Dnd custom subclasses 3.5e

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Hi all, my group and me have been playingfor 5 years now and i finally decided to get some online help.


I want to ask you if you know any good subclasses. We follow 3.5 rules but we dont use prestige classes, and no psions or how are they called. Didnt really spent much time reading this forum.

I will post here some of our subclasses. It is mostly stuff from BG and oter games that we found to be interesting.

fighter subclasses:

 

  blade master:


   

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   Advantages:


      - +2 to dexterity 


      - Has AC+2 against slashing weapons


      - Gains attb+1 for every 4 levels (+1 on lev1, lev5, ...) when using 1-handed slashing weapons


      - Can use the Spider Weave ability while using class weapons once per day. The ability involves upping to


        tempo of attacks & swinging the blades in unusual, rhythmic patterns that slash and nick away at an enemy.


        The ability lasts 1 round + 1 round per 3 levels (+1 on lev3, lev6, ...) and grants the bonuses of +1 attack


        at full attb and all strikes deal out +6 extra slashing damage, +4 if target makes reflex (class) saving throw


 


    Disadvantages:


      - Starts proficient with 1-handed slashing simple and martial melee weapons, light armors & shields


      - Can specialize only in 1-handed slashing simple and martial melee weapons


      - All advantages apply only when wearing light or no armor


 


  pit fighter: 

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    Advantages:
      - Regenerates 1 hit point per turn (= 60 HP per hour) 


      - Starts with cleave feat
      - Fast Movement: pit fighters move 10 feet faster than the standard character


        when not wearing heavy armors and not carrying a heavy load.



    Disadvantages:
      - Starts without heavy armor feat & any feat in ranged weapons


      - Cannot specialize in any ranged weapon


      - All advantages apply only when not wearing any heavy armor


wild swashbuckler:


 

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    Advantages:


      - +2 to dexterity 


      - Gains +1 to AC for every 3 levels (+1 on lev3, lev6, ...) when not using any armor


      - Starts with Whirlwind Attack feat


      - Has attb+4 to off-hand weapon until gets 2-weapon fighting feat


 


    Disadvantages:


      - Cannot be of lawful alignment 


      - Starts proficient ONLY with dagger, darts, spear, quarterstaff, sling & short sword


      - Not proficient with any armor or shield


      - All advantages apply only when not wearing any armor or shield

 

   amazon:


 

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    Advantages:


      - Can coat spear-like weapons in poison 1/day. The next hit with that weapon will inject the poison


        into the target, dealing 6 dmg/round for 4 rounds. Fortitude save (class) limits damage to 12.


      - Can charm animals 1/day


      - Can use Crittical strike 1/day per 4 levels (lev1, lev5, ...). The ability


        lasts for 1 round and makes all attacks to cause critical hits


 


    Disadvantages:


      - Must be female character 


      - Cannot be of any lawful alignment


      - Starts without heavy armor feat


      - Starts proficient only with spears, javelins, swords, axes, clubs & bows


      - Can specialize only in spears, javelins & long bows


      - All advantages apply only when not wearing any heavy armor


  samurai:


 

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    Advantages:


      - +2 to Dexterity


      - uses Dexterity modifier to determine attb and dmg rolls with all weapons


      - starts with Basic rolling feat


      - Katana mastery(Ex): proficient with katana and gains +2 dmg when using katana. Bonus increaseas to +4 on lvl 10.


 


    Disadvantages:


      - If shifts to neutral becomes Ronin and loses katana mastery & uses Strength modifier for attb/dmg until atones


      - When multiclasses to a class other than samurai, loses all class bonuses     


      - Not proficient with any ranged weapon


      - All advantages apply only when not wearing any heavy armor or shield


  spartanbreed:


 

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    Advantages:


      - +2 to strength


      - set morale to 20


      - Spartan training(Ex): at 1st lvl gains +1 attb/dmg when using scimitar, javelin or shield bash. These bonuses


        increase every 3 lvls thereafter (+2 at lv4, +3 at lv7...). Spartanbreed adds double STR modifier to dmg roll


        with those weapons


        Gains +2 shield AC at first level, that bonus increases +1 every 3 levels (+3 at lv4, +4 at lv7...)


      - lvl 3: gains +4 attb when using javelin in melee combat


      - lvl 4: shield bash as free action once per day every 4 lvls (1 at lv4, 2 at lv8...). Bashing uses highest attb


        and has no penalties to main hand. Large or smaller opponents must succeed Fort save (DC=attack_roll) or go


        prone


 


    Disadvantages:


      - must be human


      - cannot wear any armor


      - can specialise only in scimitar & javelin


      - must be male character


PALADIN subclasses
 
Undead slayer
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Advantages:


      - Attb/damage +3 against undead


      - Immune to hold & level drain


 


    Disadvantages:


      - May not use Lay on Hands ability


 
 Lord
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    Advantages:
      - +2 to charisma


      - Can cast sanctuary once per day


      - Can specialize in great swords


    Disadvantages:
      - Starts without any feat in ranged weapons


      - May not use Lay on Hands ability


 
Inquisitor
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    Advantages:


      - May use Dispel Magic 1/day per 4 levels (+1/d on lev1, lev5, ...).


        The ability acts at twice his actual level.


      - May cast True Seeing once par day per 4 levels (+1/d on lev1, lev5, ...).


      - Immune to Hold & Charm spells


 


    Disadvantages:


      - May not use Lay on Hands ability


      - May not turn undead


      - May not use Remove Disease ability


      - Cannot cast spells


 


more comming...



I dont even know where did they find some of those. Im interested in hearing your comments about them. 
I've got a better idea: use prestige classes.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
User Quotes
56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
I've got a better idea: if you dont have anything smart to say don't post.
Seriously, it was smart. The way 3.5 works, you can accomplish everything you want already with multiclassing, and the particularly powerful multiclasses are prestige classes.  If you can't accept constructive criticism.... yeah, you know the rest.

Here's a helpful article on designing new classes that will be helpful and sum up most of my broad critiques. This will help you figure out how to design new classes or subclasses properly. Given how you use "subclass", avoid prestige classes, use things like proficiency as a drawback, and refer to "specialization" as a separate mechanic instead of a feat, I suspect you're actually an AD&D player attempting to transfer some aspects of what you liked about that (particularly kits) over to 3.5. 3.5 already did that in the form of multiclassing, particularly with prestige classing.


More specifically to what you've proposed, those are at best alternative class features, and their designs are weak and/or frontloaded.

-Fighter
--Blade Master: An attribute increase like that is a big way to break the game, particularly if they get it at level 1. It would be most appealing to archers, believe it or not.
--Wild Swashbuckler: Starting with WHIRLWIND ATTACK means that you skip a huge range of potential feat drawbacks for the effect. It's not a badass feat, but you're skipping a lot of prerequisites right there. (Not to mention if anyone gives him the Pounce ability...). Oh, and again with the +2 Dexterity.
--Amazon: Critical strike is awfully worded. in fact, all of your abilities are awfully worded (i.e. where's the poison coming from? Is the ability magical?) but that one in particular.
--Samurai is... bizarre at best, and I can't figure out what it's trying to do.

-Paladin
--Undead Slayer: This is an alternative class feature, pure and simple; I don't think it's all that badly designed either, but I still would probably never take it.
--Lord: HELLO SORCADIN! (Sorcerers who want to be warrior-mages often multiclass as paladins for 2 levels to get higher attack bonus, higher base HP, better weapons, and oh yeah charisma to all saves. Exchanging Lay on Hands (which is weak at level 2 anyway) for a Charisma bonus and a spell-like ability (presumably) that lets you cast a spell you wouldnt normally have access to just makes it sweeter.)

And so on and so forth.

Again, if you want to reflect this degree of variability, go with alternative class features, multiclassing, and prestige classing. The heavy lifting on designing mechanics has already been done for you. 

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

I've got a better idea: if you dont have anything smart to say don't post.


The fact that you don't see what's wrong with this post is truly hilarious.
Customer Disservice of the House of Trolls Resident Secretly Ron Paul God of Spite and Sloth
I see your point.

Problem is we only play our characters till 16-20 lvl. If we used prestiges we couldnt ever get higher lvl abilities of classes.
On the other hande we are have created this system of custom made feats to replace prestiges.
We have a set of feats that we use in adition to 3.5 regular feats.
Combination of that feats determines your advance class.

This system was taken from heroes 4.
there are 3 levels of a feat basic, advanced and expert

Feats are:

Leadership: character gets ability to make one extra action every # rounds
 basic 6, advanced 4, expert 2

Learning: bonus on earned exp
   basic 5%, advanced 10%, expert 15%

Armorer: bonus on AC
    basic+1, ... +2, ... +3

Offence: bonus on attack bonus
    basic +1,... +2,... +3

Regeneration: # of hp regenerated over 60 min
   basic 5,... 10, ...15

Slaying: bonus on nonmagic dmg
  basic 1, advanced 2, expert 3

Athletics: bonus on characters speed
+5, +10, +15

Superstatistic: raises selected statistic +
basic +1, advanced +1, expert +1

Rolling: basic-when leveling cant get less than half HP
            advanced-always gets full hp on lvl up 
            expert- no aoo when using potions

Armored arcana: reduces acp, 5% per feat level

ADVANCED CLASSES


 






























































































































 



Leadership



Offence



Superstatistic



Learning



Regeneration



Armored arcana



Slaying



Armorer



Athletics



Leadership



MONK, PALADIN& FIGHTER



General



Field Marshal



Lord Commander



Crusader



Illusionist



Reaver



Pyromancer



Warden



Offence



General



BARBARIAN & RANGER



Ranger specialist



Warlord



Paladin specialist



Battle Mage



Assassin



Fireguard



Beastmaster specialist



Superstatistic



Field


Marshal



Ranger specialist



ROGUE



Guildmaster



Prophet



Seer



Ninja



Fire Diviner



Bard Specialist



Learning



Lord Commander



Warlord



Guildmaster



BARD



Cardinal



Wizard King



Dark Lord



Witch King



Beast Lord



Regeneration



Crusader



Paladin specialist



Prophet



Cardinal



CLERIC & FAV. SOUL



Monk specialist



Dark Priest



Heretic



Summoner



Armored arcana



Illusionist



Battle Mage



Seer



Wizard King



Monk specialist



(SPEC) WIZARD   w/o NEC.



Shadow Mage



Wizard specialist



Enchanter



Slaying



Reaver



Assassin



Ninja



Dark Lord



Dark Priest



Shadow Mage



NECROMANCER



Lich



Demonologist



Armorer



Pyromancer



Fireguard



Fire Diviner



Witch King



Heretic



Wizard specialist



Lich



SORCERER



Warlock



Athletics



Warden



Beastmaster specialist



Bard specialist



Beast Lord



Summoner



Enchanter



Demonologist



Warlock



DRUID




Advanced class explanations:


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Assassin

The Assassin's class ability increases his initiative and speed by 3.


Bard specialist


The Bard specialist always gets only 50% damage from any non-area melee, ranged or spell attack that deals damage.


Battle Mage


The Battle Mage's class ability increases the chance of the Magic Missile & Melf's Acid Arrow spells by 20% to cast it twice. Also, the Battle Mage automatically learns Magic Missile spell.


Beast Lord


The Beast Lord's class ability gives him a 40% chance for all animal summoning spells to cast it twice.


Beastmaster specialist


The Beastmaster specialst's ability gives him a 20% chance for all animal summoning spells to cast it twice.


Cardinal


The Cardinal's class ability gives him 1/day a 15% chance that he can produce effects of successful true resurrection spell.


Crusader


The Crusader always strikes first.


Dark Lord


The Dark Lord's melee attack makes his target to act last every round (SR applies) until combat ends or dispelled.


Dark Priest


The Dark Priest's class ability gives him a vampiric melee attack. For every 2 points of damage done to an opponent, the Dark Priest heals 1 hit point.


Demonologist


The Demonologist's class ability gives him 50% chance for all Demon Summoning spells to cast it twice.


Enchanter


The Enchanter's class ability gives him 20% chance for all Summoning and Illusion spells to cast it twice.


Field Marshal


The Field Marshal's class ability gives all friendly creatures 10% bonus to Attack rolls.


Fire Diviner


The Fire Diviner's class ability gives him 20% chance for all fire-based spells to cast it twice.


Fireguard


The Fireguard's class ability gives him Fire Resistance, making him immune to fire-based spells. The Fireguard also takes half damage from enemies with fire-based attacks.


General


The General's class ability gives all friendly creatures +1 to initiative.


Guildmaster


The Guildmaster's class ability enables him to ignore 2/3 of target's spell resistance.


Heretic


The Heretic's class ability allows him to ignore the effects of all Protections & Wards.


Illusionist


The Illusionist's class ability gives him 20% chance for all Illusion spells to cast it twice.


Lich


The Lich's class ability treats him as undead (immune to mind spells, morale, inflict & poisonous spells but vulnerable to holy & healing spells).


Lord Commander


The Lord Commander's class ability gives all friendly creatures +2 initiative.


Monk specialist


The Monk specialist's class ability gives him Chaos Ward (50% chance to resist spells from Chaotic-aligned opponents, and his Armor Class is increased by 50% against Chaotic-aligned opponents).


Ninja


The Ninja's class ability allows him to curse an enemy upon every melee/ranged attack with 1 random harmful curse (SR applies). Curses last until dispelled or combat ends & each can be bestowed only once. Curses (9): Misfortune (see Wizard King), Cancelation (removes target's all beneficial buffs), Curse (reduces target's melee/ranged damage to minimum dice numbers), Disrupting Ray (reduces target's AC by 20%), Fatigue (reduces target's speed by 50%), Sorrow (see Dark Lord), Weakness (reduces target's melee/ranged damage by 25%), Forgetfulness (target cannot use any ranged attack) & Cowardice (target cannot directly attack any enemy with more total hit point for 3 rounds).


Paladin specialist


The Paladin specialist's class ability gives him Evil Ward (50% chance to resist spells from Evil-aligned opponents, and Armor Class is increased by 50% against Evil-aligned opponents).


Prophet


The Prophet's ability permanently surrounds him with Spiritual Armor (increases Armor Class by 25%).


Pyromancer


The Pyromancer's class ability permanently surrounds him with a Fire Shield (returns 33% of damage as fire damage to anyone who hits the pyromancer in melee combat).


Ranger specialist


The Ranger specialist's class ability gives him Ranged Attack Bonus +3 and ranged ability (ability to gain & use 1 free normal ranged weapon (s/l bow or l/h crossbow) & its 1 belonging quiver of normal ammo at the start of each encounter. They both disappear when: 1) the character already has any kind of ranged weapon with at least 1 piece of belonging ammo or 2) the quiver is fully used or 3) the encounter ends).


Reaver


The Reaver is permanently surrounded with Magic Mirror (reflects any hostile spell back against its caster at ½ strength [after hitting reaver], but hostile spell still affects reaver - if spell doesn't affect reaver, then nothing reflects back).


Seer


The Seer's class ability allows him to see 40% farther than standard character.


Shadow Mage


The Shadow Mage's class ability permanently increases his Ranged Armor Class by 50%.


Summoner


The Summoner's class ability allows him to cast Summon nature's ally II 1/day.


Warden


The Warden's class ability gives all friendly creatures 10% bonus to Armor Class.


Warlock


The Warlock's class ability gives him spell +1 per spell levels 1-4.


Warlord


The Warlord's class ability gives him Melee Attack Bonus +5.


Witch King

The Witch King's ability causes his melee attack to send out a wave of Fear that keeps its opponent from retaliating (SR applies). After the all melee attacks, the opponent struck by Fear runs away 5 feet.


Wizard specialist


The Wizard master's class ability reduces his Arcane Spell Failure by 10%.


Wizard King

The Wizard King's melee attack makes the target suffer 50% more damage from any non-area melee, ranged or spell attack that deals damage until combat ends (it can bestowed it only once unless dispelled or similar).

 


I am no pro or anything, i looked over prestiges few times. I didnt like them so im looking for a way to improve my system in some other way.  


Your pit fighter regenerates 1 hp per turn or 60 hp per hour. This is wrong. A turn lasts six seconds, so if he regenerates 1 hp per turn, he regenerates 600 hp per hour.

The samurai should be proficient with shortbows and longbows (normal and composite) and the wild swashbuckler should be proficient with rapiers.

The spartanbreed sets morale to 20. What does this mean?

The Undead Slayer is immune to hold & level drain... with "hold", do you mean spells like hold person?
LoD: In 2e, a "Turn" was defined as 10 rounds, which were each 10 seconds long. In 3.X, they were changed to 6 seconds each, and "turn" was replaced by minute. I'd have to say that Tempest's diagnosis of 2Ephilia was correct.
@OP: ...seriously?! Your "specialist classes" are horrible. They're either too powerful (Beastmaster) or absolute trash (Assassin). Oh, speaking of assassin: 3.X doesn't have weapon speeds. I know this will be a hard concept to grasp, but 2E & 3.X are two ENTIRELY different systems. Porting abilities from one to t'other won't work. Prestige classes are an intrinsic part of 3.X; if you don't like them, keep playing 2E. It really is that simple.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
User Quotes
56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
Dear god...what a mess.  The first thing that came to mind when I read the Amazon entry was "What would happen if you combined the 'crittical strike' ability with a Dervish's 'A Thousand Cuts' ability?"  Even with the penalties to the attacks, having a good dozen or more attacks being crits can destroy a game...
3.5 does have some alternative class features and also variations on base classes but even with them mutliclassing is still a big part of 3.5 and PrCs are a huge part of that.
Problem is we only play our characters till 16-20 lvl. If we used prestiges we couldnt ever get higher lvl abilities of classes.



Most prestige classes are designed to be entered at about 6th or 7th level.  So, playing to level 16-20 means you will usually get to the 'crowning ability' that many prestige classes grant.  If a player is choosing a prestige class, they are knowingly choosing to forego the high level abilities of the base classes involved in favor of the high level abilities of the prestige class.

Again, as others are saying, the issues you are trying to solve are not really issues.  (There are aguably other 'issues' with 3.5, but that's not in the scope of this topic.)

Alternate class features already cover much of what you want to do.

However, 3.5 as designed intends for feats and multiclassing, prestige classes in particular, to provide the means of specialization and focus.  To strip that out of 3.5 is to fundamentally change the game, leaving you to rebuild the system almost from the ground up (which you appear to essentially be doing).  That makes it harder for '3.5 experts' to advise you, as the context is now radically different.
Corsiken, I think he means that he doesn't get to play with high-end abilities that a class may have (like some of the Monk's abilities).  Sadly, the fact that they're high level doesn't make them any good...

Ryan, prestige classes either allow a character to do their role much better (by adding abilities that work off of class abilities) or completely turn them into something different.  I'll post the differences between a full Wizard and a Wizard/Fighter/Green Star Adept in a while. 
@lord_of_dragonborns

Morale is a stat of an char to determine his reaction to fear. At char creation we roll d20 to determine morale.
1     -8 to saves vs fear
2-6  -4 to saves vs fear
8-9   -2 to saves vs fear
10    neutral
11-12  +2 vs fear
13-16  +4 vs fear
17-19 +8
20    immune to fear

it was hold person, for the paladin

@draco
sadly i know some there are trash advanced classes
Assasin adds +3 to initiative and movement speed

@alsebra
We created amazon just to lure girls into playing with us there are virtually no girls playing dnd in my area
It says the player must be a girl in orded to play that class.



Thx for the input. We did mutilate the game but we have fun this way, and i guess that all that matters.
Also as Tempest made a comment about paladin subclass: Lord, when multiclassed to mage he is p powerfull. I can honestly say we never thought of that, never even considered mixing classes to help each other We never power level our characters, mainly stick to the same class. I know very noobish of us, but i guess we never had to cause we write easy campaigns.
Honestly, as long as you're having fun that's all that really matters.
What does "+3 to movement speed" mean? An extra 3 squares, which usually written as "+15 feet"? Or +3 feet, which has no real connection to the rule set?
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
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+3 feet, it comes in handy cause we determine chars speed as 20 + dex
so a char with 12 dex would have speed of 32 ft (30 effective = 6 squares) 
I'm confused. Why is this in the D&D section?
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I'm confused. Why is this in the D&D section?



Because it's an attempt at homebrewing something for the game, perhaps?


Here's the comparison I promised earlier, Ryan:

Wizard 20

BAB - +10/+5
Saves - +6/+6/+12
Hit Dice - 4 HP + 19d4 (average 51.5)
Spells per Day - 4/4/4/4/4/4/4/4/4/4
Skill Points (assuming bonus point goes into Int every 4 levels) - 183
Class Benefits - Familiar, Scribe Scroll (bonus feat), 4 bonus Wizard feats (can only be used on metamagic feats, item creation feats, or Spell Mastery), small list of weapon proficiencies (club, dagger, heavy crossbow, light crossbow, quarterstaff).
Free Feats - 7
Caster Level - 20 


Fighter 20

BAB -  +20/+15/+10/+5
Saves - +12/+6/+6
Hit Dice - 10 HP + 19d10 (average 114.5)
Skill Points (assuming 12 Int) - 69
Class Benefits - Simple/martial weapon proficiencies, all armor/shield proficiencies, 11 bonus Fighter feats (drawn from the list).
Free Feats - 7


Fighter 1/Wizard 1/Fighter +3/Green Star Adept 10/Wizard +5

BAB - +14/+9/+4
Saves - +9/+6/+13
Hit Dice - 10 HP + 1d4 + 3d10 + 10d8 + 5d4 + 20 HP (average 106.5)
Spells per Day - 4/4/4/4/3/2/1 
Skill Points (assuming 16 Int) - 115
Class Benefits - Simple/martial weapon proficiencies, all armor/shield proficiencies (arcane spell failure applies, though), 1 bonus Wizard feat (as above), familiar, Scribe Scroll (bonus feat), 3 Fighter bonus feats (as above), DR 10/adamantine, Starmetal Rigor (+6 Str, -3 Dex (min 3), +6 natural armor bonus), natural attack (1d8 + (1.5*Str mod)), 75% fortification (stops bonus damage from crits and sneak attacks), immunities (poison, paralysis, drowning, suffocation, sleep effects, fatigue, exhaustion, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage), construct type (not immune to mind-affecting effects),  no need to breathe/sleep/eat, immune to any effect that requires a Fort save (unless it's either harmless or it works on objects as well), can be raised/resurrected as normal, no aging penalties, no death from old age, can't heal normally through spells, repairs 1 HP per hour of rest as long as 1 HP remains.
Free Feats - 7
Caster Level - 16
 

All in all, you may give up some damage (as compared to Fighter) and spells (as compared to Wizard), but you're quite a beast otherwise.  You can stand in melee much better than a pure Wizard, you can cast some decent spells, and you're hitting with either a weapon (damage based on the weapon) or your hands (1d8 + 15 damage...if you started as a Half-Orc with 20 Str;  average 19.5 damage).
Yeah, there's not much 3.5 here that I can see - which is sorta amusing.  Cuz the 3.5 that isn't here is a buncha stuff that would answer a lot of these questions. 

That said, homebrew can be a lot of fun.  The only thing you can really do, though, is experiment with stuff and see how it plays out.  It looks like ya'all run your game in a very unique way.  That means no one here is qualified to really give you advice because we just don't know enough about your game to do it.  Every tweak changes more than just the thing you're tweakin'.  We don't know what's under the hood. 
Resident Prophet of the OTTer.

Section Six Soldier

Front Door of the House of Trolls

[b]If you're terribly afraid of your character dying, it may be best if you roleplayed something other than an adventurer.[/b]

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