Show off your favorite Homebrew core classes

Moe Ronalds

First Post
My name is Moe Ronalds, and I'm a core-class whore. That being said, I know the people of ENworld are the most creative people out there, and I'm sure some of you guys have some interesting core classes kicking around somewhere, so why not share them all in this thread? We can discuss them, view them, and cackle evilly as we plan to spring some more unique NPCs at our characters.

PC: What!? How can he do that?! X-ability should be part of Y category so why won't N ability negate it?!
 

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I've always thought that multiclassed spellcasters, like fighter/wizards, tended to be a lot weaker than other characters in 3e. You can try to solve this with prestige classes (the "Eldritch Knight" route), but I don't like prestige classes and feel that the archetype is common enough to merit a new core classes. Hence, the "warrior-mage."
 

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A'koss

Explorer
Okay... you asked for it.

Number one...

The Warrior

This is the latest revision to the new core classes in our post-Ragnarok campaign. The "Warrior" is essentially an amalgamation of the Fighter, a bit of the Barbarian, the Ranger and a little of the Monk. IOC, there are 5 core classes - the Warrior, the Rogue, the Talist (wizard), the Druid (who's powers are derived from the new World Tree) and a clerical class were still working on.

What's different?

The biggest perk is that these classes allow you to choose your own class abilities. (This was inspired a little by Modern d20). Want to lean more towards a wilderness style warrior? - You can. Everything from the combat tank to the lightly armored, highly skilled duelist. You can gain additional abilities (or improve in existing ones) as you rise in levels at a set rate. This also removes the front-loaded nature of some of the classes like the Ranger.

Weapon & Armor proficiencies return, very similar to how 2nd edition handled it. The broad levels of proficiency in 3e is entirely contrary to real life. 'nuff said.

What I'm hoping for are any comments, critiques, possible balance issues keeping in mind that magic items in our campaign are few and far between. Also, any suggestions on for new class abilities would be greatly welcomed.

BASE HD: d10
- Hit Dice can be modified with Class Abilities

SKILL POINTS: 1st Level: (3 + Int) x 4, every level after: 3 + Int
- These represent the usual 3e skills in D&D.
- In there are no cross-class skills, all skills are available to all classes.

WEAPON & ARMOR SKILL POINTS: 5 + 1 every odd level...
- Warriors use these points to acquire proficiency in weapons and armor.
- To become proficient in the use of a weapon or armor requires 1 SP except exotic weapons and armor (for that culture) which require 2 SP to become proficient in. You may also choose to become proficient in groups of related weapons as follows:

- All swords: 4
- All axes: 3
- All hammers: 3 (including your maul & clubs)
- All maces: 2 (including flails)
- All polearms: 3
- All Bows: 2

- All Light Armor: 2
- All Medium Armor: 3
- All Heavy Armor: 4
- All Armor: 7

Weapon Focus:
- Prerequisites: Proficiency in the weapon.
- Benefits: +1 Bonus to all Attack Rolls. If you are using standard 3e critical hits, you can advance no further.

Improved Weapon Focus: (Campaign specific)
- Prerequisites: 6th Level, Weapon Focus in chosen weapon.
- Benefits: An additional +1 Bonus to all Attack Rolls (+2 total).

Improved Critical:
- Prerequisites: 8th level.
- Benefits: Crit threat range is doubled.

Weapon Specialization:
- Prerequisite: 3rd Level, Weapon Focus in chosen weapon.
- Benefits: Weapon Damage increases in the following manner: 1d3 = 1d4, 1d4 = 1d6, 1d6 = 1d8, 1d8 = 1d10, 1d10 = 1d12, 1d12 (or 2d6) = 1d8+1d6. If you are using standard 3e critical hits, you can advance no further. Ranged weapon damage is only increased within a range of 30'

Weapon Mastery: (Campaign specific)
- Prerequisites: 9th level, Weapon Specialization in chosen weapon.
- Benefits: Weapon Damage increases an additional "step". For example a longsword now inflicts 1d12 damage. Additionally, a weapon that inflicts 1d8+1d6 now inflicts 2d8 damage (eg. Greatsword). Ranged Weapon damage is increased within a range of 60'.

Armor Specialization: (Campaign specific)
- Prerequisite: 3rd Level, Proficiency in specific armor..
- Benefits: Armor's Max. Dex. bonus improves by 2 for light armor and by 1 for medium armor. Armor check penalties are reduced by 1 as well.

Armor Mastery: (Campaign specific)
- Prerequisite: Armor Specializaion.
- Benefits: Max. Dex. bonus improves by another 2 (4 total) for light armor, 1 (2 total) for medium armor and 1 for heavy armor. Armor check penalties are further reduced by 1 (2 total). This is also the maximum amount of improvement barring the purchase of more sophisticated armor.

Skill Point Substitution:
- Prerequisite: None
- Benefits: You may substitute a W&A SP for 3 Skill Points.

FEATS: 1 + 1 every even level.
- Warriors only gain feats at this rate, not at the 3e rate!! Weapon & Armor Proficiencies along with Weapon Specialization are removed from the lists.

WARRIOR ABILITIES: 2 + 1 every 3rd level.
- These class abilities are much like feats but are restricted to the Warrior class.
- Each ability costs 1 slot unless otherwise noted.
- This list does not include paladin-like abilities or barbarian rage as both would be better suited to Prestige Classes IMO. Monk-like special abilities are also exempt for the most part as they are more appropriate to an eastern setting and a different class.

Fast Movement:
- Prerequisites: Dex. 12, Level 3.
- Benefits: Increase your Base Movement by 10. Every Additional Slot you spend adds 10' to your movement.

Damage Reduction:
- Prerequisites: Con 12, Level 11.
- Benefits: You gain DR of 1/- for every slot you spend on it.

Unarmed Combat:
- Prerequisites: Improved Unarmed Strike.
- Benefits: Your unarmed blows inflict 1d6 damage. Every 4 levels after acquiring this feat you may improve your unarmed damage by spending an additional slot on unarmed combat. Damage Progression is as follows 1d8, 1d10, 1d12, 1d20 (max.).

Improved Hit Die:
- Prerequisites: None.
- Benefits: At a cost of *2* Class Ability Slots the Warrior may use the next higher die (d12) for acquiring Hit Points. You do not have to be 1st level in order to acquire this ability, it may be acquired at any time in a Warrior's career.

Reduced Hit Die:
- Prerequisites: None.
- Benefits: The Warrior may reduce his Hit Die to the next lower die (d8) and *gain* 2 Class Ability Slots. It may not be reduced further.

Reduced Combat Ability:
- Prerequisites: Levels 1 - 10.
- Benefits: The Warrior may reduce his combat progression to that of a cleric (average) and *gain* 2 Class Ability Slots if done between levels 1 - 5 or 1 Class Ability Slot if done between levels 6 - 10.

Uncanny Dodge I:
- Prerequisites: Dex 12.
- Benefits: Retain Dex bonus to AC even when flat-footed or attacked by an invisible foe.

Uncanny Dodge II:
- Prerequisites: Level 5, Dex 12, Uncanny Dodge I.
- Benefits: Can no longer be flanked unless attacked by a Rogue a minimum of 4 levels higher.

Uncanny Dodge III:
- Prerequisites: Level 10, Dex 12, Uncanny Dodge II.
- Benefits: +1 bonus to Reflex Saves vs damage from traps and a +1 dodge bonus to AC vs attacks from traps. You may use another slot to improve these bonuses by 1 for every 3 levels after acquiring the feat to a max. of +4.

Extreme Effort:
- Prerequisites: Str 12.
- Benefits: As a full-round action you gain a bonus of +2 vs any Str check or Str related skill check. You gain an additional bonus of +2 for every extra slot spent to a max. bonus of +6.

Penetrate Hardness:
- Prerequisites: Str 12.
- Benefits: Ignore 1 point of an object's hardness and ignore 2 points of a creature's damage resistance. This ability is stackable with additional slots spent on it.

Energy Resistance:
- Prerequisites: Con 12.
- Benefits: The character may resist an amount of a specific energy damage (acid, cold, electricity, fire or sonic) equal to his Con modifier. Additional slots can be spent on acquiring resistance to additional types of attack.

Ignore Pain I:
- Prerequisites: Level 5, Con 12.
- Benefits: Continue to stay conscious even at negative hit points as though he was disabled (make an attack or a move action every round) until reaching -10 hit points and death.

Ignore Pain II:
- Prerequisites: Level 9, Con 12, Ignore Pain I
- Benefits: The Warrior may add his Con modifier to extend his survivability at negative hit points. For example, a Warrior with an 18 Con can survive until -14 Hit Points. Between -1 and -9 hit points the Warrior may function unimpaired and can continue to fight without penalty but if the Warrior is injured between -10 and his max. threshold he is considered disabled.

Tough as Iron:
- Prerequisites: Con 12.
- Benefits: Gain maximum hit points on your next level.

Lion's Stamina:
- Prerequisites: Con 12.
- Benfits: Recover Hit Points at twice the normal rate (non-magical recovery only).

Steel Defense: (Campaign specific.)
- Prerequisites: Dex. 12, Int. 12
- Benefits: By spending *2* slots the Warrior's class-based Defense Bonus improves from Average to Good. The warrior must be in light to no armor and must be unencumbered.

Favored Enemy:
- Prerequisites: Int. 12.
- Benefits: As per your favorite Ranger or Ranger variant. Additional benefits every 5 levels require an additional slot to acquire them.

Increase Ability Score:
- Prerequisties: None.
- Benefits: Increase Str, Dex or Con by 1. Stackable.

Improved Saving Throws:
- Prerequisites: Ability Score of 12 in the Save modifier for the Saving Throw to be improved.
- Benefits: For a cost of *2* slots the Warrior may choose to improve either his Reflex or his Will save to the "Good" progression.

Exploit Weakness:
- Prerequisites: Int 12.
- Benefits: After 1 round of combat the warrior can exploit the weaknesses in the battle tactics of all opponents that he has seen over the round. Invisible or otherwise concealed opponents cannot be exploited. He may then use his Int bonus instead of his Str or Dex towards his attack rolls against those opponents. (For those oddball warriors who's Int is their best score...

Tactician:
- Prerequisites: Int 12, Level 3.
- Benefits: As an attack action, the Warrior provides tactical aid to any single ally (but not himself) within sight and voice range of the Warrior. As a full-round action, the Warrior can provide tactical aid to 2 + Int modifier allies. The aid provides either a competence bonus on attack rolls or a dodge bonus to AC (Warrior's choice). The bonus is equal to the Warrior's Int. modifier and it lasts for 1 full round.

Battlefield Tactician:
- Prerequisites: Int 12, Tactician, Leadership feat.
- Benefits: As per Tactian, but the Warrior may provide tactical aid to 2 + Int modifier allies, followers and cohorts as a standard action and to every follower and cohort (in addition to 2 + Int modifier number of additional allies) as a full-round action.


BAB: As per fighter.

SAVING THROWS: As per fighter.


Cheers,

A'koss!
 

A'koss

Explorer
Number two...

The Rogue

BASE HD: d6
- Hit Dice can be modified with Class Abilities

SKILL POINTS: 1st Level: (8 + Int) x 4, every level after: 8 + Int
- These represent the usual 3e skills in D&D.
- Just as a point of reference, IMC there are no cross-class skills, all skills are available to all classes.

WEAPON & ARMOR SKILL POINTS: 3 + 1 every three levels (4th, 7th, 10th)...
- Rogues use these points to acquire proficiency in weapons and armor.
- To become proficient in the use of a weapon or armor requires 1 SP except exotic weapons and armor (for that culture) which require 2 SP to become proficient in. You may also choose to become proficient in groups of related weapons as follows:

- All swords: 4
- All axes: 3
- All hammers: 3 (including your maul & clubs)
- All maces: 2 (including flails)
- All polearms: 3
- All Bows: 2

- All Light Armor: 2
- All Medium Armor: 3
- All Heavy Armor: 4
- All Armor: 7

Weapon Focus:
- Prerequisites: Proficiency in the weapon, Level 2.
- Benefits: +1 Bonus to all Attack Rolls. If you are using standard 3e critical hits, you can advance no further.

Improved Critical:
- Prerequisites: 11th level.
- Benefits: Crit threat range is doubled.

Armor Specialization: (Campaign specific)
- Prerequisite: 3rd Level, Proficiency in specific armor..
- Benefits: Armor's Max. Dex. bonus improves by 2 for light armor and by 1 for medium armor. Armor check penalties are reduced by 1 as well.

Skill Point Substitution:
- Prerequisite: None
- Benefits: You may substitute a W&A SP for 3 Skill Points.

FEATS: 1 + 1 every 3rd level (3rd, 6th, 9th...).
- Rogues gain feats at the normal 3e rate. Naturally any feats that duplicate the above Weapon and Armor skills are removed.

ROGUE ABILITIES: 2 + 2 per 3 levels (2nd, 3rd, 5th, 6th, 8th, 9th, 11th, 12th...).
- These class abilities are much like feats but are restricted to the Rogue class.
- Each ability costs 1 slot unless otherwise noted.
- You cannot save Class Ability Slots, however you may make partial contributions for those abilities that require 2 slots.

Fast Movement:
- Prerequisites: Dex. 12, Level 3.
- Benefits: Increase your Base Movement by 10. Every Additional Slot you spend adds 10' to your movement. This ability cannot be taken more than 1 every 3 levels.

Sneak Attack:
- Prerequisites: None.
- Benefits: As per the 3e Rogue. 1 Class Ability slot allows you to raise your sneak attack damage by 1d6 hp. This ability is stackable at a maximum rate of 1 slot per 2 levels (1st, 3rd, 5th.. or... 2nd, 4th, 6th... etc.)

Evasion:
- Prerequisites: Dex. 12, Level 2.
- Benefits: If exposed to any effect that allows a Reflex Save for half damage, the Rogue takes no damage on a successful save. The Rogue must be in light to no armor and unencumbered to use this ability.

Steel Defense: (Campaign specific.)
- Prerequisites: Dex. 12, Int. 12
- Benefits: By spending *2* slots the Rogue's class-based Defense Bonus improves from Good to Excellent. The Rogue must be in light to no armor and must be unencumbered.

Improved Hit Die:
- Prerequisites: None.
- Benefits: At a cost of *2* Class Ability Slots the Rogue may use the next higher die (d8) for acquiring Hit Points. You do not have to be 1st level in order to acquire this ability, it may be acquired at any time in a Rogue's career. You may not, however, increase it any more than this.

Reduced Hit Die:
- Prerequisites: None.
- Benefits: The Rogue may reduce his Hit Die to the next lower die (d4) and *gain* 2 Class Ability Slots. It may not be reduced further.

Reduced Combat Ability:
- Prerequisites: Levels 1 - 10.
- Benefits: The Rogue may reduce his combat progression to that of a wizard (poor) and *gain* 2 Class Ability Slots if done between levels 1 - 5 or 1 Class Ability Slot if done between levels 6 - 10.

Uncanny Dodge I:
- Prerequisites: Dex 12.
- Benefits: Retain Dex bonus to AC even when flat-footed or attacked by an invisible foe.

Uncanny Dodge II:
- Prerequisites: Level 5, Dex 12, Uncanny Dodge I.
- Benefits: Can no longer be flanked unless attacked by a Rogue a minimum of 4 levels higher.

Uncanny Dodge III:
- Prerequisites: Level 10, Dex 12, Uncanny Dodge II.
- Benefits: +1 bonus to Reflex Saves vs damage from traps and a +1 dodge bonus to AC vs attacks from traps. You may use another slot to improve these bonuses by 1 for every 3 levels after acquiring the feat to a max. of +4.

Crippling Strike:
- Prerequisites: Dex 12, Int 12, Sneak Attack, Level 11..
- Benefits: Sneak Attacks inflict 1 point of temporary Str. damage in addition to normal damage. With a second slot, the Rogue may choose to inflict 1 point of Dex. damage instead of Str. damage.

Defensive Roll:
- Prerequisites: Dex 12, Uncanny Dodge II, Evasion, Level 10.
- Benefits: 1 / day when the Rogue would be redued to 0 hit points or less by damage in combat (by weapon or other blow, but not spell or special ability), he may attempt a Reflex Save (DC = damage dealt) for half damage. The Rogue must be aware of the attack and must not be denied his Dex bonus to AC (by being bound for example). This ability is stackable with each additional Class Ability slot allowing the Rogue to use this ability 1 more time per day.

Improved Evasion:
- Prerequisites: Dex 12, Evasion, Level 8.
- Benefits: As per Evasion except even failed saves result in half damage.

Advanced Evasion:
- Prerequisites: Dex 12, Improved Evasion, Level 15.
- Benefits: As per Improved Evasion except even failed saves result in one-quarter damage.

Opportunist:
- Prerequisites: Dex. 12, Level 12.
- Benefits: 1 / round the Rogue may make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts against the Rogue's total number of AoO per round and can only be done 1 / round, regardless of feats.

Skill Mastery:
- Prerequisites: Ability Score of 12 in the Skill to be Mastered, Level 7.
- Benefits: The Rogue selects a number of skills equal to 3 + Int. modifier with which he may "Take 10" even if distractions would prevent him from otherwise doing so. You may take this ability multiple times, choosing additional skills to be mastered.

Slippery Mind:
- Prerequisities: Wis 12, Level 9.
- Benefits: If the Rogue fails a Saving Throw vs. Enchantment magic, he may make a second attempt at a Saving Throw 1 round later.

Distract:
- Prerequisites: Int 12, 7 Ranks in Bluff, Level 5.
- Benefits: The Rogue is skilled at tricking opponents into taking their attention off him through deception and body language when acting alone. The Rogue must not have any (visible) allies within 30' of him as distracting others first requires that the Rogue has his opponent(s') undivided attention. The target(s) must have an Int. score of at least 3 and be within 30' of the Rogue and be able to see and hear him (but doesn't necessarily have understand him). This can only be done once per encounter and is a standard action. The Rogue must make a successful Bluff Check (modified by whatever circumstances the DM sees fit) which results in the target(s) being distracted for 1 full round (treat as Dazed - cannot take any action, but can defend).

Sharp Eyed:
- Prerequisites: Int 12, 5 Ranks in Search.
- Benefits: In addition to a +2 bonus to his Search rolls, the Rogue's keen senses allow him to automatically make search checks when he comes within 5' of any trap, secret door or concealed door.

Advanced Climber:
- Prerequisites: Str 12, 5 Ranks in Climb.
- Benefits: In addition to a +2 bonus to his Climb rolls, the Rogue can make Accellerated Climbs at no penalty (instead of -5) and need only make 1 check per round (instead of 2).

Boxman:
- Prerequisites: Int 12, 5 Ranks in Disable Device.
- Benefits: In addition to a +2 bonus to his Disable Device rolls, the Rogue can disable simple traps on a move-equivalent action, tricky traps in 1d2 rounds and complex traps in 1d4 rounds.

Stalker:
- Prerequisites: Dex 12, 5 Ranks in Move Silently.
- Benefits: In addition to a +2 bonus to his Move Silently rolls, the Rogue can move at full speed at no penalty and at a full run or charge at only -15 to the roll.

Shadowcat:
- Prerequisites: Int 12, 5 Ranks in Hide.
- Benefits: In addition to a +2 bonus to his Hide rolls, the Rogue can move at full speed at no penalty and at a full run or charge at only -15 to the roll.

Size up:
- Prerequisites: Wis 12, Level 8.
- Benefits: The Rogue hones his instincts to know when to go for the gold, and when he's bitten off more than he can chew. As a full-round action the Rogue study a single target and discern a general level of threat it presents (CR of target is greater than 2 levels higher than the Rogue [High], within 2 levels of the Rogue [Same], those between 2 and 5 CR lower the Rogue [Low] and those less than 6 CR than the Rogue [Easy])

Lightning Reaction:
- Prerequisites: Dex 12, Improved Initiative, Level 12.
- Benefits: The Rogue has honed his reflexes to the point where he can change his order in the initiative once per encounter. The Rogue may move up in initiative a number of places equal to his Dex. adjustment at the beginning of any round in the encounter (including the first) before anyone else can act.

Improved Improvised Weapon:
- Prerequisites: Int. 12, Dex 12, Level 6.
- Benefits: The Rogue can use improvised weapons more effectively than others. These weapons are treated as though they are 1 size larger for purposes of damage. Furthermore, penaties for attacking with improvised weapons are reduced by 2 (to -2 to attack rolls)

Last Words:
- Prerequisites: Cha 12, 12 Ranks in Bluff, Level 10.
- Benefits: Sometimes life or death can depend on a few well-chosen words... The Rogue can attempt to talk his way out of a hostile encounter (just before or during) with a single target. The Rogue must make a successful Bluff check (modified by the target's determination to kill the Rogue - from +5 on Sense Motive checks [Rogue looks like a nice snack] to +20 [personal blood-oath to kill Rogue]) as a standard action against the target (who must be within 15' of the Rogue and understand him) who then ceases hostilites towards the Rogue and treats him indifferently. Exact reactions are up to the DM - guards may simply give the Rogue up to the authorities (rather than just kill him), leave him a little roughed up (but alive), etc.

Last Words II:
- Prerequisites: Cha 12, 15 Ranks in Bluff, Last Words, Level 13.
- Benefits: As per Last Words but Rogue can attempt to sway a number of opponents equal to his 2 + Cha modifier.

Increase Ability Score:
- Prerequisties: None.
- Benefits: Increase Dex, Int or Cha by 1. Stackable. This is also in addition to the standard +1 stat per 4 levels all characters receive.

Improved Saving Throws:
- Prerequisites: Ability Score of 12 in the Save modifier for the Saving Throw to be improved.
- Benefits: For a cost of *2* slots the Rogue may choose to improve either his Fort or his Will save to the "Good" progression. For an additional 2 slots he may improve both saves.

Exploit Weakness:
- Prerequisites: Int 12.
- Benefits: After 1 round of combat the Rogue can exploit the weaknesses in the battle tactics of all opponents that he has seen over the round. Invisible or otherwise concealed opponents cannot be exploited. He may then use his Int bonus instead of his Str or Dex towards his attack rolls against those opponents.


BAB: As per 3e Rogue.

SAVING THROWS: As per the 3e Rogue.


A'koss.
 

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