Combatant (3.5e Class)

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Combatant

The Combatant is a class that doesn't choose one particular fighting style to specialize in, but rather takes a little bit of all of them into consideration. Combatants start out able to cast very few spells, with barely any extra damage for sneak attacks, and doesn't get bonus feats nearly as frequently as the average fighter. However, their well-roundedness makes it hard to abuse their weaknesses, and they can specialize a bit more later in their progression through their Traveled Paths.

Making a Combatant

Combatants are offensively oriented, but have decent saves all across the board. Their D8 of HP means they won't be as fragile as a wizard, but they still aren't front line fighters. They have more skills than the average class, but less than the Rogue.

Abilities: When making a Combatant, one should consider which paths they want to go down in the future, and try to keep their stats as even as possible. Strength, Dexterity, Constitution, and Intelligence are all just as useful, with Wisdom and Charisma being only useful for skills and Will saves.


Races: Combatants can be any race, but the Versatility of Humans lends itself well to it.

Alignment: The Combatant can be any alignment, though they tend towards Chaotic ones.

Starting Gold: 3d4 x 10 GP (75GP average)

Starting Age: As Fighter.

Table: The Combatant

Hit Die: 1d8 + Con

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +1 +1 +1 Summon Familiar, Bonus Feat, Sneak Attack(1d3) 2
2nd +1 +1 +1 +1 Travel Boon 1 2 1
3rd +2 +2 +2 +2 Sneak Attack(2d3) 3 2
4th +3 +2 +2 +2 Bonus Feat 3 3
5th +4 +2 +2 +2 Travel Boon 2 3 3 1
6th +5/+0 +3 +3 +3 Sneak Attack(3d3) 3 3 2
7th +6/+1 +3 +3 +3 3 3 3
8th +7/+2 +3 +3 +3 Bonus Feat 3 3 3 1
9th +8/+3 +4 +4 +4 Sneak Attack(4d3) 3 3 3 2
10th +9/+4 +4 +4 +4 Travel Boon 3 3 3 3 3
11th +10/+5/+0 +4 +4 +4 3 3 3 3 1
12th +11/+6/+1 +5 +5 +5 Bonus Feat, Sneak Attack(5d3) 3 3 3 3 2
13th +12/+7/+2 +5 +5 +5 3 3 3 3 3
14th +13/+8/+3 +5 +5 +5 3 3 3 3 3 1
15th +14/+9/+4 +6 +6 +6 Travel Boon 4, Sneak Attack(6d3) 3 3 3 3 3 2
16th +15/+10/+5/+0 +6 +6 +6 Bonus Feat 3 3 3 3 3 3
17th +16/+11/+6/+1 +6 +6 +6 3 3 3 3 3 3 1
18th +17/+12/+7/+2 +7 +7 +7 Sneak Attack(7d3) 3 3 3 3 3 3 2
19th +18/+13/+8/+3 +7 +7 +7 3 3 3 3 3 3 3
20th +19/+14/+9/+4 +7 +7 +7 Travel Boon 5, Bonus Feat 3 3 3 3 3 3 3 1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Handle Animal, Intimidate, Jump, Ride, Swim, Knowledge Arcana, Concentration, Bluff, Spellcraft, Appraise, Diplomacy, Disable Device, Excape Artist, Gather Information, Hide, Listen, Move Silently, Open Lock, Search, Spot, Sleight of Hand, Sense Motive.

Class Features

The Combatants features are generally just dumbed down versions of other classes, with some twists and the occasional Travel Boon. All of the following are class features of the Combatant.

Weapon and Armor Proficiency: Same as Fighter, except no proficiency in Heavy Armor.

Spells: Same as Wizard

Table: Combatant Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th


Summon Familiar: Same as Wizard.

Bonus Feats: Fighter or Wizard bonus feats can be selected at each indicated level.

Sneak Attack: Same as Rogue Sneak Attack, using d3's instead of d6's. When the Player is concealed or successfully sneaking, they can launch a sneak attack with bonus damage.

Travel Boons: Boon 1: Choose from one of the following paths:

Warrior 1: You gain a +2 to Fortitude saves

Wizard 1: You gain a +2 to Will saves

Rogue 1: You gain a +2 to Reflex saves

Travel Boons: Boon 2: Choose from one of the following paths:

Warrior 2: You gain Weapon Specialty and Weapon Focus with a weapon of your choice,

Wizard 2: You gain a Metamagic Feat of your choice.

Rogue 2: You gain +4 to a skill of your choice.

Travel Boons: Boon 3: Choose from one of the following paths:

Warrior 3: Once per day, you can choose to make one melee attack with full attack bonus and +5, +5 instead of a full attack round.

Wizard 3: Once per day, you can use the Maximaze spell Metamagic feat at no cost.

Rogue 3: Once per day, you may disappear from sight as though Invisible for the next round. The first attack made on that round count as a sneak attack.

Travel Boons: Boon 3: Choose from one of the following paths:

Warrior 3: Once per day, you can choose to make one melee attack with full attack bonus and +5, +5 instead of a full attack round.

Wizard 3: Once per day, you can use the Maximaze spell Metamagic feat at no cost.

Rogue 3: Once per day, you may disappear from sight as though Invisible for the next round. The first attack made on that round count as a sneak attack.

Travel Boons: Boon 4: Choose from one of the following paths:

Warrior 4: You gain +2 to hit or damage with Melee weapons.

Wizard 4: You gain +2 to Spell damage,

Rogue 4: You gain +2 damage to Ranged attacks.

Travel Boons: Boon 5: Choose from one of the following paths:

Warrior 5: You may cast a spell as a free action when you make a full round attack.

Wizard 5: You may apply your sneak attack damage to your spells.

Rogue 5: You may apply your sneak attack bonus to one melee attack each round, regardless of whether you're hidden.


Ex- Combatants

Epic Combatant

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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