Please look ----> Working on a new class for my homebrew, feedback welcome.


Homebrew and House Rules

Silver Crusade

So I am creating a new class that will combine features from fighter 1-20 with monk 1-20.

Things I want from fighter:

- BA

- Good fort save

- Weapon training (Unarmed)

- Feats as needed.

Things I want from Monk:

- HD

- Skill rank per lvl (blending the 2 on class skills)

- Flurry of blows

- Unarmed strike

- Fast movement

- AC Bonus

- Maybe evasion and imp evasion (what do you guys think?)

- (edit) also a monks weapons known.

Should I get rid of anything?

Should I add anything?

How many fighter feats should I put in?

How should I spread it out so its not too much at any given lvl?

Any help would be great guys, and ladies.


Just give monks best BAB, d10 HP.
Replace slow fall with bonus feats, and allow them to be eligible for fighter feats.

Silver Crusade

Kryzbyn wrote:

Just give monks best BAB, d10 HP.

Replace slow fall with bonus feats, and allow them to be eligible for fighter feats.

Really don't want any of the monks extra specials Ki stuff and ageing stuff. The DR is ok I guess, but can be done with items just as easy. and giveing him a D10 hp seems a little much for balance.

Liberty's Edge

So you are removing good will and reflex saves. You are giving him a huge boost to his attacks, from weapon training and the base attack bonus. It seems like you are making it a little over powered. What is the concept you are looking for? It seems like you want a glass cannon type of character. Also fighters feats would just be way too much.

Scarab Sages

Fighter feats with a monk makes me cringe. I'm scared of this class.

Silver Crusade

what I want most of all in it.

Bare Bones

Base attack 1-20

Monk unarmed progression

Monk ac progression

Monk speed progression

If room Fighter Weapon training only (Unarmed)

Silver Crusade

What I want bare bones.

Monk Progressions
- Unarmed strike

- Fast movement

- AC Bonus

Figter

- 1-20 BA Progression

- Weapon training (Unarmed) (if room)


The 3.5 setting Midnight had a class much like this i'd suggest you see if you know someone with a copy and take a look.

Silver Crusade

BLACK HOODS
………
Role: Black hoods excel at ………

Alignment: Any.

Hit Die: d8.

CLASS SKILLS
The black hood’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

TABLE: BLACK HOOD
Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage AC Bonus Fast Movement
1st +1 +2 +0 +0 Bonus feat, flurry of blows , unarmed strike
–1/–1 1d6 +0 +0 ft.
2nd +2 +3 +0 +0 Evasion
+0/+0 1d6 +0 +0 ft.
3rd +3 +3 +1 +1 Fast movement
+1/+1 1d6 +0 +10 ft.
4th +4 +4 +1 +1 Bonus feat
+2/+2 1d8 +1 +10 ft.
5th +5 +4 +1 +1 +3/+3 1d8 +1 +10 ft.
6th +6/+1 +5 +2 +2 Weapon training 1
+4/+4/–1 1d8 +1 +20 ft.
7th +7/+2 +5 +2 +2 Bonus feat
+5/+5/+0 1d8 +1 +20 ft.
8th +8/+3 +6 +2 +2 +6/+6/+1/+1 1d10 +2 +20 ft.
9th +9/+4 +6 +3 +3 Improved evasion
+7/+7/+2/+2 1d10 +2 +30 ft.
10th +10/+5 +7 +3 +3 Weapon training 2, Bonus feat
+8/+8/+3/+3 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +3 +3 +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +4 +4 +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +4 +4 Bonus feat
+11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +4 +4 Weapon training 3
+12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +5 +5 +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
+14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +5 +5 +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +6 +6 Weapon training 4
+16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +6 +6 Bonus feat
+17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +20/+15/+10/ +5 +12 +6 +6 weapon mastery
+18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.

CLASS FEATURES
All of the following are class features of the black hood.

Weapon and Armor Proficiency: Black hoods are proficient with the club, crossbow (light or heavy), dagger, gauntlet, handaxe, javelin, kama, nunchaku, punching dagger, quarterstaff, sai, sap, shortspear, short sword, shuriken, siangham, sling, spear, and spiked gauntlet.

Black hoods are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a black hood loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the black hood adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a black hood gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four black hood levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the black hood is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a black hood can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special black hood weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the black hood does not meet the prerequisites for the feat). For the purpose of these attacks, the black hood’s base attack bonus is equal to his black hood level. For all other purposes, such as qualifying for a feat or a prestige class, the black hood uses his normal base attack bonus.

At 8th level, the black hood can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the black hood does not meet the prerequisites for the feat).
At 15th level, the black hood can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the black hood does not meet the prerequisites for the feat).
A black hood applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A black hood may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A black hood cannot use any weapon other than an unarmed strike or a special black hood weapon as part of a flurry of blows. A black hood with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike: At 1st level, a black hood gains Improved Unarmed Strike as a bonus feat. A black hood’s attacks may be with fist, elbows, knees, and feet. This means that a black hood may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a black hood striking unarmed. A black hood may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a black hood’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A black hood’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A black hood also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Black hood. The unarmed damage values listed on Table: Black hood is for Medium Black hoods. A Small black hood deals less damage than the amount given there with his unarmed attacks, while a Large black hood deals more damage; see Small or Large Black hood Unarmed Damage on the table given below.

SMALL OR LARGE BLACK HOOD UNARMED DAMAGE

Level Damage (Small Black hood) Damage (Large Black hood)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a black hood may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A black hood need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): At 2nd level or higher, a black hood can avoid damage from many area-effect attacks. If a black hood makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a black hood is wearing light armor or no armor. A helpless black hood does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a black hood gains an enhancement bonus to his land speed, as shown on Table: Black hood. A black hood in armor or carrying a medium or heavy load loses this extra speed.

Weapon Training (Ex): Starting at 6th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (10th, 14th, and 18th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Close: gauntlet, punching dagger, sap, spiked gauntlet, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Black hood: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Improved Evasion (Ex): At 9th level, a black hood’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless black hood does not gain the benefit of improved evasion.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Might want to change the name to avoid unintended racist implications.

Silver Crusade

kyrt-ryder wrote:
Might want to change the name to avoid unintended racist implications.

LOL

Silver Crusade

Bump!

Silver Crusade

Once more unto the bump!, dear friends, once more.

Silver Crusade

Last one...... Any comments specifically about the function of the class?


Go through the Fighter feats and only accept class appropriate ones.

In any case, give them class specific chi powers. Limited uses.


LostSoul,
I developed a class that blended some of the abilities of a fighter with a monk. It was called a Darknight, and it's "perfectly" balanced with other core classes, according to Greg Korynta's class builder template. You can use whatever you like of it.

Darknight:

The Darknight
Level Title BAB Fort Ref Will AC Spd Class Abilities
1| Novice| +1| +2| +2| +2| +0| +0 ft| Sneak Attack +1d6
2| Initiate| +2| +3| +3| +3| +0| +0 ft| Evasion
3| Adept| +3| +3| +3| +3| +0| +10 ft| Stunning Fist; Fast Movement
4| Brother| +4| +4| +4| +4| +1| +10 ft| Slow Fall (20 ft.)
5| Apprentice| +5| +4| +4| +4| +1| +10 ft| Sneak Attack +2d6
6| Understudy| +6, +1| +5| +5| +5| +1| +20 ft| Slow Fall (30 ft.); Uncanny Dodge
7| Disciple| +7, +2| +5| +5| +5| +1| +20 ft| Special Ability
8| Immaculate| +8, +3| +6| +6| +6| +2| +20 ft| Slow Fall (40 ft.); Improved Evasion
9| Master| +9, +4| +6| +6| +6| +2| +30 ft| Sneak Attack +3d6
10| Superior Master| +10, +5| +7| +7| +7| +2| +30 ft| Slow Fall (50 ft.); Special Ability
11| DarKnight I| +11, +6, +1| +7| +7| +7| +2| +30 ft| Improved Uncanny Dodge
12| DarKnight II| +12, +7, +2| +8| +8| +8| +3| +40 ft| Slow Fall (60 ft.)
13| DarKnight III| +13, +8, +3| +8| +8| +8| +3| +40 ft| Sneak Attack +4d6; Special Ability
14| Black Master I| +14, +9, +4| +9| +9| +9| +3| +40 ft| Slow Fall (70 ft.); Living Sword
15| Black Master II| +15, +10, +5| +9| +9| +9| +3| +50 ft| Quivering Palm
16| Black Master III| +16, +11, +6, +1| +10| +10| +10| +4| +50 ft| Slow Fall (80 ft.); Special Ability
17| Black Lord I| +17, +12, +7, +2| +10| +10| +10| +4| +50 ft| Sneak Attack +5d6
18| Black Lord II| +18, +13, +8, +3| +11| +11| +11| +4| +60 ft| Slow Fall (90 ft.)
19| Black Lord III| +19, +14, +9, +4| +11| +11| +11| +4| +60 ft| Special Ability
20| Grand Master| +20, +15, +10, +5| +12| +12| +12| +5| +60 ft| Slow Fall (any); Perfect Self

GAME RULE INFORMATION
Abilities: None of the darknight’s ability scores can be underestimated. Each is equally important. Strength for the battle, Dexterity for accuracy and avoiding damage, Constitution for taking the damage dealt and resisting poisons, Intelligence for maximizing his many skills, Wisdom for discerning the weighty matters of the world, and Charisma for dealing well with men.
Alignment: Any lawful.
Hit Die: 1d10.
Skill Points/Level: 6 + INT (knowledge) modifier.
Skills: Acrobatics, Bluff, Disable Device, Disguise, Escape, Intimidate, Perception, Ride, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Rope.
Starting Gold: 5d4.
Armor and Weapon Proficiencies: A darknight is proficient with Basic weapons, Exotic Asian weapons and 1 other weapon group—typical choice is Light Blades or Thrown weapons. The darknight is proficient with only the bodysuit, a rare and expensive armor.
AC Bonus (Ex): When unarmored and unencumbered, the darknight adds his Wisdom (intuition) bonus (if any) to his AC. In addition, a darknight gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four darknight levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the darknight is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor or carries a shield, or when he carries a medium or heavy load.
The Katana: The darknight’s katana begins with its new owner as a +1 ancient katana with no other special powers or abilities (the ancient quality doubles its hardness and HP, making it virtually indestructible). When given to its chosen wielder through a somber and secretive ceremony of initiation, the weapon’s true potential is revealed. The new wielder is called upon to state first his own name and lineage three generations back, swear fealty to the ancestral darknight and to the Order, and call upon the sword to bond with him. As the darknight grows in experience and power, so also grows the katana with him, helping him forge his own destiny as a darknight. All the heirloom katanas follow the pattern of legendary weapons as shown in Arms & Armor by Bastion Press or Unearthed Arcana by Wizards of the Coast (modified for specific purposes).
Sneak Attack (Ex): If a darknight can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever the darknight’s target is denied his Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the darknight flanks his target, he deals an extra 1d6 points of damage with his attack. This extra damage increases by +1d6 for every four darknight levels thereafter.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without a discernable anatomy, and creatures immune to extra damage from critical hits are all immune to sneak attacks. A darknight cannot make a sneak attack while striking the limbs of a creature whose vitals are out of reach.
Evasion (Ex): Beginning at 2nd level, if a darknight makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the darknight is wearing no armor or a bodysuit. A helpless darknight does not gain the benefit of evasion.
Stunning Fist (Ex): The darknight gains the Stunning Fist feat as a bonus feat at 3rd level, usable once per day for every four levels and no more than once per round.
Fast Movement (Ex): At 3rd level, a darknight gains an enhancement bonus to his speed, as shown on the darknight table. A darknight in armor (other than bodysuit) or carrying a medium or heavy load loses this extra speed.
Slow Fall (Ex): At 4th level, a darknight within arm’s reach of a wall (or other suitable climbing surface or structure) can use the wall to slow his descent. The darknight takes damage as if the fall were 20 feet shorter than it actually is. His ability to slow his fall (that is, to reduce the effective height of the fall when next to a wall) improves with his level until, at 20th level, the darknight can use a nearby wall to slow his descent and fall any distance without harm.
Uncanny Dodge (Ex): At 6th level, a darknight retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Special Ability: Beginning at 7th level, and every three levels thereafter, the darknight’s training manifests in special supernatural or extraordinary abilities, powers imparted partially through rigorous self-discipline and partially through the aid of his ancestral lineage. The darknight may choose from the following abilities:
Diamond Body (Ex): The darknight is in such control of his own metabolism that he gains immunity to poison of all kinds.
Diamond Soul (Su): The darknight gains spell resistance equal to 5 + his class level.
Flurry of Blades (Ex): The darknight gains an extra attack with his katana during a full-attack action at his highest base attack bonus, but all attacks made in that round are at –2 to hit. This ability may be used once per level per day.
Great Leap (Su): The darknight gains a +4 bonus on Athletics checks made while jumping, and he always jumps as if he had a running start, whether he was actually running or not.
Non-detectable (Su): The darknight can blend into his surroundings by affecting creatures’ minds such that they do not notice him. He doesn’t actually change appearance or even disappear, but those who may be looking for him simply pass over him. This is a mind-affecting effect the darknight can use at will. A Willpower save (DC 10 + ½ the darknight’s level + Wisdom (willpower) modifier) negates the effect, and the creature sees the darknight normally. The darknight must remain perfectly still and silent, or the effect is ruined. Creatures within 10 feet of the darknight are not affected by this ability and can see him normally.
Purity of Body (Ex): The darknight gains control over his immune system, gaining immunity to all diseases, except for magical diseases such as mummy rot and lycanthropy.
Shadow Images (Su): As mirror image, except that the images are non-magical; they are manifestations of his ancestral spirits. The darknight gains 1 image per 3 levels and may enact this supernatural ability three times per day.
Still Mind (Ex): The darknight gains a +2 bonus to saves against spells and effects from the Enchantment school, since his meditation and training enable him to better resist mind-influencing effects.
Wholeness of Body (Su): The darknight can cure his own wounds. He can cure up to twice his current level in hit points each day, and he can spread this healing out among several uses.
Improved Evasion (Ex): At 8th level, the darknight’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless darknight does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A darknight of 11th level or higher can no longer be flanked. This defense denies a foe the ability to sneak attack the darknight by flanking him, unless the attacker has at least four more levels in the class with the sneak attack ability than the darknight’s class levels.
Living Sword (Su): Beginning at 14th level, the darknight may employ once per day the ability to infuse the essence of his soul into his katana, enlivening its attacks. For 3 rounds, all the darknight’s attacks are made at his highest attack bonus. After this infusion, the darknight becomes exhausted.
Quivering Palm (Su): This terrifying attack allows the darknight to set up vibrations within the body of another creature that can thereafter be fatal if the darknight so desires. Starting at 15th level, the darknight can use this attack once per week, and he must announce his intent before making the attack roll. Creatures immune to critical hits and those without discernable anatomies or “vital spots” are not affected by the quivering palm attack. If he strikes successfully (unarmed strike) and the target takes damage from the blow, the quivering palm succeeds. Thereafter the darknight can choose to attempt to slay the victim at any later time within 1 day/level. He merely wills the target to die (a free action), and unless the target succeeds at a Fortitude save (DC 10 + ½ class level + Wisdom (willpower) modifier), it dies. If the save is successful, the target is no longer in danger from that particular quivering palm attack, but may be affected by another one at a later time.
Perfect Self: At 20th level, the darknight has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. He is forevermore treated as an outsider (native) rather than as a humanoid (e.g. charm person no longer affects him). The darknight gains damage reduction 10/magic. As an outsider, the darknight is subject to spells that repel enchanted creatures, such as protection from law. Unlike other outsiders, the darknight can still be brought back from the dead as if he were a humanoid.

This probably isn't quite the build you're looking for, but as it has been heavily playtested in my groups and balanced according to Korynta's template, I'm confident it's quite usable in any "typical" game. Or, it may just give you some ideas...


From a quick look-over:

It seems somewhat OP. Here are my suggestions…

Remove the following skills from the class skill list: Handle Animal (Cha), Knowledge (history) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perform (Cha)

Remove Weapon Training and add Weapon Focus to the 1st level bonus feats list. {Keeping Weapon Mastery as a capstone seems fine}

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Please look ----> Working on a new class for my homebrew, feedback welcome. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules