Advanced Classes for D20M

wraeththu

First Post
Question:

Has anyone come up with any alternate Advanced Classes for d20M? I'm thinking specifically of finding new Magic Using classes or Psychic ones. I didn't care for the feel of the ones presented much.

I was debating the idea of using Mutants and Masterminds as a template system to build new Advanced classes that would be theoretically balanced out between each other, but then I think they'd be a bit powerful compared to the normal stuff.

ideas? Books? Anyone got anything?

-wade j
 

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Personally I don't intend to add more, what is included suit my needs for the moment.

I did consider switching the mage to a sorcerer, but with the wizard spell progression (not the quantity of spells, but the level at which he obtains new spell-levels).

Come to think of it, I might still decide to go that way when one of my PC's takes a level of arcane and/or I make a NPC arcane caster. It would indeed make things easier to manage enemy arcane casters.

Also consider creating a shape-shifter using the Druid as a basic template (less spells, but quicker access to shape-shifting. Maybe remove all spells but improve shape-shifting).
 

couple I made up

Here's a couple of advanced classes I made up one day, sort of demi superheroeish but theoretically balanced with current classes.

If you have feedback I'd Ilike to hear it



Shocker
Requirements
Bab- +2
Feats Focused
Disable Device 6 Ranks

Hit Die
1d8

Actions Points
6+1/2 level (round down)

Class Skills
Climb (Str), Concentration (Con), Disable Device(Int), Drive (Dex), Gamble (Wis), Hide (Dex), Intimidate (Cha), Jump(Str), Knowledge(Current events, Pop Culture, Streetwise), Move Silently(Dex), Read/Write Languages(none), Search (Int), Speak Languages (none), Spot(Wis)
Skill Points at each level: 5+int modifier

Level BAB Fort Ref Wil Def Rep Charge pts/day Special

1 0 2 2 0 1 0 2 Electric Charge, Electrical Spark
2 1 3 3 0 2 0 3 Shocking touch, Paralytic Jolt
3 2 3 3 1 2 0 4 Bonus Feat
4 3 4 4 1 3 0 5 EMP Strike
5 3 4 4 1 4 1 8 Electrical Strike
6 4 5 5 2 4 1 11 Bonus Feat
7 5 5 5 2 5 1 16 EMP Blast
8 6 6 6 2 6 1 21 Ball Lightning
9 6 6 6 3 6 2 26 Bonus Feat
10 7 7 7 3 7 2 33 Electrical Storm

Charge Points
Your number of daily charge points is given in the above chart with a bonus for high charisma as follows.

Charisma Bonus Cp
12-13 1
14-15 3
16-17 5
18-19 7
20-21 9
22-23 11

Electrical Charge
You can generate and electrical charge in your hands as a move action as long as you have at least 1 charge point remaining. Doing so provokes an attack of opportunity (can generate a charge defensively, count spell level as 0). You can maintain the electrical charge for a number of rounds equal to your Shocker level before it disperses. While holding an electrical charge you gain a +4 circumstance bonus to intimidation checks. You must be holding an a charge to use any electrical special abilities. Due to your ability to generate and hold an electrical charge you gain electricity resistance of 5 and are immune to your own electrical attacks.

Electrical Spark
You can use an electrical spark to help with disabling an electronic device. The bonus to your Disable device check is equal to your shocker level. This ability uses 1 CP

Shocking Touch
When dealing an unarmed strike you deal 1d3 electrical damage(ref save for none dc is 10+1/2 shocker level). This ability uses up 1 CP

Paralytic Jolt
When making any Damaging electrical attack you can double the CP cost to cause temporary paralysis in your targets. If a living creature takes damage form a paralytic jolt they must make a fort save(dc 10 +1/2 shockers level) or be paralyzed for 1d6 rounds.

EMP Strike
You can launch an EMP strike an electrical Device to disable it[Range touch attack, gets a fortitude save dc 10+1/2shocker level). The range increments is 10 feet, with a max range increment equal to your shocker level. Uses 3 CP

Electrical Strike
You can launch a focused Electrical blast at a target dealing up to your shocker level D4 points of electrical damage(ref save for half- dc 10+1/2 shocker level). The range increments is 10 feet, with a max range increment equal to your shocker level. Uses 3 CP

EMP Blast
You launch an Area effect EMP strike (10x10 feet) disabling all electrical equipment within it.(Ranged attack vs. AC 10, all electrical EQ makes a fort save vs. DC of 10 + ½ shocker level). The range increments is 10 feet, with a max range increment equal to your shocker level. Uses 5 CP.

Ball Lightning
You launch an area effect electrical attack (10x10 foot area) dealing up to your shocker level D4 electrical damage to everyone in the area of effect(ref save dc of 10 +1/2 shocker level for half damage). (use auto fire rules with a range increment of 10 and max range increment equal to your shocker level. Cost 7 CP

Electrical Storm
You generate an Area effect electrical and EMP attack with a 30 foot radius centered on yourself. Everyone inside takes up to 1d4xshocker level in damage (ref save dc of 10+1/2 shocker level for half) and all Electronic equipment makes a fort save(DC 10+1/2 shocker level +) or is disabled. Cost is 9 CP

Bonus Feats
Combat Martial Arts, Low Profile, Alertness, Cautious, Personal Firearms Proficiency, , Stealthy, Point Blank Shot, Far Shot, Elusive Target, Dead Aim

Feral
Requirements
Bab- 3
Feats Toughness, Alertness

Hit Die
1d8

Actions Points
6+1/2 level (round down)

Class Skills
Balance (Dex), Climb (Str), Drive (Dex), Escape Artist(Dex), Hide (Dex), Intimidate (Cha), Jump(Str), Knowledge(Current events, Pop Culture, Streetwise), Listen(wis), Move Silently(Dex), Read/Write Languages(none), Speak Languages (none), Spot(wis), Swim (Str), Tumble(Dex)
Skill Points at each level: 3+int modifier

Level BAB Fort Ref Wil Def Rep Special
1 1 2 0 0 1 0 Feral Genes
2 2 3 0 0 2 0 Feral Genes
3 3 3 1 1 2 0 Bonus Feat
4 4 4 1 1 3 0 Feral Genes
5 5 4 1 1 4 1 Feral Genes
6 6 5 2 2 4 1 Bonus Feat
7 7 5 2 2 5 1 Feral Genes
8 8 6 2 2 6 1 Feral Genes
9 9 6 3 3 6 2 Bonus Feat
10 10 7 3 3 7 2 Feral Genes

Feral Genes Choose 1 every time you get the feral genes ability
Scent
Develop the Scent ability

Low Light Vision
Develop low light vision

Melee Smash
The Feral receives a +1 bonus on melee damage.

Improved Melee Smash
The Feral receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash
The Feral receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, Improved melee smash.

Increased Speed
The Feral’s base speed increases by 5 feet.

Improved Increased Speed
The Feral’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.

Advanced Increased Speed
The Feral’s base speed increases by 5 feet. This talent stacks with increased speed and Improved increased speed (15 feet total).
Prerequisites: Increased speed, Improved increased speed.

Remain Conscious
The Feral gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Feral’s hit points reach -1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches -10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.

Robust
The Feral becomes especially robust, gaining a number of hit points equal to his or her Feral level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Feral he or she gains.

Second Wind
The Feral can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Feral’s hit points beyond the character’s full normal total.

Stamina
The Feral recovers twice as feral as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
Prerequisite: Robust.

Increased Strength
The Feral receives a +1 enhancement bonus to strength

Improved Increased Strength
The Feral receives an additional +1 enhancement bonus to strength (+2 total).
Prerequisite: Increased Strength

Advanced Increased Strength
The Feral receives an additional +1 enhancement bonus to strength (+3 total).
Prerequisites: Increased Strength, Improved Increased Strength

Increased Dexterity
The Feral receives a +1 enhancement bonus to dexterity

Improved Increased Dexterity
The Feral receives an additional +1 enhancement bonus to dexterity (+2 total).
Prerequisite: Increased Dexterity

Advanced Increased Dexterity
The Feral receives an additional +1 enhancement bonus to dexterity (+3 total).
Prerequisites: Increased Dexterity, Improved Increased Dexterity

Increased Constitution
The Feral receives a +1 enhancement bonus to constitution

Improved Increased Constitution
The Feral receives an additional +1 enhancement bonus to constitution (+2 total).
Prerequisite: Increased Constitution

Advanced Increased Constitution
The Feral receives an additional +1 enhancement bonus to constitution (+3 total).
Prerequisites: Increased Constitution, Improved Increased Constitution

Natural Armour
The Feral receives a +1 bonus natural armour

Improved Natural Armour
The Feral receives an additional +1 bonus natural armour (+2 total).
Prerequisite: Natural Armour

Advanced Natural Armour
The Feral receives an additional +1 bonus natural armour (+3 total).
Prerequisites: Natural Armour, Improved Natural Armour

Slow Fall
The First 10 feet of a fall aren’t counted towards determining falling damage

Improved Slow Fall
The Next 10 feet of a fall aren’t counted towards determining falling damage(20 feet total)

Advanced Slow Fall
The Next 10 feet of a fall aren’t counted towards determining falling damage(30 feet total)

Uncanny Moves
Choose either Jump, Climb, Move Silently, Swim, Balance, Escape Artist, Hide, or Tumble. The Feral gains a bonus to the chosen skill equal to his Feral Level.
The Feral Gene can be taken multiple times, but each time with a different skill.

Bonus Feats
Animal Affinity, Athlete, Blind Fight, Brawl, Improved Brawl, Combat Martial Arts, Improved Combat Martial Arts, Advanced Combat Martial Arts, Dodge, Agile Riposte
 

I've thought about changing the martial artist into 2 different advanced classed, an offensive one based on the combat martial arts feat chain and having many of the features of the existing martial artist, and a defensive martial artist based more on the defensive martial arts feat chain with abilities that make them a lot better at grappling, tripping, etc.

I haven't written anything out yet, but thought it would give more options.
 

JoelF said:
I've thought about changing the martial artist into 2 different advanced classed, an offensive one based on the combat martial arts feat chain and having many of the features of the existing martial artist, and a defensive martial artist based more on the defensive martial arts feat chain with abilities that make them a lot better at grappling, tripping, etc.

I haven't written anything out yet, but thought it would give more options.

This from the WOTC board:

Martial Artist... for the Fast hero...
 

I did tweak one.

Techie: ... robots?

Montgomery Scott does not make frikkin' robots.

Replace the "ROBOTS" talent with "That Magic Touch."

That Magic Touch: Once per game session, by spending an action die the Techie may take 20 on any one Computer Use, Repair or skill use related to mechanics, electronics or the appropriate tech level technologies even though she is under duress.

The action also takes the standard amount of time to perform, not the standard 20x defined under "taking 20."

"I need warp speed in one minute or we're all dead ..."
 


Sagan Darkside said:


Wouldn't it be better phrased as "Taking 10 with a +10 bonus"?

SD

But then someone would ask "wouldn't it be better phrased 'taking 20 in the time it's required to take 10"? :)

I'm thinking of adding a Concentration check -- trying to get the feel of Scotty in the Jeffries tube, eh?
 

I like the "magic touch" idea. I wasn't too keen on the whole robot thing, either- what if you want to play techie in a realistic game, where mechanics and programmers don't have access to tons of flying remote control toys?

On a similar notion, I didn't like the Field Scientist's "Improvised Gadget" ability (can't remember the actual name). But it did seem to be a pretty big part of the class. Anyone have any ideas for replacing it with something just as useful but less cheesy MacGuyver-ish?
 

I think a better respone to that would be limiting what can be made within reason. Allow the GM to control that one more closely. The basic idea isn't too bad. It's amazing the kind of stuff you can make from common materials with some chemical/physics knowhow. An example: low-grade explosives from WD-40 and mace. Just adjust the rules as you see fit. Improvised explosives, for example, are both common and easy to make. Need to open a door? Take a Foldger's coffe can, cut it in half, load C-4, place on door with can facing out, step around the corner with the detonator.
 

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