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Feedback Requested: D&D 3.5e Custom Classes

Jealous DevaJealous Deva Registered User regular
edited April 2008 in Critical Failures
So I'm working on developing a campaign setting based upon early roman times (think Warhammer set in the time of Rome: Total War rather than renaissance Europe) and as this should be a more military focused campaign one of the things I wanted to do was customize the classes a bit, as the standard D&D classes don't really fit. One of the things I wanted to do was change the base class/prestige class dynamic a bit. I find that very few people really want to stick with a base class exclusively all the way until level 20. I noticed in SW:saga edition they deal with this by tending to have a tiered system, with characters starting in a more general class and transitioning to a prestige class around level 7-10, which tend to be more of a "movie character" type class.

I thought I'd experiment a bit with taking this a step further, and having a completely tiered system, with a 10-level starter class roughly equivalent to a base class representing the characters training and background, then a heroic class, also with 10 levels, that the characters generally transition into (a character could fill out his 20 levels with base classes instead, but I'd like the heroic classes to be attractive enough that most people would transition on into one or more of them between levels 7 and 10).

I have constructed a few classes in this format, and was wondering if I was even in the right ballpark from a balance and mechanics perspective. I started with melee classes, as those seem to be the easiest to directly compare to each other from a balance perspective. Keep in mind also that the heroic classes are supposed to be more powerful in general than the base classes, and that a level 20 character should be pretty much the high end of the campaign world (equivalent for example to the yoda or the emporer in star wars terms).


Core Classes

Soldier (Based on PHB fighter with some input from Dark Sun and other misc sources)
BAB – +1 per level
Saves – Fort
HP – d10 per level
Class skills (2 + Int multiplier per level, x4 at first level): Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim, Knowledge: Tactics

Class Features:

A soldier is proficient in simple and martial weapons, light, medium, and heavy armor, and shields including tower shields.

Bonus Feat at levels 2,6,10 as per fighter list in PHB.

Weapon Specialization: At level 6 a soldier qualifies to take the weapon specialization feat, as described in the PHB.

Formation Talent at levels 1,4,8

Formation Talents:

Concentrate Fire: You are trained in directing the concentration projectile fire on an enemy. When using a ranged weapon, add a +1 bonus to your attack roll for any other ally which readies a ranged weapon and fires at the same target on your initiative count, up to a maximum bonus of +4 (regardless of whether said allies have this feat or not). Each ally which fires in this manner may also add +1 to their attack roll for each other player firing with the Concentrate Fire ability to a maximum of +4, unless they have the Concentrate Fire ability themselves, in which case they may add +1 for each other ally firing (with or without the Concentrate Fire ability) to a maximum of +4. (Example, 2 players with the feat and 2 without the feat fire simultaneously. The 2 players with the feat would each receive +3 to their attack roll, a bonus of +1 for each other player firing. The players without the feat would receive a +2 to their attack roll, a bonus of +1 for each other player with the Concentrate Fire ability firing.)

Shield Wall: If using a shield in combat, gain +1 circumstance bonus to AC for each ally within 5 feet also using a shield, up to a maximum of +2 AC. In addition, each ally within 5 feet using a shield gains a +1 circumstance bonus to AC. These bonuses do not stack with any other AC bonus received from the shield wall feat of any other character. Example: 2 soldiers with the shield wall feat and one ally without the shield wall feat are each within 5 feet of each other. Both soldiers with the shield wall feat would have +2 AC, while the ally without the feat would have +1 AC)

Teamwork: You are trained in aiding others in combat. You may aid an ally as a move equivalent action, rather than a standard action.

Rotate Lines: You are trained in exchanging reserves into combat. As a move equivalent action, you may change places with an ally within 5 feet. Neither you nor the ally provoke an attack of opportunity. You may not take an additional 5 foot step during the round in which you use Rotate Lines.

Taunt: You are skilled at convincing an enemy that you are the most threatening target in the area. Pick one target within 20 feet in line of sight. That target must immediately make a will save with a DC of 10 + your intimidate skill bonus. If the save is failed, the target may not attack any ally until the start of your next turn. The affected target may however still attack you.

Phalanx: You have been trained in advanced defensive spear formations. If you are equipped with a weapon that can be readied against a charge, such as a spear, you may increase the damage multiplier for readying the weapon by 1x per ally within 5 feet also equipped with a weapon capable of being readied against a charge, to a maximum of +2x. Furthermore, any adjacent ally carrying a weapon capable of being readied also gains a 1x increase in the damage multiplier of their equipped weapon. In the event of multiple characters with the Phalanx feat these bonuses do not stack. (Example: 2 characters with Phalanx and one without are standing within 5 feet of each other, all are equipped with spears. The 2 characters with Phalanx would have a multiplier of 4x, while the character without would have a multiplier of 3x.)




Gladiator (based on athas.org Dark Sun gladiator)

BAB - +1/level
Saves – Fort
Hp – d10 per level
Class skills: Balance, Bluff, Climb, Craft, Intimidate, Jump, Sense Motive, Tumble, Perform, Swim
Skill points per level – 4+int modifier (x4 for first level)

Class Features:

A gladiator is proficient in simple and martial weapons, light and medium armor.

Mercy: At 1st level, a gladiator suffers no attack penalties when attacking with a weapon to inflict nonlethal damage.

Exotic Weapons: A gladiator receives a free exotic proficiency feat at 1st, 4th, 7th, and 10th levels.

Arena Guile: A gladiator may add half his gladiator class level, rounded down, to any bluff or sense motive checks made which are directly related to melee combat.

Unarmed Strike: At 2nd level, the gladiator gains the improved unarmed strike feat.

Improved Feint: At 3rd level, the gladiator gains the improved feint feat.

Uncanny Dodge: At 4th level, the gladiator retains his dex bonus to AC if caught flat footed or struck by an invisible attacker. However, the gladiator still loses his dex bonus if immobilized. If the gladiator has another class which grants Uncanny Dodge, then he gains Improved Uncanny Dodge instead.

Armor optimization: At 5th level, the gladiator’s armor check penalty is decreased by one and allowed dex bonus to AC is increased by one for light and medium armor. At 10th level the armor check penalty is decreased by an additional one, and the allowed dex bonus is increased by an additional one.

No Mercy: At 6th level the gladiator may perform a coup de grace as a standard action rather than a full round action.

Parry: At 7th level the gladiator gets a +2 bonus to opposed rolls to avoid being tripped or disarmed.

Improved Uncanny Dodge: At 8th level the gladiator can no longer be flanked. This denies any sneak attack against the gladiator, unless the character sneak attacking has 4 more class levels in a class granting sneak attack than the gladiator has gladiator class levels. If the gladiator already has a class which grants uncanny dodge, then both classes count towards determining the needed class level for a sneak attack.

Superior Feint: At 10th level the gladiator may use the improved feint feat as a free action instead of a move action, but only once per round.

Insightful Feint: At 2nd level penalties for feinting against nonhumanoid opponents and opponents of low intelligence are reduced by 2. At 10th level these penalties are reduced by an additional 2.




Heroic Classes:

Officer

Requirements:
Bab +7
Knowledge: Tactics 5
3 feats from the soldier bonus feat list or formation abilities (note that the feats do not necessarily have to be from the soldier class)
Must be a ranking member of a military or paramilitary organization.

BAB – +1 per level
Saves – Fort and Will
HP – d10 per level
Class skills (4 + Int multiplier per level): Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim, Knowledge: Tactics, Diplomacy, Bluff, Sense Motive

Class Features: An officer is proficient in simple and martial weapons, light and medium armor, and shields (except tower shields).

Inspirations: As a standard action, an officer can rally allies through speeches, warcries, or simply commanding. Effects last for 10 rounds. Each ability requires a minimum rank in knowledge: Tactics, and the ally must be able to communicate in some way with the officer capable of exchanging information (through hearing, sign language, telepathy, etc). This does not affect the officer himself.

Level 1/Tactics 5: Inspire Courage: An officer may inspire courage in allies. Any ally who can hear the officer gains a +1 bonus to saving throws against fear and charm, and a +1 competency bonus to attack and damage rolls. At level 5 this increases to +2, and at level 10 this increases to +3.

Level 3/Tactics 7: Inspire Competence: An officer may direct an ally at using a skill. The officer must concentrate for as long as the ally is performing the task (using a standard action per round) and may only direct one ally with one skill at a time. The ally gains a +2 competency bonus on skill rolls associated with the directed skill.

Level 5/Tactics 9: An officer may inspire greatness in a number of allies equal to his officer level divided by 3, rounded down. An ally who has been inspired gains 2 d10 hit dice, along with constitution bonuses and temporary hit points commensurate with these hit dice. The ally also gains a +2 competence bonus to attack rolls and a +1 bonus to fortitude saves for the duration of the effect. These hit dice count normally for any hit dice related spell or affect.

Level 7/Tactics 11: An officer may inspire heroism in a number of allies equal to his officer level divided by 5, rounded down. An ally who has been inspired gains a +4 bonus to AC and a +4 bonus to all saving throws.

Level 9/Tactics 13: An officer may inspire excellence in all allies, pushing them to perform feats beyond their normal limits. The officer may pick one ability score. Any ally who can hear the officer gains a +4 competence bonus in this ability score.

Take one for the team: At level 2 the officer has gained enough trust among his allies that they are willing to sacrifice themselves for him, and vice versa. Once per day as a reaction when an officer is attacked or is affected by any spell or ability allowing a saving throw, one willing ally within 5 feet may allow themselves to be affected by the attack or ability instead, or when an ally within 5 feet is attacked or affected by a spell or ability allowing a saving throw the officer may allow himself to be affected instead.

Allied cover: At level 4 the officer has learned to work with his allies as a team, and can inspire his allies to defend him. For each ally within 5 feet, the officer gains a +1 competence bonus to AC, up to a maximum the officer’s class level divided by 3, rounded down.

Improved Inspiration: At level 5 the officer has gained the ability to more quickly inspire his subordinates in situations where time is of the essence. Once per round you may make a Knowledge: Tactics check against a DC of 15, with a circumstance penalty of -5 if an enemy is within 10 feet. If the check is successful you may use an inspire ability as a move equivalent action rather than a standard action.

Share feat: The officer is experienced at training and directing his allies. At level 6, the officer may select one feat from the soldier bonus list or formation ability that he knows. Once per encounter the officer may designate a number of allies equal to the officer’s class level divided by 3 rounded down as a swift action. These allies temporarily gain this feat for the remainder of the encounter, even if they do not meet the prerequisites. The officer gains an additional Shared feat at level 8 and level 10.




Champion

Requirements:
Bab +7
Exotic Weapon proficiency in at least one weapon

BAB – +1 per level
Saves – Fort and Reflex
HP – d10 per level
Class skills (4 + Int multiplier per level): Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim, Bluff, Sense Motive, Tumble

Class Features:
A champion is proficient in simple and martial weapons, light and medium armor, and shields (except tower shields).

Exotic Weapon Proficiency: At level 1, a Champion treats all exotic weapons as if he was proficient in their use.

Exotic Weapon Focus: At level 5, a champion gains a +1 attack bonus with any exotic weapon. This stacks with any weapon focus feats he may have for individual exotic weapons.

Exotic Weapon Specialization: At level 10, a champion gains a bonus of +2 on damage rolls with any exotic weapons. This bonus stacks with any weapon specialization feats the champion may have for individual weapons.

Uncanny Dodge: At 3rd level, the champion retains his dex bonus to AC if caught flat footed or struck by an invisible attacker. However, the champion still loses his dex bonus if caught flat footed. If the champion has another class which grants Uncanny Dodge, then he gains Improved Uncanny Dodge instead.

Improved Uncanny Dodge: At 6th level the champion can no longer be flanked. This denies any sneak attack against the champion, unless the character sneak attacking has 4 more class levels in a class granting sneak attack than the champion has champion class levels. If the champion already has a class which grants uncanny dodge, then both classes count towards determining the needed class level for a sneak attack.

Multiple attack proficiency: At 2nd level, any additional attacks the champion gains from having a high base attack bonus have their attack bonus penalty reduced by 2. At 8th level, these penalties are reduced by an additional 1.

Target enemy: At 1st level, the champion gains the ability to designate one enemy as his preferred opponent once per encounter as a free action. The champion gains a bonus to damage rolls equal to his champion class levels against that enemy for the duration of the encounter.

Unstoppable: At 7th level, the champion gains the ability to temporarily shrug off damage that would incapacitate or kill others. Once per encounter as a reaction, when taking damage or affected by any spell or ability that allows a saving throw, the champion may make a fort save with a DC of 15. If this save is successful, the champion may delay the onset of the damage or effect until the end of his next turn. Effects delayed in this manner do not count as beginning until the end of the champion’s turn for the purposes of duration, however they may still be removed or dispelled normally.

Jealous Deva on

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    Ross MillsRoss Mills Mr. California, USARegistered User regular
    edited March 2008
    I'd suggest having the formation talents as OPTIONAL, rather than manditory, for the fighter. Or even additional, as I've been told that fighters are pretty weak.

    Ross Mills on
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    Jealous DevaJealous Deva Registered User regular
    edited March 2008
    The soldier class is not a fighter, the whole point of spacing out the bonus feats and adding more group oriented abilities is to fit the military theme better (especially for transition into the officer class) and make it less of 4 level cheese class for free feats and weapon spec.

    Joe the thug who hangs out in a bar and beats people up is not a soldier.

    Also, you've really found that fighters are underpowered in lower level play? (where this class would actually be someone's cheif class) Compared to what? I've had pretty much the opposite experience when comparing them to barbarians, rangers, and paladins.

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    SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited March 2008
    Problem is, fighters are now compared to Tome of Battle Characters, who are a) stronger b) more fun to play usually, because they actually have options.

    Are you trying to run a low level military campaign, where most of the players will be soldiers? If so, then it could work out. (But White Raven Tactics from ToB is still very powerful too in this regard).

    SanderJK on
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    Jealous DevaJealous Deva Registered User regular
    edited April 2008
    This will be self contained, so it's not competing with ToB stuff at all, but I'm welcome to suggestions as to elements from ToB to add in to these or other classes to make them more fun to play.


    Basically players will level up base classes consisting of these, and probably a condensed version of the rest of the PHB base classes minus bard and possibly plus spirit shaman, then transition into the prestige or 'heroic' classes at 10 which will all be setting specific and handmade. No external stuff.

    Edit: And I might just wait for 4th ed, it seems from reading about it a bit that it might just be easier to use base classes and edit/expand the talent trees a bit than try to bother with editing 3E classes. Plus it would avoid the people wanting to use whatever random thing from some book I don't have problem.

    Jealous Deva on
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