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Subject: Custom Base Class: Dungeoneer (Revised)

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West Valley City, Utah

01/14/2007 10:38 AM  
Several months ago, I posted ideas at maxminis about a homebrew custom base class that I was trying to design called a dungeoneer.  Several people made comments which helped me rethink the class.  I have made several adaptations to the class and wish to repost the class here for comments.  I wish to polish off the class so I can begin using it in homebrew campaigns.

My goal was to create a viable alternative to rogues, since I personally am not very fond of rogues.  Balance is important to me, also.  My intention with this class was to create someone who could fight fairly well and do the danger exploring that a rogue does, without the sneak attacks & pickpocketing and "seedy" characteristics of a rogue.

Thank you for your time.  This first post is an introduction.  The second post will have the class information.

I have also posted this at hordelings for feedback there.

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01/14/2007 10:39 AM  

Dungeoneer

Description:

The dungeoneer is an adventurer skilled in the art of locating and disabling traps and opening locks.ÂHe is also skilled in the use of arms and armor and is an able combatant.ÂHe is first and foremost an explorer of dungeons and caves, ruins and castles.ÂHis sturdiness and dungeon scouting abilities allow him to lead a party from room to room.ÂHe is prepared to battle toe-to-toe if threatening creatures are encountered.ÂHis knowledge of dungeoneering and architecture & engineering helps him perform his duties efficiently.

Adventures:

Dungeoneers love adventuring and devote their learning and skills towards indoor exploration, spelunking, and dungeoneering.

Characteristics:

Dungeoneers are talented all-around fighters, being familiar with all simple and martial weapons, light and medium armor, and shields (except tower shields).  Their class skills are not as broad as the rogue, as their attention is split between fighting and technical expertise.

Alignment:

Dungeoneers may be of any alignment.ÂGood dungeoneers love exploration and removing threats so that others may be safer.ÂEvil dungeoneers may be motivated by greed and destruction.ÂChaotic dungeoneers enjoy the excitement of exploration, and may not need any particular reason to risk themselves with the challenges of exploration.ÂLawful dungeoneers may be more methodical in their approach, intrigued by solving technical challenges.   It should be noted that while dungeoneers can be of any alignment, it is more common to run into neutral or lawful dungeoneers, and not as common to find chaotic dungeoneers.  The reason for this is that adventurers of chaotic alignment that have similar interests tend to become rogues.

Religion:

Dungeoneers often worship Kord, god of strength, Moradin, god of the dwarves, or the lesser god, Dalt, god of portals, doors, enclosures, locks, and keys.ÂHowever, dungeoneers often choose to worship other deities as well.

In the Forgotten Realms, dungeoneers commonly worship the lesser god, Marthammor Duin, god of guides, explorers, expatriates, travelers, and lightning.  Some worship the lesser god, Ibrandul, god of caverns.  Evil dungeoneers often worship Shar, goddess of caverns, dark, dungeons, forgetfulness, loss, night, secrets, and the Underdark.

Background:

Some dungeoneers gained their training from Dwarven architects and builders.ÂOthers through informal training from rogues who sought to teach them their trade.ÂStill others have military backgrounds.

Races:

Dwarves make natural dungeoneers, being sturdy warriors and having experience in the mountains or underground.ÂHumans, being flexible, make good dungeoneers.ÂHalf-elven dungeoneers are not as common, but are still relatively easy to find.ÂHalflings and elves are less common, but are not unheard of as dungeoneers.ÂHalf-orcs can struggle with the technical aspects of dungeoneering, and it is uncommon, but not rare, to find them choosing this class.

Other Classes:

Though dungeoneers often receive some training from rogues in their early development, rogues who adventure with dungeoneers feel it a duty to the guild to show that rogues are better suited to scouting than dungeoneers.ÂRogues are also motivated by competitive pride to do the lockpicking, and trapfinding and trap removal before the dungeoneer can show them up.ÂPaladins, knights, and good clerics often prefer the company of a dungeoneer over a rogue.ÂThis is particularly true with paladins and good knights.ÂFighters respect the fighting skills of the dungeoneer, while rangers have a sense of unspoken brotherhood with dungeoneers—as they perceive them as an indoor counterpart.ÂOther classes tend to work constructively with dungeoneers.

Role:

Dungeoneers are ideally suited as scouts in indoor or underground adventures.ÂTheir fighting prowess allows them to be primary combatants in the sometimes tight quarters they explore.

 GAME RULE INFORMATION

Dungeoneers have the following game statistics.

Abilities:ÂStrength and Constitution are important to the dungeoneer for his fighting prowess.ÂDexterity and Intelligence are key to their success with theirÂtechnical skills.

Alignment:ÂAny.

Hit Die: d8.

 Class Skills

The Dungeoneer’s class skills (and the key ability for each skill) are Climb (Str), Craft (alchemy) (Int), Craft (trapmaking) (Int), Disable Device (Int), Jump (Str), Knowledge (Architecture & Engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Open Lock (Dex), Search (Int).  See PHB Chapter 4: Skills for skill descriptions.

Skill Points at 1st Level: (4+Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

All of the following are class features of the dungeoneer.

 

Weapon and Armor Proficiency:ÂA dungeoneer is proficient with all simple and martial weapons, with light and medium armor, and shields (not including tower shields).

Trapfinding (Ex):ÂDungeoneers (like rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20.ÂFinding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.ÂFinding a magic trap has a DC of 25 + the level of the spell used to create it.

Dungeoneers can use the Disable Device skill to disarm magical traps.ÂA magic trap generally has a DC of 25 + the level of the spell used to create it.

A dungeoneer who beats a trap’s DC by 10 or more with a Disable Device

check can study a trap, figure out how it works, and bypass it (with his party without disarming it).

 
Enclosed Fighting: At 2nd level, dungeoneers become adept at fighting in close quarters.ÂWhen adjacent to a wall, they get a +1 dodge bonus to their AC.  At 17th level, this dodge bonus increases to +2.

Block Portal: At 2nd level, dungeoneers become more adept at sealing portals.  Using wedges from a dungeoneering kit (dungeoneering kits are available for the same price as thieve's picks & tools), the dungeoneer wedge a portal or door to keep it shut.  Treat a wedged door as one with the Hold Portal spell.  It is move-equivalent action to retrieve wedges from a pouch, and a standard action to place the wedges.  Removing wedges is also a standard action, though the dungeoneer can put the wedges in his/her pouch as he moves away from a doorway.

with the proper wedges (i.e. that can be found within his usual dungeoneer's equipment pouch), the dungeoneer can wedge a door or portal to keep it shut, as a standard action (not counting that taking out a wedge would normally be an additional move-equivalent action unless it's stored out of reach). The effect is equivalent to the Hold Portal spell (i.e. portal considered locked, add 5 to the normal DC for forcing open the portal). He can also remove his own wedges from the other side of the portal automatically, if the case arises.

Nowhere to Hide:  At 1st level, dungeoneers get a +1 bonus to attack when their target has nowhere to hide.  A target has nowhere to hide when a dungeoneer is flanking someone against a wall (there is a wall opposite the target creature from the dungeoneer).  This bonus rises to +2 at 4th level, +3 at 7th, +4 at 10th, +5 at 13th, +6 at 16th, and +7 at 19th level.

Trap Resilience: Dungeoneers do not have the best reflexes.  When they set off traps, they aren't the best at avoiding the results.  Repetitive exposure to trap damage has made them more resilient.  At 3rd level, they gain a form of damage reduction against traps.  They have trap resilience 2 at 3rd level (reducing damage dealt by traps by 2).  They resilience increases by two again at 7th level, 11th, 15th, and at 19th levels.

Rough Charge:ÂAt 5th level, the dungeoneer becomes more effective at rushing into battle.ÂThey may charge over broken ground (rubble, boulders, etc.)  Also, they may charge in tight quarters.  They do not have to go in a straight line, but may go around corners, providing they have line of site to their target when initiating a rough charge.  This allows them to charge through doorways and in tighter quarters than they would otherwise be able to.  The same bonuses to attack and penalties to AC occur as with normal charging.

See in the Dark: At 6th level, the dungeoneer's ability to see in the dark improves.  They gain darkvision 20', or if they have darkvision already, their darkvision increases by 20'.  This ability improves at 12th level, increasing by 10'.  It improves again at 18th level, increasing by 10' more for a total of 40'.

Damage Reduction: At 8th level, the dungeoneer gains the ability of damage reduction.  Repeated exposure to traps has made them more resilient in combat.  At 8th level, they gain DR 1.  This ability increased to DR 2 at 14th level, and to DR 4 at 20th level.

Combat Maneuvering: At 9th level, dungeoneers gain more maneuverability in combat.  They may take 10 on balance, jump, and climb checks during combat.


Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special











1st

+1

+2

+0

+0

Trapfinding, Nowhere to Hide +1






2nd

+2

+3

+0

+0

Enclosed Fighting 1, Block Portal






3rd

+3

+3

+1

+1

Trap Resilience 2






4th

+4

+4

+1

+1

Nowhere to Hide +2






5th

+5

+4

+1

+1

Rough Charge






6th

+6/+1

+5

+2

+2

See in the Dark 20






7th

+7/+2

+5

+2

+2

Nowhere to Hide +3, Trap Resilience 4






8th

+8/+3

+6

+2

+2

 DR 1






9th

+9/+4

+6

+3

+3

                      Combat Maneuvering





10th

+10/+5

+7

+3

+3

Nowhere to Hide +4






11th

+11/+6/+1

+7

+3

+3

Trap Resilience 6






12th

+12/+7/+2

+8

+4

+4

 See in the Dark 30






13th

+13/+8/+3

+8

+4

+4

 Nowhere to Hide +5






14th

+14/+9/+4

+9

+4

+4

DR 2






15th

+15/+10/+5

+9

+5

+5

Trap Resilience 8






16th

+16/+11/+6/+1

+10

+5

+5

 Nowhere to Hide +6






17th

+17/+12/+7/+2

+10

+5

+5

ÂEnclosed Fighting 2






18th

+18/+13/+8/+3

+11

+6

+6

 See in the Dark 40






19th

+19/+14/+9/+4

+11

+6

+6

 Nowhere to Hide +7, Trap Resilience 10






20th

+20/+15/+10/+5

+12

+6

+6

 DR 3









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rtcmc
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01/14/2007 11:46 AM  
Some comments -
With high skill points, a good skill list, best BAB progression, and trapfinding, this class comes off very favorably compared to the other classes with trapfinding, none of which are suitable for standing in the middle of a fight. Compared to rangers, you have a more useful ability than Track. I would reduce the HD to D8. The main other change I would suggest is making the AC bonus a dodge bonus (lost when the character is flat-footed).

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01/14/2007 11:53 AM  
The first thing I notice is that there is no compelling reason to take the 19th and 20th levels. Much like there isn't a reason I can see for taking a 20th level in Rogue.



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01/14/2007 2:26 PM  
Interesting class. I agree that on a first reading you have the best of several classes mixed together. Even giving it rogue BAB would make it a worthwile class. Battle Ready alone is great, but add that you can qualify for fighter bonus feats with fighter BAB and it's a little much. You have definitely accomplished what you set out to do with the theme of the class.

The one striking thing to me is your description of Battle Cry. Much of what you describe is not needed since it is tactics, and not part of the ability. It makes the wording cumbersome. All you really need to impart is that you can give every other character the Battle Ready ability. I think like a marshall or other classes with auras, this needs a range like 30'.

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01/14/2007 2:30 PM  
It looks like a combination of fighter and rogue with all the good parts kept.
Seems very unbalanced.

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01/14/2007 3:20 PM  
Let's compare the Dungeoneer to other classes.

Compared to a fighter: same BAB and saves, far fewer bonus feats, even with the Enclosed Fighting and Battle Ready abilities counting in place of feats. The Battle Cry is advantageous to companions, and not so much to the dungeoneer himself. So, overall, the fighter is the better all-around combatant.

Compared to a rogue: better BAB, likely to have better AC, probably equally skilled with traps and locks and Knowledge (dungeoneering)--perhaps better at this last one. Rogues benefit greatly from the higher Ref saves (against traps, especially), and have a huge advantage with Tumble, Evasion, Uncanny Dodge, and the like. So, overall, the rogue is the better close-quarters skirmisher, but they're about even overall.

Compared to a ranger: the ranger is probably a little better overall. A ranger could probably come very close to mimicking the dungeoneer's class abilities overall, except for the Battle Cry and Battle Ready abilities. So, what makes these two abilities good enough to justify taking this class instead of some combination of Ranger, Fighter, and/or Rogue to get the same result?

The Battle Ready is like a charge where the Dungeoneer can either attack or choose another standard action instead--and, it allows the Dungeoneer to do the same thing as a charge but without having to worry about terrain or straight lines. By itself, I don't think that it's powerful enough to push this class past a Ranger/Fighter/Rogue combo.

The Battle Cry is nice, and, with a team of other melee combatants, could prove useful. But, since it doesn't start until 10th level, I'm not sure if it adds enough power to the class.

I think that the Dungeoneer might make a nice class for a 5th party member. Often, a bard falls into this category--not tough enough to make one of the main four members, but an excellent support character.

Dave

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01/14/2007 4:03 PM  
Not good - it utterly overwhelms the fighter, especially with its "My levels count as fighter levels for bonus feats" - this opens up the Weapon Spec tree, which is the one thing the fighter has to itself.

It also doesn't have enough abilities. You really want to give the class something at most levels, to encourage PCs to stay in the class.

My suggestions:
* Reduce skill points to 4+Int modifier. (The class needs Disable, Open & Search; nothing more. The class doesn't have a long enough skill list for 6+Int. Consider that a 16 Int human can have every class skill, and you see the problem.)
* Remove the "levels count as fighter levels".
* Bonus Feats are "chosen from the bonus feats available to fighters"
* Add new ability "Nowhere to Hide" at levels 1,4,7,10,13,16,19 for values of +1 through +7; this is bonus attack against an opponent who cannot take a 5' step back to escape you due to a wall. (Basically, flanking when with a wall). Need to work on wording. (Note: has interesting implications with Combat Expertise and Power Attack)
* Add Trap Sense +1 through +6 at levels 3,6,9,12,15,18.
* Add 20th level "capstone" power.

Cheers!

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01/14/2007 4:09 PM  
Here is the thinking that has gone behind the initial concept of using a d10 for HD:

He is a fighting adventurer (toe-to-toe type). He doesn't have some of the features that rogues and rangers have that protect their lower HD. He does not have tumble. He has no evasion nor improved evasion. This can be significant. Rogues have trap sense also. The dungeoneer basically tries to do trap removal. If it works, great. If it doesn't work, his reflexes stink and he takes the explosion on the chin, so to speak. He doesn't have the benefits of evasion nor improved evasion. His fortitude is higher (since that is his lone good save), which gives him a chance to save vs. the poison type traps. But he isn't going to be dodging very often.

If you look through all the class features of rogues, the dungeoneer only has one of those--trapfinding. While very useful, it is central to the concept of this class.

For those who wonder why not multiclass instead--that is fine. Someone could multiclass instead. But I am trying to capture another flavor of character with this class. I am not trying to generate something out of balance.

I really do appreciate the feedback received so far. There is a variety of feedback I have received, and I think that's great. That's why I posted this here. I want the feedback. I am going forward with some form of this class and want to fine tune it so that it is a reasonable and balanced class and also a fun option to some of the other base classes.

So, for those who feel it is out of balance, I would love to have more suggestions on what would bring this class more in balance without neutering it completely.

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yack
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01/14/2007 4:10 PM  
Dave,
You made some very great points. At first I was worried about being able to take heavy armor and no negatives but after my second read it makes sense. I have always been a rogue fan not a huge fan but I feel its needed. But with this class you have nailed basically a fighter/ranger/rogue all in one. Is that unbalanced...hmmm hard to say. Reading it does seems a tad powerful but I think it would be one of thoses classes that you would have to see being played before jumping the gun.
Love the idea of Battle Cry...nice touch.
But maybe in case of unbalancing maybe drop the HD down to 8 as RT stated because it could become a class for powergamers. Lets not go there..............
For some reason I'm thinking Indiana Jones with a touch of rogue artist.
Great stuff!!!!

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01/14/2007 4:57 PM  
I would at least lower the BAB to that of a rogue or cleric. It fits more with those thypes than a fighter type. Drop the class stacking with fighter, or if needed, put a penalty like with warblade (although frankly I don't like that either). Drop to 4+Int for skill points which is still a lot of points but it doesn't have as many it really needs to buy.

All together, this should get the mix of rogue/fighter you are looking for while still not being weak.

Oh, and my other question is why would a class dedicated to the underground realms and dungeons worship Pelor? He seems out of place.

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01/14/2007 5:34 PM  
Posted By gss_000 on 01/14/2007 4:57 PM
Oh, and my other question is why would a class dedicated to the underground realms and dungeons worship Pelor? He seems out of place.
I am not as proficient, so to speak, with deities as with some other aspects of D&D.  I wanted to list a third deity.  What do you think would be a better choice than Pelor?


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01/14/2007 5:35 PM  
Posted By gss_000 on 01/14/2007 4:57 PM
Drop to 4+Int for skill points which is still a lot of points but it doesn't have as many it really needs to buy.

A few have mentioned this, and I think it's a good idea to drop to 4+Int modifier.

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01/14/2007 5:43 PM  
Posted By MerricB on 01/14/2007 4:03 PM
Not good - it utterly overwhelms the fighter, especially with its "My levels count as fighter levels for bonus feats" - this opens up the Weapon Spec tree, which is the one thing the fighter has to itself.

It also doesn't have enough abilities. You really want to give the class something at most levels, to encourage PCs to stay in the class.

My suggestions:
* Reduce skill points to 4+Int modifier. (The class needs Disable, Open & Search; nothing more. The class doesn't have a long enough skill list for 6+Int. Consider that a 16 Int human can have every class skill, and you see the problem.)
* Remove the "levels count as fighter levels".
* Bonus Feats are "chosen from the bonus feats available to fighters"
* Add new ability "Nowhere to Hide" at levels 1,4,7,10,13,16,19 for values of +1 through +7; this is bonus attack against an opponent who cannot take a 5' step back to escape you due to a wall. (Basically, flanking when with a wall). Need to work on wording. (Note: has interesting implications with Combat Expertise and Power Attack)
* Add Trap Sense +1 through +6 at levels 3,6,9,12,15,18.
* Add 20th level "capstone" power.

Cheers!
I think that several of those are brilliant suggestions.  I agree that there needs to be more class features available.  I love the idea of adapting the class with other features.  This would both make it more different from a fighter and also give it more "personality".  I have reduced the skill points.

Nowhere to Hide sounds great.  This is an interesting mechanic to help define their fighting skills.

Is there some kind of way of pressing someone so that they will take a five foot step away?  I am thinking this could compliment the ability of Nowhere to Hide.  I could drop all the Bonus Feats by adding some kind of pressing ability.  This would also drop the levels count as fighter thing.

I will add Trap Sense.

I still am looking for something that could be a capstone power.


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01/14/2007 5:52 PM  

Here are some problems with what the thread is posing.

1 - The problem of not liking the more sly and evil aspects of rogues isn't realistic, since you, as a player, can choose which feats and skills to buff.

2 - There is already a Dungeon Delver prestige class.

3 - Trying to make a new core class creates some problems.

If it's for you, it's very hard not to tweak it to exactly the power build you like. We're all human. I like balance too, but, if I made a class for myself, it wouldn't be balanced.

If it's for your players, you tend to make the class at least slightly better than the other classes so that they players are tempted to use it. You don't want to do all this work and not have it get used, so, you power-creep without meaning to power creep.

---

And I agree that this class is too good... too powerful.

---

But why go to this trouble to solve the problem?

I've made Dwarf Rogue/Fighter builds that do not put ANY focus in stealing, sneaking, or other unscrupulous activity.

From that build, you can launch into many PrCs.

I build one that uses the lowest point buy and bare minimum of recommended wealth. I could have built this much better in a campaign with high-powered stats or more money, but, I used bare minimum.

This is what I came up with.

He's not bad considering the Point Buy and wealth limitations. Pretty versitile, good initiative to get in some extra damage while the enemy is flat footed.

He has Evasion too, in spite of being heavily armored.

With a bit more cash, I could easily buff the attack rolls, AC, etc.   I didn't bother to buy him a bow, but, there was enough money left to buy a MW bow and arrows.

Male Dwarf, Hill Rog2/Ftr5: CR 7;
Medium Humanoid (Dwarf); HD 2d6+4(Rogue) , 5d10+10(Fighter) ;

hp 55;
Init +6;
Spd 20;
AC:22 (Flatfooted:21 Touch:12);
Atk +8/3 base melee,
+8/3 base ranged;

+10/5 (1d10+4, Waraxe, dwarven, Masterwork);
+9/4 (1d6, Shortbow, Masterwork);

SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex);

AL LG; SV Fort +8, Ref +8, Will +3;

STR 14, DEX 14, CON 14, INT 14, WIS 10, CHA 8.

Skills: Bluff +8, Craft (Armorsmithing) +2, Craft (Blacksmithing) +2, Craft (Stonemasonry) +2, Craft (Weaponsmithing) +2, Diplomacy +6, Disable Device +10, Disguise +2, Gather Information +2, Intimidate +4, Listen +8, Open Lock +15, Perform (Act) +2, Perform (Comedy) +2, Perform (Dance) +2, Perform (Keyboard Instruments) +2, Perform (Oratory) +2, Perform (Percussion) +2, Perform (Sing) +2, Perform (String Instruments) +2, Perform (Weapon Drill) +2, Perform (Wind Instruments) +2, Profession (Miner) +2, Search +11, Spot +10, Survival +5.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Improved Initiative, Improved Trip, Luck of Heroes, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Waraxe, dwarven, Weapon Specialization: Waraxe, dwarven.

Possessions:
Weapons: Waraxe, dwarven, Masterwork (330 gp).
Shortbow, Masterwork (330 gp); Arrows (50) (3 gp).
Armor: +1 Full plate (2,650 gp).
Shields: Shield, light steel, Masterwork (159 gp).
Goods: Coin: gp (2 (28 gp).
Magic: Ring: Lockpicking (4,500 gp); Ring: Protection +1 (2,000 gp); Wondrous: Lens of Detection (3,500 gp); Wondrous: Circlet of Persuasion (4,500 gp); Wondrous: Cloak of Resistance +1 (1,000 gp).

For a low power campaign, this is a pretty flexible PC who can fight, but not as well as a fighter.

So again, I'm not sure what the new core class solves, why it's a core class to begin with, or how it could be considered balanced (as Merric pointed out).



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West Valley City, Utah

01/14/2007 6:26 PM  
Posted By YRM_DM on 01/14/2007 5:52 PM

Here are some problems with what the thread is posing.

1 - The problem of not liking the more sly and evil aspects of rogues isn't realistic, since you, as a player, can choose which feats and skills to buff.

2 - There is already a Dungeon Delver prestige class.

3 - Trying to make a new core class creates some problems.

If it's for you, it's very hard not to tweak it to exactly the power build you like. We're all human. I like balance too, but, if I made a class for myself, it wouldn't be balanced.

If it's for your players, you tend to make the class at least slightly better than the other classes so that they players are tempted to use it. You don't want to do all this work and not have it get used, so, you power-creep without meaning to power creep.

---

And I agree that this class is too good... too powerful.

---

But why go to this trouble to solve the problem?

1 - The problem of not liking certain aspects of rogues is not meant to justify the class.  I was just explaining what got me thinking in the first place.
2 - I could care less about prestige classes.  I don't use them and am not interested in them.
3 - Trying to create a new core class doesn't necessarily create problems.  It creates challenges.  Yes, there is a tendency to make them too good.  I am aware of that.  That's the challenge I am trying to take head on and work through.  My goal is to create a balanced class that is not a whit ahead of or behind a general core class.  I am not suggesting that this core class be added to the d20 system.  If people liked it, they could use it.  If they don't like it, they can leave it completely out of their worlds.

Ok, I see that several have said that it's too powerful.  I am more interested in powering it down to balance it and adding flavor than a complete dismissal.

Why go to the trouble to solve the problem?  Because I want to.  If you don't want to, then don't.  But I still want to.  And I will keep working at it.

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01/14/2007 6:51 PM  
Posted By Corim Danex on 01/14/2007 5:34 PM

I am not as proficient, so to speak, with deities as with some other aspects of D&D. I wanted to list a third deity. What do you think would be a better choice than Pelor?



Of the standard gods listed in the PHB, there really aren't good ones. If this was FR, I could list a dozen, so I'll go into the Living Greyhawk Gazeteer and see if one is apropriate. Here are some that could work:

Bleredd- N lesser god of Metal, Mines, and Smiths
Dalt- CG lesser god of Portals, Doors, Enclosures, Locks, and Keys
Olidammara- CN intermediate god of Music, Revels, Wine, Rogues, Humor, and Tricks (patron of the Temple Raider Pclass as well)

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West Valley City, Utah

01/14/2007 7:33 PM  
Posted By gss_000 on 01/14/2007 6:51 PM
Of the standard gods listed in the PHB, there really aren't good ones. If this was FR, I could list a dozen, so I'll go into the Living Greyhawk Gazeteer and see if one is apropriate. Here are some that could work:

Bleredd- N lesser god of Metal, Mines, and Smiths
Dalt- CG lesser god of Portals, Doors, Enclosures, Locks, and Keys
Olidammara- CN intermediate god of Music, Revels, Wine