Byrons_Ghost
First Post
I know this sort of thing would normally go in the House Rules section, but Spellslinger isn't really standard D20. Anyway, I'm getting ready to start a campaign soon and wanted some more classes to offer my players. I already posted these on the Spellslinger Yahoo group last week, but there hasn't been any feedback there, and from what I can tell the group is pretty much dead.
These three classes are actually derived from Spycraft 1.0 classes, which seemed to me to be the closest to the original Spellslinger classes (core abilities, frequent bonus feats, similar ability progression, etc). The class below (Guardsman) is derived from the Pointman, for example. The others were derived from the Fixer (Outlaw) and Soldier/Wheelan (Wrangler).
What I'm hoping to get here is some feedback from those who own Spellslinger on how well these classes balance against the others, and how well everything would work together. I'm particularly concerned with the Pointman and Wrangler, as their abilities are pretty specific in nature and I don't want to them to be left out of too much in the game.
The Guardsman is below; the Outlaw and Wrangler will be in the next two posts. I hope the classes prove useful to people, and thanks in advance for any help!
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Guardsman
Guardsman is a generic term for anyone who makes their living guarding or protecting people or items, or enforcing the law. A Guardsman could be a stagecoach driver, railroad detective, military officer, or a town marshall. Guardsmen work best in groups, where they can use their abilities to aid those around them. Most Guardsmen have an innate respect for law and order; some, however, simply seek to use their position and skills to benefit themselves, or strike out on their own as mercenary “bodyguards” (who are often little better than hired guns).
Hit Dice: d10
Class Skills: Athletics, Chat, Creep, Heal, Intimidate, Knowledge (Politics or any geographical area), Profession, Ride, Senses, Sense Motive, Survival
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier
Starting Feats:
Small Firearms Proficiency
Large Firearms Proficiency
Good Cover
Protector: At any time, the Guardsman may choose an object or person to whom he is devoted to protecting. The object can be any size up to a single vehicle, such as a stagecoach or rail car. Any time the Guardsman’s charge takes damage, the Guardsman may opt to take this damage himself instead, provided that he is touching, or adjacent to, the charge. Additionally, any time it is appropriate, the Guardsman may share the results of a skill check or saving throw with his charge, who will gain the benefits as if they also had made the roll, provided that they are at least within thirty feet of the Guardsman. For example, a Guardsman prisoner being taken by a Guardsman past some bandits uses the Guardsman’s Creep roll instead of his own. For objects, this simply means that they use the Guardsman’s saving throws to resist attack even when not directly held by the Guardsman. This is the Guardsman’s core ability.
Assistance: Starting at second level, the guardsman may assist one of his allies with a class ability or skill check which takes an hour or longer. At 2nd level, the Guardsman’s assistance reduces the time required for the ability by half. At 11th level, this time is cut down to one-quarter, and at 19th level the time required is reduced to one-tenth.
Medic: Starting at 4th level, the guardsman gains a +2 bonus to all Heal checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.
Tactics: Once per day as a free action, the Guardsman may issue an order to a number of allies equal to his Charisma modifier. This order must by specific, such as “cover me while I go for that dynamite!” While the allies are following the order, they receive a +1 to all rolls related to carrying it out during the next round. This bonus increases by +1 at levels 9, 13, and 17, to a maximum of +4 at level 17. Each time it increases, the Guardsman also gains an additional use per day, to a maximum of 4 uses per day at level 17. Although the bonus lasts only one round, Guardsmen with multiple uses per day may choose to use another use on the next round to extend the bonus for the same set of orders.
Sharp: Upon reaching 7th level, the Guardsman receives +2 to any Senses or Sense Motive checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level.
Strategy: Once per day at 20th level, the Guardsman may activate this ability at the start of a round as a free action. All nearby allies who can hear the Guardsman’s voice (including the Guardsman himself) gain a free additional action for the round. Each ally may choose whether this is a move action or a standard action.
Bonus Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency, Far Shot, Good Shot, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Quick Thinker, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Toughness, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus
These three classes are actually derived from Spycraft 1.0 classes, which seemed to me to be the closest to the original Spellslinger classes (core abilities, frequent bonus feats, similar ability progression, etc). The class below (Guardsman) is derived from the Pointman, for example. The others were derived from the Fixer (Outlaw) and Soldier/Wheelan (Wrangler).
What I'm hoping to get here is some feedback from those who own Spellslinger on how well these classes balance against the others, and how well everything would work together. I'm particularly concerned with the Pointman and Wrangler, as their abilities are pretty specific in nature and I don't want to them to be left out of too much in the game.
The Guardsman is below; the Outlaw and Wrangler will be in the next two posts. I hope the classes prove useful to people, and thanks in advance for any help!
--------------------------------
Guardsman
Guardsman is a generic term for anyone who makes their living guarding or protecting people or items, or enforcing the law. A Guardsman could be a stagecoach driver, railroad detective, military officer, or a town marshall. Guardsmen work best in groups, where they can use their abilities to aid those around them. Most Guardsmen have an innate respect for law and order; some, however, simply seek to use their position and skills to benefit themselves, or strike out on their own as mercenary “bodyguards” (who are often little better than hired guns).
Hit Dice: d10
Class Skills: Athletics, Chat, Creep, Heal, Intimidate, Knowledge (Politics or any geographical area), Profession, Ride, Senses, Sense Motive, Survival
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier
Starting Feats:
Small Firearms Proficiency
Large Firearms Proficiency
Good Cover
Code:
[b]
Level BAB AC Init Fort Ref Will Special
[/b]
1 +0 +0 +1 +2 +1 +0 Starting feats, tactics, bonus feat
2 +1 +1 +2 +3 +2 +0 Bonus feat
3 +2 +1 +2 +3 +2 +1 Assistance (half time)
4 +3 +2 +3 +4 +2 +1 Bonus feat, medic +2
5 +3 +2 +4 +4 +3 +1 Tactics +1, once per day
6 +4 +2 +5 +5 +3 +2 Bonus feat
7 +5 +3 +5 +5 +4 +2 Sharp +2
8 +6 +3 +6 +6 +4 +2 Bonus feat, medic +4
9 +6 +4 +7 +6 +4 +3 Tactics +2, twice per day
10 +7 +4 +8 +7 +5 +3 Bonus feat
11 +8 +4 +8 +7 +5 +3 Assistance (1/4 time), sharp +4
12 +9 +5 +9 +8 +6 +4 Bonus feat, medic +6
13 +9 +5 +10 +8 +6 +4 Tactics +3, three times per day
14 +10 +6 +11 +9 +6 +4 Bonus feat
15 +11 +6 +11 +9 +7 +5 Sharp +6
16 +12 +6 +12 +10 +7 +5 Bonus feat, medic +8
17 +12 +7 +13 +10 +8 +5 Tactics +4, four times per day
18 +13 +7 +14 +11 +8 +6 Bonus feat
19 +14 +8 +14 +11 +8 +6 Assistance (1/10 time), sharp +8
20 +15 +8 +15 +12 +9 +6 Bonus feat, Strategy, medic +10
Protector: At any time, the Guardsman may choose an object or person to whom he is devoted to protecting. The object can be any size up to a single vehicle, such as a stagecoach or rail car. Any time the Guardsman’s charge takes damage, the Guardsman may opt to take this damage himself instead, provided that he is touching, or adjacent to, the charge. Additionally, any time it is appropriate, the Guardsman may share the results of a skill check or saving throw with his charge, who will gain the benefits as if they also had made the roll, provided that they are at least within thirty feet of the Guardsman. For example, a Guardsman prisoner being taken by a Guardsman past some bandits uses the Guardsman’s Creep roll instead of his own. For objects, this simply means that they use the Guardsman’s saving throws to resist attack even when not directly held by the Guardsman. This is the Guardsman’s core ability.
Assistance: Starting at second level, the guardsman may assist one of his allies with a class ability or skill check which takes an hour or longer. At 2nd level, the Guardsman’s assistance reduces the time required for the ability by half. At 11th level, this time is cut down to one-quarter, and at 19th level the time required is reduced to one-tenth.
Medic: Starting at 4th level, the guardsman gains a +2 bonus to all Heal checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.
Tactics: Once per day as a free action, the Guardsman may issue an order to a number of allies equal to his Charisma modifier. This order must by specific, such as “cover me while I go for that dynamite!” While the allies are following the order, they receive a +1 to all rolls related to carrying it out during the next round. This bonus increases by +1 at levels 9, 13, and 17, to a maximum of +4 at level 17. Each time it increases, the Guardsman also gains an additional use per day, to a maximum of 4 uses per day at level 17. Although the bonus lasts only one round, Guardsmen with multiple uses per day may choose to use another use on the next round to extend the bonus for the same set of orders.
Sharp: Upon reaching 7th level, the Guardsman receives +2 to any Senses or Sense Motive checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level.
Strategy: Once per day at 20th level, the Guardsman may activate this ability at the start of a round as a free action. All nearby allies who can hear the Guardsman’s voice (including the Guardsman himself) gain a free additional action for the round. Each ally may choose whether this is a move action or a standard action.
Bonus Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency, Far Shot, Good Shot, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Quick Thinker, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Toughness, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus