Problem writting up new class


Homebrew and House Rules


So i am writing up the final version of my homebrewed base class "The Brawler" and i ran into a problem. the class gains a trait ability called Brute Strength, this ability allows them to choose from a list of abilities much like the barbarians rage powers or the rogues rogue tricks. the problem i am running into is that i started writing a list of feats they could choose to take for this abilities and the number of feats just seems too high, should i just not have feats on the list or should i try and drop the number of feats down?


northbrb wrote:
So i am writing up the final version of my homebrewed base class "The Brawler" and i ran into a problem. the class gains a trait ability called Brute Strength, this ability allows them to choose from a list of abilities much like the barbarians rage powers or the rogues rogue tricks. the problem i am running into is that i started writing a list of feats they could choose to take for this abilities and the number of feats just seems too high, should i just not have feats on the list or should i try and drop the number of feats down?

That is almost impossible to say without having access to the feat list. What the feats do is actually more important than the number of feats though.


(Bonus Feats) Agile Maneuvers, Defensive Combat Training, Deflect Arrows, Diehard, Endurance, Fleet, Improved Disarm, Improved Grapple, Improvised Weapon Mastery, Snatch Arrows, Throw Anything, Toughness

this was my list when i stopped writing it because i realized there were a number of feats i wanted to add from the APG


If they get that many feats to choose from at 1st level it may be a bit much, but if they are divided among several level it should not be an issue.
The ranger, monk, and barbarian get several abilities to choose from.


the more i think about it the more i think maybe i shouldn't have feats as options for their Brute Strength ability


northbrb wrote:
the more i think about it the more i think maybe i shouldn't have feats as options for their Brute Strength ability

I don't know what brute strength does, but I figure it should be limited to combat feats at least. It really depends on what you want Brute Strength to add to the class that it does not have without it.


this is a list of most of the other Brute Strength abilities the class can choose from as they level. the brawler can choose one of these every other level starting at 2nd level.

Heavy Throw:
This ability adds +10 to the range of all thrown weapons (including improvised weapons)
This ability may be taken up to 3 times.

Hammer Fist:
Using both hands the Brawler may add 1.5 times his strength modifier to his unarmed attack.

Iron Stomach:
Gain Immunity to all ingested poisons and toxins.

Powerful Build:
Gain a +1 to CMB and CMD, this ability may be taken up to 3 times.

Reckless Attack:
the brawler can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Street Wise:
Gain a +2 to Diplomacy and Knowledge (local)

Tenacity:
Gain a +3 to HP, this ability may be taken as many times as you wish.

Feign Proficiency:
The Brawler reduces non-proficiency penalties to -2, the Brawler must be 4th level to take this ability.

Improved Damage Reduction:
Increase the Brawlers Damage Reduction by 1/-, this ability may be taken up to 3 times. The Brawler must be 8th level to take this feat.

Ferocity:
You remain conscious and can continue fighting even if your HP is below 0; you are still staggered and lose 1 Hp each round. You still die when you reach a negative HP equal to your Constitution. This ability requires the Brawler to have Diehard.

Greater Ferocity:
The Brawler doubles his Constitution to determine when he dies by negative HP. This ability requires Ferocity.


northbrb wrote:

this is a list of most of the other Brute Strength abilities the class can choose from as they level. the brawler can choose one of these every other level starting at 2nd level.

Heavy Throw:
This ability adds +10 to the range of all thrown weapons (including improvised weapons)
This ability may be taken up to 3 times.

Hammer Fist:
Using both hands the Brawler may add 1.5 times his strength modifier to his unarmed attack.

Iron Stomach:
Gain Immunity to all ingested poisons and toxins.

Powerful Build:
Gain a +1 to CMB and CMD, this ability may be taken up to 3 times.

Reckless Attack:
the brawler can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Street Wise:
Gain a +2 to Diplomacy and Knowledge (local)

Tenacity:
Gain a +3 to HP, this ability may be taken as many times as you wish.

Feign Proficiency:
The Brawler reduces non-proficiency penalties to -2, the Brawler must be 4th level to take this ability.

Improved Damage Reduction:
Increase the Brawlers Damage Reduction by 1/-, this ability may be taken up to 3 times. The Brawler must be 8th level to take this feat.

Ferocity:
You remain conscious and can continue fighting even if your HP is below 0; you are still staggered and lose 1 Hp each round. You still die when you reach a negative HP equal to your Constitution. This ability requires the Brawler to have Diehard.

Greater Ferocity:
The Brawler doubles his Constitution to determine when he dies by negative HP. This ability requires Ferocity.

I would just keep using abilities like these instead of feats. They add more flavor, and seem to fit a melee class pretty well.


yeah thats what i was thinking, hey would you mind helping me out with an ability i am having trouble with.

its a brute strength ability but im not sure how to pull it off.

the idea is that the brawler grabs a hold of the opponents weapon preventing the opponent from attacking with it, he doesn't fully disarm said foe. the brawler can still attack with his other hand without any problems. the opponent is unable to attack with the weapon without first breaking free from the brawler but if he chooses he can drop the weapon.


im going to start a new thread about it to get more people to add in their 2 gp

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