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A few class ideas ...

Posted: Sat Sep 26, 2009 1:05 am
by Kaiser_Kris
One of the things I've been working on, on and off a bit, are a few ideas for extra player classes. I thought I'd share three of them and see what people thought, if they had ideas or wanted to shoot them down or whatever. Knave (Variable)

Knaves are the classic jack of all trades, with a wide palette of skills, but possessing none as strong as the specialties of other classes. Why did I feel like calling them Knaves? I don't know, it just seemed to fit.

Hit Dice: d8

BtH: Cleric

Armour: Only light armours

Weapons: Any

Spells: Knaves are capable of learning a limited number of spells from any ONE of the four CnC spell lists: (cleric, wizard, illusionist and cleric). Knaves can gain bonus spells relating to high Intelligence or Wisdom scores.

Level 1: 2 0-level, 1 1st-level

Level 2: 3 0-level, 2 1st-level

Level 3: 4 0-level, 3 1st-level

Level 4: 4 0-level, 4 1st-level, 1 2nd-level

Level 5: 4 0-level, 4 1st level, 2 2nd-level

Level 6: 4 0-level, 4 1st level, 3 2nd-level

Level 7: 4 0-level, 4 1st level, 4 2nd-level

Level 8: 4 0-level, 4 1st level, 4 2nd level, 1 3rd level

Level 9: 4 0-level, 4 1st level, 4 2nd level, 2 3rd level

Level 10: 4 0-level, 4 1st level, 4 2nd level, 3 3rd level

Level 11: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level

Level 12: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level, 1 4th level

Level 13: 4, 4, 4, 4, 2 4th level

Level 14: 4, 4, 4, 4, 3 4th level

Level 15: 4, 4, 4, 4, 4 4th level

Level 16: 4, 4, 4, 4, 4, 1 5th level

Level 17: 4, 4, 4, 4, 4, 2 5th level

Level 18: 4, 4, 4, 4, 4, 3 5th level

Level 19: 4, 4, 4, 4, 4, 4 5th level

Level 20: 4, 4, 4, 4, 4, 4, 1 6th level

Jack of all Trades: Knaves can choose one non-prime statistic to receive a +2 bonus towards all checks in.

Knavish Skills: Knaves can learn one non-magical skill from any other class at 1st level, and another one at 6th level.
Priest: (Wisdom)

Priests are much like Clerics, but are much weaker in combat and possess additional abilities relating to their roles as the divine officers of their deities.

Hit Dice: d4

BtH: Wizard

Armour: None

Weapons: Only basic ones like staffs, daggers, etc

Divine Spells: Priests can cast spells from the Cleric's spell list. Spell progression is identical to that of the Cleric.

Turn Undead: As Cleric.

Divine Blessing: Priests can grant a certain number of allies either a +2 bonus towards the completion of any particular task or a +1 to hit for a number of rounds equal to 1 + half the Priest's level once a day. At 1st level, they can cast this blessing on ten people. At 3rd level, they can do so on twenty people, and upwards in such a fashion.

Divine Intercession: Priests can use this ability once a day at 1st level to either clear a negative status effect like fear or being poisoned or to stabilize and bring a comrade with negative hit points back to 0. At 6th level, they can use the ability twice a day, at 11th level, three times a day, at 16th, four times a day.

Request Miracle: Once a week, at 5th level, the Priest can request a Miracle from their Deity. The Miracle can take the form of a Cleric spell that is one level *higher* than what the Cleric could normally cast. The Priest must however succeed at a Wisdom check of moderate difficulty for the Miracle to succeed.
Acrobat (Dexterity)

Hit Dice: d8

BtH: Cleric

Armour: None

Weapons: None

Improved Unarmed Combat: As Monk.

Fast Movement: As Monk.

Unarmored Defence: As Monk.

Slow Fall: As Monk.

Scale: As Rogue

High Jump: At 1st level, the Acrobat can make a running leap of six feet vertically and twelve feet horizontally. Every level, the Acrobat's leap becomes two feet higher and four feet longer. The Acrobat must be able to run for at least twenty feet uninterrupted to do this.

Jump Kick: At 5th level, the Acrobat can attack from their High Jump for d10+Str damage and, if successful, knocking the enemy prone. This attack can be done once per day at 5th level, twice at 8th level, three times at 11th level and so on.

Evasion: At 1st level, the Acrobat is capable of dodging one successful enemy attack outright per day, if they successfully roll a standard Dexterity check. At 5th level, they can do this twice, at 9th, three times and so on.

Anyhoo, thought I'd throw up a few ideas. Apologies if they're thoroughly awful. I'm not that knowledgeable with XP charts and such, I must admit, so any help with that would definitely be appreciated.

Posted: Sat Sep 26, 2009 3:38 am
by Treebore
What is the "limited number of spells" for the Knave?

I think the priest looks pretty good.
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Posted: Sat Sep 26, 2009 10:38 am
by Relaxo
Those are interesting. very cool. Certainly not thoroughly awful.

I too am curious about the Knave spell progression. Do you let them cast spells in their armor? I like how they can pick the list so all knaves aren't so similar (but some may say the cleric and druid lists require the caster to be of that religion, but I'd leave it)

I was kicking around a Jack of all trades idea, and had the same idea of a +2 to a non-prime ability, so that totally works for me
For the acrobat, I'm not sure I'd have them have unarmed attack the same as monk, maybe each level a die smaller damage than monk? or a slower progression of damage. and recall, even the monk has a weapon list.

I think the length of the leaps may be impossibly long (up is cool). I like the kick attack, that's fun.

For XP what works for me (I think!) is to start with the XP of the most similar class and tweak from there. That's basically what everyone says.

Posted: Sat Sep 26, 2009 11:20 am
by Kaiser_Kris
Knaves would be able to cast their spells in light armor, yeah. I actually don't honestly see how light armour types would seriously obstruct spellcasting- I know it's basically for pure balance.

Let me give you all numbers for that AFTER I write the LSAT today, but my idea is that they'd only be able to cast up to Level 5-6 spells, and start with maybe only about 2 0-level and 1 1st-level spell a day, and go up a few spells per level? So they definitely have some magical ability, but not a huge one. They do after all have potentially pretty good physical combat potential.

Perhaps the Acrobat's leaps should be scaled back to twice as long as it is high, with the bonus going up by +2/+4 feet per level? Though they should probably remain within attainable high/long jump ranges for the first few levels, anyway, I suppose. The jump kick would be cool.

The Monk's hand-to-hand attack starts out fairly low, IMO. I'm inclined to keep it, but perhaps lower the Acrobat's BtH to that of the cleric. Keep in mind also that the Monk gets to empower their attacks with ki, and the Acrobat doesn't. On the other hand, at higher levels, Evasion is gonna be extremely powerful.
Edit- Added the Knaves' spell list progression. Knaves are capped to 6th level spells at maximum, and only one at 20th level. Reduced the BtH of the Acrobat to that of the Cleric, and scaled down the Jump ability slightly.
Coming up soon ... the Battlemage. The arcane version of the Paladin.

Posted: Sun Sep 27, 2009 2:37 am
by Kaiser_Kris
Battlemage (Intelligence)

Hit Dice: d8

BtH: Cleric

Armour: Any up to +4 AC.

Weapons: Any melee

Apprenticeship: Battlemages are capable of choosing four 0-level wizard spells and using them at will, due to their magical training. At 5th level, supplement this list with three 1st level spells. At 10th level, choose two 2nd level spells. At 15th, choose one 3rd level spell. At 20th, choose a second 3rd level spell. Battlemages can use their spells in armour, but must make an Intelligence roll to determine that spells' success at a penalty equal to that of the armour class bonus of the armour.

Bladespell: At 1st level, Battlemages are capable of charging their melee weapons with arcane magic, allowing their swords to damage many sorts of creatures that cannot be harmed with regular weapons and enhancing the power of their weapons. They can charge their blades with magic for three rounds, an ability that can be used 1+Int modifier times per day. At 1st level, charged weapons do +1 damage, at 6th level, they do +2 damage, at 11th level, +3 damage and at 16th level, +4 damage. Charged swords do regular damage to incorporeal creatures like ghosts and wraiths.

Barrage: At 1st level, Battlemages gain the ability to fire magical bolts at enemies, each doing 1d4+Int mod damage if successful. To hit with the Barrage, the Battlemage must make a to hit roll, as if using a ranged weapon. This ability can be used once per day. At 7th level, the Battlemage can fire two projectiles, three at 11th, four at 15th and five at 19th.

Mark of Combat: At 3rd level, Battlemages are capable of issuing mystical Marks of Combat. The issuing of a Mark of Combat obliges enemies to fight the Battlemage or suffer 1d6 hp damage each time the enemy attempts to attack someone else. A Mark of Combat lasts either for an entire encounter or until the enemy can make a Charisma save. One Mark of Combat can be issued in any combat situation.

Blink: At 5th level, Battlemages are capable of short-range teleportation within fifty feet. At 5th level, this can be done once a day. At 9th level, it can be done twice a day, at 13th, three times a day, and 17th, four times a day.

Arcane Shield: At 9th level, Battlemages are capable of protecting themselves or one ally in a powerful arcane shield that gives a +5 AC against physical attacks and a +5 saving throw against arcane spells. The Arcane Shield lasts for a number of rounds equal to one-third the Battlemage's class level + Int modifier.

Edit- Significant modifications suggested by G00gleplex and implemented.
Next ... the Mercenary and the Inquisitor!

Posted: Sun Sep 27, 2009 5:36 pm
by Go0gleplex
You're right, it is a bit overpowered nor is it really tied to the class prime in anyway. Suggested fixes IMO would be;

Bladespell (INT) usable a number of times equal to INT mod +1. This gives it more utility and ties it into the class prime, but keeps it in line as a lower level ability supplemented by the zero level spell use.

Mark of Combat is a bit overpowered for 1st level methinks, particularly with an automatic damage provision.

I'd swap Barrage with Mark of Combat and maybe dropping the barrage damage to 1d4 in line with magic missile, though this could be mitigated by the need to make a to hit roll.

Blink maybe drop the teleport range to 50-feet + 10-feet per INT mod., It's a nice "get outta dodge" ability but too far to be useful for more in melee.

Arcane Shield (INT) I would bump to 9th level then make offer +5 AC vs physical attacks and +5 to saving throws vs spells and spell-like effects. Then bump the duration up to something like 1 round per 3 levels + INT modifier. This both clarifies what it protects against and ties it into the class prime offering a longer duration for more utility at the higher level when obtained.

Limit the armor allowed to no heavier than +4 AC bonus, this is not a primary combat class like the fighter but an amalgam.

This is still a powerful class, but ties closer to the prime and takes the over-the-top edges off IMO.
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Posted: Sun Sep 27, 2009 6:05 pm
by Kaiser_Kris
It really is. I kinda wrote that after writing an LSAT. My apologies!

I like your ideas, and will probably adopt them whole-cloth ... I would also give the Battlemage a pretty steep levelling curve, probably on par with the Paladin. They're supposed to be pretty powerful, and also quite rare- after all, it requires learning both some magical ability and combat skills. Not many would have the discipline for both.

The Mercenary and the Inquisitor

Posted: Sun Sep 27, 2009 6:41 pm
by Kaiser_Kris
Mercenary (Wisdom)

Hit Dice: d10

BtH: Ranger/Paladin

Armour: Light/Medium Armour (Up to +4 AC)

Weapons: Any

Field Medicine (Wisdom): At 1st level, the Mercenary is capable of binding wounds and offering limited healing. Once per day, the Mercenary can make a Wisdom check and if successful, either healing 1d4+Wis mod damage for themselves or an ally, or stabilize a dying character. At 6th level, the Mercenary can do this twice a day, at 12th, three times a day, and at 18th, four times a day.

Natural Linguist (Intelligence): At 1st level, the Mercenary can speak an additional language to any racial languages, plus bonus languages given by Intelligence modifier. At 7th level, the Mercenary can pick up another one, and at 13th level, the Mercenary can pick up a third.

Self-Sufficiency (Wisdom): At 1st level, Mercenaries are capable of living off of the land, gaining food and water for themselves, provided they are given two hours in which to do so and the land has reasonable amounts of both. At 9th level, they are allowed to gain supplies for an additional number of people equal to their Wisdom modifier.

Plunder Sense (Wisdom): At 3rd level, the Mercenary gains an odd 'sixth sense' for hidden treasure, allowing the Mercenary to make a Wisdom check to find treasure automatically and a +3 bonus to any deliberate searches.

Snipe (Wisdom and Dexterity): At 5th level, the Mercenary gains the ability to 'snipe' at enemies from a hidden position. If they have the opportunity to 'set up' the shot for at least one round, they can add their Wisdom modifier to the attack roll and 2+Dex modifier to the damage roll, to reflect the deadly accuracy of the shot.

Leadership (Charisma): At 10th level, the Mercenary begins attracting followers, similarly to a Knight, with similar upkeep costs. At 10th level, the Mercenary can attract up to ten 0-level retainers and 1 1st level Fighter, Ranger, Rogue or Mercenary. Each level, the Mercenary can attract five more retainers, gaining an extra 1st level character every two levels. At 15th level, the Mercenary gains the ability to attract a 3rd level PC. At 20th level, the Mercenary gains the ability to draw another 3rd level PC. At each level, the Mercenary can gain an extra number of 0-level retainers equal to their Charisma mod.
Inquisitor (Charisma)

Hit Dice: d6

BtH: Wizard

Armour: Light (only +2 AC max)

Weapons: Only basic ones

Alignments: Any lawful

Divine Spells

The Inquisitor is capable of using a limited number of divine spells.

Level 1: 2, 1 1st level

Level 3: 3, 2 1st level

Level 5: 4, 3 1st level

Level 7: 4, 4, 1 2nd level

Level 9: 4, 4, 3 2nd level

Level 11: 4, 4, 4, 1 3rd level

Level 13: 4, 4, 4, 3 3rd level

Level 15: 4, 4, 4, 4, 1 4th level

Level 17: 4, 4, 4, 4, 3 4th level

Level 19: 4, 4, 4, 4, 4, 1 5th level

Interrogate (Charisma)

At 1st level, the Inquisitor is capable of interrogating any bound foe, and can make a Charisma check to force relevant information from them. This ability does not work by torture, but rather by the Inquisitor's force of will alone. Success makes the individual in question reveal a piece of useful information if they have any, or confess any wrongs they have done.

Seal of Judgement (Charisma)

At 1st level, the Inquisitor has the ability to bestow upon one enemy a day a Seal of Judgement. At 1st level, this gives all of the Inquisitor's allies a +1 bonus to hit that enemy. At 7th level, they gain a +2 bonus to hit that enemy, and at 13th level, a +3 bonus to hit that enemy. The Seal of Judgement lasts for 2+Cha modifier rounds.

Negative Feedback (Charisma)

At 3rd level, the Inquisitor can punish any spellcaster for using spells by making a Charisma check to bend residual magical forces against the spellcaster in question, doing damage equal to the spell level used, plus the Inquisitor's Charisma modifier.

Aura of Fear (Charisma)

At 5th level, an Inquisitor is naturally frightening enough to create an aura of fear, forcing any individuals who are either neutral or hostile to the Inquisitor to make a Charisma save or be afflicted with fear.

Voice of Command (Charisma)

At 8th level, the Inquisitor can issue out nearly irresistable orders with his natural charisma, with anyone targeted by it having to make a Charisma save at a -5 penalty. The commands have to be simple though, only using 1+ Cha mod words in them. This ability can be used 1+Cha mod times per day.