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ramza

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Ok, I am making my first try: I have never liked the way the Ninja class has been integrated in 3,5E as I always imagined ninjas to be something closer to the ones we can find in Final Fantasy games (and a bit to those we see in Naruto). That's how I decided to borrow a few ideas here and there and to make a brand new variant class. I believe that ninjas are fairly capable warriors, that they can fight unarmed (not as good as monks though) and that they can cast a small array of spells. None of these features were integrated in the DnD class. WOTC made instead a class that resembles a lot the Assassin PrC. IMHO, a ninja is closer to a monk than a rogue...

 

I kinda like the final result. My main worry is that this class may be a bit too strong. I may split the Ninja class into two specialties: the ninja who is good at combat (gets flurry attack) and the ninja who's good at casting spells (gets spellcasting instead). Another thing I may do is rearrange the way some feats are distributed. For example, Hide in plain sight at level 7 may be too much. The ninja may gain a "lesser feat" at that feat (speedy climbing for example) and gain HIPS at a later stage.

 

NINJA VARIANT CORE CLASS

 

Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.

 

- Hit Die: d8.

- Proficiencies: All simple and exotic weapons. Ninjas are not proficient with armor nor shields.

- Skill Points: 6 + Int Modifier.

- BAB: average

- High Saves: Fortitude, reflex, will

 

CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble (may add a few others)

 

CLASS FEATURES:

 

Level 1: Unarmed strike, Flurry attack, Canny Defense, Deadly Strike (works like Sneak Attack) +1d6

Level 2: Evasion

Level 3: Hidden step, Silent step

Level 4: Uncanny Dodge

Level 5: Deadly Strike +2d6

Level 6: Acrobatics +2

Level 7: Hide in Plain Sight

Level 8: Improved Uncanny dodge

Level 9: Improved Evasion

Level 10: Deadly Strike +3d6

Level 11: Fast step

Level 12: Acrobatics +4

Level 13: Leap of the Clouds (Great Leap)

Level 15: Deadly Strike +4d6

Level 16: Speedy Climbing

Level 17: Mind over matter

Level 18: Acrobatics +6

Level 19: A Thousand Faces

Level 20: Deadly Strike +5d6

 

Flurry attack: gets the flurry attack bonus (see monk) when using exotic weaponry.

Unarmed attacks: Ninjas deal more damage when fighting unarmed (1d6 at 5th level and 1d8 at 10th level).

Unarmored combat bonuses: Ninjas get the same bonuses as a Monk when fighting unarmored (moves faster, extra AC).

Canny Defense: adds INT modifier to AC.

Spellcasting: gets the Wu jen's spell list and can cast up to 4th level spells (spell progression is similar to the Assassin's).

 

Leap of the Clouds: At 4th-level or higher, a ninja's jumping distance (vertical or horizontal) is not limited

according to his height. (See the Jump skill description, page 70 of Core Rulebook I) This is an extraordinary ability.

 

Mind over Matter: An 8th level Ninja gains the supernatural ability to pass through walls and walk over water.

The ninja can use this ability by making a Concentration skill check with a DC of 15 with the following modifiers:

A ninja cannot pass through other materials, and cannot use this to pass through armor worn by a creature, or a

construct. This ability can be used a number of times per day equal to half the ninja’s level (rounded down) plus her Int

modifier, so a 9th level ninja with 16 Int can use it 7 times a day (9/2 = 4.5, rounded down it is 4, + 3 from Int).

 

Walking Through Walls Modifiers

+1 per 1 inch of wood

+2 per 1 inch of stone

+3 per 1 inch of iron

 

Walking Over Water Modifiers

+2 per 5’ of water crossed

+5 if rough water

+10 if rapid water

 

Fast Step: At 9th level the ninja can move her normal movement rate while being hidden and moving silently without a penalty. This is an Extraordinary ability.

 

Hidden Step: +4 enhancement bonus to the Hide skill.

 

Silent Step: At 14th level the Ninja is granted a +4 enhancement bonus to the Move Silently skill. This is an Extraordinary ability.

 

A Thousand faces: A ninja can change appearance at will (humanoid only).

 

Speedy Climbing: A Ninja can climb vertical surfaces at her land speed rather than at half speed (see the Climb skill description), provided that she has at least one free hand and can begin and end her movement on a horizontal surface. This ability isn't quite the equivalent of walking up walls, but it comes close.

Edited by ramza

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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How about some more novel core classes:

 

Chef

Door-to-door salesman (more dangerous than you'd think)

Nerd

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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How about some more novel core classes:

 

Chef

Door-to-door salesman (more dangerous than you'd think)

Nerd

 

What do you think of my ninja class btw? :geek:

 

Ooops! forgot to describe the Acrobatics feat: Starting at 6th level, a ninja gains a +2 bonus to Climb, Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.

 

And to answer your question, there's the Clod class which is rather funny and ridiculous at the same time (I am not the one who invented it though)...

clod_class.pdf

Edited by ramza

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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no comments, anyone? :o

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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Seems like a good idea but a bit too powerful, as Pop says. They get a lot of what makes the Rogue great and more, often for free. I mean, they will before level 10 have Sneak Attack, Hide in Plain Sight, Imprv. Evasion, Imprv. Uncanny Dodge... wouldn't they totally flatten any rogues they came across?

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Ok, I am making my first try: I have never liked the way the Ninja class has been integrated in 3,5E as I always imagined ninjas to be something closer to the ones we can find in Final Fantasy games (and a bit to those we see in Naruto). That's how I decided to borrow a few ideas here and there and to make a brand new variant class. I believe that ninjas are fairly capable warriors, that they can fight unarmed (not as good as monks though) and that they can cast a small array of spells. None of these features were integrated in the DnD class. WOTC made instead a class that resembles a lot the Assassin PrC. IMHO, a ninja is closer to a monk than a rogue...

 

I kinda like the final result. My main worry is that this class may be a bit too strong. I may split the Ninja class into two specialties: the ninja who is good at combat (gets flurry attack) and the ninja who's good at casting spells (gets spellcasting instead). Another thing I may do is rearrange the way some feats are distributed. For example, Hide in plain sight at level 7 may be too much. The ninja may gain a "lesser feat" at that feat (speedy climbing for example) and gain HIPS at a later stage.

 

NINJA VARIANT CORE CLASS

 

Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.

 

- Hit Die: d8.

- Proficiencies: All simple and exotic weapons. Ninjas are not proficient with armor nor shields.

- Skill Points: 6 + Int Modifier.

- BAB: average

- High Saves: Fortitude, reflex, will

 

CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble (may add a few others)

 

CLASS FEATURES:

 

Level 1: Unarmed strike, Flurry attack, Canny Defense, Deadly Strike (works like Sneak Attack) +1d6

Level 2: Evasion

Level 3: Hidden step, Silent step

Level 4: Uncanny Dodge

Level 5: Deadly Strike +2d6

Level 6: Acrobatics +2

Level 7: Hide in Plain Sight

Level 8: Improved Uncanny dodge

Level 9: Improved Evasion

Level 10: Deadly Strike +3d6

Level 11: Fast step

Level 12: Acrobatics +4

Level 13: Leap of the Clouds (Great Leap)

Level 15: Deadly Strike +4d6

Level 16: Speedy Climbing

Level 17: Mind over matter

Level 18: Acrobatics +6

Level 19: A Thousand Faces

Level 20: Deadly Strike +5d6

 

Flurry attack: gets the flurry attack bonus (see monk) when using exotic weaponry.

Unarmed attacks: Ninjas deal more damage when fighting unarmed (1d6 at 5th level and 1d8 at 10th level).

Unarmored combat bonuses: Ninjas get the same bonuses as a Monk when fighting unarmored (moves faster, extra AC).

Canny Defense: adds INT modifier to AC.

Spellcasting: gets the Wu jen's spell list and can cast up to 4th level spells (spell progression is similar to the Assassin's).

 

Leap of the Clouds: At 4th-level or higher, a ninja's jumping distance (vertical or horizontal) is not limited

according to his height. (See the Jump skill description, page 70 of Core Rulebook I) This is an extraordinary ability.

 

Mind over Matter: An 8th level Ninja gains the supernatural ability to pass through walls and walk over water.

The ninja can use this ability by making a Concentration skill check with a DC of 15 with the following modifiers:

A ninja cannot pass through other materials, and cannot use this to pass through armor worn by a creature, or a

construct. This ability can be used a number of times per day equal to half the ninja

Edited by Magister Lajciak
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Ooops! forgot to describe the Acrobatics feat: Starting at 6th level, a ninja gains a +2 bonus to Climb, Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.

 

That's reasonable. You may want to add the Climb skill to the Ninja's list of class skills though. Also, you should correct the description of the Mind over Matter ability and mention that it is gained at level 17 rather than level 8.

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Mmmm, thanks for your little tips! I will make sure to integrate those changes in the class description.

 

Concerning HIPS, Mind over Matter and A Thousand Faces, I have thought to give the ninja 3 uses per day for each of these abilities. Isn't that better?

I could also remove Improved Uncanny Dodge and Improved Evasion to make things more balanced... What say thee?

Edited by ramza

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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Variant rules (inspired from the FF games):

 

1) I have changed the spellcasting system. All spellcasting classes get spontaneous casting. In other words, you don't need to memorize spells before casting them. The main consequence to this is that the Sorcerer and Favored Soul classes are removed. Furthermore, the Spirit Shaman class will receive a few changes. To balance things, spellcasting classes can only know a specific number of spells per spell level. These classes can learn a number of spells equal to the ability score modifier linked to their spellcasting ability. In other words, I don't use anymore tables for the number of known spells. The main advantage to this is that I am encouraging wizards, druids and clerics to spend points on INT or WIS respectively... it's for their own good, but it isn't mandatory... All these classes also need to copy the spells they want to cast in their spellbook, thus needing to make a successful spellcraft check. Scribed spells can be unlearned. To learn a new one, you need to make a new spellcraft check and to find a scroll of the desired spell. The tables of spell uses remain those of the wizard, cleric and druid (I take the minimum values and not the values of the sorcerer, spirit shaman and favored soul's spell progression tables).

 

2) Change of HitDie: Rogues and bards get 1d8, clerics and druids get 1d6. I believe that rogues and bards are much more capable in combat than clerics and druids (the latter were a bit overpowered IMHO).

 

3) I have noticed that there are more or less 30 different sets of skills in dnd. I have tried to remove some of them, but I believe that each one is somewhat unique and can be pretty useful in a given situation. Since there are so many skills, I have decided to raise the number of skill points for each class. Normally, a fighter or a cleric will be specialised, at worse, at 1 or 2 different skills(if they max them). On a range of 30 skills, this is not enough... Anyone, in real life, can master a few skills... Thus, every class gets +2 skill points per level (except for the ranger, which I wil detail in another post).

 

More to come... Please, give me your thoughts.

 

Cheers!

Edited by ramza

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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VARIANT RANGER CLASS

 

HD: 1d10

SP: 6

BAB: High

High Saves: Fort

Skills: same as PhB

Spellcasting progression: same as PhB

 

Lv 1: Favored enemy, bonus feat

Lv 2:

Lv 3: Endurance

Lv 4:

Lv 5: Favored enemy, bonus feat

Lv 6:

Lv 7: Woodland stride

Lv 8: Swift tracker

Lv 9:

Lv 10: Favored enemy, bonus feat

Lv 11:

Lv 12:

Lv 13: Camouflage

Lv 14:

Lv 15: Favored enemy, bonus feat

Lv 16:

Lv 17: Hide in Plain Sight (wilderness only)

Lv 18:

Lv 19:

Lv 20: Favored enemy, bonus feat

 

Changes: Rangers do not get animal companions nor the evasion feat anymore. Animal companions are only reserved to the Beastmaster kit. The ranger's bonus feats must be chosen from a list similar to the fighter's list of bonus feats. I just didn't like being forced to make my ranger characters either dual-wielding fighters or archers.

 

More to come... Paladin variant class!

Edited by ramza

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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Variant rules (continued...)

 

Kits: I have integrated the concept of 2E kits into my set of rules. How does this work? Well, every kit refers to a specialty that can be found within every core class. For example, assassin is a rogue kit, shifter is a druid kit and beastmaster or arcane archer are ranger kits. Each kit receives a set of unique abilities, but at the cost of some abilities that would be given to the core class. For example, a beastmaster can have an animal companion and can "charm" more animals to assist him, but won't be able to pick a favored enemy (this is just an example, I haven't yet finished that kit). An assassin may gain poison use and poison resistance at the cost of a rogue's trap sense. etc etc etc.

 

Prestige Classes: they work just like the 3.5E PrC but are only reserved to classes that have a relation to organizations like Purple dragon knight, shadow thief of amn, harper agent, etc (5 levels max and the prerequisites are the same).

 

Armor restrictions: Clerics and Druids can only cast spells when wearing no armor, or light armor. Rangers can only use their unique skills when wearing medium armor or less. Same for barbarians. Bards do not suffer from spellfailure when casting spellsongs. However, they can only cast spells when wearing medium armor or less.

 

Weapon restrictions: Like in 2E, clerics are only proficient in blunt and bludgeoning weaponry. Wizards, rogues, monks and druids keep their weapon proficiencies from PhB. Bards get proficiency in simple weapons and bladed martial weapons.

Edited by ramza

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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No comments?

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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I think an interesting ranger class to make would be one without spellcasting. Perhaps it could cannibalize some aspects of the scout. I like the scout class conceptually, but it proved rather... weak/ineffective... in play.

 

Well, I have made a Scout kit for the ranger class. A scout has the fast movement feat, Canny defense feat, the skirmish ability and the Saving Grace ability (+1 to reflex saves every 6 levels, starting at level 6) . On the other hand, he loses all of the nature-related abilities of the ranger. Moreover, a scout gets the flurry attack feature: it's a bit similar to the monk's flurry of blows but with a fighter's BAB.

 

All these special features can only be used when a Scout wears no armor or light armor.

In my version of the Scout class, I have given him arcane spellcasting but with the same spell progression table as the ranger. I could eventually remove this to either give him back some of the ranger's nature-related abilities or a set of unique feats (see the attached documents which gives some neat ideas).

 

PS: This document was made by Sammael, and all the merit goes to him, not me...

LightningRunner.pdf

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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Do my ideas suck that much? :'(

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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...

 

Thanks for the reply...

No, really... :thumbsup:

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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Maybe just a lack of interest at this point in time, since this subforum isn't the most popular we have. Unfortunately, it happens to the best of us. o:)

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Yeah, I guess I will just lock myself in the basement and play dnd with my imaginary friends who are the only ones to accept my custom rules... o:)

"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p
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Maybe just a lack of interest at this point in time, since this subforum isn't the most popular we have. Unfortunately, it happens to the best of us. :)

 

Hoo-ah!

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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My choose your own adventures managed to get a decent ammount of traffic in this area of the forum. But then again, we can't all be as great as I.

Lou Gutman, P.I.- It's like I'm not even trying anymore!
http://theatomicdanger.iforumer.com/index....theatomicdanger

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the galaxy. I can feel every single b-ball that has ever existed at my fingertips. I can feel their collective knowledge channeling through my viens. Every jumpshot, every rebound and three-pointer, every layup, dunk, and free throw. I am there.

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