New Class for d20 Modern need advise

anton1066

First Post
Ok, so I have this brand new Class for Modern. It is a total rip off of the Jedi Guardian but I already know that. I am having problems copying the class onto this forum, so I will try to describe it here.
Over 10 levels the class gets a full attack bonus, +7 defense, +3d8 damage with a beam sword, +30 ft to base speed, weapon specialization beam sword, an ability that treats all beam swords like one size gatagory smaller, and a +4 defense against ranged attacks.

I know its unbalanced but I want some opinions on just how unbalanced.
 

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anton1066 said:
Ok, so I have this brand new Class for Modern. It is a total rip off of the Jedi Guardian but I already know that. I am having problems copying the class onto this forum, so I will try to describe it here.
Over 10 levels the class gets a full attack bonus, +7 defense, +3d8 damage with a beam sword, +30 ft to base speed, weapon specialization beam sword, an ability that treats all beam swords like one size gatagory smaller, and a +4 defense against ranged attacks.

I know its unbalanced but I want some opinions on just how unbalanced.

Well you simply ask too much of the class, okay you want to make a guy with a beam sword, you don't need everything you said.

I would remove the ability who treat the beam sword one size smaller and the +4 defence again ranged attack, this just too much. If you want more defence add it directly to the defense of the class.

Also your damage is a little to high, why u dont sacriface a little damage for 2d8 at level 1.

You should know that the light saber in starwars do only 2d8 in the hand of a non jedi and 3d8 are the damage of a jedi guardian of level 5 and your class is not even a jedi.

Then i suggest you make the damage at 3d8 at the level 5-6 of your prestige class to keep some progression in your strenght and not everything in level 1

Maybe this would be better for the balance of the game that you start at 2d8 at level one of your class and add an additionnal +1 damage each two level for a total of 2d8 +5 + specialization (+2) at level 9, this still kick ass, 3d8 is just too much according to me.

Then add a couple of feat there and there like combat reflex, sunder both are very usefull with a melee weapon.
 
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anton1066 said:
Ok, so I have this brand new Class for Modern. It is a total rip off of the Jedi Guardian but I already know that. I am having problems copying the class onto this forum, so I will try to describe it here.
Over 10 levels the class gets a full attack bonus, +7 defense, +3d8 damage with a beam sword, +30 ft to base speed, weapon specialization beam sword, an ability that treats all beam swords like one size gatagory smaller, and a +4 defense against ranged attacks.

I know its unbalanced but I want some opinions on just how unbalanced.

Compare it to the martial artist. That is (IMO) the second best of the advanced classes in D20 Modern and the best combative AdC. (I'm only counting those twelve AdCs, however, not the FX ones or non-core ones.) The martial artist gets 2 skill points per level. How about your class?

How many skill points does it have? Does it have any psionic abilities? Those are quite common among Jedi. I would suggest cutting back on the BAB to make up for it. (In fact, use the Battlemind as a base, and you could just rename the psionic abilities, then trade abilities in and out. Even then, the battlemind is stronger than the other classes, as it uses FX.)

The speed boost is way too much. That's double what 10 levels of Fast would give you (and the Fast has a cap).

Weapon Specialization should be left to warriors who don't use FX. (In D20 Star Wars, Jedi do not get this ability.)

The size ability is way too goofy. Last time I checked, every lightsaber is sized for the wielder.

+3d8 damage is too much ... that's better than Burst Fire without an attack penalty, and will force a massive damage save on every hit. +1d8 is plenty in a game with the baseline of D20 Modern.

The bonus to ranged attacks needs a cost ... how about using up a move action, like in D20 Star Wars.
 

Ok, a couple of clarifications. First the damage increases by +1d8 at first, fourth and eighth not all at first level. Second the bonus to defense against ranged attacks does require a move action (I just did not post that, sorry).
I think I will dump the specialization and treating the beam sword as a smaller weapon, instead of this i will probably add a +5ft bonus to the minimum verticle distance the character can jump at 3rd and 4th level.
The class was based on the martial artest and only has 3 skill points per level.
 

anton1066 said:
Ok, a couple of clarifications. First the damage increases by +1d8 at first, fourth and eighth not all at first level. Second the bonus to defense against ranged attacks does require a move action (I just did not post that, sorry).
I think I will dump the specialization and treating the beam sword as a smaller weapon, instead of this i will probably add a +5ft bonus to the minimum verticle distance the character can jump at 3rd and 4th level.
The class was based on the martial artest and only has 3 skill points per level.

This still strong for the D20 Modern, don't forget that most class have a base attack of a Cleric/Rogue. Except in the D20 Futur that some of them have a fighter base attack progression.

Character are much weaker in D20 Modern beside Starwars and DnD. I think that this class should be fine in Starwars but not in D20 Modern.

This my opinion, but i fear this class will unbalance the game if you don't lower the damage he could do. Just compare to the other class, almost none of them have an improvement on damage, they simply use the weapon allowed in the game.
 

I think part of the problem I am having is that I am not really makeing a typical Modern/future game. It's more along the the lines of Ralts "Meat Grinder" game. Which everyone should read if they have not already. The basic idea is that technology advances alot more. I have come up with a long list of serperate weapon gadgets that up damage by quite a bit. Conversly there are plenty of gadgets to help characters survive longer. The class it to give players a since that their stats and class do matter even in a game of super science. Besides all that, I really dislike the massive damage rules. A flat DC 15 does'nt make sinse to me plus if you add in action point and con modifers, save bonuses and feats any player can just start to ignor damage saves pretty early on.
 


OK new revision.
Requirements: 6 ranks in tumble and Jump, Weapon focus Beam sword, evasion class ability, base attack bonus 3.

Class information
Hit Die: 1d8
Action points: 6+1/2 character level.
Class skills: Balance, Jump, Tumble, Climb, Swim, Pilot, Hide, Move silently, Intimidate, profession.
Skill points per level: 3+int modifier
BAB: 3/4
Saves:
Fort: Poor
Ref: Good
Will: Poor
Defense: Good (+7 over ten levels)
Class features:
1 Increased damage +1d8
2 Fast movement +5ft
3 Leap +10ft
4 Increased Damage +2d8
5 Fast movement +10ft
6 Leap +20ft
7 Defender +2
8 Increased damage +3d8
9 Fast movement +15ft
10 Defender +4

No armor: A Psi Ranger looses all class abilities while waering armor.
Increased Damage: A Psi Ranger adds this bonus to the damage he does with a beam sword.
Fast Movement: As per Fast Hero.
Leap: Add this to the verticle distance of any jump result.
Defender: as a move action a psi ranger can add this bonus to his defnese against ranged attacks.
 
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