A Good Loser


Homebrew and House Rules


So in a gestalt home-brew campaign (where I've allowed 3.5) one of my players wants to play this. Obviously there are a lot of problems with the class, so I thought I'd post some of my possible fixes for the first few levels.

1. Saves revert to normal progression, with a maximum base of +12 at 20th level
2. Create Screws - the screws created count a weapon from the Light Blades fighter weapon group (each screw may be considered a different weapon, chosen at the time of creation) for Good Losers, but regular screws for everyone else. This ability is a swift action
3. Book Maker - if a character is damaged by a Good Loser's screws, it must make: a Fortitude save (DC 10 + 1/2 the class levels in Good Loser rounded down + the Good Loser's Dex modifier) to avoid having any physical stats above the good loser reduced to the same score as the Good Loser; a Will save with the same DC to avoid having any mental stats above the Good Loser reduced to the same score as the Good Loser
4. Regeneration - the good loser may heal himself 1d4 as a full round action for either hit points, ability damage, or ability drain.
5. Extend Screws - the "Create Screws" power may now create weapons from the Heavy Blades fighter weapon group with the same limitations

Lemme know what you guys think, I'm trying to work on fixes to abilities in the next few levels now


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It seems as though the class was designed to be able to do whatever it wanted with no drawbacks, since the "negative class features" are pretty much limited to roleplaying, and nothing mechanical. All good saves, full BAB, highest possible hit die, and no limitations on special ability uses makes for a flavorless, "do whatever I want and screw the rules" kind of class. I'm a very lenient DM, and allow alot of homebrew classes at my table, but something like this would never fly for me.


how many uses per day for each ability? would you use them like sorcerer's spells? the class seems pretty broken to me. also how long will each ability last per activation.


Flat-out tell them 'no'. Anything based off of a character from Medaka Box, even Zenkichi, is not really going to work in a D&D/Pathfinder game, due to the fact that the entire series is based around characters that literally annihilate the laws of reality, on a casual and constant basis.


I would slap this player and tell them that they know better than to bring this to the table. There is no balance at all in this class and it is clearly made by someone that just wants to win. Probably one of those "Nuh uh you didn't get me cause I have special armour" kids when playing tag. This is a trash class for Mary Sue characters.


This (1)(2)(3) is what this class is based on. Ask yourself : do you really want that in your game ?

Even ignoring the less-than-ideal inspiration and the more-than-overpowered abilities (Nota : All-Fiction basically make the character unkillable at level 5), this class is a cesspool of bad and incomplete design.

None of the abilities have and indicated action type, range, or limit to usage. The abilities descriptions are so vague that they can be understood in multiple conflicting ways, when they are even usable.
Moreover, while the "screws" are one of the major theme of the class, they aren't even stated.

I am aware that you know of at least some of those issues, and work at fixing them; however, I would simply recommend throwing out the whole class and talk to your player about what they really want, and handcraft a class based on that.

As a sidenote, dandwiki is pretty much the worst place you can go to get anything 3.5 related. Allowing 3.5 isn't the same thing as allowing every homebrewed stuff for 3.5. There is more than enough s##~ty content in the official 3.5 books; you don't need to dig deeper.

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