Neo-inspired class needes tweaking

Kapalen

First Post
This is the first class I've made up(Based on NEo from the Matrix), and I think I did a good job, but it needs help. ANy help is appreciated.
Hit Die: d8

Prereqs: The Chosen One may not have levels of another class if the Chosen One gains a level in a different class they lose all Chosen One abilities

Class Skills: The Chosen One’s class skills are Balance, Bluff, Concentration, Escape Artist, Gather information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Search, Sense Motive, Spot, and Tumble.

Skill Points at First Level: (3 + Int mod) x 4
Skill points At Each Additional Level: 3 + Int mod

BAB: Best (As fighter)

Good Saves: WIll and one other
Poor Saves: The remaining save

Level--Special Abilities- All specail abilities only work while the CO is wearing no armor and not using a shield.

1--Awakening, Belief Unarmed Damage(UD)=1d6
2--Technique
3--Enhanced Senses(Speed +10), Bonus Feat
4--Uncanny Dogde, Willful Deflection
5--Evasion, natural armor +2 UD=1d8
6--Speed +20
7--Hyper-Jump
8--Mind-Over-Matter, Ability Boost
9--Speed +30
10--Timeless Body, natural armor +3 UD=1d10
11--The Messiah
12--Speed +40
13--
14--Ability boost
15--Speed +50 Natural armor +4 UD=2d6
16--The Sight
17--Bullet-Time
18--Speed +60
19--Free Mind
20--Ascension, Natural armor +5 UD=2d8

Class Features

Weapon and Armor Proficiency: The Chosen One is proficient 1 weapon of their choice and no armor.

Saves: The Chosen One chooses which save will be better between Fortitude and Reflex.

Improved Unarmed Strike: The Chosen One gets this as a bonus feat at first level.

Awakening: Gains +2 on saving throws for spells from the school of enchantment and +4 on saves against spells from the school of Illusion.

Belief: The Chosen One can add his Wisdom bonus as a dodge bonus to defense. He only gets this bonus while unarmored and unencumbered. If the One ever willingly puts on armor he loses this ability forever. Also The Chosen One gains a +1 to his natural armor bonus this bonus increases to +2 at 5th level and increases by 1 every fifth level thereafter. At fourth level his atatcks are considered magical for overcoming damage reduction. At 10th level his attacks are consider either Chaotic for overcoming damage reduction. at 15th level they are considered adamantine for this purpose.

Technique: At 2nd level The Chosen One may add his dexterity modifier to his unarmed attack rolls instead of his strength modifier. Also, if The Chosen One chose Fortitude saves as his better save he adds +1 to damage. Ih he chose Reflex he adds +1 to hit.

Enhanced Senses: From his extensive training, The Chosen One can move much faster than someone with a lesser soul. He gains to listed bonus to his base movement rate, as long as he isn’t wearing medium or heavy armor or is heavily encumbered. The Chosen One also has a 30% chance to detect someone invisible in his line of sight up to 60 feet.

Bonus Feat: At 3rd The Chosen One gains Improved Disarm or Improved Grapple as a bonus Feat. Even if they do not meat the prerequisites.

Uncanny Dodge: Starting at 4th level, The Chosen One can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Willful Deflection: At 4th level The Chosen One can use the Deflect Arrows feat, but before it is successful, The CHosen One must make a concentration Check.

Evasion : At 5nd level or higher if The Chosen One makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. If the Chosen One is helpless they do not gain the benefit of Evasion.

Hyper-Jump: At 7th level The Chosen One gains the ability to survive almost any fall. If the Chosen One makes a concentration check they can fall upto 100 feet and suffer no damage. The Chosen One also gains a +4 bonus to Jump checks.

Mind Above Matter: At 8th level The Chosen One may heal their own wounds. They can heal a number of hit points of damage equal to twice their level each day. They also become immune to nonmagical diseases.

Ability Boost: At 8th level and 14th level The Chosen one gains a +1 ability boost to either Strength or Dexterity.

Timeless Body: At 10th level, The chosen One no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that they has already taken, however, remain in place. Bonuses still accrue, and they still dies of old age when their time is up.

The Messiah: At 11th level each ally within 10 feet of The Chosen One gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Chosen One is conscious, but not if they are unconscious or dead.

The Sight: At 16th level The Chosen One sees the world without time. They gain a +2 initiative bonus that stacks witht he feat improved initiative. Once every hour the Chosen One can reroll a missed attack roll or saving throw.

Bullet-Time: At 17th level the Chosen One can stop time for 1-3 rounds as the spell and can use willful deflection twice a round.

Free Mind: At 19th level once a day The Chosen One can create a wall of force up to 10 feet in front of them that lasts for 1d6 rounds as long as the Chosen One makes a succesful concentration check at the beggining of each around and 1d3 rounds thereafter. Nothing can get through the wall and no spells can pass through except teleport and dimension door.


Ascension: The Chosen One's body and spirit merge into one flawless being and are in complete harmony. The Chosen One initiative bonus improves to +4 this bonus stacks with the bonus from the Improved initiative feat. The Chosen One also gains a flight speed of 50ft a round. The chosen One also gains damage reduction 10/magic. Add Knowledge (All) to the Chosen One's class skills.
 
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Dude, this is very overpowered.

Better saves and skill points than a fighter; better hp than a monk; all kinds of super cool special abilities; a total of +4 to ability scores above the normal increases per four levels; increased speed; reroll stuff once per round.... argh!

I recommend you tone it down significantly. As for making 'the sight' more powerful, it's already waaaay over the top (imho)... why not just play a monk instead?
 


Kisanji Arael said:

I'll have you know I play MxO and there are a few people that aren't like that. More importantly, I was thinking about changing the skill points to 2 per level, but what's wrong with better saves? I'll admit that the ability score boosts are probably a little much but what's wrong with increased speed? A swashbuckler can reroll stuff at level 11 this guys at 16. I'm also beginning to think the sight is (atleast) up to snuff. Play a monk, cause then I wouldn't get to make a class? Why don't YOU just play a monk, oh I'm just joking. Thanks for the input.
 

Firstly, both of ther above commentors are completely right. No offense, but the title shouldn't be "Neo-inspired class needs tweaking" it should be "Neo-inspried class needs a severe revamping...
Here's my advice:

Hit Dice vs. Abils: you can do one of two things: Either make him weaker Hp wise(D4 anyone?), and tone down his abilities to a much fairer level, or make his HP slightly lower, (D 8 or 6) and tone down his abilities like crazy. Hmm... maybe some other stuff, but I've gotten go to class soon....
 

You guys think it's that bad? I thought I did good oh well. I changed to d8 hp, skills to 2 + int, changed ability boosts to +1, moved free mind to 19th level and made it 1d6 and 1d3 afterwards. Also thinking about capping the pseed at +50 or 40 60 does seem too much. Thanks guys keep it coming, let me know.
 

I think that you need to cut some skills here - 2 skills + Int a level won't do crap-o-la for this guy with his broad selection. The basic abilities presented here could very well go for a 30 level class > have you considered that choice? I think it might fit with the power level and the great amount of experience you need to become a chosen one. Personally, i'd make a chosen one a template that gives abilities once you gain a certain level (like how, IIRC, half-celestial gives you ____ if you have 1 HD, ___ if you have 2 HD, etc) You don't choose yourself to be a chosen one, you are just chosen. Any comments on THAT idea?
 

Nyaricus said:
I think that you need to cut some skills here - 2 skills + Int a level won't do crap-o-la for this guy with his broad selection. The basic abilities presented here could very well go for a 30 level class > have you considered that choice? I think it might fit with the power level and the great amount of experience you need to become a chosen one. Personally, i'd make a chosen one a template that gives abilities once you gain a certain level (like how, IIRC, half-celestial gives you ____ if you have 1 HD, ___ if you have 2 HD, etc) You don't choose yourself to be a chosen one, you are just chosen. Any comments on THAT idea?

It sounds very cool but honestly, I'm probably not equipped to do it. Maybe I'll start working on it...
ANyway, I've changed a lot of stuff and am quite happy with all of them, it's really taking shape.
 
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Afternoon Kapalen.

So, would you like to make "Chosen" a class or template? I assure you there are enough of us nerds here at EN World to make either - you've already got plenty of feedback on your class (removing the fact that, yes, it is quite over-powered). So, make an executive discision. People will help, do don't get too worried about this.
 

I'm doing it for the sake of doing it, if somebody wants to make a template out of this "broken" class, awesome I wanna see the finished project. Am I going to do it? Doubtful, I enjoyed making this class so much I want to start making others (less overpowered of course) instead of turning this one into a template. I'm quite aware of the nerdosity here, I feel right at home. One day maybe, but I'm still fairly new to 3.5 in general. So, I like the idea of a class it makes it much easier to work with.
 

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