Homebrew Base Classes

The Warrior

WARRIOR
Alignment: Any.
Hit Die: d10.

BAB: High
Saves: Good Fort

Class Skills
The warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (war, tactics) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Spot (Wis), and Swim (Str).
Skill Points: 4 + Int modifier

Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, with light and medium armor, and shields (including tower shields).
Bonus Feats: At 1st level, a warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The warrior gains an additional bonus feat at 2nd level and every non-third warrior levels thereafter (4th, 5th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 17th, 19th, and 20th). These bonus feats must be drawn from the feats noted as warrior bonus feats. A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warrior is not limited to the list of fighter bonus feats when choosing these feats.
 
Last edited:

log in or register to remove this ad

Your warrior is more powerful than a normal fighter.
- More and better class skills.
- More skill points.
- more bonus feats (14 bonus feats vs. 11 bonus feats for a fighter).
 

dungeon blaster said:
Luck: Wanderers are lucky by nature and often their luck saves them in dangerous circumstances. Once per day, a wanderer can use his luck ability to re-roll any one attack, save, or luck-related check. The wanderer must take the new result, even if it is worse than the original result. Every four levels after 12th (16th, 20th) the wanderer can use Luck one additional time per day.
Luck is a powerful ability. Useable once per day is ok, but IMHO a class granting at level 20 3x/day luck is too powerful.
 


To answer a few questions...

Yep, the warrior is powerful. More powerful, in fact, than the fighter. The bonus feats are a little misleading, however, because the warrior doesn't automatically gain heavy armor proficiency. So, really, the warrior gains +2 bonus feats and has +2 skill points/level and more skill choices than the fighter. But it is important to remember that in my campaign the warrior class replaces the fighter class. Personally, I feel that the fighter is too weak, so I beefed him up a little and renamed the class.

Yes, luck is a pretty nice ability, but I don't feel it is overpowered for a 20th level character to re-roll three luck based rolls a day. Considering that the wanderer can't use heavy armor and has crappy hit points, he can use all the luck he can get.

Thanks for the criticism though.

Spells Known/Spells per day will probably be similar to a sorcerer, unless the optional spell points system from Unearthed Arcana is used.
 

The Woodsman

WOODSMAN
Alignment: Any.
Hit Die: d12.

BAB:Medium
Saves:Good Fort

Class Skills
The warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Cha), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 6 + Int modifier

Class Features
All of the following are class features of the woodsman.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, with light armor, and shields.
Favored Terrain (Ex): At 1st level, a woodsman may select a type of terrain in which the woodsman gains a +2 bonus Climb, Hide, Listen, Move Silently, Search, Spot, and Survival checks, and enemies suffer a –2 penalty to track him.
At 6th level and every five levels thereafter, the woodsman may select an additional favored terrain from those given on the table.

Table: Woodsman Favored Terrains
Type (Subtype)
Forest
Jungle/Rainforest
Desert, Hot
Plains/Grasslands
Swamp/Marsh
Aquatic/Underwater
Mountains/Hills
Underground/Underdark
Tundra/Arctic Desert

Ambush: During a surprise round, the woodsman can make an attack against any target who hasn't yet acted. If successful, such an attack by a 2nd level woodsman deals +1d6 points of extra damage. This amount increases by +1d6 points for every five woodsman levels thereafter (7th, 12th, and 17h). Creatures immune to sneak attacks (such as undead, constructs, oozes, and plants) are likewise not vulnerable to this special damage. A ranged attack delivers the extra damage only if the target is within 30 feet. If the character already has the sneak attack ability from a previous class, the extra damage for an ambush stacks with his sneak attack damage, but only if conditions are also right for a sneak attack.
Track: A woodsman gains Track as a bonus feat.
Wild Empathy (Ex): A woodsman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The woodsman rolls 1d20 and adds his woodsman level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the woodsman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A woodsman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Bonus Feats: At 1st level, a woodsman gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The woodsman gains an additional bonus feat at 3rd, 5th, 8th, 10th, 13th, 15th, 18th, and 20th level. These bonus feats must be drawn from the feats noted as woodsman bonus feats. A woodsman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A woodsman is not limited to the list of woodsman bonus feats when choosing these feats.
Animal Companion (Ex): At 4th level, a woodsman gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the woodsman’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the woodsman on his adventures as appropriate for its kind.
This ability functions like the woodsman ability of the same name, except that the woodsman’s effective woodsman level is one-half his woodsman level. A woodsman may select from the alternative lists of animal companions just as a woodsman can, though again his effective woodsman level is half his woodsman level. Like a woodsman, a woodsman cannot select an alternative animal if the choice would reduce his effective woodsman level below 1st.
Swift Tracker (Ex): Beginning at 9th level, a woodsman can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Trackless Step (Ex): Starting at 14th level, a woodsman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
 


dungeon blaster said:
I'm interested in knowing peoples' opinions on how these classes balance against the core classes, but more importantly how they balance against each other.

If they're all much stronger than comparable base classes, you have the answer to your second question, too.

-- N
 

dungeon blaster said:
WARRIOR

Bonus Feats: At 1st level, a warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The warrior gains an additional bonus feat at 2nd level and every non-third warrior levels thereafter (4th, 5th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 17th, 19th, and 20th). These bonus feats must be drawn from the feats noted as warrior bonus feats. A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warrior is not limited to the list of fighter bonus feats when choosing these feats.

Um?

-- N
 

copied and pasted from the SRD. Should read "warrior", not "fighter".

I wouldn't say all the classes are more powerful than core classes. For example, I think that the rogue is more powerful than the wanderer and the ranger is more powerful than the woodsman.
 

Remove ads

Top