Chronologist
First Post
The Bravo is an Idea I've been cooking up for the past week or so; I've been trying to create a class that really pulls of a party leader and tactical support role, while being fun for the player. Bard is too much of a generalist, and the marshal has very little actual party support IMO. So, here is what I've come up with so far.
Bravo
A Bravo is a warrior of exceptional ability, not due to formal training or raw ability, but from the zest they bring to combat. A Bravo can usually be seen racing around the battlefield, drawing men with her as she cuts a swath through enemy lines.
Adventures: Bravos see adventuring as the ultimate form of thrill-seeking, and are almost always either in an adventure or looking for a new one.
Characteristics: A Bravo relies on luck and speed more than brute force. They generally harry their enemies instead of standing still and trading blows.
Alignment: Bravos can be found in any alignment, though most are non-evil. Also, the practiced nature of law clashes with a bravo’s spontaneous nature, so almost all Bravos are non-lawful.
Religion: Bravos follow many deities, but they favor gods of travel, since they are always on the move.
Background: Bravos learn their unique fighting style through a series of unrelated fights; there is no set path to being a Bravo.
Races: Bravos are common among Humans, Elves, Half-Elves, and other mobile races. Few dwarves or gnomes become Bravos.
Other Classes: Bravos work well with practically every class.
Role: Bravos fight in the front lines in a fight, fighting side by side with the Fighter and the Cleric. However, they are at their best when they can move around the enemies’ flank, catching it off-guard and getting into flanking position.
Game Rule Information
Abilities: A Bravo's Intelligence modifier is very important for several of his class features. Ranged Bravos use Dexterity, and melee Bravos require high Strength and Constitution.
Alignment: Any, favoring good and chaos.
Hit Die: d8
Class Skills: Balance, Climb, Heal, Jump, Knowledge(History), Knowledge (Battle), Tumble.
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: (4 + Int modifier)
Class Features
Weapon and Armor Proficiency: Bravos are proficient with light and medium armor, with shields, and with simple and martial weapons.
Inspiration: All allies within 30 ft get the listed bonus to their attack rolls, damage rolls, skill checks, and Will saves as long as the Bravo is fighting.
Sudden Tactics: A Bravo does not provoke an attack of opportunity from making the following maneuvers: Sunder, Trip, Disarm, Grapple, Bull Rush, Unarmed Strike, Feint, and Overrun attempts.
Alacrity: At 2nd level Bravos improve their base land speed by 10 feet.
Flow of Battle: A Bravo of second level or higher adds his Intelligence modifier to all Dexterity-based skill checks and Jump checks.
Spontaneous Tactician: At 3rd level, a Bravo is so used to using tactics in combat that they are all second nature to him. A Bravo can make Sunder, Trip, Disarm, Grapple, Bull Rush, Unarmed Strike, Feint, and Overrun attempts as a free action once per round in any round he moved 10 or more feet, or took a move action to move (ie. stand up).
Heroics: Once per day at 4th level and every 6 levels after that (10th, 16th), a Bravo can choose to re-roll any attack, damage, save, or skill check, taking the second result instead of the first. The Bravo then doubles his Inspiration bonus to Attack and Damage rolls for a number of rounds equal to 3 + his Intelligence modifier
Tactical Strike: At 6th, 11th, and 16th level, a Bravo adds 1d8 damage to any attack roll made against an enemy he has used a tactical maneuver against, and adds his Intelligence modifier damage to each die.
Freedom of Movement: At 8th level, a Bravo is an expert at getting around obstacles, through terrain, and around enemies. He is considered to have the Freedom of Movement spell on at all times.
Group Tactics: Once per encounter per time listed, a Bravo can grant all allies within 10 feet of him an immediate standard or move action. This can only be used to move, draw weapons, make attack rolls and use tactical feats, not to cast spells of any kind or activate spell-like abilities.
Mass Free Movement: At 15th level all allies within a Bravo’s Inspiration range gain the effects of his Free Movement ability.
Master Tactician: A Bravo of 20th level has become a master of tactical combat. He now adds his Intelligence modifier to the attack and damage rolls of all allies (and himself) within the range of his Inspiration class feature.
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Inspiration (+1), Sudden Tactics
2 +1 +0 +3 +0 Flow of Battle, Alacrity
3 +2 +1 +3 +1 Spontaneous Tactician
4 +3 +1 +4 +1 Heroics 1/day
5 +3 +1 +4 +1 Inspiration (+2)
6 +4 +2 +5 +2 Tactical Strike +1d8
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2 Free Movement
9 +6/+1 +3 +6 +3 Inspiration (+3)
10 +7/+2 +3 +7 +3 Heroics 2/day
11 +8/+3 +3 +7 +3 Tactical Strike +2d8
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4 Inspiration (+4)
14 +10/+5 +4 +9 +4 Group Tactics 1/encounter
15 +11/+6/+1 5 +9 5 Mass Free Movement
16 +12/+7/+2 +5 +10 +5 Heroics 3/day, Tactical Strike +3d8
17 +12/+7/+2 +5 +10 +5 Inspiration (+5)
18 +13/+8/+3 +6 +11 +6 Group Tactics 2/encounter
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6 Master Tactician
its medium attack bonus is compensated by the Inspiration class feature so it has the same "to hit" bonus as a Fighter, but it also passively enhances the attack and damage bonuses of it allies, filling the "buff" role a Bard usually takes. The fact that many of its abilities rely on moving each round means that it only gets one attack per round, plus a Feint/Disarm/Other maneuver, so the Tactical Strike class feature compensates somewhat.
Any and all feedback is fine; I personally think it's a little too strong, but I dislike levels with no class features, and I was trying to minimize that in this class.
Here are some feats I've also cooked up for the Bravo
Tactical Feats
Improved Inspiration
Requires: Inspiration +2 class feature
Benefits: The range of the Bravo’s Inspiration class feature extends to 60 feet.
Special: This feat can be taken multiple times. Each time, the range increases by 30 feet.
Enduring Inspiration
Requires: Inspiration +1 class feature
Benefits: The Inspiration bonus now adds to Fortitude saves as well as Will saves.
Mobile Inspiration
Requires: Inspiration +1 class feature
Benefits: The Inspiration bonus now adds to Reflex saves as well as Will saves.
Spell Inspiration
Requires: Inspiration +1 class feature
Benefits: The Inspiration bonus now adds to a spellcaster’s caster level for the purposes of damage and overcoming spell resistance.
Press the Advantage
Requires: Spontaneous Tactician class feature
Benefits: After using a tactical maneuver on an enemy, a Bravo adds his Intelligence modifier to his next damage roll.
Defensive Manuever
Requires: Spontaneous Tactician class feature, level 6
Benefits: After using a tactical maneuver on an enemy, a Bravo adds one third of his level to his armor class as an Inspiration bonus.
Against All Odds
Requires: Bravo level 9
Benefits: A Bravo grants all allies (and himself) within range of his Inspiration class feature with a special ability. All allies gain a bonus to their armor class equal to the number of enemies attacking them over 1. In addition, enemies get no benefit from flanking them.
Bravo
A Bravo is a warrior of exceptional ability, not due to formal training or raw ability, but from the zest they bring to combat. A Bravo can usually be seen racing around the battlefield, drawing men with her as she cuts a swath through enemy lines.
Adventures: Bravos see adventuring as the ultimate form of thrill-seeking, and are almost always either in an adventure or looking for a new one.
Characteristics: A Bravo relies on luck and speed more than brute force. They generally harry their enemies instead of standing still and trading blows.
Alignment: Bravos can be found in any alignment, though most are non-evil. Also, the practiced nature of law clashes with a bravo’s spontaneous nature, so almost all Bravos are non-lawful.
Religion: Bravos follow many deities, but they favor gods of travel, since they are always on the move.
Background: Bravos learn their unique fighting style through a series of unrelated fights; there is no set path to being a Bravo.
Races: Bravos are common among Humans, Elves, Half-Elves, and other mobile races. Few dwarves or gnomes become Bravos.
Other Classes: Bravos work well with practically every class.
Role: Bravos fight in the front lines in a fight, fighting side by side with the Fighter and the Cleric. However, they are at their best when they can move around the enemies’ flank, catching it off-guard and getting into flanking position.
Game Rule Information
Abilities: A Bravo's Intelligence modifier is very important for several of his class features. Ranged Bravos use Dexterity, and melee Bravos require high Strength and Constitution.
Alignment: Any, favoring good and chaos.
Hit Die: d8
Class Skills: Balance, Climb, Heal, Jump, Knowledge(History), Knowledge (Battle), Tumble.
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: (4 + Int modifier)
Class Features
Weapon and Armor Proficiency: Bravos are proficient with light and medium armor, with shields, and with simple and martial weapons.
Inspiration: All allies within 30 ft get the listed bonus to their attack rolls, damage rolls, skill checks, and Will saves as long as the Bravo is fighting.
Sudden Tactics: A Bravo does not provoke an attack of opportunity from making the following maneuvers: Sunder, Trip, Disarm, Grapple, Bull Rush, Unarmed Strike, Feint, and Overrun attempts.
Alacrity: At 2nd level Bravos improve their base land speed by 10 feet.
Flow of Battle: A Bravo of second level or higher adds his Intelligence modifier to all Dexterity-based skill checks and Jump checks.
Spontaneous Tactician: At 3rd level, a Bravo is so used to using tactics in combat that they are all second nature to him. A Bravo can make Sunder, Trip, Disarm, Grapple, Bull Rush, Unarmed Strike, Feint, and Overrun attempts as a free action once per round in any round he moved 10 or more feet, or took a move action to move (ie. stand up).
Heroics: Once per day at 4th level and every 6 levels after that (10th, 16th), a Bravo can choose to re-roll any attack, damage, save, or skill check, taking the second result instead of the first. The Bravo then doubles his Inspiration bonus to Attack and Damage rolls for a number of rounds equal to 3 + his Intelligence modifier
Tactical Strike: At 6th, 11th, and 16th level, a Bravo adds 1d8 damage to any attack roll made against an enemy he has used a tactical maneuver against, and adds his Intelligence modifier damage to each die.
Freedom of Movement: At 8th level, a Bravo is an expert at getting around obstacles, through terrain, and around enemies. He is considered to have the Freedom of Movement spell on at all times.
Group Tactics: Once per encounter per time listed, a Bravo can grant all allies within 10 feet of him an immediate standard or move action. This can only be used to move, draw weapons, make attack rolls and use tactical feats, not to cast spells of any kind or activate spell-like abilities.
Mass Free Movement: At 15th level all allies within a Bravo’s Inspiration range gain the effects of his Free Movement ability.
Master Tactician: A Bravo of 20th level has become a master of tactical combat. He now adds his Intelligence modifier to the attack and damage rolls of all allies (and himself) within the range of his Inspiration class feature.
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Inspiration (+1), Sudden Tactics
2 +1 +0 +3 +0 Flow of Battle, Alacrity
3 +2 +1 +3 +1 Spontaneous Tactician
4 +3 +1 +4 +1 Heroics 1/day
5 +3 +1 +4 +1 Inspiration (+2)
6 +4 +2 +5 +2 Tactical Strike +1d8
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2 Free Movement
9 +6/+1 +3 +6 +3 Inspiration (+3)
10 +7/+2 +3 +7 +3 Heroics 2/day
11 +8/+3 +3 +7 +3 Tactical Strike +2d8
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4 Inspiration (+4)
14 +10/+5 +4 +9 +4 Group Tactics 1/encounter
15 +11/+6/+1 5 +9 5 Mass Free Movement
16 +12/+7/+2 +5 +10 +5 Heroics 3/day, Tactical Strike +3d8
17 +12/+7/+2 +5 +10 +5 Inspiration (+5)
18 +13/+8/+3 +6 +11 +6 Group Tactics 2/encounter
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6 Master Tactician
its medium attack bonus is compensated by the Inspiration class feature so it has the same "to hit" bonus as a Fighter, but it also passively enhances the attack and damage bonuses of it allies, filling the "buff" role a Bard usually takes. The fact that many of its abilities rely on moving each round means that it only gets one attack per round, plus a Feint/Disarm/Other maneuver, so the Tactical Strike class feature compensates somewhat.
Any and all feedback is fine; I personally think it's a little too strong, but I dislike levels with no class features, and I was trying to minimize that in this class.
Here are some feats I've also cooked up for the Bravo
Tactical Feats
Improved Inspiration
Requires: Inspiration +2 class feature
Benefits: The range of the Bravo’s Inspiration class feature extends to 60 feet.
Special: This feat can be taken multiple times. Each time, the range increases by 30 feet.
Enduring Inspiration
Requires: Inspiration +1 class feature
Benefits: The Inspiration bonus now adds to Fortitude saves as well as Will saves.
Mobile Inspiration
Requires: Inspiration +1 class feature
Benefits: The Inspiration bonus now adds to Reflex saves as well as Will saves.
Spell Inspiration
Requires: Inspiration +1 class feature
Benefits: The Inspiration bonus now adds to a spellcaster’s caster level for the purposes of damage and overcoming spell resistance.
Press the Advantage
Requires: Spontaneous Tactician class feature
Benefits: After using a tactical maneuver on an enemy, a Bravo adds his Intelligence modifier to his next damage roll.
Defensive Manuever
Requires: Spontaneous Tactician class feature, level 6
Benefits: After using a tactical maneuver on an enemy, a Bravo adds one third of his level to his armor class as an Inspiration bonus.
Against All Odds
Requires: Bravo level 9
Benefits: A Bravo grants all allies (and himself) within range of his Inspiration class feature with a special ability. All allies gain a bonus to their armor class equal to the number of enemies attacking them over 1. In addition, enemies get no benefit from flanking them.