A'koss
Explorer
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!
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!