In addition, there is always a major money sink involved.

Techno Savant (Realist Variant) - 1/2 BAB - one good save - d4 hit die - 8 + int skill progression - 10 AP points to spend on exotic armor proficiencies, 3 Exotic Weapons Proficiency

The Techno Savant is identical to the realist except for their inability to cast invokations. They also have inevitably more exotic armor proficiencies, meaning they can be more flexible to the party, changing outfits from armor that flies, to armor that bashes really hard, ie.

Techno Savants can revamp their armor at later levels just like the realist.

-----------------------
This would make an excellent reference thread.

Last edited by imp_fireball : 02-09-2009 at 09:10 PM.
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Old 02-09-2009, 05:01 AM   Top  -  End  -  #35
TSED
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Default Re: Build-A-Char!

There is currently no possible way to afford the Soul Knife kind of character.

A scaling ability costs 12 points. Soul Weapon is a scaling ability.
A B ability costs 14 points. Mighty Soul Weapon is a B ability.

This leaves you 1 point short to be able to buy an ability thanks to its expensive prereq, and that's before you do *anything* else. Not sure how to balance it, though.


Really good work, I must say. It just looks like it needs some tweaking in certain aspects (like the one I just noticed).
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Old 02-09-2009, 05:35 AM   Top  -  End  -  #36
imp_fireball
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Default Re: Build-A-Char!

Also, there's nothing provided on spellcasting based on int like the wizard (unless that's 15 AP). And are invokations/infusions the same thing?

Finally, I'd like to mention that the runescarred berserker can't be created (assuming full BAB, fair HD, mild proficiencies and invokations), although I've never actually seen the class description (can't find it), and only heard of it.

I guess classes like the soulknife and RBK are imba.

Last edited by imp_fireball : 02-09-2009 at 06:16 AM.
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Old 02-09-2009, 05:51 AM   Top  -  End  -  #37
Athaniar
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Default Re: Build-A-Char!

This system looks very interesting indeed.

Also, just for fun:

PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Jedi GuardianAll Good1/1d84All simple weapons, short sword, longsword, bastard sword, two-bladed sword-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Vigilant DefenderSpeedyHalf-Spellcasting (Paladin spell list)TacticsUncanny DodgeQuicken Self


PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Jedi ConsularGood Will3/4d62All simple weapons, short sword, longsword, bastard swordSpellcasting

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Lay on HandsSpeedySpellcasting (Cleric spell list)LeadershipDiamond BodyPerfect Self


And one more, not-related to the above: The Warcraft Death Knight:

PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Death KnightGood Fortitude and Will1/1d122All simple and martial weapons plus bastard sword, all armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Necromancy)Armor MasteryHalf-Spellcasting (? spell list)Vile AuraDiamond BodyChampion (become undead powerhouse)

"Variant Class": The Ghoul-Master
Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Necromancy)Armor MasteryHalf-Spellcasting (? spell list)Companion (Ghoul)Diamond BodyMighty Companion (with Shield Ally)

Hey, this is fun!
__________________
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Last edited by Athaniar : 02-09-2009 at 02:49 PM.
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Old 02-09-2009, 07:21 PM   Top  -  End  -  #38
imp_fireball
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Default Re: Build-A-Char!

Quote:
Originally Posted by LordXavius
Here's my stuff, yo.
A lot of your stuff is completely unbalanced according to the system, although it'd probably make for good powerful bossy-type monsters.
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Old 02-09-2009, 08:54 PM   Top  -  End  -  #39
Kroy
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Default Re: Build-A-Char!

Quote:
Originally Posted by Lord Xavius View Post
This system looks very interesting indeed.

Also, just for fun:

PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Jedi GuardianAll Good1/1d84All simple weapons, short sword, longsword, bastard sword, two-bladed sword-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Vigilant DefenderSpeedyHalf-Spellcasting (Paladin spell list)TacticsUncanny DodgeQuicken Self


PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Jedi ConsularGood Will3/4d62All simple weapons, short sword, longsword, bastard swordSpellcasting

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Lay on HandsSpeedySpellcasting (Cleric spell list)LeadershipDiamond BodyPerfect Self


And one more, not-related to the above: The Warcraft Death Knight:

PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Death KnightGood Fortitude and Will1/1d122All simple and martial weapons plus bastard sword, all armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Necromancy)Armor MasteryHalf-Spellcasting (? spell list)Vile AuraDiamond BodyChampion (become undead powerhouse)

"Variant Class": The Ghoul-Master
Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Necromancy)Armor MasteryHalf-Spellcasting (? spell list)Companion (Ghoul)Diamond BodyMighty Companion (with Shield Ally)

Hey, this is fun!
Nice! Here's some 30 AP point ones:
PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
War RangerGood Fort, Good Ref1/1d64All simple weapons, All martial weapons, Light & Medium armor, as well as light shields.Extra Scaling

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Toughness, Lay on HandsArmor MasterySkirmishCompanion (Wolf)EvasionMighty Companion (with Supernatural Resilience)
For a 25 AP variant, drop Good Ref and bring down the skill points to 2.
More to come!
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Last edited by Kroy : 02-09-2009 at 09:11 PM.
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Old 02-09-2009, 11:13 PM   Top  -  End  -  #40
Holocron Coder
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Default Re: Build-A-Char!

I don't believe it's been pointed out, but... As is, Aura of Entropy seems extremely overpowered.

By the last upgrade, the enemy is rolling 6d20, and randomly picking between the lowest 2. Since this applies to all d20, this applies to attacks... The chances of the enemy missing skyrocket to near-always. Crits are near nonexistent...

Not sure what to suggest instead, other than giving a penalty instead of additional die.
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Old 02-09-2009, 11:28 PM   Top  -  End  -  #41
Baron Corm
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Default Re: Build-A-Char!

It's really great to see you guys interested in this. Cool builds.

Quote:
Originally Posted by imp_fireball
Under this model, the PC adept is surprisingly better than the wizard, assuming spellcasting grants casting progression just like a wizard/sorceror (is type, say divine/arcane selectable?) and considering that 'one simple weapon proficiency' pretty much means that they will deal with simple weapons like the crossbow that the wizard/sorceror ordinarily deals with anyway. Also, the ability category C can offer the adept a capstone ability as well making them above and beyond superior to a wizard/sorceror.
True, but a character with Spellcasting should be at the same power level as a character who chose something else as his B ability and got more AP as a result. The goal is not to balance against 3.5 base classes, but to balance abilities of the same type against abilities of the same type.

All spells from Spellcasting are arcane, as stated. Divine spells are granted through Domains. This is mostly a flavor call on my part so you can switch it around if you want.

Quote:
Originally Posted by imp_fireball
And what about feats? What determines bonus feats that the character receives? What about starting gold? Also, the lack of other abilities kinda prevents the classes from becoming all that fluffy.
You gain feats and ability score increases as normal. This is just a class really, not an entirely new system. Starting gold is something that rarely comes up... go over your background with your DM if you start at level 1 and he'll assign you something.

What do you mean "other abilities"? If you have an ability to add, add it. That's what's good about the system.

Quote:
Originally Posted by imp_fireball View Post
Also, there's nothing provided on spellcasting based on int like the wizard (unless that's 15 AP).
There is no prepared casting under this system, no. I didn't think it was necessary, really.

Quote:
Originally Posted by imp_fireball
And are invokations/infusions the same thing?
Invocations are from the warlock and infusions are from the artificer. I completely forgot about artificers because I'm not too familiar with Eberron. I'll add them in when I get around to it.

Quote:
Originally Posted by imp_fireball
Finally, I'd like to mention that the runescarred berserker can't be created (assuming full BAB, fair HD, mild proficiencies and invokations), although I've never actually seen the class description (can't find it), and only heard of it.
Well I hadn't heard of it either. However, I just looked it up, and I believe you could mimic it very easily with Half-Spellcasting, Natural Resilience, and Rage.

Quote:
Originally Posted by TSED
There is currently no possible way to afford the Soul Knife kind of character.
Actually, you get one ability of each type for free. You may pay AP to gain an ADDITIONAL one of those abilities. Maybe I should clarify that in the post.

Quote:
Originally Posted by Holocron Coder
I don't believe it's been pointed out, but... As is, Aura of Entropy seems extremely overpowered.

By the last upgrade, the enemy is rolling 6d20, and randomly picking between the lowest 2. Since this applies to all d20, this applies to attacks... The chances of the enemy missing skyrocket to near-always. Crits are near nonexistent...

Not sure what to suggest instead, other than giving a penalty instead of additional die.
That was one of the last abilities I made, and I'm not too fond of it because whether or not it is balanced, the mechanics are still very clumsy. I wanted it to have something to do with rerolls, because I was adding luck-based things at the time, but it turned into just a chaos aura. I'll work on it.

Last edited by Baron Corm : 02-09-2009 at 11:41 PM.
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Old 02-09-2009, 11:44 PM   Top  -  End  -  #42
Kroy
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Default Re: Build-A-Char!

Sorry it took so long, here's a basic writeup.

First, there is no natural spell. Period. Even though you would need 39 AP to get both, it could happen. You need to spend 10 AP to be able to get Wildshape (similar to casting).

Wildshape, B ability:
Spoiler


I highly encourage you to edit this for balance/simplification.
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Old 02-09-2009, 11:52 PM   Top  -  End  -  #43
Holocron Coder
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Default Re: Build-A-Char!

Cool.

As a thought, I was looking at making a class with a companion and realized that, starting at CR2, most companions by max would have.. baseHD + 8HD. Doesn't seem like much... especially figuring in BAB by that. Normal creatures would probably have 10HD, 11 at most by level 18.

Last edited by Holocron Coder : 02-10-2009 at 12:50 AM.
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Old 02-10-2009, 12:49 AM   Top  -  End  -  #44
Baron Corm
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Quote:
Originally Posted by Holocron Coder View Post
As a thought, I was looking at making a class with a companion and realized that, starting at CR2, most companions by max would have.. 8HD. Doesn't seem like much... especially figuring in BAB by that.
Your average CR 2 guy will have about +15 attack at level 20. Can't forget the ability score bonuses. Maybe I should zazz it up a bit though... how about this:

"If your companion is an animal, its type and all of its current and future hit dice are changed to magical beast.

If your companion is a humanoid, it advances in the generic Combat NPC class instead of gaining hit dice, gaining class levels at each interval equal to the amount of hit dice it would normally have gained. You may build its archetype and choose its ability yourself."

The first part is to help out people who just want a simple wolf, as animals typically have little to no special abilities, and only get 1/2 BAB. This will make an animal's total attack bonus about +25, which is plenty. Aberrations and undead tend to make up for their 1/2 BAB with special abilities. As always, DM intervention can help with special cases...

The second part of that was part of the original intention of the ability that I guess I forgot about. Die, Leadership !

I'll go over that Wildshape thing tomorrow, Sirek. Bedtime :S

Edit: Realized that the brute and the rogue archetypes are both worse than outsider and dragon and magical beast HD. Will fix somehow, hopefully ending up with half-maneuvers or something on the brute and 5d6 sneak attack or something on the rogue, which for Companion would only give them half of either of those.
Edit2: Fixed probably. Lost too much sleep definitely. Good night.

Last edited by Baron Corm : 02-10-2009 at 07:46 PM.
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Old 02-10-2009, 05:25 AM   Top  -  End  -  #45
Athaniar
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Default Re: Build-A-Char!

Quote:
Originally Posted by imp_fireball View Post
A lot of your stuff is completely unbalanced according to the system, although it'd probably make for good powerful bossy-type monsters.


All of the classes I presented are 25AP. If they are overpowered, then it's not my fault.

Anyway, more Warcraft classes:
PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Demon HunterGood Reflex and Will1/1d84All simple weapons plus kukri, short sword, longsword, rapier, scimitar, and warglaive*Invocation

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Vendetta (Evil)Combat Style (Two-Weapon Fighting)Invocations (Warlock list, Eldritch Blast)Favored Enemy (Evil)EvasionSeasoned Hunter

-----

PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
WarlockGood Will1/2d42Dagger, punching dagger, quarterstaffSpellcasting, Extra C Ability

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Evil)HexSpellcasting (Wizard/Sorcerer spell list)Companion (appropriate Outsider (Evil), such as Imp or Quasit), Vile AuraAligned Actions (Evil)Mighty Companion (with Shield Ally)

-----

PC ArchetypeBase SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
WardenGood Reflex and Will3/4d104All simple and martial weapons plus blade ring*, heavy armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Death AttackArmor MasteryHalf-PsionicsCrippling StrikeUncanny DodgeMighty Companion (with Shield Ally)
__________________
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Spoiler

Last edited by Athaniar : 02-10-2009 at 03:05 PM.
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Old 02-10-2009, 10:31 PM   Top  -  End  -  #46
Baron Corm
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Default Re: Build-A-Char!

Quote:
Originally Posted by Sirek Inta View Post
Wildshape, B ability:
Spoiler
I have no idea what you're gaining at levels 4, 8, 12, 16, and 20, to be honest. You may pick a single animal, some aspect of which is level/2, which... a wildshaper can expand a wildshape use?

At any rate, your paragraph gave me some ideas which spawned the wildshape ability I've just posted up. I think yours is way underpowered, and so mine is more powerful in comparison, because the A ability Rage is much like it but better, but then again I don't know what you're gaining on the off levels with yours.
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Old 02-11-2009, 10:33 AM   Top  -  End  -  #47
Athaniar
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Default Re: Build-A-Char!

Two suggestions:

*Favored Enemy (and Vendetta): Make it allowed to choose only one type of creature instead of a group, but gain double the listed bonuses. Think of it as specialization.

*Wild Shape. Make it something else than a B Ability. Some people do like both full spellcasting and Wilshape in a class (but not at the same time, of course).

Also, my old classes and even more classes will be added to a separate post below. Why do I make so many classes? Because it's fun.
__________________
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Last edited by Athaniar : 02-11-2009 at 10:46 AM.
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Old 02-11-2009, 10:49 AM   Top  -  End  -  #48
Athaniar
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Default Re: Build-A-Char!

The Lord Xavius Class Compendium

Blademaster
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Reflex and Will1/1d106All simple weapons plus all martial slashing, rapier, and bastard sword, light armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Domains (primary Trickery, secondary War, favored weapon is any two-handed slashing or piercing)Whirling FrenzySneak AttackTacticsEvasionMighty Frenzy


Dark Ranger
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Reflex and Will1/1d62All simple and martial weapons, medium armorExtra A Ability

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Domains (primary Death, secondary Trickery)Armor Mastery, Combat Style (Archery)Half-Spellcasting (Hexblade spell list)Natural ResilienceFlawless StrideSpell Mastery (Dominate Person)


Death Knight
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Fortitude and Will1/1d122All simple and martial weapons plus bastard sword, all armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Necromancy)Armor MasteryHalf-Spellcasting (? spell list)Vile AuraDiamond BodyChampion (become undead powerhouse)

"Variant Class": The Ghoul-Master
Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Necromancy)Armor MasteryHalf-Spellcasting (? spell list)Companion (Ghoul)Diamond BodyMighty Companion (with Shield Ally)


Demon Hunter
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Reflex and Will1/1d84All simple weapons plus kukri, short sword, longsword, rapier, scimitar, and warglaive*Invocation

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Vendetta (Evil)Combat Style (Two-Weapon Fighting)Invocations (Warlock list, Eldritch Blast)Favored Enemy (Evil)EvasionSeasoned Hunter


Jedi Consular
Star Wars
 Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Will3/4d62All simple weapons, short sword, longsword, bastard swordSpellcasting 

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Domains (Jedi, choose between Good, Healing, Knowledge, Law, and Protection; Sith, choose between Death, Destruction, Evil, Knowledge, and Trickery)SpeedySpellcasting (Cleric spell list)LeadershipDiamond BodyPerfect Self


Jedi Guardian
Star Wars
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
All Good1/1d84All simple weapons, short sword, longsword, bastard sword, two-bladed sword-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Vigilant DefenderSpeedyHalf-Spellcasting (Paladin spell list)TacticsUncanny DodgeQuicken Self


Priestess of the Moon
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Reflex and Will3/4d62All simple weapons plus longbowSpellcasting

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Domains (choose between Good, Healing, and Protection)Combat Style (Archery)Spellcasting (Cleric spell list)LeadershipDiamond BodyChampion (cool moon powers)


Shaman
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Will3/4d62All simple weapons plus battleaxe, medium armor, light shieldsSpellcasting

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Domains (choose between Air, Animal, Earth, Fire, Healing, Strength, and Water)Armor MasterySpellcasting (Druid spell list)Energy ResistanceFlawless StrideUnleashed


Tauren Chieftain
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Fortitude and Will1/1d122All simple and martial weapons plus double axe and tauren totem*, medium armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
ToughnessArmor MasteryHalf-Spellcasting (Ranger spell list)LeadershipFlawless StrideBattle Cry


Warden
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Reflex and Will3/4d104All simple and martial weapons plus blade ring*, heavy armor-

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Death AttackArmor MasteryHalf-PsionicsCrippling StrikeUncanny DodgeImpetuous Endurance


Warlock
Warcraft
Base SavesBase Attack BonusHit DiceTrained SkillsProficienciesSpecial
Good Will1/2d42Dagger, punching dagger, quarterstaffSpellcasting, Extra C Ability

Scaling AbilityA AbilityB AbilityC AbilityD AbilityCapstone Ability
Spell Focus (Evil)HexSpellcasting (Wizard/Sorcerer spell list)Companion (appropriate Outsider (Evil), such as Imp or Quasit), Vile AuraAligned Actions (Evil)Mighty Companion (with Shield Ally)
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Last edited by Athaniar : 04-30-2009 at 07:25 AM.
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Old 02-11-2009, 03:36 PM   Top  -  End  -  #49
Baron Corm
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Default Re: Build-A-Char!

Quote:
Originally Posted by Lord Xavius View Post
*Favored Enemy (and Vendetta): Make it allowed to choose only one type of creature instead of a group, but gain double the listed bonuses. Think of it as specialization.
Ending up with a +10 bonus on attack rolls and AC and ability DCs and saving throws against them? Interesting idea, but seems too powerful to me. My reasoning for the creature groups was that, if you train against something with a certain body shape and/or mindset, you're going to be trained against anything like that. So, flavor-wise, you don't HAVE to be a giant-hunter or human-hunter if you trained against elves, but you are good against them as a side-effect.

There's also the fact that your DM will have a headache trying to balance throwing different kinds of creatures at you if you specialize, as you will do too well against certain creatures and your C ability is wasted against most.

Quote:
Originally Posted by Lord Xavius
*Wild Shape. Make it something else than a B Ability. Some people do like both full spellcasting and Wilshape in a class (but not at the same time, of course).
I would advise those people to take Domains. That's pretty much what Domains is there for; a small amount of spells when you don't want to buy another B ability. If you want the druid feel, it's easy enough to worship nature gods or spirits for Domains, and choose an animal as your Shapeshift form.

Quote:
Originally Posted by Lord Xavius
Also, my old classes and even more classes will be added to a separate post below. Why do I make so many classes? Because it's fun.
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Old 04-27-2009, 01:23 AM   Top  -  End  -  #50
Southern Cross
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Default Re: Build-A-Char!

There needs to be more spellcaster-related abilities.
Here is the following Class B Ability:
Extra Spells (Ex)
Prerequisite: Domains OR Spellcasting

The spellcaster with this ability gains an extra 0-level spell upon gaining this ability,and another higher-level spell every two levels,up to 9th level at 20th level.

Last edited by Southern Cross : 04-27-2009 at 01:25 AM.
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Old 04-27-2009, 01:34 AM   Top  -  End  -  #51
Kroy
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Default Re: Build-A-Char!

Quote:
Originally Posted by Southern Cross View Post
There needs to be more spellcaster-related abilities.
Here is the following Class B Ability:
Extra Spells (Ex)
Prerequisite: Domains OR Spellcasting

The spellcaster with this ability gains an extra 0-level spell upon gaining this ability,and another higher-level spell every two levels,up to 9th level at 20th level.
Ummm, you are aware casters are only going to have 1 B ability unless they get an extra 4 AP/don't spend any on anything else?
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Old 04-27-2009, 02:29 AM   Top  -  End  -  #52
Baron Corm
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Default Re: Build-A-Char!

Kroy speaks the truth. Also, the following are all abilities which were designed specifically with casters in mind:

Scaling: Smite/Vendetta/Soul Weapon/Soul Armor (for gishes), Lay on Hands, Spell Focus
A: Armor Mastery, Combat Style, Speedy, Hex
C: The Auras, Cloaked Casting, Favored Enemy
D: Aligned Actions

So you've got a good number of caster-friendly options of each type except Scaling and D. And you can, of course, pick some of the more generic options as well. Evasion, Toughness, etc. help everybody. Spell Focus was actually added in specifically to help correct this problem. I really want to avoid putting in any more abilities which reference ones you will get at a later date, as that makes it useless for a few levels. The spell slot thing could be good as a D ability, though.

Edit: "Extra Spells" added as a D ability. I just realized though, that neither Spell Focus nor Extra Spells helped out invokers. I'll add something about invocations known as a D ability.

Last edited by Baron Corm : 04-27-2009 at 02:42 AM.
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Old 04-28-2009, 01:38 PM   Top  -  End  -  #53
Otho Trois
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Default Re: Build-A-Char!

I was just taking a look at the Mighty Soul Weapon ability, and it seems overpowered. First, it makes mention of having two Soul Weapons. Nowhere in Soul Weapon does it say anything about producing multiple weapons (except for throwing). Is one supposed to just assume they can make two or do they have to spend the extra 12 AP at character creation for it?

My second problem is that MSW applies the same bonus to two weapons as it does to one. When looking at the Soulknife class (the class with the most similar ability), when they produce two weapons with mind blade, the enhancement bonus is lower. Otherwise, there is no reason to EVER use a single Soul Weapon...


Otherwise, amazing work. Most of it seems well-balanced.
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Old 04-28-2009, 06:09 PM   Top  -  End  -  #54
Baron Corm
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Default Re: Build-A-Char!

You missed this: "You may summon as many weapons as you can wield, though they disappear once they leave your possession. You can dismiss any number of weapons as a free action."

Your reason for only summoning one weapon would be if you don't want to spend all your feats on TWF.

If you want to spend them on THF instead, you're summoning one two-handed weapon (and probably dealing more damage, even if you have less enhancements).

Or if you want to spend feats on neither, you're summoning one one- (to keep a hand free) or two-handed weapon, because summoning two would give you huge attack penalties.

It thanks you for the compliment! It thinks you are well-balanced too!
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Old 04-28-2009, 07:28 PM   Top  -  End  -  #55
Kroy
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Default Re: Build-A-Char!

Quote:
Originally Posted by flyingpoo22 View Post
Kroy speaks the truth.
Can I sig this?
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Old 04-28-2009, 09:17 PM   Top  -  End  -  #56
Baron Corm
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Default Re: Build-A-Char!

I'm not sure how credible people would think someone named "flyingpoo" is but if you want to go ahead.
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Old 04-29-2009, 12:42 AM   Top  -  End  -  #57
Kroy
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Default Re: Build-A-Char!

Quote:
Originally Posted by flyingpoo22 View Post
I'm not sure how credible people would think someone named "flyingpoo" is but if you want to go ahead.
Did not think of that... You have gotten some respect in the Homebrew forum, however.
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Old 04-29-2009, 06:21 PM   Top  -  End  -  #58
Krazddndfreek
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Default Re: Build-A-Char!

Quote:
Originally Posted by flyingpoo22 View Post
You missed this: "You may summon as many weapons as you can wield, though they disappear once they leave your possession. You can dismiss any number of weapons as a free action."

Your reason for only summoning one weapon would be if you don't want to spend all your feats on TWF.

If you want to spend them on THF instead, you're summoning one two-handed weapon (and probably dealing more damage, even if you have less enhancements).

Or if you want to spend feats on neither, you're summoning one one- (to keep a hand free) or two-handed weapon, because summoning two would give you huge attack penalties.

It thanks you for the compliment! It thinks you are well-balanced too!
Sorry to burst your bubble but the TWF feats are only like 3 of them, which you can get at levels 1, 6, and 11. by 11th level (with a high BaB progression) you could have 6 attacks with a vorpal kukri in each hand each at +5 to attack + damage plus strength bonus (or half strength bonus for the other three attacks). That means, without a strength bonus or other feats you could do this:
+14/+14/+9/+9/+4/+4 (1d4 + 5/18-20)
Without paying a cent. Imagine what you could do with a strength bonus and those extra feats. Not to mention you could get improved critical next level, Yikes!

And on a another note, Martial Arts + 20th level= (4d10 + damage stuffs/15-20/x6) w/out feats? x6 is alot you should think about that, plus you can get flurry of blows and power attack with this which is in a sense more scary than the above because the vorpal wont work on nonlivings but this will dish out substantial damage every time and can crit for 6 times that much!

Anyway, I really liked this generic class system (good job!), it would probably work alot better than the generic class system UA provided but it could still use a little work as you probably already knew, I just really like to contribute things and not just lurk around and this was the perfect opportunity, I just hope you take the above issues into consideration (or correct me) and don't feel offended at all. Again, good job!
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Old 04-29-2009, 06:49 PM   Top  -  End  -  #59
Krazddndfreek
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Default Re: Build-A-Char!

First, sorry for the double post

Quote:
Originally Posted by Flyingpoo22
Improved Power Attack (Ex)

You receive a +1 bonus to damage whenever you take at least a -1 penalty on your attack using the Power Attack feat. This increases by +1/-1 at each additional interval. When wielding a two-handed weapon, the damage bonus is doubled.
If I'm not mistaken this means that as long as you sacrifice a value from your attack bonus using Power Atack you get double the norm? If so that would mean a 5th level character with Power Attack and Improved Power Attack, wielding a two-handed weapon, could get -2 (2 being half your level rounded down) to attack via power attack, and then +8 to damage am I right? (Not to mention the strength bonus being multiplied by 1.5)
Maybe you could have it so that it gives +.5 per -1 from power attack as long as you sacrifice at least half of your level rounded down (the number of times you have the ability). So that in turn when wielding a weapon one-handed you'd get 1.5x(the penalty to attack rolls you took) and x3 with a two-handed weapon (rather than x2 and x4 respectively).
its just that -2 for +8 doesn't seem quite right especially since by level 5, -2 is hardly anything. Of course, +6 is quite a climb too but I guess since its a class feature its fine.
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Old 04-30-2009, 05:10 AM   Top  -  End  -  #60
Athaniar
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Default Re: Build-A-Char!

Oh, good, this thread is active again. I might just start making more custom classes...
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