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 Post subject: [d20 class] charismatic officer
PostPosted: Sun May 30, 2010 2:44 pm 
Noise Maker
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Here's a blend of Marshall and Bard from D&D, with a heavy dose of Charismatic Hero and Field Officer from d20 modern thrown in. My idea was for them to take the place of the bard as the "talky man" and "buff the party" character.

It's very much a work in progress, so all comments are welcome. I've no pretensions to completeness for this class as it stands. Some features will be stripped or modified before I'm done, for sure.
The name will get changed for sure....


Charismatic Officer - a Bard / Marshal combination
Class Features
Alignment: any
Hit-Die: d8
Weapon and armour proficiencies: The Chsarismatic Officer is proficient with Light and Medium Armour, and with all Simple and Martial Weapons.
Skill Points at 1st level: (4 + INT bonus) x 4
Skill points at each additional level: 4 + INT bonus
Class skills:
  • Str: Swim.
  • Dex: Ride.
  • Int: Knowledge (all).
  • Wis: Listen, Profession (siege engineer), Sense Motive, Spot.
  • Cha: Bluff, Diplomacy, Handle Animal, Intimidate, Perform.
  • Speak Language




















LevelBase AttackFort saveRef saveWill saveFeaturesMinor Auras KnownMajor Auras Known
1+0+0+0+2Skill Focus (Diplomacy), Minor Aura, Worldly Knowledge1
2+1+0+0+3Major Aura +1, Bonus Feat11
3+2+1+1+3Conceal Motive, Distraction21
4+3+1+1+4Grant Move Action, 1/day21
5+3+1+1+4Bonus Feat32
6+4+2+2+5React First32
7+5+2+2+5Major Aura +242
8+6/+1+2+2+6Grant Move Action, 2/day42
9+6/+1+3+3+6Weaken Resolve53
10+7/+2+3+3+7Bonus Feat53
11+8/+3+3+3+7Snap Out of It53
12+9/+4+4+4+8Grant Move Action, 3/day63
13+9/+4+4+4+8Major Aura +363
14+10/+5+4+4+9Action Trust +1d664
15+11/+6/+1+5+5+9Bonus Feat74
16+12/+7/+2+5+5+10Grant Move Action, 4/day74
17+12/+7/+2+5+5+1074
18+13/+8/+3+6+6+11Action Trust +2d674
19+14/+9/+4+6+6+11Major Aura +484
20+15/+10/+5+6+6+12Grant Move Action, 5/day85



Officer Class Features:

Aura- The officer can maintain one Minor Aura and one Major Aura continuously, as long as he/she is able to communicate with the surrounding allies.
An aura is activated as a Swift Action and Dismissed as a Free Action. The Aura ends if the officer is Dazed, Unconscious, Stunned, Paralyzed, etc.
The Aura affects all allies within a 60’ radius (including the officer) who can hear the officer, share a language, & have at least a 3 Intelligence.

Minor Aura grant a bonus equal to the officer’s Charisma modifier:
Accurate Strike – bonus on confirming a Critical.
Art of War – bonus Disarm, Trip, Bull Rush, & Sunder attempts.
Demand Fortitude – bonus on Fortitude saves.
Determined Caster – bonus on rolls to overcome Spell Resistance.
Force of Will – bonus on Will saves.
Master of Opportunity – bonus to AC vs. Attacks of Opportunity.
Master of Tactics – bonus on damage rolls when flanking.
Motivate Charisma – bonus on Charisma checks & Charisma-based Skill checks.
Motivate Constitution – bonus on Constitution checks & Constitution-based Skill checks.
Motivate Dexterity – bonus on Dexterity checks & Dexterity-based Skill checks.
Motivate Intelligence – bonus on Intelligence checks & Intelligence-based Skill checks.
Motivate Strength – bonus on Strength checks & Strength-based Skill checks.
Motivate Wisdom – bonus on Wisdom checks & Wisdom-based Skill checks.
Over the Top – bonus on damage rolls when charging.
Watchful Eye – bonus on Reflex saves

Major Aura +N – grant a bonus equal to ‘N’ (determined by level):
Hardy Soldiers – allies gain Damage Reduction ‘N’ / —
Motivated Ardour – +N bonus on damage.
Motivate Attack – +N bonus on melee attacks.
Motivate Care – +N bonus to AC.
Motivate Urgency – Land speed increases by + (2*N)’.
Resilient Troops – +N bonus on all saving throws.
Steady Hand – +N bonus on ranged attacks.

Bonus Feat - an Officer can choose a bonus feat from the following list: Alertness, Athletic, Combat Expertise, Deceitful, Diehard, Dodge, Endurance, Great Fortitude, Improved Feint, Improved Initiative, Investigator, Leadership, Lightning Reflexes, Mobility, Mounted Archery, Mounted Combat, Negotiator, Persuasive, Ride-by Attack, Self-sufficient, Spirited Charge.
The Charismatic Officer must meet the prerequisites of the Feat.

Conceal Motive - level bonus to oppose Sense Motive checks

Distraction - Feint 1 character per 2 levels at up to 30ft range

Grant Move Action, N/day – As a Standard Action, the officer grants all allies within 30’ (but not himself/herself) an extra Move Action to be taken immediately. This does not change the allies’ location in the initiative order. A person can only benefit from this class ability once per round (in the case of multiple officers).

React First - if speaking with enemies prior to start of combat, gain a free readied action prior to start of combat if either side (apart from Officer) decides to initiate combat.

Weaken Resolve - Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Officer’s class level + the Officer’s Charisma modifier. The target must be within sight and hearing distance of the Officer and must be able to understand him. A target that resists the Officer’s attempt to weaken its resolve is immune to the Officer’s use of this ability for 24 hours.

Snap Out of It - create an effect equivalent to the break enchantment spell (caster level equals the character’s Officer level), or to negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. Using this ability requires 1 minute of uninterrupted concentration and speech, and it functions on a single target within 30 feet. An officer can’t use Snap Out of It on himself.

Action Trust - gain 4 + 1/2 level Action Points, each level hereafter (if your game uses Action Points already, the Officer gets 6 + 1/2 level). As a free action, a Charismatic Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +1d6 (applying a bonus of +1 to +6). At 18th level, this bonus increases to +2d6.
The ally to be affected must be within sight and hearing distance of the Officer to gain the benefits of the Charismatic Officer’s spent action point. An Officer may use this ability once per round, but not on himself.

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 Post subject: Re: [d20 class] charismatic officer
PostPosted: Tue Jun 01, 2010 4:58 pm 
A character class that buffs others

Boy this feels very broken....In some instances like the extra action idea

Your just a battery what satisfaction do you get out of this...

I question many things with this build i understand why you have gone down this route but i think it almost makes a player an npc....

I dont like it......

Sorry mate


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 Post subject: Re: [d20 class] charismatic officer
PostPosted: Tue Jun 01, 2010 7:41 pm 
Noise Maker
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SeanDm wrote:
A character class that buffs others

Boy this feels very broken....In some instances like the extra action idea

Your just a battery what satisfaction do you get out of this...

I question many things with this build i understand why you have gone down this route but i think it almost makes a player an npc....

I dont like it.....

Sorry mate

Thanks for your input.

The main reason I posted this here was that one of my player - one of the most experienced, as it happens - said they wanted to play a buffing character.

There are plenty of buffing roles in the core rules - the bard, the wizard, the cleric - and lots more in the supplemental books. Buffing classes are quite popular.

I'm not sure why you think it's broken. Can you give me some examples? Maybe I've overlooked something...

In my defence, I think that compared with the wizard or the cleric, for example, this class doesn't really break the game. You can grant the party a small bonus on one feature - let's say you use the Force of Will aura. The wizards and the clerics can do that with a spell, like Owl's Wisdom.
To give another bonus, you have to drop the Force of Will aura, and set up another. Let's say you go for Art of War. The wizards and clerics can provide an equivalent bonus by casting Bull's Strength - and that applies to all strength checks, and doesn't mean they have to drop the Owl's Wisdom they've previously cast.

I really don't think it would be unsatisfactory to play.
Yes, in combat, this character class is not going to be front line fighter, or a back rank blaster. They're in the middle, supporting.
But before the combat, and after it, they're the party's face. This class is built to talk to the world, to negotiate. This is a class you take to play the party leader, the captain who boosts his soldiers' ability. Some players will be very satisfied with that role.

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