Advanced Class -- thoughts?

takyris

First Post
Here's an advanced class I came up with a few weeks ago. I'm interested in hearing what people think. I tried to make it a class that could potentially be very powerful for short periods of time, with several abilities that take action points, and with a defensive focus for the most part.

Cloak Fighter (or some better name)

Many warriors know how to mix it up in a straight-up fight, but the cloak fighter has taken the art of misdirection and turned it into a science. Using a cape, a trenchcoat, or even a large towel in a pinch, the cloak fighter strikes where his enemies least expect it.

Select this advanced class if you want your character to excel in acrobatic combat while using sheets or other objects to confound attackers.

Requirements:
Base attack bonus: +2
Skills: Tumble 6 ranks, Sleight of Hand 6 ranks
Feat: Defensive Martial Arts

Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down
Class Skills: Balance, Bluff, Escape Artist, Hide, Jump, Knowledge (current events, pop culture, streetwise), Listen, Move Silently, Read/Write Language, Sleight of Hand, Speak Language, Spot, Tumble

Skill Points: 5+Int

Level....BAB....Fort....Ref....Will....Special.................Def....Reputation
1..........+0........+0......+2......+0.....Heroic Dodge.......+1......+0
2..........+1........+0......+3......+0.....Elusive (+1/4).......+2......+0
3..........+2........+1......+3......+1.....Feat......................+2......+1
4..........+3........+1......+4......+1.....Wrap attack..........+3......+1
5..........+3........+1......+4......+1.....Elusive (+1/2).......+4......+1
6..........+4........+2......+5......+2.....Feat......................+4......+2
7..........+5........+2......+5......+2.....Blinding lash.........+5......+2
8..........+6........+2......+6......+2.....Sneak Attack........+6......+2
9..........+6........+3......+6......+3.....Feat......................+6......+3
10........+7........+3......+7......+3.....Elusive (full)..........+7......+3

Heroic Dodge: The cloak fighter's training makes him harder to hit when he puts his mind to it. When fighting defensively, using Combat Expertise, or using total defense, the cloak fighter adds +2 to any Defense bonus that he would get. For instance, using Combat Expertise, the cloak fighter could take a -1 to hit and gain a +3 to Defense.

Elusive: By spinning his cloak around him and remaining in constant motion, the cloak fighter may make himself harder to hit. As a move-equivalent action (or as part of a move), the cloak fighter effectively gives himself concealment for purposes of miss chances. At second level, the cloak fighter may use a move-equivalent action to give himself one-quarter concealment (10% miss chance). At fifth level this improves to half-concealment (20% miss chance), and at tenth level the cloak fighter gains the benefits of full concealment. This is in addition to any normal concealment factors that apply -- a fifth-level cloak fighter who has half-concealment for fighting in fog and uses this ability would effectively have full concealment. Note that this ability does not give the cloak fighter bonuses to hide, and never requires opponents to guess the cloak fighter's location.

Wrap Attack: The cloak fighter may use his cloak to disarm or trip an opponent. The cloak fighter spends an action point to activate this ability, and must have at least one hand free. He then makes a disarm attack, trip attack, or attack on a ranged weapon (for disarming purposes) as part of his normal attack routine. This attack does not incur an attack of opportunity or give the opponent the opportunity to disarm the cloak fighter, and the cloak fighter gains a bonus equal to his cloak fighter level on any rolls associated with this action (including opposed disarm rolls and opposed strength check rolls). The cloak is considered a Large weapon for purposes of size differences, though it takes only one hand to use, and the cloak fighter uses his Dexterity modifier on attacks.

Blinding Lash: The cloak fighter may snap the edge of his cloak into his opponent's face with a stinging whiplike strike that may blind the target. The cloak fighter makes an attack as part of his attack routine, using his Dexterity modifier. On a hit, the victim takes 1d2 damage and must make a Fortitude Save equal to (10 + cloak fighter level + cloak fighter's Dex bonus) or be blinded for 1d6 rounds. A successful save negates any blindness. This can only be used once per target per combat, as the opponent quickly learns to guard against the attack.

Sneak Attack: The cloak fighter may use his cunning combat skills to confuse an opponent. The cloak fighter first spends an action point and then makes a Sleight of Hand check as a free action, hiding his weapon in the folds of his cloak. An opponent who fails an opposed Spot check loses his Dexterity bonus against any attacks from the cloak fighter, as well as any possible Dodge bonuses. If the cloak fighter is within 30 feet of this opponent and hits with his attacks, each attack does an extra 2d6 points of damage. Note that if an opponent is already unable to see the weapon, due to being blind or unaware of the cloak fighter, the cloak fighter may bypass the Sleight of Hand check and simply spend an action point to add 2d6 damage to any attacks that hit on that round.

Feats: Haven't decided, but most likely stuff from the defensive martial arts chain, the Dodge chain, and the feats that give bonuses to Tumble, Sleight of Hand, and Hide checks.
 
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Just cobbled together something like this for the Ubantu cloak fighter in my SL campaign -- gotta love SWASHBUCKLING ADVENTURES< eh>

I'd watch the blindness effect, though. As somebody with this advanced class probably has some sneak attack levels already, that's pretty damn mean.

Maybe a stun or -2 tro attacks for a few rounds.
 

Well, this guy was strictly for d20 Modern -- and there's no sneak attacking in d20 Modern right now. And given that our intrepid hero has to burn an action point to get Sneak Attack damage, it didn't seem that overpowered to me.

Mileage may vary, of course. I still haven't figured out how often players are gonna be using Action Points -- if they use them a few times per session, or hold onto them except under dire need...

-Tacky
 

Sneak Attack in d20Modern

I do believe that one of the prestige classes in the Genetech Article has the sneak attack ability, and I've thought about adding it as a talent to the Fast Hero (+2d6 per talent, up to three talents for a maximum of +6d6).

Sincerely,



Sammy Grimes
 

A few suggestions for bonus feats...

Acrobatic, Advanced Two-Weapon Fighting, Agile Riposte, Archaic Weapons Proficiency, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dodge, Elusive Target, Improved Combat Throw, Improved Disarm, Improved Feint, Improved Trip, Improved Two-Weapon Fighting, Mobility, Streetfighting, Two-Weapon Fighting, Unbalance Opponent, Weapon Finesse, Weapon Focus.

I'll have to take a closer look at the abilities before I can make any worthwhile suggestions, but the class looks good at first glance.

More later...
 

A few comments...

Heroic Dodge: Have you thought using a bonus equal to "Cloak Fighter level" or "1/2 Cloak Fighter" level, instead of a flat +2?

Elusive: I don't think you should allow this concealment bonus to stack with other concealment. That seems a bit much. Being able to make your own concealment when there is none is tough enough already. It's essentially an at will Blur spell.

Wrap Attack & Blinding Lash: Perhaps, make these off-hand attacks? You need something to balance them out a little, espescially if the cloak is to be considered a Large weapon for purposes of tripping and disarming... And the Cloak Fighter would be using his off-hand to make the attack.

Sneak Attack: Seems like a lot of dice rolls for something that's a lot simpler in the usual D&D rules... Why not make just it like a "normal" +2d6 Sneak Attack? Improved Feint would take care of the rest.
 

Thanks, Pbar! Good thoughts.

I wasn't sure about Heroic Dodge. At first I was way too generous, and this is what I pared it back to under the thought of "It's an advanced class, not a prestige class." I mean, when you look at the tumbling requirement for entry, he can just fight defensively and get a +3 to Defense while taking a -4 to hit. This ability takes him to +5 to Defense and -4 to hit right off the bat, with no additional feat expenditure.

I had been thinking of (1/2 level+1), but that would allow a bonus of up to +6 at 10th level. I haven't played in enough d20 Modern games yet to know if a character of at least 13th level would be overpowered by getting a +9 to his Defense when Fighting Defensively.

Wrap Attack and Blinding Lash: Excellent idea. Consider it done. I'll say that they have to make the attack with appropriate hands and have the cloak considered Medium for disarming size but Light for purposes of Two-Weapon fighting. I'll also allow it to be used as the primary weapon if someone is otherwise unarmed -- I like the idea of someone taking a gun away from someone with their cloak, flipping it through the air, and catching it themselves. (And I can ALMOST sorta do this in my own real-life martial art, where I'm using a TOWEL as a fighting weapon)

Sneak Attack: I was really leery about the whole Sneak Attack idea in the first place. I was just dropping the Action Point cost, dropping the +2d6 damage, and making it "Sleight of Hand check as a free action each round, and guys who don't Spot it don't get Dex or Dodge".

As its written, the dice rolls are the only thing standing between the guy getting to burn an action point and attack his opponents with a bonus (they lose Dex and Dodge) to do an extra 2d6 damage on each strike, almost surely hitting that max damage threshold. I don't want it to be THAT easy for this guy to be an instadeath killing machine. Any thoughts on how to make this ability powerful without making it TOO powerful?

-Tacky

EDIT: I forgot to thank you for the feat suggestions. Those are pretty much what I was thinking, and the list is great. Except for checking to make sure it doesn't give more bonus feat possibilities than usual, consider it yoinked.
 
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Here's a thought... Get rid of the "Wrap attack".

At first level, as a Proficiency, give the class "Exotic Weapon Proficiency (Cloak)".

"This proficiency allows the character to use a cloak, robe, blanket, towel, rug or other large piece of flexible fabric as an improvised weapon. The cloak is medium weapon that deals no damage, but is considered a light weapon with regards to Two-Weapon Fighting and Weapon Finesse."

So, you can't hurt somebody with it, but since it's considered a weapon, you can still use it to disarm, trip or gain defense bonuses from fighting defensively, out out defense and the Expertise feat.

It can be used in either primary or off hand, and all normal TWF penalties apply... Which balances out getting it right away.

Ok.

Then, you have two Sneak Attack abilities... "Sneak Attack +1d6" at 4th level where Wrap Attack used to be, and "Sneak Attack +2d6" at 8th level where you have Sneak Attack already.

Let it work just like a normal Sneak Attack (bonus damage when flat footed or no dex bonus), but require an Action Point to activate it for a single round.

What do you think?

~~~

Another thought on Heroic Dodge...

How about simply, "The character may spend an action point to gain a Dodge bonus equal to his Cloak Fighter level for X rounds."
 

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