
Kaiph |
Hello, everyone!
So I have a homebrew class I'd love some feedback on. It's called the CQC Expert, and is , as you can possibly guess from the name, based on Naked Snake from the Metal Gear Solid series. Here's the link:
This is a first draft, so I'm fully aware that it isn't yet balanced. What I'd love is some feedback from everyone as to how I can tweak and adjust as needed while still keeping the core concept of a PC that gets in close and takes control of his enemies.
There's a couple ideas in here that are, as far as I know, totally new to Pathfinder, so if certain abilities are worded poorly or you're not sure what I mean, please let me know and I'll clarify.
If anyone wants to take it for a test spin, even better. All of my usual group has moved away, and I live in a small town where it's darn near impossible to get involved with new groups.
Basically, this is my first homebrew content and I'm very much aware that it's not perfect. Help me out to make it better? =)

Ciaran Barnes |

1) Full BAB classes have a d10 hit die, and are usually proficient in all martial weapons.
2) Your 1st level class features are the equivalent of one watered down feat. That is weak by any standard.
3) I'm confused. Is it a 2WF class or a grappling class? If it is a 2WF class, why the restrictions? If it is a grappling class, why have you not provided a means to grapple well?

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Gotta agree with Barnes on a few of these. But I have a few things to add as an MGS fan.
First of all, while you seem to want to make this an intelligence based class, I'd argue Snake was more of a wisdom guy. He didn't do thing 'the right way', he did them his way, and it'd make a bit more sense for his style to go wisdom.
Weapon Personalization: Nice, although I think the amount of time should be a day, it's pretty high right now. The guy knew his way around weapons, he modified that new gun in basically a few hours, so it shouldn't take days. Throw in free Quickdraw for both weapons here, really simulate the battle ready style.
CQC Stance: Something you're going to want to add to this is both a free Rapid Reload, as well as the off hand not being considered used for the purposes of reloading. Otherwise most guns are only going to get one shot, and seeing as they only can use their custom weapon, they can't exactly drop and draw a new weapon.
U. Dodge: Fine as is, fits the class.
Versatile Weapon Use: I think this already works with daggers, maybe say ranged attacks don't provoke here.
Improved Disarm: Eh...this just feels meh in here. It doesn't really do anything that good, improved grapple would make more sense here, maybe eventually becoming greater grapple. Possibly giving both Disarm and Grapple.
Human Shield: While I like it thematically, this is two rounds that you're not beating someone up, which is among the reasons grappling is thought of as poor in tactics. You could keep it, but try not to focus around it in design.
Evasion: Yeah, par for the course.
Weapon Grapple: Maybe give a bonus if they don't have weapons out?
Improved U. Dodge: A little early for this, maybe push it back a little?
Counter Attack: I really do like this, although it should probably burn away one of the CQC's AOO's. It seems like it works like Panther Style. Ruining their AOO is a bit much, maybe a -2 to the attack roll.
Flexible Grapple: This could be earlier, again not a big bonus.
Cornered Fox: Again, feels like this could be earlier. Seems pretty vital to the class unless their melee weapon is supposed to be primary.
Called Shot: Most of them aren't great, so this is pretty fair.
Smart Shooting: This comes REALLY late for a gun based class. Now I know I might be alone in this, but I like the idea of giving this at first level, but limiting the amount of bonus damage by your level. So at 1st level, you add you Int/Wis bonus to damage, but you can only add one point to damage. This keeps damage from spiking at a certain level. It's why I hate the current gunslinger, as they go from base damage to probably adding 4+ damage per hit, which is one hell of a shock.
Can you shoot me, rookie?: This works, although I'd also add grappling to this, since both are large focuses, and not a lot of things are always going to have weapons.
Balanced CQC: I'd stagger this, giving the first -1 to the penalty at 5th and the second here.
Counterthrow: This is basically guaranteed to work with the CMD penalty, although honestly I'm not sure how much of a problem I have with that.
Incapacitating Blow: Can these stack? One round is seriously short for these, I'd put them at a minute.
Improved Called Shot: I'd honestly say all the CQC's Called Shots are increased by one category, since you're still only able to make one a round. Maybe add the increase in accuracy later.
Smart Targeting: Another thing that I think would work better staggered.
Fast Grapple: Aren't these mostly the same benefits as Greater Grapple?
Mobile Grapple: Looks fine to me.
Crippling Blow: I like it.
Take the Safety Off: It's nice, but you're using low damage weapons anyways, so it's not a huge bonus.
Smart Moves: Another thing that feels like it could come sooner. Maybe allow the player to select between Smart Shooting/Targeting/Moves, and letting them select the others that they didn't later to let them better tailor their character.
I don't like to waste bullets: Yeah, this works, it's late, but it feels more like a small bonus.
Swatting Flies: Same as IDLTWB, it's small, but nothing terrible about that.
Weapon of War: This feels like a good endgame ability.
Becoming the Boss: I like this, but again, you're only able to grapple people your size. I get that this is more for a person scale game, but perhaps the class could be better at grappling larger things.
Overall I actually like this class a lot, and I think there's a lot of good ideas here. It's actually given me a lot of ideas for some stuff I wanted to do. Also, figured this might amuse you.

Kaiph |
Thanks for the advice so far, especially your detailed thoughts, Jolly. I was actually more worried about making the class OP, but from what you're saying, I could stand to mix up when the class gains abilities and beef them up a bit.
It's honestly been awhile since I designed this, but I think the reason I went Intelligence based is that the closest analogue to what I had imagined was a Rogue, focusing on Dex and Int stats. Wisdom makes sense from a lore point, do you think that would work well for a class that uses martial weapons and physical damage?
Ciaran, it's basically a mix of both 2WF and grappling class concepts, hence not giving them the restrictions. I wanted this class' abilities to be versatile, not to be abused. So often I see PCs form one strategy for how they deal with threats and never step outside that. I didn't want them to be TOO good with 2WF or grappling so that they wouldn't become a one-trick pony. That being said, I can see how it makes the overall execution weaker. I'll re-examine with your thoughts in mind.
Thanks a lot for the feedback so far! I was afraid people would hate it or think me totally stupid. Like I said, first homebrew content. =)