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<blockquote data-quote="Nadaka" data-source="post: 3837452" data-attributes="member: 14651"><p>If one wanted to make the expert a little more survivable, one might traide the D4 hit die for a d6 and reduce the skillpoints to 10 per level rather than 12. That would remain within the defined rubric. I would certainly appreciate suggestion on making any of the classes basically balanced.</p><p></p><p>Generic Fighter Talents</p><p>Melee Smash I</p><p>Benefit: Deal +1 damage on all unarmed/melee attacks.</p><p></p><p>Melee Smash II</p><p>Prerequisite: Melee Smash I</p><p>Benefit: Deal +2 damage on all unarmed/melee attacks.</p><p></p><p>Melee Smash III</p><p>Prerequisite: Melee Smash I, Melee Smash II</p><p>Benefit: Deal +3 damage on all unarmed/melee attacks.</p><p></p><p>Melee Smash IV</p><p>Prerequisite: Melee Smash I, Melee Smash II, Melee Smash III</p><p>Benefit: Deal +4 damage on all unarmed/melee attacks.</p><p></p><p>Powerful Shot I</p><p>Benefit: Deal +1 damage on all thrown/projectile attacks.</p><p></p><p>Powerful Shot II</p><p>Prerequisite: Powerful Shot I</p><p>Benefit: Deal +2 damage on all thrown/projectile attacks.</p><p></p><p>Powerful Shot III</p><p>Prerequisite: Powerful Shot I, Powerful Shot II</p><p>Benefit: Deal +3 damage on all thrown/projectile attacks.</p><p></p><p>Powerful Shot IV</p><p>Prerequisite: Powerful Shot I, Powerful Shot II, Powerful Shot III</p><p>Benefit: Deal +4 damage on all thrown/projectile attacks.</p><p></p><p>Aim</p><p>Benefit: as a swift, move or standard action you may gain a +2 bonus to your next attack. If you do not attack within one round, you loose your aim bonus. Aim bonuses stack with themselves. For instance, one could take two full rounds to make a single attack at +10 to hit.</p><p></p><p>Improved Aim</p><p>Prerequisite: Aim</p><p>Benefit: when you aim, you gain a +4 bonus to hit instead of a +2 bonus.</p><p></p><p>Greater Aim</p><p>Prerequisite: Aim, Improved Aim</p><p>Benefit: when you aim, you gain a +6 bonus to hit instead of a +4 bonus.</p><p></p><p>Improved Rate of Attack</p><p>Benefit: Your penalty to iterative attacks is reduced from 5 to 4 for each attack. One is still limited to a maximum of 4 attacks.</p><p>Note: by my calculations this increases average damage on a full round attack by ~14.4% above a normal FRA depending on BAB and the difference between the final attack bonus and targets defense.</p><p></p><p>Greater Rate of Attack</p><p>Benefit: Your penalty to iterative attacks is reduced from 4 to 3 for each attack. One is still limited to a maximum of 4 attacks.</p><p>Note: by my calculations this increases average damage on a full round attack by ~35.2% above a normal FRA depending on BAB and the difference between the final attack bonus and targets defense.</p><p></p><p>Superior Rate of Attack</p><p>Benefit: Your penalty to iterative attacks is reduced from 3 to 2 for each attack. One is still limited to a maximum of 4 attacks.</p><p>Note: by my calculations this increases average damage on a full round attack by ~57.6% above a normal FRA depending on BAB and the difference between the final attack bonus and targets defense.</p><p>[code]</p><p>Improved Rate of Attack Greater Rate of Attack Superior Rate of Attack </p><p>1 1 1 </p><p>2 2 2 </p><p>3 3 3 1 </p><p>4 4 1 4 2 </p><p>5 1 5 2 5 3 1 </p><p>6 2 6 3 6 4 2 </p><p>7 3 7 4 1 7 5 3 1</p><p>8 4 8 5 2 8 6 4 2</p><p>9 5 1 9 6 3 9 7 5 3</p><p>10 6 2 10 7 4 1 10 8 6 4</p><p>11 7 3 11 8 5 2 11 9 7 5</p><p>12 8 4 12 9 6 3 12 10 8 6</p><p>13 9 5 1 13 10 7 4 13 11 9 7</p><p>14 10 6 2 14 11 8 5 14 12 10 8</p><p>15 11 7 3 15 12 9 6 15 13 11 9</p><p>16 12 8 4 16 13 10 7 16 14 12 10</p><p>17 13 9 5 17 14 11 8 17 15 13 11</p><p>18 14 10 6 18 15 12 9 18 16 14 12</p><p>19 15 11 7 19 16 13 10 19 17 15 13</p><p>20 16 12 8 20 17 14 11 20 18 16 14</p><p>[/code]</p><p></p><p>Uncanny Dodge</p><p>Benefit: Uncanny Dodge.</p><p></p><p>Improved Uncanny Dodge</p><p>Prerequisite: Uncanny Dodge</p><p>Benefit: Improved Uncanny Dodge.</p><p></p><p>Skirmish</p><p>Benefit: +1d6 skirmish damage when you move at least 10 feet.</p><p>Special: This talent can be taken multiple times, its effects stack.</p><p></p><p>Smite Foe</p><p>Benefit: once per encounter you may smite a foe with righteous fury. A smite is a swift action that adds your charisma bonus to attack and your fighter level to damage on your next attack.</p><p>Special: This talent can be taken multiple times, each time you take it you gain one additional smite per encounter.</p><p></p><p>Generic Fighter bonus feats</p><p>Any conventional fighter bonus feat, Craft Magical Arms & Armor, Personal Training, Weapon Group Proficiency: Any, Armor Proficiency: Any.</p><p></p><p>CMAA: A fighter should not have to depend on a spell-caster for his bread and butter. Treat the fighters BAB as his caster level for item creation purposes.</p><p></p><p>Personal Training: Another "item creation" feat. It allows the user to train his mind and body to gain extraordinary and possibly supernatural abilities that would normally be gained through magic items. This is an option for those who prefer to avoid having a lot of magic items without sacrificing the utility of non spell-casters. This feat allows the user to mimic the powers of most wondrous items. Except that the effects are internal and can not be lost, stolen, disjoined or sold. An extraordinary effect costs 2 times the normal cost, and is subject to DM approval. A slotted effect is tied to one of the characters chakra points and one can not use an actual item in the slot tied to that chakra at the same time as an effect gained through personal training.</p><p></p><p>Weapons and Armor proficiencies: With weapon groups, its possible the fighter might not have every weapon feat at the start.</p><p></p><p>?Questions to the reader?</p><p>I realize that some of these talent may be a bit far out there. But keep in mind that this fighter is supposed to be better at killing things than a cleric, druid, wizard or sorcerer. To that end these talents are focused on the strike role of killing foes with extreme prejudice. Are there any that really jump out there as stronger than the others or weaker? Does anyone have any suggestions for improvements? What kind of subclasses should I include? Should I limit the subclasses to specific broad classes, or make them a bit more flexible. For instance I could see a paladin style fighter using a cleric subclass to use some talents on spell-casting and divine channeling while using other talents on his smites and general combat ability.</p></blockquote><p></p>
[QUOTE="Nadaka, post: 3837452, member: 14651"] If one wanted to make the expert a little more survivable, one might traide the D4 hit die for a d6 and reduce the skillpoints to 10 per level rather than 12. That would remain within the defined rubric. I would certainly appreciate suggestion on making any of the classes basically balanced. Generic Fighter Talents Melee Smash I Benefit: Deal +1 damage on all unarmed/melee attacks. Melee Smash II Prerequisite: Melee Smash I Benefit: Deal +2 damage on all unarmed/melee attacks. Melee Smash III Prerequisite: Melee Smash I, Melee Smash II Benefit: Deal +3 damage on all unarmed/melee attacks. Melee Smash IV Prerequisite: Melee Smash I, Melee Smash II, Melee Smash III Benefit: Deal +4 damage on all unarmed/melee attacks. Powerful Shot I Benefit: Deal +1 damage on all thrown/projectile attacks. Powerful Shot II Prerequisite: Powerful Shot I Benefit: Deal +2 damage on all thrown/projectile attacks. Powerful Shot III Prerequisite: Powerful Shot I, Powerful Shot II Benefit: Deal +3 damage on all thrown/projectile attacks. Powerful Shot IV Prerequisite: Powerful Shot I, Powerful Shot II, Powerful Shot III Benefit: Deal +4 damage on all thrown/projectile attacks. Aim Benefit: as a swift, move or standard action you may gain a +2 bonus to your next attack. If you do not attack within one round, you loose your aim bonus. Aim bonuses stack with themselves. For instance, one could take two full rounds to make a single attack at +10 to hit. Improved Aim Prerequisite: Aim Benefit: when you aim, you gain a +4 bonus to hit instead of a +2 bonus. Greater Aim Prerequisite: Aim, Improved Aim Benefit: when you aim, you gain a +6 bonus to hit instead of a +4 bonus. Improved Rate of Attack Benefit: Your penalty to iterative attacks is reduced from 5 to 4 for each attack. One is still limited to a maximum of 4 attacks. Note: by my calculations this increases average damage on a full round attack by ~14.4% above a normal FRA depending on BAB and the difference between the final attack bonus and targets defense. Greater Rate of Attack Benefit: Your penalty to iterative attacks is reduced from 4 to 3 for each attack. One is still limited to a maximum of 4 attacks. Note: by my calculations this increases average damage on a full round attack by ~35.2% above a normal FRA depending on BAB and the difference between the final attack bonus and targets defense. Superior Rate of Attack Benefit: Your penalty to iterative attacks is reduced from 3 to 2 for each attack. One is still limited to a maximum of 4 attacks. Note: by my calculations this increases average damage on a full round attack by ~57.6% above a normal FRA depending on BAB and the difference between the final attack bonus and targets defense. [code] Improved Rate of Attack Greater Rate of Attack Superior Rate of Attack 1 1 1 2 2 2 3 3 3 1 4 4 1 4 2 5 1 5 2 5 3 1 6 2 6 3 6 4 2 7 3 7 4 1 7 5 3 1 8 4 8 5 2 8 6 4 2 9 5 1 9 6 3 9 7 5 3 10 6 2 10 7 4 1 10 8 6 4 11 7 3 11 8 5 2 11 9 7 5 12 8 4 12 9 6 3 12 10 8 6 13 9 5 1 13 10 7 4 13 11 9 7 14 10 6 2 14 11 8 5 14 12 10 8 15 11 7 3 15 12 9 6 15 13 11 9 16 12 8 4 16 13 10 7 16 14 12 10 17 13 9 5 17 14 11 8 17 15 13 11 18 14 10 6 18 15 12 9 18 16 14 12 19 15 11 7 19 16 13 10 19 17 15 13 20 16 12 8 20 17 14 11 20 18 16 14 [/code] Uncanny Dodge Benefit: Uncanny Dodge. Improved Uncanny Dodge Prerequisite: Uncanny Dodge Benefit: Improved Uncanny Dodge. Skirmish Benefit: +1d6 skirmish damage when you move at least 10 feet. Special: This talent can be taken multiple times, its effects stack. Smite Foe Benefit: once per encounter you may smite a foe with righteous fury. A smite is a swift action that adds your charisma bonus to attack and your fighter level to damage on your next attack. Special: This talent can be taken multiple times, each time you take it you gain one additional smite per encounter. Generic Fighter bonus feats Any conventional fighter bonus feat, Craft Magical Arms & Armor, Personal Training, Weapon Group Proficiency: Any, Armor Proficiency: Any. CMAA: A fighter should not have to depend on a spell-caster for his bread and butter. Treat the fighters BAB as his caster level for item creation purposes. Personal Training: Another "item creation" feat. It allows the user to train his mind and body to gain extraordinary and possibly supernatural abilities that would normally be gained through magic items. This is an option for those who prefer to avoid having a lot of magic items without sacrificing the utility of non spell-casters. This feat allows the user to mimic the powers of most wondrous items. Except that the effects are internal and can not be lost, stolen, disjoined or sold. An extraordinary effect costs 2 times the normal cost, and is subject to DM approval. A slotted effect is tied to one of the characters chakra points and one can not use an actual item in the slot tied to that chakra at the same time as an effect gained through personal training. Weapons and Armor proficiencies: With weapon groups, its possible the fighter might not have every weapon feat at the start. ?Questions to the reader? I realize that some of these talent may be a bit far out there. But keep in mind that this fighter is supposed to be better at killing things than a cleric, druid, wizard or sorcerer. To that end these talents are focused on the strike role of killing foes with extreme prejudice. Are there any that really jump out there as stronger than the others or weaker? Does anyone have any suggestions for improvements? What kind of subclasses should I include? Should I limit the subclasses to specific broad classes, or make them a bit more flexible. For instance I could see a paladin style fighter using a cleric subclass to use some talents on spell-casting and divine channeling while using other talents on his smites and general combat ability. [/QUOTE]
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