Champion
BaB: +1/level
HD: d12
Proficient with all weapons and armor.
All saves are good.
Full BaB. High Saves. d12 HD. 4 skill points per level.
Features: (all are ex)
Weapon Mastery: The first time in a round that you hit with a weapon, add your Weapon Mastery damage to the amount of damage you deal.
Extremely Tough: You are granted temporary HP equal to your Extremely Tough value in the table above at the start of each of your turns.
Second Chance: On each of your turns, you may cause a d20 roll to be rerolled. This may be your roll, or someone elses that affects you. The number of second chances you get is on the above table. Your use of second chances resets at the end of your turn.
Physical Perfection: You gain an enhancement bonus to your physical stats (str, con and dex) equal to the values in the above table. The first time you gain a bonus in a given column, you pick which stat is applies to.
Combat Mastery: When wearing armor, shields or weapons, you may consider your weapon to have an enhancement bonus equal to your Combat Mastery value. In addition, you gain a deflection bonus to AC and an enhancement bonus to will, fortitude and reflex equal to your Combat Mastery value.
---
This class isn't 'featureless' -- it has 5 features.
Two of the features help make it less dependent on equipment and buffs from other party members.
The Weapon Mastery gives it an ability to deal damage. It applies once per turn, because that way I can make it larger, and it is easier to use.
Extremely Tough makes it able to actually take damage. It isn't DR, just auto-replacing temporary HP.
Second Chance both makes the character increasingly accurate, and tough to take out with a lucky roll. It is an easy mechanic to understand -- "I don't like that roll, roll it again". It resets at the end of your turn, so you can use up your second chances defending yourself first -- and use the leftover ones to punish your foes.
BaB: +1/level
HD: d12
Proficient with all weapons and armor.
All saves are good.
Code:
Weapon Extremely Second Physical Combat
Level Mastery Tough Chance Perfection Mastery
1 +2 +0 - - -
2 +2 +2 - - -
3 +4 +2 - - -
4 +4 +4 - - -
5 +6 +4 - - -
6 +6 +6 1 - -
7 +8 +6 1 - +1
8 +8 +8 1 +2/-/- +1
9 +10 +8 1 +2/-/- +1
10 +10 +10 1 +2/-/- +1
11 +15 +10 1 +2/+2/- +1
12 +15 +15 2 +2/+2/- +1
13 +20 +15 2 +2/+2/- +2
14 +20 +20 2 +4/+2/+2 +2
15 +30 +20 2 +4/+2/+2 +2
16 +30 +25 2 +4/+2/+2 +3
17 +40 +25 2 +6/+4/+4 +3
18 +40 +30 3 +6/+4/+4 +3
19 +50 +30 3 +6/+4/+4 +4
20 +50 +35 3 +6/+6/+6 +5
Features: (all are ex)
Weapon Mastery: The first time in a round that you hit with a weapon, add your Weapon Mastery damage to the amount of damage you deal.
Extremely Tough: You are granted temporary HP equal to your Extremely Tough value in the table above at the start of each of your turns.
Second Chance: On each of your turns, you may cause a d20 roll to be rerolled. This may be your roll, or someone elses that affects you. The number of second chances you get is on the above table. Your use of second chances resets at the end of your turn.
Physical Perfection: You gain an enhancement bonus to your physical stats (str, con and dex) equal to the values in the above table. The first time you gain a bonus in a given column, you pick which stat is applies to.
Combat Mastery: When wearing armor, shields or weapons, you may consider your weapon to have an enhancement bonus equal to your Combat Mastery value. In addition, you gain a deflection bonus to AC and an enhancement bonus to will, fortitude and reflex equal to your Combat Mastery value.
---
This class isn't 'featureless' -- it has 5 features.
Two of the features help make it less dependent on equipment and buffs from other party members.
The Weapon Mastery gives it an ability to deal damage. It applies once per turn, because that way I can make it larger, and it is easier to use.
Extremely Tough makes it able to actually take damage. It isn't DR, just auto-replacing temporary HP.
Second Chance both makes the character increasingly accurate, and tough to take out with a lucky roll. It is an easy mechanic to understand -- "I don't like that roll, roll it again". It resets at the end of your turn, so you can use up your second chances defending yourself first -- and use the leftover ones to punish your foes.